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Contract Devil

Sebastian Hirsch's page

Goblin Squad Member. RPG Superstar 8 Season Star Voter. Pathfinder Adventure Path, Companion, Maps Subscriber. FullStarFullStarFullStarFullStar Venture-Captain, Germany—Aschaffenburg-Würzburg. 2,810 posts (3,193 including aliases). 2 reviews. No lists. No wishlists. 33 Pathfinder Society characters. 2 aliases.


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Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

The order arrived a couple of days ago, pretty quick too ^^
There just happens to be a 5XL shirt waiting for my next subscription, could you please remove that, the one shirt I ordered has arrived already.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Congrats to the 5 Star GMs

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Auke Teeninga wrote:
captain yesterday wrote:
In all honesty, if you had explained it more thoroughly in your initial email this wouldn't have even been started up, it was because of your curt reply they started it. :-)

Nobody outside of the OP and Del have seen the question, we've only seen the answer.

If the original request was something like: "We've only got 4 tables, that's less than the required 6, but as it is for charity, is it ok if we run the special anyway?" the given answer would be short, but sufficient.

Auke posted it before I could, but the fact, that this single sentence was quoted without context deserves to be mentioned.

When reading the OP it's easy to make certain assumptions but it certainly lacks details and facts (which Del later added in his first post).

EDIT: If the OP had included those details the whole thread would have been very different.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

Hi Diego, now the store credit that is supposed to be used is equal to the Order Total, but the system is still trying to charge my transaction method.

And the email began with: "Dear Sebastian,

We are eager to ship your products, but we need your help. We do not have a payment method on file for this order. Please take a moment to add a payment method to this order at your My Payment Methods page.


Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

I had a bad experience with this one, I need to actually read the scenario, but I am very unhappy with the ending.

This does have a lot to with the the fact, that due to poor dice rolls the party missed the fact that the Apis Consortium has a presence in that city.

Of course that didn't matter all that much, the party even joked about the fact that the Aspis Consortium is the reason why their officer didn't like them.... only to learn later that is was true (which honestly was quite disappointing to me).

Sneaking into her office, still seems like a pretty obvious trap option and I would not have expected the scenarios to want us to do this.

Thus we never learned about the connection and the ending was far less satisfying than it could have been.

Also, the scenario felt a bit short, we thought that after the caravan that scenario was getting some sort of traction, but the ending came pretty much out of the blue.

I fear/suspect, that this scenario is a lot like many older scenarios, nice premise but the flaws in the mechanical execution bother me much more than they should, and you really have to put a lot of work into it.

Really still have to read it, but it really didn't work for me.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

Hi Diego,

I have plenty of store credit on my account, but have received an email that the transaction was declined because of insufficient funds.

My credit card is mostly used for paizo orders, and to reduce the individual charges I try to buy store credit, but it doesn't seem to work.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

Sorry forgot to check this thread, I would like to receive my order as soon as possible, please. The order is currently pending.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Thomas Hutchins wrote:

So my understanding is it's okay having a familiar granting it's passive bonuses to the player (init boost and awareness feat) and the player having a different Pet as their combat pet.

I'm just wanting to make sure that it also true for a wysp. namely their Resonance ability.

resonance: The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp's.

Is it okay to have a wysp granting this bonus while choosing a different Pet to be your combat pet?

When could/would that be relevant?

And I also tend to say no.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Tineke is correct.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Jessex wrote:

If they've run afoul of this new rule which has yet to actually be expressed publicly and officially where the whole community can be made aware of it and comment on it then they have a right to not only be confused but be righteously angry.
OPC Log—20 Rova 4716 wrote:

These scenarios may be run at conventions if there are 6 or more tables playing the RPG scenario simultaneously and in contact with each other. To make sure areas are not over-saturated, RVC approval must be received. To run the ACG component, an event must have at least 2 tables with 2 players each:

#8-00 The Cosmic Captive (Levels 1-11)

Source: OPC Log—20 Rova 4716

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

There is still plenty of time to escalate this up the usual channels and wait for a response, unfortunately a public discussion doesn't really help all that much, since no-one here has all the relevant information.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

I just added enough store credit to my pending order but the system still tries to use my debit card, despite the fact that there are now ample funds on the account to cover the cost of the current shipment.

Edit.I would like to for my order to use store credit, and ship as soon as possible. I apologize for this frequent Problem.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Maps Subscriber

Good Luck Liz ^^

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

I welcome this change, yes I do have a 1-2 Expanded Narrative boons lying around, but this should be beneficial in the long run.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

In favor of this.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

poundpuppy30 wrote:
So they send a lot of gift certificates players have a chance to roll and win?

Yup pretty much and it's supposed to be fair and ideally transparent, but there are different pretty good ways to distribute them amongst the event attendees.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Michael Eshleman wrote:
The comozant wyrds speak auran. Is there a reason they won't speak to the PCs?

Second the question, it's also relevant regarding the one how deal damage and then uses his flames ability.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Online play seems like a good idea, mine is also still untouched. ^^

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Lau Bannenberg wrote:
I was focusing on the clue-granting encounters; those two NPCs are among that set and the ones that seem best informed (and actually have names).

They more I think about it, the better your idea sounds. We currently plan a break in the middle of the event (so everybody can drink/eat/use the toilet, that might be a good chance for the players to socialize.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Lau Bannenberg wrote:

I like the scope and premise of the scenario a lot, but because it's so big, I feel a need for a bit more of a "message plan" on how to communicate it to the players. A lot of the possibilities are there, but exploiting them can benefit from some GM forethought. Because otherwise I fear that in the rush of all the encounters, it can be hard for the GM to squeeze in some coherent plot exposition.

Another avenue I'm working on is to create small handouts with some in-character information to give to the players whenever they complete one of the clue encounters; a different piece of the puzzle for each clue encounter. Most likely we'll have a break before the third part of the adventure, and tables should have a chance to compare notes and see some of the bigger picture emerging.

There are at least 2 NPCs that should know quite a lot and can/will talk about it.. and they can even be talked into granting aid ^^

So GMs might want to steer their groups towards them (some kind of handout or decided who is disseminating what information is a neat idea though ) ^^

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber
MisterSlanky wrote:
Sebastian Hirsch wrote:
I would not put too much weight behind the achieve certain results line, there are certain ways to get higher bonuses on a reroll or after get a bonus after the roll is made.
Just because it's an often forgotten rule doesn't make it not a rule, and one that should carry far more weight than it does.

The gist of my argument, which others have stated better than me, is that this line might not say what you assume.

And I really meant, that the words "where the skill restricts who can achieve certain results" are intended to prevent players from using aid another on skill checks that are trained only of have another limitation/requirement.

Fortunately, to combat application of aid another does not have the same line.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Giving this a slight bump, I am a bit uncertain if Elemental Manifestations happened at Gencon, but I have heard from at least one convention where they weren't used (since we currently lack the information when they trigger).

Some clarification on this point would be very much appreciated.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber
MisterSlanky wrote:

I know it's been discussed, but I personally think it really comes down to this:

PRD wrote:
In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

So let's dissect this. You find a DC 25 lock and have to open the door to get through. The rogue can only open it if they have at least a +5 disable device. Their buddy the wannabe rogue can only assist if they too have a +5 to disable device. This example is explicit in the rules.

So let's extrapolate to the diplomacy scenario. You have a guard that you have to talk to to make it through a door. The text reads "A DC 25 diplomacy check is required to get the guard to do the truffle shuffle." Using the exact same qualifiers above, anybody without at least a +5 to diplomacy will be unable "achieve certain results" and thus cannot assist on the aid.

To me that's pretty damn straightforward, and it's something a lot of players and GMs forget.

Alternatively, I can see the discussion point on a regular diplomacy check, but even then, somebody with a -2 to diplomacy can only ever obtain an 18. Against a 12 CHA opponent, an 18 can only attempt an aid if somebody is "indifferent (15 + creature's Cha modifier) or more friendly. I get that one's a bit more gray, but in my opinion the previous clear rule still applies and I would not permit them to assist in aiding that check.

And this is before we even begin to discuss the line:

PRD wrote:
The GM might impose further restrictions to aiding another on a case-by-case basis as well.

I would not put too much weight behind the achieve certain results line, there are certain ways to get higher bonuses on a reroll or after get a bonus after the roll is made.

It would also mean, that the 5 other characters can't help the party barbarian move, since they could not lift that DC 23 strength check table on their own, they there would not be able to help him carry it.

Using circumstance modifiers on what player characters have actually said/contributed/damaged when it comes to diplomacy seems like the better solution, and it keeps people interested ( nothing worse than the whole group going AFK when the +24 diplomacy bard talks for 5 minutes with the NPC) and gives a benefit to not dumping your charisma and investing a couple of points so you can reliably help the group.

Also as has been mentioned before it starts with " In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. " That might just apply to trained only skills, or knowledge checks that are higher than 10. Also it says skill rather than DC...

If a GM wants to say no to aid another, or to the participation of a certain player characters, there is certainly plenty text that would allow him to rule so " In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once."

In many cases there will still be great reasons to allow it, but expect table variation.

Silver Crusade

Pathfinder Adventure Path, Companion, Maps Subscriber

I agree with Andreas with pretty much the same suggestion.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

John Compton wrote:

Looking back at that series of skill checks, I am 100% on board with having the PCs move on to the next part of the adventure after failing three of those Knowledge (dungeoneering)/Survival checks. That hurts them, but it at least gets people back into the action. If they want to call in spellcasting services before then, I'd also be fine with that.

Definitely something I like to think I catch (or avoid adding in, as may have been the case) during development, but I'll keep a close eye out for similar situations in the future.

Very much appreciated, that puts that particular challenge in line with similar encounters that just deal damage and don't pose as a permanent roadblock if the party lacks a particular subset of skills.


As a separate issue, how are we supposed to deal with access to spellcasting during the special?

Our master of spells describes the "support" network like this:

"Everyone should have received a package
of supplies to assist in managing these hazards. While the
gateway should remain stable, a contingent of conjurers is
staying here to monitor it, and additional teams are on standby
to provide escape routes to extradimensional shelters in case
of complications. "

So is it reasonable for players to purchase spellcasting services from their fellow NPC pathfinders during this event ?
I ask, cause the scenario has quite a number of negative effects, where magic items have a really hard time to dealing with (curses, cursed wounds), and a scenario like this can be really draining when it comes to player resources so allowing player to buy spellcasting services at the usual cost (without any PP or GP markup).

The case for allowing access to spellcasting in this fashion only to deal with conditions is better, than for buying buffs like heroism and similar spells, but considering that area transitions cost a lot of time so I am not that worried.


Of course, the elemental manifestation question still needs an answer (when those events happen).

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

The Seldon Plan wrote:

Getting ready to run this again tonight and I'm trying to figure out the A Encounter mechanics again... Last time went pretty well but I realized I made several mistakes.

** spoiler omitted **

When I ran this at GenCon, it went pretty much without combat so not a lot of this came up. There are folks that are signed up to play it tonight that are very much never interested in taking the diplomatic route (as players), so I'm expecting combat from the beginning.

Yeah I had to read it several times as well to realize that the airship wreckage is not from your own airship, and that you own airship is not damaged in the attack.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

I appreciate the sentiment OP, but some groups/players just like to run headfirst into death. If you want to improve their chances try to help you players with character creation and make them aware of missing items etc.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Kevin Willis wrote:
Sebastian Hirsch wrote:
Part H2 shifting passages, as written, unless the group managed those three skill checks, they essentially bash their head against the wall and cannot progress to area H3 at all ... which is unsatisfactory.

Took me a minute to understand but yeah, I guess there are some low-skill combat-optimized groups who wouldn't be able to make the checks at all, particularly if they fail the earlier check to make it an average DC. Especially if they don't routinely pack buffs like heroism. After a couple of fails I would allow them to take 20 if there's a chance that might make it that way (taking 100 minutes for each check and draining away buffs.)

I would give them plenty of slack in coming up with creative methods (anyone got a Robe of Infinite Twine? It keeps getting severed by the shifting passages but if they're smart about marking it they can tell which paths they've been down.) but probably have most bypasses using clever methods take 100 minutes as well. And depending on the method (like spooling twine behind them) they might trigger the trap but still have it count as a success.

I assume that there are plenty of Pathfinder agents and support casters around for the PCs to be able to purchase the required spellcasting services.

That's a reasonable creative method. The passing elven druid sighs and says "aren't they teaching young Pathfinders to always be prepared these days?" as he begins casting find the path. Cost should be 660gp (for that spell) plus 5 prestige for getting the service outside of a settlement.

I wouldn't jump to that as a solution though. Only if the table offers it on their own or seems completely stuck. If they are stuck the GM can say something about how they've seen several other groups of Pathfinders passing them, and that will probably give them the idea of asking for help.

The problem I see here is twofold:

Take 20 is not an option if the roll has a penalty of failure, and in this case a failed skill check inflicts damage (as written even when 2 people roll a 100 and on person rolls a 1, the whole group still gets damaged despite progressing.

Take 20 wrote:

When a character or creature has plenty of time, and is not faced with threats or distractions, and the skill being attempted carries no penalties for failure, he/it can take 20. Instead of rolling 1d20 for the check, just calculate the result as if the die had rolled a 20.

Taking 20 means you continue trying until you get it right, and assumes that you will fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties).

The first check seems only to apply the the check to actually enter the fortress, not the navigation checks after that. After all why would spotting a good entrance help you to navigate on the inside ?


First, the PCs must get inside. As the floating island they’re on approaches, the PCs can attempt a Hard Knowledge (engineering), Perception, or Survival check to identify a prospective breach in the fortress. If at least one PC succeeds, all of the PCs treat the subsequent check or save to scramble to that entrance as one step easier (e.g. Average becomes Easy); failure simply indicates they gain
no advantage.

Second, as their miniature mountain crashes into the side of the for tress, the PCs have only a brief w indow in which to clamber off, ma ke their way toward an entrance, and slip inside. T his requires an Average Acrobatics or Climb check or an Average Reflex save from each PC . A PC who can fly automatica lly succeeds at the check. Failure results in a PC ta king damage from a combination of fa lling from the floating island, being cut by the for tress’s jagged surface, being cr ushed by other approaching debris, or some other ca lamit y. In
Subtier 1–2 , this dea ls 1d6 points of damage to the PC . In
Subtier 3 – 4 this damage increases to 2d6; in Subtier 5– 6
to 4d6; in Subtier 7 – 8 to 6d6; and in Subtier 10 –11 to 9d6.
T he PCs reach the breach regardless of success or failure
unless the damage would render a PC unconscious. A
PC may elect to spend additiona l time on the for tress’s
surface to hea l a fa llen a lly, but doing so requires that
the active PC must succeed at an Easy Acrobatics or
Climb check or an Easy Reflex save or ta ke the damage
while tr y ing to administer aid.

T hird, the PCs must then nav igate the tw isting
passages found w ithin the for tress itself, requiring the
PCs to succeed at three Hard K nowledge (dungeoneering)
or Sur v iva l checks. Due to the claustrophobic nature
of the tunnels, only three creatures can contribute to
these checks (unless, at the GM’s discretion, there’s a
clever way that the PCs are able to travel while sharing
each other’s spaces). Each attempt at one of these checks
represents 5 minutes of nav igation. If any of the PCs fail
the check, the entire group ta kes bludgeoning damage
equa l to the A PL from the shifting wa lls. If the PCs fail
the check by 5 or more, they r un afoul of a trap that
a ffects any of the PCs who contributed to that par ticular
check. Spells such as divination might a llow the PCs
to succeed automatica lly at one of these checks, and
powerf ul div inations such as find the path might a llow
the PCs to by pass it a ltogether.

The wording check or save seems to refference the second part, not the third one.

Steven Schopmeyer wrote:
I had a 9th level Ranger in my 7-8 table at GenCon who could not make the hard DC.

It's a tough roll for a number of classes, survival is usually not a high priority when you don't have that many skill points, and knowledge dungeoneering is likey to have the same problem. Especially since many scenarios also expect to be proficient in other core areas (perception, diplomacy, acrobatcs, climb etc. )

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Matt Duval wrote:
Sebastian Hirsch wrote:

...Part H2 shifting passages, as written, unless the group managed those three skill checks, they essentially bash their head against the wall and cannot progress to area H3 at all ... which is unsatisfactory...

I'm sorry to hear there was some frustration. Don't forget that certain divination spells, like divination can help the PCs bypass one or more of the checks. I might reward PCs who use creative methods as well, ** spoiler omitted **

Just finished the second Slot 0 and the same issue came up, this time in tier 7-8 with 6 players. Nothing was quite as hard as tier 10-11. And this was a group of mostly melees with relatively little spell support.

The group had almost the same problem the best bonus was a +7 so we expected quite a lot of automatic damage, fortunately we had a summoner and decided to summon a couple of hound archons and their 14 survival bonus dealt with the issue... but the ability to summon monsters for minutes per level is quite rare.

Regarding creative solution and those particular spells... as a somewhat living fortress animated by the will of a demigod, my reading of the situation didn't expect much room for improvisation when the whole fortress reconfigures around you.

The spells listed are... let's say a bit binary, either they are mostly worthless or force the GM try to invent something on the fly or spoil big parts of the scenario.
Find the path also is a 6th level spell, and even divine casters who have it on their list might not have access to this spell level at that point.
It's certainly good to mention them, but they are spells I would never actually expect players to have ready for such a situation.

Some way to brute force this, or maybe a reduced DC once enough players have reached the puzzle box might have been an option.


This is in relatively stark contrast to solving the puzzle box, where at least one person in the group will have something to contribute, and with the blessing in effect, chances to get at least one success (so the group has contributed something).

Is ok to fail occasionally or to get some sort of negative effect, but I think the puzzle box approach is preferrable.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

We had our first slot 0 yesterday, and while the elemental manifestation thing is still as unclear as ever, we noticed that another part really has the potential for players to stop dead in their tracks.

Part H2 shifting passages, as written, unless the group managed those three skill checks, they essentially bash their head against the wall and cannot progress to area H3 at all ... which is unsatisfactory.

I assume that there are plenty of Pathfinder agents and support casters around for the PCs to be able to purchase the required spellcasting services.

This might actually be a tier issue, in the lower tiers there is at least a decent chance that they group will be able to succeed with a modest Wisdom bonus and a couple of lucky aid another attempts, but in tier 7-8 and 10-11 unless the group actually has someone with a couple of points in survival or knowledge dungeoneering (or plenty of players who give more than a +2 aid another bonus) the check really is impossible.

EDIT: Ideally some sort of upper limit to brute force the issue would be appreciated, not being able to participate until the D1000 is open seems like a relatively bad time.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

BigNorseWolf wrote:

It says on page 21 that the radiation is a poison effect , so it's probably universal.

you can also avoid it with air bubble or life bubble.

Life Bubble is sufficient and in 10-11 the characters can find a few scrolls, air bubble is insufficient since it does not shield the entire body.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Its worth remembering (and maybe mentioning to your players that rings of spell storing do have a certain downside):


Aura faint evocation; CL 5th
Slot ring; Price 18,000 gp; Weight —
A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.

The ring magically imparts to the wearer the names of all spells currently stored within it.

Requirements Forge Ring, imbue with spell ability; Cost 9,000 gp

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

I support the proposal.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

I think BNW is partly correct, Serpents Ire requires a 4 star GM, as does Through Maelstrom Rift, but that one has another limitation based on number of tables.

EDIT: Also the Through Maelstrom Rift GM discussion.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Mitch Mutrux wrote:
Mark Stratton wrote:
Gary, aside from the technical fact that GMs don't do it exactly as written in the guide, what is the harm to PFS for the way most GMs do it? I am trying to understand the problem you are trying to solve (beyond someone just not following the specific requirement.)

Because if Gen Con is any indication, a good chunk of our player base just doesn't know how to track their purchases or flat out refuse to. Over the past three years I have had players (regular joes and VO's) that don't know how to fill out a chronicle and track purchases. These are people playing high-level characters (and not their first or second characters either, we're talking -6 or -7) and when I check their chronicles at the end, they either don't have them or they haven't filled out a single chronicle and don't have an ITS.

I have actually never seen that, but from what I gathered about the convention scene, there are players who only ever play PFS at big conventions. That really doesn't happen in my area, either someone becomes a regular player and thus has the benefit of other players showing him the ropes... or he usually does not play any PFS at all after that. (I had player who had lost their Chronicle sheet or didn't remember to bring it.. the only chronicle sheet they ever received at last years convention etc. .... but flat our refusing to use an ITS is something I really don't have any experience with).

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

I have some experience with the spell, several of my hunters use them for buff trading (Channel the Gift for a Heroism usually) and it save me from buying a wand of heroism.

A wand of channel the gift is pretty damn cost effective though, and it allows a character (or a group) to invest money to save on spell slots, which could result in plenty of unused spell slots at the end of the day.

I agree with Andrew though, after seeing too many improved familiars with wands (usually ill omen) and considering that you can get access to an improved familiar without levels in a spellcasting class, I think improved familiars are the problem.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Tineke Bolleman wrote:

We have been giving out rerolls for dressing up as your character at specials. I'll check if I can dig up some pictures.


Ah yes, bad cellphone pics!

Behold us in all our glory

Thank you for the pictures, very interresting^^

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

1 person marked this as a favorite.

Cosplayer and good friend from my region:

Facebook page of RenaCornelia Cosplay .

Might actually convince her to come in cosplay if she isn't the only one ^^

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Ran the slot 0 recently and made a huge post... but the forum at it ^^

So just the most relevant question first:

If you save the cleric, her followers are supposed to support the final encounter with additional temporary hit points, but I could find no other mention of the word temporary in the scenario that fit the situation.

I might post a full report of the slot 0 later.


Edit: During the slot 0 it became quite apparent, that discovering the snipers direction is quite relevant. After the slot we did some research and found this text on page 563 of the CRB. Total Concealment isn't the same as invisiblity but reasonably close:

CRB wrote:

If an invisible creature strikes a character, the character

struck knows the location of the creature that struck him
(until, of course, the invisible creature moves). The only
exception is if the invisible creature has a reach greater
than 5 feet. In this case, the struck character knows the
general location of the creature but has not pinpointed the
exact location

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

It would be nice, to have both options to cater to different player mobility needs and preferences.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

DM Beckett wrote:

THANK YOU THANK YOU THANK YOU for removing that annoying Inventory Tracking Sheet as mandatory!!!

Page 39 wrote:

Inventory Tracking Sheet (ITS): You must track

your PC’s purchases over 25 gp on an item tracking
sheet. A sample sheet is located on page 4 4 , or you can
use a sheet of your own design so long as it tracks the
same information.
page 7 wrote:


After you finish an adventure, the GM tracks character
advancement, wealth gained, and Prestige Points earned
and spent. Record any item purchases worth 25 gp or
more on the character’s Inventory Tracking Sheet.
page 15 wrote:

Sometimes a player must have you witness a roll to

verify he successfully scribed a scroll into his spellbook
or trained an animal companion to do a new trick. Write
your initials next to any such entries in this sections to
show that you witnessed the roll and that the PC was
successful in the attempt. Any equipment purchased or
sold (that is more than 25 GP) should be tracked on the
character’s current Inventory Tracking Sheet, denoting
the Character Chronicle # (A) next to the item purchased,
sold, or expended during the course of the scenario or
after its conclusion.

It's mentioned in plenty of other places, and I assume that it's included under character.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Kevin Willis wrote:
Sebastian Hirsch wrote:
Edit: Found another slight error, Kito is listed as having the deadly sniper ability (increased sneak attack damage when within 30 ft) but the ability is actually called deadly range in the archetype.

Hmmm, in the PRD it's called deadly sniper. Where do you see it called "Deadly Range?"

Also bear in mind that this ability will not actually be used unless the PCs take things ludicrously off script.

Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

After his first attack (which is not against a PC) they will all be aware that there is a sniper in the area.

edit: Might have figured it out. Were you looking at the slayer talent deadly range? Deadly Sniper is an ability from his archetype. Kitio is a slayer (sniper) archetype.

No just the last straw for me using a certain site, it's convenient für the search option but this was just once too often that they just changed something for no apparent reason. ayer-archetypes/sniper

And yeah it's relatively unlikely that the PCs will have a chance to spot the sniper before he initiates combat, but considering the level range and the options PCs have at that level its not unthinkable.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

@John thank your for the answers you have already given
@James. Thank you for the prep, it's as always very much appreciated.

Just a note, the Agenda Agent at location D is not actually placed on the map. Considering his tactics and fighting style, I assume that he just hides in the crowd before combat starts and then tries to follow his tactics (flanking, which is pretty necessary considering his build).

Edit: Found another slight error, Kito is listed as having the deadly sniper ability (increased sneak attack damage when within 30 ft) but the ability is actually called deadly range in the archetype.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

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Hilary Moon Murphy wrote:

If you do volunteer for multi-table events as a new GM, please prep the heck out of them. Nothing is worse for a player than losing time at a multi-table special while the GM frantically reads the scenario, trying to figure out where you're supposed to be now. They're timed, so anything you can do to keep your players on track and ready would be great!


They are really prep heavy and the GMs should be very well prepared since costing your players time has serious consequences.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Gisher wrote:
Just curious. Would Half-Elves have access to Human and Elven racial spells due to Elf Blood?

Depends on the sanctioning, when it comes to spells and archetypes from the ARG, I suspect that the answer is no.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

I suspect that this will not be the case any time soon, since it might not be appreciated if PFS starts to give out spoilers to the ends of various adventure paths (and some of the bad endings... would have effects on large parts of the world).

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

Crossing off used boons seems to be a major issue, but the same is true for only play.

Maybe, if the GM is permitted to add "character used boon X from chronicle Y" to the chronicle sheet for that session, that would serve as a permanent reminder that a particular boon is used up.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

pm sent, for all the good it can do

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

James that prep is going to help us a lot, thank you very much.

Silver Crusade **** Venture-Captain, Germany—Aschaffenburg-Würzburg

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I agree with BNW, there is a certain level of trust involved in organized play, and frankly putting those expenses on your chronicle sheet/ITS is the most important step (I also put them on the ITS for tracking purposes).

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