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Mange covered and nearly wasted away to nothing a panting dog, plods down the road. It heads toward the shade offered by the Border Wood. Finding little comfort in the forest as the heat of the blasting sun has reduced the wood to little more than dry kindling, the poor beast settles down to rest in the marginal shade. Several hours pass... Suddenly out of the clear azure sky, snow begins to fall. The temperature drops drastically. The dog startled out of its siesta, rises and shakes the light dusting of snow from its coat, relishing the cold winds and falling snow. It moves deeper into the snowy Border Wood. The iron shod wheels of a carriage roll by the abandoned snow drift...
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“Close the door,” Ambrus Valsin murmurs as the team gathers in his office. “Let me start by saying, this mission is not for dissemination among other members of the Society.” The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing. “This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important.” “I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some—”Valsin pauses for a heartbeat before continuing. “—persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership.” Valsin’s expression becomes particularly grim at that point. “If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.” Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, “Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.” Then with a final nod for luck, the venture-captain dismisses the group. You have time to ask a couple questions or make knowledge local or geography checks.
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“Close the door,” Ambrus Valsin murmurs as the team gathers in his office. “Let me start by saying, this mission is not for dissemination among other members of the Society.” The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing. “This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important.” “I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some—”Valsin pauses for a heartbeat before continuing. “—persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership.” Valsin’s expression becomes particularly grim at that point. “If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.” Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, “Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.” Then with a final nod for luck, the venture-captain dismisses the group. You have time to ask a couple questions or make knowledge local or geography checks.
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Table 2
Go ahead and begin any discussion you want. I'll post my handling of some common table variations soon.
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Welcome to Table 1 - 1. Pellacia Aretta
Discuss yourselves. How I handle common table variation stuff coming soon.
I have the bard and while I enjoy playing it, sometimes we need more non magic attack. I've not met anyone in our area using either of these decks, we have a bunch of fighters and bards. Any thoughts to help me decide? The rogue deck lets you use Jirelle eventually, though the ranger sounds more combat effective.
A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. For 4-6 players. Recruitment Thread here! I might not check back here very often, so if you want to play, please make sure to follow the recruitment thread link above.
A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. --------------------------------------- This scenario will be part of PbP Game Day #3, and will be starting on November 1, 2014. This is a game for Pathfinder Society Organized play and players are required to have a legal PFS character and PFS number. Daily posts required, will make allowances for weekends if needed. More information about PFS PBP Gameday can be found here and here
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Kaer Maga, the City of Strangers indeed. You've never seen so many wonders and horrors and different types of people. Ogres and undead walk the street, along with all manner of humans and humanoids. You've even seen Naga in the back alleys. The massive walls of this city are perplexing and frightening from the outside, and inside they are hundreds of feet thick and filled with tunnels and rooms which make up the majority of the city. The large areas in the city center are open to the sky and this is neutral zone in this fabulous city. The walled areas are strictly divided into areas controlled by various gangs and factions, but today you find yourself in Downmarket. This may not only be the largest marketplace you've ever seen, it also seems to have anything and everything that could ever be sold in stock. The rarest of magical goods, the most holy or vilest unholy relics on display, weapons of the mightiest nature to the crappiest piece of metal tied to a stick with dog guts at a goblin merchant. Slaves, undead and living, as well as mystical beasts and the most common of work animals. Everything is available if you have the coin and desire. You reflect on this frightening and exciting city, fingering a voucher for a free divination at the Augur Temple, as you wait in a curtained off area with five other people.
The troll said the Augury would begin shortly and to have your question ready when they open the curtain...
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Welcome to discussion, lets use this thread to keep Out of character discussion, questions, and meta discussions.
This is a recruitment from an interest check. At this time not accepting unsolicited applications. This game is going to be slow and in initiative order for combats, where we ask that you only post on your turn. Godsmouth Heresy is set in Kaer Maga, lots of weird humanoids make their home there. If weird race please make sure your back story makes sense and allows you to work with a party of adventures. 4-5 players max 20 point buy
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4714.Arodus.19 9:00AM
As there are no docks in town, you are dropped off at the widening of the river near the base of the hill.
“The boat leaves in ten minutes!” shouts a burly sailor. “Last run to Torch for the day!”
All day you have been hearing rumors and outrageous claims of the catastrophe in Torch. “The Technique League put out the fire so they could destroy torches economy.” “The flame got so violent that it wiped Torch of the face of Numeria.” Finally, a barge with a cryer arrived in Hajoth Hakados, with genuine news, “The flame has gone out and there is a huge reward for whoever can fix it!” Recruiting for Iron Gods AP This will be my first play by post as a GM. I’m newish to play by post. I am currently a player in a PBP, to see an example of my playing(Vitreous “Darling" Drimplegatto). I have recently finished running an in person Rise of the Runelords (we will start Iron Gods soon) and will be GMing this concurrently with that group. Shared prep will help keep me on task. Posting should be once a day. Once general gameplay gets started, I’d like to keep it to no more than 3 posts a day. Too much more can be overwhelming and confusing. I am PST and will usually post mid morning. We’ll talk about other posting stuff in the discussion thread once we get going. Characters:
I am looking for 4-5 players total. 2 slots are reserved for now. One of these slots thinks they will be a gunslinger. Build rules:
15 point buy
And finally, I will close applications on August 12th and make formal roster announcement on August 14th, the official release date of the AP!
I was lucky enough to get into this gaming session, really looking forward to it. Having some difficulty deciding on a character to bring. Initially I was going to bring Captain Lodewijk Vylder, a dwarf corsair(fighter)3/pistolero(gunslinger)1, and his first mate Koza Cabrahijo (Standard non combat goat) then I thought that we might need a cleric so, Esmee Drimplegatto Gnome Cleric of Brigh 4 with Earth and Fire domains may be ready for adventure. If anyone else is scheduled to participate in that session and want to comment or share their character plans so we can have a balanced party.
I've been reading the material about the Mana Wastes and Alkenstar. Having trouble with the actual geography. The map and text generally have Martel West of Alkenstar on the river. The text generally refers to the City of Alkenstar being at the top of the waterfall of the Ustradi River. Most of the text refer to Martel being at the bottom of the same falls. Now the problem. The river flows North East, if Martel is West of Alkenstar how can it be at the bottom of the falls?
When reviewing the retrain rules about archetypes to non archetype, the rules state you spend 5 days unlearning the replaced feature. However with the Shaman archetype the features aren't replaced they are just modified. The first ability that mentions replacement is the 5th level Totemic Summons which replaces an ability you don't get til 13th. So if you are level 4 is there no cost to retrain since you haven't replaced anything? Or must you pay to adjust the modified abilities and any replaced abilities as well as totemic transformation? Or you would just pay to remove totemic transformation? I believe there should be a cost, but what is the appropriate cost especially in regards to PFS.
According to the podcast, it appears that the sanctioned Adventure Path system is successful with both "module" mode and home game mode. I know that I've gotten two chronicles for Burnt Offerings and one for Shattered Star book 1, that I enjoyed playing and GMing an AP and will continue to do so. Would it be possible to adjust the Sanctioned Module play to mirror the home game style of play offered with the Sanctioned Adventure Paths, while still providing the current method of module play?
I work in a library and am getting ready to run a Role Playing program at my branch. I heard this program was to be debuted at ALA Midwinter which was this last weekend. I'm very excited about this, as I am a regular pathfinder society player and GM, and the society program really helps narrow down the options and creates a more level playing field. When can I get more information? Is there anything an avid pathfinder and library staff person can do to help? Is there a "beta" process and can I be part of it?
Without too many spoilers, The Shores of Heaven is a bit of a weird scenario Lorewise. The NPC it revolves around comes from an earlier, higher level, adventure, that in itself is the middle part of a trilogy of scenarios, which loosely tie into the season 5 plot. It is also a bit of an outlier gameplay wise, and make sure you have some time to prep it. The Goblin scenarios (Frostfur Captives, Rise of Goblin Guild) are pretty good gameplay introductory scenarios. People get into the mood a bit easier beating up goblins, and both those scenarios are actually fairly interesting to play. Chaining the Hao Jin Tapestry adventures could be fun for the slightly more advanced group. Rats of Round Mountain is a pretty memorable 2 parter if they make it to 7-8 to cap it off. And/Or the Aspis Concortium scenarios. They get clowned on a lot, but the mix of scenarios they appear in is actually pretty good.
I ran this low tier yesterday and it was generally well received. I'll warn that even though I expected this to run short, because of a failed bluff + failed diplo to recover in the Guildhouse, the game added another hour as different avenues were explored. The shenanigans involving this also incurred quite a few delays... going to shop for magic disguise scrolls only then to roll a 2 on the disguise check and not get past the bouncers was a particular highlight. Then came the sneaking mission, where they noticed the trap but couldn't discern what it was, and because they came in through the hatch they couldn't reach the prisoner without triggering it, so they abandoned her.
I ran into a bit of issues on how much to give away about special mechanics like the ones in talking with the wizards (where only bluff works, and it gets more difficult as time get on), and then different mechanics talking to the druid. (Where the table commented that Bluff/Intim. was a bit odd for the part about his son, which I struggled to straighten out. They were pretty scared about the demon, but once they realized that even though it's a whirlwind of attacks it has very limited damage potential it quickly became just annoying. And that's with a skald who gave all weapons good alignment. So they ended up with 5 delays at the end, which made an already dangerous final encounter brutal. The manyshot deadly aim against a human does 2d8+2x(2+4+4), so 2d8+20, which is just zany at level 3-4, and then the rapidshot and iterative can potentially add that again. I knocked one guy unconscious in the suprise round with a hushing arrow crit (although I'm not completely sure it does damage, but 2 other GM's locally agreed that it probably would), and another unconscious and one to 3 hp in the first round and there was still almost no damage on the main boss. In the end they sundered his bow after armor spikes killed the constrictor as it constricted, but with 1 or 2 die rolls different it may have been a TPK.
One comment on the encounter design would be "better use of traps" Too often traps are nothing more than a "CLW wand charge loss" because they very rarely kill someone, and nothing happens if you trigger it that affects the scenario. If the trap triggering alerts the next encounter, perhaps making them buff and/or stealth, or if the trap is part of the encounter, people will actually care about the rogue more. The simple example is a certain end boss who gloats at you from behind a pit trap. Charge him and fall into it. (But be sure to give such a boss enough athletics to jump it) I also really like it when enemies take advantage of the room they are in for combat. Hidden passages, height advantage, a stash of emergency supplies, alarm spells, doors that can easily be barred from one side, a hole in the floor where you can drop some alchemist fires through...
I know the particular rogue in question, and also the party EotT will be played with, including me: - A paladin who hits like a truck and is pretty tanky
I don't know the exact build, but I know she's about to do her first adventure at level 11 this week. It's a straight rogue build with at least 1 archetype that trades out trapfinding for something, but I can't quite recall. Now the real bad news is what almost everyone knows about pathfinder: Spellcasters improve way quicker than melee. And at level 12 that has definitely happened already. And you're the only one unable to cast spells. I obviously don't know what we're facing, but my high level pfs experience is that there are 2 kinds of fights that tend to go really differently: Humanoid(ish) opponent fights
Big Bad Monster fights
1. Flying
2. Reach
The other way around these two is ranged attacks. My first advice would be, see if you can get UMD to 19.
Furthermore, these types of monsters usually do a ton of damage, and taking these hits can be Bad. Rogues don't have easy armor class boosters. I will contact all of the team before EotT, but one of things I came up with is an offer that anyone who buys a spellstoring armor or buckler will get frigid touch in it from me. This is a 4k investment that essentially prevents the first full attack of an encounter (at least if I have spellslots to refill it), because once you get hit, you automatically stagger your opponent. 3. Immune to sneak attack
A very important part is that you don't have to win every fight personally, you're in a team. It's more important to not lose it.
The alchemical remedies list has so many counters on it. Many of the 1 use talismans are also excellent. A quickrunners shirt is very good to solve a positioning problem, and they are very cheap. (1000 gold pieces to take an extra move action instead of a swift action, once per day) And if you don't have something to do that round, think about how to make the next round count. Drink a cheap potion. A 50g pot of reduce person improves your AC and hit by 2, and your stealth by 5 for a minute. Especially with the paladins many attacks, a tanglefoot bag (or tangleburn) is +2 to hit for someone else, nearly guaranteed. A Ghast Retch is a guaranteed -2 to attack rolls, damage rolls and saves on most enemies.
A pathfinders career is pretty short. You have, if you win all of them, maybe 20-25 combats left when EotT starts. Consider this when weighing consumables versus permanent upgrades. Especially if you consider how much money you get. A 10-11 is 7k per mission, a 12-13 is considerably more.
Resilient Sphere is a pretty good offensive spell for any multi-enemy fight.
The humble magic missile remains a good choice against incorporeals. 5d4+5 isn't a lot, but it's autohit and nosave. It's damage is the same as a 10d6 nonforce effect.
If you know for sure you're facing undead, Halt Undead isn't bad at all. Up to 3 targets, medium range. Boneshatter works on objects, and thus on undead, targetting their usually bad fortsave. Vampires are tough tough foes if played to their full (100 different) abilities. If you know you're facing them, you may want to be prepared to counterspell them.
Vampires are strong for their CR.
If you group can learn, and gets the option to negate the dominate, then it could be a fun/challenging fight.
An extra note is that the Vampire Sorceror as written on the srd is pretty nasty because the vampire template greatly enhances the sorcerors DCs and spells / day. The RAW vampire can be Greater Invisible and attempt to drain, or just rain scorching rays, or punch negative levels against flatfooted. I've seen people struggle against them for sure. If you decide to build your own vampire (Say a vampire anti-paladin(8)) things get really bad though.
I use Perrams spell cards to have all my spells at hand. http://www.thegm.org/alpha/ And then just write down on paper what I have in my current slots. The descriptions are 99% accurate as far as I found, with the only thing missing is that it doesn't list if a spell is dismissable. (Leaving me to claim someone was stuck in a Resilient Sphere for 11 minutes.....at least he was safe from the rest of the combat, next time don't get dominated)
A kazoo of fog - like a horn of fog, except less effective and more annoying. It fills your square, or a single square adjacent to you, with fog that gives concealment, which dissipates after 1 round. Cutting Board of Cleanliness - Selfcleans and doesn't absorb any smells. Pool Noodle of Amazing Buoyancy - This pink wobbly..... thing..... is magically imbued to support up to 300 pounds of weight in calm water. Animated Deck of Monsters - These playing cards have simple moving animations of some of the most dangerous monsters in the world. If a character studies them at the start of the day for 10 minutes, he gets a +2 to the first knowledge check to identify a monster that day. Gnome Voice Candy - A bag of colored hard candy. If you suck on one, your voice changes pitch drastically for 1 minute. potion of exquisite plumage - For 1 hour, your whole body is covered in an amazing array of colorful feathers. Tankard of Mediocre Ale - This tankard fills with 1 pint of mediocre ale at sundown. It is not refrigerated by itself. Still, it's better than nothing! Mechanical Coal-miners Canary - this tiny construct in a rather unwieldy cage will squeak for 1 minute when it detects poison (As if casting Detect Poison At-will), then cease to function.
One of the most important things about any campaign, is a session 0 That's where people talk about the setting, what they are going to play but also very importantly, about the expectations of the campaign. Some people want to dungeon crawl into hero-dom
Usually this is a game you play with friends, or to make friends.
A GM has to set expectations and boundaries, and players need to make clear what they want. The earlier this happens, the better the experience is for everyone.
I play a brawler1/hunter X as melee flanking buddies. (An ape)
Things to consider: Helm of the Mammoth Lord will give your mount an extra attack. You need to feat an item slot onto it. Starting S9 this will be an option listed in the PFS guide, so it no longer requires you to buy Animal Archives. Escape Route (Teamwork) while mounted is cheesy but incredible.
Consider Planar Focus feat, which is ok before level 8 and great after it, which adds 2d6 fire damage to all your mounts natural attacks, and gives you flexibility to deal with many environmental effects (levitate, burrow, swimspeed) I found that Chameleon Step is the most useful Skirmisher trick. Double movement speed in a single move action is a big surprise to almost any foe. There are 2 downsides to leaning on animal companions as damage monsters: 1) Their will save sucks. My ape has been fascinated, confused
Another cheesy, though, expensive trick is to buy Mithral light barding. Because it has an ACP of 0 it doesn't negatively impact your animal companion. (It takes a -0 on attack rolls as a penalty for wearing armor it isn't proficient with). This frees up a feat in exchange for gold.
There are 3 basic ways to take advantage of a hunter: - Ride your animal companion as a mount, either as an archer or a charge build. To do this at level 1 you usually have to play a small race.
Roc: Amazing for Flying on, especially as an Archer. If you are outside. Inside dungeons, it's going to be a lot of effort to deal with flight paths, Fly skill checks. It has high armor class and 3 attacks, so it will do well at lower levels attacking enemies and surviving. Tyranossaurus - level 1-6, these aren't amazing. But Powerful Bite is strong, at level 7 it will lay down some pain. Still, in pure damage pounce/rake is usually better: Allosaurus/Warcat - The Warcat wins slightly because of the rake, but they're very close. Amazing for riding on as a small creature. Once they hit level 7 they hurt a ton On my own hunter I chose to use Eye for Talent for extra strength, because getting animal companions to hit at low levels can be a struggle. Then I used the 4HD stat increase to give them 3 int, at which point they qualify for most feats/morale buffs. A flank buddy build works out way better with a reach weapon, I found.
Yeah this was pathed out as an Arsenal Chaplain. While Arsenal Chaplain is basically a hindrance for the first 4 levels (Not getting to pick your blessing and only getting 1), for an archer it pays off in the end. You get extra hit/dam bonuses at 5 and 10, and you get to buy gloves of dueling which really helps your +hit/dam going forward from level 8 or so. Effectively at level 10 you're ahead 4/4 hit/dam at level 10 for just 15k gold, have quicken blessing as a free feat (even if it's on a mediocre blessing), and all you lost is a channel energy you won't use much in combat, because your fervors are too rare anyway, a tiny amount of damage (1d8 vs 1d10 at level 10+ only), and a swift action to increase your AC which you won't be using, since you will be casting better buffs as swift actions. At level 6: Strength: +2
=+13 damage per arrow. If you manyshot, the first attack roll is 2 arrows, so 2x (1d8+13) = 2d8+26 Manyshot at level 6 is far superior to Weapon Spec, it's essentially a whole extra attack. The cheesy move to really put you over the top is Channel Vigor at level 7.
Now don't worry too much about perfect feat selection, because archers are powerful in Pathfinder, and Warpriests are among the best archer classes. (Being able to heal (swiftly on self), use scrolls for (lesser) resto and circumstantial cleric spells, medium armor and dex for decent armor class are all very nice extra's on top of high damage output. |
