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Drahliana Moonrunner wrote:
Umm... sorry, but that's not quite accurate. I just changed where an apostrophe was in one of my character's names and he's had over ten scenarios reported for him over the last two years.
After you take your first turn, cohorts count like any other card in your hand, so if you haven't used any cards that turn, you'd have to discard down to your hand size.
Correct, you don't have to move to your first location, you start the game there.
If you used him before your first turn to move he would, but he doesn't do anything unless you use him. You don't HAVE to use him to move, he gives you the ability to move when you normally wouldn't be able to.
Basically yeah, when he's in a location deck he's another card to be encountered.
Correct, but again he's only used when you want to move at a time besides your normal move step every turn.
Well, what I do know is for Iron Gods, they allowed retroactive credit for those already playing in campaign mode but you couldn't get the chronicles until you finished the next sanctioned portion at which point you got all of them up to that point. Seems like a good argument for chronicles as you go.
Any chance on getting pregen for the gunslinger deck? I've got a new player that just picked up that deck and would like to play with it but we're several chapters into both wrath and runelords and he'd be quite handicapped if he chose the make your own character option at this point. He's been borrowing a deck and playing a pregen, but he'd like to play his own deck now.
Also, I pose this question: How can you play a paladin/cleric of a good god in PFS, or a dwarf who really cares about honor...when the 'no evil' rule in PFS really doesn't do anything. You can't smite a fellow party member. The GM can't tell a player that their character is too evil for PFS. You can't get up and walk out, or you just lose your game night.
There's been several threads with similar experiences if you search the PFS section. Here's some of the answers that have come up. You can refuse to heal/buff the wizard, get in his way if he casts area spells. The no PVP rule means he needs player permission to include you in his area effects. You CAN get up and walk out, but yeah, you'd lose your game and it'd kind of be a jerk move to the rest of the table.
The GM CAN tell the player their character is too evil, or at least he can follow the steps as laid out in the Guide.
We are currently seeking Players for Tavern Con 2016.
Tavern Con is a two day Pathfinder Society Event packed full with 26 hours of scheduled game play. This year we're located in a banquet room of a bowling alley and like years past alcohol will be allowed at the table. With a selection of recent content and a hand picked plethora of Aspis Consortium themed scenarios, this convention will satiate the thirst of even the most ravenous adventurer.
So join us this Fall to raise a glass, roll some dice and cry havoc!
A fee of $3 will be assessed for players each slot the day of the event. GM's play free and gain our enthusiastic gratitude.
All sign-ups are being handled through Warhorn.
John Compton wrote:
I guess I read it wrong when I was running it for my table. I read it as three checks and if they failed by enough they ran into a trap, not that they needed to succeed three times. They only had like +7 after aids for survival so there was no possible way they were making the check. I had them run into the traps three times and progressed to the next area.
My day seemed to be all about being late... I started 30 minutes later than I planned and construction slowed things down so we ended up several hours later than I had planned on arriving. But I got to finally meet TOZ as a surprise he and his wife are our roommates. He's one of the many posters I've wanted to meet someday so it's a treat.
The VC dinner was fantastic as usual. Heard some great news like 《redacted》and 《redacted》and how the end of the season will be 《redacted》. But I probably shouldn't post much more about that... ;)
I'm excited that my wife got to volunteer again this year. It's been a fee years since she came to gencon and it's nice to have her here. She'll be helping GM the new Pathfinder Society Academy and seems very excited about it.
I should be hitting the hay since I run first slot. I'll try to post more later.
Preston Hudson wrote:
This isn't a change, it's just in a list now so it's easier to read.
[quote "Guide 7.0"]Benefits of Fame
It's been there since at least season 4, which is when a player pointed it out to me, though I've never seen it used since you rarely talk to an NPC member of your faction that you have to Diplomacize.
Here's my Harley. Her schtick is to charge things with her big hammer (earthbreaker) and do tons of non-lethal damage (through sneak attack) and then intimidate them. With Charging Stag Style she can charge through difficult terrain and allies as well as make a turn during the charge. She has a magic "purse" that she keeps whatever she finds somewhat handy, but most of it is just good for a laugh.
I played her the first time last year at level 8 with the VOs at GC, but since then I've leveled her with my family group as we are slowly making our way to face Krune.
Female human barbarian (unchained) 2/fighter (unarmed fighter) 1/rogue (unchained, scout, thug) 7 (Pathfinder RPG Advanced Player's Guide 134, 135, Pathfinder RPG Ultimate Combat 48, Pathfinder Unchained 8, 20)
CN Medium humanoid (human)
Init +2; Senses Perception +12
AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 Dex)
hp 80 (10 HD; 7d8+1d10+2d12+20)
Fort +11, Ref +7, Will +1
Defensive Abilities uncanny dodge
Speed 50 ft. (40 ft. in armor)
Melee aluminum bat +12/+7 (1d6+12 plus 2d6 on charge) or
. . beatrice +12/+7 (2d6+19/×3 plus 2d6 on charge) or
. . chainsaw +11/+6 (3d6+18/18-20 plus 2d6 on charge) or
. . cold iron dagger +11/+6 (1d4+12/19-20 plus 2d6 on charge) or
. . unarmed strike +11/+6 (1d3+12 plus 2d6 on charge)
Special Attacks rage (11 rounds/day), rage power (no escape), scout's charge, sneak attack (unchained) +5d6
Str 22, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Base Atk +8; CMB +11; CMD 27
Feats Accomplished Sneak Attacker, Bludgeoner[UC], Charging Stag Style, Enforcer[APG], Extra Rage, Furious Focus[APG], Improved Unarmed Strike, Intimidating Prowess, Power Attack, Sap Adept[UC], Sap Master[UC], Weapon Finesse
Traits berserker of the society, slave taker
Skills Acrobatics +15 (+16 to traverse a narrow surface when using this, +26 to jump), Appraise +6 (+8 for small or highly detailed items when using a magnifying glass), Bluff +6 (+10 circumstance vs. worshippers of Lissala), Climb +10, Diplomacy +6 (+10 circumstance vs. worshippers of Lissala), Disable Device +10, Disguise +12, Escape Artist +8, Handle Animal +11, Intimidate +21, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +11, Knowledge (nature) +5, Linguistics +5, Perception +12, Perform (comedy) +8 (+10 to deliver dirty jokes, +9 to checks involving juggling), Profession (Psychiatrist) +9, Sense Motive +3, Sleight of Hand +13 (+15 to conceal the ring in a search, +15 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +8, Survival +3 (+5 to navigate in the wilderness, +4 to start or maintain fires when using this), Swim +10, Use Magic Device +15; Racial Modifiers frightening
Languages Common, Polyglot, Undercommon
SQ brutal beating, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fast movement, rogue talents (combat trick, expert leaper, strong impression[APG])
Combat Gear oil of bless weapon (3), potion of barkskin +2, potion of darkvision, potion of fly, potion of invisibility, potion of spider climb, wand of blessing of fervor (5 charges), wand of cure light wounds, alchemical glue[UE] (2), alchemical glue accelerant[UE], alchemical grease[APG] (3), alchemical solvent[APG] (2), armor ointment[UE], caltrops, defoliant[UE], embalming fluid[UE], gravelly tonic[ACG], gum rope, impact foam[UE], meditation tea[UE], oil (5), smelling salts[APG], smoke pellet, smog, soothe syrup[APG] (4), stillgut[ARG] (4), twitch tonic[UE] (2), vermin repellent[UE] (3), wismuth salix[UE] (3); Other Gear rhino hide, beatrice[UE], aluminum bat, chainsaw, cold iron dagger, ocher rhomboid ioun stone, bag of holding ii, belt of giant strength +2, boots of striding and springing, cracked opalescent white pyramid ioun stone, hat of disguise, ring of protection +1, sigil wafer, sihedron brand (endurance), talisman of freedom, lesser[OA], talisman of life's breath, lesser[OA], talisman of warrior's courage, lesser[OA], adamantine wire saw[UE], animal call[ACG], animal harness[APG], applejack (per gallon)[UE], astrolabe (apg)[APG], baijiu (per bottle)[UE], balancing pole[APG], ball (10 in.)[UE], bear trap[APG], beast-training kit, bedroll, bell net[UE], bell tripwire trap, bellows[APG], blanket[APG], block and tackle, blue book[UE], bombchucker, bottle, breakaway chains[UE], bullseye lantern, waterproof[UE], butterfly net[APG], candlestick[UE], cards[UE], carnivore feed (per day) (10), chain (10 ft.), chalk, chalkboard[APG], chocolate (per bar)[UE], cleats[APG], clownish makeup (0.5 lb), coffee pot[UE], cold weather outfit, colored handkerchiefs (0.5 lb), colored ink (5), compressed air, contracting rope, crowbar, cutting board, wooden (2 lb), disguise kit, diving suit[UE], doctor's mask, drill[APG], ear trumpet[UE], earplugs[APG] (3), entertainer props, simple (0.5 lb), everburning torch, eye patch, eyeglasses, fake footprint shoes[UE], falconry gauntlet[UE], fire-resistant boots[UE], fishing net, flask (3), flight grapnel, flotation device, folding pole[UE], folding shovel[UE], fortune cookies[UE] (5), garlic tablets (3), gecko gloves, grappler's grease[ACG], haggis[UE], hammer, helmet candle[UE], holly and mistletoe, honey (per jar)[UE], hoodwink cowl[OA] (2), hourglass (1 minute)[APG], ice skates[UE], ink (5), iron holy symbol of Asmodeus[UE], iron holy symbol of Calistria[UE], iron holy symbol of Cayden Cailean[UE], iron holy symbol of iIrori[UE], iron holy symbol of Norgober[UE], iron spike[APG] (4), juggler's kit[UE], juggling balls (0.5 lb), knife, cutting (0.5 lb), ladle (0.5 lb), magnet[APG] (2), magnifying glass, marbles[APG] (2), masterwork snorkel[UE], masterwork stilts[UE], masterwork thieves' tools, mastodon brush, mead (per gallon)[UE], mess kit[UE], mirror, mug/tankard (3), mwk manacles, neck guard[ARG], oldlaw whiskey (per bottle)[UE], paper (15), parasol[UE], patchwork cloak[UE], pathfinder chronicles, volume 14, peg leg, perfume, common[ISWG] (10), periscope[APG], pocket watch, poncho[UE], portable ram, pot, powder[APG] (10), powdered milk[UE] (3), prosthetic arm[UE], prosthetic hand[UE] (2), purification pellet (2), roperunner[ACG], sack (6), salt tablets (10), samsaran life wheel[ARG], saw[APG], scavenger beetle colony[ACG], seasonings, local (0.5 lb), sewing needle, skeleton key[UE] (4), skewer (1 lb), skillet[UE], skis[UE], smoked goggles[APG], snowshoes[APG], spell component pouch, stove can[UE], straitjacket, common[OA] (2), straitjacket, masterwork[OA], stretcher[UE], string or twine[APG] (4), surgeon's tools[UE], teapot[UE], tennis gear[UE], thermometer (2), thieves' ring, thread (50 ft.), timeworn gravity clip, tinder packet (0.5 lb), track-obscuring soles, trail rations (10), training sleeve, tripod, iron (3 lb), twine (50')[APG], umbrella[UE], veil, ventriloquist's dummy[OA], waffle iron[UE], waterproof bag[UE], waterskin (2), whetstone, wig, wig, wig, wine, corentyn (per bottle), wrist sheath[UE], 5 pp, 7,866 gp, 6 sp, 7 cp
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Brutal Beating (3 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 3 rds.
Charging Stag Style When not mounted, can chrg thru diff ter and ally squares and make one 90 deg turn during charge.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Expert Leaper (Ex) Always running for jumps, add +7 to jump, and can negate more fall distance.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
No Escape (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 11 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
A group of VOs actually ran a Suicide Squad group through Siege of Serpents at Gen Con last year. I played Harley Quinn, and I'd like to think I did a good job at playing her personality and cooperating with the others. If you'd like, Josh, I'll post my build here later. She's a blast to play and I'm playing her through the Season 4 Lissala cult arc.
Re: Are there plans to make Stats for the Iconics for Magus, Cavalier, Oracle, Inquisitor, Summoner, Witch, and Alchemist?
Hilary Moon Murphy wrote:
Not even every VC has the welcome boon. I know I don't have it and have had a bunch of new players I'd have liked to have given the boon to. :/
Let's see here...
In a scrapbooking carry case my wife gave me:
- A bunch of blank character sheets/ITS
Occasionally I'll also keep folders of Pregens, but lately I've been keeping them at the store so they can use them when I'm not there.
What I'll do when the VC gives a briefing is direct a lot of my comments to the highest level character. They're the one with the most experience so it feels fitting they are the ones the VC focuses on. Although sometimes after introductions I'll focus on the one who seems most reliable if the highest level seems iffy.
This will also be my first GenCon. I've got a related question. I'll be running tables in the PSA (Pathfinder Society Academy) area all con. Will PSA be on the same room as the main PFS? If a separate room, how far from the main action will we be?
Last year they were in the same room along one side with the card game tables between PSA (Kid's Track at the time) and the rest of the PFS tables.
The last couple of years I've brought cup o' ramen of various flavors and used the coffee pot to heat the water. It's worked quite well and you can get a lot of different types. For Origins, a friend brings a small microwave with him and they use that for meals which I thought was pretty smart and thought about bringing one to Gen Con this year.