• What is Pathfinder?

    So you want to be a Pathfinder? Then step right in to a world beset by powerful magics and dastardly evils as you adventure through Golarion, forging your own path and making a name for yourself.

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  • What is Organized Play

    Pathfinder Society Organized Play is a worldwide fantasy roleplaying campaign that puts YOU in the role of an agent of the Pathfinder Society, a legendary league of explorers, archaeologists, and adventurers...

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Thursday, 6 November 2014

Psionics, Telekinetics, Spirits Galore : Occult Adventures Playtest

A week ago, Paizo annouced the start of the Occult Adventures Playtest! As your friendly VOs were stuck in little islands off the mainland (one for pleasure, and one for the pain), we didn't have time to bring to you what's new with this play test.

Occult Adventures is slated for release next year, and playtest period is only open till the 25 November 2014. This means that you have until the 25th to create and play one of these new classes. Do also note that there is a chronicle sheet available here, that will allow you to continue playing your Occult Adventures after the 25th and up to the launch.

*Note: For the chronicle sheet, you need to actually PLAY the character in a game and get your GM to sign off on the line by 25 Nov to be eligible for the extra boons. You can use GM credit to level up your characters to the appropriate tier to access the higher level game requirements, but you cannot sign off on the line unless you PLAY that character in a scenario / module.


Occult Adventures opens up 6 new classes in the psionic fields, something that was vastly popular back in 3.5. We'll give you a quick low-down on what's what in this quick guide, and how the playtest works.

Kineticist (Ranged Spell-like abilities)

Think of the benders from Nickolodeon's Avatar: The Last Airbender, or warlocks from 3.5ed. Kineticists use one of the four elements (fire, earth, water, air) and an additional "untyped" element aether, in order to rain punishment from afar. They can alter their blasts by using infusions (we think this needs to be renamed as it sounds like the alchemist's abilities) which can do various things from extending the range of the blasts to changing it into a healing touch. They can also alter their kinetic blast ability into a blade and use it for close combat, but then you might as well play a fighter or rogue if you go down that route.

Medium (Semi-spellcaster)

Similar to binders from 3.5ed, or 3rd party Radiance House's Occultist class, spirit mediums conduct seances that allow spirits to possess their bodies, granting them extra powers. I personally tried out Radiance House's Occultist class, and it was really fun experience, but the way Paizo does it is a bit different. Instead of a brand new set of abilities when bound to a spirit, you are instead granted some stat and ability improvements to augment your base abilities. You also have access to the spirit's spells, similar to how domain spells work for clerics, but mediums cannot cast spells outside of their bound spirit's jurisdiction.

Mesmerist (Controller)

The Mesmerist uses illusions and guile to conceal, confuse and hinder her opponents. With access to up to level 6 spells and a plethora of spell-like abilities that can snatch arrows out of the air or create illusionary doubles to confound enemies, the Mesmerists can definitely turn the tide in any combat situation, or talk, lie and cheat their way out of any diplomatic one.

Occultist (Focus based Support, Semi-spellcaster)

The Occultist is very interesting. Instead of casting spells, similar to a alchemist he instead infuses his implements with power. Implements can range from anything from an amulet to a pair of boots or a weapon. The type of bonuses depends very much on the implements that are used as a focus. These implements can also be shared among party members, giving them bonuses to their abilities. In addition, occultists gain selected spells based on what implements they use.

Psychic (Spellcaster) 

Psychics are your psions, and a full caster class. Similar to clerics, they have a "discipline" which works like a cleric domain to access additional spells. They also posses a phrenic pool that works like the magus' arcana points that can be use to augment and change their spells. One interesting thing to note is that for psionic spells, you have the ability to "downgrade" your spells. Meaning that if you learn Ego Whip 3, you can automatically downgrade it to cast Ego Whip 2 or Ego Whip 1 using the same 3rd level spell slot without needed to necessarily learn the previous incarnations of the spell.

Spiritualist (Summoner, Semi-spellcaster)

Similar to a summoner, the spiritualist has access to a phantom which either resides in the ethereal plane (dead), semi-manifested (exists in the mind) or fully manifested (essentially an eidolon, but you are not allowed to have both a eidolon and phantom out). When "unsummoned" but not dead, the phantom bestows additional benefits to the spiritualist that augments his skills and abilities. The drawback for this, is you only access up to level 6 spells maximum.

Sunday, 12 October 2014

The level of Meta is high with this one.

We had fun at SmiteCon over the weekend, with lots of games and friends to be made alike. However, there was something extremely prevalent at this SmiteCon that we didn't see happening too often previously - clear instances of players reading ahead and spoiling the story for others. No matter how much you deny it, when your character opens a door, sees an empty room and then before the GM has finished reading the boxed text, casts a targeted spell on the exact square the invisible enemy is hiding... something is obviously not right.

Metagaming is using a strategy or action that transcends the specified ruleset. In Pathfinder, this would mean using Player knowledge instead of what your character knows. Reading ahead (i.e. Downloading the scenario and reading it prior to playing) not only spoils the fun for other players, it is also not allowed under PFS rules - which is why they do not allow scenarios to be replayed normally.

Some players might not know what exactly constitutes metagaming, so we'll be tackling some of the more common issues.

Player vs Character Knowledge

What your character knows and what the player knows are different, which is why they have their own attributes and stats. A character with 8 intelligence (IQ 80) vs a 16 intelligence (IQ 160) character are going to behave differently and know different things. This is the same reason why we roll skill checks like Knowledge checks to determine what we know. Your GM pulls out a mini and you immediately recognize it as a Bone Devil. Does your character know that? NOPE. Unless he passes his Knowledge role, or has in some previous adventure encountered the foe, he has no idea what it is or what he does. We can't make the player forget what he already knows, but this doesn't mean that because YOU as the player knows it's immunities / special abilities that you should ramble off all it's stats and AC. That is Metagaming.

Similarly, if you as a player, is a loremaster of Golarion, and you know everything there is to know about everything, it doesn't mean your knowledge transfers immediately to your character. Imagine if your GM did the same thing, playing all his mindless creatures as if they had intelligence and Assasin Vines started to coup-de-grace sleeping players, or golems and automata started to focus fire casters and bashing until they were dead-dead and not merely unconscious. You wouldn't be very happy.

Replaying Scenarios / Playing after you GM


In the event that you do replay a scenario or play after you've GMed it, do let your current GM know. Also, do take the initiative to 'take a backseat' when it comes to decision making and let the other players have a chance at exploring the scenario. Entering a room and immediately declaring that "you search the painting for secret doors", "touch the statue with the key" and some how pick out the right bookshelf to find the hidden book on the first try in a library full of books even before the GM finishes the box text screams out READING AHEAD and spoils the fun for the rest of the players. 

Similarly, we've also heard of cases where players pick obscure builds and class compositions just to qualify to use magical items found in Adventure Paths, and then make comments like "isn't there supposed to be some guy here that we need to talk to about this magic item" even before the GM has mentioned it. 

This spoils the fun for others and give you an unfair advantage over the rest. Please stop.

The level with Meta is high with this one.

Metagaming although not specifically disallowed is generally frowned upon. Reading ahead of scenarios is definitely not allowed under PFS rules as per the Organized Play Guide. As a player, if you find that someone is metagaming, or can clearly see that he has a copy of the game opened up on his tablet/phone while game is progressing, do feel free to sound it out to your GM or local VO.

GMs who find players reading ahead do have the right to ask them to sit out of the game. Although we hope that there can be an amicable solution as we do not like to exclude players, if one person is spoiling the fun for the other five, then there might be no choice. 

Remember, practice responsible gaming!






Monday, 29 September 2014

Con Etiquette - Don't be that guy

"You're the reason the party failed."

Someone once said that to me after a game, because as the only arcane spell caster in the group, I didn't take the usual party spells in my repertoire. I was very upset and insulted by this person's accusations, partially because he wasn't even in my game to begin with. Secondly, the party survived and we did alright and my spell selection wouldn't have changed the outcome of the scenario and thirdly, I wasn't playing an optimized character and I had actual role playing reasons for my spell selection.

If I had been a bit younger, a bit more hot-headed and a bit less thick-skinned, I'd have yelled at him, yelled at my VC for 'endorsing' such a caustic Pathfinder environment and then promptly stopped playing PFS altogether. Lucky that this said player was someone whom I've gamed with on multiple occasions, and we're known to give each other a hard time, so no skin off either of our backs. However, had this been a new player, being told they are doing it wrong will most likely turn them off the hobby.

Unfortunately, there is a gamer stereotype that tabletop rpg players are dirty, basement-dwelling, obese freaks of nature with zero social skills and the want to escape into a fantasy world to deal with their real life issues. Yeah it's totally unfair, but when players get comments about how their build sucks, how their damage is pathetic, how their spell selection is stupid... it does nothing to help change this stereotype, nor does it attract new players.

With the upcoming convention, here are some vitals points to remember!

Deodorize heavily.

It's Singapore, you'll sweat, and as I assume all of us shower every day (or twice!) at least, please remember to deodorize heavily especially if you'll be taking public transport in the hot sun. You'll be meeting new friends from all walks of life, and making a good first impression and turning away from the greasy nerd stereotype can't harm you.

Besides, people that like you more, tend to be nicer, and if you're short of 2pp for that vital raise dead... better hope your friends like you.

Encourage not police.

Having a pure fluff character that cannot hold his own in combat is going to be brutal, especially in some of the scenarios where every move and character present is essential. Most of the time, it could be that the player him or herself doesn't know their class well enough, and thus are making sub-optimal choices (e.g. memorizing cure spells on a cleric when they can spontaneously convert cure spells). At a con, you're going to meet random players you never played before, and their sub-part tactics might end up leading to a party death...

Instead of "you're stupid" or "you're doing it wrong", try asking them to explain their spell selection. They might have a valid reason you're unaware of, or perhaps genuinely didn't know the mechanics due to it being a new class.

Don't be the roleplay - dictator.

We're all there to play together and have fun. Do avoid making decisions for other players. Everyone is there to play, and no one likes a dictator. We have a player in our group who loves doing this, and every time he disagrees with what a person wants to do, he'll immediately say "No! Don't do that, you will get us all killed. Do this instead" and then go on a whole speech about what the rest of the party is going to do.

That's when I look straight at my GM, ignore the said player and just do what I originally wanted to do anyway. There's a difference between offering tactically sound advice and being a dictator. Generally a kind "if you walk that way you will provoke AoO, why not go this way instead?" or a "I'd like to cast colour spray next round, can you 5 foot to the left instead?" is more effective than "No. If you move there you will die."

Be prepared!

Games at conventions have a strict time schedule, so during combat and roleplay, it is imperative you have all your information and materials at your finger tips. Make sure your character sheets are updated, and bring pdfs of your books, or photocopy / book mark items and feats that are seem less frequently so you have the information should your GM request a reference.

When it's your turn at combat, try and plan early or pull out whatever references you need to do before your turn. If you are stumped, delaying until the situation is more advantageous is always a good decision on a tactical level and also will not delay the game.

Don't be THAT GUY.

Each player has their own ideas, and PFS is supposed to be a cooperative one. Respect their space, both in terms of actual physical surrounding as well as metaphorically in terms of how they control their characters. Not everyone will agree with you, and conflict is present in real-world situations, why not in Golarion too? Instead of yelling about it, learn to let go, and sometimes you'll find out that the ride is that much more enjoyable.

BONUS! Convention Checklist!


  • Updated character sheets with chronicles attached
  • PDF or book references.
  • Miniatures (don't forget tokens too if you have animal companions or use spells that require tracking like dancing blade / flame orb etc.)
  • Writing implements and a note book  to take down notes, or jot down spells or important quest objectives (also good to take down the phone number of that cute girl at the registration booth)
  • Water bottles to keep hydrated!
  • Munchies! Do bring snacks you can share and are clean and won't leave a mess!
  • Wet wipes / tissue for after your snacks so you don't leave grimy fingerprints everywhere
  • Breath mints. Nuff said.
  • Deodorant / Antiperspirant. Nuff said.
  • A jacket in case it gets cold


Thursday, 11 September 2014

Sir, How do I become a Game Master?

That's a question that we've received on more than one occasion, with many players thinking that they need to undergo some form of 'test' or class in order to qualify as a GM. That's completely false! Anyone can be a GM, and in fact we have some PFS members that GM almost exclusively, as they seem to enjoy it more than playing.

Having said that, that doesn't necessarily mean you can waltz in without any preparation what so ever, there are a couple of things you might want to take note of in order to become a great GM.

Our GM (VC Richard) was very hard at work to prepare the awesome maps and minis for this epic battle in our Wrath of the Righteous Adventure Path.
1. Prepare!

With Pathfinder Society, your campaigns are pre-written for you. That doesn't mean you should run it cold (aka, without any preparation). Take an hour or two to read through the scenario and understand the goals of each character. Take time to rehearse hard-to-pronounce names (it's very distracting when you mispronounce an important NPC's name up to the point that players don't even know who it is!), look up stats before hand and jot down any notes you might need to take. Some monster stats might not be listed in the scenario requiring you to cross reference from the bestiary or NPCs might have spells that you don't often use, fumbling for information during game time not only looks unprofessional, its a big time waster. Knowing all these information at your fingertips is essential for a smooth game, also, it's important for one very big reason....

2. Dealing with Curved Balls.

Players don't do what you want them to do. In fact there are some players that crave the excitement in breaking your game. In one of the games I GM-ed, I had a group of players who decided they essentially wanted to skip the entire scenario and go find the BBEG (Big Bad Evil Guy/Gal) and kill her. You could always just say "sorry, that's not in the scope of this scenario" and drag the players on track, but they'll feel upset, cheated and very, very, railroaded (this is a free-form rpg, not a computer game with invisible walls). That's when proper preparation and a bit of quick thinking is imperative, how do you lead them back on track without seeming like it's too much of a railroad? In my case, the party wanted to hire some thugs to help them storm the mansion, so I threw in a random thug who happened to be part of the BBEG's crew and made off after accepting payment. Obviously no one lets thieves get away scot-free, and the party was led to the thug's headquarters instead of the BBEG's mansion, thus carrying on the story in a much neater way.

Another thing to remember is that this isn't a computer game, if players come up with creative ways to get past a problem, you should reward them, not shoot them down. Being a serpent-blooded sorcerer, one of our players wanted to charm the BBEG's pet basilisk and turn it against his owner. Well, why not? Not everything has to be dealt with with fire and explosions, rewarding crazy and risky antics makes for a more interesting game, and rest assured your players will try it again, and overall leading to good memories and fun times for everyone.


Handouts are useful and add a layer of realism and interactivity



3. Listen, Listen, Listen.

The game is about your players, not about you. If your speech dominates more than 30% of the game, you're doing it wrong! You're there as a facilitator, let your players decide what to do. You'll be surprised at what they can come up with when you ask questions instead of just dictating what happens.

This is also important in ensuring everyone gets a fair share of the action. Some players are quiet and tend to be overpowered by other players, take note of them, and once in a while throw a "so what would you like to do" down their way. They usually come up with really good ideas, and once the rest of the group start noticing that their companion has stuff to contribute, they'll naturally include them in discussions.


Pathfinder's Game Mastery cards are great for players to keep track of consumables and scenario-only use items. Feel free to create your own!


4. Manage your time!

Most players play Pathfinder Society because they like the ease of dropping in and out of games. So watch out for time limits. Keep the tangents to yourself, and if your players are gently straying off track, lead them back to the mission at hand. Combat usually takes up the most of time, because players can't decide what to do, or because of 'hard math' as some may call it. What we like to suggest is employ is a semi-realistic time limit. When it's their turn, each player has 10 seconds to decide what to do, if they can't, we move on and they can jump back in anytime (aka, force Delay Action). Another way to speed up game is to make things happen real time. Say a party is taking too long to search the room, secretly roll perception checks for the guards in the next room, and the longer the party takes, the higher the chance of the guards hearing them and coming over to investigate. That's a surefire way to let your party know that things are going to move on with or without them!

Incidentally, some GMs also mentioned that rule-lawyering has led to many delays in games. As a GM you have the right to make a decision on an unclear rule. If the player is unhappy, you can take it up after the game, but try not to waste too much time. What we usually do is get the player to pull up the exact wording of the feat/skill/spell in question from a resource that he owns (ie. hardcopy or watermarked pdf). If he doesn't have either, then we just rule that as per Organized Play rules, he can't use that skill. If he does have it, the GM can take a quick read, make a ruling and move on. It's not fair on the others to slow the game because of one person. If you can't deal with the situation, you can always refer him to a Venture Officer for clarification.

5. Admit if you're wrong.

We're all human, and we've all been guilty of mistakes once in a while. If you make a mistake, apologize and move on. It's not the end of the world, and people tend to forgive you as long as you're not the proverbial ass.






Thursday, 4 September 2014

SmiteCon 3

Drop by SmiteCon! The next Pathfinder Society convention held from the 4-6th October (long weekend fyeah!) at the Australian International School! 

Be the first to enter the fallen sky citadel of Jormurdun in the multi-table special scenario Legacy of the Stonelords (the tradition of dressing-up in character is still encouraged and rewarded!); be a part of the evolution of the Society's factions in the special scenario The Paths We Choose; Catch up on the final scenarios of Season 5: Year of the Demon; Get a head start on Season 6: Year of the Sky Key; or try to survive the totally unfair, character killing dungeon Bonekeep Level 3!

For new players, you can participate in the customized Beginner's Track to grasp the basics of Pathfinder and start your way to becoming a full fledged adventurer.

Ticket prices are set at $2 per session. Payment is by cash at the door. You may add sessions during the convention if spaces permit.

The convention is fully endorsed by Paizo so there will be opportunities to win convention-only player and GM boons as well as fabulous book and gaming accessory prizes. Back by popular demand there will be a Trivia Contest so make sure you brush up on your Golarion lore to compete for the title of Loremaster of the Con!

For more information and to register, please go to the Warhorn site at: https://warhorn.net/events/smitecon-3




Sunday, 31 August 2014

Leading up to the Year of the Sky Key

With the conclusion of GenCon 2014, the start of a new series of scenarios and games is about to begin. With the wrapping up of the numerous demon-slaying adventures and trips to the Worldwound in last years Year of the Demon overarching theme, be ready to enter a whole new land and explore the technologically advanced Numeria in Season 6 of Pathfinder Organized Play -  the Year of the Sky Key.

For those new to Pathfinder, let me start with a brief recap in the lore behind what has progressed since Season 1, leading up to the changes and events in the Year of the Sky Key. This post does include minor SPOILERS, but I'll try to be as vague as possible so not to really kill any plot points.

The Starstone Cathedral in Absalom

Season 1 showed the humble beginnings of the Pathfinder Society, with the sending of agents on missions to gain allies or magical artifacts in an attempt to bolster the power and popularity of the Pathfinder Society under the orders of their shadowy leaders, the Decemvirate.

Season 2, Year of the Shadow Lodge begins with the introduction of an overarching antagonist to the fray - the secret and hidden Shadow Lodge. Believed previously to be a non-existent lodge, the Pathfinders are hellbent on finding out the Shadow Lodge's objectives and figure out how to deal with the rising threat. Eventually, they chance upon the Shadow Lodge's leader, a person known as the Spider, operating out of Almas. After putting a stop to the Spider's plans to discredit and shame the Pathfinder Society, they later uncover a hidden plot to assassinate the true leader of the Shadow Lodge. In a race against time, the Pathfinders rescue the true leader of the Shadow Lodge, who declares a truce with the Decemvirate and joins the Pathfinder Society.

Year of the Ruby Phoenix picks off where Season 2 left off, offering five new factions for play, including the Shadow Lodge, Lantern Lodge and Sczarni. In this season, Pathfinders learn about a powerful artifact owned by a Gokan sorcerer Hao Jin, and seek to win it through a competition called the Ruby Phoenix Tournament. The Pathfinders eventually reign victorious, even with interference from their rivals, the Aspis Consortium and the Tien Golden League. The Pathfinders gain an ancient artifact known as the Hao Jin Tapestry, which is in fact the entrance to a demiplane filled with wonders and treasures stored by Hao Jin over the years. While exploring the demiplane, they find out that the Aspis Consortium has somehow found a backdoor into the tapestry and stealing the treasures within. Much time and effort is spent closing the Aspis Consortium's portals and eliminating them to reclaim their prize.

Kaer Maga, one of the most intriguing cities in Varisia

Year of the Risen Rune is marked by the finding a a Runecarved Key in the Varisian Gulf near Magnimar. Without knowing what it was, it was auctioned off but promptly stolen by cultist of the goddess Lissala. Pathfinders were sent to recover the key, managing to capture one of the cultists and gleaned information into their motives in the process. After disrupting the cultists' activities, Pathfinders find out their true plan - the revival the Runelord Krune, one of the seven wizard kings of past. In an attempt to stop the destruction of Golarion at the hands of the Runelord, the Pathfinders locate him and  eventually destroy Runelord Krune in an epic battle. In the meantime, Amara Li the leader of the Lantern Lodge manages to form an alliance with the Way of the Kirin and with the help of the Pathfinder Society, deals with the Golden League and Aspis threat in Goka once and for all. The Latern Lodge sets up a true Lodge in Goka, and leaves the Pathfinder Society. The Spider is also revealed to be alive, and with knowledge of the identities of the members of the Decemvirate, seeks revenge on the Pathfinder Society. The Shadow Lodge eventually deals with her and in a tale of betrayal and deceit, the Shadow Lodge falls together with the death of the Spider. These two story arcs end the existence of the Shadow and Lantern Lodge in the Pathfinder Society. In the meantime, the location of the Jormurdun is discovered in the land formerly known as Sarkoris, located to the northwest of the Worldwound.

Battle against a Vrock in the Worldwound

The Year of the Demon explores the demon infested wastes known as the Worldwound as the Pathfinders seek to secure entry to Jormurdun. With the assistance of Queen Galfrey of Mendev in Nerosyan, Pathfinders slowly aid in Mendev's crusade on the Worldwound and advance into the fray. In the meantime, the Osirian faction led by the Sapphire Sage Amenopheus finds out about the possible existence of other Jeweled Sages, whom were previously believed to be deceased.



What other wonders await in Numeria with this year's season update

Finally this all culminates in the Year of the Sky Key, where the Pathfinder Society is posed to march to Jormurdun. However, several of their enemies are set to claim the prize first! The Pathfinder Society is also set to explore other regions of Golarion in line with this season's meta-plot to explore the technologically advanced Numeria as well as revisit some old favourites like Qadira, Katapesh, Tian Xia and the Mwangi Expanse.

Wednesday, 27 August 2014

Pathfinder's Unite! Where To Play Pathfinder!

Hello everyone and welcome to our little lodge here on the web.

In the past couple of years, we've grown from a group of geeks into a very respectable Pathfinder community, organizing multiple conventions a year, and hosting a variety of game-days throughout the country.

We'd like to celebrate the birthday of our new fancy-schmancy website! An online repository of everything Pathfinder in the region. With weekly articles on Pathfinder and the roleplaying scene in Singapore, we hope to be your one-stop information source for anything Pathfinder in the region.

Many new to Roleplaying might find it hard to get into the hobby, fret not! We're a friendly bunch, and always on the look out for new players, new GMs or new hobby shops open to letting us run games and being part of the whole scene. Feel free to drop any of our friendly Venture Officers an email if you're interested in playing, or pop by during one of our gaming sessions to check out whats going on! Here are a couple of places that run regular Pathfinder game days!

1. Games Garage 
#07-08, Blk 67 Oxley Bizhub 1, 1 Ubi Road. (Next to Tai Seng MRT)
Prices : $50/monthly unlimited, hourly rates, or day pass. Free access to book and board / card game library. Pathfinder Game Days : Tue is Pathfinder Day, but there are ad hoc games pretty much all the time.








Games Garage (GG) is one of our favorite places to game. Awesome people, awesome location, and awesome games available nearly 24/7! Games Garage is primarily a game club with a ridiculously large games library of almost any analogue game you want to play. BK, the resident GG Guardian, is knowledgeable regarding almost any game available!


The folks at GG including their staff and management are all avid PFS players and supporters, and games are run all the time, both scheduled and ad-hoc. They are so supportive of PFS that all players are entitled to 1 free reroll per game if they are sporting their GG T-shirt! (VC sanctioned!)
Besides Pathfinder, the folks at GG also have dedicated gaming nights to other RPGs and tabletop games like Vampire: the Masquerade, Dragonlance, Dungeons & Dragons 5th Edition, Malifaux, Warhammer 40k, Warmachine/Hordes, Dystopian Wars, Uncharted seas, Firestorm Armada and more. The list is endless; almost everything under the sun!


*Gym, Pool, Showering facilities, lockers and display spaces are also available.



And if you're nocturnal (aka burn in sunlight), overnight gaming is also available.


**Whilst paying membership cost might be seen as a hefty investment, you also get access to GG's book library which basically consists of every Pathfinder source book available, never worry about being audited for source books at GG's as you're allowed to use the house books as a resource when playing at GG
Funan Digital Mall, 5th Floor,  109 North Bridge Road
Prices: FREE
Pathfinder Game Days : Friday 7pm - 11pm (we finish in time for last train home!)

Battle Bunker is one of the more renowned gaming shops in Singapore, situated conveniently near City Hall MRT station in Funan Digital Life Mall. As an official Paizo distributor in Singapore, Battle Bunker carries most of the Pathfinder books and games, including the adventure card game.

We run Pathfinder games on Fridays, and usually have 2 tables, a higher and lower tier table. You can find our gaming schedule over on our warhorn page through the links in the menu bar. Feel free to sign up for a low level game, we highly recommend sign ups as games tend to be oversubscribed and fill up fast!

Besides Pathfinder, you can also purchase an array of other board / card / miniature games and even Lego sets at BB. BB also boasts a very active X-Wing gaming circle, something that many of our fellow Pathfinders have picked up when they are off duty.

*As BB is primarily a retail space, do remember to bring your own source books / pdfs. If audited, you are required to show proof of source book ownership as per regulations in the Organized Play Guide. We will need to enforce you purchasing said source book at BB, or be unable to use the ability or item during your game, as we need to be fair to BB for graciously letting us use their space.

3. Summoners
 #02-17 Cuppage Plaza, 5 Koek Road (Next to Centrepoint)
Prices: FREE
Pathfinder Game Days: Friday 7pm - 11pm

Summoners is one of the newest gaming locations to join our line up. Originally a card game retail store, we've recently seen an influx of players that cross between both the TCG and tabletop cliques and so decided to host regular games at this location.

Located right smack in town, and near our favourite Ramen shop (SANTOUKA!), Summoners might be small, but the cosy atmosphere and friendly clientele make this a viable option for games. They also host Magic the Gathering and other anime card game nights throughout the week for those interested.

4. Kampong Kembangan Community Club
5 Lengkong Tiga
Prices: FREE (PAssioncard required, free trial available upon contact)
Pathfinder Game Days: Saturday 2pm - 6pm

Tagging alongside one of the interest groups at Kampong Kembangan, we've established one of our first heartland gaming locations. We're currently in the midst of setting up dedicated game days at this location.


5. Australian International School
1 Lorong Chuan
Prices $2 a game (Free for AIS club members)
Pathfinder Game Days : Saturdays 9am - 1pm (check their Warhorn for Schedule)

The Australian International School is the only school to boast a Pathfinder club, run by Venture Lieutenant Adriaan van Wijk. Games are held weekly on Saturdays for the Pathfinder club, but are open for public to join in if they wish.

Held in some of the classrooms on the 2nd floor, AIS has all the conveniences for a great gaming location, including ample parking for those that drive! AIS is also the venue for SMITECON, a Pathfinder Convention run twice a year, with the next one being on the 4th to 6th of October 2014. Find out more details soon on this upcoming convention by checking back with us!

Online Only! Used in conjunction with Skype for communication.
Prices : FREE
Pathfinder Game Days : Practically anytime from the comforts of your own home.

Too busy or live so far away in places that birds don't lay their eggs (apparently where I stay according to some of my fellow Pathfinders)? Not to worry, with Roll 20, you can play from the comforts of your own home!

Some of our Game Masters regularly run games via Roll 20, however this is advised for more advance players and there's no one to hold your hand or guide you through play and the user interface can be daunting for players who are totally new to PFS. We suggest you pop in to one of our face to face games to get a hold of the basics first!

If you're interested, do leave us a message on our Facebook and we'll see when we can slot you in for a game!



These are the regular locations that we host games, although there are other ad-hoc games run throughout the week, the best way to keep in the loop is to check out our Warhorn in the menu bar above under game Schedules where we highly recommend reserving a slot as some of our game days tend to be over subscribed! Also remember to follow us on facebook, or request for an invite to our private Singapore whatsapp chat to get the latest on all gaming schedules!