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Hobbun wrote: What I may do, when (if) it becomes necessary, is take Will's recommendation in purchasing two. Although the next question would be is are there any penalties in carrying two quivers? My bard has three ;) If they are only letting you use the 60 spaces in the quiver for arrows because it's RAW, the there is no RAW reason why multiple quivers would have some sort of penalty.
Melavis Clay wrote: I used to travel up to 75 miles and could play in 7-9 games per week Wow. You do realize you are probably in the 0.01% of players if you are playing that much though... Replay rears its head on and off here, but a lot of us feel that is not the solution. Still... wow.
You should get a masterwork weapon for your primary weapon asap. I would have a backup cold iron and a backup silver weapon at low levels. Just remember that silver is better on bludgeoning weapons (many just get a silvered mace) and cold iron of whatever your main weapon is. So a 4th level longsword fighter, Id have:
TetsujinOni wrote:
I hope you replace that by the time you make it magical! Enchanting cold iron is hella expensive! Weapon blanches are a godsend for archers. I will gladly spend the cash on adamantine weapon blanch over adamantine arrows (60gp a pop!) any day. Extra plus, if you are an alchemist or have levels in alchemist, you can make them yourself!
Hawkwen Agricola wrote: It has been stated somewhere that a brand new player is not expected to own the Core Assumption the first time or even the second or third time playing. Heck probably the first half dozen times. But after that, if your going to continue to play, you need to buy the material. Not only for yourself, but to keep from slowing down games while you ask to borrow am item or search the PRD. Also the Field Guide to Pathfinder Society isn't in the PRD, correct? This. It has indeed been stated that you may play multiple times without the books, but honestly. If you have played 4+ times then you have gotten ~16 hours of entertainment. I'm sure that is worth $9.99 (the cost of the CRB PDF) to you. Heck, that's the cost of a 2 hour movie around where I live! 800% better to play PFS. Support the company. As a player you are only asked to buy 1-2 things. Once. After that you can play for free, almost forever. (I say almost because some books do phase out after a while. Seeker of Secrets --> Pathfinder Society Field Guide --> Pathfinder Society Primer)
Not only available in the NPC Codex, but also for Free at the Paizo PRD. APG pregens present a myriad of problems
Alchemist - are they a spell caster? Do extracts work like a spell or a potion? Splash rules? Cavalier - mounted combat. teamwork feats. Inquisitor - LOTs of swift action management. Spells, judgements, codes of conduct, bane, solo teamwork feats Oracle - honestly the only one in APG that is SIMPLER than the core counterpart (cleric). Summoner - lord no. eidolon, summon monster SLA, spells. Witch - about the same as wizard + hexes. May work as a pregen as well.
I think it may be a "holdover" rule from previous leadership. With how much Mike, Mark and John seem to like to make things easy and consistent between all forms of PFS, I could see them revising this for the 5.0 guide and allowing dayjobs. I don't see how it would be OP.
james maissen wrote:
Sometimes, rules are written without PFS in mind. Some rules require adjudication by GM, like it can be done in a homegame. for example, the last option for bestow curse is purely left to a GM to decide. Sadly, that is not always the case for PFS, and such rules don't work in organized play.
From the CRB, you may purchase a riding dog, and combat trained light horses, heavy horses, or ponies. All come combat trained w/tricks. From Ultimate Equipment, axebeaks, dire bats, griffons, hippogriffs, and riding geckos comes combat trained. (although these will be beyond the reach of a level 1 character) AA, like you said, opens even more.
I'm 100% in the boat with Belafon and Scott. Permanency just opens another can of worms, and like Walter mentions above a lot of options are available as magical items. You want them slotless you say? Well tough cookies. Part of the fun of the game is prioritizing what you want for your character and what items you would like to end up with in each slot. There are even options for the same spell in some cases. Hand of glory can get you see invisibility for a neck slot. Or if you want slotless you can get the pillbox from UE. One of the pills grants see invisibility.
Boons are independent of the slow or fast track, unless stated otherwise. Additionally, contents of chronicle sheets are usually deemed as spoilers, so I would edit your comment with a spoiler if you still can, or move it to the GM discussion forum. Fangwood Keep:
I would agree that this seems quite more powerful on the slow track than the regular track. However, nothing leads me to believe that it would work different on the slow track as written
Beckett wrote: I should point out that Zarta is not actually in either of them, so if that's what your looking for, don't be surprised when it doesn't happen. They are kind of about her, but do not involve her, (very little at the end). I was going to say, Zarta IS in Fortress of the Nail.
And BTW I do agree with Saint Caleth. I would have no problem with this in my own homegame. But for PFS I have to go by the RAW. At the end of the day, it's just a matter of realizing not every character concept is appropriate for PFS. Sometimes, you have to save them for homegames.
I am not a developer, but I would assume that this feat and its use fall into the same case as regular poison. If it were me, I would strongly suggest on NOT taking the feat for the spitting poison as a Paladin, as BEST case scenario, you will encounter table variance. In my own personal view, poison is poison and it's against the paladin code to use them. Paladins are usually feat-starved as it is.
Paul Barczik wrote: Thanks for the input! I've said it before; but I'm so glad the Paizo forums have actual designers/creators/etc who read and respond. None of the people who replied to this thread are, but they do read the boards (See the myriad of posts from Mike, Mark and John now). :)
Funky Badger wrote: How about let them decide what to get for themselves? Noone is forcing anyone to do anything. But I am perfectly fine informing a new player of all the options available to them to make an informed decision. (I will agree some people do push the "your first purchase after your first scenario MUST BE A WAND OF CLW OR IH RABBLERABBLERABBLE" but I don't think that's the case here)
Mark, you may want to clarify because the blog post as well as the podcast mention "character will have up to August 14th to change", implying that you can switch from any point now until gencon. I think your post that the boons will not stack will answer the OPs question. My guess is you get ONE free faction change due to the elimination of the factions. Any more than that is exploiting the system and you need to pay the required PP for it. Level 1 characters could change now for free, but not later (and they'd need to be 3 by the summer to play in it) Fromper, my guess is all season 4 scenarios would have LL missions. They can't guarantee when or in what order a character/player will get to play Way of the Kirin.
Horlith the Motherless wrote:
We just had this here too: LINK So currently we have a bit of conflicting information. I am sure they will have it shorted out shortly and let us know what's up. It is the weekend though.
There are only two ways going over the max gp can happen: 1. There is a boon on the left side of the sheet (the biggest box in there, where all the items are) that says to add more gp than the box where it says max gp. 2. You have a dayjob, and you are playing a pre-season 3 scenario where the old chronicle sheets don't have a specific box to put them in. Since day jobs are done per-player, and everyone in your game got the same (besides, no way to get 300gp from it without special things), #2 above was not the case. So either #1 is the case, or the GM did it in error (knowingly or not, irrelevant at this point). In order to be compliant and legit, just adjust the gold in the GP earned box down to the max gp in the sheet.
Great review. You covered a lot and there is still even more options that look darned amazing. Holy bombs for alchemists, sacred sneak attack rogue talent single-handedly will save me the cost of a holy bow for my ninja. The witch hexes like you mention would be quite neat for a good-aligned witch. Sadly peacebond is not as useful (most baddies already have weapons drawn when you meet them) but it can shut down some archers and it suffers less from GMs going "oh, not ANOTHER slumber hex witch" The spells on this book are AMAZING. My paladin will prepare some of the angelic aspect spells (I don't have the book in front of me, I know they are called something different) as any ways to make my paladin get a fly speed are amazing in my book. Or many, many scrolls of them.
After thinking about it a bit more, I would think that the ex-cleric section of the CRB would apply in this case, and changing religions would not be allowed. But also flagged as FAQ for clarification.
Without official ruling, I would be in the camp of being allowed if an atonement is acquired. I would be tempted to add that your new deity must also grant the same two domains you currently have. Changing domains would be more akin to changing class features, which gets into a rebuild. Would you allow a non-cleric (or inquisitor/paladin) to change religion in PFS? I don't see a problem for a fighter. It's only a problem for other classes because some class features depend on it. But there are currently no rules supporting this or nothing explicitly prohibiting it.
Belafon wrote: As many threads will attest, playing a Paladin is HARD! If you are truly playing a Paladin and not just "this guy with armor who smites things;" sometimes you have to walk away from a table or play another character. Play a hellknight! Fighter feats, armor AND smites things :P
I have the axebeak boon on my paladin (bonded mount). It was neat for a while and for flavor, but when it was time to go to eyes of the ten, it was time to replace him with a real mount. Both horse and wolf pretty much have all-around better stats. If the axebeak AC got reach it would be worth it, but they don't.
Catprog wrote: How do I assign the boon to a character? Print the boon (see the link in the blog post above), then take it with you to a PFS game on or before May 5th. The GM will sign and initial it for you, and you can then apply it to one of your characters (your choice which).
Seraph is not on crack. That is the case with potions, but not scrolls. Scrolls are chosen at the casting time. My guess is it was a potion at some point, and it was changed to a scroll in development. But oils of align weapon do need to have the alignment "baked in"
poundpuppy30 wrote: Ok so you have to be human descended aasimar but can have different heritage to get different ability modifiers, etc? So then you look human but have different ability mods based on which heritage you chose? Aasimars CAN get different modifiers, but they are not related to their mortal racial ancestry (human, elf, halfling, etc...). The book Blood of Angels has a section on angelic Heritages, which details a few ancestry options but for the divine side of the Aasimar which DOES have different stat modifiers included. (for example, Azata-blooded, Angel-blooded, Agathion-blooded, etc...) You can't just pick stats though, each heritage has a specific set of modifiers.
Victor Zajic wrote:
I was going to suggest this, as well as inquisitor.
Kintrik wrote: I am curious on when you revealed his true form? The party finally decided to not mess with him, and check out the rest of the room first. They were getting closer to the Azata, so he ordered the zombie dragon to attack. They were already too far to see the demon, so what I did is when someone else moved back (to avoid the dragon's "Breath weapon") I was like "So the gnome is not there anymore, you see THIS instead".
:((( Tracy is was a pleasure to meet you at Scotty's last year, and even though I am not from Indiana, I could tell from that day that you put a great deal of effort into your community and PFS in general. Best of luck in the future in whatever it brings for you!
I ran this this past weekend and it was quite a hoot. I loved GMing this scenario. Having a CR13 encounter in a 1-5 is amazing. I had a table of experienced players, and I actually had the Glabrezu miniature plop down on the table. Everyone thought I was just using it to represent another huge creature and I was like "nope, it TOTALLY looks exactly like the miniature". They had that "oh #$%^" moment. Thankfully they did not set it free. My suggestion to other GMs is to ask for all knowledges that players have ranks in at the start of the adventure, and make the relevant knowledge rolls (in the sidebar) secret from the players. Otherwise they know something is up way to easily and will metagame it. The guardian encounter was pretty neat, although I think the damage in the statblock is a bit too low, even with the debuff it has printed. I ran it as printed, which was probably good for the party. The hat of disguise to make him not look undead is a pretty neat trick. (although technically, it cant switch its type from undead to dragon...)
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