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Mike Lindner's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 656 posts (665 including aliases). 1 review. 1 list. No wishlists. 16 Pathfinder Society characters.


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I think this would be workable with a few tweaks. First, PDFs should never need a sign off because they should already include the owner's name. Second, the resource tracking sheet should never expire. Third, any GM should be able to sign the tracking sheet; we already trust them to run the game and fill out the chronicles correctly after all.

I think some folks have missed one key requirement, that the player is still responsible to bring a copy of the rules with them to the table, either a PDF print out or a photocopy of the relevant page(s) from the book. So the GM still has the official text to use for rulings.

As far as abuse of the rules goes I don't really see how it would be worse than now. In particular you can change the name on a PDF you didn't buy if you are intent on cheating, which isn't much different than making an extra photocopy of a book page for a friend. The people that would intentionally cheat the rules, such as forging someone else's name, whether on a PDF or a tracking sheet, are probably already fudging their die rolls, "misunderstanding" how their abilities work, etc. I don't think it's a good idea to make honest peoples' lives more difficult because some people suck.

I acknowledge that the time taken to sign the sheets is an additional burden on the GM, but if they don't have time (such as at a convention), they can just ask the player to have it signed at a later date. After all the player must have the resource available at that time to get it signed off anyway so it does not prevent them from playing their character.

I myself was bitten by the removal of photocopies as a legal rules source. I owned everything in hard copy and was tired of lugging it all to every game, so I photocopied every bit of rules I used outside the CRB. Not long after that photocopies were made illegal and I once again had to start carrying all my books to games. That was pretty annoying. I wasn't active on the forums at the time and never saw anyone else in my area using photocopies, so I don't know how much this was truly being abused, but that experience does make me empathize with Gary on this.

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Mike Lindner wrote:

Human 2 (1 retired)

Dwarf 1 (retired)
Gnome 2
Aasimar 1
Wayang 1
Tengu 1
Tiefling 1
Kitsune 1
Nagaji 1
Ifrit 1
Sylph 1

Reboot update:

Human 4 (1 retired)
Dwarf 1 (retired)
Gnome 2
Aasimar 1
Wayang 1
Tengu 1
Tiefling 1
Kitsune 2
Nagaji 1
Ifrit 1
Sylph 1
Halfling 1

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I agree with others that nonlethal is preferred, but it all depends on the situation. If my (level 11) zen archer monk was dominated to attack the party, I would fully expect the other PCs to drop him as soon as possible regardless of the means due to the large likelihood of him killing other PCs.

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UndeadMitch wrote:
Byakko wrote:

Many seem to be of the opinion that most towns will have ways of dealing with high level adventurers.

I wonder just how common high level individuals really are in most non-capitol/legendary locations, however. A team of high level (10th+) pathfinders might be extremely rare and powerful. If they decided to go on a rampage, perhaps little could stop them until a special task force is assembled by a major government/organization.

If they go on a rampage, it's going to be pretty short. The PC's are going to get mobbed by numbers, regardless of level. If the PC's want to just sit around and fight an endless mob of town guards, then perhaps a home game would be more their speed. Check out Mike Brock's post linked to upthread for a better summary of what should happen.

The village rounds up every house cat in a 20 mile radius. The PCs don't stand a chance.


Commenting on your comparison for the stalker...

I disagree with your assessment of pull into the shadows. It lets you do something that is otherwise impossible: you can take a move action, attack doing damage, then attempt a drag and move again dragging the enemy. Assuming the attack and drag are successful it's better than the three feat chain leading to spring attack. Plus it's very thematic.

I am concerned that at higher levels mighty ambush combined with up close and personal could be too powerful since you have the potential to knock out every enemy leaving them open to a coup-de-grace. Perhaps mighty ambush should be limited to once per combat.

I agree that perfect vulnerability looks nice until you realize you'd have to use it every round to, possibly, maintain the effect. This needs beefing up somehow.

On rogue talent, I created another thread to clarify one aspect, so I won't go into too much detail, but I think this should call out that it applies to all hidden strike attacks, not just those against enemies unaware of the vigilante. Otherwise it is strictly worse than a rogue taking the same rogue talent.


Does the limitation on applying the effects of a vigilante talent marked with * "only when that hidden strike is dealt against a
foe that is unaware of the stalker vigilante (or who considers him an ally)" apply to the rogue talent vigilante talent?

Playtest document wrote:

Vigilante Talents: A stalker vigilante may select from any of the following talents. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante (or who considers him an ally), unless otherwise noted.

Rogue Talent (Ex): The stalker vigilante gains a single rogue talent (not an advanced talent) of his choice. If he selects a rogue talent marked with an asterisk (*), that talent applies to his hidden strike instead of a sneak attack, and it counts as a vigilante talent with an asterisk (*) for the limitation of one per hidden strike.

Perhaps it's just seeing what I want to, but the way I read this is that the limitations are not inextricably linked, and since the rogue talent talent specifically calls out (only) that it counts "for the limitation of one per hidden strike" then it can be applied to any hidden strike attack. To me this makes sense balance-wise as rogue talents were written assuming they would be applied that often, rather than the more powerful vigilante talent effects that are balanced by not being applicable as often.

I want to take bleeding attack and would like to apply it to every hidden strike attack. Otherwise I will just use the wounding weapon special ability.

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UndeadMitch wrote:
Does anyone find it odd that the trap in the lower tier is the harder to disable and more dangerous flame strike trap while high tier just has a shocking grasp? Did the two traps get switched?

It is odd. I assumed it was to balance out the overall scenario. That flame strike killed someone the first time I ran the scenario because they didn't heal up between fights. The other cause is that they checked every other door for traps, but because it's on the inner door they got lazy. Lessons learned.

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For small to medium sized maps I print them with the following process. I copy the maps from the scenario and paste them into irfanview. Then I crop them to only be the area I need to print since many maps have extra padding around them which just wastes ink; plus I can ensure it's an ordinal number of map inches to make the next step easier. Irfanview makes adjusting the DPI easy (press I) as you can adjust it separately for horizontal and vertical dimensions and it updates the map dimensions in the same screen in cm/inches so you can quickly fiddle with it until you get the correct overall size. Next cut it up into multiple images as needed to fit on the paper size you have available. Print them!

For larger maps I prefer to draw them ahead of time on a large pad that has a 1 inch grid preprinted on it. You can get these from office supply stores or stores that sell supplies to teachers. Check around as prices can vary by a lot (I grossly overpaid for mine from Office Depot). This is especially useful if you think you will run the scenario more than once.

When it comes to drawing don't worry about it being pretty. As long as you can draw a line close enough to straight for walls and features that may affect combat, then that's enough. You can fill in any other details with the verbal description of the room. Remember that you don't have to stick to just the "box text" description of rooms; you can embellish all you want to fill in the details that your drawing may not capture.


Fomsie wrote:
Just a question, are there any flip maps or map packs used for this scenario, or all custom? Just want to be prepared.

maps used:
It uses: Flip-Map: Swamp, Flip-Mat: Falls & Rapids, Map Pack: City, and two medium sized custom maps.

Stirges are indeed quite good, especially at higher levels because that con damage can add up quickly.

Elementals are often useful. I used some summoned earth elementals to recover some gear in a recent scenario that we otherwise would have missed out on.

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Jessex wrote:
Not to dare write something nice about HeroLab but this is something it does well. I never have to worry about tracking my characters encumbrance the program handles it quite well automatically.

There are some limitations to be aware of though.

HeroLab gets the weight wrong on many small sized items. It either halves the weight twice or applies the half weight when it shouldn't.

HeroLab also does not count the weight of the free outfit PCs get at first level.


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Since the wording is "spells you cast to ensure peace or force aggressive creatures to become peaceful" I would say that spells which simply provide a penalty on attacks would not qualify.

I would allow the bonus on sometimes yes, sometimes no spells based on the specific situation.

I find the guiding idea of "when in doubt, side with the players" to be pretty good. It certainly makes for a more pleasant gaming atmosphere.

On the general topic, there are lots of effects in the game which require the GM to rule within the context of the current game. That's why we have GMs. Oddly enough I agree with the rulings more often than effects with no room for interpretation. Perhaps because they have to actively think about it and often talk it out with the players to gain some consensus.

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I would like to see grippli, vanara, catfolk, samsaran, and grippli.

I think it would be a good idea to keep the existing options and simply add more as it would lead to less people using the new options. Greater variety available preventing a sudden surge of catfolk for instance. I'm not sure how accurate that assumption is though as I have never played in other organized play campaigns.

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UndeadMitch wrote:
UndeadMitch wrote:
Nefreet wrote:
Speaking as one of those GMs who was affected (6th level Dhampir GM blob), let's not drag old business into this new thread. It happened, we were impacted, let's move on.
Agreed. How 'bout that Season 7? I hear those Aspis are back with a vengeance!

How crazy! I heard the same thing! Man, that is some classic Aspis right there! I wonder where all we'll go to fight them?

Blog wrote:
And for those of you who were guessing whether the Year of the Serpent would involve the Aspis Consortium or the serpentfolk, why can't it be both?
Oh man, serpentfolk Aspis Agents?

Let's all go to Garund!

An adventure to the first world would be fun.

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This is awesome. I think this will really help those who want to or at least may be willing to try GMing. I look forward to running core only games.

This is coming from "one of those" that uses every option under the sun.

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Good wands and/or scrolls:
murderous command
touch of the sea
endure elements
identify
summon minor monster
diagnose disease
detect secret doors
glitterdust
fly
resist energy
fireball (for when you absolutely, positively have to kill every commoner in the room)

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2 people marked this as a favorite.

Great news.

My one suggestion is that the faction cards be made in the same physical size as a chronicle, 8.5x11in, so that they can seamlessly be kept with chronicles in binders or whatever. Half or quarter sheets of paper are too easy to lose. Maybe even use a general chronicle/boon design, just without the right or bottom portions.

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Who knew the Numerians had nukes?

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Here is the one I use in Excel and PDF formats. This prints on 4 8.5" x 11" pages. It should be current with all sanctioned content.

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Dylos wrote:
Cao Phen wrote:
I was aiming towards the idea of RAW that it has to be officially stated to be obtained, which this spell does state that Sign Language exists out of Drow Sign and the snail one.

The fact that it exists purely isn't enough to take it, the additional resources need to say that it is possible to take it with Linguistics, and in that spell it is referring to any sign language, not a specific one, just as the monk vow in Ultimate Magic is.

Compare to the Technology guide, which added a new language Androffan, which the additional resources mention.

Quote:
Misc.: Androffan may not be chosen as a known language. It may only be acquired through a Chronicle sheet

For PFS, only the languages in the Core Rulebook, Inner Sea World Guide, and Dragon Empires Gazetteer are legal (to be taken via linguistics), unless a boon says otherwise.

Here is a list of those languages
** spoiler omitted ** If it's not in that spoiler, and it's not Read Lips, you cannot get it by Linguistics.

For the sake of completeness the Dungeon Dweller trait specifically allows one to speak Dark Folk: "You start with one additional language chosen from the following list: Aklo, Dark Folk, Draconic, Goblin, Necril, Orc, or Undercommon."

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James Krolak wrote:


Bead of Newt Prevention
1,000gp, UE pg282
Negates failed save vs hostile polymorph effect, consumed when triggered. Useful at higher levels when you might encounter a Baleful Polymorph.

Sure, this might seem great but there's nothing like a story of being turned into a squirrel.

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Excellent elixirs to use with alchemical allocation:

  • Elixir of elemental protection 1,800 gp Scintillating colors swirl through this liquid. The elixir grants the drinker 100 points of protection from the first type of elemental damage he takes after drinking it. Unused points of protection dissipate 1 hour after the liquid is consumed. [Dragonslayer's Handbook]
  • Elixir of darksight 1,200 gp This dark, syrupy draught doubles the range of the drinker’s darkvision and also enables her to see through deeper darkness when using darkvision. The effects last for 1 hour. [ARG]
  • Elixir of spirit sight 1,000 gp For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability. [AP39]
  • Elixir of the peaks 2,450 gp When imbibed, an elixir of the peaks gives the user the ability to scale and survive in mountainous terrain with great skill. The imbiber is treated as if acclimated to all high altitudes lower than a death zone, and gains a +2 competence bonus on all Survival checks made at elevations of above 5,000 feet. She also gains a +10 competence bonus on Climb checks and Survival checks in mountainous terrain (these bonuses stack with the altitude-based bonus above). Finally, the imbiber gains the benefits of an endure elements spell. The effects of this elixir wear off after 8 hours. [RotRL AP6]
  • Elixir of hiding 250 gp
  • Elixir of swimming 250 gp
  • Elixir of tumbling 250 gp
  • Elixir of vision 250 gp

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Here is the scenario tracker I use.

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While the party cannot leave the dungeon and come back, they could certainly try to rest in the dungeon via rope trick or otherwise. However, I would fully expect the rat demons of the dungeon to make regular rounds to ensure everything is okay. Finding a rope dangling where no rope should be would be quite the giveaway that something is amiss. This is likely to go very badly for the party.

So, it is in the PCs' hands, but I would strongly encourage them against trying to rest in Bonekeep.

As far as the rest, there are no restrictions on extra-dimensional spaces, mists have a miss chance for the enemies, knowledge DCs should not be increased beyond typical (rare creatures), etc. Bonekeep is plenty challenging as it is written - there is no cause or basis to invent additional rules.

Like all scenarios, run as written.

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Human 2 (1 retired)
Dwarf 1 (retired)
Gnome 2
Aasimar 1
Wayang 1
Tengu 1
Tiefling 1
Kitsune 1
Nagaji 1
Ifrit 1
Sylph 1

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You will need to level up at the con. You cannot play a character that is not the correct level for the amount of XP it has. I suggest bringing a copy of the character already leveled up, then just making any adjustments from gear purchased, boons gained, etc. while at the con.

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Rushley son of Halum wrote:
When asking "what could possibly go wrong" the answer is always "treachery demons."

While fleeing from one combat, I am no longer allowed to run back to another room really quickly to grab some evidence we left behind. Although running from two combats at once certainly does make the day more exciting. Especially when triggering a third combat in the process.

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lemeres wrote:
Kerney wrote:

First World Summoner, bring forth your wimped out eidolon. Too bad we can't combine it with broadmaster.

Geisha Bard.

Dwarven cross blooded sorcerer.

Eh, first world summoner has its bit of charm. Specifically, the pugwampis on the second level of on their summoning SLA. Those little ....buggers...have a 20' radius effect called 'unluck aura' that makes you reroll every d20 and take the worse result. That is as good as the misfortune hex, and it is an constant AoE that has no save (although it doesn't work on mindless things).

It also has a rather easy to (ab)use loophole- you aren't affected if you have ANY kind of luck bonus (So half orcs and halflings can get by fairly easily). And even if you don't have that, it specifically tells you some easy options for over coming it (including divine favor, which is a level 1 spell for the religious casters, which gives a nice enough bonus to attack and damage). And since unluck doesn't affect animals (called out by the ability as being too dumb to work on), you could also spam some of those too to make things interesting.

So these are little critter that have a cirle 45' wide that can mess up your enemies' attempts to attack, use skills, do maneuvers, or make saving throws. And it is on a low enough summon spell that you can easily spam a good number of them. So it is fairly easy to tell them to spread out and cover the whole battlefield in unluck. This means that they can't all be taken out by an AoE blast...and the fact that they have only 6 hp is an advantage. They are so easy to take out....so that becomes the enemies' first priority, rather than (uselessly, due to the unluck) trying to fight your party.

So basically, treat the first worlder like a 1 trick witch (even if that trick is insanely good). Just have him sit in the background, casting buffs and summons and having his eidolon use wands or whatever.

Indeed. I have a first worlder and it is quite good, it just requires a little different approach than "eidolon smash." Vexgits are good summons too with rusting grasp and nuglubs can annoy casters easily because they have the step up feat.


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What we do in the home game I play in is mark them with little colored dots to differentiate identical minis. So I attack pink sahuagin, or with enough enemies, orange-three stone giant.

Pulling out an as-yet unmarked set of enemies inevitably invokes "more dots!" :)

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Jayson MF Kip wrote:


...and the store has to close due to lightning striking the transformer outside.

This is better than the lightning frying your car (and other cars, and the store's computers, and breaking the store's front window...).

My answer: ... the player in the last game who didn't know how their character's mechanics worked and refused to accept they were wrong is the GM for the next game.

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kinevon wrote:
And, to be honest, for most non-primary longbow users, Adaptive is much the better enhancement to get. If you aren't running your non-Str-based archer, the odds are fairly high that Str is what you are most likely to be adding those level and item enhancements to. Also great for a Barbarian, since the longbow is perfectly suited for you whether you are Raging or not.
Majuba wrote:
kinevon wrote:
And, to be honest, for most non-primary longbow users, Adaptive is much the better enhancement to get.
Not the best example, since Adaptive is +1000gp, not an enhancement equivalent bonus, which means it very easily is added to this particular bow.

As I understand it, the bow in question is a +1 keen longbow, correct? If that is the case then adaptive is not an option, as adaptive says "This ability can only be placed on composite bows."

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From another scenario: "His beard is lustrous but dominated with gray, and his voice is cultured and deep, a pleasing baritone."

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Wiggz wrote:
The Morphling wrote:
Wiggz wrote:
RainyDayNinja wrote:

There are a handful of boons out there that let people play Goblins in PFS, but there were only a couple dozen ever printed, and there are no plans to print any more.

So yes, they are legal. But no, you're not going to get to play one.*

AaAaAaAaAaAaaaaaaarRRrrrrGGHHH!!!!

Amen. Goblins rock.

Not that I feel they should be allowed without boons - I just want one of the damn boons.

Yeah, I have this goblin build I would kill to be able to play in PFS...

...of course, there would actually have to BE a PFS group within a 100 mile radius for me to do it anyway. *grumble*

Ya know, PFS is kind of a grassroots thing. If you want a group and there isn't one you can form your own. :) Just set up a date and time and put it out there on meetup, facebook, the event page here on paizo.com, etc. and see who shows up.

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Hmm. Perhaps I should bring my archaeologist to that table. He loves casting blistering invective.


1 person marked this as a favorite.

It looks like an investigator cannot legally take brew potion. That seems like an oversight. I'm not suggesting the class get it for free the same as an alchemist, but I think that they should be able to take it as a feat at 3rd.


IMO simply taking the feat is better since it better reflects what your character is actually doing - s/he is really a cleric that wants heavy armor, not a cleric that has significant martial training.

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Kezzie Redlioness wrote:
Zach Williams wrote:
There are a multitude of character options and builds for PFS, and if you work with others, any build can be done, play what you want, and be willing to work with others.

The problem I have sometimes is that no mater what I play and try to do what I can with it, I basically get penalized for or looked down on for not having or doing things the way that many others think and say I should by these levels of play.

I'm feeling way out of my league and with more people showing up all the time, I am feeling overwhelmed by the weight of what is essentially peer-pressure to try and live up to the majority of their party standards. And that is getting tiring.

"You play your character and I'll play mine" is the right response I think.

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BigNorseWolf wrote:
Hendo897 wrote:
Thanks for the answer so how would my friend go about rectifying that on his chronicle sheet?
Pen, pencil, crayon. Take your pick.

I say paintbrush.

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The antimagic field wouldn't necessarily stop his summons from being effective. He can just summon creatures with ranged attacks throughout the sanctum. As the party chases him around they will wink out in the antimagic field, but reappear as soon as the wizard continues the chase and they move out of the field. Then the summons continue their assault from range. That 10' radius is not big enough to protect the full party even from melee attacks unless everyone is taking readied actions to follow the wizard when he moves.

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Things that the GM isn't likely to already have are best IMO. If it were possible, some flip-mats that are no longer in print. Or things like those horse mounts, invisible characters, and such. Gamicon does raffles for prints of Pathfinder art - those are pretty cool. Knowing that the local GMs didn't have them I got combat pads for the GMs at our most recent con - that seems to be one of those useful items that many people don't pick up when they could get the latest book instead.

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Walter Sheppard wrote:
I was saying: "I think it goes against the spirit of PFS to turn people away from a table. Unless, of course, that person is a jerk."

Simple misunderstanding. :)

Perhaps I'm just extending my own preferences to a general approach, but as a player I would rather the organizer tell me "sorry, we're all full up this slot" then have a less-than-stellar experience. That could be either someone stepping up to GM that isn't fully prepared or being the one-too-many player at the table (whether that's the seventh or fifth). There will always be more game days and conventions after all.

I think the key is to explain the reasoning to the player, so that they know you're not just being a curmudgeon but rather are trying to maintain the highest quality of gaming you can.

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I disagree that GMs should be expected to take on more players than they are comfortable with. The GM should be able to have a good time too and they shouldn't feel pressured to run for 7 players if 5 is the most they can handle. I believe that almost every 7 player table I have run would have been noticeably better if I had limited it to 6 players.

There may be a cost to telling someone to come back next time rather than cram them into a table, but there's also a cost to putting too many people at one table. I firmly believe that every player needs to take the initiative to be responsible for themselves. If there are options to sign up ahead of time and the player chooses to just show up then that is their own fault - not the GM's and not the organizer's.

I feel it's especially inappropriate to label a GM a jerk because they honestly believe it's in everyone's best interests to turn a player away rather than go beyond what they can handle.

It goes against the spirit of PFS to create a miserable experience in the name of inclusiveness.

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Most... interesting. Muahaha!

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CRobledo wrote:
Aaron Mayhew wrote:
Dredging this up one more time for a quick question. Can you use summon monster spells to summon elementals from other bestiaries, or just the ones from Bestiary 1?

For PLAYERS the official answer is only Bestiary 1.

For Krune? I dunno. I'd allow it since all 3 bestiaries are GM assumption.

I disagree with this. The exact same spell shouldn't be better just because the GM is using it. Plus it's unclear anyway since the only direction I can find is from James Jacobs who contradicts himself. link1 link2

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Personally, I feel that Pathfinder Society probably allows even more (in sum) than most home games even should. There's a huge breadth of material that Paizo has published and much of that won't be appropriate, flavor-wise, to any given campaign.

The hard-cover books plus any books on topics directly related to the campaign you are running should present plenty of choices for characters while reducing the overwhelming amount of stuff out there. There are also certain things that PFS disallows that a home game need not, such as item crafting since you can directly monitor how it affects the game.

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FLite wrote:

Hmm... Do you get the boon if you GM the scenario?

Only if you choose to not cross it out on your chronicle. :)

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There is also a certain investigative scenario set in Absalom where the story ties in with Rahadoumi traditions.

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If you have Ultimate Equipment I recommend 2 PP for a snapleaf.

Going into a cold environment? Get a campfire bead and don't fear the frozen nights.


I have this problem as well, both with chrome (no extensions) and firefox.

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The atheist abjurations feat from Faiths and Philosophies also gets you "a +2 bonus to your caster level whenever you use an abjuration spell to dispel or counter a divine spell, or send an extraplanar outsider summoned or called by a divine caster back to its home plane."

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