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Ross Tait wrote:
Spell Focus feat. I have to take that to qualify for Savant. The problem is, I'm playing him with no saving throws, which makes spell focus kinda useless. Any ideas what I could do with this
Spell Focus is required for spell specialization, so you'd have to take it as Evocation to bump up magic missile. Magical Aptitude is required for Pathfinder Savant.
Bohz Karah't wrote:
Yeah, I've heard of several players who took that archetype playing in campaign mode that were disappointed that there're no cybernetics until halfway through the campaign. Though they at least might have a chance of purchasing some if they save up their coppers and the GM is really nice to them.
Kahel Stormbender wrote:
Good to know. But here's a question I'm now wondering... Why the frell is Hero Lab telling me to pick a spell my flawed tourmaline sphere ioun stone grants 3 times per day? The stone's suppose to just give me +2 effective con before dying (but a -1 penalty to stabilize).
The same reason you shouldn't use Hero Lab as a rules source, because as awesome of a program it is, it isn't perfect. (Believe me, I love the program personally and use it almost daily, but it definitely isn't always correct.)
You'll most likely be marshaling/mustering. You'll get a clipboard with tables/GMs assigned to you that you have to send groups to. Once everyone is seated you'll go around and collect tickets and hand out water & tokens to GMs. Some HQ volunteers input the session sheets, others collect them and make sure they're completely filled out. Others are at the help desks helping people or checking out pregen binders to gms. During the special HQ volunteers also act as signalers for success conditions.
Gary Bush wrote:
In 2014 they released Silverhex quests. 2015 saw the Phantom Phenomena. They're a series of 6 ~1 hour quests you play 1st level pregens with. The more of the 6 you play the better your chronicle sheet ends up being.
They're quite fun and free! If you haven't seen them I suggest downloading them and checking them out.
I accidentally created two characters with the same ID. Is there a way to change the ID of a character?
Hey John, nice job on them, I can't wait to hand them out to my players. We're half-way through Valley of the Brain Collectors.
I was wondering if the wording on The Divinity Drive chronicle means you only get access to Iron Apotheosis if all the credit is on the same character or if you as a player/gm have gained credit for all six you get it?
Well, I was going to chime in, but I see others already beat me to it. :) BC Comix is obviously closest to you, Archangel has a good crew up there running 2-3 tables every week, and there are games happening pretty much for whichever day of the week works best. They aren't every week, but if you can only play on a Tuesday, you can find a game in the area that plays on Tuesdays.
Quentin Coldwater wrote:
The character I'm talking about is a Street Performer Bard, with all the FCBs in Disappearing Act, to increase the DC. That DC just plummeted, and it was a terrible one-trick pony anyway, so I'd like to revert to a regular Bard, keeping everything else intact. The only change is that I lose my archetype and my HP will go up.
Plummeted? The max it would have done for normal PFS is dropped the DC 2 at 12th lvl. It was 1/2 a level per FCB and the DC is 1/2 lvl. So at 12th having put it in it would have increased your level for DA 6 lvls which would be +3 DC. With the change you'd increase the lvl 2 over 12 lvls of FCB and would increase the DC +1. So you're only looking at a -2 DC at the most in normal PFS play.
Thea Peters wrote:
I'm not so sure about that Thea. The older exclusives (pre-Kobolds/Aspis) could be run by VCs & VLs regardless of stars. I'm fairly certain the Bonekeeps are still that way so it might be possible for VAs to run them regardless of stars. They have said that VAs are VOs too. It's a good question that should probably be answered by Tonya, Linda, or John.
Chris Mortika wrote:
Just checking, folks: if someone came to a public game you were running, with a LEGAL Pathfinder Society character, to their first game, but it was a witch, and the game was CORE, would you let the newbie player run their character? Would you still report the table as a CORE game?
I'd do the same thing I did a month or so ago when a new player brought the character his uncle made him with archetypes. Tell him I'm sorry, but this is the Core campaign this week so only things from the Core Rulebook are legal this week. Since I know how much you enjoy playing barbarians, here's Amiri again and we'll work on a character after the game or before the game next week.
He ended up actually preferring Core because he fell in love with his barbarian since he made it with my help instead of his uncle just making a character and giving it to him. His uncle had good intentions, but used books the nephew didn't have and the nephew didn't have any input into the character.
Pathfinder Card Game Subscriber
Tabletop Giant wrote:
Actually... 35' would be DC 140. It's DC 4 per foot. ;)
Another thing to consider: You can fluff the transformation between horse and griffon all you want (within the rules), but the sad fact is you are giving up a horse to get a griffon and you'd have to follow another PFS FAQ as well. So as long as you have 6 ranks in Handle Animal when you get the griffon you'll be fine after you actually train it.
You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97–98 of the Pathfinder RPG Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained in the "Conditions Gained" section of the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.
I am busy prepping this and it is unclear what the Subtier 2 encounter is in the sewers. It looks like increasing the subtier adds some extra beetles given the map markers but I cannot find anything in the scenario which explicitly says so.
Read the scaling encounter box for that encounter. That's where it says how to change the encounter if you play subtier 2.
Mike Bramnik wrote:
Yep here's the relevant text:
When I ran it the ninja was the only one that wanted to go in. He easily snuck in got the documents. Took about 5 minutes real time to complete that mission.
Your players should really try and treat Core like Norm, in that it's suggested whenever you get a character to a level of a pregen (4,7) start a new character.
In my immediate area the younger players seem to really enjoy Core and I try to offer it at least once a month, depending on my GM's schedules. Another store in my region offers at least one Core table every week, and I've seen them offer two. That's with running 2-3 tables a week, so 1/2 to 2/3 of their tables are Core. They usually start new players off at the Core table to get their feet wet before they introduce them to Norm.
Paz, all they would have to do is include gift certificate codes to be handed out as prize support. I'm pretty sure many of our overseas VOs would appreciate that kind of support as they wouldn't have to pay so much for customs as they do now and Paizo wouldn't have to pay as much for shipping.
Heck, as an American volunteer, I wouldn't mind GC codes being sent as part of the support we get. It'd let players get the book that they've been saving up for or get something that Paizo doesn't send as support, like the shot glasses or something.
Nice! Were you not there Sunday, or did I just not see you?
Huh.. Posted this afternoon, but for some reason it got eaten... VC Bill Jones, aka Xath, was the one that downloaded #200,000 for U-Con here in Michigan. I happened to see this thread the day before I went to the convention and happened to see a stack of new IDs and saw #200,003 as well as 199,9-- something. Since someone registered that number he must have handed it out at the con. :) So #200,000 is somewhere in Michigan or close by. ;)
Pathfinder Card Game Subscriber
I did three and my players killed them quickly. Unless the author pops in I doubt you'll get an "official" answer. I'd use my best judgement on what the players can handle. Remember that once they drop one robot the azers switch sides so I'd probably go with three unless your players can't handle them, but since they only do non-lethal they aren't that tough.
Pathfinder Card Game Subscriber
BTW tracking this info is MUCH harder now that sessions don't list players outside of going in to edit and big events are paged. I love that those big events will load faster, but it makes any attempt to find player and session errors a nightmare.
Oh I know it. Just be glad you're not on the Reporting Incidents Task Force... It definitely makes our job a lot harder. :/
Quintin Verassi wrote:
The blog only disallows archetypes that modified the base form that existed when the blog was written. The book it came from came out months after the blog post. As Poly mentioned the archetype specifically calls out how to use it with Unchained.