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Why are the races allowed not explicitly listed in the Guide to Organized Play? No mention of Racial Boons
They are limited as stated in your quote:
To get anything beyond these races, and even the last 3 of these races, you need to examine the Additional Resource guide. All other races that are playable are indicated with the relevant books that have their descriptions, and list the requirement to have a matching boon to play those races.
Such additional races are not included in the Guide, to keep the Guide down to the specific always available items/races and basic rules needed to play. If you want to go beyond what is spelled out in a particular section, you need to check out the other resources for PFS.
Anyone have any idea when the cost adjustment is going to happen and when BFA's may become legal again in PFS? Just trying to figure out if I should start saving up anytime soon.
I would start with assuming never, and that way you can be pleasantly surprised if you're proven wrong.
It something that'd have to be changed in the actual print product, so unless the design team also thinks its an issue it won't get changed. Even if they do, it won't have a chance to get changed until the next printing of the product it released in and they don't release those until after they've already happened.
For PFS? Levels 3-5.
For normal home play? It starts at level 1 and takes you through level 5.
The part that's sanctioned for PFS play as a stand alone module is the latter portion of the AP book, not the entire thing. It's not an even 1/3 of the book break down, but it's pretty close to 1/2~1/3 of book 1.
For something like this, always go with the information given by the PFS specific instructions/support, rather than the general play information.
I hope this helps.
doc the grey wrote:
The chronicle for WBG2 has been on the product page since last Thursday IIRC. It may not be added to the AR until it gets updated with this month's products after their street date.
Got back late last night, and finally recovering after a long sleep. Had an awesome time at my first Origins, and ran tables for some excellent players. I'm definitely going to have to try and add this as a regular to my con schedules.
Things were well organized and from a GM's perspective ran pretty much flawlessly. Well done Michael and his crew manning HQ.
Seth Gipson wrote:
I would assume more it's because the boons are not related to level of subtier, and everything he called out is. Without a post stating otherwise, I'd treat it as any other normal GM chronicle, which does include boon access.
But those are the regular rules for how an incorporeal undead work, as spelled out in the relevant rules books. If they add those two lines, what other "simple two line explanation" are they going to have to add for each and every other possibly mis-understood rule that will be touched on during the course of a scenario's play?
I'm not being snarky, and I apologize if this comes across as such, but sometimes GM's make mistakes and run things incorrectly. I doubt if there's anyone out there that knows every single rule, and can spout it on demand. Mistakes happen. This was one of those times. Next time, the GM will hopefully know better how incorporeal creatures are treated.
Originally, channeling positive energy was lumped in with all other spell effects, and the 50% reduction in damage for incorporeal creatures. The current rule is that channel does full damage, like force effects, to incorporeal.
I 'think' that's what he's trying to say when he's talking about dodge bonuses and such.
As any PFS scenario, the amount of money/items on a chronicle sheet are based on what is found/encountered during the play through of the scenario. If you leave early, you just do so with what you find during the scenario being your reward on the chronicle.
Eric Saxon wrote:
BTW- This should only ever leave the PC's fatigued, not exhausted. You just can't shake the fatigue (via non-magical means), until you go down the mountain and get to more breathable air. It's a debuff on the party, but not as bad as the -6/-6 you have, only -2/-2.
You make a good point about the creators casting stat and not the item. I was putting my own spin on there somewhere. The casting stat DC appears to solely be minimum, regardless of creator.
I could be doing the same on wand/scroll things too. However, I haven't found such straight out not being the caster language as I did about the DC's. (Then again, I haven't found the language I thought was there to support my initial assumption either).
Either way, I do think Andrew's point about a PC's items not being affected by the SR. Why could an Aegis of Recovery be able to heal you, but a wand not?
I'm basing the Aegis off the language that SR never interferes with an character with SR's spells, items or abilities. The Aegis is simply a worn necklace slot item of a character.
I could be wrong on it, as I say, I couldn't find the reference I was sure I had read about the reader of the scroll and the wand wielder being considered the caster. However, in response to:
In fact, because you DON'T use the CL of your PC or the casting stat of the PC to calculate the DC when you are using a wand/scroll, you can actually tell that the wand/scroll is outside the SR (and you would need to overcome the SR for it to work, using the CL of the wand/scroll).
The same thing is true for potions as well. You use the CL (or lower) and casting stat (assumed minimum) of the potion maker to determine the DC (if necessary) of a potion. Most potions are made of spells that don't require a save is all.
I am a lot less sure about that wand/scroll thing, but might try and look it up after work this weekend.
EDIT: And Andrew makes a good point about the "items" mention in SR too.
The Monk's Robe is on the "lists" of "or by capitalizing on his fame within his faction." The Fame table is for ALL other legally available items under a set gold piece value.
In this case, I think Andrew was right. The guide is very specific in this case.
The Guide wrote:
It lists out the actual costs for what constitutes an always available weapon or armor.
Fame chart 5-3 gives maximum gold piece value of items that can be purchased that are NOT on the always available list or your Chronicle sheets.
The line about being outside the limits is being limited by Fame gold value, always available, or Chronicle sheet. As long as the item can be purchase via one of those three restrictions, you can buy it.
In short, your interpretation was right. The player was twisting the language just a little bit too much in this case.
I would assume this applies to "always on" items like armor, weapons, etc. I don't know if it applies to potions and wands that you happen to own, since they're casting spells on you from a source outside yourself.
The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
I know I've read similar for wands and scrolls and the user being the caster, but not finding them right now.
Andrew Christian wrote:
SR never affects spells you cast yourself. Wands, potions, scrolls all have the user/imbiber/reader as the caster. Therefore, as long as you're the one using the item, you do not have to beat your own SR.
Tim Vincent wrote:
First Steps are technically modules as well.
Cover of First Steps Part I wrote:
A Pathfinder Society Scenario for Tier 1
bolded for emphasis
They're scenarios. They're listed as scenarios. They call themselves scenarios.
Modules for PFS play are listed completely separately on the website and call themselves modules on their covers.
In general, they are 2 totally separate beasts in terms of how they're handled.
Robert A Matthews wrote:
Scarred Wanderer wrote:
Melee +5 bashing spiked heavy shield +31/+26/+21/+16 (2d6+11) or +5 bashing spiked heavy shield +29/+24/+19/+14 (2d6+11), +1 adamantine dwarven waraxe +25 (1d10+4/×3)
Tim Vincent wrote:
No. This was correct.
There are other MODULES that can be replayed currently (Tier 1-2 modules), but no other SCENARIOS are available at this time at Tier 1.
Looks good to me. A 12 CON is fine for PFS. My first character was a bard with an 11 CON, and he's only died once in 9 levels so far. You can shore it up with either ability bumps at later levels, or just get a belt of constitution later. The Toughness feat, if it can be worked in will help too.
Lowering WIS isn't the best, but to add to the background of the character, it fits well IMO. Again, a feat, Iron Will, or a headband with WIS will help shore up that negative. Or, of course, there's the ever present cloak of resistance that helps all the saves.
The main thing I've found is, build the character you WANT to play, not the one folks tell you you HAVE to play. PFS can be a lot of fun overall.
Couldn't have said it better myself. I don't always agree with the way things shake out, but I respect the way you handle the decision making process.
They've never come out and given a specific FAQ for it, and I had always gone with James' post till recently. In the NPC Codex, the 20th level barbarian has a spiked heavy bashing shield where everything stacked, so there is some in print precedent that they will stack.
Whether this was intentional, or slipped through the cracks, or not is another story, but there is now some printed basis for them stacking.
Eric Saxon wrote:
In the text for the Cure Light Wounds spell. It's generally +5*level of cure spell as the capped bonus you get added to your die roll for the cures.
This really is a Rules Forum question...
2) The ability Healer's Blessing calls out in the ability's text that it does not affect cure spells used to damage undead.
EDIT: If you are actually using the metamagic feat: Empower Spell, instead of the ability noted in #2, then you would treat damage to undead as empowered as well.
There's been a lot of debate about magically enhancing items not on the always available list (guns is the other one that comes to mind).
You can buy a mwk dragonhide BP with 2 PP, or wait until you have enough fame to make the purchase in gold (9 Fame).
My take on the enhancing was since the base item is not always available, the entire enhanced item counts as not being always available, so you would need the actual fame to upgrade your BP bought with PP to +1 (i.e. 13 Fame).
Some argued that once you bought the BP, the +1 add-on was always available. I'm not sure if anyone from the campaign staff ever weighed in on which reading was correct or not.
Last year, we got the special the Friday night before GenCon, so about 4~5 days to prep. I think they're hoping to get them out earlier this year, but it has usually been rough for them to push the deadlines with everything else that needs prepped on their end for GenCon.
The fighter's Archer archetype gets the ability to do so. Otherwise, no not by RAW I don't believe so. Though there might be another archetype that gives you that ability...
I have a question about the scaling of the wave attacks. Should there be a different threshold for tables of 4 vs. tables of 5 or 6?
I know you scale down the starting numbers per wave, but both sets being able to get down to the same level seems counter-intuitive on what's been going on this season in my mind.
Your GM is right.
You may only use the feats listed in a Bestiary if it is specifically granted by another legal source (i.e. Improved Natural Attack is legal for a Natural Weapons Ranger via the APG)
No, it means things like Vital Strike with a BAB +6, can be taken at 6th level by a fighter, which is when he gains the prerequisite of a +6 BAB.
It says nothing about holding feats gained at levels before you reach a prerequisite.
There's the Bloatmage PrC from the Kaer Maga supplement (City of Strangers) that uses the a bloodpoint pool to power their expanded magical abilities. They waddle, but can make up for with extra spells per day.
My Aldori Swordlord (2 level MoMS dip) currently has Combat Expertise, Crane Style, and Defensive Parry currently has an AC of 28 vs. melee (27 otherwise) with only having a +1 Mithril Kikko for armor (+6 from that) at 7th level. He fights defensively and with CE going for -3 to hit and +6 AC currently.
At 9th level, he'll gain Steel Net which removes the remaining -2 from fighting defensively, while adding another +2 dodge to AC, so he'll be -2 to hit then with a +9 AC (another +2 vs. melee attacks from Defensive Parry).
I've broke it down with just a minor investment of +2 armor, +1 ring, +1 natural armor he'll have like a 37~38 AC at 9th level. When the synergies get going, it's easy to bump the AC and make the penalties much easier to deal with.
Yeah, every month they go through this.
It'll say available today until about 9 PM EST, and then they usually got to 'unavailable' for awhile to tweak those waiting, before finally being announced as available and released sometime thereafter.
(That was tongue in cheek, in case it doesn't come across.)
Notate on your chronicle sheet when you blanch your weapon/ammo, and Mark has ruled it will carry over between scenarios. HERE
The only thing you need to do is make sure you keep good records of ammo expended.
Swordlords don't get weapon training, and the only good thing they get is steel net at level 7. Not worth it.
They lose weapon training 1 for disarming strike. They still receive weapon training 2, 3, etc.
I'll also be to differ that steel net is the only thing good about them. Disarming strike allows damage while you neuter most humanoids attacks, and defensive parry is free AC anytime you're full attacking.
Counterattack can also be a good way to stop an iterative attack sequence from someone if you can disarm them on the AoO.
The Swordlord AT, with a couple levels dip into monk (Crane Style synergizes well with the AT), and a single level dip into the PrC can make a very good defensive duelist type character IMO.
Michael Costello wrote:
Go to Bar Fleet early enough...get well lubricated, and you'll never know you sang until we tell you all about it in the morning...
Melavis Clay wrote:
In the Guide to Organized Play pgs. 27 and 28 in the section on "Beyond Level 11".
It talks about Seekers (12th+ characters) and retirement arcs in general, but currently Eyes of the Ten is the only retirement arc available.
From "Faiths of Balance", Abadar is stated to be the only neutral deity that supports a paladin order. This is true of the major deities I believe.
However, this does not mean that Irori does not have paladins. It just means there is no centralized order for these individuals to belong to. Just as Irori was about personal accomplishment, I think this fits the theme very well.
Jubal Breakbottle wrote:
That's because it was already moved out of the PFS Discussion forum before you saw it I guess ;)
If the spell doesn't have a listed price for the material component, it's assumed to be contained in the "Spell Component Pouch". You can find this in the general equipment list in the CRB. I believe they cost 1gp. As long as you have access to one of these, or the Eschew Materials feat, you should have everything you need to cast most of your spells.
I've found, that for things like this it is generally better to use the quick rebuild rules, as it doesn't do as much to improve the creature.
It gets +2 to hit this way, but loses 2 HP/HD and lowers the DC's.
I remember when I was running Council of Theives' right after PFRPG came out, and they had a group of "young" shadows. Rebuilding them made them MUCH more powerful than they were intended, and James was actually the one who made my mind up about this.