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Mike Lindner's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 720 posts (731 including aliases). 2 reviews. 1 list. No wishlists. 20 Pathfinder Society characters.


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UndeadMitch wrote:

It's the, it's the...

** spoiler omitted **

For any game that doesn't make, everybody gets to play Countdown. And if folks don't like that option, they can go use the internet.

Regeneration is not immortality. You can still be outright killed by death affects.

If an alternative may be on the table, then there's the double walking stick katana.


From Ultimate Combat

Katana, Double Walking Stick: This single case conceals a pair of matched fighting swords perfectly balanced to be wielded as a pair. Despite their name, the blades more closely resemble the shorter wakizashi. When drawn, the blades use the statistics listed on the table. When the blades are concealed in their case, this weapon can be used as a quarterstaff.


Andreas Forster wrote:
1) I'd definitely say no. It says you can use it, not that you actually gain the feat.

This. You don't actually gain the feat.


SCPRedMage wrote:
John Whitaker wrote:

I would guess that the issue was "Agile" is not always available.

+1 Mithril Breastplate would be OK but not with Agile added in to the mix.

Agile isn't an enchantment; the base item is Agile Breastplate, which is a type of non-magical armor from the APG and UE that is basically a breastplate that with a lower ACP for Climb and jump checks.

So it's an Always Available mundane armor, made of an Always Available material, with an Always Available enchantment.

To expand on this example, the +1 mithral agile breastplate is always available, per the above. Making that same armor +2 mithral agile breastplate then does have fame requirements because a +2 enhancement is not always available. For that you calculate the total price of the item, 400 gp (agile breastplate) + 4,000 gp (mithral) + 4,000 gp (+2 enhancement) = 8,400 gp, thus requiring 27 fame.


Barton "Bart" Oliver wrote:
Mike Lindner wrote:

So I fail to see how this is so much different than a small sized PC keeping a potion of reduce person in hand and drinking it in the first round. How is this ring so different that it needs to be banned? You can buy a ring of protection and 40 potions for the price of the ring.

Reduce person - gets a small sized creature to tiny, 1 minute per potion.

Ring - Any sized creature to tiny, works on outsiders, works 7 times per day at up to 70 minutes per day, likely (but not guaranteed) increase in movement speed, Flight, low-light vision, Natural Armor, a bigger increase in DEX.

And with the potion I can still speak, have opposable thumbs, can use my +X weapon, can upgrade my ring of prot., am not forced to remain tiny, etc.


James Risner wrote:
Barton "Bart" Oliver wrote:

Ok, then remove your armor, it's a buff - you had to put it on (and get help to do so). What's your AC now? Both Mage Armor and Barkskin have far longer durations than the 10 minutes in birdshape so there's no reason not to consider them, if you're considering your fighter to have his armor on.

+Dex + Wis race, dump CHA, STR, INT if you want. - Not particularly hard. Tengu, Asura-Spawn Tiefling, Garuda-Blooded Aasimar all come to mind.

You can't be serious on the buff? If you spend the first round of combat buffing, you likely won't be involved in combat. If you don't have all day duration, it isn't useful to try to buff before the combat initiative.

From the fact that you don't think it's assumed you can have an hour per level buff up when combat starts, then surely you can't assume that the 10 minute effect of the ring is already active. So the PC must be using a standard action on the first round of combat to activate the ring. So I fail to see how this is so much different than a small sized PC keeping a potion of reduce person in hand and drinking it in the first round. How is this ring so different that it needs to be banned? You can buy a ring of protection and 40 potions for the price of the ring.


nosig wrote:
Terminalmancer wrote:

I wouldn't mind a "light touch" approach similar to things they've done before.

"Yes, characters can remember things across scenarios. Yes, they can remember certain things about the places they've been, people they've encountered, monsters they've fought, and anything else they might want to remember, including details learned from knowledge checks and details learned from experience. No, remembering a few details is not the same as a high Knowledge result. In any given game, is up to the GM and the players to determine what is reasonable to remember and to roleplay appropriately. If this gets stupid we might take another look at it."

A list, somewhere, of which monsters are considered common, uncommon, and rare would help clarify what the "Just take 10!" argument works with. Maybe they can write a "Sages of the Inner Sea" companion sometime that would have this and other things in it.

Bolding mine....

What's the "just take 10!" argument? Did I miss something? (I mean, other than the fact that a percentage of judges rule that you can't ever "take 10" on knowledge rolls.)

I think what Terminalmancer means is that if you had an idea of what creatures were CR 5+, 10+, 15+, then you would have an idea of what creatures you could take 10 to reliably identify. Not a matter of whether you can take 10.


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Sebastian Hirsch wrote:

I also had the pleasure of running a scenario for a player with a build like this, first unbuffed (and without Piranha Strike - apparently there is a discussion of this works without a manufactured weapon but ignoring that for the moment, and excluding traits)

** spoiler omitted **...

I think this is a case where instead of banning the item because a few people use it in extreme ways, you can just tell the player "you won pathfinder, good job. Please stop making the game un-fun for everyone else at the table." I don't see how this build would be hugely different just drinking potions of reduce person.


Here's mine.

8 × none
3 × craft (alchemy) [2 alchemists and a witch]
1 × heal [life oracle via temple vanity]
1 × profession (translator)
1 × profession (mercenary)
1 × profession (medium) [chained summoner]
1 × profession (sailor)
1 × profession (sailor) & profession (soldier)
1 × profession (beggar) [vigilante's social identity]


Martin Weil wrote:
Mike Lindner wrote:

On the topic of my dhampir racial variant question.

First off, I had no idea the variants were even republished as I do not own Inner Sea Races. And which way this goes doesn't matter to me since I can use a fitting racial variant either way. I would just like to be certain what the rules are before I bring the character to a game.

More generally though, to the best of my knowledge Paizo doesn't publish errata for the Player Companion line of books in a formal way (only the Pathfinder Roleplaying Game line gets this treatment I think). So if a Paizo developer explicitly providing an "official reply" to "use the following errata" is not sufficient, then it is impossible for a Paizo developer to correct issues in the vast majority of the books they publish in a PFS-legal way while still following their own policies, apart from bugging John and Tonya to fix it for PFS specifically.

Back to this case, I posted to this thread to hopefully have an entry added to the campaign clarifications document or additional resources to clarify whether players should use the errata or not when Blood of the Night is the source for the racial variant.

This issue was brought up a while back, by me, and that is what resulted in the addition to the Additional Resources document that both versions of those racial variants fixed in ISR were legal in both books.

That is good to know. I guess I just find it distasteful that a Paizo developer admits that something should be fixed (a defect in the product), but the only way to actually use that fix in the Paizo campaign (PFS) is to purchase an additional book to fix the first book.


Kalindlara wrote:
Mike Lindner wrote:
So if a Paizo developer explicitly providing an "official reply" to "use the following errata" is not sufficient, then it is impossible for a Paizo developer to correct issues in the vast majority of the books they publish in a PFS-legal way while still following their own policies, apart from bugging John and Tonya to fix it for PFS specifically.
This is correct. It's a not-infrequently criticized aspect of Paizo policy.

It would be nice if the PFS FAQ entry more clearly defined what is an official errata.

Edit: It occurs to me I may be misreading the PFS FAQ entry as "official blog post FAQ's or official Errata updates" instead of "official blog post FAQ's or official blog post Errata updates." The latter is much narrower in scope, and so it would not apply to general messageboard posts.


On the topic of my dhampir racial variant question.

First off, I had no idea the variants were even republished as I do not own Inner Sea Races. And which way this goes doesn't matter to me since I can use a fitting racial variant either way. I would just like to be certain what the rules are before I bring the character to a game.

More generally though, to the best of my knowledge Paizo doesn't publish errata for the Player Companion line of books in a formal way (only the Pathfinder Roleplaying Game line gets this treatment I think). So if a Paizo developer explicitly providing an "official reply" to "use the following errata" is not sufficient, then it is impossible for a Paizo developer to correct issues in the vast majority of the books they publish in a PFS-legal way while still following their own policies, apart from bugging John and Tonya to fix it for PFS specifically.

Back to this case, I posted to this thread to hopefully have an entry added to the campaign clarifications document or additional resources to clarify whether players should use the errata or not when Blood of the Night is the source for the racial variant.


I want to confirm whether some errata to variant dhampir from Blood of the Night should be used for PFS.

PFS FAQ wrote:

Are official blog post FAQ's or Errata updates legal for Pathfinder Society Organized Play?

Yes. Please follow these clarifications.

Forum thread wrote: -Dhampir#34

Can Something Be Done About Variant Dhampir Errors?

Patrick Renie Developer Jun 3, 2014, 01:41 pm
First off, apologies for the long delay in an official reply to this matter.
Second off, after taking a look into this, I've found that yes, there are some issues with the variant dhampir racial ability modifiers from pages 20–21 of Blood of the Night.
To rectify some obvious oversights and make the ability modifiers of jiang-shi-born and vetala-born dhampirs more in line with their flavor text, use the following errata:
Jiang-Shi-Born (Ru-Shi): +2 Str, +2 Int, –2 Dex
Vetala-Born (Ajibachana): +2 Dex, +2 Int, –2 Wis
Interestingly, while jiang-shi themselves boast high Dexterity scores (representing their ability to hop around the battlefield quickly without being hindered by such obstacles as difficult terrain), jiang-shi-born lack this dextrous trait (and are indeed clumsier than most dhampirs), likely because they are able to walk on both legs and have some sort of physiological disconnect between their unique undead lineage and their mortal physicality. This is represented by the penalty to Dexterity.
A ru-shi's physical gifts do not manifest in a Constitution bonus (in fact, ru-shi are often even sicklier than most dhampirs as a result of their constantly rotting internal organs). However, ru-shi do manage to inherit some of the unnatural strength of their undead forebears, represented by the racial bonus to Strength.
Hopefully these corrections were worth the wait and clear up the discrepancies. If you have any further questions, feel free to ask here and I'll get back to you as soon as possible (much sooner than this long-overdue reply, for sure :]).
Happy dhampiring!

Given that this is an "official reply" to "use the following errata" I assume this should be used for PFS dhampirs but want to confirm before I go ahead and play a dhampir with one or the other affected variant.


Terminalmancer wrote:
Jeremiah Hatcher wrote:
Concept for a Vigilante: the social side is a well to do scholarly intellectual, and the vigilante is the sock-puppet on his hand. They swear they do not know each other and deny each other's existence.
That's beautiful. Fist Sock of the Avenger?

Sock it to 'em.

someone had to


Disarm can end up being a combat-ending action, in challenge if not actually causing initiative to stop. There aren't many enemies that have backup weapons, so it's a save or suck with no limit to the number of attempts (full attack disarms).

For that reason I would recommend using it only as a secondary combat ability, not something you do every combat (or even every scenario). Perhaps taking just improved disarm and forgoing other abilities and feats that make it more powerful.

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My chief concern with the reworking of the vigilante class is that for characters who don't want to go down the renown path, there is little real choice in social talents. In particular for PFS where an area of renown will be difficult to maintain. Here is my detailed take on the non-renown dependent social talents, from the perspective of playing a vigilante as a PC in PFS.

Case the Joint (1) - Very situational, especially in PFS. You don't often have time to split from the party (to avoid them knowing both identities) and spend an hour investigating after you figure out where the objective is. I've only attempted something like this once so far (without the talent), and even though it proved useful, I still felt like I was somewhat detracting from the overall fun of the table due to going off to do my own thing while the rest of the party stuck together.
Double Time (1) - I like it for flavor even if it would do very little in PFS due to the general ban on crafting. But it's not PFS legal regardless.
Everyman (11) - Nice ability, but I can't see it being useful very often.
Gossip Collector (1) - Without renown this is a very weak talent. There are few scenarios where the difference in time spent gathering information would have any effect.
Immediate Change (13) - Not available in regular PFS play due to the level requirement.
In Vogue (5) - Worth taking for flavor, if not the day job check bonus, unfortunately not PFS legal due to the dependency on Double Time.
Many Guises (5) - A nice talent that could be very useful for many vigilantes.
Mockingbird (5) - I love this talent generally, but the fact that it is limited to only the social identity via the default limitation is my biggest disappointment in the change from the play test. I wish this explicitly stated that it can be used in both social and vigilante identities, or that it was a vigilante talent.
Quick Change (7) - A solid talent, useful for most any vigilante.
Safe House (1) - Very little utility in a wandering campaign like PFS, especially forgoing renown.
Social Grace (1) - Very good, an obvious choice at first level.

In summary, for the 11 levels of normal PFS play a full-classed Vigilante will end up with 6 social talents. However, within those levels there are only 8 PFS legal social talents forgoing the renown chain, with several only useful on rare occasions. I think this will lead to most PFS Vigilantes having a very large overlap in social talents, which is a disappointment. I think this illustrates a gap. Maybe Inner Sea Intrigue will be able to fill this.

My biggest issue with renown, PFS or not, is that it assumes you want both of your identities to be famous: "The vigilante becomes known for deeds and abilities regardless of his current identity." Several of the other renown-based talents emphasize the social identity as a well known person even more. This immediately makes it unsuitable for characters who want their social identity to be an unremarkable, everyday person. The best cover identity is a person that no one gives a second thought to, not a famous figure, as that just invites scrutiny.


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p-sto wrote:
I feel like "really has heart set on class X" is the one I'm having the most trouble with. We have a player who decided to model his PC on the ninja pregen because he really wanted to play a ninja. He took the character to level six before anyone pointed out to him that pregens aren't meant to be a guideline for character creation. I feel bad that the error managed to slip by us for that long but sometimes things happen. ...

I don't think this is all that bad. I would assume that this player had a lot of fun doing "ninja stuff." That they were enjoying it is the most important, regardless of character optimization.

Heck, some of the most fun I've had is when my character was completely ill-matched for the scenario.

If they have reached level 6, then I think the player should have enough experience with the game to to lead into a good conversation about character effectiveness. A first character doesn't need to be optimized until level 12. If it gets the player engaged and progressively learning more about the game, then it has gone right. At that point you can guide them to make character progression decisions that ensure the character remains fun, even if it isn't always particularly effective.


I have had two characters benefit from such boons. The first took the rock fully aware of what it meant. He wanted the power.

The other ate the cookie without realizing. But given it's effect... well he didn't care so much afterwards. As I understood it the effect was immediate, so that's who he was, why would you ever want to change who you are (a gnome)?

Given that, I have enjoyed seeing these, quite rarely and unexpectedly. More is good, so long as it really fits the story.

Is there somewhere in the rules you can point me to that specifies that initial save?

That is how I always have played, but was rereading some of the CRB and did not see it as an actual rule.


Chris Mortika wrote:
Kahel, how would pre-filling in the Chronicle number work, if the player plays some adventures at slow progression, or if the character has some bad luck and ends an adventure or two with no experience points?

The way I handle this is that I leave the sheet # for any to-be-applied chronicles empty. I do fill in the starting XP in pencil though to remind myself when to apply it. The pencil is in case of modules or slow track. It helps that I order my chronicles with the most XP on top, so before I can apply a newly earned chronicle sheet I have to flip past the unapplied ones which prevents me from accidentally skipping one that is waiting and should have been applied already.


As far as applying so many pregen credits to a character that they are no longer in tier for the scenarios to be applied regularly (without an exception), I would encourage the player to consider speaking with their local venture officer to have some of those reassigned to a different character number. It is quite unlikely they would do this on purpose to get a higher level character since pregens are usually played by new players (even many times to avoid the complexity or perceived responsibility in maintaining their own character). I would consider this a courtesy to someone who likely just doesn't know the organized play rules.

Given that they then have plenty of XP stacked up my preferred solution would be to sit with them and ask, of those pregens you played, which was your favorite? Now, let's pull that character sheet up and what was the most fun about them? What was the least fun? Okay - we can actually build you your very own character emphasizing what you like and getting rid of what you didn't like - tailoring it to you. Now you always have the option to play a character you know you will enjoy - including adding a unique personality of your own. Of course you can always still play a pregen if that's what you want, this is just one more character you get to choose from.

I want to clarify exactly when a character gets a saving throw against a spell and the effect of that saving throw. This is for spells that don't have "Saving Throw negates" in the spell description. So for a spell such as Trial of Fire and Acid that specifies when the target gets a save, assuming the spellcasting is successful (all concentration checks made, etc.), does the target get an immediate saving throw to avoid the entire effects of the spell plus a save each round OR is the target affected without making any saving throw, and then makes the save per round to halve the damage for just that round?


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Murdock Mudeater wrote:
Hmm wrote:

Someone once listed everything that can be found in a spell component pouch and concluded that you can live for days off of what you could eat in one... I concluded that they must be truly extra-dimensional in capacity despite not being inherently magical.

Don't worry about weights and measures. Accept this for what it is, a way of making the game more convenient for casters without agonizing over time-wasting trivia.

A GM can rule that the Spell Component has been used up, you know.

It specifically has things which can fit inside, and has a listed weight of 2 lbs. Given a medium character requires 1lb of food per day to avoid starvation, a spell component pouch can be argued to contain no more than 2 days worth of food for a medium character.

It also lacks any refrigeration ability.

It's not extra-dimensional, and can be considered consumed whenever the GM determines is reasonable (not unlike any other mundane equipment).

In a single PFS session, this still will unlikely come up, but it can be an issue for non-PFS play.

If your GM is picking so many nits that they are paying attention to the amount of material spell components you use that would be contained in a spell component pouch, then I say it's time to have a conversation with the GM concerning Pathfinder as a game. Games should be fun. There are other games for those who want to play spreadsheet wars - Pathfinder is not one of those. It is a game for being awesome. Failing that, perhaps it's time for a new GM.



I see mostly single classed characters. Out of my 19 PCs 5 are multiclassed - 3 with multiple base classes and 2 with one base class and one prestige class.


Is there any ETA on when the schedule will be posted?


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John Theodoropoulos wrote:
I have an idea I'm not sure is PFS legal with the crafting restrictions. I play a Gunslinger with ranks in craft Alchemy and Profession: Sapper. My thought, if I carry kegs of black powder, bullets, pellets, caltrops and Keros oil, can I make a craft/profession check to combine the items into a barrel with a simple fuse for a bomb?

The simplest way to do so that avoids table variation is to take one level of alchemist and use craft (alchemy) to make PFS-legal alchemical weapons.

From there it sounds like fuse grenades or the related pellet grenades are what you are looking for. These are available in Ultimate Equipment.

Kahel Stormbender wrote:

Best I can figure out, it's the following:

Short answer, no.

Long answer, no way in PFS. Crafting skills can't be used to make items in PFS, just as day job checks. Craft Alchemy regardless of ranks can't be used to scavenge materials then craft alchemist fire, for example. An alchemist's bombs aren't true crafting. There is the occasional exception. An alchemist can use craft alchemy to get alchemic supplies like alchemist's fire cheaper between sessions, but can't make a day job check if they do.

There's also a boon that allows limited crafting during sessions. It's also a single use boon, so once you use it you can't craft anymore during sessions.

This is incorrect. Alchemists can craft alchemical items in PFS per the normal crafting rules. It does not replace the day job check.

On page 24 under both breath weapon bomb and immolation bomb it refers to an alchemist's "Intelligent modifier". This should be "Intelligence modifier".


Underwater Demolition is an alchemist discovery on page 191 of the Advanced Race Guide, along with two other discoveries. However, it is unclear whether these discoveries can be taken by non-grippli characters in PFS.

From the additional resources page:


Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

The new alchemist discovery on page 44 is legal for play for characters of all races.

Gripplis: all alternate racial traits, favored class options, racial archetypes, racial equipment, racial discoveries, racial magic items, and racial feats are legal for play.

These discoveries are certainly legal per the grippli entry as quoted above, and since they are not specifically restricted to just gripplis by the overall note at the top of the ARG entry I would assume they are legal for any alchemist. However, the specific mention of discoveries on page 44, and not those on page 191, makes me question this.

So, are the alchemist discoveries on page 191 legal for all alchemists?


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I understand the desire to reward the consistent local GMs that make games happen week after week and I think adding such a system has merit. I also believe in simplicity.

Having been a tier one GM at Gen Con twice I also understand the significant time and financial cost plus the stress of doing so, so I agree that these GMs getting an exclusive boon is appropriate.

Putting these together I can get behind a system that rewards GMs with boons based on the number of GM stars they have, though not at the level of those tier one GM rewards. By not introducing additional tracking mechanics while still giving those consistent GMs something I think this is a reasonable compromise.


I like the faction cards overall, although I don't have them printed for every one of my characters. I think they are better than the old faction missions by far. They don't spoil the plot and they fit with the faction's objectives rather than just being "collect a teapot" tasks. At worst they make for a short distraction of making a skill check to fulfill a condition on a card. It has been my experience that the time spent on faction cards that distracts from scenarios is far less than the old faction missions that had nothing to do with the real plot, which was a lot of them.


Woran wrote:
joe kirner wrote:

Hold a gm class. Show them how its not so complicated. Perhaps they are intimidated and think they have to know all the rules or have all the books.

Run them thruu a season 0 module with all of you being the gm.

I had this idea with silverhex. Everyone prepare a single quest, and run them for eachother. Its a lot less scary to GM for equally inexperienced people.

They (and you) can give feedback, and see if they are feeling up for a normal scenario.

GMing can seem daunting, but with a little help people can step over that hurdle. It wont be a good fit for everyone, but you might find a few that do like GMing

I think this is a really great idea.


Are you using warhorn or any other public method to organize your games currently?

Having such a standard method that everyone knows about makes it easy for the people who normally play to see that there is no GM for a given day and also makes it easy for them to volunteer.

One way that may get people to realize that they need to step up in order to help create a healthy gaming community is to simply not GM all the time. Let people know ahead of time that you won't be able to GM for the next several gaming sessions and that someone will need to step up. It may take letting several sessions fail to shock people into realizing that they can't rely on you to make their fun happen.


Muser wrote:

"Murderhobo" has become shorthand for the worst among Society, thieving, amoral basterds with chips on ALL the shoulders, but that's not what it meant earlier. Originally, and this goes back years, the term referred to those kinds of characters who were...just there.

No family, no background, no ethics whatsoever. They didn't even have a home off-mission, but sustained themselves purely on looting bodies and dungeons. Mostly this had to do with being played by someone who just didn't care about this. Rolling dice with mates was where it's at, so Bob the Fighter was born.

These days murderhobos might have pages and pages of background, wants and feelings! I know mine does.

One of my most recently created characters is explicitly a murderhobo. This character also has the most detailed backstory of any of my PCs.


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Feast of sigils has a lovely dining experience complete with that after dinner feeling of "I can't believe I ate that."


LG: 1
NG: 2
CG: 2
LN: 4
CN: 4
N: 3

-1 NG (retired)
-2 LN (semi-retired)
-3 N
-4 NG
-5 N
-6 LN
-7 LN
-8 CN
-9 LN
-11 CG
-12 N
-13 LG
-14 CN
-15 CG
-16 CN
-17 CN


GM Lamplighter wrote:
You mean, one that we know is a doppleganger, right? I assume they'll all shape-shifters of one form or another.

I happen to know a dire were bear seeker. He might be a venture captain now.


Daniel Myhre wrote:

No clue... But you know what I find rather annoying? I bought the Advanced race Guide on Friday evening. Saturday while waiting for the convention session I was joining to get started I used my "you haven't played at level 2 yet" rebuild to make my character a kitsune, after showing the GM I do have a legal copy of the book and letting him read the entry. Part of the rebuild was adding an archtype. The GM too has the Occult Adventurers book and is familiar with the archtype, so I'm good. But this means I had to print off a couple pages so I can continue playing my kineticist. You know, race info and archtype info.

Okay, fine. Well I do have a backup character I wanted to get started on playing too. So I applied my aasimar race boon to that one and tweaked stats a bit. I'm good, or so I thought. Remembered I'd have to print off any additional resources I used on the character. That's 3 pages from Blood of Angels for race, alternate heritage, and an aasimar social trait, another 2 pages for my archtype... Ran out of ink and paper before I can print off the eight pages needed for the Spiritualist class.

Damn it! I was planning on playing that spiritualist in the next PFS session. But I can't since I don't have a printout of the class's info :(

If you have a way to access the PDF electronically during the game, then that is sufficient. As I understand the requirements, you only need to have a physical copy of your character sheet, not everything from the additional resources list that you use.


pH unbalanced wrote:
Ascalaphus wrote:
Is it possible the OP misunderstood the fame rules, and thought a chronicle sheet was the only way to get a ghost touch weapon?
Is ghost touch in Core? uch


I think there's a difference between reading the scenario blurb and deciding from that which character you will have the most fun playing vs. attacking an NPC during the game because you want to take their shiny thing you saw on the chronicle.


Chess Pwn wrote:
BigNorseWolf wrote:
Chess Pwn wrote:
It's that this archetype needs to have his pets for his abilities and spells. But if you let him have the effects if they are non-combat then what's the difference between a familiar giving it's benefits to it's owner that uses a combat horse?
Static benefits don't clog the table and don't take up time die rolling, which is most of the reason for the one pet thing.
so are you saying I can have a familiar granting me a will save bonus and have a mount that I actually fight with? That is opposed to what I've heard from my local players so I'd love to find out I could do that

Around these parts that is fine. From what I've seen as a local community we do follow the rule that you decide at the start of the scenario what the combat companion will be and cannot later change it. However, any passive benefits from other companions are still allowed, they simply do not actively participate in combat, i.e. the familiar stays tucked in the PC's clothes/hair/whatever.


grandpoobah wrote:
Chess Pwn wrote:

I have a spreadsheet that his my character info on it, and cells that trigger effect, like [rage][0 or 1] if [1] str +4. I have all my effects and common buffs made to apply any changes to any stat. This way hardly no in-game calculations need to be made. And I don't have to keep track of how much does this buff give and remember to add it when
I definitely plan to continue using my spreadsheet. But I was informed of the rule that you need a paper copy to be legal to play. Thus I was wanting to see what info I needed for that paper copy, since I wasn't fond of the idea of having to write out everything I already had on my sheet. But alas it seems EVERYTHING is required to be written on the sheet.

Sounds like you've made a cool spreadsheet that works well for your character. A couple of my players have as well. Some people really like working in Excel and flexing their Tech skills. It's a good way to add to the hobby (that's where things like HeroLab come from!)

I think you could create a second worksheet in Excel for your character that is more GM friendly - it just summarizes your characters stats and abilities. It could just call out information from your main sheet (that you mostly tinker with). You can use the standard character sheet in the CRB, or a pregen sheet as a guide for format and what info you might need to show.

For Example, you could list class features (like Rage, Uncanny Dodge) and not list descriptions of these features- instead list sources and page numbers.

Similarly, I don't think your character sheet (for the GM) needs to math out variable things like your to-hit when raging. Just be able to show your GM that you have Rage, and the Power Attack feat. The Summary sheet should be simple.

I think you should be able to (with some work, I admit) create a summary sheet you can show a GM, or print up for a GM, as needed. You wouldn't need to re-do the summary every game - anymore than you need to update your own special spreadsheet...

Yup, a print out of the spreadsheet is fine as long as an average GM can find the common stuff on it: skills, feats, saves, etc. You don't need to write everything out on a piece of paper if you can get the same information by printing your spreadsheet.

I created Excel spreadsheets for two of my characters before I started using Hero Lab and I continue to use the spreadsheets for those characters even now as they do more than Hero Lab.

For anyone that is using Hero Lab I heartily recommend producing printable versions using custom output with AncientOne's sheet. This is downloadable right from within Hero Lab. I find it to be much more readable compared to the default PDF output. I like to open the result in Chrome and rearrange some things like put the consumable resources on the first page and set the skills to an alternate format. I then "print" it to a PDF saved to Google Drive, which makes it easier to print a hard copy later since I don't have a printer at home.


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I also go with everything there is space for on the character sheet from the CRB should be listed. Feats and such need not have all the text, but at least the names of them, and hopefully a very short indication of what they do. Don't forget your traits and any alternate racial traits. Simply put: anything that has a mechanical effect on the game, whether than be numerical or otherwise.

Off topic:

Muser wrote:
My pet peeve is people who do not count their boni together beforehand but instead start this tedious 1+2+3 when I ask for a ranged attack roll. . .
Ascalaphus wrote:
. . . By then you're often adding five or more different boni to your attack roll, and they change every other round as buffs and debuffs come and go.

The plural of bonus is bonuses.


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Making any assumptions about how PCs are geared leads to uncomfortable situations.

For the "standard" gear you mention, I think the only decent assumption is that for someone whose primary action in combat is doing physical damage they can bypass DR/magic via a +1 or better weapon. Especially considering all the great alternatives in the shoulder, neck, and ring slots there are many characters that do not use the defensive items you mention.

As others have done, here is the gear of my high level non-seeker characters for reference. Many of my lower level characters don't use the standard items as much as these.

bard (archaeologist) 10:

Combat Gear
fortunate charm,
scroll of acute senses,
scroll of comprehend languages,
scroll of erase,
scroll of feather step,
scroll of glitterdust,
scroll of honeyed tongue,
scroll of innocence (CL 2nd),
scroll of lesser restoration (5),
scroll of liberating command,
scroll of memory lapse,
scroll of remove fear,
scroll of see invisibility,
scroll of share language,
scroll of solid note (CL 2nd),
scroll of tongues,
scroll of undetectable alignment,
wand of cure light wounds (50 charges),
air crystal;
Other Gear
mithral chain shirt,
mwk buckler,
arrows (20),
darkwood shortbow,
mithral dagger,
autonomous cartographer,
belt of incredible dexterity +2,
boots of striding and springing,
circlet of persuasion,
cloak of resistance +2,
cracked dusty rose prism ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
cracked scarlet and blue sphere ioun stone,
dream journal of the pallid seer,
eyes of the eagle,
field scrivener's desk,
gloves of swimming and climbing,
handy haversack,
headband of vast intelligence +2,
ring of protection +1,
ring of sustenance,
rope of climbing,
unguent of timelessness,
vest of escape,
belt pouch,
masterwork backpack,
masterwork thieves' tools,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
pathfinder chronicle,
scroll case,
scroll case,
scroll case,
sewing needle,
spell component pouch,
spider's silk rope (50 ft.),
thread (50 ft.),
trail rations (5),

alchemist (mindchemist) 11:

Combat Gear
boro bead (1st level),
boro bead (2nd level),
boro bead (2nd level),
boro bead (2nd level),
elixer of elemental protection,
elixir of spirit sight,
elixir of tumbling,
potion of cure light wounds,
potion of deeper darkness,
potion of inflict light wounds,
potion of lesser restoration,
potion of reduce person,
universal solvent,
acid (3),
alchemist's fire (2),
alkali flask,
fiddleback venom (3),
holy water (2),
liquid ice;
Other Gear
mithral chain shirt,
blowgun darts (20),
mithral dagger,
mwk blowgun,
poisoned sand tube,
belt of the weasel,
cloak of resistance +1,
dream journal of the pallid seer,
elixir of darksight,
elixir of hiding,
elixir of swimming,
feather step slippers,
formula alembic,
gloves of reconnaissance,
handy haversack,
headband of vast intelligence +4,
hybridization funnel,
lenses of detection,
preserving flask (1st level),
ring of inner fortitude (minor),
robe of infinite twine,
traveler's any-tool,
alchemist's lab,
alchemy crafting kit,
formula book,
masterwork thieves' tools,
scroll box,
scroll case,
sewing needle,
spell component pouch,
spider's silk rope (50 ft.),
travelling formula book,

monk (zen archer) 11:

Explorer's Outfit
+5 Adaptive Impervious Composite Daikyu (+2 Str)
Katana, double walking stick [UC]
Wakizashi with false pommel
Cage (diminutive, bamboo) [AA]
Canary [AA]
Belt Pouch
Bird Food
Scroll Case
Inquisitor's Monocle [UE 226] +5 competence to Sense Motive
Headband of Inspired Wisdom +2 [CRB] enhancement bonus
Belt of Mighty Constitution +2 [CRB] enhancement bonus
Cloak of Resistance +3 [CRB] resistance bonus to saves
Ring of Protection +1 [CRB] deflection bonus to AC
Amulet of Natural Armor +1 [CRB] enchancement bonus to nat armor
Jingasa of the Fortunate Soldier [AP 52] +1 luck bonus to AC
Slippers of Spider Climbing [CRB]
Cracked Pale Green Prism Ioun Stone [SoS] +1 competence bonus to saves
Signet Ring
Efficient Quiver
Arrows (20)
Grappling Arrow [AA]
Arrows, Cold Iron, Blunt (20)
Smoke arrow
Whistling arrow (20)
Arrows, adamantine blanched (10)
Arrows, blunt, adamantine blanched (10)
Arrows, silver blanched (10)
Arrows, blunt, silver blanched (10)
Handy Haversack [CRB] magic pockets; retrieve as move action without provoking
Ioun Torch [SoS]
Hammock [AA]
Piton [CRB]
Caver's Hammock [Second Darkness Player's Guide]
Blanket, common [AA]
Mirror, small steel [CRB]
Rope, spider's silk (50 ft) [APG]
Sewing Needle
Thread (50') [AA]
False-bottomed Cup [AA]
Parchment (sheet)
Dream Journal of the Pallid Seer [AP 27] (600 gp) reroll death
Rations, Trail
Noble's Outfit
Light War Horse [AA] (900 lbs)
Military Saddle (30 lbs)
Powder [AA]
Wand of Cure Light Wounds
Potion of Cure Light Wounds
Vermin Repellant [AA]
Unguent of Timelessness
Alchemist's Fire [CRB]
Smokestick [CRB]
Oil of Magic Weapon
Oil of Align Weapon
Potion of Endure Elements
Potion of Jump
Potion of Lesser Restoration
Potion of Mage Armor
Potion of Fly
Potion of Feather Step
Potion of Touch of the Sea
Air Crystals

Access to the spells, so level*level*5.


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Divvox2 wrote:
For fun, I like to age my character a year every few levels to represent the concept that one only gets these wacky quests dozen times a year at most.

Time passes on Golarion at the same rate as here on Earth. So characters age one year in game for every real year. Though perhaps your PCs like to hang out with time dragons when not adventuring.


John Compton wrote:
GM Lamplighter wrote:

Noticed a few things during prep tonight... not sure if it's something worth playing up at the table or not.

First: I made little stick puppets for the owl and the albatross, to aid in my NPC dialogue. I'm going to do a little puppet show from behind the GM screen to see if it helps the party keep the two characters straight and distinct, or if it's just silly. (I figured since their fey, this would be the place to try silly, if anywhere...)

Next: So, the owl and the albatross can use their entangle ability with all the loose paper that's floating around in the water (with -2 on the DC of the ability). So there must be lots of loose paper and books already off the shelves and floating around in the water?

Fine, but if the party gets the grondair to suck up the water before she leaves... doesn't all that loose stuff get sucked up as well? According to the Bestiary entry, plants and even small water animals get sucked up when a grondair takes on water. So, the Society loses a bunch of stuff into that fishy's belly.

So, is it better for the Society if the grondair removes the water (and the loose books), or if she doesn't?

There's certainly some paper floating in the water, but the worst of the entangling paper is probably comes from the shelves themselves as scrolls lash out from the walls and bookcases.

Koi is also a fabrication of some pretty wonky fey narrative—on both levels of storytelling. I suspect her reabsorption of the water leaves most of the paper behind. Certainly it captures little enough that the Society much prefers her cooperation to dredging and drying the archives manually.

For the entangle I'm thinking that wet paper goes splashing all over and covers the PCs like papier mache.

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