It's not even what I 'prefer', as I said I would have no issues on a ruling in not being able to use the side compartments to pluck from and fire arrows.
I was just asking from clarification from yourself on actually dumping out the items in the quiver, as when talking with others, or on the forums, most have not had issues moving the arrows over in in combat as a move action.
But that is by your right as DM in your decision. :)
Please do not take this the wrong way, but did you read the replies to your OP?
You have issues with the +3 for class skills, but are ok with maxing out one skill with 4 ranks at 1st level. You do understand they are basically one in the same but just done a little differently, correct?
I have no issues on not being able to use the compartments in the same way with arrows (in being able to pull out without an action in combat). I was just curious if there was going to a ruling more favorable than the other, or if this is something that was already discussed and established in PFS, althought it appears this was not the case on the varying opinions.
What I may do, when (if) it becomes necessary, is take Will's recommendation in purchasing two. Although the next question would be is are there any penalties in carrying two quivers?
To Lazar, I can understand you reasoning in not allowing the other two compartments to be useable with arrows like the compartment designed for it, but you would not allow a character to move (bundled) arrows from the other compartments to the main arrow compartment as a move action? They would need to take off the quiver and dump it out?
The text for the Efficient Quiver states:
It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard.
Now please bear with me on why I am posting this in Pathfinder Society, instead of the Rules section, but the reason will be made clear in a moment.
My question is, are you able to put arrows in the other two compartments as well, and pull them out in the same manner as you would in the named (60) arrow compartment?
I have checked the FAQ for clarification (there is none) and have done a search on posts to see what others have said on the matter, there have been varying opinions, but in the end it says “DM’s decision”.
My problem with this, and why I have posted this here, is because this is for my PFS Ranger and I could varying rulings, from different GMs, from one session to another.
So I ask the PFS GMs, what is your consensus on this situation and how would you handle it?
I will be going to PaizoCon and then GenCon in August using my PFS Ranger, so I could very likely be at one of your tables. :)
At 4th level, why not just skip getting a masterwork steel longsword and go with a mwk cold iron? It is only double the original price of the sword, which a 4th level Fighter can easily afford, and there is no drawback on using cold iron all the time. Also, it cuts down on having to carry an extra weapon.
Yes, there is a relatively expensive start up for enchanting it, but when you get to that point it shouldn’t be that much of a factor.
So I take it you are buying a heavy steel shield? Yes, it would be 20 gp+10 gp for the spikes, and if you wanted to make it cold iron, you would double that for 60 gp.
Please note that if you wanted to make the shield masterwork, the masterwork cost is added after it’s doubled, not before.
And for the adamantine question, I am curious about this as well. I have a Ranger in PFS who went down the TWF route for his combat style and thinking about getting an adamantine weapon, also.
Sebastian Hirsch wrote:
Sorry, but I assumed, that the contend of that particular bit were well known, if course I coulnd´t quote a source right now. To repeat myself, the section has good advice and some examples, but it contains nothing really new (but I guess the bit about upgrading might have been somewhat common knowledge on the boards, but now it is in print).
There is information on cooperative crafting in the CRB, but it is extremely brief. Basically it tells you that you can do cooperative crafting, and that one of you need to decide who will be considered the creator.
And now that I've received my PDF, it does detail it a bit more. Granted, not a lot, but more than what is said in the CRB.
In regards to the kingdom building, I cannot give an opinion on the overall system for it as I haven't read it in detail yet, but from what I have seen I will say one thing I don't like is you can't build unique structures.
Now it's just an "Inn", or a "Bank" or "Academy" and so on. It focuses on the overall kingdom, which is great, and it looks incredibly detailed, but I also would have liked the option of building unique structures, as well.
Ahh, I bet that's where I had gotten the 'chronicle sheet only' information from on purchasing items, when I was pre-5 fame.
So I thought "chronicle only" just was the way it was supposed to always be.
My fame is now 11, so I believe I can purchase up to a 1500 GP magic item.
What do you mean by "faction list?" The part about "capitalizing on his fame with his faction" means your fame needs to be a high enough level and the chart is in both the Guide to Organized Play as well as the Field Guide. I know it is at the beginning in the Field Guide, the first 5 pages or so.
I will let my friend know as well, he's been playing it incorrectly also.
Ok, so just to be clear, you can purchase any magic item as long you have the fame and gold for it? It doesn't have to be listed on a previous chronicle sheet?
I had always thought you were not only limited by your fame level, but you needed to have picked it up as an option to buy on previous scenario (i.e. on your chronicle sheet).
For example, on a couple of scenarios, I've had the option to buy Cure Moderate Wounds potions as part of my reward. Until then, I had thought I could not buy CMW potions until it showed up on my chronicle sheet, but that's not the case? I could buy them at anytime, as long as I had the fame for it?
Sean K Reynolds wrote:
I guess I was just hoping for something in a little more in depth with the book than the short statement in the FAQ.
But thanks for the response.
Alexander Augunas wrote:
Now that sounds great, especially emphasis mine. From what I had been told there was nothing describing cooperative crafting, I am so glad to hear there is some rules detailing it in the book.
Sebastian Hirsch wrote:
Pages 170 to 175 cover magic item crafting and advice how to handel some cases, like a use activated true strike weapon, upgrading magic items and other cases. They showcase the idea of talismanic components, like dragon heartblood to craft a flaming weapon.This isn't a more descriptive and clarified section on magic item creation. IIRC the GMG had something like that, or maybe it was UM.
Wow, that is really, really disappointing. By his own words when I spoke with him at GenCon, Sean indicated that the section would clarify the rules on magic item creation, including detailing what you can and can’t use an additional +5 DC.
At least Wealth per level for crafters addressed, that is one factor I’ve been a bit confused on. But from what I hearing about this section, very disappointing.
Oh please don’t say that, one if the biggest things I’ve been looking forward to is a more descriptive and clarified section on magic item creation.
I hope there is a more detailed list on what you can take a +5 DC on and more detailed explanation on how cooperative crafting works.
Instead of just “yes, you can work with another person to craft a magic item.”
Victor Zajic wrote:
You could be right. Either way, it’s past now and getting off topic.
And for future reference, if you ever find the need to spoiler something, you type: [spoiler] your spoiler message [/ spoiler] Although there is no space between / and s.
As for Bonekeep, really looking forward to it, just hope my character doesn’t die before I make it. Will be going to PaizoCon as well and would like to be in 3-4 PFS events. Trying to catch up to a friend of mine!
Victor Zajic wrote:
No worries, not upset at all.
But it was a bit of a story spoiler revealing a
villain first experienced in Day of the Demon will carry over to Ruins of Bonekeep
Like I said though, not upset, just please watch spoilers like that from now on. :)
Jeff Mahood wrote:
Question, would you say it is better to save up for a +1 weapon (Bastard Sword or even Composite Longbow) or to spend money on the ghost salts, cold iron (Bastard sword and arrows) or any other worthwhile consumables?
This is for my PFS Ranger, he is 3rd level now.
Victor Zajic wrote:
There is always risk to die in any of the scenarios (I’ve died twice), but especially more so in Ruins of Bonekeep. I have not seen specific info on the scenario, but from what I read it is not uncommon for 1 or 2 characters dying.
So if you want to be more careful with your character and have more assurance of not dying, you may not want Ruins of Bonekeep.
But that being said, I don’t want to discourage anyone from trying it because it sounds like a lot of fun! There is an option to back out anytime during the scenario (except in combat) if things are becoming too hairy for you.
Is it already sold out? I know in previous years Paizo has added tables, especially for the large special events, so you may be ok. But if you want to try RoB, I would buy tickets now if they are still available. You can always change your mind later and get your money back/credit.
One last thing, please spoiler from now on in regards to story related issues for scenarios, I did not know that
Spoiler:was linked with Ruins of Bonekeep.
Day of the Demon
Ok, thanks for the suggestion, will have to look into that later (don’t have the Field Guide easily accessible now).
Do you know what the price is by chance?
It’s too bad the weapon blanching is not all that useful for melee weapons.
Edit: Thanks for the link!
Ouch, that one is expensive, but worth it if you know you are going against incorporeal creatures.
Ok, maybe I am putting in the wrong keywords (typed in ghost salt), but I can’t find info on ghost salt. What is it?
I’m guessing it is some sort of ghost touch ability?
Also, I only saw options on weapon blanching with adamantine, silver and cold iron.
Jason S wrote:
Thanks for the reminder on the cold iron, will be purchasing for my Ranger.
cruise, just a suggestion, if either yourself, gf or her brother use arrows and you decide to go with the cold iron option, it is cheaper to buy the arrows outright than purchasing Weapon Blanch as long as you have the carrying capacity.
20 cold iron arrows = 2 gp
I registered for a total of 6 PFS events, including the Friday special and both parts of Ruins of Bonekeep (will drop out of part 2 if we advance in the special).
Really looking forward to RoB, I hear it can be extremely challenging!
Ok, so playing the scenarios won't have a bearing on me then.
As for the changes on playing up/down, I just remember reading on one of the threads in the PFS forums that people were unhappy with the changes on fame and how it would affect playing down (in it not being beneficial anymore).
But the thread didn't mention anything on what the changes were.
Thanks for the reply.
Yes, I understand that the original 'Epic' rules are still in the CRB and it may be something that we still use with our characters to fight those 30+ CR creatures.
However, my point was that I felt the Mythic Tiers should have covered this on their own. In that you wouldn't need to supplement the brief Epic rules in the CRB to do so.
However, as I said before, I am by no means making any final judgement on Mythic Adventures. I still plan on purchasing the book and I am sure we will be using it with our campaign. But there are just a few things I wish would have increased as well, and just didn't stop because you are taking Mythic Tiers now.
So I heard with some of the new changes it becomes disadvantageous to play down a tier? How so?
And if you are part of the two factions that are being disbanded, is it pretty important you get into those ending scenarios?
I am part of Cheliax, so I don’t believe it will affect me, but I’m just a bit curious how it affects PFS, besides just the factions no longer being viable.
So what’s your point? That a character with 10 Mythic Tiers is more powerful than someone with 0? I would certainly hope so.
And not really here to argue with you about ‘feeling among the best on different planes’ as it’s subjective. It’s just a feeling that I had, but you are welcome to disagree.
But, barring any misunderstandings in what James was saying, being around the power level of a CR 25 with 20 character levels and 10 Mythic levels is not what I had in mind.
In a sense that is worse then. When I first looked at the Mythic playtest one of the things I didn’t like about it is you didn’t feel ‘Mythic’. Sure, there were some really nice abilities, but there wasn’t any (or very little of) those uber abilities that made you feel on your way to standing among the best on different planes.
But with what JJ said on equivalent CR, that makes sense then on how I interpreted the strength of your mythic character. What doesn’t make sense though is I thought these characters would be able to challenge CRs in the 30s? Like the Four Horsemen or Arch Devils, for example. But having a power level somewhat in the area of CR 25, not sure how you would be able to do that.
But again, not making any final judgments until I can see the completed product.
Sean K Reynolds wrote:
They are separate.
Yeah, that's what I was afraid of.
That is one of the things I didn't like what I read from the the Mythic playtest rules, it doesn't increase your existing abilities. No caster level increase, no increase in established feats, abilities, etc.
Yes, you get new ones, but I would like it if you were actually considered '30' levels of your character, not 20 character levels and 10 Mythic tiers. I understand not increasing skill points, and even saving throws, but I feel the rest should have been increased.
But I am willing to keep an open mind and looking forward to reading the full rules and changes that were made from the playtest rules.
Yeah, the games will be pretty specific because I don't want to take scenarios that I have signed up for GenCon (I would rather play them with my friend).
So PFS events are not lottery based then? That is one of the reasons why I was asking if I could sign-up onsite.
Thanks for the replies.
I am hearing event registration is going to open up closer towards the end of May, so I will know by that time what events I will have (successfully) registered for GenCon and which ones I won't.
I was just wondering if PaizoCon was more flexible at the time of the events on getting in (more so than GenCon).
This is my first PaizoCon, and I would think PFS events would be easy enough to get into, but I’m not sure how much in demand they are.
I know at GenCon they sell out unless you are lucky enough to get in with a generic. Yes, Paizo always does a great job getting generics in, but it’s still more demanding that I would prefer, so I always want to get the actual event tickets.
Are PFS events easier to get into at PaizoCon? Can I walk up to the PFS area and immediately sign up for an PFS scenario? Or is it luck of the draw with PaizonCon’s version of generics?
One of the reasons I am asking is event sign up for GenCon is this week, and I have picked my PFS events (for my wishlist). I am trying to coordinate in not having the same scenario for my character (as I know it is not allowed) between the two cons.
Yes, I could start up a new character, but I am actually trying to catch up to a friend of mine who is 3-4 experience points ahead of me, he will be going to GenCon with me and I would like to be even with him, or at least close.
Of course if I die, the point is all moot, anyways. :)
All of this info excites me, I’ve been looking forward to this book for a long time now.
The only thing I am leery about is the ability to swap feats. How is this different than the Fighter’s class ability to do so? I hope this doesn’t overshadow a class ability.
And to say this one takes more time than a Fighter doing it on the fly (when he levels) I don’t feel is enough of a differential, unless the time is substantial. I’m curious to see how this is handled.
With already being part of the Pathfinder miniature line, contributed to Reaper KS, not sure if I will do so with this, especially considering it’s metal. (Would have preferred plastic).
Although I do love my Tome of Horrors Complete. :)
Still Learning wrote:
An engineer is not clueless. He is going to know why his engine needs oil and what will happen to his engine if it doesn’t get it.
What he won’t know is why the engine works the way it does. Why exactly the engine is able to go 150 mph, how are the brakes constructed to allow him to stop ‘x’ distance from the station.
An engineer can run the engine (and that includes rudimentary knowledge on how it works), but he won’t be able to design and build one.
Why was the color of the Goblin Dog changed to a lighter color? I liked the brown established in RotRL and also in this set with the goblin sitting on it.
Erik Mona wrote:
That's really disappointing to hear. Unless you have some hidden meaning with miniatures being in quotes.
Was it ever clarified if you need to actually hold and activate this everytime you want to use it?
It says "the bearer" and that you treat it as a "spell on your known spell list", which would make me think no, but I'm really not sure.
From what I looked at of the playtest book, I was a bit disappointed in how it turned out.
I understood that some of the numbers would not be increasing when taking Mythic levels, but I didn’t think none of them would. I think the only thing that still increases is the stat increases.
I really feel caster level should still go up as well as skill points.
Now, that was an early version of the playtest, I understand there have been a lot of changes.
Either way, still keeping an open mind and will still be purchasing the book.
Are you able to say how much space has been allocated to clarification of magic item creation?
I noticed you mentioned in another thread about it being 'limited space'. I am hoping that is just a general mention of all of the book has finite (limited) space for different topics, than the magic item clarifications actually having a small amount of space.
As you well know, there have been a lot of questions posed over the years, as well as in the thread you dedicated asking what needs to be addressed. I understand you are not able to address all of what was asked in that thread, but I hope it does get at least a couple of pages in the book and not just a sidebar on one page.
When I spoke with SRM (Stephen-Radney MacFarland) at GenCon last August, he indicated the Stealth rules are not abandoned, just taking longer than anticipated. They were finding the current changes (on the Stealth blog) were not working as well as they liked, conflicting with other class abilities.
For example, he said the changes did not work well with the Ranger’s HiPS. However, he stressed it is something they are still working on, but there is no ETA at the moment.
Now that was 8 months ago, so who knows how that has changed. They could have possibly abandoned it by now.