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Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 936 posts (938 including aliases). 6 reviews. 1 list. No wishlists. 7 Organized Play characters. 4 aliases.

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I would love some feedback on the following idea. It's long, and I truly appreciate anyone who is willing to push through the whole thing to offer critique. I'm not interested in critique on the philosophy of the system, but rather on its implementation. If you're familiar with Fate Core, much of the information will be familiar, but this is the full text of a document that I wrote for my group, with the assumption that they weren't familiar with it - even if you've never heard of Fate Core before, this should tell you everything you need to know. Thanks in advance!


There are elements of character creation and mechanics from Fate Core that I’d like to lift and adapt for a Pathfinder Campaign (specifically, the Hell's Rebels Adventure Path, though I think there are many campaigns where this would work). There are a number of reasons for it, but ultimately, it comes down to encouraging thoughtful character backstory, having links between characters in place before the game begins, and reducing Trait twinking. :) This system is built on Aspects and Fate Points, and starts with Character Creation.


From the Fate Core SRD: An aspect is a phrase that describes something unique or noteworthy about whatever it’s attached to. It can be thought of as the title of a Feat or Trait, though there is some crafting that needs to go into writing a trait to make it work with the proposed system. (see below).

Traits will be replaced with Aspects. Each character will have 5 Aspects that are developed during the character creation process, which are a High Concept, a Trouble, and three Qualities.

An Aspect can, if appropriate to the circumstance, be Invoked to allow a character to add a +2 Aspect bonus to any d20 roll. Multiple aspects can be Invoked on the same role if they are all appropriate, and multiple aspect bonuses do stack.

If an Aspect might hinder a character in a particular situation, a GM may ask to Compel a character’s Aspect to give them a -2 Aspect Penalty to a d20 roll, or an enemy a +2 Aspect bonus to a d20 roll. Players always have the option to decline this Compel.

Fate Points

Fate Points are a mechanic to rein in abuse of Aspects and to make their use a more judicious thing. Each scene, a character will begin with one Fate Point.

In order to Invoke an Aspect, the player must pay one Fate Point. Invoking multiple Aspects on the same roll costs multiple Fate Points - the same as the number of Aspects being Invoked. If a character has no Fate Points, then regardless of how appropriate the Aspect might be to the situation, it may not be Invoked for that roll.

To earn more Fate Points, characters must accept Compels on their character. Whenever a player accepts a Compel offered by the GM, they earn one Fate Point for their character. Fate Points may be banked, but at no point can a character have more than 5 Fate Points. Once a character has banked 5 Fate Points, they may no longer be Compelled by any of their Aspects.

Making a Good Aspect

Aspects should be double-edged, flexible, and clear.

Double-edged Aspects let you Invoke them, but also give the GM opportunity to offer to Compel them - remember that without Compels, you won’t have the Fate Points to Invoke later. Greenhorn sailor is an example of a double-edged Aspect - it speaks to both inexperience and training in a particular area.

Flexible Aspects let them be invoked and compelled in a variety of situations, which makes them useful more often in game. Local celebrity tavern singer is a good example of a flexible Aspect - it might allow for bonuses on Diplomacy while on home turf, bonuses to Perform when earning money, penalties to Stealth if trying to stay unnoticed in a tavern, and so on.

Clear Aspects are important to define the boundaries of their flexibility. A vaguely-worded or metaphorical Aspect might seem to be useful in every situation, which will get overused and just slow down play. Aspects should also be worded in plain, system-neutral language - within an Aspect, Warrior means someone who fights rather than an NPC class, and Fighter just sounds strange, unless you mean it in the sense of organized sporting slang to refer to a boxer or MMA competitor.

Character Creation

Using the following structure helps to create fleshed-out characters with pre-existing connections to each other. The mechanical advantages of Aspects should allow them to gel nicely with Pathfinder and make the Phase Trio meaningful for the remainder of the game.

Once you have your character mechanics created, this part of character creation begins with developing a High Concept and Trouble for your character.

High Concept
From the Fate Core SRD: Your high concept is a phrase that sums up what your character is about - who he is and what he does. It’s an aspect, one of the first and most important ones for your character. If someone asked you for your character concept, this is the answer, as brief and complete as possible. Connected to the discussion on Clear Aspects above, you should avoid using, for example, their class name.

While it’s not specific to high fantasy, the Fate Core SRD has some good advice on different ways to develop a High Concept that can be found here.

From the Fate Core SRD: In addition to a high concept, every character has some sort of trouble aspect that’s a part of his life and story. If your high concept is what or who your character is, your trouble is the answer to a simple question: what complicates your character’s existence? Troubles are usually fall into the categories of personal struggles and problematic relationships.

As the Trouble is an ongoing element of a character’s existence, it shouldn’t be easy to solve. (If it were, they’d have already done it.) On the other hand, it shouldn’t be an ever-present threat in the character’s life, lest it take over their every waking moment. Avoid making your Trouble an extension of your High Concept - you have a limited number of Aspects, and duplication of circumstances for Invoking or Compelling aspects should be avoided. Finally, remember that every Aspect should cut both ways; so your character’s Trouble should do so as well.

Your Story - The Phase Trio

Once you have a sense for your character’s High Concept and Trouble, you will develop a story from their past, and connections with two other characters, along with associated Aspects for each of those instances.

Phase One - Your Adventure
This may be your character’s first adventure, or something that happened very recently. It should be a time when they were the star of the story, though, and not merely a bit player - you can think of it as “that movie or book that starred my character.” It usually takes place after their coming-of-age, whatever that means for your character, and should be recent enough that it allows other characters to cross paths. For that reason, and for this Campaign, Your Adventure takes place in or around Kintargo.

Determine a title and jot down the basic details of the story. There shouldn’t be a lot of detail, because others will add to it in Phases Two and Three later. Limit your summary to a few sentences to avoid from getting too detailed.

If you’re stuck for ideas, look to your character’s High Concept and Trouble, and think of a dilemma or problem that might arise because of one of them or both. Then, imagine what happens next.

Once you’ve got a title and a summary, write an Aspect that connects to your story. This is the first of your three Qualities.

Phase Two - Crossing Paths
In this phase, you’ll be a minor supporting character in someone else’s adventure, and someone else will play the same role in yours. The GM will determine who contributes to each other’s adventures.

Begin this phase by reading the adventure of another character, and envision your character’s supporting role. Supporting roles come in three forms: they complicate the adventure, solve a situation, or both.

If your character complicates the adventure, they manage to make some part of the adventure uncertain. Obviously, since this has already happened, they got out of it alright, but the method of resolution doesn’t matter - leave that for someone else or leave it open.

If your character solves a situation, they have resolved a complication that the main character had to deal with. How that complication arose is irrelevant, you just need to determine how your character took care of it.

If your character does both of these, then your character either solves a complication while creating a new one in the process, or creates a situation but later solves a different one. Mash up the two ideas using the word 'later' between them.

While your character isn't the star of this story, your role needs to be important and cast a spotlight on them for something specific - you will be developing your second Quality Aspect from the role you create, so what happens should highlight something you’re known for, something you can do, something you own or have, or someone who have a relationship with.

Once you’ve decided on your role, summarize it in one sentence, and then write an Aspect that connects to it; this is the second of your three Qualities. The limit of one sentence is to reinforce the idea that this isn’t a story that stars your character - you’re a bit player on someone else’s stage. If you can’t summarize it in one sentence, it’s likely too big a role.

Phase Three - Crossing Paths Again
Phase Three is a repeat of Phase Two, but in a different character’s adventure. Develop your role in their story, and create another Aspect that draws from that role; this is the last of your Qualities.

Now your character has five Aspects: a High Concept, a Trouble, and three Qualities

Character Progression

As a character grows and develops, so too do their Aspects change with them. In Fate Core, this is built into Character Progression. In Pathfinder, this will be more informally represented using Milestones.

Milestones represent key events in a story, and will be decided on and announced by the GM. As a general rule, Milestones will take place approximately once every two levels.

When a character reaches a Milestone, they will have the opportunity to change one of their Aspects. Their High Concept may evolve as they live their adventures, or they may have dealt with their Trouble and move on to a different conflict. Qualities may become less important due to experiences and fade into the background as more prevalent Qualities take the fore.

Aspects can change by Evolving, (From Bumbling Apprentice to Mostly-Competent Spellslinger to Feared Archmage, for example.) or they may be replaced by something completely different. High Concepts usually Evolve, Troubles are usually Replaced, and Qualities change in both ways, though there are exceptions to every rule. In general, new Aspects should reflect some element of recent adventures.

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For an Adventure-Path length campaign, I'm creating a Transmuter Wizard that I am to end up developing as a polymorph specialist. I'm not usually a caster-builder, so I've no idea where to start, really. I'm looking for advice on Feats, and archetypes, if there are any to grab. The ones I'm already considering, in no particular order, are mostly the obvious ones:

* Eschew Materials
* Spell Focus & Greater
* Spell Penetration, eventually
* Brew Potion (for flavour and flexibility, not for optimization)

Any other suggestions, including things like "Spells not to miss" or "Items you definitely want to grab at first opportunity," are definitely welcome.

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That's not quite what the OP is looking for. He wants an index like this:

Burnt Offerings - Thistletop, Level 1

Bugbear (RotR #1)
Goblins x 4 (RotR #2 or H&M #1 or #2)
Tsuto Kaijutsu (RotR #29)
Orik Vancaskerkin (RotR #28)
Lyrie Akenja (RotR #23)
Nualia (RotR #58)
Yeth Hounds x 2 (RotR #10)

Tentamort (B2 Box)


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I'm not sure I see the problem with "death by box text." You were told there was a time limit, and then you hit the time limit because you ignored the warning. How else are you supposed to be killed?

If the objection is "I didn't get a chance to determine my character's ultimate fate," then I'll humbly disagree with you. You had that chance at the warning about the time limit.

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FWIW, there's not a lot of stuff to prep for the adventure. It's basically a one-sheet with a paragraph to read and instructions as to which location decks you need to set up. If you arrive at the store 15 minutes before game time, you'll have all the time you need to be ready to run the game.


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Just in case you're being serious, Cao Phen, you can't get angry about someone posting spoilers from a 33 year old movie.

BTW, Rosebud is the name of his sled.


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Let me flip the question around for you: "How many Aasimar and Tiefling characters does a player want to have, and why that many?"

Let's look at some math that is overly simplified and rounded off. Please don't nitpick it later - I'm simplifying it because I'm lazy and don't want to actually look through the paths.

As of August, 2014, there have been:

5 seasons of 26 scenarios = 130 available experience
~25 modules for character levels <12 = 75 available experience
6 sanctioned adventure paths @ 12 XP each for character levels <12 = 72 experience

Total available XP for scenario-legal characters: 277

Total number of characters, as of now, that you can get to level 12: 8.4

Given that most people probably won't want to have ALL of their characters as Aasimar or Tiefling, more than 6 is, in my opinion, ridiculous.

What's excessive? In my opinion, which in this case should not be taken as an official answer, having more than 2 characters of a given race - of any given race - is excessive. Personally, I'd have limited it to 1 aasimar and 1 tiefling character per player.

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I do not look forward to painting the miniature that Reaper (hopefully) eventually produces for her.

Studded Leather... ugh.

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Please note: I don't have any real experience playing online; this is all about playing in meatspace.

Level One Human wrote:
Jeff Mahood wrote:
GMs do not have to memorize every rule in every book, and if a younger, more inexperienced (innocent?) GM Jeff Mahood saw an aasimar fighter casting daylight as a spell-like ability, he would absolutely have asked the player, "Show me in the book where it says you can do that, please."
Since it is part of the Core Assumptions that you have access to the Bestiary, it may be a little inconsiderate, but how is it invalid to respond with "It is in your Bestiary under 'Aasimar'"?

"The Bestiary which is at home, because in preparing for today's scenario I copied/printed out all of the monsters that I need to be able to run it? Can't help you, boss."

Core assumption has changed in meaning, specifically for GMs, since authors now assume that GMs have access to everything that they need to prep a scenario from the PRD. I do not generally bring anything with me except my CRB, as I've got alternative versions of everything else that I'll need for the scenario, usually as a formatted word document that I've spent a few hours putting together in preparation for the game.

To answer your question more formally, it is invalid because to use "things" (class features, races, stats, feats, traits, spells, whatever) from outside the Player's Core Assumption (that is, from outisde the CRB, basically) you need to have a copy of it with you, as per the rules on Additional Resources in the GtOP. You're not even allowed to borrow another player's, technically, unless you live with that other player.

To answer more informally, and from a GM's perspective (and not necessarily as a VL) - don't make the GM responsible for supplying the stuff to make your own character work. Many of us don't get anything for volunteering to run games aside from the enjoyment of doing so, and the least you can do as a player is to respect our time and energy enough to bring the things you're going to use for your own character. (For the record, I do see that sentiment and willingness in your last post, so please don't take this as an accusation - that's not how it's intended.)

Level One Human wrote:
A secondary goal of my post is to determine, as a GM (my wife or I), can we allow our collection of books to meet the Additional Resource requirements of players?

Officially, no. In practical terms, I'm sure it happens, but the rules on owning additional resources are quite clear. In general, if you don't own the book or a watermarked PDF, don't use that character option.

Level One Human wrote:

  • Which table for Limits on purchases based on Fame is correct, the one from the Field Guide or the on from the Organized Play guide? Can I use either one? If I have 3 fame, is my gp limit for purchases that are not always available 0 gp or 500 gp?

The one in the Guide to Organized Play is currently correct. There have been adjustments made since the Field Guide was published, which is the danger of hardcopy documents. In general, always defer to the GtOP when there is a contradiction between it and another document.

Level One Human wrote:

  • It sounds like there is no standard for enforcing PFS additional resource requirements online and doing so would entail digital distribution of copyrighted material.

If the online Venture-Officers haven't wandered into this thread before tomorrow, I'd send one of them an email asking for suggestions on how to enforce Additional Resources rules online. I'm sure they have some ideas and experience with it.


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Recall, please, that while part of the reason for the Additional Resources requirement is to push sales of the products, the other practical reason is to allow GMs access to the stats in written/electronic form.

GMs do not have to memorize every rule in every book, and if a younger, more inexperienced (innocent?) GM Jeff Mahood saw an aasimar fighter casting daylight as a spell-like ability, he would absolutely have asked the player, "Show me in the book where it says you can do that, please."


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I spent this past weekend in Boston, and I knew ahead of time I was going to have a block of time on Saturday afternoon, so I started a couple of months ago looking to see if I might be able to squeeze in a PFS game.

When I started looking, it was only a day or two before Lucas Servideo, the VL of northern MA, pinged me on Facebook. Over the next month, he proceeded to literally arrange a table for me. He found a GM to run a game, asked me what scenario I wanted to play, and made the whole thing happen. (For the record, I was pretty flexible about the scenario - I just gave him a list of the stuff I hadn't played before.)

The day before the event, I got an email from David Montgomery, the VC of Boston (who signed up to play at the table with me), with a slew of instructions on how to get to the venue by public transit, as well timing and whatnot, and contact info in case I got lost or needed clarification.

The GM, Ray, was well-prepared, engaging, and fun. The other two players, Michael and Arial, were a pleasure to game with, and a good time was had by all while battling demons and dinosaurs.

I can't praise those members of the Boston/MA Lodge enough for the quality of experience I had while randomly in Boston with a few hours to spare. Thanks for a fantastic time, everyone.

If you, other person on the forums who is reading this, find yourself in Boston, do yourself a favour and look up a game. You'll be glad you did.

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Tels wrote:
Personally, I'm getting a demented sort of glee about how badly Paizo beat Wizrds. But that's just me.

I've been thinking about that, and at the risk of starting a conversation that eventually gets purged, I think it's because Wizards has customers, while Paizo has fans.

Not that we're not customers too, but it occurred to me recently that while I was somewhat active on the Wizards' Boards a few years ago when 4e was in its prime, I couldn't have named more than a couple of WotC's employees. I'm confident that I could name more than half of Paizo's employees off the tops of my head.

Basically, I don't think it's necessarily because of the products that the two companies sell; I think it's because of the attitude that the companies take in engaging with their customers.


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Aloriel wrote:
Married women don't want to date (generally speaking), and neither do lesbians.

Sorry to nitpick, but most of the lesbians that I know do want to date - they just don't want to date people with man-bits. :)

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roysier wrote:

Someone role plays well and I allow a diplomacy skill check and suddenly a bunch of other players start rolling dice and start saying "I assist".

My answer: "I don't think so. You must role play in some capacity to assist".

This is one of the "table rules" that I tell my players before we start the game. For Bluff, Diplomacy , and Intimidate, you must actively contribute to the conversation leading up to the check in order to aid another, even if is something as small as "I cross my arms and loom menacingly in the background."


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I actually don't mind the lack of statblocks - I find that having to add templates and things makes me really read over monster abilities. In essence, I've found that it's improved my preparation (though added to the time I have to spend.)

Speaking to that, since no one had gotten around to it yet, I just uploaded my prep document to the GM's Shared Google Drive, in case it's useful for anyone else. Use with caution; I'm not sure about some of the applied templates.

Question about A1: The sheet of beaten gold with the ritual is written in Aklo and describes a ritual to be done. The ritual does not require being able to understand Aklo. With these descriptions, I'd rule that if no one in the party speaks Aklo, then you can't learn about the ritual at all, so no one can actually do it. If one person understands Aklo, then everyone in the party can complete the ritual. Sound correct?

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Mark Moreland wrote:
atheral wrote:
*Picks jaw up off floor*, wow..these pieces are fantastic, if all of the pieces in the book are like these it'll be worth picking up even if the text sections are blank.
Good news, everyone! The text sections are not blank!

FTFY. Now, I defy anyone to read Mark's post and NOT hear it in Farnsworth's voice.

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Might I also direct you to the Pathfinder Wiki? There's nothing in there that Mark didn't mention, but generally, I find that's a great first stop for any lore questions because, if nothing else, it lists all the products that mention a particular being/place/thing.


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To send someone a PM, you can click on their username, and the third line down on that page (below their name, and their stats) will say "Send a Private Message."

To read your own PMs, the easiest way is to go to the top of any page on the site, and right beside your own user name (where it says "Welcome, <username>!") you can click on the little envelope.

Also, all us Venture-Officers have publicly posted email addresses; you can find Brendan's (and everyone else's) on the Regional Coordinators page.


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Is there any way to (eventually) get a preview of some of the cards? I'm specifically thinking about the Grapple card(s?) - I'd love to be able to see the way it's laid out and summarized before forking over the dough. :)


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Well, I do, anyway. Two of the four scenarios he wrote for PFS are solidly in my top five favourites to run (3-01 and 3-15), and the other two are also great.

I know he's been called up to the big leagues, writing AP chapters, but can we get him back once or twice a season to write something for PFS, please? :)

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Zahir ibn Mahmoud ibn Jothan wrote:
Sniggevert wrote:

In a private home PFS game, sure they can.

In a public advertised game, not so much.

Have a citation for this?

There has been discussion for home games, of you can exclude people, etc. But if you are playing a PFS game, that will be reported as such, I'd love to see a citation that the GM can decide to exclude a specific character concept that is otherwise PFS legal.

There's a link in an above post with a citation, but seriously, even without one, how are you going to enforce it?

"Don't bring that character to the PFS game tomorrow afternoon."

"You have to let me! The internet says so!"

"Okay, game's off."

"Fair enough. Want to hang out tomorrow afternoon instead?"

"I can't. I'm playing PFS with some friends."


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People who are being marginalized from playing also need to be willing to walk away from the table once in a while. I've got quite a few super-optimized characters in our region, and I just won't play with those characters any more, since it's not fun for me. I don't demand that the GM "fix" the problem - I just leave. Yes, it sucks that I don't get to play, but I also don't have a miserable time.

If there are 3+ characters who are all optimized, then they get to play together and "win" the scenario. If there are not, then they don't get to play because there aren't enough people at the table.

You can't fix something like this with a rule in public play. All you can do is let people know that you don't want to play with them.

Several of these players have toned down their roflstomping in recent months. I like to think that social pressure from other players had a significant part to play in that change.


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Frankly, I think 7-person tables should also need the approval of the players already seated. I hate playing at a 7-person table, and I don't think it does the players a service either. To that end, when I'm playing a game where the coordinator adds another player to our table and it hits 7, I'll bow out and go home. It's not a protest - well, not really - it's a, "I know I'm going to have a miserable time if I stay, so I'm not going to put myself through that."

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I'm actually of the opposite opinion to the prevailing one. Pulling him aside is required at this point. "Hey, cut it out," may get the behaviour to stop (either for the time being, or completely) but it trivializes the behaviour. If sexism and racism could be addressed by bystanders just saying, "Hey, stop that," we'd have a much more egalitarian society.

Public shaming doesn't work, so don't make a big deal of it at the table. But at the end of the night, pull him aside and say, clearly but firmly, "You were making comments here that are sexist and hurtful. I did not want to interrupt the flow of the game or embarrass you publicly tonight, but next time I hear you speaking that garbage at my table, I will tell you to leave. There is no place for those kinds of words or sentiments in PFS. I will be speaking with the coordinator so that they know my concerns as well."

Brook no discussion or argument. "But it was in-character! But it was a joke!" - Doesn't matter. Response: "I have explained my feelings to you, and why your words were inappropriate. There is no justification that is enough to balance or excuse the things you were saying. If you have a problem with that, then I suggest you find somewhere else to play."

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dfsearles wrote:
Why make it easier to get the things we want. Back when I first began playing D&D, I loved trying to figure out how to multi-class to get just what my character needs, but Paizo keeps putting out all these "combo classes" and takes away from the adventure.

Why not? If you don't like them, don't use them.

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If it can be done, I'd love to see Iobaria or other parts of Casmaron explored in fiction, but that steps away from established canon to give authors a pretty blank slate to work with and may be difficult.

Ideally, I'd like Tim Pratt to write it. :)

Other authors I think you should investigate/approach if you have time, and if you think they might fit. I've read Sword & Sorcery from some of them before, and others I would love to hear their take on it. In no particular order:

Ken Liu
Saladin Ahmed
Rajan Khanna
Greg van Eekhout
Robert Jeschonek
N.K. Jemisin
Holly Black
Garth Nix Garth Nix Garth Nix Garth Nix GARTH NIX!!

Ahem. Sorry about that. I appear to feel strongly about Garth Nix.


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I came here to comment on how awesome the title is. It amuses me that 80% of the existing comments are also about how awesome the title is. :)


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The Fox wrote:
Matthew Pittard wrote:
If a character was purely interested in a monetary recompense but still be good at finding things, then its likely they might join the Aspis.
Why? They are always getting their asses handed to them by the Pathfinders. If a character is truly selfish, then the Pathfinder Society is not a bad gig.

Again, I say this:

You can say "My character would prioritize all these other things before the Pathfinders," but if/when you do, don't be surprised if you cost yourself some prestige.


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Looking for a quick peek into the options that Faiths and Philosophies might offer you for a PFS character? Check out today's Companion Corner.


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A little late on the reposting here this week, but this past Monday our latest column was an Asmodean Advice about effective choices in Summon Monster IV through VI.

Listen, just because he's the patron God of Cheliax doesn't mean he gives bad advice. I'm just sayin'.


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Chris Lambertz wrote:
Jeff Mahood wrote:
Can I request that this document be categorized under "Paizo Publishing, LLC: Free Products" in the Downloads page, where the GtOP is? Right now it's showing up in the Season 4 Scenarios category, which is not at all where I expected to find it.
Looks like I forgot to click a button there. The document should show up in your My Downloads page under "Free Products." When browsing products on the store, it will appear under the previous seasons for reference. :)

Huzzah! Three cheers for Chris and her quick solutions!

On topic:

If players are spending half a session time stumbling around doing everything possible that might possibly award them the second prestige point, then they're doing it wrong. Generally speaking, clues to the optional objective are in the VC briefing, and if they're thinking about the justification for that briefing and not just creating a mental tickbox of what needs to be done for the first PP, the second will get done along the way.

I know people are going to get frustrated by this. John and the Campaign Management are trying to stimulate a cultural shift here, and not subtly - this is a major change to the way PP work, and will therefore rustle some feathers. However, once again, we're seeing a few vocal posters complaining within six weeks of the change. Give it a chance, see how it works, and then if you still don't like it after it's been in place for a while, offer suggestions. But at least give players a few months to figure out which way is up before kneejerk posting.


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Can I request that this document be categorized under "Paizo Publishing, LLC: Free Products" in the Downloads page, where the GtOP is? Right now it's showing up in the Season 4 Scenarios category, which is not at all where I expected to find it.


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Could we get all the pregens in a single file, rather than one per class (or in addition to?) Ideally, a file that's all the level 1s, and a seperate one for level 4 and level 7, but even all 39 pages in one file would be great.

I'm trying to print off just a set of level 1s for an upcoming convention, and it's a huge pain in the butt to send 13 print jobs when I could make due with selecting pages in Preview or Reader and sending a single job.


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Earlier this summer, the Ontario Pathfinder Society website relaunched with a slick new design and a better interface, thanks to the hardworking efforts of Toronto Venture-Lieutenant Michael Iantorno, whose degree in Fine Arts means that he knows a whole lot more about design aesthetics than I do.

In addition, we took the opportunity to launch a series of community-focused columns, written by members of our community with experience and/or passion for writing. Our goal is to publish a column every Monday, rotating through the different columns so as not to overwhelm a particular author.

The columns are:

5-foot Theatre: A column focused on useful tips for GMing in general, but with a particular focus on the challenges for GMs.
Asmodean Advice: Similar to the Mergy's Methods, this is a column on advice for players. It's designed to be useful tips for new players and experienced ones.
Companion Corner: Wondering if the newest volume of the Companion line has anything useful for PFS play? This column has the answers! Every month, with an aim to look through the newest release, we'll look at a few of the new options (equipment, feats, and so on.)
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Evan Thorngage wrote:

I am also a level 4 Druid. Decidedly not crappy though (Druid is probably the strongest class in the game).

Do I win too?

Nope. You only win if you have a level 4 CRAPPY druid. Sorry if the criteria were unclear.

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