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I have a follower of the rough beast as well, and the way I made my character work is she has split personalities. One is calm and guided, can get along with others, mostly Green Faith and neutral as can be.
In combat, after she gets hurt (1+ hp loss), she "switches on" rovagug mode and goes all out.
To be fair though, she gets no spellcasting or mechanical benefits from her deity, so it hasn't been an issue for now with any GMs.
Kinda like Launch on original DragonBall, but to the extreme.
So, I haven't read the Unchained book yet. But this means that the Unchained rogue is just plain better than the old rogue and a new player who uses the core rules effectively plays a worse version?
That is a subjective statement but at first glance, it's kind of true for the rogue. (John even forgot that the Unchained Rogue's sneak attack works against anything short of total concealment, so you can sneak attack targets with blur or in fog now) I see little reason to play a core rogue if you have access to unchained.
EXCEPT if you want some obscure Rogue Talent that was not reprinted in the Unchained book (such as Sacred Sneak for example, which I do like on my rogue). You'd have to assess if those talents are worth the rebuild or not.
I am a little upset though. Since I do not get to play much outside of PFS, this means that I can not play a plant summoner. It is just a bit of a tease. :(
You could make a Protean eidolon with the unchained one... proteans can kinda look like anything since they are the essence of chaos...
Correct. Even in Ultimate Combat it says: "The ninja is an alternate class for the rogue core class." :)
Seth Gipson wrote:
Yes, seems to include APG Summoners:
"In fact, we're so excited about these classes that we're announcing a one-time limited rebuild to anyone with one or more levels in these classes, allowing those characters to switch any levels in the four classes to their unchained version at no cost."
Matthew Morris wrote:
As I read "We are adding the Signature Skill feat for exclusive use by the unchained rogue" are you saying that signature skills are not 'unlocked' for rogues, rather rogues can take the feat to unlock one skill?
My reading is that Rogues get it at level 5 as normal, and noone else may take the feat to unclock it.
I'm running all of them in PFS mode for my local GMs at my house so they can play them before running them. Here is our experience thus far (5 player table).
I rate them how we would schedule them in GA, either a scenario-length adventure (<5 hours) or a double slot (5-10 hours)
Level 1 - Scenario
That's where we are now.
I would say combo levels 3 and 4 into the same slot, but there is a chance player actions may cause them to go over the 5 hours timeframe. Yes, there is a chance Level 4 will end in 1 hour, but there is a chance it will not.
Elementals can however take any shape. they are depicted as "biped" a lot of times, but they are 100% "shapeable"
I am assuming this is a Stonelord's companion? I would say they are either treated as a normal AC and get only neck and armor/barding, or like a fully functional one like Lyrakien Azatas and Brownies and can use all slots.
Joseph Kellogg wrote:
Over here:http://paizo.com/paizo/blog/v5748dyo5lh0h&page=6?Introducing-the-Core-C ampaign#291
John, I appreciate your response to this thread. I'm a tad bit confused by part of it though. ** spoiler omitted **
At the end of the day, the party has the choice to solve things peacefully with little reward and little XP. That is the choice you made. It's not that you are "penalized" for being a good guy. It's just the plain logical outcome. You leave ALL the gear and loot on the godbox... Well, if you went in to donate the iron you saw all the loot. It was your choice to leave it behind.
I mean, if you were playing this in a homegame, and your GM told you that you got no treasure for that level because you donated iron and proceeded down, you would't blink an eye about it. It's what your party decided and that's that.
For PFS, the easiest and most elegant solution is you tell your players NOT to slow track as suggested at this time and problem solved! They are back on track.
Mark Stratton wrote:
Speaking only for myself, I much prefer a complete set of stat blocks, even if they are included in the scenario. I use these as combat sheets, so I mark on them, mark hit points, cross of expended powers and spells, etc. I hate to mark up the scenario itself, particularly if it's one I am running multiple times (say, at Gen Con.)
For Season 6, this is my plan (for the same reasons)
Originally, not putting the critters with full stat blocks was half because of any ip issues as well as just thing to lower my workload. When I GM I tend to have scenarios printed, so I can run one set of critters from the printed one and another set from my blocks. That has changed also based on the scenario, sometimes putting more or less. I didn't know if people liked less blocks (save ink) or all blocks (completeness).
I'm trying to standardize this going season 6 on and current plan is to include all blocks.
On layout, this is one that does vary from scenario to scenario. I try to put critters that wil be used in the same encounter on the same pages when possible. I usually go with what seems convenient for me. I do try to make sure to conserve ink here too if I can.
I figured since I'm now uploading word and PDF, anyone wanting to edit my layouts just snags the word file and edits away :)
Okay well I read that you can export .por as pdf too. Just for us non-herolab users it would be really swell if the only document would be something other than one application specific file.
You can, but the output is not exactly pretty. And there can be both POR and other files for the same scenario.
Like Pirate Rob said above, not everything in the folder is for everyone. You realize, and don't take this the wrong way, that you are complaining about content that volunteers are putting up for free, in their spare time?
I do understand what you are trying to say, but if you look at more recent season you will see that the great majority is in PDF and DOC. Before this iteration of the shared drive, a lot of files were lost. It is possible those scenarios that only have a POR file now used to have PDF in there too, and was lost.
Regardless, since I couldn't get the monster stats from shared prep I created them myself. I'll post an .rtf containing the monster stats there to the appropriate scenario.
Thanks! That's the best way to approach it when you find something you wish was there, but it's missing. This resource would be a huge strain if it wasn't collaborative.
If "you" means me, already done!
If "you" means anyone making these, then yes! Helps me too.
The Rot Grub wrote:
Another, related question: I ran RotRL perhaps 18 months ago. I didn't issue Chronicle sheets then, not knowing it was PFS-sanctioned. Can I give out Chronicle sheets now?
You'd have to check when ROTRL was sanctioned. If it was sanctioned BEFORE you ran it, then I'd say you can issue sheets. It's no different from if you had to run a PFS game at a game store and forgot your chronicle sheets, then had to issue them later.
If ROTRL was not sanctioned back then, then the rule is there is no retro-active credit.
The point is that guns are so rare (only available in Alkenstar), that a character must essentially know how to craft one themselves in order to have one.
Basically this. It abstracts the fact that a gun is not available for purchase anywhere, so your character basically crafted it instead.
Someone rolled a "1" on their patience check. ;)
Also, credit where credit is due. The idea of the minis prep checklist and highlighting "active" combat abilities was from something similar I saw on Belafon's prep notes from DragonCon.
I have started to upload my blocks in both MS Word and PDF for that purpose, so we can all use them as needed. Use away! Nothing makes me happier than hearing these are useful to people.
Silbeg, I never even expect gratitude from my blocks, but I am happy to report my "free beers" count is now up to 4 between GenCon and now DragonCon. You are a trendsetter, man!
<SUPER TEASER INCOMING>
I have some new ideas I will be incorporating into my stat blocks for the upcoming Season 6 scenarios. Keep an eye out for more (hopefully) good stuff coming!
Pathfinder Modules Subscriber
Hi, and welcome to PFS
I think what you are looking for is just an Alchemist's Kit from the APG:
This kit is only 5 pounds and 25 gold.
Also, since you are new, I wanted to make sure you knew that Ratfolk are not usually allowed as a PC race for PFS, unless you got a specific boon from Gencon this year that allows you to play one. The current allowed races are the Core Rulebook races, Tengu, Kitsune, Nagaji and Wayangs.
Hope that helps.
For the races from the ARG that are legal, are we allowed to use part of the class that makes up the new ten classes for favored class optons?
I believe that the new hybrid classes are NOT considered their parent classes for anything at all in the final version. Any time they count as another class for anything, it is explicitly called out.
Also, later in the ACG (not in front of me right now, sorry) there are favored class bonuses for a lot of the new classes and races.
So my belief is that no, only the FCB bonuses in the ACG book can be used for the new classes.
You know, thinking about this more, I think what was missed by editing in the ACG was not the "or"/"and" thing, but I bet you they missed a fort save. I bet it should have said:
"If a swashbuckler wearing the cloak of feinting performs the superior feint deed or uses this cape’s ability, the opponent is also dazed (Fort save DC 15 negates) until the start of the swashbuckler’s next turn."
Magic item save DCs are, more often than not, terrible.
Cheap, not free *wink*. But yeah, the issue is that the GM then feels responsible (unfairly) for making sure that the kid is safe and doesn't get lost, taken, etc. With an adult, they'd be turned away. Potentially similarly with a kid if their parent around (although, preferably, the parent could just talk sense into the kid). While it clearly isn't the GM's responsibility to look after the kid, I know I'd find it difficult not to assume that responsibility, and it's my guess that others would too.
Exactly. My best guess is that in this situation, the GM should approach GenCon HQ and notify them of the problem. From there on, I don't think there is anything else anyone at the table can do.
Wasn't it put forth in new material for season 6 that all checks to ID robots/ tech creatures were Knowledge(Engineering)?
This. Should be Knowledge (engineering).
From the Technology guide (now on the PRD!):
Knowledge (arcana): Although robots are constructs, Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses.
Knowledge (engineering): This is the most important skill with regard to technological subjects. Knowledge (engineering) can be used to identify a robot's abilities and weaknesses. Knowledge (engineering) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item. The DC to correctly identify and understand an unknown technological object is equal to the object's Craft DC.
Ok I think we have all established that maturity is more important than age.
Now to the more pressing issue, which is a disruptive player at your table, especially a minor.
I am assuming this may be the same table (or the same player) as my GenCon's roommate Trial by Machine table. He reported to me that a parent basically "dumped" his young kid at the table and was being disruptive. Sadly, the parent just left after leaving the kid there, effectively using the PFS room as "free daycare". I did see the kid alone again at other tables, so my guess is that it was not just that one slot.
So maybe the question here is: what is the correct procedure to handle this (both by the players and/or the gm)?