|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Pathfinder Card Game Subscriber
Thanks in advance for any feedback.
Phantom Slayers' Gloves
This set of three black leather gloves with silver knuckles aid in destroying disquieted spirits of the undead. Multiple creatures may wear parts of this set, but if any of the gloves are more than 300 feet from another they become inert for 24 hours. Phantom slayer's gloves may be worn on any appendage which can hold a weapon. The third glove may also be worn on a Hand of the Glory, Hand of the Mage, or Hand of Stone without affecting those items functions.
If a single black glove is used to wield a one-handed manufactured weapon, those attacks are treated as magic. Damage delivered by these weapons to incorporeal targets is rolled twice taking the better of the results.
If two gloves are worn by the same being they turn gray, the knuckles tarnishing to a dull copper. In addition to the black glove effects, if wielding a ghost touch, force weapon, or using the ghost rager rage power, increase the critical threat range and multiplier of the weapon by 1. Once per round the wearer of two gray phantom slayers' gloves may roll concealment miss chances twice, taking the best result. These effects functions for any manufactured weapons.
If all three gloves are worn by the same being the gloves turn white with golden knuckles. In addition to the black and gray effects, the wearer can cause the gloves to glow with a nimbus of light as the cleric sun domain power using the wearers character level as her effective cleric level. While the nimbus is active the wearer is also protected by a death ward.
There is a really big difference in using a cell phone in a social situation and casting a spell. The cell phone may be rude, but a spell could kill everyone in the room, and should be treated accordingly. The only way that analogy makes sense is if you are using the new apple iGrenade as your not-so-smart phone.
Magic may be commonplace in Golarion, but magic is well known for being dangerous.
Animal Archive for pet classes and familiars, and Chronicle of the Righteous for religious characters are both great.
Varisia, Birthplace of Legends is great background, especially if you're looking into almost half of the APs or Season 4 Scenarios.
Inner Sea Magic and Faction Guide although not terribly PFS friendly have the most crunch/fluff of any books, really filling out many of the organizations mentioned in The Inner Sea World Guide.
Bonus answer:#35 Voice in the Void, #39 Citadel of Flame, #40 Hall of Drunken Heroes, #43 Pallid Plague, #2-03 The Rebel's Ransom, #2-13 The Throaty Mermaid, and #2-21 The Dalsine Affair
I would shift either Empyreal Enlightenment or Rise of the Goblin guild after The Quest for Perfection series. If anyone plays all 13 weeks they will level out of QFP before the end, and you REALLY want to get that one all done on the same character. If you are the GM for all of this, you are definitely in danger for leveling out before the end. You might want to take your GM credit on slow progression for a level after hitting 2nd, which will slow you down enough to avoid leveling out of QFP
I'd be happy to help you get started in Montgomery! Send me an email or PM. firstname.lastname@example.org
The quick answer is download the Guide to Organized Play and a scenario, grab 3-6 friends and print out the 1st level pregens for them. If you have internet access at the time, have each player go to the Pathfinder Society page and click the "Join the Pathfinder Society and create your character now!" link to create a paizo account and get a membership number. You can create an event on your "my pathfinder society" link at the top of the society homepage and create an event, then it will let you reserve 10 membership numbers which you can print and hand out to your players so they can register after the game.
Have fun! (play the game) Hand out chronicle sheets to the players who participated and survived.
After the game, go back to your event on the webpage to report the player numbers who participated.
Everyone welcome Joe Tremblay aka Lasoric as the New Venture Lieutenant for Huntsville and North Alabama!
Joe has already had a taste of the local organizer life, and just visited Play On Con 6 for a small sampling of convention craziness. After all that abuse, he was still interested in helping us grow PFS in Alabama!
Thanks for all the work, Joe! I'm looking forward to watching the Huntsville gaming crowd become more active with us!
Welcome to PFS!
The chronicle sheet you were given is the prime record for your character. That is what you need to prove that your character played that scenario and earned XP and gold for it to any other PFS GM anywhere in the world. Keep that with your character sheet and take it with you wherever you play.
The game you played should be reported online by the organizer (hopefully) soon after the event. Depending on the number of tables played at the event, it could take a while. Since you have a PFS number already and registered here online, when he reports it the game will link to your account and will become visible on that character number.
Most of the character information is kept by you on your own character sheets. It sounds like you probably played a pregen character at the convention, so now it is up to you to make your own character. Your new character gets the gold and XP from the session you played as a pregen, and can buy the items listed on the sheet if you can afford it.
You are not doing anything wrong. In fact, thank you for being so prompt on registering your number and account before the organizer could report the event!
Usually, if I need to buy something that costs less than 1gp, I just buy enough extras to bring the total to 1gp and then leave the extras at home. Otherwise, I've been known to just write gp in decimals. (For example, 348.72gp would be 348gp, 7sp and 2cp.)
I use the Jiggy bulk method as well.
Dodgy, my non-combat mule prefers decimals though. Eventually those decimals get added to a bribe once I've carried them across too many chronicles.
I use magazine sized comic bags and 3 hanging folders per season in a portable storage box. Single sided prints with 7 chronicles and 2 sets of faction missions usually fit in a single bag. I usually overprint the heck out of faction and chronicle pages and leave those in a separate box for restocking once a month. I still don't have all of them printed yet, mostly missing 7-11s, but I think they should all fit in one box.
Modules, pregens, session sheets, membership cards, extra character sheets, and other assorted organizational paperwork live in an accordion folder.
It's fairly common to have things in chronicles that are mostly useless but look like they could potentially useful in future scenarios. E.g. "with this map, you get +2 to Survival checks to track womp rats in the mountains of Shabooboo", but no scenarios actually take you to Shabooboo.
"The Cup of Mount Shabooboo" is my mythical scenario recap when explaining the society to newbies. Agents are tasked with retrieving the legendary Cup of Doom from its resting place at the summit of the mountain. There is an ex-sczarni hermit who collects rare Taldan tea sets living on the trail up the mountain for faction missions. This scenario has quite a high kill-rate, illustrating the Decimverate's apathy towards the fate of field agents.
That is a completely personal and situational decision, but be sure to check the printed tactics and morale first. After that, here are my own guidelines:
Low level (1-4) and/or inexperienced players without direct written tactics conflicting, almost never. Intelligent opponents will try to neutralize everyone before spending time on finishing blows, and unintelligent will continue to pursue threats before stopping to eat helpless opponents.
mid-level (5+) play, if tactically or alignment appropriate. Really evil or angry foes will kill because they like it and it hurts the survivors. Intelligent opponents will spend time on helpless foes if ranged healing or curatives are shown. Unintelligent foes will stop to eat helpless victims if nothing in in immediate threatened areas.
High level (9+) play, Anytime, everytime.
Rise of the Runelords Anniversary Edition, Shattered Star, and Reign of Winter are currently the only sanctioned for PFS Adventure Paths.
That said, we've received a very ominous "stay tuned" from those responsible for sanctioning each time someone asks about the possibility of other Paths coming on board.
The Alabama Phoenix Festival is a 2nd year, multi-genre convention held in Birmingham, Alabama at the Cahaba Grand Convention Center and host hotel, the Perimeter Park Hilton. All gaming events this year will be at the Hilton, where we are offering 12 overlapping slots, 39 tables of PFS including the 2011 Special Blood Under Absolom, and Birmingham's first batch of Seeker level play, Eyes of the Ten and The Ruby Phoenix Tournament.
Anyone who signs up to run 4 slots or more will receive a free con badge, a full set of available boons and possible crash/floorspace in the hotel (details still pending). If you sign up for at least 2 slots, you may receive a discounted con badge (details still pending) and a choice of 2 of the available boons. GMs are eligible to win further boons and other prizes as if playing the slot they run. When you register on Warhorn, please use the same email as your Paizo.com account, so that scenarios you run can be placed directly in your downloads.
If you have any questions please contact me at email@example.com
The only thing that the blog makes legal is the subdomains for otherwise legal deities.
It is not likely that she will be made legal at any point in the future, since
she and her cult are a major plot point in season 4 scenarios
My response was to Avatar-1, not an endorsement of 2 man tables or griping about the rule.
I totally agree with the rule, and enforce it as a VC. But of all the rules to break and ways to cheat, I don't understand where the advantage is to break this one.
Actually I think it would be a horrible idea anyways. This is a social game and playing with less than minimum players is just burning a scenario you can never experience again.
The Guide to Organized Play Pg. 34 wrote:
I fail to see how you could abuse the system by running tables of only 2. Even the most broken OP builds would eventually run into something they can't handle and get killed that way. Surely those combat-mongers who can solo scenarios are going to have faction mission problems. If your GM is in on it and softballing the adventure enough to not kill a 2 man group, you're going to come to a rude awakening when you play at a real table someday.
It's not like you get extra gold or boons by playing with fewer people to split. Extra danger, same rewards.
First Gen Con also, tried to get as many different things as possible
Thursday, August 15
Friday, August 16
Saturday, August 17
Sunday, August 18
and my loverly fiancee will be doing a slightly less insane
Thursday, August 15
Friday, August 16
Saturday, August 17
Sunday, August 18
Normal PFS scenarios are playable up to 11. After that, 12+ play uses either the special Eyes of the Ten story arc built specifically for 12th level, or Modules and sanctioned Adventure Path chapters.
Eyes of the Ten used to be called the "retirement" story, but now there are plenty of options to play above 12th level.
Strictly by the rules of the 4.3 Guide to Organized Play: Yes. You alternatively can buy the PDFs and photocopy those relevant pages to show the GM. Keep those, and a copy of the Additional Resources page with the character at all times. Present all of it to the GM before play begins so that he can familiarize himself with the new material.
In Reality: maybe. Most GMs aren't going to review every character before each game. While I'm pretty sure most GMs have bigger game book collections than the average player, it is up to you to provide the documentation for your character should the need arise. Depending on how strict your local GMs are, and realize that any time you play with a different GM you could run into one who enforce the rule to the letter, and without 100% proper documentation of every non-core race, class, archetype, feat, trait, weapon, and spell you have, you might end up playing a pre-gen.
Personally: I have much more important things to do with limited game time than harass players about bringing stacks of books to my table just in case a rule conflict occurs. I am also much more interested in finding ways to get more people to play with us than finding reasons to exclude characters over paperwork issues. I will NEVER turn someone away from a game because they forgot or don't even have proper documentation. I will, however, mention that there are harda$$e$ out there who will, and suggest strongly that they get their documentation ready in case of travel.
The rule is not designed to penalize poorer players, or even to sell X copies of the books, but to ensure that GMs have incontrovertible documentation they need to make rulings concerning your specific build. The rule is designed to make sure the actual rules are available; not copied from a fan website, smartphone app, or character generation program, as those often have errors in the translation from printed page to digital format. Yes, it is also worded to protect Paizo from piracy, but in practicality it is there to defend YOU as a player as well. GMs can't argue with printed, verified, legal copies of the rules, as much as we'd like to sometimes (stoopid broken Maguses.)
Mark Moreland wrote:
Bump for editing. This still needs to be updated.
Marcus Gföller wrote:
I'll lean out the window and take the wild guess that the vaaast majority of scenarios gets finished successfully.
Is there any chance this could default to already being checked, or word it as a "mission failed" box? Failures are rare enough you would think to look for options while the 90% of successes just leads to misreporting when someone forgets to hit the box.
Imagine the chaos if our "character died" box was "character survived" instead.
Why would you do this to anyone, much less newbies? If you run a non-PFS campaign of PFS Scenarios you are robbing your players of the ability to play them for the actual PFS experience.
By experience, I mean the play experience, not credit or chronicle sheets.
While PFS play might not be your cup of tea, it could be for the inexperienced players and you are chewing up limited resources for them. I'd try to make a campaign out of the older 3.5 modules, 3rd party material, or even the Sanctioned Modules before I burned PFS scenarios.
But to answer your question:
There are a few threads about running scenarios in a campaign order, Drogon's post on campaigns should help you a lot.
Patrick Harris @ SD wrote:
I believe that the special reward option is NOT allowed to GMs and they must take the printed boon. That special reward is not on the chronicle sheet for a reason, reflecting a specific and complicated plot situation. If it were simply a choice, both would be listed on the chronicle with an instruction to cross out the unused boon.
Disclaimer: Despite VC status, this is NOT an official ruling. Mike and/or Mark have the final say, but if they don't say, this is how I'm running it.
Further Disclaimer: I ran this before GM's got boons, and got neither option. So, other than dealing with organizational issues, I really don't have a dog in this fight.
Pathfinder Card Game Subscriber
Lily Orlovsky wrote:
I've been looking for a Pathfinder equivalent of a feat from 3.5 called short haft that would allow me to attack adjacent squares with a reach weapon. Someone at a game last night said there is one, but I haven't been able to find it. Any ideas?
The Polearm Master archetype for Fighter gets an ability that allows them to attack adjacent foes with a -4 at 2nd level, but I don't know of a feat that lets you do it.
And this thread should be in general advice, not the Pathfinder Society section.
Your GMs should be reporting their games, and I would gently prod them into reporting them if possible. Point them to the sidebar on Pg 37 of the Guide to Organized Play, which covers the importance of reporting games.
That said, your collection of Chronicles is the definitive record for your characters, not the online reporting. You should always keep your chronicles with your characters for this exact reason.
Edit: Ninja'd with much better info. What Stephen said.
I am always for more plot potential over "monsters"
1) Dragons: Intelligent, nigh-immortal, and crazy territorial? yes please. Maybe even as a meta-plot villain(s) rather than scenario boss.
2) Goblins: the true plague of Golarion, since hordes of clerics eliminate real-world diseases. I think their role is about perfect right now. I don't want them to become comic relief though. They should remain as funny as an outbreak of cholera.
3) Orcs: I would love a story about WHY we haven't seen them enough yet, but I agree, with several others: they're just overdone as is. Maybe If something BIG were to happen with them (Year of the Horde?) That would be great, but otherwise, meh.
4) Drow: I love their role in Golarian as boogey-men who the elves desperately try to keep secret. There is a whole secret organization based on that secret. They should remain rare, but could make one or two more appearances.
5) Dinosaurs: really? we have fire/acid/ice-breathing flying plotting lizards already. They even suck as monsters with no real tactics other than lots of HP and a big bite. Leave 'em.
6) Undead: I'd like to see more intelligent undead and the whackos who try to control/create them. Less undead without a reason for being there.
7) Swarms: meh. it's just a creature type that has probably been overdone by now. Time to lay off them but this time next year everyone will be in a snit over oozes or constructs.
8) Outsiders: Overdone, but nothing says "I am a big-darned hero" like sending some of the ultimate evils back to Hell. Keep them as is.
9) Humanoid NPCs: I'd like to see some other sinister organizations become more prominent. I'm pretty sick of Aspis agents, but I LOVE killing those guys.
Pathfinder Card Game Subscriber
he is speaking of being a rogue with the sniper archetype, and at 2nd level rogue choosing to take a ninja trick instead of rogue talent, and choosing the trick that increases the range sneak attacks can be made, making it a total of 50 feet instead of the base of 30.
Oh yeah, forgot they could do that. I try to keep ninjas and rogues completely separate in my head. Different roles, but way too similar.