Sky Citadel Jormurdun - we ever go?


Pathfinder Society


So Season 5 seemed to gear up to the Pathfinders getting into Sky Citadel Jormurdun but then it never eventuates. There seems to be no adventures in Season 5 that deal with entering it nor any adventures in Season 6 that mention it. Did something happen in one of the scenarios - perhaps The Paths We Choose - that prevent it? I'm happy for spoilers. I just need to know what happened with it.

5/5 5/55/5 * RPG Superstar 2010 Top 16

laraqua wrote:
So Season 5 seemed to gear up to the Pathfinders getting into Sky Citadel Jormurdun but then it never eventuates. There seems to be no adventures in Season 5 that deal with entering it nor any adventures in Season 6 that mention it. Did something happen in one of the scenarios - perhaps The Paths We Choose - that prevent it? I'm happy for spoilers. I just need to know what happened with it.

The season 6 opener 6-00 which is a multi-table special event deals with it.


Ahh, how did I miss that? I flicked through the various scenarios, had a quick squiz at the summaries, yet somehow missed it.... *head desk*


Or rather, that's why ... they haven't released it yet or at least I can't find it anywhere under the Season 6 scenarios.

Scarab Sages 2/5 5/55/55/55/5

Legacy of the Stonelords is what it is called. 6-00

4/5

Yep, they went. Looking forwards to playing through it eventually. Sad that the other Sky Citadel characters are too high level.

Lantern Lodge 5/5

Spoiler free:

The thing found inside prompts a lot of the season 6 explorations.

The slightest of spoilers, considering the name of season 6:
The Society obtains an artifact called The Sky Key...or at least part of it.

Grand Lodge 3/5

Played the scenario on my Dwarf...... Let's just say that while he could do some things, he wasn't much of a help to the group he was with, with the exception of breaking things.

5/5 5/55/55/5

5 people marked this as a favorite.

This one is a blast. Play it if you can.

Spoiler:
At the end, there's an encounter with some arachnids and you have to get out of the place as fast as possible. My wild empathy focused druid belly rubbed the arachnids onto our side (they're so cute when all the legs twitch!) , then the party put wayfinders and a sign on them that read "I am a shapeshifted pathfiner. Come with me if you want to live" on them and sent them to "Fetch" pathfinders

Silver Crusade 5/5

The multi table specials as a rule of thumb are not released to the public during the year they run. The VOs have access to it, and people who are going to run a table at the event, often have the PDF of the multi table special added to their down loads in their account.

In past years the special "opened" up the year's "Meta Plot".

In August of 2010 it was "year of the Shadow Lodge"

In August of 2011 it was " Blood under Absalmom" during the Year of the Pheonix

in August of 2012 it was " Race for the Rune Carved Key" during the Year of the Risen Rune

In August of 2013 it was "Siege of the Diamond City". during the Year of the Demon

August of 2014 it was " Legacy of the Stone Lords" during the Year of the Sky Key.

This year Legacy of the Stone Lords both finished Year of the Demon's plot, and began Year of the Sky Key's plot.

I hope this helps

Grand Lodge 4/5

By the way, IIRC, It was "Year of the Ruby Phoenix" not "Year of the Phoenix", referring to the module, "The Ruby Phoenix Tournament", a Tier 10-12 module, which has the Pathfinder Society sending a team to Goka to compete.

Liberty's Edge 5/5

1 person marked this as a favorite.
Starfinder Superscriber

Next summer, the Con special is going to be "Race to the SPCA", opening up the Year of the Kitten.

Coinciding with the much-anticipated release of the Player's Companion "Kittens of Golarion".

Grand Lodge 4/5

2 people marked this as a favorite.
rknop wrote:

Next summer, the Con special is going to be "Race to the SPCA", opening up the Year of the Kitten.

Coinciding with the much-anticipated release of the Player's Companion "Kittens of Golarion".

And here I thought it was going to be "Year of the Scorpion's Bite", where everyone and her brother have to use only the scorpion whip as their weapon. All the favored weapons change to scorpion whip.

Scarab Sages 5/5 5/55/55/5

1 person marked this as a favorite.
rknop wrote:

Next summer, the Con special is going to be "Race to the SPCA", opening up the Year of the Kitten.

Coinciding with the much-anticipated release of the Player's Companion "Kittens of Golarion".

Squeeeeeeeeeee

Silver Crusade 5/5

Kinevon thank you I hadn't realized i forgot the ruby in ruby pheonix

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I recently played this one, and I think it's the best mass adventure for PFS so far. The big fight where everyone is in the same room together makes so much more sense than the big room fight in Year of the Shadow Lodge.

Grand Lodge 4/5

ElyasRavenwood wrote:
Kinevon thank you I hadn't realized i forgot the ruby in ruby pheonix

You are welcome. I mainly remember it because it is on my GM Star Replay wish list, but with the realization that it is going to be the hardest one to do, even with the PFSOC as a source of high level PCs.

Right now, my highest level PC is too high level, being 14th.

My two PCs who are 12th level are not eligible for Ruby Phoenix, because one has my player credit for it, and the other has my GM credit for it.

My next highest PCs are both, currently, at 8th level, so they have some way to go to get to that 11th level minimum. And one of them may not be terribly welcome at high tier tables, being, as he is, a <<_>>_<< Rogue! >>_<<_>>

Liberty's Edge 4/5 5/5 ****

2 people marked this as a favorite.

What's wrong with Rogues?

Rogues rawk... just ask any table I've been at! Getting you by traps, dealing 7d6+7 damage per hit, being the party face, whatever!

Heck, some straight rogues have been known to out damage the team's barbarian!

3/5

1 person marked this as a favorite.

I had that happen from time to time. The outdamaging part, that is.

The only thing wrong about Rogues is the people who think wrongly about them.

-Matt

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

So I heard there's this class for people who want to play Hard Mode, all the time. Pretty cool huh?

Dark Archive

Silbeg Cailean wrote:

What's wrong with Rogues?

Rogues rawk... just ask any table I've been at! Getting you by traps, dealing 7d6+7 damage per hit, being the party face, whatever!

Heck, some straight rogues have been known to out damage the team's barbarian!

That's why you multiclass Barbarian AND Rogue.

Silver Crusade 2/5

I like having rogues in our party. Ours was our major damage-dealer in Eyes of the Ten.

On the other hand, rouges I just can't abide.

Shakes head slowly.

Grand Lodge 3/5

Rogues look fun, and I may just make one later..... Having fun with my bard at the moment though.

Shadow Lodge 4/5

A rogue would have helped immensely in our Jormundun dive.

Anyway, although it cost me an opportunity to use the Hero of the Hold boon from season 5, since that one is on a different char, bringing two freaking Stonelords(+ 2 other dwarves + one grumpy human) for the ride was immensely satisfying.

And for the dwarves themselves, it was magical. A religious pilgrimage covered in blood and guts.

Spoiler:
And that sweet twist. Wish I hadn't been on the gm roster(my table was riddled with scheduling issues and didn't go off so I played instead) so it it would have come a surprise)

Dark Archive 4/5 5/5 ****

Mattastrophic wrote:

I had that happen from time to time. The outdamaging part, that is.

The only thing wrong about Rogues is the people who think wrongly about them.

-Matt

Agreed.

Grand Lodge 4/5

Silbeg Cailean wrote:

What's wrong with Rogues?

Rogues rawk... just ask any table I've been at! Getting you by traps, dealing 7d6+7 damage per hit, being the party face, whatever!

Heck, some straight rogues have been known to out damage the team's barbarian!

That 7d6+7 at 12th level?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Eh. Instead of a rogue we brought a Trapper Ranger 6/Living Monolith 2 that was very consistently Vital Striking for 6d6+19 or so.

Sure, he wasn't doing the social stuff (we already had a bloodrager and a paladin for that), but he was acing all the Engineering, Linguistics and History stuff that you'd expect in an ancient dwarven city. And he dealt professionally with all the traps. (There was a gratifying amount of all of these.)

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Muser wrote:

A rogue would have helped immensely in our Jormundun dive.

Anyway, although it cost me an opportunity to use the Hero of the Hold boon from season 5, since that one is on a different char, bringing two freaking Stonelords(+ 2 other dwarves + one grumpy human) for the ride was immensely satisfying.

And for the dwarves themselves, it was magical. A religious pilgrimage covered in blood and guts.

** spoiler omitted **

Played my 11th level Dwarven Rogue thru Legacy of the Stone Lords. Taking 10 I had a 35 for spotting traps, We waltzed thru several encounters because of this.

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
kinevon wrote:
Silbeg Cailean wrote:

What's wrong with Rogues?

Rogues rawk... just ask any table I've been at! Getting you by traps, dealing 7d6+7 damage per hit, being the party face, whatever!

Heck, some straight rogues have been known to out damage the team's barbarian!

That 7d6+7 at 12th level?

The rogue I mentioned above used a great axe. He did 1d12+8 (+6d6 with flanking) while Power Attacking during combat. Don't get yourself stuck on only one way to build a rogue.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

What I thought was really cool about this scenario is that it really manages to deliver on the stuff you expect from an ancient dwarven city. It's got history, traps/engineering, religion, subterranean monsters, all of it.

The scenario does quite reward you for actually bringing a somewhat thematic character, it's far from being just a generic dungeoncrawl that you 2H your way through. (Although some sudden extreme violence does help, of course.)

Scarab Sages 2/5 5/55/55/55/5

Hah, I wished we had had someone with trap skills. My bloodrager had to disarm them in the traditional barbarian way by taking the damage and surviving.

5/5

My paladin was quite useless in combat but stepped on most of the traps and survived thanks to high saves and AC. He's diplomacy skills and boon-given understanding of dwarven language helped too. All in all, the most fun of the specials I have experienced thus far. :)

I still kinda wish I had played it with my rogue. He did pick the lock to get in the darn place to begin with in <redacted>.

Grand Lodge 4/5

Tim Statler wrote:
kinevon wrote:
Silbeg Cailean wrote:

What's wrong with Rogues?

Rogues rawk... just ask any table I've been at! Getting you by traps, dealing 7d6+7 damage per hit, being the party face, whatever!

Heck, some straight rogues have been known to out damage the team's barbarian!

That 7d6+7 at 12th level?

The rogue I mentioned above used a great axe. He did 1d12+8 (+6d6 with flanking) while Power Attacking during combat. Don't get yourself stuck on only one way to build a rogue.

I don't know the "proper" way to build a Rogue.

My 8th level Rogue does 1d10+10 (+4d6 sneak with flanking) at present, 15-20 threat range, without Power Attack.
With Gang Up, and the likelihood of other melee combatants, he can get flanking from the second rank (reach weapon), he also has Shadow Strike, so sneak attack on concealed targets.
Improved Unarmed Strike (1d3+6 +4d6 sneak, when appropriate), so he can threaten and attack adjacent while still wielding his fauchard

Disable Device: +19
Perception: +12 (+4 bonus for trapfinder, +4 bonus for Canny Observer, so +20 to find most traps)
3 AoOs with Combat Reflexes

Only a 14 Dex, so he is not as good with some Rogue stuff as those Dex-based Rogues are. 22 Str, though, means he is still nasty as a melee combatant, even without sneak attack.

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

your 7d6 comment made it sound like you could only build dex nbased rogues. Both yours and mine are Str based rogues.
Here's Bron Stonetrapper, my Dwarven rogue, to be fair.

Spoiler:

Bron Stonetrapper
Male dwarf rogue (trapsmith) 11 (Pathfinder RPG Advanced Player's Guide 135)
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 21 (+7 armor, +2 deflection, +3 Dex, +1 dodge, +1 insight, +1 natural)
hp 89 (11d8+31)
Fort +7, Ref +12 (+3 bonus when set off a trap with a failed Disable Device check), Will +6; +2 vs. sleep and charm, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, trap sense +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 sneaky greataxe +17/+12 (1d12+10/×3)
Ranged light crossbow +11 (1d8/19-20)
Special Attacks hatred, sneak attack +6d6
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 15, Int 12, Wis 12, Cha 8
Base Atk +8; CMB +15; CMD 31 (35 vs. bull rush, 35 vs. trip)
Feats Alertness, Dodge, Extra Rogue Talent[APG], Furious Focus[APG], Martial Weapon Proficiency (greataxe), Power Attack, Uncanny Alertness[UM], Weapon Focus (greataxe)
Traits armor expert, bully
Skills Acrobatics +10, Appraise +12 (+14 to assess nonmagical metals or gemstones), Climb +11, Craft (traps) +21, Disable Device +29, Intimidate +10, Knowledge (dungeoneering) +13, Knowledge (engineering) +3, Knowledge (local) +13, Linguistics +6 (+11 to Linguistics checks to identify forgeries), Perception +20 (+22 to notice unusual stonework), Sense Motive +13, Sleight of Hand +9, Stealth +13, Survival +1 (+3 to avoid becoming lost), Use Magic Device +11; Racial Modifiers careful disarm, +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework, trap master
Languages Common, Dwarven, Infernal, Orc, Undercommon
SQ rogue talents (combat trick, fast picks, offensive defense, quick disable, trap spotter, weapon training), trapfinding +5
Combat Gear oil of bless weapon (2), potion of blur, potion of cure moderate wounds (2), potion of fly, potion of invisibility, wand of cure light wounds (16 charges), oil; Other Gear +3 mithral chain shirt, +3 sneaky greataxe, crossbow bolts (20), light crossbow, dusty rose prism ioun stone, amulet of natural armor +1, belt of physical might +2 (Str, Dex), boots of striding and springing, cloak of resistance +2, elixir of darksight, elixir of darksight, engineer's workgloves, handy haversack, ring of maniacal devices, ring of protection +2, spectacles of understanding, wayfinder, belt pouch, cold weather outfit, grappling hook, masterwork artisan's tools, masterwork thieves' tools, silk rope (50 ft.), waterskin, whetstone, 9,055 gp, 3 sp, 3 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Engineer's workgloves (1/day) +5 to craft/knowledge to repair/understand machine. Activate to learn device purpose/operation.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Picks (Ex) Can use Disable Device to open a lock as a standard (rather than full-rd) action.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Disable (Ex) Use disable device to disable traps in half the normal time (min 1 rd).
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spectacles of understanding Translate written languages. +5 to Linguistics to identify forgeries & can do so untrained.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trap Master (Ex) Don't need to exceed DC by 10 to bypass traps, and can change who triggers magic traps.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Uncanny Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects
Wand of cure light wounds (16 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Dark Archive 4/5 5/5 ****

kinevon wrote:
Silbeg Cailean wrote:

What's wrong with Rogues?

Rogues rawk... just ask any table I've been at! Getting you by traps, dealing 7d6+7 damage per hit, being the party face, whatever!

Heck, some straight rogues have been known to out damage the team's barbarian!

That 7d6+7 at 12th level?

At 11th level.

+1 Agile Rapier => 1d6 + 7 (Dex 22)
11th level sneak: +6d6

Total: 7d6+7

actually, his other hand does 7d6+4 (+3 adamantine rapier) -- would be +3 if it is his off hand.

Dark Archive 4/5 5/5 ****

Tim Statler wrote:
kinevon wrote:
Silbeg Cailean wrote:

What's wrong with Rogues?

Rogues rawk... just ask any table I've been at! Getting you by traps, dealing 7d6+7 damage per hit, being the party face, whatever!

Heck, some straight rogues have been known to out damage the team's barbarian!

That 7d6+7 at 12th level?

The rogue I mentioned above used a great axe. He did 1d12+8 (+6d6 with flanking) while Power Attacking during combat. Don't get yourself stuck on only one way to build a rogue.

Completely agreed. Mine happens to have Improved Two Weapon Combat, and Improved Two Weapon Feint. Works well for me!

Grand Lodge 4/5

Tim Statler wrote:

your 7d6 comment made it sound like you could only build dex nbased rogues. Both yours and mine are Str based rogues.

Here's Bron Stonetrapper, my Dwarven rogue, to be fair.

** spoiler omitted **...

Note: I am willing to accept any advice, as he did skip past being played for a few levels, due to GM credits for running Dragon's Demand.

Dominic:

Male human (keleshite) rogue 8
CN Medium humanoid (human)
Init +5; Senses Perception +12
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 insight)
hp 51 (8d8+8)
Fort +3, Ref +8, Will +2
Defensive Abilities evasion, improved uncanny dodge, trap sense +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen silversheen fauchard +13/+8 (1d10+10/15-20) or
. . adamantine fauchard +13/+8 (1d10+9/18-20) or
. . dagger +12/+7 (1d4+6/19-20) or
. . dagger +12/+7 (1d4+6/19-20) or
. . dagger +12/+7 (1d4+6/19-20) or
. . mwk cold iron morningstar +13/+8 (1d8+6) or
. . unarmed strike +12/+7 (1d3+6)
Ranged ranged touch attack +8/+3 (As Spell)
Special Attacks sneak attack +4d6
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 12, Int 13, Wis 10, Cha 10
Base Atk +6; CMB +14; CMD 26
Feats Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (fauchard), Gang Up[APG], Improved Feint, Improved Unarmed Strike, Shadow Strike[APG]
Traits armor expert, hermean paragon (steaming sea)
Skills Acrobatics +13, Bluff +11, Climb +10, Disable Device +19, Escape Artist +13, Knowledge (local) +12, Perception +12 (+16 to hear the details of a conversation or to find concealed or secret objects (including doors and traps)), Sleight of Hand +13 (+15 to steal items without being noticed), Stealth +14, Survival +4 (+6 to avoid becoming lost, +6 to avoid becoming lost), Swim +10, Use Magic Device +12; Racial Modifiers +4 Survival
Languages Common, Kelish, Osiriani
SQ heart of the wilderness, rogue talents (canny observer, combat trick, resiliency, trap spotter, unarmed combat training), trapfinding +4
Combat Gear potion of cure light wounds (2), wand of bless weapon (49 charges), wand of cure light wounds (48 charges), alchemist's fire, tanglefoot bag; Other Gear mithral shirt, +1 keen silversheen fauchard, adamantine fauchard, dagger (3), dagger, dagger, mwk cold iron morningstar, ranged touch attack, dull grey ioun stone, dusty rose prism ioun stone, belt of giant strength +2, boots of the cat, cracked dusty rose prism ioun stone, cracked incandescent blue sphere ioun stone, cracked pale ruby trillian ioun stone, cracked pink and green sphere ioun stone, ioun torch ioun stone, wayfinder, wayfinder, bedroll, blanket, winter, chalk, flint and steel, masterwork backpack, masterwork thieves' tools, sunrod (2), trail rations (4), wrist sheath, spring loaded, wrist sheath, spring loaded, 5,454 gp, 3 sp, 9 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/1
Dagger - 0/3
Dagger - 0/1
Dagger - 0/1
Light (At will) - 0/0
Potion of cure light wounds - 0/2
Read Magic (10 minutes, 1/day) - 0/1
Resiliency (1/day) (Ex) - 0/1
Sunrod - 0/2
Tanglefoot bag - 0/1
Trail rations - 0/4
Wand of bless weapon (49 charges) - 0/49
Wand of cure light wounds (48 charges) - 0/48
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Boots of the cat When falling, always land on feet and take the minimum damage.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Gang Up You are considered to be flanking your target if another ally is also adjacent to that target
Heart of the Wilderness +4 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Ioun stone (dull grey) These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on) or any condition (cracked, flawed, or whole).

Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Resonant Power:
Read magic 1/day for 10 minutes.

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 12 gp, 5 sp
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 8 temporary Hp for 1 min.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Thieves' Guild Can use Sleight of Hand for Day Job rolls. +2 to Sleight of Hand to steal.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Wand of bless weapon (49 charges) Add this item to create a wand of a chosen spell.
Wand of cure light wounds (48 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Liberty's Edge 2/5

Rogues actually require thought, strategy, and tactics to play. They are not as meat heady as Evokers, Barbarians, Fighters, and clerics. Those are easy mode classes. A GOOD Rogue is going to be awesome always. There should not be a point they cant be useful. I love Weapon Finesse/Agile Weapon/Acrobatics/Feinting Rogues. So much fun.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Rogues are for people who want to play Hard Mode, All Of The Time. If you're that good, and you enjoy it, more power to you.

Sadly, some people pick up the rogue because of the class' name. It's an honest mistake; they want to play "a dashing rogueish sort of guy" and end up with a class that happens to be called Rogue. However, the concept of a rogue doesn't really require the class, and other classes may be more satisfying because they're playing on the normal power level.

Sovereign Court 4/5 5/55/5 **

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Kinevon; I'm not familiar with a Faulchard off the top of my head. Is it a reach weapon? If so, the Combat Reflexes makes sense. I find CE to be a wasted feat as few gms will ever expose their creatures to AoOs. Looks solid though. And Byron has a couple of GM levels also.

Silver Crusade 5/5

A fauchard is essentially a glaive with an 18-20x2 crit range and the trip property.

Silver Crusade 2/5

The fauchard is found in Classic Horrors Revisited. One of only a few items that are legal in that book.

Grand Lodge 4/5

DesolateHarmony wrote:
The fauchard is found in Classic Horrors Revisited. One of only a few items that are legal in that book.

Yep, in the Derro section.

I have at least two PCs using it.

Reach weapon, trip keyword, 18-20 x2 crits (one of my PCs has Improved Critical and Butterfly's Sting), 1d10 damage.

And this is not my only PC who has Combat Reflexes, but almost all of them use reach weapons, and have at least an option for tripping, if not the build for it. I think Dominic is my least CM-capable PC with a reach weapon.

Kinevon was just ugly, and that was with the Poelarm Master archetype, and the fauchard, for Fighter, while Bruno is even worse, in some ways, with the Lore Warden archetype, and the whip (with feats), for Fighter.

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