Corsair

Tusk the Half-Orc's page

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 438 posts (4,612 including aliases). No reviews. 14 lists. 1 wishlist. 13 Organized Play characters. 30 aliases.


RSS

1 to 50 of 438 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Just checking - I clicked "Pick up at Gen Con" almost immediately after it became available, but on my Subscriptions page, there is nothing shown as being picked up at Gen Con. Is this just in process, or did I mess up?

Liberty's Edge

3 people marked this as a favorite.
zer0darkfire wrote:

I made a thing.

Not sure how useful this reference document will be to some of you, but I know that when I play a spellbook type caster, I have an innate desire to learn every spell I possibly can. This is a list of how many spells there are at each level and how much gold it takes to scribe them all (based on PFS rules). Hint, after level 1 spells, its cheaper to buy Blessed Books!

This is helpful, thanks for sharing.

For what it’s worth, I keep my level 6 arcanist's spellbook on a spreadsheet for sharing with other spellbook casters during scenarios, and to make calculating scribing costs and pages used easy. Feel free to adapt the format and formulas for your own use. One note, if you do: the pages used column (far right) does not update if you move a spell into a different row, you have to fix the reference to the row above manually.

Liberty's Edge

1 person marked this as a favorite.

Wolfgang (pronounced "Vulfgang," of course) will focus on stabbing all the things. Spells are great, but the results can be unpredictable when used on other people. Wolfgang studies magic to make himself - and the people he is occasionally forced by circumstance or contract to depend on - better at stabbing. He'll be happy to have a flanking buddy in Sicaria (but won't be overly impressed by the cultish mumbo-jumbo of the Red Mantises).
That's not to say he won't ever use magic offensively, but he can't prepare very many spells and prefers to focus on illusion and transmutation spells to cast on himself and his allies (so he doesn't have to worry about opponents making their saves). He will generally have one or two splashy area of effect spells in reserve in case of emergency, but believes they lack subtlety and may wreck the goodies.

@Meloriel - He can be the primary arcane caster, but there is plenty of room for a full caster if that's what you'd like to play - there would be almost no overlap with a blaster, summoner, battlefield controller, diviner, or necromancer (just off the top of my head).

Wolfgang, a history:

Wolfgang comes from a large town or small city a few days' ride from Longacre. At home, he worked for whichever gang or group of thugs wanted to pay him, but he was rarely offered a long-term contract and never accepted them when offered. He thought most of the goons who hired him were idiots, and made no effort to hide his opinions. Wolfgang's minor tricks and illusions, combined with his natural stealth and talent with a blade, kept him in demand for one-off jobs that paid well enough.

Eventually, though, Wolfgang's luck ran out. He and the partner he had been given for a minor bit of burglary were surprised in the act by the owner of the shop they had broken into. Wolfgang panicked and quickly cast a spell. He vanished from sight and escaped (with the object of their burglary), while his partner took the shopkeeper's crossbow bolt in his throat.

In the aftermath of that incident, Wolfgang began to understand the cost of his insistence on remaining a freelancer. When he reported to his employer to deliver the item they had been sent to obtain, the gang leader barely glanced at it; instead, he demanded to know the whereabouts of Wolfgang's partner for the job. Wolfgang told the man what had happened without remorse, and was completely unprepared for the blaze of anger the news triggered, not just in his employer but also among the other gang members within earshot. Apparently the petty thief was a well-liked younger sibling of one of another member of the gang, and the group was not pleased that - as they saw it - Wolfgang, to whom they felt no particular affection or loyalty, had left him to die alone.

Wolfgang did the only reasonable thing and left town that evening. By the time he arrived in Longacre, he had changed his surname (keeping his given name so that if he is recognized, he will not be immediately given away if addressed as "Wolfgang"), and his attitude towards working alone. If his trouble at home was due to his failure to build any loyalty among the people he worked for, then he would not make the same mistake when starting over. In Longacre, he decided to start off by taking jobs from whoever was hiring, but as soon as he had the lay of the land, he would seek out the most powerful group in need of his services and do everything he could to earn a long-term position. When he hears that House Thrune itself is seeking new agents, he knows that this is the job for him, fiendish blood, unlikeable personality, and occasional cowardice be damned.

I've roughed out what Wolfgang might look like at level 10, which has me thinking about tweaks to make before we start. I'm particularly concerned about his Perception skill; even with trapfinding, his modifier at level 10 is pretty low. I may also substitute Skill Focus (Perception) or Alertness for one of the mid-level feats in the version below, and I'm open to suggestions.

Wolfgang von Erzteufel, level 10:

Male daemon-spawn tiefling unchained rogue (eldritch scoundrel) 10 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: Arcane Anthology 23, Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
NE Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 10 (+6 Dex, +1 dodge)
hp 73 (10d8+20)
Fort +5, Ref +13, Will +3
Defensive Abilities evasion; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +13/+8 (1d4+1/19-20) or
dagger +13/+8 (1d4+1/19-20) or
rapier +13/+8 (1d6+6/18-20) or
sap +13/+8 (1d6+1 nonlethal)
Ranged shortbow +13/+8 (1d6/×3)
Special Attacks sneak attack (unchained) +3d6
Spell-Like Abilities (CL 10th; concentration +10)
1/day—death knell (DC 11)
unchained rogue (Eldritch Scoundrel) Spells Prepared (CL 10th; concentration +15)
4th—dimension door (2)
3rd—displacement, fireball (DC 17), fly, major image (DC 18)
2nd—cat's grace, false life, invisibility, mirror image, spider climb
1st—expeditious retreat, mage armor, shield, silent image (DC 16), true strike, vanish[APG] (DC 16)
0 (at will)—detect magic, mage hand, open/close (DC 14), ray of frost, read magic
--------------------
Statistics
--------------------
Str 12, Dex 23, Con 14, Int 18, Wis 10, Cha 8
Base Atk +7; CMB +8; CMD 25
Feats Accomplished Sneak Attacker, Arcane Strike, Combat Casting, Dodge, Spell Focus (illusion), Weapon Finesse
Traits amoral mercenary, arcane temper, scholar of the great beyond
Skills Acrobatics +19, Appraise +8, Bluff +3, Disable Device +26, Escape Artist +14, Knowledge (arcana) +17, Knowledge (dungeoneering) +8, Knowledge (history) +6, Knowledge (local) +17, Knowledge (planes) +11, Perception +13, Sense Motive +5, Sleight of Hand +12, Spellcraft +17, Stealth +19; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Celestial, Common, Halfling, Infernal, Orc
SQ alarm sense, cowardly, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, prehensile tail[ARG], rogue talents, rogue talents (bleeding attack +3, fast stealth), spells, tiefling rogue/ninja, trapfinding +5
Other Gear arrows (20), dagger, dagger, rapier, sap, shortbow, belt of incredible dexterity +4, headband of vast intelligence +2, sb1, thieves' tools, 40,924 gp
--------------------
Special Abilities
--------------------
+2 bonus to sneak attack damage dealt to creatures with the outsider type. Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Alarm Sense (Su) Gain trap spotter effect if in 10 ft of magical trap.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Cowardly +5 ft base speed when frightened & fleeing, & the penalty for cower & fear conditions are +1
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rogue Talents For Rogue Talents which require Ki, can use spell slots.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spells Can cast wizard spells with the number of slots of a magus.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

Liberty's Edge

Hello, hello, sorry I’m late - just saw the GM’s message with the link to the thread. I had already put together a couple of PC concepts in Hero Lab, and seeing what Vigo and Sicaria have come up with - and what Meloriel has said she doesn't want to play - has helped narrow it down. (Meloriel - Garduk says to say hi to Danicka.)

Concept 1, probably the one I'll go with (subject to GM Hawthwile's answers about legality, or if it conflicts with somebody else's plans), is in the spoiler below. Backstory and build plans over time to follow.

Wolfgang von Erzteufel, rough draft:

GM - I think the only issue is whether you'll permit Wolfgang to use the Eldritch Scoundrel archetype with unchained rogue. It is permitted under the rules generally, but not in PFS.

Daemon-spawn tiefling unchained rogue (eldritch scoundrel) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: Arcane Anthology 23, Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
NE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
rapier +4 (1d6+1/18-20) or
sap +4 (1d6+1 nonlethal)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—death knell (DC 11)
unchained rogue (Eldritch Scoundrel) Spells Prepared (CL 1st; concentration +5)
1st—color spray (DC 15), vanish[APG] (DC 15)
0 (at will)—detect magic, ray of frost, read magic
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Spell Focus (illusion), Weapon Finesse
Traits amoral mercenary, arcane temper, scholar of the great beyond
Skills Acrobatics +8, Disable Device +11, Knowledge (arcana) +7, Knowledge (local) +7, Perception +4, Sense Motive +1, Sleight of Hand +10, Spellcraft +7, Stealth +8; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Common, Halfling, Infernal, Orc
SQ cowardly, prehensile tail[ARG], spells, trapfinding +1
Other Gear arrows (20), dagger, dagger, rapier, sap, shortbow, sb1, thieves' tools, 24 gp
--------------------
Special Abilities
--------------------
Cowardly +5 ft base speed when frightened & fleeing, & the penalty for cower & fear conditions are +1
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spells Can cast wizard spells with the number of slots of a magus.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Liberty's Edge

I’ve gotten a response to emails, but only after about a week and each time I had already resolved it through the customer service forum or by phone.

Liberty's Edge

Welcome back, Redelia! Best wishes for a speedy recovery!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
GM Worg wrote:

GM Worg is looking for some lively recruits who like adventure in Isger and into the past of the Pathfinder Society itself!

Fallen Family Broken Name
What the Helm Hides

Consider joining today! (Both Scenarios are 1-5, 1 sign up permitted per person. Lottery will be rolled to determine players.)

Sign up is on this page here!

Can’t access the sign-up sheet - is What the Helm Hides already full?

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Steven Schopmeyer wrote:
I've been running it as any check counts.

Thanks - that’s the way I read it, but I didn’t want to make the checks too easy if it was supposed to be much harder to aid.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Reaver's Roar chase rules, p. 8 wrote:
For each obstacle, each PC can attempt one of the listed saving throws, skill checks, or ability checks, or they can attempt to cast a spell or use an ability appropriate to the described challenge. At the end of the turn, use the highest result. Any other check results with a total of 10 or higher should be treated as though the PC had used the aid another action to assist. If any PC uses a particularly appropriate spell or ability, such as casting transmute rock to mud to slow some of the orcs, grant the highest check a +2 bonus.

Does the sentence in bold mean that any check with a result of 10+ gives a +2 to the highest result, or only if the check is the same as the high result?

Example: in Phase 1 (Reflex save DC 18 or Acrobatics DC 28), Ezren manages a 12 on his Reflex save and Merisiel gets a 27 on her Acrobatics check (Kyra and Valeros both roll nat 1s on Reflex). Does the party fail, or do they succeed because Ezren's Reflex save is treated like a successful aid another check for Merisiel's Acrobatics check?

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Shattered Star:
I believe the sanctioned content for book 1 of Shattered Star would meet your needs.

Liberty's Edge

Anybody know how to mark myself inactive here to move this to the bottom of my Campaign tab? Looks like I dotted into the Gameplay thread twice, with this profile and my “Varjo Kamalainas” alias.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

For race, would you consider a Duskwalker?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Working on an idea - I’ll have it ready later this morning.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Tusk the Half-Orc wrote:
I'm prepping this scenario to run tonight, and I'm a little confused about how much the PCs can get done in a phase (20 minutes). For example, is it one phase to do the entire "Tour of Onhae" section - visit 10 buildings and make up to 9 skill checks - or is it one phase for each building/skill check?

After rereading this section, I think I get it. In a single phase, each PC can make one check or aid another PC's check. That's why the 4-player adjustment allows an additional 2 phases before the townsfolk lose their patience.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm prepping this scenario to run tonight, and I'm a little confused about how much the PCs can get done in a phase (20 minutes). For example, is it one phase to do the entire "Tour of Onhae" section - visit 10 buildings and make up to 9 skill checks - or is it one phase for each building/skill check?

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

@Bob Jonquet, @Swiftbrook - Thanks. That's disappointing, but it makes sense - no GMs, no player seats either. Seems like a big drop off in the number of tables from the past two years, though.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Bob Jonquet wrote:
Swiftbrook wrote:
maybe next year we'll need something bigger than the Sagamore Ballroom. WoW!
LoL, I wish that were the case. The size of the room is not the limiting factor. It’s the availability of GM resources.

Bob, just looking at the numbers, it appears that there were only 420 tickets total available for Siege of Gallowspire on Saturday night across both tiers and all level ranges - 2 difficulty tiers, each broken up into 5 level ranges, with 42 seats available each. The Sag holds something like 1200+ seats, if I recall correctly, so can we assume that the plan is to add a bunch more tables once the folks running the special have a sense of where the demand is?

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Bill Baldwin wrote:

Not to mention Siege of Gallowspire. I was less that 3500 in the queue and still couldn't get a ticket.

Same here - the Soldier tier tables in 7-8 and 10-11 both sold out right away (my group is likely to be level 9 by Saturday night of the con). There were a few champion tickets left at those levels, only 1 or 2, not enough to for us all to play.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, turns out I was worried over nothing - the 7-8 and 10-11 tables sold out (Soldier Tier) before my wish list was processed. There were plenty of open tables in the Champion Tier, but none with enough tickets for all four of us. So now we wait for (I hope) more tables to be added.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Excellent, thanks!

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Got it - thanks, everyone! This will be my family's third Gen Con, and we've never had characters that high level before.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Am I reading the Gen Con schedule correctly?

1. There will be PFS 1E scenarios run in the Sagamore Ballroom during the Friday night SFS special?

2. There is no option for level 9 (or 14) characters in either Tier for The Siege of Gallowspire? It looks as though the tables are broken up by levels: 5-6, 7-8, 10-11, 12-13, 15-16.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Dust of Twilight is a level 2 bard, bloodrager, and sorcerer/wizard spell. It has a duration of "instantaneous," covers a 10-foot spread, and has the following description:

Dust of Twilight wrote:
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.

What is the duration of the fatigued condition? Instantaneous doesn't really make sense for this part of the spell effect.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Fine with me - dotting in shortly.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Great!

GM, to decide which character I want to apply the chronicle to, could you please let us know if it applies only to level 7 characters, or if it can be applied to a range (e.g., 6-8)?

CigarPete, Knight of Rust, it looks as though it is up to us to work out pregen selection. After looking over the sheets CigarPete shared, my first choice is definitely 322 - I like playing oracles generally, and she looks fun, but I could take something else if needed to make things work. Your thoughts?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Nice, thanks, CigarPete!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Count me in, please! I'll play any of the pregens, but if the selection were entirely up to me I'd pick 322 or Zurnzal.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
PaleDim wrote:
MorphiusLink wrote:
GM Sapphire Fox wrote:
Batpony I'll be starting up a lvl 1 - 5 here in a couple days if he wants to join in on that one
Would I also be able to jump in on that one with my Lvl 1.1 Gnome Alchemist, Cordon?
If this isn't intended for strictly new players, I've got a level 2 wizard who could join.

Depending on the scenario, I’ve got a level 2 psychic investigator I’d love to play.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, I'm in! It looks like there will be 1E compatibility just like there will be for 5E of the other game. The separate bestiaries are described as having all of the necessary rules and information to convert between editions.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Sean Castor wrote:
Tusk the Half-Orc wrote:
Note to self: my character needs to buy something ridiculous before starting at the tier 1-2 SFS special on Saturday!
Wait, what tier 1-2 SFS special? The only one I know of is Skittershot and that uses pregens.

We played the 2018 Gen Con Saturday night special at Tier 1-2. We had a great time, and I think envoy is now my favorite class (although I did not get to try the playtest witchwarper).

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My son and I are running side-by-side tables of this scenario tonight in tier 4-5, and there seem to be a couple of errors in Grib’s statblock (pp. 12-13).

Tactics, Before Combat wrote:
If Grib feels combat is imminent, he drinks his mutagen to increase his Dexterity and his extracts of false life and expeditious retreat; he also charges a vial of alchemist's fire within his explosion pocket. The benefits of these abilities are included in his statistics.
Offense wrote:

Speed 30 ft.

* * *
Alchemist Extracts Prepared (CL 5th; concentration +8)
2nd - fire breath, lesser restoration, resist energy
1st - cure light wounds (2), enlarge person, expeditious retreat, true strike

1. I think this is just a typo - his speed should be 60' due to expeditious retreat, not 30', right?

2. Grib doesn't have false life prepared. Should we just replace one of his 2nd level prepared extracts with it? If so, I'd probably drop lesser restoration, as it isn't used in his tactics and (depending on the PCs he's facing) he is more likely to need to worry about energy damage than a few points of ability damage.
3. It looks like he has one too many 1st level extracts prepared. A 5th level alchemist should get four level 1 extracts, plus 1 bonus extract due to his intelligence score, right? I could drop enlarge person, as he probably won't want to be a bigger target. Given his line of work, it makes sense to keep both prepared CLW slots.

Any suggestions would be welcome. We'll have a couple of teenagers who've played Pathfinder before (home games, not PFS), a couple more who play 5E, and a couple of parents who played AD&D 25-30 years ago.

Liberty's Edge

Thanks, Dennis and GM Hawthwile - that’s what I needed to know (and wanted to hear).

Liberty's Edge

I’ve got a similar question about to GM credit - my son and I are going to be running parallel tables of PSS 8-22 tomorrow night, and the character I’d like to assign the chronicle sheet to is still playing in an Outpost game. Is that legal, or do I need to assign the sheet to a character that isn’t otherwise occupied at the moment? I understand that the character wouldn’t be able to use any of the granted XP or GP until after the current scenario, of course.

Liberty's Edge

6 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks, Michael and Jason.

+1 for the idea of adding a 1E version as a stretch goal anyway - if Kingmaker gets the same treatment as ROTRL and COTCT, it will be meaningfully updated beyond just the rules set, so why not make the update available in a PF1E version along with the other game’s 5E?

Liberty's Edge

6 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zaister wrote:
Kingmaker for Pathfinder First Edition PDFs are readily available without the need for a crowdfunding.

Was Kingmaker originally published for PF1E or was it one of the last APs published under 3.5? Rise of the Runelords and Curse of the Crimson Throne were both originally released for 3.5; the hardcovers were conversions to the Pathfinder rules.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Adjoint wrote:

Hide in Plain Sight is an extraordinary ability, not supernatural, so I think that it makes use of physical physical features of the place, not of its metaphysical identity. Thus, for the purpose of Hide in Plain Sight, I would count Eye of Avarice as dungeon, and squbsequently as "underground terrain".

That being said, I would note that there aren't many places to hide in the Eye of Avarice, and Stealth (even with Hide in Plain Sight) is not Invisibility. You still need cover or concealment, or your Stealth is going to be broken at the end of your turn. Make sure that the player understands that.
Check this thread for the related discussion.

Thanks, Adjoint, that’s helpful. And the thread was interesting, if not totally enlightening. All my player really wants is to be able to use sneak attack occasionally when she doesn’t win the initiative roll or have a flanking buddy and is too far for the wizard to cast invisibility. She gets that attacking or ending her turn in plain sight will end any stealth she starts with HiPS. Not round after round, of course - the 10’ movement requirement makes that almost impossible - just for her first attack, when she moves in to melee range to engage her opponent.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My players have just finished the Wrath wing of Runeforge and next session will build their dominant weapons and finish book 5, so I'm beginning to prep book 6 in earnest. They are also looking ahead to picking their characters' last couple of feats and class features.

The rogue/rose warden has recently discovered the joys of Hide in Plain Sight. I ruled that Runeforge counted as the "underground" ranger favored terrain for this purpose, since the demiplane is a two-mile sphere of rock and the dungeon is carved inside of it (and was originally formed from the caverns now inhabited by Arkhryst). At level 17, she will get a rose warden class feature that effectively gives her HIPS (urban), so that should cover Xin-Shalast and the Pinnacle. But what type of terrain is the Eye of Avarice? Would she need to take HIPS (planes [Leng]), or would it still qualify as underground?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

@EbonFist - Sounds like you need more caffeine. Time for more tea!

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

That’s an excellent point, and means I do not need to be concerned about my Harsk’s pathetic Handle Animal modifier.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Martin wrote:
Half a badger?

7/15 of a badger at most, unless you start selling off gear. Meanwhile, for less than a silver piece, you can buy 3 untrained cats!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
!ksraH wrote:
Yes, a pet! Perhaps a badger? Hm...yes. I shall name it....Biter!

Badgers are too expensive! I was thinking about a cat. Or a canary. Or both.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My son and I are excited to be nos. 3 and 4 on the sign-up sheet for the Harsk table! So just how whimsical do you want us to be? My Harsk has 7gp burning a hole in his pockets, and is considering shopping for a pet.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Does anyone have a list of which modules do have a campaign mode? I didn’t know that there were any!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

For some reason, I have spent the last couple of weeks noodling around with character ideas for use in a Tyrant's Grasp campaign, with an all-duskwalker party entirely made up of 6-level casters. So, um, if anyone wants to run that (or a Tyrant's Grasp campaign where a duskwalker, 6-level caster class PC would not be out of place), please let me know!

Liberty's Edge

1 person marked this as a favorite.

With my daughter going to college in the fall, this will give her a pretty complete set of the hardcovers in her own account. I’m going to be buying a few of these for gifts.

Liberty's Edge *

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Fixed the link.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Please cancel this order. Thanks.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
GM Batpony wrote:

Im a big fan of 2e. The simplicity and limited resources has made it very easy for me to rope in new players for my local games. In fact, ive moved to 2e in my local lodge doing on the fly translations of older scenarios. New players get daunted by the old rules and I've lost many players that way.

But yeah, to Chadius point, it was a headache to run at the time of playtest but I still had fun and will be willing to run more games once I've settled down. I'm in the midst of moving to West texas from Asia.

We’re going to be in the same time zone?!?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mike J wrote:

I agree with Bellona on the ages being fine - at 17 they are practically adults. However, there are a lot of very limit-pushing sex topics (rape, incest, sex toys, BDSM, etc.) and you'll be presenting that material to your daughter (and friends). Books 2, 3, and 5 need some tweaking if you want to sidestep those topics.

I had to cut the book 1 Shayliss scene entirely. There was no way I was going to RP that scene with a group of strangers (my group at the time).

The AP does push the violence limits as well. A lot of it is needlessly gratuitous. But I expect that will be less of an issue than the sex.

All of the villains can use more foreshadowing. I'd suggest maybe using rumors - have the NPCs talk up the bad guys. When I ran this AP, many villains ended up dead without the PCs ever knowing who they were.

Mike, I cut the Shayliss scene too. At the beginning of our campaign, the players were my wife, and three kids (two of ours, one neighbor) who were 11, 12, and 14 years old, and I just didn’t think it would go well no matter how I modified it. When they went through the Lust wing of Runeforge in November, those kids were about 15, 16, and 18, and I toned it down as much for my comfort as theirs - call me a prude, but I’m not going into detail about magical demonic sex-toys with my kids no matter how old they are! I think I referred to them as “accessories” and “what-nots.” Nobody expressed any confusion or asked for any additional detail.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I’d pick up the new Sandpoint campaign setting book. It’s important that the PCs are engaged with the town, and this book gives you a lot of hooks.

1 to 50 of 438 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>