Tarquin

Peter Kies's page

*** Pathfinder Society GM. 118 posts (168 including aliases). 1 review. No lists. No wishlists. 10 Organized Play characters. 1 alias.



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The Exchange

Help me make a PC based on The Butterfly King, from The Sidekicks Initiative by Barry J. Hutchison. Because weirdness, roleplaying and comic relief, and I need a new low level character. Ideally, I'd like him to be legal for PFS 1E play.

The character is almost totally inept, but what he lacks in ability he makes up for in overconfidence. His gimmick is being able to summon, command and talk to butterflies - which seems to take a long time if it works at all. He talks like Batman but fights like a wet paper bag. I'd like him to have a limited ability to summon butterflies at level 1.

School familiar (illusion) seems to be out, as he'd need to be level 10 before he could have the greater school familiar feat and the ability to summon swarms.

Blight druid or wizard only gets a familiar, although the druid's 5th level miasma ability is sort of like a swarm's distraction, only better.

Swarm monger looked promising, but for some reason the fecund familiar choices are limited to just a few tiny creatures. Diminutive (aka weaker, more limited) familiars (like a butterfly) are not allowed, and if you somehow make the familiar diminutive, its copies when it turns into a swarm will not be.

I like some of the effects of the pipes of the sewers, specifically how distance and availability impact the summoning time. Maybe a headband of some sort could be created to work similarly for butterflies.

As far as I can tell, the only game effect a butterfly swarm can generate is distraction, and that with a pitifully low save DC due to the creature's 4 CON. I suppose there could be also be color changes like the fireflies in a metalseeker swarm.

An effect similar to color spray might be a little more useful than the distraction ability. I was looking for a metamagic feat that changes how spells manifest (thematic spell casting), but it doesn't appear that something like this made it into the PFRPG ruleset.

Dark Archive 3/5

I'm looking for feedback from those who have run the Cradle of Night module.

About how long did it take for your players to get through each part?

I'm considering trying to run this as a PFS sanctioned offering at a convention, but only if we can reasonably fit the content in the total time available.

I know some multi-mods are nearly impossible to fit in 3 days of play, but there are others where you can do a section in a slot or 2.

What experiences have others had with this one?

The Exchange

In an area covered in darkness,
using only darkvision and no other senses,
not knowing the individuals,
presuming similar gear with no identifying marks,
without the aid of magical enhancements to vision
(such as the ability to detect alignments, auras, etc.),
and with no further observation than an initial glance:

Would there be any discernable difference between drow and elves?

I think in conditions of light or low light coloration would be obvious, but if that is the only distinction then darkvision would not reveal the race. The creatures are the same type and subtype (humanoid, elf).

Of course, if you have only 60' darkvision and are pursuing drow who have 120' range, they may see you first and leave or take cover (unless you are very stealthy).

The Exchange 3/5

I'm organizing PFS and SFS sessions at a convention.

The session tracking sheets on the Paizo site only show PFS stuff - no SFS factions and such.

Is there a version hiding somewhere that has been modified for use with SFS?

Or is the best thing to print out a full tracking sheet from each scenario, quest or special?

The Exchange

After getting beat up by a wight whose behavior was written as "not to pursue", the PCs retreated, left the dungeon and rested overnight - coming back healed up and refreshed.

There is no evil cleric in the dungeon to hit the wight with negative energy.

Does the creature also regain hit points overnight? Have you seen a rule on this anywhere? In the absence of anything to the contrary, I think it should regain hit points just like a living creature. It is not a construct, and I would think the force that brought it to unlife would slowly creep back in unless it is destroyed.

The Exchange

What is intended by "normal speed" in the descrition for this item? Does it remove all speed penalties for moving over snow and ice, or does it just eliminate tracks and falling chance at the "normal" (reduced) speeds?

Also, if the terrain is otherwise open (except for ice or snow of any depth), does it mean you can use running movement rates? Do these boots remove only the movement penalties or do they actually make it so these surfaces are no longer difficult terrain for the wearer?

The Exchange

With wizards is it often useful to buy a scroll of a spell that is a level higher than they can't currently cast, and use it if needed, risking only a small spell failure chance.

But alchemists can't use spell completion items like scrolls, and I thought I read that wands for "spells" that only appear on alchemist's extract list don't exist because they can't craft them without a caster level and wizards don't have access to spells of the same name.

I'm not sure if brew potion has a similar limitation, or if potions and wands both exist via the assistance of master craftsman.

What I'm really looking to determine is if there is any way that a 5th level alchemist (who normally only gets extracts up to 2nd level) can obtain a 3rd level extract, and somehow use spell slots and the infusion discovery to make infusions for other party members.

Basically is there any way to supply such items to the rest of the party for an average cost that is less than buying potions.

The spell in question is on the wizard list, so wands and potions are possible, but I want a use-activated item for non-casters and I'd like to know if there is any more economical way than potions to accomplish multiple castings.

AFAIK there is no way to do this. Items that increase your caster level exist, but I don't recall any that increase your class level or open up higher level slots. Metamagic rods could get you a higher level spell but I don't think those work for alchemists and even if they did they don't give access to spells with higher base level (only modify level of spells you can already access).

The Exchange

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I'm thinking about creating a scenario where people play Scooby and the gang using PFRPG rules and pre-generated characters.

I want Scooby to be an awakened animal and a full-fledged PC, and the other characters to have abilities and flaws similar to the rest of the gang.

All the humans should have at least one level of investigator, with appropriate archetypes. PC level probably about 3rd so dips into other classes are possible and there are some interesting feats and class features.

Characters will have almost no magic or spells or weapons or armor, but typical wealth and mundane, alchemical, occult and tech items that fit the iconic characters. They should also have spent a good portion of wealth on items like books, trap making equipment, a vehicle and stashes of food.

I'm looking for suggestions for character builds, if any of you are inclined to share your ideas. My goal is to match iconic character abilities, skills, equipment and behavior as much as possible for roleplaying - with a group that relies mostly on their wits and luck to solve mysteries and doesn't have the typical capabilities of a party that regularly engages in combat.

Once I've settled on the character builds, I'll develop a familiar story with each act incorporating a classic opponent of appropriate CR.

The Exchange

Say a PC sees a bunch of baddies and decides to charge in and slash at one with his sword.

If during the move to close he encounters the perimeter of an aura, does he have to stop there and make a saving throw, potentially ending his move action and denying his attack action?

It seems to me the aura should only take affect once you start your turn within its boundaries. Most say save each round which suggests you need to be in there for the better part of a round before it can affect you.

If it can immediately interrupt turns I think closely spaced groups of creatures with auras could be easily overpowering; multiple chances to fail before you get a chance to do anything to reduce opponent numbers.

Yes colony of Seugathi I am looking at you - if I can even see you before I stumble into the range of your auras.

The Exchange 3/5

2 people marked this as a favorite.

I am planning to offer some modules again at an upcoming convention.

We have no problem triple-slotting modules that need it, but would some of these typically finish in less time and be better suited for 2 slots in the schedule?

We will have 5 hour slots or 4.5 with breaks.

How many hours have you seen the following modules take to play?

1-2 The Godsmouth Heresy
3-5 The Midnight Mirror
5-7 Tears at Bitter Manor, part 1
6-8 Tears at Bitter Manor, part 2
8-10 The Harrowing
8-10 Doom Comes to Dustpawn

Silver Crusade

My giant chameleon companion has +20 to climb and can move on ceilings without a check (taking 10 under any conditions). In a room 25' high it could move on the ceiling and still reach medium opponents on the ground with a tongue attack (15' reach plus 10' creature height).

So let's say it snags someone by making a tongue attack and then succeeding on the grab CMB. That is supposed to bring the opponent to an adjacent open space. How about one of the nearby ceiling spaces? Is this legal?

To carry it further, then release the grapple as a free action. Shouldn't that drop the creature 20' and leave them prone on the ground after falling? And allow the chameleon AoO as it falls out of a threatened square/cube (5' reach with bite)?

Furthermore, with combat reflexes, could it make three AoO: one when leaving the cube at the ceiling, one when leaving the cube 5' down and one more when leaving the cube 10' down (before it falls out of reach of the bite)?

Seems a bit crazy, but would RAW allow this? A successful touch attack and combat maneuver opening up 3 bite attacks plus 2d6 falling damage?

To stretch it even further, how about boosted DEX for more AoO? When the opponent falls out of reach for the bite, snag him again with the tongue and pull him up for another set of chomps. The ultimate in playing with your food, with the opponent going up and down like a yo-yo until you run out of AoO and let him fall to the ground.

My gut feel would be that a successful bite attack would slow the fall and reduce the falling damage by the amount due to the distance fallen to that point. And possibly that lifting the opponent vertically would allow an attempt to escape the grapple, much like moving an opponent into a hazardous location does with a maintained grapple.

The opponent weight probably limits the ability to perform this maneuver more than the usual size limit (equal or smaller size category). If it is sufficient to push the chameleon beyond a light load, then a climb check penalty applies and the chameleon would no longer be able to move on the ceiling by taking 10. With STR 19, the light load limit is 350 lbs, which would probably limit this to medium or smaller opponents (or possibly none if already carrying a rider).

The Exchange 3/5

I'm considering having a pirate themed event, and possibly a session that is only open to swashbuckler PCs.

Any ideas on what might be some of the best choices for the latter?

I've seen quite a few PFS scenarios with pirates or ships, but I suspect there are several other good options out there which I've yet to consider.

The Exchange

I'm looking at a build taking a 1-level dip in barbarian (savage technologist) and a wizard with air elemental school.

The initial thought was to get the fast movement and extra HP and to not suffer AC penalties if the character runs out of spells and has to rage.

But can the supernatural ability Lightning Flash be used while raging?

I'm imagining the character charging into the nearest crowd of baddies and explosively discharging electricity all around.

If this can't be done, I'm a bit at a loss to come up with the build. I had not really planned for any great skill with a weapon - thinking of something more like Marvel's Storm, unleashing wind and electricity when she loses her temper.

The Exchange 3/5

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For my next character, I plan on making a Bard, and I'd like him to have a troupe of back up singers. Is there a vanity that would best fit this concept? I suppose I could have them be a bunch of heralds, but am wondering if there is something more specific.

I also plan to have a signature song for each spell or ability that requires perform (sing), and have an audio clip on my phone that I can play when it is his turn to act. With the small number of spells known, I might need to cycle through a couple of song choices per spell or ability to keep this fresh with repeated use.

The initial focus for spells known will be enchantment/charm spells, and I already have a few clips teed up. I'm sure I'll get a few other spell/song suggestions in response to this post. If I use your idea, I'll try to give you credit in game.

The Exchange 3/5

We are thinking about adding one weekend a month to our local play schedule, focusing on the Emerald Spire.

I'd like to know what folks are seeing for typical run time for each of the levels. Can you make it through the sanctioned content in most levels in 4-6 hours, or should we plan on extended or split sessions?

Of course, I'd like to complete levels without having to split them up over multiple sessions (and all the keeping track of people who attend one session but not the next). But if levels run much longer than 4-6 hours it would require me to make special arrangements with the hosting gaming stores or move the games to private venues.

The Exchange 3/5

Has anyone seen anything recently about upcoming holiday boons?

I've happened upon a few of these in the past and am wondering if anything might be planned that coincides with an upcoming convention.

I did find this wiki of Golarion holidays, but they obviously all don't result in boons.

What I'd really like to see is some temporary boons that only apply during the feast day or festival week, if the occasion is celebrated in the region where you are adventuring (or, if a religious holiday, if you follow the corresponding deity). Granted that would limit when and where or by whom the boons could be used, but the upside is they could all be created one time and re-used year after year only when, where or with whom they apply.

Of course, the expiration idea might require sort of the opposite of the current boon usage - you'd have to receive the boon as you are seated at the table, because your next session might not be until the festival is over. Or it could just be a convention-only thing: after you play one session you receive a boon that just lasts until the end of the holiday or for the weekend or for one week.

Liberty's Edge 3/5

I'm starting a new Kitsune PC as a cavalier, Order of the Lion, and planning to make him a bit like Disney's Robin Hood.

Is there any NPC king on Golarion with a similar story to King Richard the Lionheart (away on a crusade while his brother usurps power and rules unjustly)?

I want to have the character be loyal to the true king and his subjects, but not to the illegitimate authority of the interim ruler(s).

I also plan to take the standard bearer archetype, which gives the banner feature at 1st level and saves mount for 5th level. I may skip the mount entirely for a while and take some levels in ranger (picture a badger companion named Tuck or a bear named Little John or a favored enemy that includes wolves/sheriffs).

Faction will be Andoran, and traits will add some class skills not normally allowed for cavaliers, to make use of increased DEX and CHA.

Basically a rallying figure with teamwork feats, some deception capabilities and skill with a bow. And the ability to challenge and embarrass unjust leaders/opponents.

Any help with a sovereign that fits the campaign setting and the PC concept would be appreciated. If there isn't a good analog, I could always have the PC be deluded into thinking there really is a King Richard he is fighting for, away on some crusade and unknown to everyone else (the other PCs, NPCs and the current local authorities).

Silver Crusade 3/5

I have a boon that will allow my Nagaji Paladin to take a Giant Chameleon for a mount. Sounds cool, but I haven't used the rules for mounts or animal companions before.

In the Divine Bond description for paladins, it says "This mount functions as a druid's animal companion, using the paladin's level as her effective druid level", and the Nature Bond feature of Druids it says "an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level."

The base creature is 4 HD and my paladin is level 6. Do I just apply the differences in the table between level 4 and level 6? What about the "special" column, skills and feats - do I add everything there up through level 6, or again just the difference going from level 4 to 6?

Seems like Link, Share Spells and maybe Evasion should be added no matter what, but a 4 HD creature already has some feats and skills and maybe an ability score bump. And do I automatically increase the INT score to 6, as that is the listed minimum for a bonded mount?

The Exchange 3/5

Looking at the differences between boots of elvenkind and boots of striding and springing, I'm wondering if there is an upgrade path between the two that would involve just paying the difference.

The effect of boots of Elvenkind is a +5 comp bonus on acrobatics checks "allowing wearer to move nimbly about in any surroundings". Would you rule that as +5 on all acro checks, or only moving through threatened squares and across narrow/uneven surfaces (not on falling or jump checks)?

Striding and Springing increases base land speed by 10', but also grants ability to jump with a +5 comp bonus on acrobatics checks.
Would you rule that the +5 only applies to jumping, and not other uses of acrobatics?

The basic question - are the uses of the two types of boots mutually exclusive (one for speed/jumping and one for other types of acrobatics), or is one simply a greater version of the other?

Boots of Striding and Springing are about twice the price of Boots of Elvenkind, and the increased speed enhancement might be viewed as an adder to the +5 acrobatics bonus.

But I think the intention may have been to have the effects be exclusive and only apply to different parts of the acrobatics skill. In 3.5 there were different skills for balance and jump, and elven boots didn't affect either of them (they affected move silently skill while an elven cloak affected hide skill - both now part of stealth).

The Exchange 3/5

Rock-Con is THE annual regional gaming convention for players in Rockford, IL and the surrounding area. This year we welcome you to celebrate Rock-Con’s 40th anniversary October 25th-27st 2013! The convention features historical and fantasy miniature gaming, collectible miniatures, role playing, collectible card and board gaming events covering the entire spectrum of adventure gaming.

The Rockford Pathfinder Society is making its 2nd appearance at Rock-Con this year. We plan to have activities all weekend long, for all age groups and player experience levels. From the Pathfinder Beginner Box demos to the introductory scenarios released this year to Pathfinder Society Organized play scenarios and sanctioned modules, we'll have many ways for you to get involved in the exciting world of the Pathfinder RPG.

Friday night we are running the Year of the Shadow Lodge special.
Saturday we will have up to 8 tables of PFS in each of 3 slots, and Beginner Box demos all day.
Sunday (8 hours) we will offer a selection of modules for PC levels 1-8.
And all weekend we will be running levels of the Thornkeep dungeon.

You can check out Rock Con online here.

Also, the PFS schedule for pre-registration is on warhorn.

And finally, here is the PFS event #.

Come join us for some fun!

The Exchange 3/5

I created a game day event for our local group, for a day where I unfortunately was unable to attend. I gave the GM a tracking sheet prior to the event, including the event number. The plan was for him to give me the sheet so I could enter it - but there is a time crunch and we may not meet to exchange the information at the previously planned time.

Can the GM view that event number and report his own session under it, or do I have to do the online reporting if I want it to appear under than event number?

If not, I'm sure I could get the info via phone or email, but I'd like an answer to this anyway. I don't know what the event options (online screens) look like for anyone other than myself.

Another option would be for him to create his own event and enter it there - but that doesn't give me an immediate check to make sure the reporting was done.

If I start the reporting and assign him as GM, would that affect his ability to report the remaining results of that session?

The Exchange 3/5

I'm running Black Waters in a couple of weeks, and I have a question about the prestige awards.

The Guide to PFSOP says that scenarios with 2 faction missions allow one PP for each faction mission successfully completed. This scenario does have two faction missions for each faction.

Does that mean that the primary mission is unimportant for purposes of prestige? (I suppose there is some chance to fail to complete that)

Perhaps the thanks of VC Drandle Drenge is reward enough, even if it doesn't equate to faction prestige.

This is the first one I've run with dual faction missions, and I just want to make sure I have it straight so I can emphasize it to my players. It looks like it will be a little bit harder for everyone to earn full prestige on this one.

The Exchange

I'm organizing some PFS events for a fall convention.

The schedule on Sunday is short, only 8 hours, and a bit tight for trying to fit in two scenarios back to back.

I was thinking about the following module choices to cover a variety of PC levels. Are any of these likely to get us in time trouble if we only have 8 hours? I could require that GMs come with maps pre-drawn if that will significantly reduce the time or help keep it within the limit.

(1-2) The Godsmouth Heresy
(2-4) Feast of Ravenmoor
(3-5) Fangwood Keep
(4-6) Carrion Hill
(5-7) From Shore to Sea

Any advice or run time experience would be appreciated.

Dark Archive 3/5

I'm leveling up my Wayang Sorceror/Ninja and I have 9 skill points to spend. I'm thinking about taking another rank in linguistics and another language, and I see that the racial options for additional languages include Samsaran.

Has anyone EVER seen a scenario or PFS play opportunity where having skill in that language would come into play?

The life/death nature of Samsarans might have an interesting fit with this unusual character and his undead bloodline, but I don't really want to throw a skill point into something that will never come into play. Something like Goblin or Draconic might be a lot more common, but a lot of other PC races would have access to those languages.

On a related note, are the racial "bonus" language lists only for selecting extra languages at the start due to high intelligence?
I'm interpreting that you get a number equal to your INT bonus for free, without any ranks - but if you put a rank into linguistics you can learn any language you want, regardless of what's on the racial list.

The Exchange

In addition to the 4 BB bash demos already available, I see that 5 new scenarios have been added to the GenCon lineup for this year - with the idea of advancing BB PCs to level 3.

I'm thinking of adding a kids' track at a convention in October. Does anyone know if the new scenarios will be made available after GenCon, and when? I haven't seen anything yet that says when these would be available for either free download (hopefully) or purchase.

The Exchange 3/5

I was thinking about running one of the specials at a convention this fall. I looked at the reviews on several of them, and I didn't find enough information to really help me decide.

I'm expecting that we might get between 4 and 8 tables playing at once, depending upon where we drop this in the schedule. Does anyone have a list of the minimum and best number of tables each special requires?

I haven't played any of these yet, but am considering taking part as a player in this year's special at GenCon, to get a feel for this type of event. So I don't know what sort of boons or chronicles each provides.

With Shadow Lodge going away, does Year of the Shadow Lodge still make any sense to run? My local group is playing a lot of the older scenarios, but I don't want to offer something so outdated that it is partially or completely obsolete.

I also did not see a special for seasons zero or one. Am I correct to presume that there weren't any, and the only ones I'll have to select from this fall are seasons 2, 3, 4 & 5?

At the moment, I'd lean towards season 5 (hoping the process has been refined, and considering some of the mixed reviews on the previous ones). Any tips or advice for making one of these work well at a smaller convention?

Silver Crusade 3/5

I have a boon that allows me to play a Nagaji PC, and with the STR and CHA bonuses I chose to play a Paladin. The race has a feat available that allows spitting of poison as an attack. Is this really against the code of conduct for a Paladin of this race? It doesn't seem like a natural attack form should be considered so. What is the official rule, and what do you think it should be in this case?

The Exchange

The players are getting near the end of the battle and they have established flanking positions around an unfortunate opponent in the prior round. A character with sneak attack class ability and two weapon fighting indicates that he can make both attacks and do sneak attack damage twice if he succeeds.

I've seen several posts indicating that many players and (possibly fewer) GMs interpret the rules that way, but I haven't found an "official" ruling on this. It "feels" wrong to allow it, but I'd like to know what the official PFRPG position is on this question. It pertains to something that actually came up in a PFS game I GM'd. While I personally have a couple of PCs who can sneak attack, I am still not in favor of stacking precision-based damage in one round.

This is a special case of the full attack action (a PC could get multiple attacks from two-weapon fighting, high BAB or other reasons). Although the PC is entitled to a full attack in this case, I don't feel that he could score precision-based damage more than once.

Missile attacks (c.f. Manyshot, Double Crossbow) seem to indicate that precision damage can only be applied once using these full-attack actions. Similar text about precision damage does not appear in Cleave, presumably because that multiple attack feat would more likely be used by fighter types and not sneaky types. There are comments in Vital Strike and Critical Hits which indicate you don't get precision damage more than once when extra dice are rolled in those cases.

There is a feat in UC called Sneaking Precision, which suggests to the contrary (that you can successfully sneak attack more than once per turn), but I don't see how this could come into play in PFS, as the prerequisites (BAB +9 and another feat requiring BAB +9) would not be met by a character with sneak attack and level 11 or under.

Technically, the rules for flanking say you can do it "when making a melee attack", which is not the same as "when making a full attack". Per the actions table, a full attack is not the same as a series of melee attacks (the first is a full-round action while each melee attack is a standard action). The distinction is important if you think about the timing and the fact that PFRPG is a "facingless" game:

Remember that a round is only 6 seconds long. Not a lot of time to land multiple precise attacks. The flanking ally (unless he has many attacks also) will only distract the opponent for part of that period, especially if the opponent starts taking a lot of damage from another direction. If the multiple attacks occur at different times, only one should get precision damage for this reason (most likely the first).

Once the sneak attacker has drawn attention to himself, the defender could pay more attention to him for the next few seconds in that round. I think the spirit of the rule was for flanking to provide a momentary distraction to allow one precise hit (per sneaky attacker), not to make an opponent totally unable to defend from multiple sneak attacks from two directions. The +2 to hit bonus for flanking matches the average used the average used in D&D 1st ed., where facings came into play: opponent in front had no bonus, back-stabbing thief had +4. Worst case you could choose which flanker to turn your back on.

But what if you have a two weapon fighting style? Can both blows land simultaneously and do sneak damage? I'd say no. Firstly, that precise spot that appears in a quick moment can only be occupied by one weapon at a time. You can't drive two swords or rapiers through one weak spot in the armor and into a small vital organ (heart, brain, etc.). And even with ambidexterity, unless the PC has two heads he can't see well enough to target two different vital spots simultaneously as precise attacks. The off-hand attack (by definition of off-hand) would receive secondary focus and should only do normal damage. For it to do more damage should only be by random chance (normal critical hit chances).

The Exchange

I was trying to think up a unique character concept for a new PC and my brain took a leap a couple steps left of unique and came up with a bard that is somehow limited by a vow of silence.

I thought I might do something to get around this using metamagic, but I see that the silent spell feat is not availabe for bards. I was sort of going for a bard who didn't talk or sing, but played many types of music and maybe even made music through some strange magic that converted his somatic gestures into sound.

Does anybody have any ideas for a character build that could actually do something like this? Maybe some sort of monk/bard mix with some magic that helps him to partially get around this limitation?

Is there a way to have a vow of silence that doesn't totally ruin a bard? Perhaps some spells or items or feats I haven't considered, which might make this workable? It certainly would be unusual, and the limitation could at least generate some humor if it isn't totally crippling.

The Exchange 3/5

In my last session, the party did not have a healer, and at the end of the scenario, two players were unconscious but stable at -3 and -9 HP.

I know we need to clear conditions like diseases and curses and poison or carry them into the next scenario, but what about unconscious condition, subsequent disabled condition, and HP loss in general?

Do PCs need to use or buy potions (or spellcasting) of Cure Light Wounds or similar healing magic?

At what point do we say everything that needs to be cleared has been cleared, and the PC will heal up fine in time for their next adventure? Do they need to be merely stable, conscious, at positive HP, or fully healed?

If they need to clear the disabled condition, that could take several days via natural healing, depending upon how far down they were. Do you just ignore time for this and for consciousness rolls and presume the time passes and all the damage clears before you leave the table?

Seems like there should be some penalty for ending a scenario in this condition (in serious need of healing or attended recovery). One suggestion was a penalty to day job rolls, -1 per day in the disabled condition, but of course that would only penalize PCs who have day jobs.

But having to buy potions or spells seems too severe, considering that healing costs are generally ignored between sessions for PCs that have positive hit points and are not in the disabled condition. Such characters will heal up in a few days to a week, depending upon their HD type, but characters in the disabled condition will take a little longer (possibly over twice as long, at first level with near-death damage and no CON bonus).

Dark Archive 3/5

Can someone confirm the rules for buying magical ammo in PFS OP?

My PC's current fame only allows purchases up to 1500 gp. Darts for his blowgun cost 5 sp for a set of 10, plus another 60 gp to make 10 of them masterwork. To make ammo +1, it says the cost is +2000 gp for 50.

Do I have to buy that in groups of 50 (thus needing higher fame), or can I apply the +1 to a batch of 10 masterwork darts for +400 gp?

This is for a ninja with sneak attack and poison use, so the darts have other benefits besides their base damage - but only if they can hit.

I'm hoping that the rules allow less than a full 50 to be purchased. Otherwise, why not just enchant the blowgun for 2000 gp and impart its bonus to the ammo?

The Exchange 3/5

I'm looking at the max gold on the chronicle, and it doesn't seem to include a potential "tip" the PCs can earn for stellar performance in Act 3.

If they earn this, am I supposed to add that amount as a bonus to each chronicle sheet? I don't see any other way to incorporate this in the player awards.

On a related note, if this changes the Max Gold award from what's listed on the chronicle, do I as the GM get the higher gp award?

The Exchange

My ninja character is about to begin using some poisons, and I have a question about what happens when an opponent misses a save and then later is "cured" by making a subsequent save. Does that second save mean he is no longer taking damage (and must heal things like ability damage via the normal means - time or spells) - or are the effects totally removed, abilities back up to full, etc.? I had thought the former was correct, but the wording in the poison section of the PRD is "cured". The wording in the ability damage section says "unless otherwise noted, ability damage heals 1 point/day". Does "cured" in the poison section qualify as "otherwise noted"?

The Exchange 3/5

For my first two characters, I've done fairly well using the PRD and the Guide to PFSOP for character generation and advancement. But neither seems to have a comprehensive list of all the ways can spend prestige to improve your character or make it more interesting.

Anybody know of anyplace where a list or table of these is posted online? Or will I have to bite the bullet and go get a copy of the Field Guide in order to understand all the ways that prestige is intended to be used in PFSOP? And is that the only source other than the Guide to PFSOP - or is there any other approved list of ways you can spend prestige?

Dark Archive 3/5

I recently GM'd a scenario I previously played, and the organizer applied the credit to a character number I had not yet created. He also posted the credit as if my faction was (would be) Grand Lodge.

I have since created the character and want the faction to be Cheliax, but everything is showing up as Grand Lodge and I can't find a way to edit this. Is there a way I can do this, or do I need to contact someone to have that fixed?

The Exchange 3/5

I've played 8 PFS scenarios so far, and all of them have involved fighting one or more groups of NPCs - humans or PC races. It seems like the faction missions always involve chasing down this person or that, fighting some thugs and then cornering the leader near the end.

I prefer a game where the objective is not so obvious and involves mysteries that you just can't unravel by asking around town, and one where there are strange creatures, magical effects and traps that you have to slog your way through before you can achieve success - more of a dungeon crawl approach, I suppose. The frequency of leaving humanoids bleeding to death in city buildings or streets just doesn't feel like heroic fantasy roleplaying - seems more like what criminals or shadowrunners would do. I'd much rather fight stuff that is so evil that it clearly deserves to be hacked up and killed, and where doing so would win praise from the local authorities versus suspicion or arrest.

Are there PFS scenarios out there where the opposing forces don't include NPCs and the battles aren't fought within "civilized" population centers? Or do I have to go to sactioned modules or outside PFS organized play entirely to find an adventure that doesn't involve using lethal force against other "people" in order to succeed?

The Exchange

I'm organizing an event and it was suggested that I include at least one module. I picked Master of the Fallen Fortress, but I'm not sure how much time we'll really need for it in the schedule. The default suggestion for modules is that they are equivalent to 2-3 scenarios in length, but this is a Free RPG Day 16-page module, which are listed as "more like a scenario" in length. I have no more than 5 hours per slot (that includes break/transit/setup/marshalling) and this one looks like it has a lot of encounters. For those who have run it or played it before, how long did it take?

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