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The Dark Tapestry is intended to be mysterious and unknowable. Any DM could use it as a blank slate for cosmic horror and/or Cthulhu themed content.


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The Core Rulebook 4th Printing says this, about Minor Magic:
"Page 184: The rogue Minor Magic feat was unclear on whether the spells are innate spells or made you a spellcaster. We've amended the text to note that you gain the Cast a Spell activity. These spells work similarly to the ones you get from multiclass dedication feats for spellcasting classes. However, you don't gain a spell repertoire, spellbook, or similar, so your oddball rogue magic doesn't let you use abilities that require those."


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Sure, damage is important. But DPR comparisons put me to sleep, and my general impression is that DPR discussions don't take into account so many other factors. It's "white room" analysis.

I've been around these forums and other discussion venues for over ten years, since mid-way through the PF1 era, and can't say I've seen "selfish" oriented remarks. Perhaps if you tried to rearticulate what problem you see, more folks could engage with it.


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Aaron Shanks wrote:
Hello, does someone have a question they want to ask?

I'm a little late to the thread, but this question has come up and it would be helpful to have some guidance.

The Search exploration activity says, "You Seek meticulously for hidden doors, concealed hazards, and so on." Not creatures.

My understanding is that everyone, regardless of their choice of exploration activity, has the same chance of detecting hidden adversaries, by comparing their Perception DC with the Stealth initiative of those creatures.

Should PCs using the Search exploration activity get an extra perception check to detect hidden creatures? Or is Search used only to detect secret doors, traps and other concealed features, not creatures?

The absence of hidden creatures in the description of the Search activity seems intentional. Any guidance on this topic would be much appreciated.


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The Decaying weapon property rune does void damage, but has the Acid trait, which states "Effects with this trait deal acid damage."

Either the type of damage or the trait choice need to be changed, or else some sort of text addendum explaining why this instance of void damage is like acid in some way.


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Mark Moreland wrote:
Repeat the attribution exactly as it appears in the source you're attributing. If that includes a long list of authors, you need to replicate that list as well.

Thanks for the reply, that's what I'd assumed. So I'll be including the long list of authors for PC1, GMC and MC, even if that expands it to 3/4 of a page.


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I'm almost finished with a 40-page PF2 adventure that will be published under the ORC license, and wanted to get some Paizo feedback on What I need to include in the 4-part ORC license block, specifically the Attribution section.

Under the Attribution section of PC1, GMC, MC and PC2, there is this line:

"If you use our Licensed Material in your own published work, please credit us in your product as follows:"

Followed by a lengthy list of authors.

Since I'm using a few hazards from GMC and a couple creatures from MC, I figured I needed to include the full, long list of authors with each of the PC1, GMC and MC books in the attribution section.

If there is an email address I can write to with further information, that would be great. I really want to get this right, the first time I'm using the ORC license.

Thanks, Paizo, for this commercial license, and any help you can provide getting the ORC license set up properly.


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Other DMs may suggest you choose character creation options that don't lead to having the same feat multiple times.

Not hard to do.


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Dangerous sorcery applies to all spells cast from spellslots, regardless of the source.

But it is a clear exception: nearly all special abilities like the Spell Blending Arcane Thesis apply only to slots gained from your wizard class. All archetype spellcasting is completely separate from your main-class spellcasting.

If your main class and your archetype both have a spellbook feature, you use the same spellbook. But if either one or both have a spell repertoire, those repertoires are totally separate.


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"If I went 'round saying I was an emperor, just because some moistened bint had lobbed a scimitar at me, they'd put me away!"


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Eoran wrote:
Another option is to have a companion of some sort, such as an animal companion, casting a summoning spell yourself, and having a familiar. If you really need three minions capable of combat, there is the Spirit Guide familiar, or give the familiar the Spellcasting ability and a summoning spell that they can cast and sustain on their own.

Several problems with a familiar casting a summoning spell:

Minions have at most 2 actions, and all summoning spells take 3 actions.

Minions cannot have their own minions. Last line of the Minion trait: "A minion can't control other creatures."

So you could theoretically have a companion, a familiar and a summoned creature, spend all three of your actions commanding them, and do nothing else yourself. Very few familiars have any relevant combat abilities. Summoned creatures are generally 3-4 levels below the spellcaster that summoned them. Animal companions are nice, but their combat stats are 1-3 levels below their master's level. So it's a moot point what you plan to do with your zoo.


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You take 50 damage from shared life, while your fighter buddy takes 100 damage. in PF2 math, 25 hit points minus 100 damage equals zero hit point, unconscious and dying 1.

You have a similar situation trying to use wolvesbane to cure lycanthropy on a low-ish level character. 12d6, 16d6 and 20d6 feels like a lot of damage to take when your character is only around 5th level, but it's still only a single instance of damage, taking you to zero or to the next dying increment.


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I've been gone for a while, and see my question raised a lot of discussion, some of it pretty fringe stuff.

So the way I treat scrolls (below) would appear to be a house rule, based on RPG tradition more than current PF2 rules.

My house rules on scrolls:
- Scrolls are written scripture, and this has numerous consequences.
- They are written in a language. If you can't read the language, you need special means to read them. Many arcane and occult spellcasters use Draconic, but many use common or whatever language is most prevalent in their region. Necromantic spells might be written in Necril, for example. The creator of a scroll can write them in any language he knows.
- They require sight to read them, so blindness and darkness (without darkvision) make scrolls unusable.
- They are often fragile, and adverse conditions (burning, or submersion in water) can destroy a scroll.

These elements seem to be assumed, in PF2, even if there are no actual rules references for them. But I have no problem with them being house rules.

YMMV.


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A guy pointed out something odd in the PF2 rules.

At no point does it actually specify that you need to read a scroll to activate it, or that the blinded condition or total darkness or being underwater would be an impediment to casting a spell from a scroll. Or that a scroll might be written in some off-beat language that the spellcaster can't in fact read.

My gut feeling is that a scroll, by its nature as "magical scripture", requires being able to see and understand the writing on it. But on closer examination, this sort of restriction doesn't appear to be present in the PF2 rules - unless I missed it, in some out-of-the-way spot.

Sure, we know the action cost, and the need for a free hand to hold it (barring various special items) and the requirement to have it on your spell list.

But... what about the need to actually read the scroll?


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Aaron Shanks wrote:
The Pathfinder Beginner Box is out of stock in our store and we do not yet have a release date for a reprint. You may find a copy at your favorite local game store or online.

Thanks, Aaron. I'll keep my eyes peeled.


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I just had a look into buying another physical copy of the Beginner Box through the Paizo website, but it's marked as "unavailable". Does anyone know when or if this item will be available again?


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Captain, I tend to agree with you, but since Counterspell just talks about your ability to "see its manifestations" I'm having a hard time coming up with a solid rule requiring line of effect.

Is it as simple as the first line of the Line of Effect section?

"When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect’s area, or the place where you create something with a spell or other ability."


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I looked around a bit and, predictably, most existing threads dealt with countering the scrying itself.

What I want to ask folks about is whether a wizard using scrying can counterspell a spell or magical effect that he can see through the scrying sensor.

1) No range is indicated for the Counterspell feats, or for the Counteracting section.

2) The Counterspell feat says, laconically, "When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it."

3) The Scrying spell says, "You magically spy on a creature of your choice." One can only infer that "spy on" is the equivalent of "seeing" the target, its spellcasting and spellcasting manifestations.

So the question is, if you're scrying on a guy, and he casts a spell, can you attempt to counteract his spell, assuming you satisfy all other relevant criteria for counterspells?

(My gut feeling is that this shouldn't be able to work, but I was unable to find any rule reference to show that my gut feeling was right.)


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Not only can you not put cantrips into wands, but a Wand of Reaching is crafted with a single spell of a given level, and the reach part only works on that one spell.

It's not like "apply reach metamagic to any spell you like".

So the wand's level depends entirely on what spell at what level that is crafted into it.


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"Rise, ye dead, and speak!" (casting thread necromancy)

This whole discussion on Quick Spring seems predicated on the notion that it is a one-action feat.

Did nobody check page 81 of Firebrands, and notice that in fact this feat is entirely missing any action icon?

IMHO, even though it's very restrictive regarding who can select this feat, enabling a PC to trade every stride action for a double move is "too good to be true".

This feat has suffered from extreme editing, somewhere, and it should either have the flourish trait (as was mentioned before) or be a variable number of actions (one or two) or both.

Something is missing, even if it's only the one-action action icon.


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The SoM spell "Warrior's Regret" seems to have two problems:
1) the damage doesn't appear to have a specified type. Seems to me mental damage would be most appropriate.
2) It doesn't appear to take into account any damage to others done outside of the victim's turn, say, from AoOs or other damaging reactions. This would be a major issue with creatures that have multiple reactions, like a hydra.

I can't help feeling that the spell should also include reaction made since your last turn in the number of attacks the victim "regrets". Am I overthinking it?


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I'm sure the OP fully understands the logic of Battle Medicine, since he keeps returning to the same point so as to provike others into contradicting him.

In some games, you use fire on those sorts of creatures, to stop their regeneration.


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The Flammable Fumes spell https://2e.aonprd.com/Spells.aspx?ID=913
lists no saving throw at all.

Is both the poison damage and the explosive damage really without a save? Could it be an oversight?

I'd expect a fort save for the poison and a reflex save for the explosion.


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PF2 simply abstracts all details about raw materials. The gold cost for crafting a scroll (or a set of 4 scrolls, as you would usually do it, for consumables) includes whatever exotic inks, paper, vellum, papyrus, treebark or stone tablets you might need to craft those scrolls.

FWIW, nothing says that you "cast a spell into a scroll". Instead, you must cast the spell during the casting process and the magic is "trapped" inside the scroll. You still need to take the full time to create a scroll, presumably preparing the writing surface, preparing the special inks, inscribing the actual writing and so on.

You can style it however you like.

It's kind of funny that this conversation was tacked onto an earlier one that took place prior to the errata that made it clear you only need a single formula for scrolls, regardless of the level of spell written on it.


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*cough* The Control Water spell is woefully imprecise on how it works.


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Davelozzi wrote:
The sidebar on page 33 refers to the Brimgate Walker character background in the Gatewalkers Player's Guide, but said player's guide contains no such background. I'm guessing that it got cut for space, but perhaps Jason or someone else at Paizo might care to enlighten us?

Even the name, "Brimgate Walker" doesn't resemble the names of the other backgrounds. Either there was some renaming involved, or as you say, something got cut between the player's guide and the actual AP books.


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Breit is spot on, but many would say that he is too kind, and that the Summoner archetype is hot trash.

Whatever you do, your base class Thaumaturge is very good. But it's also fairly action intensive, IMHO. You could bolt on almost any spellcasting archetype for some extra magic, but you can already use scrolls of any tradition, so you get less mileage out of that than other martials.

I'd seriously consider Acrobat (for autoscaling Acrobatics) and/or MC rogue archetype for more skills.

Or just take MC Summoner archetype for the roleplay potential, and spend most of your time on Thaumaturge-specific stuff.


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Waldham wrote:
It's not possible for a character to speak or cast a spell because the character will drop from the mouth ?

A polymorphed character in a battle form can't cast spells, period.

Even though it doesn't mention battle forms as such in the spell, we have to assume this is one, since you have listed attacks.

Even if you took the form of a dragon (and we know that dragons can cast spells), you can't cast any spells. Regardless of the spell components.


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breithauptclan wrote:
Wheldrake wrote:
spending a class feat

... or two.

Depending on which instance of the Multiclass Spellcasting Archetype rules you are going with.

The CRB says that you also need Basic Spellcasting as well in order to get the spellcasting class feature.

The APG doesn't.

This tired argument was put to rest some time ago by dev comment from Logan. Despite apparent contradiction that some folks managed to worm out of the rules on spellcasting dedications, the dedication along is enough to use scrolls and wands.

Indeed, Logan says "spells and wands and staves".


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Best way to let your barbarian use scrolls and wands is not using TMI, it's spending a class feat on an MC spellcaster archetype (assuming you have a 14 INT, CHA or WIS).


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I suspect the real reason people ask whether most familiars are animals is because they are trying to allow their familiar to activate items like potions.

I always assumed that familiars, like companions, could not activate any magic items (except those very few with the companion trait). The more I look at it, the more I suspect the answer is more ambiguous than that. Especially for explicitly non-animal familiars. Unless there is a specific rule I'm missing about familiars (with manual dexterity) activating items (like potions) that lack specific activation requirements.

Obviously, they can't activate wands or scrolls, since they lack a spell list. Potions? Elixirs? It looks less clear-cut.


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It's fundamentally ambiguous.
"If you have the wounded condition, remember to add the value of your wounded condition to your dying value."

This could mean two things:

1) You determine your dying value normally, increment it as necessary, and add the wounded value once to the total.

or

2) You add the dying value each and every time your dying condition increases, making wounded 1 count as 2 or more points towards death.

I can't believe that (2) is intended, and after reading the discussion in this thread I'm not convinced that is the RAW.


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IMHO, the main reason why there aren't specific rules saying that firing a "reload 0" weapon like a bow provokes AoOs because it has a built-in manipulate action is because, for the devs, this fact was blindingly obvious.

How anyone can claim that drawing a nocking an arrow doesn't require manipulation, even if it's not an additional manipulate action as such, is beyond me.

The existence of feats like Mobile Shot Stance just put another nail in the coffin of the "no manipulation for reload 0 weapons" camp. That feat makes it clear what the standard rule is, even if it isn't stated as clearly as some would like.


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There are no such rules. It's totally DM fiat.

The only recommendation we can make is that it should be very time consuming, and give results in line with existing spells.


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Charau-Ka are the "goblins" of PF2.

Kobolds have been cool at least since Neverwinter Nights. Deekin lives!


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Returning to the original question, no, you can only have one thesis as a wizard.

IMHO it's a shame to waste it on a familiar, given that there are so many other ways to get one.

I would hands down always pick the Spell Substitution thesis, because there is no other way tp hot swap spell slots with only 10 minutes' work.

Some folks prefer the Spell Blending thesis, to have one more top-level spell slot, and I'd still take that before the Familiar thesis.


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Yow! This thread is **still** going on???

Oh, now I see. It's devolved into a discussion of whether or not we should use the word "fluff" to describe so-called "flavor text".

Yes, it's an offensive term, and "flavor text" doesn't exist. It's all part of the rules, even if no mechanical elements are invoked in a given sentence. Everything helps determine intent and usage.

And yes, there is an interact action baked into firing a bow, or any "reload 0" weapon. <g>


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Also, you're not going to break your game if you go slightly over the listed treasure tables.

Sometimes, players will keep a few lesser magic weapons as backups, or transfer their runes to a bow if they are primarily melee-oriented. Sometimes the DM just feels that it's right to reward a tough fight with a cool item.

The treasure tables are a guideline, so that you know what's expected. They aren't a **rule** as such. The RPG police is not going to raid your gaming venue because you were a little over generous.


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Call it a "cutlass".


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Alchemists and Investigators are probably the weakest classes - or at least the hardest ones to make competitive. People will chime in and say, "well, if you build them in just such and so a way, they're fine" and they're probably not wrong. But it is certainly far easier to make a profoundly unsatisfying alchemist or investigator than any other class in the game.


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Note that Detect Magic only tells you "yes or no, is there magic present, within (30' emanation) range?"

It doesn't tell you what is magical, or how much. Later on, it can identify general schools, but not which item(s). Sure you can exclude your friend's magic items, but you still don't get anything specific.

(edited)


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At the end of the day, you have to ask yourself, "what is this spell supposed to do?" and "how far is that in line with a 5th-level spell"?

The problem is the missing parts in the spell perameters and description. Interpreting what is written in strict RAW terms simply doesn't give a satisfactory result.


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I do this systematically.
I make a word file with collumns for AC, hit points, saves, perception, stealth and a few other skills and bonuses (spell attack rolls, etc) and update it each time the PCs gain a level.
Print it out before each session.
Also has lines below to track initiative, and below that adversaries and their initiative, damage and conditions.

Really saves time, especially for secret checks.


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This is an interesting discussion, even if it is afflicted with thread necromancy.

IMHO the spell description is incomplete, and the discussions over how to treat spells with no listed duration are moot.

For me, the "lower water by 10'" effect should be played like a "Moses effect" - Moses parting the Red Sea. In a shallow body of water (a river, a bit of lake between the shore and an island, etc) this could allow folks to move across the muddy bottom to reach their goal. The surrounding water is held back for an unspecified duration.

The "raise water" effect should create a 50' x 50' area of raised water, as long as there is a stream, pond or lake surface, with "invisible" border that holds for an unspecified duration.

Yes, I know, the spell doesn't specify a duration. IMHO that is an error in the spell's conception. I houseruled a duration of 10 minutes per spell level (50 minutes for the base spell) or until dismissed. I further houseruled that on expiration or on dismissal, the water rushes to assume its normal level, pushing foes and allies around using the spell DC as an Athletics check.

Yeah, that's a lot of houserules. But IMHO it's the only way to respect the spirit of the spell, and to allow Moses to call the Red Sea in to crush Pharaoh's soldiers.

Also, it's the only way to make it a viable 5th-level spell.

FWIW, I also posited that if the spell level is increased, it affects a larger area. But that hasn't come up yet.

YMMV.


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If I were making a random shop generator, I would first make a shortlist of very common things that should always be found in shops, like healing potions and alchemical bombs and +1 runed weapons. Then add a section for more rarely seen items (even if they are classified as "common") that can be pulled from a random list by level.

Leitner, I've gotten good use out of your basic random loot generator, and have recommended it to many people. Keep up the good work!


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Bulk is an abstraction, intended to simplify the bookkeeping for human sized characters carrying all their gear and the kitchen sink around.

It is not intended to represent the carrying capacity of mounts, and even less of flying mounts. Put simply, the math doesn't work.

I agree with Baarogue - a large-sized flying mount should be expected to carry no lore than a large-sized horse - one rider with their gear, perhaps in emergencies a second rider at half speed. If both riders are wearing heavy armor with a ton of stuff (like a typical adventurer) I'd say no to a second rider.

The best solution is to simply handwave mount carrying capacity, since the system is not designed to support such math games.


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I do the same as a few other folks here: alignment damage affects all targets not of the same alignment as the damage. So Evil damage affects all creatures not of evil alignment.

I don't want to fiddle with half damage calculations. And it really solves all my problems, since I don't allow evil PCs in my groups. We play heroic fantasy, not selfish "in it for yourself" fantasy. YMMV.


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Thanks for the quick reply James.
In keeping with the creepy atmosphere of Malevolence, I could see Crook(ed) Cove as a *mostly* abandoned town, fallen into ruin, but with a few denizens clinging to those ruins. Like an innkeeper/hunter who also happens to be a werewolf, and isn't above eating his "guests" if they demonstrate their weakness. Or a small community of ghouls lurking in the ruined churchyard, starved for conversation as much as fresh flesh. Or other spooky inhabitants.

Do let us know if and when you release any "Whispers in Ravounel" content.


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James,

Have you given any thought to publishing further elements from the "Whispers in Ravounel" campaign that gave rise to the Malevolence adventure?

I'm specifically thinking of details on Crook(ed) Cove and the wilderlands around that area.

We're looking at playing Malevolence when our current campaign runs its course and it feels like it would work better if there were some support for actions outside the manor.

I'm assuming that none of these details have made it into print, so I'll have to homebrew anything I want to use, but thought I'd ask nonetheless.


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James Jacobs wrote:
When I ran it for my group, it was much more organic. The manor was one location of literally dozens that the group could explore as they wished, and they started and stoped exploration of it in favor of other locations several times, sometimes in the same session.

James (and anyone else who has run this adventure), have you posted or published any of these "dozens of locations" anywhere?

I'm planning on beginning **Malevolence** in a couple weeks, and I've started detailing some interesting locations in the ruins of Crook(ed) Cove and the surrounding hills and forests, as well as some starting handouts for the players. But it would be great if some other DM material were available.

I know my players, and I'd bet my bottom dollar that by the time they finish with the manor itself, they'll want to continue with these characters, especially if the heir to Xarwin manor survives and they have the opportunity to reclaim the lands and title.



Just like the thread title asks, is Wayfinder considered core material?


Summer has come to the Inner Sea. These past three years have scattered your friendships around the Inner Sea, collecting knowledge and experience of the outside world which had been kept from you being raised in The Puddles district of Absalom.

Those who travelled backed to the island-city via conventional means found the voyage a long one. The winds which would normally carry ships across the sea had been stiffled by the oppressive heat, most of the ships limping in doing so either under physical or magical assistance.

The Docks, normally teeming with bodies and activity, is even more so with the ships in port. The alehouses along the harborfront are overflowing with patrons, numerous fights spilling out onto the streets.

Heading west, passing through a set of gates, you come into The Puddles. Moving to the centre of the district, towards the giant lake which has left most of the buildings permanently submerged underwater, you find the ground surprisingly dry. The heat of the summer has evaporated most of the lake, leaving the roadways dry enough to not be wading waist-deep to get to your destination: The Weary Dragon Inn. Where your group parted company 3 years prior.

When you enter, Corda Riss, the half-ogre woman who owns the inn, stands behind the bar, wiping down the polished wood as her two daughters drag an unconscious patron off the bar and out into the street.


The background is supposed to assume that the party has been adventuring together for awhile.

We can either go with that, and hopefully everyone meshes, or we can play out some introductions...which would eat up a lot of time and board-space.

I could see "mini-groups" starting out, and then meeting up and working together...


Anyone interested in playing 'Gallery of Evil'?


Been fighting with this since 3.5, and I still don't 'get' it. Playing a cleric of Sarenrae, and have chosen the Fire and Sun domains...easy enough. I'm pretty sure I figured out the +1 domain spells. I get to choose one spell per level, from either domain to prepare, like a bonus spell.

The part that is tripping me up are the abilities. Sun's Blessing (Sun), says whenever you channel... Is it active all the time? Do I have to tell the DM that I'm using it per round?

Or Fire Bolt (Fire). As a standard action... Do I basically have an unlimited number of divine bolts?

EDIT
*laughing* guess I should read the whole paragraph. :) figured out the fire bolt.


So, it looks like I need to pay closer attention when buying stuff. You guys have a mastercard number associated with this order, which will never go through--it's one of those pre-paid cards, and I didn't realize you wouldn't bill it at the time of ordering.

I need to get another one, and will have to call in with the new #


Our group is having a bit of an argument over whether the raven getting the supernatural ability to speak allows it to carry on conversations with PCs and NPCs on its own.

Wondering what exactly this supernatural ability does, and what it's limitations are.


Was there ever a wallpaper without Merisiel?


After following the crude map you received from Laura the herbalist, you’ve arrived in the very heart of the forest. Only the faintest light filters through the thick canopy of trees, and the soft bed of leaves and dirt muffles your footsteps. The air is rich with the sounds of vibrant wildlife. That is, until you press forward and cross the threshold into a darkened section of the forest.

The songs of birds fade as you pass a dense cluster of trees. You are greeted by an awe-inspiring sight. The broken and rotting husk of a once-mighty tree dominates a small clearing. The ground is dark and ruddy around the massive trunk, which must be nearly 100 feet across, and stretches more than twice that distance into the air, its top shorn off and splintered like broken teeth. Heavy layers of moss and lichen cling to the stump, enrobing it in rich shades of green, yellow and brown. The sickly sweet taint of mold and rot hangs in the air.

A small fissure beckons from the eastern side of the great trunk. The opening is barely three feet wide, and curls up the scarred bark like a wicked smile. A dim purple light, so faint as to perhaps be imagined, glows from within the trunk. The thrum of a low wind whispers through the forest – but as you train your senses toward the rotted husk of tree, you realize that the sound is coming from inside the stump itself.

Girding yourself for what may lie ahead, you make your final preparations. The reagents you seek for the herbalist lie within. You need to recover seven ironbloom mushrooms, and get them back to Falcon's Hollow as soon as possible.

Your characters are all aware of the sickness spreading through Falcon's Hollow, and have talked to Laura the herbalist, who has so far discovered that she needs seven ironbloom mushrooms to concoct a remedy. She gave you a rough map leading to one of several likely locations--a large, ancient tree in the midst of the forest.


Don't know if it's my system, or the software running the boards, but I have no avatar images, and the blog images are all missing.

Running Firefox 3.0.10


And away we go...


Left a message with customer service, and no answer. My CC showed that I got billed twice for the same order. Was a pre-paid card, so nothing I can do now to get the money back. Is there any way to get a credit for the extra charge?

Just wanted to let you guys know, in case there was a glitch somewhere in the ordering system or something.


Mr. Jacobs, does wotc own the rights to this idea? Is there going to be anything similar in Golarion? ...or is there already?


If only I'd waited one more day to order.... *sigh*


3 people marked this as a favorite.

I spend nearly every free moment on the boards, reading blogs, buying stuff, and it's still not enough...


Say there was a bottle found in a desk, and the PCs wanted to know what it was. I, as the DM, know exactly what's in there, but don't want to just say "You've found yourselves a single dose of wyvern poison."

They took skills for a reason, and I need to know how to use them to identify such things.

At first glance it looks like a Perception (taste) -- DC equal to the save DC. Would probably give them a slightly modified Fortitude save (can't have them wandering around licking things all willy nilly without some repercussions).

Would this be the proper way to do it? Haven't found anything concrete in the PF rulebook.


Looking for a gaming group interested in playing the Pathfinder RPG. Am well-versed in D&D 3.x.

Would start with the Second Darkness AP, and once played through that, see what piques our interest. Don't really like being a player, am more comfortable DMing.

Available days will have to wait and see...am negotiating with my office as to which consistent day off I get each week.


A week overdue, and penniless, the excitement of Olfden lies behind you as you start out north, following the trade route along the Artfell Forest. Aside from a few meager gold pieces for Thuldrin Kreed, you have spent all of the money that was brought in for the last shipment of darkwood. The Gavel of the Lumber Consortium had entrusted you with the delivery, as you are all well-liked around town, and could be trusted.

The cobblestoned streets of Olfden quickly turn into hard-packed dirt roads, which soon enough turn into rutted cart trails. After the horse had died of neglect, you are forced to drag the cart home yourselves. Skirting the edge of the woods, Falcon's Hollow seems an eternity away as you slog through the thick mud, the rain unrelenting.

Hours pass and you seem to make little progress along the road. A journey that would normally take a day, you are less than halfway to Falcon's Hollow. Ahead, a small cabin sits off to one side of the road. Perched alongside a slow-moving creek, there is a stack of firewood on one side of the building, and animal carcasses hanging from a nearby tree.


Alrighty...here we go...Looks like we've got 5.

Once all the characters are ready, I'll make the first post in the PBP forum.


Looking to DM a trio of adventures: Hollow's Last Hope, Crown of the Kobold King, and Return of the Kobold King. Game will be taking place in Darkmoon Vale. An extended campaign is not out of the question.

4 players (maybe 5 if you can convince me). Will be using the Pathfinder RPG beta release, alongside the Pathfinder Campaign Setting. 20-point buy method for stats, max starting gold, core races/classes.

Preference will be given to players who have given thought to their character, and is more than "A dwarf who can't stand elves."

Will be posting once in the morning, and as many times at night as I possibly can.


*sigh*

I had each player start the game seperately, all of them converging on the abandoned mining office. After spending the night, the PC with the map (psion) suggested that they all head over to the cairn to see what they could find. The one character who'd been travelling the road heading for Diamond Lake decided that he'd take the one of the PCs, and head into town, leaving the map-bearer all alone.

Not to be thwarted, the map-bearer decides to head off to the cairn all alone.

Along the road to Diamond Lake, the other 2 PCs (cleric and sorcerer) run into a group of miners heading north. Trying to hook the PCs into heading back north, they ignore that one as well.

The two eventually arrive in town, where they go to a eatery to get some quick grub. The sorcerer player had to leave, so the cleric struck out on his own. Seeking work, he discovered that he could talk to Smenk. So he goes to one of his buildings, and next session will start off with him negotiating some sort of deal.

Back at the cairn, the psion met up with the miners that the other 2 PCs ran into. He psionically charmed the leader to help him investigate the cairn, and I've had to slow up his progress (has only made it to the busted arcane device).

So now I have to figure out how to get the sorcerer back up to the cairn, and the best way to get the cleric (a dwarf) there as well.

I figure one of the easiest ways for the dwarf is to have Smenk feed him some false information about a cult who's trying to take over one of his mines (whispering cairn), supplying him with a map to get there.

The only major problems are the psion and the sorcerer. The sorcerer's backstory was that he was beaten and robbed by the trio from Free City, and he now wants his stuff back. I don't foresee him heading back out into the wilderness. Plus, he's indebted to the Emporium, and they *will* come looking for him. Effectively, this character is useless to the overall storyline. Unless I keep running split parties the whole way through. *feels headache coming already*

I could just let the psion deal with the wolves, and the eventual rending he'll face. Unless he can pull something off with his limited psionics, or has awesomely lucky attack rolls, I don't see him surviving the wolf attack.

Anyone got any advice? Thanks. :)