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Mike Lindner's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 740 posts (751 including aliases). 2 reviews. 1 list. No wishlists. 21 Pathfinder Society characters.


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The simple solution to the boon needing to be the first chronicle is to number it zero.

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I think this is a good compromise between the original language of star replays recharging every year (that never actually happened) and the boon existing but being hard to come by for many GMs. A definite step forward in further rewarding GMs for doing what they do without opening up replay too far.

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Yes, we need more Blakros museum scenarios. I want to see what even more freakishly weird stuff is hidden away in there. Open a closet and find a thousand year old half-mad ghoul? Of course.

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What I did with my stalker vigilante is have the vigilante identity be the pathfinder and the social identity is for roleplay/flavor. Most scenarios the social identity never comes into play. I also make sure that they are strictly separated - even the PFS team he works with doesn't get to know who his social identity is. He has a couple ranger levels and I took the falconer archetype. So when he is going to use his social identity he has his owl hang out with the party. If they need him they can send the owl to find him since it of course knows both identities.

I should add that much like your idea Genuine, my vigilante is a murder hobo. The Bloody Maw has been "touched" by Groetus. His social identity is a beggar. So he quite literally is a homeless person who uses the society as a means to travel around and do his part in sowing chaos and tearing down civilization.

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Season 0: Black Waters

Season 1: The Pallid Plague

Season 2: Below the Silver Tarn, with You Only Die Twice as runner up

Season 3: Red Harvest for high tier, God's Market Gamble for low tier
These are two of my favorite scenarios period. God's Market Gamble is one of the best scenarios in the campaign.

Season 4: The Waking Rune - I have only run this, not played it and it is still one of my favorites.

Spoiler:
You get to fight a runelord and the herald of a god in the same scenario!

Season 5: Library of the Lion

Season 6: The Slave Master's Mirror

Season 7: School of Spirits

Special: Blood Under Absalom

Exclusive: Bonekeep 1

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Drogon wrote:
Sandra Wilkinson wrote:

How about you can only get the boons once...but get the exp, prestige and item access on subsequent runs?

Items are often a bigger problem than boons, to be honest.

I don't think repeat GM credit is necessary, but if it was implemented I think this would be a decent way to do it. Any GM credit after the first does not grant access to anything, boons or items, but only provides XP, PP, and GP.

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As a GM I have allowed the PCs to borrow Aspis badges from a VC when appropriate. I have also done the same as a player. Is this acceptable or should it not be allowed unless explicitly provided for in the scenario?

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When this is clarified I think it should go in the direction of having the held chronicles applied, even if the character is then out of tier.

With this option, I don't see any way to "game the system." It is more flexible and forgiving for those who don't carefully keep track of their held credit. This is quite possible for someone playing pregens enough to trigger such a scenario.

By restricting it, you can end up causing players to lose held credit which would only serve to disenfranchise players. When that player is already someone playing a pregen, it is quite possible they are already on the edge of fully participating in PFS.

Given that there are two options where one is more player friendly without being harmful to the player or campaign, then that is the one that should become the rules.

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Protoman wrote:
Someone in my lodge write notes on the back of his previous chronicle sheet.

I have started doing this lately, and I think it works pretty well. Previously I would keep separate notes sometimes, or I would write my notes in the blank space on my character sheet (so would be discarded eventually).

What I would like to see is having the product description for the scenario, the summary or blurb, on the chronicle sheet. After playing lots of scenarios the name alone is often not enough for me to remember what it was about.

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School of Spirits is the best from those I have played so far.

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1) Read through the PDF electronically highlighting skill checks, stuff I think I'll need to quickly find while running, etc. as I go through. I don't pay to close attention to combats on the first pass, only the morale sections to know whether they start out actively attacking or try to talk to the party.

2) Take a mental break (a day or two if I have the time).

3) Study the combats, looking up any mechanics I don't understand.

4) Print the scenario, any bestiary pages not included in the scenario, maps, and chronicles.

5) Pick out minis for the NPCs and monsters.

6) GM.

7) Realize how many things I screwed up while driving home.

Edit: Missed one. 2.5) Read the GM thread on the forums. I only do this around half the time, usually when a scenario seem particularly tricky.

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Buba Casanunda wrote:

ok, now we are venturing into areas that will result in really odd effects.

I have more than one Cleric with the sub-domain of Love.
** spoiler omitted **

ruling that an immediate action cannot be used after the target of an attack is declared is going totally modify the way this Domain power works... after all "As an immediate action, you can attempt to thwart a melee or ranged attack that targets you..." seems to indicate that the cleric can use the power AFTER the target is chosen...

Then there's the jingasa of the fortunate soldier where you can use an immediate action after a critical hit is confirmed to negate it.

Getting back to spells there is windy escape as well.

Immediate actions are weird.

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I do not want on the fly hard mode in PFS.

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TOZ wrote:
Eric Clingenpeel wrote:
I'd like to tell you all about the wonderful item called Talisman of Life's Breath... So worth it for frontliners who don't want to deal with the hassle of demanding the cleric use a scroll on them.
A pity it occupies the neck slot.

If you wear (or can wear) armor, then the determination armor special quality may be of interest. It is cheaper than the greater talisman and has the same effect.

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Pirate Rob wrote:

I'm against the proposal, due to extra rules complications.

Examples of potential issues:

Consumables that are limited in purchase (chronicle sheet items, poison, objects that one person has fame to buy but not the other, items with a limited buy amount)

Consumables at different prices for different characters (boons, alchemy, faction card discount)

This is a good point. It is enough to push me from being in favor of some option of replacement to thinking it's not worth the complexity.

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Charon's Little Helper wrote:
Except that you're straw-manning like crazy. The suggestion isn't to force players to pay for consumables on them, especially if OOC they're against it. It's to ALLOW them to pay for consumables used on them.
BigNorseWolf wrote:
No one is talking about mandatory restitutions.

You are wrong. Very early in the thread the idea of mandatory reimbursement was put forward.

GM Lamplighter wrote:
Although, personally I'd be in favor of mandatory reimbursement. . .

There are also several others who have said they see no issue with it being an expectation to reimburse if it were allowed. Having it as a basic expectation is pretty much mandatory if you want to keep gaming with the same people.

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BigNorseWolf wrote:
Mike Lindner wrote:
The problem I have with mandatory reimbursement is you can effectively tax other players. Someone goes unconscious. Use a heal scroll (instead of simply stabilizing them). The target has to pay for it even though they had no choice in whether it was used on them.

Is anyone suggesting mandatory reimbursement under ridiculously contrived conditions?

If yes, please quote them.

If not please stop pretending this is a plot to screw people over.

I don't see how this is at all contrived. The player using the scroll may have done so with only the best intentions. That doesn't change the fact they would effectively be spending the other player's gold.

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The problem I have with mandatory reimbursement is you can effectively tax other players. Someone goes unconscious. Use a heal scroll (instead of simply stabilizing them). The target has to pay for it even though they had no choice in whether it was used on them.

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This was the most enjoyable convention experience I have had in several years. This is mostly due to it having such a relaxed atmosphere. Even running the Saturday special was fun without being stressful. To me GMing a multi-table special without feeling stressed during it is about the best compliment I can give to the organizers.

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Like others in this thread I can see both sides.

When I played Eyes of the Ten there were, to the best of my recollection, at least 2 or 3 scrolls of heal and a breath of life used on my PC. I would like to have had the option to reimburse the other PCs for it. As it is I could only keep taking the hits for them.

At the same time I am concerned this would turn from an option to a de facto requirement.

On the whole I am in favor, possibly with some restrictions. Those restrictions may just be firm language regarditg the optional nature of it.

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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.

Quote:

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.

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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.

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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.

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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.

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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.

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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.

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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]

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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.

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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.

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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.

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

PFS FAQ wrote:

http://paizo.com/paizo/faq/v5748nruor1fq#v5748eaic9qy5

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

Yes. Please follow these clarifications.

Forum thread wrote:

http://paizo.com/threads/rzs2qfqj?Can-Something-Be-Done-About-Variant -Dhampir#34

Can Something Be Done About Variant Dhampir Errors?

Patrick Renie Developer Jun 3, 2014, 01:41 pm
Hi!
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.

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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

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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.

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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.

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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.

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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.


Nope.

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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.

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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:

Quote:

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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