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Mistwalker's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 2,078 posts. No reviews. No lists. No wishlists. 13 Pathfinder Society characters.


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Goblin Squad Member

I am interested in:
The bags of xx
the fragments of xx
the gems
and the essence.

Goblin Squad Member

Nihimon wrote:
Learner's Spellbook is Artificer Rank 3, and you should get the Recipe as soon as you train Rank 3 - you shouldn't need to get a Recipe drop for it.

Thanks

Goblin Squad Member

Nihimon wrote:
Artificer makes the Spellbooks. For an Apprentice's Spellbook, you'll need a Tanner to make the Basic Hide Sheets and Parchment Sheets, and an Apothecary to make the Clerk's Ink.

I ramped up tanner, apothecary and sage to be able to make spellbooks and wands/staves (daughter has the sawyer skill).

But to get the spellbook recipe drops, I wanted to confirm that the skill that needs to be at 3rd level is Artificer, not spellcraft or some other skill.

Goblin Squad Member

Nihimon wrote:
Capitalocracy wrote:
Are the Spellbooks recipe drops or are they common? What level Artificer do you need to make them?
They're all Common, so I think that means you get them when you reach the appropriate Rank (1, 3, 4, 8, 11, 15, 18).

Is it Artificer skill level, or is there another skill that is needed for the spellbook recipe drops (cause knowing my luck, I will ramp up the wrong skill :))

Goblin Squad Member

Thanks for the input - not as bad as I thought, but definitely something that needs to be clearly written somewhere - if only to manage expectations.

Next question is what level of artificer does the learner spellbook become available? Is a recipe needed?

And, does anyone have a learner spellbook that I can acquire?

Goblin Squad Member

Apparently I have been working with the wrong assumptions about what spells can go into a spellbook. My assumption was that the + of the spellbook limited the level of the spell, and that the higher tier spellbooks allowed more spell levels to be stored on the tab.

I diligently learned all of the needed skills, acquired the necessary materials (thanks to advice and help of the community) and made an introductionary spellbook +2, thinking that I would finally be able to put in the fireball spell that I learned so long ago. No such luck - I can't even put in level 2 spells.

So, the questions are:
For each spell level, do you need the same tier level spellbook (i.e tier 3 spellbooks for level 3 spells)?
So are we looking at very high tier goods for casters as compared to fighters?
Why is learning spells relatively inexpensive, but that getting a spellbook to actually put them in so difficult?
Has anyone been able to cast a level 3 spell yet? If so, how did it go (I am curious to see what a fireball or other level 3 spell actually looks like when cast and the effects)?

If the intent is to require a tier spellbook for each spell level, that is something that should be clearly indicated in the guide - it can be a little frustrating to spend the XP to learn the spells and such, but not be able to use them.

Goblin Squad Member

Which is also needed for clerk's ink, which is needed for spellbooks.

I killed hundreds of goblins today, looking for the itchy and sticky stuff. Even then, I was short green stuff until I was given a pile of the stuff.

Goblin Squad Member

I keep seeing coordinates (for shrines and hexes)
How do I find those in the game?

Once I know how to do so, I will start adding information to your resources by hex spreadsheet.

Goblin Squad Member

I am trying to figure out the crafting system, and make myself a spellbook.

To do so, apparently I need some "green".
Besides the goblin "bag of itchy stuff", what gathered resource gives you green? And where can I find those resources on the map?

Near Ozzem's Vigil, I have found some Yellow in:
Potent Weld Leaves
Potent Buckthorn Berries

Goblin Squad Member

Nihimon wrote:
Mistwalker wrote:
... I kept looking at the arcanist shop...
You're not alone. I've done it myself a (significant) number of times :)

Now I don't feel quite as silly.

What do the higher levels of artificer allow you to create?

I seem to recall someone talking about a withering staff?

Goblin Squad Member

Nihimon wrote:
Mistwalker wrote:

Staff: Arcane, Volatile, Expansive, Masterwork, Explosive

Wand: Arcane, Volatile, Direct, Masterwork, Explosive
These are Charged Staff and Charged Wand respectively. Both Recipes are automatically acquired by Artificers at every Tier.

Shakes his head

For some reason, I kept looking at the arcanist shop - probably due to the gems you need for the staves and wands.

Thanks

Goblin Squad Member

I am looking for a few recipes, but will need help with the name of a couple of them:

Staff: Arcane, Volatile, Expansive, Masterwork, Explosive
Wand: Arcane, Volatile, Direct, Masterwork, Explosive

Pine Post +2
Pine Post +3

Mistwalker

Goblin Squad Member

Neadenil Edam wrote:
Mistwalker wrote:
If there are any mages joining tonight, is there any possibility of acquiring a staff +1 or +2, and an upgrade spellbook if that too is available?

You need to be a bit more specific about the staff you want.

Whereas all spells work equally with the generic charged staff that is not the case with higher "plus" staffs.

For example Wilting Surge rank 3 will only get its full power on a +2 diminishing staff and will only work as rank 1 on any other staff (psychic/charged/etc) regardless of the "plus" of the staff.

I am using Electric Brand as my main spell, and Hellflume as my secondary one.

Goblin Squad Member

PM sent - thank you

Goblin Squad Member

If there are any mages joining tonight, is there any possibility of acquiring a staff +1 or +2, and an upgrade spellbook if that too is available?

Goblin Squad Member

If you had most of your gear in one of the deleted settlement banks, does that mean that it is gone?

***

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Congratulations

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congratulations

Goblin Squad Member

Around Phoenix Pass I have found:
Trash heap: smooth beast pelt, superior wool, onyx
Logs: smooth pine log, potent belladonna berries
essence: uncanny esoteric essence

In all of those three types of nods, I have had times where nothing was gathered.

Goblin Squad Member

I am interested.

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subway rat wrote:

I would have liked to play this scenario, but I didn't really get the chance. I enjoyed about 10 minutes of this scenario with my level 5 wizard, that is until the first encounter. As the obvious caster, I was focused down with a searing light or some such touch spell in two rounds and fell unconscious. By then, the melee fighters of the group had just about finished the cannibals off when the GM called me over to apologize and show me the tactics with death knell to prove he wasn't just being a jerk. That distinction falls to the writer.

How does death knell have a place in a PFS scenario? Is the blatant killing off of a character supposed to add to the fun somehow?

Sorry for the whining. I'm just a bit salty about my unexpected death in the first encounter. As for the rest of the scenario, the remaining players at the table seemed to be having fun, but I wouldn't know.

Out of curiosity, didn't you get a save against the spell?

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Rambone wrote:
Seems like the 5 drop outs are violating the "don't be a jerk rule".

How so?

They did not want their character to die because someone else deliberately brought in a very weak character. How is stepping away from the table in that situation being a jerk?

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Wagon, 35 gold pieces, weights 400 lbs
CORE page 159

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Jiggy wrote:
Mistwalker wrote:

Jiggy, is there any reason why you can't be proactive as a player, rather than have the GM draw out one tidbit at a time?

New version:
Me: Yikes a swarm/troll/whatever! Okay, I cast burning hands.
GM: Wait, weren't you raging?
Me: Yeah, Bloodragers can cast while raging, and it is a full caster level ability - this has been confirmed that it isn't a mistake by a developer.
GM: Cool. Alright, how much damage was it?

Is it that you want me to explain why I can do every single action I declare all afternoon, or is it that you want me to psychically guess which ones the GM will need explained? Neither of those options seems superior to "announce my actions, give info when asked".

Well, if the GM starts off by being surprised that you can cast while raging, it is pretty likely that they are unfamiliar with the Bloodrager class, and it may save time if you provide the full explanation right away.

For me, it would also have me put you in the "knows their character and rules" group and I would be less likely to ask other questions, simply accept that you know the rules for your build. Thought I may still ask for you to provide me a listing of some of the fun stuff and which books that they can be found in, so that I can see if it is build that I may enjoy playing - and increase my rules-fu.

At GenCon this year, when I was running the Legacy of the Stonelords, I had a player with a high level hunter. When she started adding in flanking to her ranged attacks, I stated that you didn't get flanking for ranged attacks - she replied that it was a hunter ability, and that it hadn't been changed from the play test when the ACG came out the previous day, as she had checked. Seeing how she knew her build and the rules surrounding it, I didn't question the other things that seemed a bit surprising to me - but I did read up on the hunter class the next morning - cause what she had done seemed cool, and I wanted to know those rules for the next hunter that sat at my table.

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Jenter, the Happy Swordsman wrote:

Here's a situation that's been in the back of my mind for a while, but now seems appropriate to the discussion:

This alias is my 3rd-level bloodrager. Sooner or later, he's going to hit 4th level, and gain some spellcasting ability. There's a good chance I'll take burning hands as a spell known, to deal with swarms and whatnot. At that point, I fully expect to encounter some disbelief from GMs when I cast it (for reasons you'll see in a minute).

My approach is very similar to Nosig's approach - Cool, how did you do that?

Jiggy, is there any reason why you can't be proactive as a player, rather than have the GM draw out one tidbit at a time?

New version:
Me: Yikes a swarm/troll/whatever! Okay, I cast burning hands.
GM: Wait, weren't you raging?
Me: Yeah, Bloodragers can cast while raging, and it is a full caster level ability - this has been confirmed that it isn't a mistake by a developer.
GM: Cool. Alright, how much damage was it?

***

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If the addition of the Int 9 wizard didn't change the sub-tier, I would ask that the other players give it a shot, as others have mentioned, it won't change the opposition if that wizard is there or not.

Meadow lark wrote:
To those GM's who say "I would run this but would not help him", you make me very sad to be associated with PFS.

I am not understanding why you are upset about the above - the GM said that they would run the adventure, and that they weren't going to treat the Int 9 wizard with kid gloves - if they are a legitimate target by an enemy, they would be attacked. Unless you are suggesting that the Int 9 wizard should get special treatment because they are role playing?

Meadow lark wrote:
I would like to point out, these comments in themselves violate the don't be a dick rule.

Several have expressed the opinion that they believe that the Int 9 wizard may/probably be in violation of the don't be a jerk rule - saying that is being a jerk?

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Kurthnaga wrote:
Mistwalker wrote:
Steven Schopmeyer wrote:
There is no definition of 'common' and 'rare' creatures in the rules, so it is GM discretion as to what counts.

That is basically what I am suggesting. That the GM treat fought before creatures as common, rather than general or rare creatures.

For a lot of creatures, that will end up with a DC of 10 or lower, which can be made untrained. It will likely only give them a single feature of the creature (harpies sing, trolls regenerate unless fire or acid, skeletons need bashing, etc).

And if that player fought dozens of succubi in the worldwound, they suddenly forget all their experience against their most common foes simply because they are more powerful? I'm not trying to attack you personally, but the knowledge skills do not mesh with anywhere close to realistic expectations of knowledge.

I am mostly trying to find a way to allow PCs to use knowledge skills untrained to ID creatures, while still following RAW.

For the Succubi, as the PC has fought lots of demon types in the worldwound, I wouldn't see a problem the PC using untrained knowledge planes skill to know the common traits about demons:
darkvision
need cold iron and/or good
all have some ability to cast spells.

Personally, I wouldn't have a huge problem if the player remembered that they can drain their victims, or other details about the creature, as long as the remembering was something that they had seen in an adventure, and not from reading it directly from the bestiary.

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Steven Schopmeyer wrote:
There is no definition of 'common' and 'rare' creatures in the rules, so it is GM discretion as to what counts.

That is basically what I am suggesting. That the GM treat fought before creatures as common, rather than general or rare creatures.

For a lot of creatures, that will end up with a DC of 10 or lower, which can be made untrained. It will likely only give them a single feature of the creature (harpies sing, trolls regenerate unless fire or acid, skeletons need bashing, etc).

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GM Lamplighter wrote:

Hmm - that's an interesting idea, Mistwalker. Still not RAW, but at least a compromise between RAW and something a bit more realistic. I think I will use this as my default position now if someone says, "I've fought X before!"

Or: maybe we could have a PFS defined list of "common" creatures that all Pathfinders have at least learned a bit about. We are already seeing a bunch of player-friendly information in the Field Guide (which tells you, among other things, to use cold iron on demons and blunt weapons on skeletons).

Or maybe identifying the creature type is common knowledge, but the specific creature is as usual? "Well, it's a demon, for sure, but you can't remember whether the bird ones had the spores or cast darkness... either way, cold iron is your best bet."

I must be missing something here. Why isn't it RAW?

What is common will be different for each PC. A PC with most of their adventures/scenarios been up in the Lands of Linnorn Kings and the Realm of the Mammoth Lords will have a completely different experience and definition of common creatures than a PC that has spent their adventures/scenarios in Osirion.

As PCs fight creatures, some will become common to them, with untrained knowledge checks becoming possible for some of those creatures.

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trollbill wrote:
Mystic Lemur wrote:
Ferious Thune wrote:
I have a character who has been killed once and charmed two more times by harpies. I would hope if someone says the word harpy, by now he'd be allowed to put in earplugs without making a knowledge roll.

But it's not you making the knowledge check to identify the creature as a harpy. You can't put in the earplugs just because you see a flying humanoid creature that starts to open it's mouth. Well, you can, but that could be a gargoyle and a wasted action.

After 3 traumatic experiences with Harpies, you are going to remember what they look like. You would only logically need a knowledge check if the Harpy you were looking at had a significantly different appearance than a normal Harpy. Putting a point into Knowledge (local) is NOT representational of this kind of knowledge. Firstly because a rank in Knowledge (local) represents a general increase a knowledge, not the gaining of a single specific piece of knowledge. Second, mechanically all it does is increase your chance of identifying a Harpy by 5% which is poor representation of having specific Harpy knowledge. The Knowledge skills simply do not work the way you want them to.

Hmm, would that make harpies common creatures for you? DC becomes a base DC 5 + CR = 5 +4 = DC 9.

DC 9 is a knowledge skill check that can now be made untrained (RAW and RAI). So for a PC that has fought harpies three times before, I would say that harpies have now become a common creature for that PC, and can be identified with an untrained knowledge skill check.

Fought trolls before? Common creature for you? If so, the knowledge check for them is DC 10 - which can be made untrained.

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GM Lamplighter wrote:
pauljathome wrote:
A ftr with INT 10 (or even 8) who has gone through PFS school should know the basics automatically. Which is a lot more than most GMs allow on a 10 on a knowledge check.

That's one way to look at it. Another is that a fighter with Int 10 (or 8) would not have MADE it through Pathfinder school, but would have washed out in first year because he couldn't pass the knowledge tests.

On learning from past scenarios: RAW, you can't do it - a Knowledge roll is required every time. I justify this as being because you can't be sure, in the heat of a combat, exactly what you are facing. How much skin in on that undead horror under its armor? Skeleton? Zombie? Wight? Only by being well-trained (having skill points) can you think fast enough to gain some combat-useful knowledge in time.

What about the untrained use of knowledge skills for DCs of 10 or lower?

Skeleton would be a DC 5.
Zombies would be a DC 5.
Wights would be a DC 8.
Orcs would be a DC 5.
Kobolds would be a DC 5.

Wouldn't Pathfinder training make the most frequent encountered creatures fall into the common definition for knowledge checks, usable untrained if the DC is 10 or lower?

Also, if a very strict interpretation is applied, how would people recognize a horse (DC 6), a pony (DC 5), a bear (DC 9) or even a dog (DC 5)?

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For a lot of common monsters, like skeletons, most people seem to forget that you can use the skill untrained to learn a few things about those common monsters.

CRB page 100 wrote:

For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR.

and

Untrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.

And I would have no real issue with a player character using knowledge of creatures learned in a previous adventure .

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Sebastian Hirsch wrote:

So. is there any real reason not to let the players decide this democratically ?

I mean other than the chance of one strong willed player forcing a couple of polite/introvert players. In that situation the pregen choice might only be the first problem.

The problem about it being done democratically is why, in my opinion, that we now have out of tier gold and strict guidelines about when to play up or down.

In a group of 5 players, 2 with 3rd level characters, 2 with 4th level characters and one player who wants to play a level 7 pregen - the vote could easily be 3 for uptier, 2 against. Does that mean that they have to play up tier, with no real risk to the pregen, but a very real risk to the two who voted against the level 7 pregen?

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kinevon wrote:
Quote:
you may choose to use one of several level-appropriate pregenerated characters
Unfortunately, for those who want to say you can't bring a level 7 pregen to a game with mostly level 4 PCs, it doesn't say sub-tier appropriate, but level appropriate.

You do realize that it doesn't say "tier appropriate" either? That level appropriate is wide enough to include both definitions? This is why I stated earlier that there will be table variation on this.

If the whole table is agreeable to having a pregen that is 3 to 4 levels higher than they are in the party, which will raise them to high tier and all of the associated dangers (and that if the level 7 pregen dies there is no real loss to that player, but death to the PCs does have an impact), then I will gladly run the table.

I will point out that I roll out in the open with large dice, and that a crit that would hurt a level 7 character has a good chance of killing a level 3 character (depending on the weapon).

If the player has a level 7 PC, I have less issues (will still point out the dangers - and if some players prefer, they can use level 7 pregens).

I am mostly concerned with someone forcing higher tier on the party with no real risk to their character (besides not being able to play that scenario again). That is where/when my interpretation of level appropriate will be much stricter.

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David, we have both presented our arguments to each other, and I suspect that neither one is going to convince the other to change their mind.

Can we agree to disagree on this issue?

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David Bowles wrote:

"There will be table variation on this."

I don't see how. This is beyond the ability of the GM to modify. I guess they can refuse to run.

You wouldn't disallow a level 7 PC or a level 4 PC, because you are not allowed. I don't see how this is any different.

David, I quoted the rule that applies to players using pregens to play a scenario. -bolded to highlight key wording for me.

Quote:
you may choose to use one of several level-appropriate pregenerated characters

If the player is playing their PC, then they can play at any of the level appropriate for that scenario (in this theory crafted example, any level from 3 to 7). The rules allow for this - but the PC is at risk, just like all of the other PCs that are not pregens.

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Chad Kundrick wrote:
Majuba wrote:

Re: Spinosaurus legality

Thanks to Preston Hudson, I've narrowed the band of time to Nov 28, 2012 (still legal) to March 27th, 2013 (not legal). Anyone with a PDF of Additional Resources between those times could help narrow it down further.

Still requires a rebuild, unless we get noticed that they are grandfathered in, but it's nice to know.

I know for a fact that the Allosaurus and Spinosaurus we're both legal when I made my Hunter around Sept. 9th because I checked the additional resources to make sure they were legal and purchased the Bestiary 2. I'm just disappointed a reason wasn't given why or not.

I'm also pretty sure if you look at that archive from August 2014 you'll see it listed as legal since that was when I built this character.

My copy of the additional resources that I downloaded on August 11th, 2014, does not list either the Allosaurus or Spinosaurus as legal choices for animal companions.

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David Bowles wrote:
It's not for the GM to decide the validity of reasons for legal choices. If they are engineering out of tier gold, who cares? That's their business, not yours. The potential for disaster in seasons 4+ are sufficiently high that...

There will be table variation on this.

page 6 of the Guide wrote:
If you don’t have time to create a new character or simply wish to try out a new character class, you may choose to use one of several level-appropriate pregenerated characters..

At the moment, my interpretation is that level appropriate for a table with only levels 3 and 4, would be for the pregen to be level 4.

I could be convinced to expand my interpretation for a specific game if I found the argument compelling and the rest of the table was OK with the choice.

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Jayson MF Kip wrote:
Game Master wrote:

WHY are there GMs here who are saying "No, I would intentionally force my players to play at a subtier they don't want to play at because I am able to twist a vague ruling in the GTOP?"

If you have a table of players, including one who is choosing a pregen, and they want to play at the higher tier because they believe they can handle the challenge, and a level 7 pregen will bring their APL up to the higher tier... why would you deny them? That's just being a jerk. "Oh, you want to play high? Nope! I found a way to deny you the extra gold and force you to play a scenario that's easier and less exciting than you'd hoped. I win!"

I don't understand that attitude. As a GM, I will try as hard as I can to get the players the game they want to play. If that means trading players between tables to raise or lower the APL, go nuts! If that means swapping out pregens to enable the type of game my friends are interested in taking on, by all means.

Firstly, calm down. No one is claiming any intent (besides "I'm gaming the subtier system by adding pregens").

In previous seasons, you were allowed to choose your subtier. That is no longer an option.

I think that most of us are more concerned about someone manipulating the subtier with a pregen, with no risk to themselves, without the consent of all of the other players.

There may be a valid reason for playing a level 7 pregen when the rest of the table are level 3 or 4, but they would need to articulate them for me. Off of the top of my head, I can't see a reason (well, besides getting all of the lower tier folks out of tier gold - which is not a valid reason in my books), but I am open to hearing their rationale/argument.

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Victor Zajic wrote:
Why does everyone care so much why people are choosing to play a pregen? Is this BadWrongFun really so terrible you have to make a big deal out of it? If they want to play pregens, let them. Maybe they have PCs that aren't super optimized, and are not looking to put them through a brutal meat grinder like storval stairs. But they also want to be able to play at that PFS event. Or maybe their reasons don't matter and they should be allowed to play the game as they choose.

If you are playing a pregen and die, you assign the chronicle to a new character and they get marked dead. No big deal for you. Nor do you expend any resources.

People playing their own PC, who die, have to spend PP or gold to get their character back, along with any resources expended in the scenario.

That is why there is concern about some people using pregens for "dangerous" adventures - they don't risk anything, but the other players do.

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Robert Hetherington wrote:
Is Inspiration a permanent bonus? No.

In some cases, the answer will be yes for Inspiration. There are some skills that you always get an inspiration bonus die, without having to spend an inspiration point.

Some of those skills can be used for day job checks if the right vanity is bought/paid for.

Like Andreas and BigNorseWolf, I believe that in those cases, the inspiration die can be used on day job checks.

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Ascalaphus wrote:

I've also heard people claim that the rules say you have to play a pregen that's in-subtier for the subtier selected for the scenario. I've looked but I can't find such a rule. AFAIK, you select the pregen and then subtier is calculated. If you're playing a 3-7 you're within your rights to pick a level 7 pregen, even if the rest of the players are level 3-4. But if you do, I feel the other players have a moral obligation to throw rotten eggs at you. :P

If I'm wrong about this, would someone please point me to the relevant rule? I'm genuinely curious.

page 6 of the guide wrote:
If you don’t have time to create a new character or simply wish to try out a new character class, you may choose to use one of several level-appropriate pregenerated characters..

In my opinion, that means that if everyone else is level 3 or 4, then the level appropriate for your pregen character is level 4, not level 7.

It may also be a violation of the "don't be a jerk" rule if you take a higher level pregen and cause the APL to go up enough to have the game run in the higher subiter.

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DancerDan wrote:

Thanks for your answer, but that can't be the whole story. Chronicle sheets for scenarios/tiers of level >= 3 often list loot that costs less than 500 gp. Based on your answer, most PCs at that level will have the fame required to buy that loot anyway, so why bother listing it? And what would it mean when such an item imposes a limit on how many you can buy. E.g., +1 flaming arrow (166gp, limit 3). If I could buy it without the chronicle, then the limit would never apply, right?

Perhaps related, there is still the part of my question about owning the books. According to the official rules, must I own the PFSFG for my 4th level PC to buy Air Crystals for 50gp, assuming they are not on any of that PC's chronicles?

You have to buy wands that are fully charged, and magic ammo in lots of 50. Unless you find it on a chronicle sheet in smaller lots.

Example, a wand of Lesser Restoration (50 charges) usually costs 4500 gp, but if on a chronicle sheet there is a wand of Lesser Restoration with 10 charges for 450 gold, you can buy that partially used wand for a much cheaper price. Sometimes the wands also have a higher caster level than the minimum caster level that wands usually have.

Yes, to use a feat, spell or item, you have to own the book that it comes in (either hardcopy or watermarked PDF).

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Congratulations

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trogwolf wrote:

On the Additional Resources Page, where it refers to "Pathfinder Campaign Setting: Seekers of Secrets

Everything in this book is legal for play with the following notes. Equipment: ioun stones use method 1 for resonance and never use method 2. Additionally, only normal ioun stones have resonance—inferior ioun stones never do. Advanced ioun stones are not legal for play. Prestige Class: Pathfinder Savants replace the item creation feat prerequisite with Spell Focus."

Is it actually talking about "Pathfinder Chronicles: Seekers of Secrets—A Guide to the Pathfinder Society (PFRPG)"?

Because I can't find a product named "Pathfinder Campaign Setting: Seekers of Secrets" If I search for this, the other comes up at the top of the list.

Yes, it is referring to the Pathfinder Chronicles: Seeker of Secrets. A while back the campaign setting and chronicles lines were merged - both are now the "campaign setting" line.

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Kadasbrass Loreweaver wrote:
We've had more than a few talks. Covering Teamwork, Alignment, and keeping track of his chronicle sheets. I guess I reached the point where I feel experience is a better teacher...

Then it may be time to have the talk about the "don't be a jerk" rule. I would coach it with something like "I know that you are excited about playing and like to be in the thick of the action, but..."

Or perhaps come at it from the other side, ask about how would he feel if other players kept putting his character's life in danger because they were bored/didn't think/didn't talk it over with the team/etc.. Then ask how he thinks the others feel when he does that.

Both ways have worked for me.

Also, does he follow the game intently the whole time, or does he get bored at times? And is it when he is bored that he jumps in? The reason that I am asking is that when my youngest started to play at 6, I encouraged her to color when she got bored - stay at the table and follow what was going on, and be ready to act if she needed/wanted to (like combat or saying something to an NPC), but otherwise quietly coloring or using a sticker book when bored. It has worked well for her, and the other players (mostly adults) have appreciated her approach to the game - it doesn't hurt that she likes to play a raging invulnerable barbarian who likes to protect everyone else.

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