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Note that controlling them for more than say an encounter or so still requires bargaining as per planar ally.
There will be some variance in cost here as there's some GM interpretation in "an especially hazardous task might require a greater gift." and "if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment."
So your GM could rule no extra cost to get them to help.
Normal cost for the Planetars to work for hour/level would be 17*500*2 = 17,000gp
So, that gets us up to 8,400 + 10,000 + 17,000 = 35,400gp.
Could be a hell of a way to retire.
So, using gate to call an outsider costs an additional 10,000gp
Also, the Solar isn't under your control because it has more than 17HD.
While as a GM I would almost certainly let you win whatever encounter you happened to be in. The Solar would not follow you around for the rest of the adventure and stomp on everything that looked at you funny.
Instead it's got a whole city to save! There's Balor out there. Surely it can do much more good saving hundreds if not thousands of other crusaders and innocent non-combatants instead of following a single group of clearly competent Pathfinders.
Depending on how things were going, I'd give you lots of extra flavor as it flies around kicking ass. Might even cross paths with it again from time to time and get more help from it.
Candle of Invocation:
Aura strong conjuration; CL 17th
Slot none; Price 8,400 gp; Weight 1/2 lb.
Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.
In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.
Requirements Craft Wondrous Item, gate, creator must be same alignment as candle created; Cost 4,200 gp
All specific magic weapons on pages 150-163, except bastard's sting, blade of the rising sun, blade of the sword-saint, cutthroat's apprentice, dagger of doubling, dragoncatch guisarme, earthenflail, hellscourge, lash of the howler, nine lives stealer, pistol of the infinite sky, polarity hammer, spider's fang, and ten-ring sword, are legal
Good catch Kigvan.
My previous character who tripped used a fauchard, although he didn't have any of the tripping feats, just a big strength and a reach weapon. Due to changes in heirloom weapon it looks less exciting than it used to.
If I had known about the flying tripping guisarme thingy I might have built this guy with that instead.
Checking my records Gyre -16 appears to have GM credit from The Confirmation and Master of the Fallen Fortress, prior to playing Emerald Spire 2- The Cellars
Just remember, your sthick won't always work, and even if it does try to vary things up a bit. Remember, variety is the spice of life.
Here is the very basic mechanical outline I'm using for my current tripper in PFS.
He's reasonably balanced other than being about as likable as malaria. He's been quite enjoyable so far despite actually tripping something like 1 foe in 5xp earned. He's going to be my primary Emerald Spire character I think.
Hmmm, I'm not sure.
It's written into the module, so quite possibly yes but without any guidance it's troubling on exactly how.
Taking guidance from PFS scenarios with 5/6 players I would suggest adding additional creatures to raise the CR of the encounter by 1.
Meaning a fair amount of encounters will be hard to easily adjust due to the creatures present. I would only do this if you have a strong understanding of the CR system.
Probably better to just not make adjustments, I wonder if anybody has written a 6 player conversion for this, like people do for the APs.
Michael Brock has said on the forums that you should never coup de grace unless it's in tactics, so your GM is well-informed.
Note that Mike clarified his statement here.
A GM should not coup de grace unless tactically appropriate. Not a GM cannot coup de grace unless explicitly called out in the tactics.
Chronicler (10 PP): A Pathfinder has a lot to remember, especially if she hopes to report every detail back to the Decemvirate for publication. Some memory-challenged Pathfinders employ ambitious underlings to document their accomplishments, their interactions, and sometimes even their frustrated mumblings for posterity. Once per game session, you may ask your GM to repeat a detail about your mission, some esoteric backstory element, or the name of an NPC that you have otherwise forgotten by consulting with your chronicler.
Reasons things are now allowed in PFS:
1: Take too much time/GM input
While I'm not in charge of the campaign, they've taken to not answering this sort of question, as doing so only then encourages people to arguing details.
My guess is 5, flavor doesn't fit right with the Pathfinder Society.
On several occasions in the past Mike Brock has had his mind changed by thoughtful and concise arguments. If you really think it should be allowed, put together a sensible argument and start a thread.
I made an air-bending Kineticist too.
Mine is from the River Kingdoms where he was ostracized from his Erastil worshipng community for not being able to pick up the longbow.
I also made a Varisian Gypsy psychic who was raised by Dwarves in Janderhoff before leaving and falling in with the Scarzni.
Finally a Dwarven Spiritualist who channels the Fist of Torag.
The Spiritulist can cast a 2nd level spell at 1st level. Am I the only one who's noticed?
Updates: Here are the official changes to the class:
Weapon and Armor Proficiency: The spiritualist is proficient in all simple weapons not light weapons.
Is Inspiration a permanent bonus? No.
Is it Crafter's Fortune? No.
It does not apply.
Other "at will" stuff that does not apply:
your familiar/animal companion/eidolon that can't fail to aid another aiding.
24+ poly-morph effects
Other than crafter's fortune, if the effect is not permanent, it does not apply to day jobs.
OP Guide wrote:
Permanent bonuses from equipment, feats, racial bonuses, and traits affect your Day Job check as they would any check for the rolled skill, but temporary bonuses such as those granted by spell effects, other than crafter’s fortune, do not contribute.
It further goes on to use flawed logic on why exactly it works this way, but it's still the rule.
Guide to Organized Play p. 28 wrote:
Thematically, most Adventure Paths and modules do not assume the characters are Pathfinders. GMs and players are encouraged to create a reasonable plot hook for their characters’ participation.
If you check out pfsprep.com you can even see some work that people have already done with creating missions etc.
Since I've gotten several emails about this recently...
As a reminder the site asks you to choose several things including:
Display Name - This is how the site addresses you, and credits your posts etc.
User Name - This goes in the User Name field when you login.
Password - This goes in the Password field when you login.
Note, once your registration goes through, the site sends you an email addressed to your Display Name. Your Display Name will not help you login.
I don't think I made my point well, perhaps a more detailed explanation will help.
In the example given by John, hexes normally have a range limit, Ice Tomb didn't have one listed, so come to a reasonable ruling.
Skirmisher tricks normally have a usage limit, the hunter text doesn't have one listed, so come to a reasonable ruling.
You might reasonably rule that a hunter is allowed to add the following (assuming they know them) as free actions every time their animal companion attacks/hits.
Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hateful Attack (Ex): The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.
Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Upending Strike (Ex): The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
I'm not saying that you have rule a limit. As a GM you could decide that it's reasonable with no limit. All I'm saying is you're not required to do so.
One of your jobs as a GM is absolutely to add rules where none exist.
The answer shouldn't be, well nobody bothered to write a limit so I guess you can do whatever.
The answer also shouldn't be, well there aren't rules for the specific thing you want to do, so you can't do it at all.
The answer should be, well the rules aren't very clear, lets call it animal HD + Wisdom modifier, or lets call it your hunter level + wisdom modifier, or unlimited/day but only 1 at a time, or unlimited all the time.
My point is, as a GM you are absolutely empowered to fill in the rules gaps, you don't have to assume that no written limit means unlimited. You could come to that conclusion as a GM if you wanted to though.
Is it a permanent bonus? No.Is it crafter's fortune? No.
It does not apply.
For anybody curious, I think that means the scorpion whip will be the following:
Exotic One-Handed Melee Weapon
disarm, reach, trip
Scorpion Whip: This whip has a series of razorsharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.
Note that it does not finesse or have a 15ft reach, or work against adjacent targets, but it doesn't provoke, it damages targets with armor and has the trip keyword. Additionally if you are proficient in the whip you get the scorpion whip as well.
Chris Mortika wrote:
It is for that GM, at that stage, that I think Devil's Advocate's proposition is most attractive. Right now, she is rewarded for GMing a brand new scenario, because she'll get a Chronicle sheet for it, over re-running a scenario she's already prepped and run. I have argued in the past, and reiterate here, that GMs should want to have a handful of scenarios they know very well -- as in, run multiple times, with reflection -- over more shallow experience -- prepped once, run once -- over a wider oeuvre. So, in that narrow range of GM growth, I'd say it's probably beneficial.
As a piece of anecdotal evidence I made it to *** (60games GMed) while GMing fewer than 5 scenarios a second time.
I also know of at least one venue locally that only schedules scenarios that one of their regular GMs hasn't GMed yet so that chronicle sheets can be awarded to all.
I can see in the Greater Sacramento region at least two tables of 12-16 play a month, if offered in scenario length segments. From my con attendance within the Bay Area, I'm sure they could field 3-4 or more tables a month throughout the region of high tier play.
As a note, we're unreasonably awesome in Northern California, at last count we made up over 10% of the occurrences of Eyes of the Ten.
That said, considering I'm up to 6 characters level 12+ I wouldn't mind seeing some awesomeness for them.
Current Character Levels:
So, imagine you've got a small venue, you manage 1, maybe 2 tables on a good night.
You've got the occasional new players coming in, we'll ignore their first night, because they are using a pregen anyway (although I'd argue that playing a level 7 pregen in a 7-11 is not a good intro to the campaign)
So, that player comes back next week having purchased the core book and wants to play their character. The old timers have played all the old 1-5s, and the new player doesn't have any characters above level 1.
There's of course The Confirmation/First Steps, but the old timers have a few characters sitting at level 2/3 from making new characters to play with new players and don't necessarily want to make new level 1s.
A new 1-5 is pretty much the only thing that makes this scheduling work.
Hey everybody, I had a thought today regarding the various talks about a new retirement arc and thought I would share it...
Instead of a new level 12 3-5 part retirement arc adding a new tier 9-13 (9-10/12-13).
This has the advantage of being much easier to schedule. Currently Eyes of the Ten requires 4-6 players who are at exactly 33xp and can commit to 5+ sessions of game play.
I do think some of the oddity is it's appeal though. It's an awesome story, it's epic in a way that's hard to do in PFS's normal episodic play. It reveals huge secrets regarding the Pathfinder Society.
Secrets that I'm proud of our community for largely being able to hold on to.
What are we up to with tables played for Eyes of the Ten though, 200? That's like 2% of the active PFS player base.
Maybe it's worth writing awesome stuff for that 2%. They are the most dedicated players/GMs.
Those of you clamoring for a new retirement arc, is it to experience another awesome story like Eyes of the Ten, a desire for more higher level play? Attachment to your characters?
I guess I'm asking if this idea would scratch the same itch?