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You're allowed to loan someone a printed copy of a scenario, but not the electronic PDF. I'm not sure about giving them the printed copy to keep.
As has already been stated, only venture officers, who are the main regional coordinators, get scenarios for free. Everyone else has to buy them.
As for reporting, who was organizing the events when you GMed? You're supposed to pass around a sign in sheet to all players at the start of each session, and then someone (possibly you, possibly an event coordinator who isn't you) logs on to the web site and reports the session afterward.
She never said MMO players aren't "normal gamers". She said "treating MMO jargon as 'normal gamer talk' really bothers me". And I kind of agree with her.
I've seen a lot of MMO players who seem to treat all gamers the same and assume that everyone knows their online slang, as if it's universal among gamers just because MMOs are the most popular type of game right now. They need to realize that there are different groups of gamers, each with their own jargon. Online gamers and tabletop gamers are two different groups. There's some overlap, but when one group assumes that everyone from the other group knows their slang, there's going to be confusion.
Some of my PCs are inspired by specific fictional characters, some by generic archetypes that come up a lot in fiction, and some aren't based on either.
Here are my "generic archetype" type of characters:
Here are mine based on specific (fictional) people:
"Mobs" predates both "toon" and MMOs. The term comes from MUDs (Multi-User Dungeons or Domains) - text based internet RPGs of the late 80s and 90s, which were the text based predecessors of MMOs. On the object oriented programming side of things, everything in a MUD was an "object", and monsters/NPCs were generally the only objects that could move by themselves, so they were considered "mobile objects", or "mobs" for short. I saw that term in use as early as 92, but it could be even older than that.
Every time you run a table, you get credit towards GM stars. No exceptions.
But you can only get a chronicle sheet (with its xp, prestige, gold, etc) to apply to a character the first time you GM a scenario, and you can only play each scenario once. And the GM credit must be applied to a different PC than the one that you played in the scenario.
The exception to this is replayable level 1 scenarios/level 1-2 modules, such as The Confirmation, Master of the Fallen Fortress, and First Steps 1. Those can be replayed over and over, and GMed for a chronicle sheet over and over, as many times as you'd like.
Yeah, like I said, I'll have to buy the book one of these days. Then I can start using stuff that people point out like this, as well as looking through it for other stuff.
My problem is I never have time to read my Pathfinder books. I've never even finished reading the Core Rulebook, let alone read stuff like the Advanced Players Guide or Ultimate Magic from cover to cover. I'm usually too busy reading adventures that I'm going to GM (both for PFS and the home Rise of the Runelords campaign I'm running) to do much other reading.
That's why I like threads like this one.
Charlie Bell wrote:
Thanks for pointing this out. I have a couple of PCs that could use a wand of this.
One of these days, I'll actually buy the Advanced Class Guide and notice these things for myself.
The CRB is the one book I still bring in hard copy form every game day, besides the half a dozen or so splat books I bought before I started collecting PDFs instead. It's just handy to have at the table, and I prefer looking through paper books for something where I use different parts of the book every time.
Does it only work for animals? I could totally see getting this for my tiefling fighter with a bite attack.
I do have a tablet, but I actually rarely use it at the gaming table. Like I said, I print the important stuff for each character, so I would be just fine with most of my PCs if my tablet ran out of battery, or I forgot to bring it.
My bigger problem is the 7 or 8 splat books I bought as hard copies before I started doing the PDF thing, which I still have to carry as hard copies, because I don't want to buy them again.
We did that in one of the first PFS sessions I ever played. It was an early season scenario that was pretty easy, subtier 1-2, and we had 7 players. We destroyed the BBEG in one or two hits, before he even went in initiative, so then we decided to keep going with the battle as if we were fighting the guy at subtier 4-5 instead.
Most of the hard cover books are available as PDF files for only $10.
Since realizing how much I have to carry to play PFS, I've started buying PDFs both to save money and make it easier to carry. I keep most of them on a tablet, but I also print out the key parts that apply to specific characters. For instance, I printed out the entire Oracle description from the Advanced Players Guide, up to and including the details of the Battle mystery, and put it in the folder with my Battle Oracle PC's character sheet and chronicles.
Chris O'Reilly wrote:
I know one scenario with a negative boon at the end on the chronicle indicating you get captured and tortured. To me, that implies that if they want to say you get captured instead of killed it will be made explicit.
I disagree. There are plenty of situations where the NPCs don't have any motivation to kill the PCs.
This one is pretty obvious. When I ran it the first time, I had 3 experienced players breaking in new characters, along with a pregen. I actually had all 3 PCs down to negatives, with the pregen cleric running away from a Cause Fear spell, and I decided the slaver would want to keep them alive, and also be arrogant enough to think the cleric wouldn't come back. When the pregen cleric came back two rounds later, she channeled to wake up the PCs, and the fight was back on.
In conversations about another adventure where the final fight is against muggers (most of you know what scenario I'm talking about), majority opinion here on the forums has been that the muggers will just take the PCs' stuff and not care if they live or die, so they could be left bleeding in the street to stabilize on their own.
Unfortunately, this particular scenario is really rough for a group of new level 1 PCs. We've talked for years about how some subtier 1-2 adventures are fine for a bunch of level 1s, while others require at least a couple of level 2s to have a good chance to win, and it would be nice if they were labeled as such.
But it also sounds like your GM messed up the tactics - that cleric is supposed to start out just healing the undead minion with channels, not blasting the party right away. The tactics seem to be intentionally written that way to keep the adventure from being too lethal.
joe kirner wrote:
Because of the Technologist feat, I'll disagree. Anyone with that feat should probably get 10 + CR, otherwise they can't roll.
However, I'm thinking that for the gearsmen, I'll probably let people roll Knowledge (Arcana) and tell them that these things seem similar to golems, but aren't like any golem they've ever heard of. Then, I can give them generic golem information that applies to all golems (ie adamantine is usually useful, energy damage usually isn't, because of hardness). I'll stress that this is just generic golem info, and they aren't even sure if these things are really golems, and let them run with that.
Which doesn't help on the final boss, but John Compton's ruling that you don't need the Technologist feat for that makes that one easier to deal with. I'd still make that one 15 + CR, because it's so unusual, even by Numerian standards.
So I went back to the earlier post to see what I had missed and why I misunderstood you. Here's the original exchange:
Deussu was very obviously talking about file formats. He asked what the .por extension is, because he didn't recognize it, and apparently has no way of opening it on his computer.
So apparently, you're claiming that you changed the subject, while using the same wording as the original subject, and you wonder why the rest of us didn't notice that you changed the subject. I still don't see any hint of your new subject in that earlier post, which I had every reason to believe was just a continuation of the previous 3 post conversation (which you quoted) about file formats.
But to answer your question, I honestly don't care that much exactly how the details are formatted, as long as it's a file extension my computer can open, usually doc, pdf, or xls. If someone took the time to format it in a way that's convenient for them before uploading it, then it's probably usable enough for me.
To me, the whole point of borrowing these shared prep monster stats is to avoid having to look up stats in various Bestiary/NPC Codex books and apply templates myself, because I'll have them all in one place. The exact format isn't the important part, since I'll almost always print it all and highlight the important bits myself, anyway. That's part of how I make sure I'm familiar enough with those monsters/NPCs to run them at the table.
My problem is with the assumption that everyone has Herolab. I can't imagine someone not being able to open a pdf or doc format file, but the fact that someone had to ask what .por is should prove that it's not universal enough to be any sort of default assumption. Yes, lots of people use Herolab. Is it more than 25% of PFS players/GMs? Maybe. More than 50%? Very doubtful, based on my experience playing/GMing for two years at a store that has 4-6 full tables every week.
David Bowles wrote:
And that would be the epitome of violating the "Don't be a jerk" rule.
You may have a point on Ultimate Equipment having enough reprinted stuff from other sources not to be that high on the list by itself. I really have no idea why you seem to like Ultimate Combat so much. I can see it for certain builds, but other than a couple of spells and feats, I haven't used it. I've definitely used Ultimate Magic and Inner Sea World Guide at least as much as UC.
I'm really surprised that so many people underestimate Advanced Race Guide. Besides the fact that you'll want it to play tengu, kitsune, wayang, or nagaji characters in PFS, there are a ton of good options just for the core races. Whenever I make a new character, I always go through the alternate racial traits in there, and inevitably find at least one or two that I'd consider using for the PC I'm making. Other than the Core Rulebook, and maybe the Advanced Players Guide, I think ARG is the book that I've actually used options from for more of my PFS characters than any other book.
My list of books I'd recommend to everyone playing PFS, in order:
Follow up with any of:
But only get these if there are specific things you want to use from them. Also, the Bestiaries if you'll be GMing, because they're formatted nicer and have pictures than just downloading stats off the PRD web site. Or if you're using an animal companion/familiar from one of them, of course.
For the non-hardcovers, my top recommendations are:
Pathfinder Society Field Guide
Several of my characters have Wands of Obscuring Mist simply because it is way too useful, especially in covering retreats and protecting from ranged attacks. I don't think I have ever kicked off an Obscuring Mist that would effect other people at the table without checking with the rest of the players first to get a consensus. I know I am not going to get 100% agreement, but if most the party is at least okay with it then I cast it. But at least I am trying to be as considerate as I can be with the rest of the table. It's not perfect because social interaction will never be perfect, but most of them realize I am at least trying to be considerate of them even if I did something they didn't like. It's really just that simple.
I vehemently disagree with this post! You're being far too reasonable. Stop that!!!
David Bowles wrote:
Nope, not an assumption at all. This is in the actual rules:
Guide to Pathfinder Society Organized Play wrote:
If you can't act like an adult and have a mature conversation with the other people at the table when a disagreement arises, then you aren't following that rule.
I have a Sylph Sky Druid with the Weather Domain and Cloud Gazer feat, so I get Obscuring Mist and Fog Cloud as domain spells and can see through them (mostly) right from level 1 - no Goz Mask needed.
The whole point is that as a squishy, casting focused druid, I'm going to hide in the back, more than 20 feet from the front line, and cast things at the bad guys who can't see me, because I'll be 10+ feet into the cloud. But the front line will be outside the fog, so I don't interfere with my allies. Obviously, this won't work in really close quarters, but it's also not a dedicated strategy that I intend to use every battle. If my allies want, I can prepare extras of Obscuring Mist and cast it in more fights per day, but I'll coordinate with the team before the adventure.
I've actually only played this PC once so far, and didn't cast Obscuring Mist at all in that one. I actually tried to, for the more traditional reason of the party getting creamed and needing the cover, but I failed a concentration check (the BBEG was right next to me).
Perhaps the player will chime in here, but I've run and played with a character who has a Wand of Obscuring Mist and he wears a Goz mask (allowing him to freely see through any such obscurity) and uses the combination quite liberally causing all sorts of grief for the bad guys. It's a very clever combination and very powerful in certain situations.
Not really relevant for this thread, but I use a similar trick with one of my characters.
I have a race boon for a Sylph, so I made a Sky Druid with the Weather domain and the Cloud Gazer feat that lets me see through clouds (even magical ones). So I get Obscuring Mist and Fog Cloud as my first two domain spells, and I can see through them, right from level 1, no equipment necessary.
I figure this is a great way for a casting focused druid to stay out of trouble. Just sit in the back hiding in a cloud (not even standing at ground level once I hit level 5, since the archetype will let me fly) and cast stuff at the enemies who can't find me to fight back. I've only played the character once so far, and actually didn't get a chance to do this yet, but I figure it'll come up a lot in this character's adventuring career.
It would explain why Baron Dalsine didn't have enough prestige to get raised from the dead.
Yeah, I hadn't noticed that. I didn't realize PFS was more restrictive of this stuff than the core game rules, for half-elves and half-orcs, anyway. I knew it was for aasimars and tieflings.
For those too lazy to click the link:
Definitely start with low tier stuff. What level characters would you be GMing for?
It's always best to start with GMing adventures you've previously played. But some easy low level stuff to prep and run include First Steps 1, The Confirmation, Assault on the Kingdom of the Impossible, The Frostfur Captives, and The Penumbral Accords. I'm sure others will be along with more recommendations shortly. :)
The issue is that adamantine is extremely expensive, and only necessary under specific circumstances. Given that paladin smites overcome DR, hardness is really the only thing they need to worry about.
I once looked into doing a build that revolved around Magical Lineage, Shocking Grasp, Reach Spell, and other metamagic feats. In the end, it's a lot of investment to get a blaster that does enough damage to be useful, but not nearly as much as a truly optimized blaster.
The best blaster is probably the crossblooded sorcerer/admixture wizard cross that PhelanArcetus described. Just switch dragon types, and you can do this with any energy type.
If you're just looking for some lightning blasting on the side while doing other things, you might consider going druid with spells like Call Lightning, Ball Lightning, and Stormbolts. For flavor, take the Weather domain for a small, storm related attack at low levels, for when you don't have enough spells to cast something every round of combat yet. That's what I'm doing with my Sylph Sky Druid, who I'm pretty much planning as a controller/god wizard type, with just a little direct damage, and a heavy emphasis on storms, though I'll probably use more wind than lightning in my storm spells.
Seriously? The one and only thing about the character's personality that you have decided is what deity he worships, and you're going to withhold that information from us while asking us for advice on a PC detail that's usually based on personality?
If you're the type who does everything based on mechanics, that's fine. But why start a thread if you aren't going to give us enough information about the PC to even try and give intelligent answers?
How far into the scenario are you? I only play OTB, not PBP, but if a table's not full, I usually allow people to come in late if it's still early enough in the adventure.
Usually, when there's only 3 players in a scenario, you're supposed to add a pregen controlled by the GM to make 4 Pathfinders in the adventure. You may need to do that if it's too late to add someone.
Years 0-3 are scaled for 4 players, which is what a home game/mod assumes. PFS took a look at the numbers, and turned out that cramming 6 players at a table was more usual, so they beefed up season 4 and later to compensate, with a sidebar about how to gear down if you DON"T have a swarm of pathfinders.
Is a large group of Pathfinders really a swarm? I thought words like flock, herd, or gaggle might be more appropriate. After all, it's not like they take extra damage from splash weapons.
Walter Sheppard wrote:
"lawn time"??? You make it sound like the half hour per day the nurses at the old folks home let you wander outside.
As others have said, by level 4 or more, the cost of getting raised from the dead doesn't set you back that much, especially if the group splits it.
Also, I should point out that when I first started playing PFS, it was a home group that used PFS adventures and rules so that we could just play with whoever showed up that week, rather than committing to a real campaign where everyone had to be there every session. When we hit around level 3 or 4, we all started 2nd characters so that we could add some new players to the group, and we'd all be playing at level 1 together.
If you're playing with the same dedicated group every time, mixing and matching characters this way, so you all have characters every 2-3 levels and can always play with each other in any level adventure, just seems like the best move for maximum flexibility. Besides, I like having multiple characters just to try out different character ideas.
You're supposed to use their described combat tactics, if possible. Only if the players completely invalidate those tactics can you do otherwise.
As an example of why, there's an old tier 1-7 adventure where one of the fights at subtier 1-2 is against a level 3 cleric with a zombie. The tactics specifically say that the cleric only uses negative channeling to heal the zombie, not as an offensive weapon against the PCs.
A smart GM would realize that channeling negative against the PCs is actually the smartist tactic that cleric could use, but it would also result in a quick TPK pretty much every time against level 1 PCs. So you're required to use the dumbed down tactics listed in the scenario and have the cleric fight stupidly in order to keep the fight easy enough for the PCs to win.
Ed Reppert wrote:
That sounds like a really bad title for a messageboard. I've found that the use of the word "paladin" tends to increase flame wars, never decrease.
Spoilers. I do not think they work like you think they work. (TL/DR: Put the name of the thing you're spoiling outside the spoiler, so people have the necessary information when deciding whether or not they want to open the spoiler.)
Ok, that's just a mean GM. That's not in their tactics. Of course, they don't have tactics listed in the scenario. It would actually help if they did. For instance, do the robots attack as soon as someone enters (which actually makes sense if their programming is to repel intruders), or do they wait until everyone enters (as mentioned in a couple of posts in this thread)?
You always know Common, at least in PFS. I would also venture to say that the newer book takes precedence, even if one is using the older source for reference/legality.
This came up before, and Mike Brock specifically said that when there's a conflict between two legal sources, you can actually choose which to use.
I remember specifically, because when I made my nagaji character using a boon, roughly a year and a half ago, I could get Tien and Nagaji as starting languages if I used Dragon Empires Primer, or Common and Draconic as starting languages using Advanced Race Guide. Having both books and a character concept that involved being born in the nagaji homeland of Nagajor, I went with the version that gets Tien and Nagaji, and just got Common for free because it says so in the Guide to Organized Play.