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Sword of Glory

Chernobyl's page

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber. FullStar Pathfinder Society GM. 423 posts. No reviews. No lists. 1 wishlist. 4 Pathfinder Society characters.

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Eric Saxon wrote:
Todd Lower wrote:
I always look at like this. If it isn't on the always available list then your faction has to find someone with enough mithril; work a deal to buy it then find a blacksmith with the skill to work the metal then search out an enchanter skilled enough to do what ever magic you've asked for. They are only going to do that if you are important enough to THEM. (your fame score) That is the reason that the entire value of item is used to determine whether you have enough fame or not.
Mithral is ALWAYS available to you or anyone else at lvl. 1. Its a money thing, if you have the cash, you can buy it. You don't need anyone in PFS to get it for you. :D

correct. You can get the mithral agile breastplate, and make it +1, without concern for Fame limitations. To go to +2, however you must have the fame required for the value of a +2 mithral agile breastplate.


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The Magus enhancement bonus lasts for one minute, so you could arcane strike, for the 9 rounds after, and they would stack, since the damage from Arcane Strike is untyped.

What I'm curious about, is this - do feats and traits and magic items that increase caster level count for thresholds in Arcane Strike?


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Quatar wrote:

Hi, this has probably been talked about before but I couldn't find it.

Anyway, I got into kind of a speechless moment last session, and even after thinking for days now can't really come up with a good explanation.

So in Iqaliat the Caravan learns that the Path of Aganhei is blocked by the "Hungry Storm".
However apparently the path straight north, right through the High Ice and directly leading to the "lair of the evil winter witch" who controls said storm is absolutely free?

That just seems totally constructed and meant to railroad them into "go north or don't go nowhere". I mean sure there has to be a reason for them to go after the Storm Tower and shut it off, but this one just feels... well railroady.

I fear I really only came up with the explanation "Well the Erutaki don't seem to know why only the Path seems to be blocked, and how far along it's way it is blocked, but they know that it's blocked at least for a part beyond Unaimo. So far none of their hunters has reported anything like that into one of the other directions."

I kinda want to come up with a better explanation here. It would seem right now that Katiyana is specifically targeting the Path of Aganhei, but that seems stupid and weird.

a) It draws attention to her while she doesn't have full control over the storm yet - Yup, the PCs for example.
b) It's off-season for travel anyway, so why? Testrun to see if she can? She could have picked any spot in the CotW where nobody even notices.
c) Even if it wasn't off-season. Why bother with the travellers. Once she controls the Storm she's going to freeze the entire World anyway. Or a large part of it at least.
d) Why in the name of Sithhud does she block the Path but does not use it to protect her own Stronghold, the Storm Tower? Make a 100 mile wide circle of neverending Blizzards around it, and nobody will ever bother her. People will in fact gladly take the Path of Aganhei to get around and away from that horrid place. She could probably even exempt a 10 mile radius around...

The Path of the Aganhei skirts the coldest part of the High Ice, the Boreal Expanse, so there would typically be more risk traveling the straight route, as well as being more isolated - fewer camps, fewer travelers. She would target the Path because that is where the highest concentration of people would be.

"Season of Travel" bit needs some fudging I think, we're told its "off season" as far back as Kalsgard, but we're never told when the "season" is. As it takes a long time (travel-wise) to get from book 2 to book 3, and the path over the high ice should take months by itself (owing to the incorrect travel time in Jade Regent vs. core rules speed for wagons overland). So there should be a window described in which its Ok to leave Kalsgard for the High Ice if they want to get across to Tian Xia.
The clues found in Tunuak's bore show Katiyana's plan for the storms if she's not dealt with, so its in the party's interest to deal with her before she gets too powerful.
What's lost in the text is the obelisks - there's no mechanism for them being placed or constructed and what their effect is on controlling the storms so far as I can tell, and that would have been a good bit of information to have. My group spent some time investigating the obelisks and I had to wing most of it.

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very true.

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so is getting gold for level 2 or 3 when you played and faced dangers at level 4-5.

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Wealth should be awarded by the challenges presented to the players, not some artificial "wealth by level" table that is a guideline. doing any different is a fundamental change to the way scenarios are written - never has wealth awarded depended on the level of the player.

The best solution in my mind is to go back to eliminating the PFS XP system of 1 per adventure, and instead award xp and gold based on the scenario in question (medium progression). advancement for playing up would take care of itself, as players who played up would get more XP as well as gold, and thus keep in line with the WBL guidelines. That's the problem with playing up right now. There's no XP downside.


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Alpha strike 4 fighters next to it with a D-Door, dead to -con in one round.
Disintegrate the corpse.
Sweep the remains into a bag of holding.
Toss the bag into a portable hole.
poof.

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Stonecunning wrote:
I mean, I get that, but why not play BESM or something? Or one of a billion other cartoon archetypes that don't involve animal people. Seriously, it's just super weird to me that there's this massive fixation on that one super specific thing.

My Kitsune is the furthest from anime as you can get...I play him as a faceless man from Game of Thrones...he's got a +30 disguise check at 5th level to appear as a specific human...had some fun with the aspis consortium with that...

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A man looks foreward to the Khan. A man believes many adventures will be had: some memorable, some...deadly...and all will be fun.

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In the past I would have said, yes, PFS is too easy, but I like the changes in difficulty I've seen in season 4 so far so keep it up, I say.


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the speed of the wagons in JR is different than in the core rulebook. That will drastically affect stores needed - unless you have a cleric with create food and water.


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are you figuring in the chance of critical hits in DPR?


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Sigvard Human Barbarian 1 (Fighter favored Class)

Spoiler:
STR 16 (20 Raging)
DEX 17
CON 14 (18 Raging)
INT 10
WIS 12
CHA 7

Init +3
HP: 14 (16 Raging)
BAB: 1
CMB: 4 (6 Raging)
CMD: 17
AC: 18 (16 Raging)
Flat: 15 (13 Raging)
Touch: 13 (11 Raging)
Speed: 30

Fort +4/+6 Raging
Ref +3
Will +1/+3 Raging

Feats
Exotic Weapon Proficiency (Two Bladed Sword)
Two-Weapon Fighting

Skills
Acrobatics 1+3+3-2=+5
Kn. Nature 1+3+0 =+4
Survival 1+3+1 =+5
Perception 1+3+1 =+5
Swim 1+3+3-2=+5 (+7 Raging)

Attacks
+4/+4 (1d8+5/1d8+2) 19-20/x2 (TWF) or
+6 (1d8+7) 19-20/x2 (THF)
(D6 with Quarterstaff) (20/x2)
+4 (1d6+5) Javelin (20/x2)

Equipment
Two Bladed Sword (100)
Kikko Armor (30)
10 Javelins (10)
Quarterstaff (free)
Misc. adventuring gear (10)

Traits
Armor Expert (-1 ACP to armor)
Adopted/Ruthless (+1 to confirm critical hits)

SQ:
Fast Movement, Rage


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StreamOfTheSky wrote:
Don't go Divine Hunter. The free feat at level 1 is awesome, but every other change is super bad. Be a normal paladin or take oath of vengeance for more smiting.

My current PFS archer build is a kitsune Paladin 2 (divine hunter) Monk 2 (Zen Archer) Bard 1 (archeologist)...9 feats at level 5...

Precise shot
Realistic Likeness
Perfect Strike
Improved Unarmed Strike
Point Blank Shot
Deadly Aim
Weapon Focus (Longbow)
Rapid Shot
Arcane Strike
I've traded 2 BAB for some awesome saves 12/13/12. He's a bard from here on out though, so the BAB build is not ideal (except for that 3rd paladin level somewhere), and for feats a pure fighter build is probably still better.

he plays as a "faceless man" from game of thrones :)

later on I can take a third level of paladin, and get the silver smite bracelets (I'd smite as a 7th level paladin then, 3x a day for +7 dmg).

regarding your bow, you can get up to a +3 STR composite longbow made of darkwood for 2PA in PFS, so save your money. darkwood is MW, so its ready for your magic additions when the time comes. if you get your strength high enough you want to improve the bow's str, don't sell it just add adaptive for 1000 gold later on down the line, so you don't have to sell the bow and lose money on the sale.

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I'm creating a character folio PDF for PFS characters, so a compiled list of PFS languages would be awesome to include.

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lets see...my PFS fighter...level 16 fighter 2 barbarian
20 Dex +5
+5 Ghost Touch Righteous Full Plate...+14 armor
Shield Spell (cast from cracked vibrant purple prism ioun stone) +4 Shield (wand into stone after fight)
Bottle of Yeti Fur +2 Natural for 24 hours
Ring of protection +2 (deflection)
Jingasa of the Fortunate Soldier +1 Luck AC
Dodge feat +1 dodge AC
Dusty Rose Prism Ioun Stone +1 Insight to AC
thats a 40AC...so level +20? sounds good...


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reminds me of a destroid monster

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A man shared a great many adventures with new companions in the society...though one companion should really learn how to swim. If a companion were to repent his ways and come to worship the beautiful god, Shelyn, a man could see helping him not to drown so much, next time.

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BigNorseWolf wrote:
Chernobyl wrote:

none of the suggestions fix the 2PA 750gp issue with WBL. That's worth 10-20K of expendables by 12th level.

Thats not a bug its a feature. Expendables are, by definition, expended. Wealth by level is what you KEEP after expenses, not what you earn.

The discussion on page 400 if the core rulebook regarding characters above starting level 1, refers to 15% of the wealth being spent on consumables.

If this is the assumption for PCs (as it seems to be) then the 2PA 750GP conversion is really taking away that 15% expenditure and putting it back into the character. Its like giving the character 115% WBL, if the real GP award is intended to be 100% WBL.


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1 person marked this as a favorite.

Looks cool Cassidy. Is the Holy Symbol going to be added to the Community Use graphics? Not sure when that was last updated...

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Joe M. wrote:

For reference, the main proposals that have been suggested, as I recall. I've described certain versions of them, but any individual one can always be tweaked. I've tried to stick mostly to description rather than evaluation of what I see as strengths and weaknesses.

  • Podcast Proposal (PCP): When playing out-of-tier (OOT), receive GP either for the subtier (ST) appropriate for character level or for ST played, whichever is lower. XP and PP reward unchanged.

  • Delayed Credit (DC): Largely as PCP. When playing OOT, receive GP either for ST appropriate for character level or for ST played, whichever is lower. Alternatively, players playing up can choose to hold the Chronicle Sheet, receiving no GP XP or PP right then, and apply the Chronicle for credit when the character reaches that level. In this case, the character receives full up-tier GP. Before holding credit, character can spend GP from the Chronicle to remove conditions and replace consumables spent during that adventure.

  • Half or Double (HOD): When playing OOT, reward halved or doubled as appropriate. When playing up, receive 2 XP, up-tier GP, and 3 PP. When playing down, receive 1/2 XP, down-tier GP, and 0 PP. [The small PP penalty from pure half-or-double is included to discourage continuous OOT play. The GP and PP adjustments can of course be adjusted: e.g. it's been suggested to go with 2x low-tier GP and 1/2 high-tier GP instead of simply up-tier and down-tier.]

  • OOT GP: When playing OOT, receive some GP reward in between ST appropriate to character and ST played. E.g., average of low-tier and high-tier GP. XP and PP reward unchanged.

  • GP by Level (GPBL): Regardless of ST played, receive GP for ST appropriate to character level. XP and PP reward unchanged.

Have I missed any? At 800 posts and counting, it's a little difficult to keep track of everything here!

  • Do Nothing: Its a perceived problem, and not a real problem. People should be rewarded for playing above their weight.

  • medium track XP/Gold: The one XP/Game system is faulty and leads to problems. compute some averages for XP/Gold per subtier, and perhaps also adjust the Fame/Prestige track. Some conversion of existing XP and Fame will be needed.


  • Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    very cool...is this part of the minis subscription? or a retail purchase in my future?

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    none of the suggestions fix the 2PA 750gp issue with WBL. That's worth 10-20K of expendables by 12th level.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    I've started to look at my characters to see if the play up/play down thing is an issue in reality
    so far my first PFS character is 18th level, and in the first 33 mods he played, he played up in 3, down in 4, and at level in 26. and that's counting situations where I'm between levels (like a level 3 playing down in a 1-2. he's not "At" tier so I called something like that playing down.)
    I'll look at the rest soon.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Chernobyl wrote:
    Cold Napalm wrote:
    Chernobyl wrote:
    Cold Napalm wrote:
    Chernobyl wrote:

    here's an easy fix. Get rid of the current XP system associated with PFS, and put it on the medium track. If you play up, you're also getting more XP, and so your WBL in theory should balance out.

    Suggested XP/Gold breakdowns:

    Intro (1) 670 XP 340 Gold
    Tier 1-2 835 XP 500 Gold
    Tier 3-4 1670 XP 1250 Gold
    Tier 4-5 2350 XP 1670 Gold
    Tier 5-6 3340 XP 2170 Gold
    Tier 6-7 4670 XP 2840 Gold
    Tier 7-8 6670 XP 3750 Gold
    Tier 8-9 9000 XP 4840 Gold
    Tier 10-11 19170 XP 7670 Gold
    Tier 12 31670 XP 10670 Gold

    using tier 3-4 as an example, I arrived at the numbers by taking the xp to reach 5 and subtracting the XP for 3 (15000-5000=10000) and dividing by 6 (3 games per level) and round up to the nearest 10 XP. Gold done in a similar way. Intros and Tier 12 I divide by 3 instead since they represent only 1 possible level of characters.

    That is similar to the double exp route. It still suffers from fame issues however. If you end up getting double the exp and not the fame, you will quickly end up being unable to purchase anything even remotely level appropriate. The whole reason you want people to play up or down (if your not gaming the system) is to help with mustering a table. Many PFS locals do not have enough player base to run a table for each sub tier after all. Although...since you don't have the dead level issue with this, it could be not a bad way to normalize wealth...just have to deal with the fame issue (which I honestly would not mind going away if we are gonna normalize the wealth).
    Fame/Prestige then becomes the disincentive to play up. So, its still allowed, you may do it once in a while, but it becomes something you don't want to do all the time. I think you should still be able to play "slow" (for 1/2 gold and XP) however. I've never been a big fan of the "3 games per level" system in pathfinder society. Its
    ...

    Edit...

    Well, it turns out the opposite was true.
    Using my above numbers, if you were to play up Every Single Game, as much as possible, you could be 13th level in only 21 single slot scenarios, and have a final wealth earned of 134,070 gold, down about 6000 gold for 13th WBL.
    If you play down every game as much as possible, you make 13th level in 83 scenarios, and finish with wealth awarded of 169,650 gold, or almost 30K above WBL.
    Obviously the extreme difference in scenarios played needs to be addressed, awarding only 1 Fame/prestige per scenario when playing down might work - you'd have 80+ prestige instead of 160+.
    But neither of these account for Day job money, or the 750gp items bought for 2PA which dramatically increase wealth if you ask me, so you should be knocking down wealth awarded some.

    12 levels, 3 chronicles per level, 1.8 prestige per chronicle (average guess) you get about 64 prestige by level 13. Assume half that is spent on 750 gp items. 32 prestige spent, on 16 750 gp items, is about 12,000 wealth you could take out of the formulas.
    over 36 chronicles, that's about 333 (call it 300) you could take out of each chronicle. But you don't want to take out that much on the early ones, (you wouldn't have much awarded gold left over!) so you have to scale it somehow.
    Take out half as much earlier, and 50% more later. 150/300/450

    Intro (1) 670 XP 340-150= 190 Gold
    Tier 1-2 835 XP 500-150= 350 Gold
    Tier 3-4 1670 XP 1250-150= 1100 Gold
    Tier 4-5 2350 XP 1670-150= 1520 Gold
    Tier 5-6 3340 XP 2170-300= 1870 Gold
    Tier 6-7 4670 XP 2840-300= 2540 Gold
    Tier 7-8 6670 XP 3750-300= 3450 Gold
    Tier 8-9 9000 XP 4840-450= 4390 Gold
    Tier 10-11 19170 XP 7670-450= 7220 Gold
    Tier 12 31670 XP 10670-450=10220 Gold
    If you play down, you max out at 1 prestige/fame per chronicle.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Cold Napalm wrote:
    Chernobyl wrote:
    Cold Napalm wrote:
    Chernobyl wrote:

    here's an easy fix. Get rid of the current XP system associated with PFS, and put it on the medium track. If you play up, you're also getting more XP, and so your WBL in theory should balance out.

    Suggested XP/Gold breakdowns:

    Intro (1) 670 XP 340 Gold
    Tier 1-2 835 XP 500 Gold
    Tier 3-4 1670 XP 1250 Gold
    Tier 4-5 2350 XP 1670 Gold
    Tier 5-6 3340 XP 2170 Gold
    Tier 6-7 4670 XP 2840 Gold
    Tier 7-8 6670 XP 3750 Gold
    Tier 8-9 9000 XP 4840 Gold
    Tier 10-11 19170 XP 7670 Gold
    Tier 12 31670 XP 10670 Gold

    using tier 3-4 as an example, I arrived at the numbers by taking the xp to reach 5 and subtracting the XP for 3 (15000-5000=10000) and dividing by 6 (3 games per level) and round up to the nearest 10 XP. Gold done in a similar way. Intros and Tier 12 I divide by 3 instead since they represent only 1 possible level of characters.

    That is similar to the double exp route. It still suffers from fame issues however. If you end up getting double the exp and not the fame, you will quickly end up being unable to purchase anything even remotely level appropriate. The whole reason you want people to play up or down (if your not gaming the system) is to help with mustering a table. Many PFS locals do not have enough player base to run a table for each sub tier after all. Although...since you don't have the dead level issue with this, it could be not a bad way to normalize wealth...just have to deal with the fame issue (which I honestly would not mind going away if we are gonna normalize the wealth).
    Fame/Prestige then becomes the disincentive to play up. So, its still allowed, you may do it once in a while, but it becomes something you don't want to do all the time. I think you should still be able to play "slow" (for 1/2 gold and XP) however. I've never been a big fan of the "3 games per level" system in pathfinder society. Its simple, sure, but we've dealt
    ...

    Play down all the time and you'll be ahead in fame and behind in wealth then. Its the player's choice.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Robert Matthews 166 wrote:
    Majuba wrote:
    Robert Matthews 166 wrote:

    1. Remove the rule that 6 players gives you +1 APL. This will severely reduce the number of tables that are even able to play up.

    Let's say for example you have a 1-5 table that looks like this:
    1, 2, 2, 3, 4, 5
    Your APL is 2.8. 6 Players you add +1 to make 3.8, round up, and you qualify for 4-5. Remove the +1 APL and you do not qualify.

    I hadn't seen anyone else correct this, so I wanted to mention that the assumptions here are a bit off.

    Specifically, APL 2.8 can already play up. 2.8 rounds to 3, 3 has the option to play 1-2 or 4-5. As they should - half the group is 3+. The +1 for 6 players in seasons 0-3 actually requires them to play up. Again, probably as they should. The 3,4,5 are 3/4's of a balanced 4-player group for a Tier 4-5 in seasons 0-3.

    This situation is quite common for the gameday I organize and others nearby. Just finding scenarios that can be played by old and new players can be difficult - matching sub-tiers all the time is far more difficult.

    For the Out-of-Tier option:
    No need to re-do prior season chronicle sheets - the value is simply the average of the two tiers. Actual mid-level tier gp value might be slightly different, but not enough to make a large difference.

    You are correct. I forgot that APL between subtiers gets a choice to play up or down. Perhaps there needs to be a rule that you must be within 1 level of a subtier in order to be eligible with that character. Like if you want to play in a 4-5 scenario you must use a level 3 or higher character. Instead of using APL to determine eligibility, use a minimum/maximum level for each individual character in order to qualify.

    3-4 Requires you to be level 2
    4-5 Requires you to be level 3
    5-6 Requires you to be level 4
    6-7 Requires you to be level 5
    7-8 Requires you to be level 6
    8-9 Requires you to be level 7
    10-11 Requires you to be level 9

    These changes, in addition to others could help solve the...

    Agree...the tier breakdown needs to be just the sub tiers...and you all have to be within 1 level of the tier played. I'd also introduce a new subtier.

    1 (Intro)
    1-2
    3-4
    4-5
    5-6
    6-7
    7-8
    8-9
    [bold]9-10/[bold]
    10-11
    12

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Cold Napalm wrote:
    Chernobyl wrote:

    here's an easy fix. Get rid of the current XP system associated with PFS, and put it on the medium track. If you play up, you're also getting more XP, and so your WBL in theory should balance out.

    Suggested XP/Gold breakdowns:

    Intro (1) 670 XP 340 Gold
    Tier 1-2 835 XP 500 Gold
    Tier 3-4 1670 XP 1250 Gold
    Tier 4-5 2350 XP 1670 Gold
    Tier 5-6 3340 XP 2170 Gold
    Tier 6-7 4670 XP 2840 Gold
    Tier 7-8 6670 XP 3750 Gold
    Tier 8-9 9000 XP 4840 Gold
    Tier 10-11 19170 XP 7670 Gold
    Tier 12 31670 XP 10670 Gold

    using tier 3-4 as an example, I arrived at the numbers by taking the xp to reach 5 and subtracting the XP for 3 (15000-5000=10000) and dividing by 6 (3 games per level) and round up to the nearest 10 XP. Gold done in a similar way. Intros and Tier 12 I divide by 3 instead since they represent only 1 possible level of characters.

    That is similar to the double exp route. It still suffers from fame issues however. If you end up getting double the exp and not the fame, you will quickly end up being unable to purchase anything even remotely level appropriate. The whole reason you want people to play up or down (if your not gaming the system) is to help with mustering a table. Many PFS locals do not have enough player base to run a table for each sub tier after all. Although...since you don't have the dead level issue with this, it could be not a bad way to normalize wealth...just have to deal with the fame issue (which I honestly would not mind going away if we are gonna normalize the wealth).

    Fame/Prestige then becomes the disincentive to play up. So, its still allowed, you may do it once in a while, but it becomes something you don't want to do all the time. I think you should still be able to play "slow" (for 1/2 gold and XP) however. I've never been a big fan of the "3 games per level" system in pathfinder society. Its simple, sure, but we've dealt with "real" XP in living campaigns before, so it shouldn't be such a burden.


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    1 person marked this as a favorite.

    Nice! FGG is doing great work.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    here's an easy fix. Get rid of the current XP system associated with PFS, and put it on the medium track. If you play up, you're also getting more XP, and so your WBL in theory should balance out.
    Suggested XP/Gold breakdowns:

    Intro (1) 670 XP 340 Gold
    Tier 1-2 835 XP 500 Gold
    Tier 3-4 1670 XP 1250 Gold
    Tier 4-5 2350 XP 1670 Gold
    Tier 5-6 3340 XP 2170 Gold
    Tier 6-7 4670 XP 2840 Gold
    Tier 7-8 6670 XP 3750 Gold
    Tier 8-9 9000 XP 4840 Gold
    Tier 10-11 19170 XP 7670 Gold
    Tier 12 31670 XP 10670 Gold

    using tier 3-4 as an example, I arrived at the numbers by taking the xp to reach 5 and subtracting the XP for 3 (15000-5000=10000) and dividing by 6 (3 games per level) and round up to the nearest 10 XP. Gold done in a similar way. Intros and Tier 12 I divide by 3 instead since they represent only 1 possible level of characters.

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    1 person marked this as a favorite.

    I'm pretty disappointed to see the changes being made to wealth and risk/reward. The wealth awarded is based on the loot gained in the adventure - the WBL tables should be used as guides but not rules.

    Of course this would not be an issue if someone had listened and understood my solution a long time ago - the problem with the tiers. The risk and reward is based on a sub tier.
    1-2
    4-5

    3-4
    6-7

    5-6
    8-9

    7-8
    10-11

    for a sanctioned mod, you need to be within one level of the mod's level to play. so a level 5 mod, you need to be 4, 5, or 6.

    why don't they apply that rule to the subtiers and eliminate the tiers?

    Right now, a level 4 can play up into a level 6-7 subtier, but not a 5-6 subtier. a 6 can play an 8-9, but not a 7-8.

    If they held to the rule that you simply have to be within 1 level of a subtier to play, and just ignore the tier segregation to begin with, that would eliminate nearly all the wealth by level problems this rather unfair disbursement of risk/reward is causing. If I'm going to play up into a 8-9 with my 5, I dang well want the wealth that goes with it. if I play down into a 1-2 with my level 5, I shouldn't get more wealth than appropriate to the level played. This is going to encourage people to play down even more, and the scenarios will be "too easy!"


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Ar'ruum wrote:

    I'm curious ... what is the least played class(s) in Pathfinder? Let me specify, published classes (not including 3rd party).

    Two weapon warrior fighter archetype. its far inferior to the regular fighter.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    just saw this on the news - be well, bostonians...


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    1 person marked this as a favorite.
    James Jacobs wrote:
    It's not all about the sales. It's about the fact that we have a VERY limited number of hardcover books we can produce in a year, and far more ideas and desires for hardcover books to produce in a year than we have available hours in the year to work on them.

    I'm sympathetic to reduced hardcover count, don't need 1 or 2 a month like wotc, but I hope at some point Tian Xia gets the big hardcover treatment like the inner sea has.


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    Its been a while since Jade regent has come out, and there's been plenty of material released. I've been wondering if a TXWG is still on a back burner somewhere? Are there plans at all for one?


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Neo2151 wrote:

    The rules are very clear when they point out that two-weapon fighting can be used via unarmed strikes (as per the examples above).

    The rules are also very clear that you may not make more than a single iterative attack with a single weapon, and that to use the two-weapon fighting rules, you must have an offhand weapon.

    The rules are also very clear that "Unarmed Strike" does not possess the "Double weapon" property. It is very much treated as a single weapon, just as BBT positions.

    So the rules are very clear on three specific points, that when mixed together, makes the rules totally and utterly unclear.

    That's why:

    Chaotic Fighter wrote:
    This particular argument needs big wig intervention.

    sorry, what does double weapon property have to do with two weapon fighting? by your logic, you can't attack with ANY weapon in the off hand unless it has the "double weapon" property.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Purgatori wrote:
    Chernobyl wrote:
    Purgatori wrote:

    Conquest Sac was a blast!

    I have never had so many people cast detect evil on me...I have no idea why.

    Zon-Kuthon!
    Zon-Kuthon!
    Zon-Kuthon!

    A man has now learned Chelaxian, just for you...

    "Ahh so the alure of Chelix was too much? It was the face licking, I know, its ok. A man needs to learn Abyssal next...."

    Ryan M.- So that Half-elf did not show up...I waited and waited...A Man did show up, to learn Chelaxain. That count for my faction point??

    Talos the Talon! wrote:
    Ok Purgatori was at my table. One of the more memorable characters this weekend - I am glad he didnt die in the lava.

    "Is it hot in here or is it just me?"

    I too am glad that the lava was not the end of me. It was close though -12 OUCH!

    A man would not wish one to die in fire without cleansing one's soul. One may however, drown just fine. Only the weak willed would perish to such simplistic trickery. The one named Shelyn may have mercy on you one day if one were to abandon one's ways.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Mahtobedis wrote:
    I can see it working. Just say you are using your profession day job as a sailor to guide a ship from where you are to some other place. Profession sailor is the skill used to steer a ship so having good charts would probably help with that. A master work sextant might also be a good idea.

    Charts and sextants are specifically for navigation, i.e. plotting courses. They do not aid in shiphandling, i.e. piloting, rigging, tacking, etc. If navigation is your person's job aboard ship, than you're golden. But smaller ships would probably require one person to have many 'hats' so to speak. But for a day job, I'd say, sure, I work on a big merchant ship as a navigator.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Andrew Christian wrote:
    mplindustries wrote:


    TimrehIX wrote:
    Can Spellcraft or Knowledge Arcane (with Detect Magic) be used to identify the spell on a trapped door?

    Spellcraft yes, Knowledge: Arcana no.

    This is actually an incorrect answer.

    Spellcraft allows you to identify a magic item's powers.

    Knowledge (arcana) allows you to identify an existing spell effect.

    So for a magical trap, it would have to be determined if it is a spell in effect, or a magical item before you determine which skill is required to identify it.

    If the trap has not been triggered, the spell has not come into effect yet, and so Knowledge (Arcana) would not be appropriate...spellcraft should work at that point though. Knowledge arcana would identify ongoing spell effects (like a slow spell)

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Strannik wrote:
    mcherm wrote:
    Wait, really? I thought 5ft step worked regardless of difficult terrain.
    PFSRD wrote:
    You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness.

    correct, there are several ways to ignore difficult terrain for a short distance or for a set amount of time. many characters build around this feature.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber
    Purgatori wrote:

    Conquest Sac was a blast!

    I have never had so many people cast detect evil on me...I have no idea why.

    Zon-Kuthon!
    Zon-Kuthon!
    Zon-Kuthon!

    A man has now learned Chelaxian, just for you...

    *

    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    Spoiler:
    Encounter 3B, the Halfling Rogue in Tier 10-11 has two Advanced Rogue Talents (Opportunist and Defensive Roll), an 11th level rogue should have only 1 advanced talent, correct? Opportunist is also basically useless to the encounter since he is encountered alone.
    How about replacing opportunist with something useful to the encounter, such as cunning trigger (APG) or some other talent?


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    Does the +2 bonus granted from the Ranger (guide) "Terrain Bond" ability scale as the Favored Terrain bonus increases?

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    Parts of it are being run at two local conventions here...Conquest Sacramento in April, and Kublacon over Memorial Day.

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    Looks like I'll need to start the second part at level 3 or 4 then, to play the rest sequentially.

    Thanks guys!

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    I'd like to plan out to play the thornkeep series with a particular PC. is each part 3XP like a regular sanctioned mod, or something else?

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    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    wow...I sure wouldn't mind a 100(x3) weapon... :)
    see you at the convention!


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    Why choose...I hate choosing...I say they're Broken AND Awesome...


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    I'd argue that a heal check requires concentration and patience, you have to recall training to use basic first aid, which a raging person isnotlikelytohavetimetoworryaboutHULKSMASH!


    Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber

    Pick up two levels of barbarian...you'll get rage, a rage power, uncanny dodge, and a bonus to your ground speed. Plus some good class skills - acrobatics, perception...

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