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Hello Passfinders. Soon I will be running #2-08 The Sarkorian Prophecy at my local store. I would like to make one alteration: The Sarkorian Prophecy:
Instead of Thurl giving the briefing, I want to change the scene so that it is given by Jorsal of Lauterbury instead. The reason for this is because: The Traitor's Lodge:
Thurl is bad and not in good standing with the Pathfinder Society anymore. I think it would be too weird for my players to be given a mission briefing by someone whom they may be actively hunting. So is it "bad form" to change the scenario for that reason?
Fireday night, and I need some loot My griffon mount and some striding boots Cast the spell grease, draw my bow to shoot What I need is a Horn of Valhalla to toot for those Ghouls, ghouls, ghouls Long tongues and bloodshot eyes Ghouls, ghouls, ghouls Popping out the graves, what a big surprise Ghouls, ghouls, ghouls Risen bodies of adventuring guys
Hello Paizonians. In my time as a PFS GM I have run across a few questions about game mechanics and lore not matching up. Every time I bring them up in character I get flak for it, so I want to see if I am missing something. Here goes: 1. Players cannot craft items in PFS. One time I said in character, "We Pathfinders have no crafts of our own to sell because we're not allowed to make stuff," and one of the players said he would bombard me with dice. I don't think the GM was too keen on me saying this either, but if my character had tried to actually make an item, he would not have been able to do so. Is there ever an in-universe explanation for this rule? 2. Oh no, not this again: evil Pathfinders. I hear that evil Pathfinder agents exist in-universe but cannot be played. Can my PFS character kill an evil Pathfinder NPC because the higher-ups in the Society would want that person "reported as dead" for going evil? I would be a whole lot less miffed about this whole thing if ALL evil were disallowed within the Society, not just for PCs. 3. Players cannot PvP but can still be dominated to attack each other. Why can I not, as the BBEG, cast spells on Pathfinders to make them attack each other, leave the area, and write a letter to their Venture-Captain saying that they engaged in PvP and should be reported as dead? Some enemies of the Society have to be intelligent enough to think of that strategy.
I was wandering this because Ioun is the goddess of magic in the world's oldest roleplaying game, and Nethys is the god of magic in Pathfinder. How would the name Ioun have gotten into this setting? Do clerics of Nethys chastise or do worse to people for using the name "Ioun Stone," citing heretical belief in a false god? Is this issue too insignificant so that the developers said to just go with it?
About CaylenBackstory:
Caylen is the bastard child of a nobleman from House Lebeda. While traveling abroad forging trade agreements, the nobleman shared a night of passion with a local serving girl. Almost 20 years later Caylen appeared in brevoy, claiming noble blood. The lord would not accept his claim, though the likeness was plain to see. If Caylen's claim was found true, the affair could sever relations between lord Lebeda and his wife's family, ruining lucrative trade agreeements. Instead he has arranged for a charter into the stolen lands, hoping the boy never returns.... Defense:
HP 10 =6+3+1 AC 12 =10+2 CMD 12 Fort 0 =0+0 Reflex 2 =0+2 Will 1 =2-1 Offense:
BAB 0 Melee: -1 Staff -1, 1d6-1 x2 Ranged: +2 Cross Bow, Light +2, 1d8 19-20/x2 CMB 0 traits:
Bastard - One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. Benefit You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) Desperate Focus - You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. Benefit: You gain a +2 trait bonus on concentration checks.
feats:
Spell penatration Toughness skills:
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), 5=1+1+3 Profession (Wis), Spellcraft (Int), 5=1+1+3 Use Magic Device (Cha). 8=1+4+3 Bloodline:
Verdant. Bloodline Arcana - Natural armor bonus=spell level for 1d4 rnds. Bloodline Power - 7/day Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
spells per day:
1st = 4 spells known:
0 = 4:Detetc Magic, Light, Read Magic, Disrupt Undead 1 = 2:Mage Armor, Sleep |
