Year of the Sky Key Q&A

Monday, September 15, 2014

The start of the Year of the Sky Key has spawned many questions thanks to the faction changes, the release of the Advanced Class Guide, and the use of Technology Guide. In preparation for today's blog, I compiled my list of known questions, polled venture-officers about unanswered questions still at large on the messageboards, filtered out the ones that weren't specific to the organized play campaign (saved to pass along to their associated designers and developers), and wrote out answers and updates to everything that was left.

Warpriest Retraining

Are playtest warpriests able to adjust their ability scores based on the fervor class ability's new dependence on Wisdom?
Yes, page 28 of the Guide to Pathfinder Society Organized Play states that "if a class, prestige class or class feature-dependent ability score is altered," the character qualifies for a rebuild, maintaining the same equipment. That means a character's class choices, feats, skill ranks, spells known, et cetera can change.

Are playtest warpriests able to adjust character features tied to these ability scores (e.g. losing ranks in Diplomacy to instead put them in Sense Motive)?
Yes, see above.

Are playtest warpriests able to alter any other character choices/options (e.g. feats) as part of any rebuilding process?
Yes, see above.

Are playtest warpriests able to take archetypes as part of any rebuilding process?
Yes, see above.

What are the warpriest's retraining synergies (as per Ultimate Campaign's retraining rules on page 190)?
In Pathfinder Society Organized Play, determine the retraining synergies for the Advanced Class Guide classes by substituting one class name for an existing class on the table. For example, an arcanist has the same retraining synergies as a wizard, and any class that lists the wizard as a retraining synergy also has the arcanist as a retraining synergy.

  • Substitute the term "arcanist" anywhere the term "wizard" appears.
  • Substitute the term "bloodrager" anywhere the term "barbarian" appears. Bloodragers have retraining synergy with sorcerers and vice versa.
  • Substitute the term "brawler" anywhere the term "fighter" appears.
  • Substitute the term "hunter" anywhere the term "ranger" appears.
  • Substitute the term "investigator" anywhere the term "alchemist" appears.
  • Substitute the term "shaman" anywhere the term "druid" appears.
  • Substitute the term "skald" anywhere the term "bard" appears. Skalds have retraining synergy with barbarians and vice versa.
  • Substitute the term "slayer" anywhere the term "ranger" appears. Slayers have retraining synergy with rogues and vice versa.
  • Substitute the term "swashbuckler" anywhere the term "fighter" appears.
  • Substitute the term "warpriest" anywhere the term "paladin" appears.

What is the intended interaction between the Guide's and the Additional Resources' entries about retraining for the warpriest? Should one or both be revised based on any of the above rulings?
The Additional Resources page and Guide to Pathfinder Society Organized Play principally conflict regarding warpriest retraining, as no other class's associated ability scores changed between the playtest and final versions of the classes. The Additional Resources page's wording in an important reminder that most classes and most characters do not qualify for comprehensive rebuilds based on the final version of the Advanced Class Guide.

During the playtest, the shaman's spell list had access to summon nature's ally. Is there any rebuilding allowed for those who selected character options that modify summoning such as Augment Summoning?
Shaman characters that selected character options that modify summoning abilities they no longer possess may retrain those features and any immediate prerequisites for those features. For example, such a shaman could retrain Augment Summoning, Superior Summoning, and Spell Focus (conjuration), but not Spell Penetration, Combat Casting, or Improved Initiative. A character can sell back any items that specifically modify summoning abilities, use summon nature's ally, or use summon monster (such as scrolls).

Faction Changes

Does one automatically switch to the successor faction, or is that treated as the one faction change per season?
The change to a successor faction is automatic and does not count as the one free faction change. If your character was a member of the Cheliax faction, she is now part of the Dark Archives faction for free. Try out a scenario as part of that faction, then decide if you want to stick with it or use the free change.

When the five nation-based factions (Andoran, Cheliax, Osirion, Qadira, and Taldor) changed into ideological factions, how many faction-specific features and rewards could a PC retain?
As noted on pages 17-18 of the Guide to Pathfinder Society Organized Play, a member of a retiring faction retains "any faction-specific vanities, titles, traits, prestige items, or other purchases made while the character was a member of the retired faction." As a result, a Cheliax faction PC who purchased the Hellknight prestige award would retain it no matter which faction she ended up joining at the start of Season 6.

Do I also keep any of the faction-specific boons earned on Season 5 Chronicle sheets?
Yes, you keep any of these boons that you earned during Season 5. However, remember that you might not qualify for other faction-specific boons from that faction once you have switched allegiances; page 18 of the Guide to Pathfinder Society Organized Play covers which current factions correspond to earlier nation-based factions for the purposes of earning these rewards.

Is a character benefiting from The Risen faction prestige award required to stay with the Scarab Sages faction as the natural evolution of the Osirion faction?
This is a special case, given the enduring consequences of purchasing that particular prestige award. A character who possessed this prestige award prior to August 14th, 2014 does not qualify for the free faction change. He can, however, pay 3 Prestige Points per character level to change factions, as described on page 17 of the Guide to Pathfinder Society Organized Play. A member of the Scarab Sages faction who acquires The Risen prestige award [on or after August 14th, 2014] is bound to that faction and cannot change factions.

Technology Guide

Is the Technologist feat in Pathfinder Campaign Setting: Technology Guide required to attempt any skill checks regarding technology?
The following text will appear in an updated version of the Guide to Pathfinder Society Organized Play:
"The otherworldly technology associated with Numeria is very different from the rest of the technology available on Golarion,and so far advanced that any comprehensive understanding requires the Technologist feat (Pathfinder Campaign Setting: Technology Guide 7). However, scenarios that include Numerian technology are designed in a way that characters with the Technologist feat have an advantage, yet those without are still able to succeed at the mission. Clever Pathfinders might operate a device by trial and error, infer a device's use by its placement (such as a keypad on a door acting as a lock), or draw logical if crude associations between known items and Numerian technology (such as a laser pistol having the same shape and features as a hand crossbow or Alkenstar firearm)."

How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
When a creature with hardness sustains damage, subtract its hardness from the damage dealt. The rules for halving damage, doubling damage, dealing damage with ineffective tools, immunities, and the like only apply to damaging inanimate objects.
(This is apparently a question the Design Team has received a few times during the development of Iron Gods, so they were ready to go with an answer!)

Miscellaneous

Investigators have an alchemy class ability similar to that of an alchemist. Are investigators also able to craft alchemical items in Pathfinder Society Organized Play?
Investigators are able to craft alchemical items and poisons as if they were alchemists. This information will appear in an upcoming update to the Pathfinder Society FAQ, both in the poisons section (which will also include the investigator's poison lore class ability) and the alchemist crafting section.

I received a ratfolk or samsaran race boon for volunteering at a recent convention, but the Additional Resources page still says that ratfolk and samsaran options in Advanced Race Guide are not legal for play. Is this ever going to change?
All ratfolk and samsaran alternate racial traits, favored class bonuses, archetypes, equipment, feats, and spells are legal for play. Note that most of these options are limited to ratfolk and samsaran characters respectively following the Advanced Race Guide entry's second paragraph on the Additional Resources page. The next Additional Resources update is set to revise the entry.

What deities can a warpriest worship? The Additional Resources page suggests that only the core 20 deities are legal choices.
This is not the intended interpretation, and the next Additional Resources update is set to revise the entry to read as follows. "To select a blessing, a warpriest must worship a deity that offers the domain of the same name." A warpriest in the organized play campaign is able to select from among any of the legal deity choices.

Can one purchase a ring of eloquence (Pathfinder RPG Advanced Class Guide 216) with any combination of languages? Are restricted or banned languages such as Druidic or Androffan options?
At this time, only two configurations of the ring of eloquence exist in the organized play campaign. The first grants the ability to speak and understand Common, Dwarven, Elven, and Gnome. The second grants the ability to speak and understand Giant, Goblin, Orc, and Undercommon. Rings with other configurations may appear as treasure on Chronicle sheets.

John Compton
Developer

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Tags: Factions Frequently Asked Questions Pathfinder Campaign Setting Pathfinder Society
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Lantern Lodge 3/5

1 person marked this as a favorite.

Wow, that is a ton of very important info! Got to pass the message along.

Edit: So the Technologist feat is not required for certain skill checks? They just have a bonus to such checks? Or is this in reverse, where those that lack the Technologist feat takes a penalty but can still complete the check?

Grand Lodge 2/5

John Compton wrote:

What deities can a warpriest worship? The Additional Resources page suggests that only the core 20 deities are legal choices.

This is not the intended interpretation, and the next Additional Resources update is set to revise the entry to read as follows. "To select a blessing, a warpriest must worship a deity that offers the domain of the same name." A warpriest in the organized play campaign is able to select from among any of the legal deity choices.

Oh good. This bit worried me most of all.

4/5 5/55/5 **

Thanks for the update! Good to know and very thorough!

Liberty's Edge 2/5

2 people marked this as a favorite.

Thanks a lot for clarifying the creature hardness rules. This is a big help!

Sczarni 2/5 RPG Superstar 2014 Top 16

1 person marked this as a favorite.

Fantastic! Thanks for the clarifications. I'm excited to bring the wonders of Numeria to more unsuspecting players, and I'm very happy my Warpriest rebuild is legal (all hail Zon-Kuthon).

Grand Lodge 4/5

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

Thanks John!

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Secane wrote:
Edit: So the Technologist feat is not required for certain skill checks? They just have a bonus to such checks? Or is this in reverse, where those that lack the Technologist feat takes a penalty but can still complete the check?

It sounds like the Technologist feat is required to make the checks, but the scenarios are supposed to be written so those without it can get to the same result through puzzle solving/deduction.

4/5

Thank the Gaming Gods! The warpriest retrain is very welcomed, thank you! I am not stuck with a caster with utterly wrong ability scores (I'd had a Warpriest with 20 charisma and 12 wisdom... not very ideal for the new version!)

Sovereign Court 5/5

I notice that the scenario write-ups for Season Six scenarios don't include the blurbs that Season Five did calling out applicable scenarios as having opportunities to further a faction(s) goals. Is this a deliberate change in policy for this season or should someone who's neither read nor played the scenario still know what factions have opportunities for special boons in said scenario?

5/5

deusvult wrote:
I notice that the scenario write-ups for Season Six scenarios don't include the blurbs that Season Five did calling out applicable scenarios as having opportunities to further a faction(s) goals. Is this a deliberate change in policy for this season or should someone who's neither read nor played the scenario still know what factions have opportunities for special boons in said scenario?

The first 3 did not have a notice...but that might be partially due to having the description out extra early due to GenCon. The 3 of the next 4 new scenarios all have a blurb about the faction(s) they advance, if they advance the goals of at least one specifically (i.e. -4,-5, and -7 all mention at least one faction and -6 is called out in the forum as not forwarding any one faction).

1/5

Interesting and important but highly predictable responses. Good for FAQ.

5/5 5/55/55/5

Thanks!

Dark Archive 4/5 *

Pathfinder Rulebook Subscriber

So maybe I am missing a piece here, but prestige awards from the old versions of the factions are still available for purchase? What about traits?

Sovereign Court 2/5

2 people marked this as a favorite.

Thank you very much, John.

I hope I'm not killing you with yet another rules question, but has the design team stated anything for order of operations on applying hardness and electricity vulnerability for robots? There's an old 3.5 FAQ that says (basically) to reduce damage from hardness, then multiply for vulnerability (to give the creature the maximum defensive benefit).

There are a lot of people who don't like that interpretation (understandable) and subtract hardness after applying vulnerability, but that kind of table inconsistency is a little too swingy, in my humble opinion.

Shadow Lodge 4/5

Thanks for the clarification!

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

2 people marked this as a favorite.

John,

Did the Design Team give you any indication about whether this is going to be added to the FAQ? It seems like the very definition of a frequently asked question.

Year of the Sky Key Q&A wrote:

How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?

When a creature with hardness sustains damage, subtract its hardness from the damage dealt. The rules for halving damage, doubling damage, dealing damage with ineffective tools, immunities, and the like only apply to damaging inanimate objects.
(This is apparently a question the Design Team has received a few times during the development of Iron Gods, so they were ready to go with an answer!)

Thanks for your help with all of these questions!

2/5

2 people marked this as a favorite.

Still need stats for the "Staff of the Master" for the schools other than Necromancy.

Shadow Lodge 4/5

2 people marked this as a favorite.
Wraithcannon wrote:
Still need stats for the "Staff of the Master" for the schools other than Necromancy.

I doubt that's going to happen, at least, not until a new book comes out.

Sovereign Court 2/5

I'm still somewhat puzzled as to why the "Staff of the Master" thing has been coming up lately. It's from Ultimate Equipment right?

Grand Lodge 5/5

Wraithcannon wrote:
Still need stats for the "Staff of the Master" for the schools other than Necromancy.

No stats listed = Not a purchase you can make at this time.

Sovereign Court 5/5 *

Pathfinder Rulebook Subscriber

Thank you for the clarifications! I am very happy with the decisions made here.

Grand Lodge 3/5

Is it intentional that Shaman don't have retraining synergy with Witches?

Is there any chance of updating the rest of the retraining rules for new classes?

A lot of it is common sense (slayer talents are like rogue talents, hexes are hexes, blessings are like domains, etc.)

In particular, it seems like there should be a way to retrain the Shaman's starting Spirit (since they basically do that each day with Wandering Spirit/Hex.)


Sorry, but I'm still confused about non-warpriest retraining. The statement above is "if a class, prestige class or class feature-dependent ability score is altered, the character qualifies for a rebuild, maintaining the same equipment. That means a character's class choices, feats, skill ranks, spells known, et cetera can change." The commas here are a little confusing... is this meant to refer only in the case of changes in relevant ability scores, or does it apply to other class changes as well?

Specifically... can other playtest characters add archetypes and change to feats that were not available until the book came out? You've said that the warpriest can... while most classes did not have such big changes as the warpriest's ability score, there WERE alterations to the other classes. It already seemed unfair that playtesters were being denied the chance to add all the juicy new stuff.. even more unfair if the warpriest can freely add archetypes and changes feats but others can't!

Scarab Sages 5/5 5/5 *** Venture-Captain, Washington—Spokane

Thanks for these clarifications, John.

Liberty's Edge 4/5 *

The rule you quote is about changing an ability score requirement, regardless of whether that requirement was for entry into a class or prestige class, or to use one or more class features.

As per standard rules for PFS, you can always add an archetype if you have not yet played at the first level at which it changes your class features. Otherwise you have to use the retraining rules for that.

That is a hazard of playing with playtest rules. Sometimes you wish you had had something available when the final version comes out, but you got to play the class early. I personally look at it as an opportunity to start another character to try out the newly available stuff. :)

5/5 *****

1 person marked this as a favorite.

I have to wonder why you are imposing a feat tax on skill orientated characters in season six. I can know about utterly obscure information with other knowledge skills such as the dietary practices of pre earthfall Lisaallan cultists but it needs a feat to know about something which has been around and an active part of sections of Golarion for over 5000 years. Oh well, guess I continue to avoid season 6.

On a separate point with Samsarans now being available in PFS are we likely to get an answer to whether or not Mystic Past Life allows you to grab early entry spells.

For example, lets say that I am a Samsaran Wizard choosing MPL. Can I pick the Summoner spell list and grab Haste at spell level 2, Dimension Door at level 3, Teleport at 4 etc.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

Good to know!

4/5

Thanks for all the clarification, John!

Silver Crusade 4/5

Thanks for the info!

This probably doesn't belong here, but when will the reporting system be updated to reflect the new factions?

Sovereign Court 4/5 5/5 ***

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Silly question on retraining, but does the ACG class also have synergy with the class it replaces on the table? (E.g. does the Investigator have retraining synergy with the Alchemist?)

EDIT: Also, is it possible for the ACG classes to have retraining synergy with each other? (E.g. The Skald has retraining synergy with the barbarian, but the Bloodrager substitutes for the Barbarian. Does the Skald and the Bloodrager also have retraining synergy?)

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

Acedio wrote:

Thank you very much, John.

I hope I'm not killing you with yet another rules question, but has the design team stated anything for order of operations on applying hardness and electricity vulnerability for robots? There's an old 3.5 FAQ that says (basically) to reduce damage from hardness, then multiply for vulnerability (to give the creature the maximum defensive benefit).

There are a lot of people who don't like that interpretation (understandable) and subtract hardness after applying vulnerability, but that kind of table inconsistency is a little too swingy, in my humble opinion.

I'm hoping for an answer on this too. I would prefer something more solid to go on than a 3.5 FAQ, especially since PF notably didn't bring a lot of those along.

5/5 5/55/55/5

Just double checking my reading of the rule here: My Qadirian character drops into the exchange at no charge, I can switch to the dark archive for free, and apparently keep the 10% master of trade discount card...

Radiant Oath 1/5 *

1 person marked this as a favorite.
Quote:

Is the Technologist feat in Pathfinder Campaign Setting: Technology Guide required to attempt any skill checks regarding technology?

The following text will appear in an updated version of the Guide to Pathfinder Society Organized Play:
"The otherworldly technology associated with Numeria is very different from the rest of the technology available on Golarion,and so far advanced that any comprehensive understanding requires the Technologist feat (Pathfinder Campaign Setting: Technology Guide 7). However, scenarios that include Numerian technology are designed in a way that characters with the Technologist feat have an advantage, yet those without are still able to succeed at the mission. Clever Pathfinders might operate a device by trial and error, infer a device's use by its placement (such as a keypad on a door acting as a lock), or draw logical if crude associations between known items and Numerian technology (such as a laser pistol having the same shape and features as a hand crossbow or Alkenstar firearm)."

I feel like I'm missing the actual answer here. If no one at the table has the Technologist Feat the solution is to ignore Knowledge skills and metagame it?

The Exchange 5/5

Was just having a discussion about creatures and hardness yesterday. Thanks for the clarification!

Sovereign Court 2/5

Evilgm wrote:
Quote:

Is the Technologist feat in Pathfinder Campaign Setting: Technology Guide required to attempt any skill checks regarding technology?

The following text will appear in an updated version of the Guide to Pathfinder Society Organized Play:
"The otherworldly technology associated with Numeria is very different from the rest of the technology available on Golarion,and so far advanced that any comprehensive understanding requires the Technologist feat (Pathfinder Campaign Setting: Technology Guide 7). However, scenarios that include Numerian technology are designed in a way that characters with the Technologist feat have an advantage, yet those without are still able to succeed at the mission. Clever Pathfinders might operate a device by trial and error, infer a device's use by its placement (such as a keypad on a door acting as a lock), or draw logical if crude associations between known items and Numerian technology (such as a laser pistol having the same shape and features as a hand crossbow or Alkenstar firearm)."
I feel like I'm missing the actual answer here. If no one at the table has the Technologist Feat the solution is to ignore Knowledge skills and metagame it?

I'm pretty sure what this means is that the technologist feat is required to make knowledge checks get exact information about the tech stuff, but PCs without the technologist feat can use knowledge checks to make "educated guesses" with how to interact with numerian technology. Following that they can then try and brute force it. In other words, you would give a non-technologist PC some very basic, "non-technical" information about what they're looking at and then let them try to figure out what to do with it.

Per the keypad example, I might offer up the following "You can't quite figure out exactly what this device is or how to use it, but you think it's somehow related to this sealed door. You notice several symbols on the device, and that each symbol is placed on its own separate, slightly elevated surface. The surfaces appear to be moveable." (Or however you might want to describe a "button." )

Whereas someone with the technologist feat would get something along the lines of "You recognize this as a keypad; pressing the symbols in the correct order will open the door." Much less cryptic.

Dark Archive 2/5

4 people marked this as a favorite.
andreww wrote:
I have to wonder why you are imposing a feat tax on skill orientated characters in season six. I can know about utterly obscure information with other knowledge skills such as the dietary practices of pre earthfall Lisaallan cultists but it needs a feat to know about something which has been around and an active part of sections of Golarion for over 5000 years.

I agreed with this until I watched my mother try and learn how to use Mac OSX. She clearly does not have the technologist feat!

4/5

Ehhh, my grandpa never used a PC until 4 years ago. He got proficient relatively quickly because he really tried to learn it. He's no expert, but he manages better than many people do still. It should really be a free feat once your immersed around enough technology.

Dark Archive 5/5 *

1 person marked this as a favorite.

So you describe a keypad to my non technologist feat having rogue. I start pushing buttons
till something happens. There is not going to be a code mentioned in a module just the disable device dc. So do I roll disable device at a -5 or whatever penalty ?
In general, how are the pcs supposed to figure out tech by playing with it? We will need props at the table. The players will need to metagame for their pc.
Just dont see this working out. The tech guide just came out. Not that many pcs will have the tech feat.
There will be ridiculous amounts of table variation for non tech feat pcs.

Liberty's Edge 5/5

4 people marked this as a favorite.
andreww wrote:

Oh well, guess I continue to avoid season 6.

How many times do people have to say that Season 6 is not going to be 100% tech based. That there will just be a handful of scenarios that are tech based, and we saw a large portion of those with the first 3 scenarios?

Shadow Lodge 4/5

2 people marked this as a favorite.

Infinite.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

5 people marked this as a favorite.
Acedio wrote:
Or however you might want to describe a "button."

Or maybe just call it a button, because those already exist in standard Golarion items?

Immovable Rod, Rod of Lordly Might, Rod of Balance, the CRB rules for hidden doors... the list goes on.

It's okay to say "button".

Sovereign Court 2/5

Good point.

1/5

Andrew Christian wrote:
andreww wrote:

Oh well, guess I continue to avoid season 6.

How many times do people have to say that Season 6 is not going to be 100% tech based. That there will just be a handful of scenarios that are tech based, and we saw a large portion of those with the first 3 scenarios?

It's more that season 6 is indescribably lethal for little reason other than lethality. It's not fun lethal like the waking rune or warned lethal like bonekeep. It's stupid under CR'ed monsters grindy dangerous 1 round to negative con encounters (Looking at you 6-01, 6-02) with weak RP attached to it.

The currently released Season 6s would be terrible if they had nothing to do with tech.

Grand Lodge 4/5

2 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber
Undone wrote:
It's more that season 6 is indescribably lethal for little reason other than lethality.

Weird. None of the Season 6 tables I've seen have had ANY lethal results.

Liberty's Edge 1/5

1 person marked this as a favorite.
Seth Gipson wrote:
Wraithcannon wrote:
Still need stats for the "Staff of the Master" for the schools other than Necromancy.

No stats listed = Not a purchase you can make at this time.

Hence why someone might ask for stats.

Silver Crusade 5/5 5/5 **

TriOmegaZero wrote:
Undone wrote:
It's more that season 6 is indescribably lethal for little reason other than lethality.
Weird. None of the Season 6 tables I've seen have had ANY lethal results.

In fairness, I imagine there has been a HUGE amount of table variance with the first 3 scenarios. All the issues addressed in the Blog would be treated very, very differently at different tables. How hardness is treated could have a major impact on lethality.

I've played in all 3 scenarios so far and we got lots of information WITHOUT the technologist feat, for example.

4/5

TriOmegaZero wrote:
Undone wrote:
It's more that season 6 is indescribably lethal for little reason other than lethality.
Weird. None of the Season 6 tables I've seen have had ANY lethal results.

Both of them I've been at caught bodies.

1/5

pauljathome wrote:
TriOmegaZero wrote:
Undone wrote:
It's more that season 6 is indescribably lethal for little reason other than lethality.
Weird. None of the Season 6 tables I've seen have had ANY lethal results.

In fairness, I imagine there has been a HUGE amount of table variance with the first 3 scenarios. All the issues addressed in the Blog would be treated very, very differently at different tables. How hardness is treated could have a major impact on lethality.

I've played in all 3 scenarios so far and we got lots of information WITHOUT the technologist feat, for example.

Games with 0 or 1 adamantine weapons should TPK in 6-01 and 6-02 almost every time. If not I'd think the GM is soft balling based on raw math. (Level 1 1d8+12, level 3-4 1d8+1d6+13 x2).

The adventures ran by a GM who adheres to the "Always power attack, we're lethal intelligent robots so we kill the dangerous one." that's literally written into the stat block is likely to TPK the group unless the group has multiple adamantine weapons.

Additionally how the technologist feat is handled will radically alter the people's views.

This has largely to do with how a monster

Spoiler:
Gearmen
are horrifically under CR'ed for the actual effect of the monster.

5/5 5/55/55/5

2 people marked this as a favorite.

If you brought melee besides 2 handed.. you're gonna die.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
BigNorseWolf wrote:
If you brought melee besides 2 handed.. you're gonna die.

Well, that explains it. My halberd-wielding inquisitor cleaved 6-01 to pieces.

And my crypt-breaker alchemist kept things in 6-02 from being able to pile on.

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