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Svirfneblin

Sniggevert's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Modules Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 2,532 posts (3,139 including aliases). 5 reviews. No lists. 1 wishlist. 20 Pathfinder Society characters. 4 aliases.


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Sovereign Court

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Keep Calm and Carrion wrote:

Certain spells and abilities give players the option to add the Flaming property et al to weapons in the middle of combat. The Magus arcane pool class ability, for example.

By this RAW, it would seem that in addition to whatever action it is to add the property, a character then has to command the weapon to activate as a standard action. Which, if true, is a huge downside to such powers.

No...if you add/activate the properties from a class ability, then the specific rules on that class abilities action requirement would override the general rules of activation of the property by my understanding.

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Mithril chain shirt requires no minimum fame score in PFS. It's always available if you have the cash...still usually almost 2nd level by that point.

A 7 STR is REALLY dumping for anyone that wants to wear anything... You don't have to min/max quite so much to well in PFS. Dropping that CHA down to 15 or 14 would save you 3 or 5 points. You wouldn't have to spend down below an 8 STR and nothing for WIS if you go to a 15, or no spend down at all to go to 14 CHA.

Up to you, but that's a serious Achilles heel for a melee person in any type of armor.

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Raise dead spell is in a later deck that allows you to revive a character from the dead.

You are right, a Cure has no discard pile to work with so would not help a dead character.

If you're adding an extra die, you just add the die. If it's actually a dexterity based check of some sort, then yes you get the extra +3 as well.

I've never played that scenario in the card game, so no real tactical advice, sorry.

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PRD wrote:

Two-Weapon Fighting

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.

The same weapon being switched to a different hand does not make it a second weapon...

Sovereign Court

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claudekennilol wrote:


Going back over your previous posts you made an error. Not all magic items are "standard action"-activated. Most notably being your example of activating a flaming sword.

Actually, it was right. Go to the weapon rules in the PRD...

PRD wrote:
Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.
PRD, Flaming property wrote:

Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.

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There is at least one scenario where the villain is X cards deep in the blessing deck. If you are playing a scenario like that, then obviously the order of the blessings make a difference if your drawing from top or bottom. Otherwise, no it doesn't matter much.

And flagging to move to the card game forum...

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Krell44 wrote:

Is Hollow's Last Hope a PFS eligible module? I was reviewing it briefly and didn't find the character recording sheet or the scenario certificates that I would pass out to the players once it has been resolved?

If it is valid for PFS, where can I find out what is earned as the reward? PP, Gold, Items eligible to purchase?

Thanks!

It is not eligible to be run for PFS credit at this time. If it was... you would find the chronicle sheets as a download attached to its product page or the Additional Resources page.

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Steven Schopmeyer wrote:
He will have to wait until the PC reaches 3rd level to apply it, otherwise he can start a new 1st level character to apply it to.

He has to wait until the level of the pre-gen to apply the chronicle... be it 4th or 7th level.

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Driver_325yards wrote:
Sniggevert wrote:
claudekennilol wrote:
Umbranus wrote:
claudekennilol wrote:

It's not an attack. It's "aid another".

What do you mean "how about a whip"? In what way is it not clear how this interacts with a whip?

Attacking in melee with a whip provokes AoOs same as unarmed attacks. That's what I mean. But if unarmed strikes don't provoke, whips shouldn't, too.
Unless you can show me where Aid Another provokes, then neither provoke.
PRD Combat Actions table subnote 2 wrote:
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.
Not the same thing, you should have bolded the first part of the quote.

Was the answer provided with a straight rules presentation? Looks like it to me.

What portion to emphasize? Completely opinion based. I believe the half of the sentence I chose was closer to the direct point he was going for in his last statement.

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claudekennilol wrote:
Umbranus wrote:
claudekennilol wrote:

It's not an attack. It's "aid another".

What do you mean "how about a whip"? In what way is it not clear how this interacts with a whip?

Attacking in melee with a whip provokes AoOs same as unarmed attacks. That's what I mean. But if unarmed strikes don't provoke, whips shouldn't, too.
Unless you can show me where Aid Another provokes, then neither provoke.
PRD Combat Actions table subnote 2 wrote:
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.

Sovereign Court

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PRD Combat Chapter wrote:

Activate Magic Item

Many magic items don't need to be activated. Certain magic items, however, do need to be activated, especially potions, scrolls, wands, rods, and staves. Unless otherwise noted, activating a magic item is a standard action.

Spell Completion Items: Activating a spell completion item is the equivalent of casting a spell. It requires concentration and provokes attacks of opportunity. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell.

Spell Trigger, Command Word, or Use-Activated Items: Activating any of these kinds of items does not require concentration and does not provoke attacks of opportunity.

It's in the Combat action chapter...

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I'd say #1.

I would treat a trait as I would a feat that affects your normal spell casting, and metamagic feats do nothing to spells cast from scrolls.

FAQ

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claudekennilol wrote:
Tsriel wrote:
claudekennilol wrote:
In that case, what's the actual problem with deciding per scenario if you want full or half credit?
PFS GtOP, p. 21 wrote:
At character creation and each time your character gains a level, you decide if you would like your character to be on the standard or slow advancement track for the entirety of that level.

The PFSOPG. It makes it pretty clear at when you can decide to go normal or slow track.

Outside of that, hard to say. From what I can tell by looking at older versions of the guide, it's been like that for quite some time.

If I'm at 2.2 and apply 3xp to myself then "I just gained a level". I understand it doesn't fulfill the "entirety" part but it just seems a contrived and arbitrary rule.

It's been the rule ever since they gave the option to play your character longer via the slow progression.

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claudekennilol wrote:
In that case, what's the actual problem with deciding per scenario if you want full or half credit?

Because it's a commitment for a full level?

It also keeps from having lingering 1/2 XP points hanging around on characters who might jump in and out and then find themselves at just over limit for EoT or possibly other XP limited scenario.

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Jiggy wrote:
...Which book was that in, again?

Inner Sea Gods it looks like. It is a much smaller radius than daylight though, only 20 ft. vs. 60 ft., but still might be a bit more than a 1st level spell should do IMO.

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Mine was Among the Living, 0-07, in the first slot of GenCon '13...players didn't show up till about 20 after slot time started, but table was a blast. There were a couple of new players and everyone was playing brand new characters (they were all friends traveling together for the con).

I spent the whole weekend running nothing but the Among the X series that year...good times.

I'd choose something you REALLY like to run and get into roleplaying wise if you would like to make it stand out in your mind later on though.

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They have stated it will be made available for PFS play, but chronicles for modules have been on the back burner here lately, so unfortunately there's been no timeline given for when to expect them as of yet =/.

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The Human Diversion wrote:

I'm a bit lost as to where I can download chronicle sheets for this. I have a GM set to run it for a group at the store I coordinate for and I promised her I'd provide the paper copies.

Thanks!

There's a link in the product description, towards the end:

Quote:
Its Chronicle Sheet and additional rules for running this module are a free download (859 KB zip/PDF).

If you click on the link it automatically starts downloading.

I believe they would also be linked from the Additional Resources page.

Enjoy!

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Fourshadow wrote:
Only bonuses that modify Spell DCs would help against Spell Resistance. Neither of these do that.

modifying Spell DC <> change in Spell Resistance

Spell Focus (feat) modifies spell DC.

Spell Penetration (feat) modifies SR check.

The two stats are completely unrelated.

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Always use the actual value of the item in question for determining fame requirements. I can think of no exceptions to this off the top of my head. So, you need to be able to afford the full 8,200 gp with your fame level.

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Dustin Ashe wrote:
Sniggevert wrote:
Umm, did you by any chance order the RPG Ultimate Strategy Guide on the same pre-order? I ask as that recently got bumped to February and if they're still stuck together that could cause it as well.
Yup, I did. That must be it. When do subscription orders ship this month?

They were supposed to start the queue this past Monday IIRC. I know they did the authorization run last Thursday, and it's usually the following Monday for start date. The whole queue has been taking about two weeks for shipping to get through.

If you don't have an option on your account page to ship the cards immediately, you can post in Customer Service to have them split the order up since that's the delay. It'll cause 2 shipping charges, but it'll also keep you from waiting 4 months for the cards...

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Dustin Ashe wrote:
Sniggevert wrote:
Dustin Ashe wrote:
Has this one shipped for anyone else? For some reason, it says mine isn't shipping until February....

Did you order from Amazon?

They've toggled this page from pre-order to just place an order, so they have them in stock here at least.

No, I preordered it right here at Paizo.com back in June.

Then probably a glitch. You may wish to post in the Customer Service forum, but I would assume (if it's not being held for another product) it should ship this month with the subscription orders...

Umm, did you by any chance order the RPG Ultimate Strategy Guide on the same pre-order? I ask as that recently got bumped to February and if they're still stuck together that could cause it as well.

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Dustin Ashe wrote:
Has this one shipped for anyone else? For some reason, it says mine isn't shipping until February....

Did you order from Amazon?

They've toggled this page from pre-order to just place an order, so they have them in stock here at least.

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Rerunning does create star credits for each and every table you run, regardless of prior GM'ing of the scenario/module in question.

You can only get a maximum of 3 chronicles from a single scenario (Tier 1/level 1-2 mods not withstanding) to apply to characters. Those are 1 for playing the adventure, 1 for running the adventure, and 1 time by using a GM star for replay/rerun chronicle credit.

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rexx2264 wrote:

On page 7 of the orgnized play document under Earning Scenario rewards

it states: The biggest change in Adventure Card Guild play is the method for improving your deck after completing a scenario. This happens in two steps: earning scenario rewards and upgrading your deck.
The procedure for earning scenario rewards (or adventure rewards, or adventure path rewards) follows the standard rules with one exception: If you are rewarded with a card from the box, you will instead take a random card of the same type from your Class Deck box. The card you take cannot have an adventure deck number higher than that of the scenario you completed. For example, if you just completed a scenario
in adventure 2, and the scenario reward was a random item from the box, you would instead take an item with an adventure deck number no higher than 2 from your Class Deck. If you do not have an appropriate item, you do not gain that reward.

Now the way we have been doing it, is that we would take all the cards of the reward type of 2 and lower shuffle than take a random from those, but this rules does not state this. So my question is this, do we do as I mentioned or do we just take a reward of the proper type that level or less and add that to our decks.

It does say you take a random card, so you have been doing it right.

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Congratulations Richard. Good luck!

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Frencois wrote:
Sniggevert wrote:
Mostly...if you had a d8+1 for your base wisdom skill, that +1 would apply to your subskill (perception) as well...so it would be d4+1 rather than straight d4 (plus the bonus for the lookout being played).

As stated above, this is false. I give you the easiest way I have to remember it and remind it to others:

ARCANE is Charisma + something for most sorcerers
ARCANE is Intelligence + something for most wizards
So definitively this is not a subskill (else it would always be subskill of the same skill), but rather a synergy skill (from the old days definition).
And if a character doesn't have an explicit synergy, then she has the base 1d4 in that skill.

And regarding stats, think of them as skills like any others with the only exception that you have the opportunity to win skill feats (+1s) on them.

Before anyone else needs to add...yes, I was wrong. I understand. Thank you.

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Hawkmoon269 wrote:
Sniggevert wrote:
MSpekkio wrote:
Hawkmoon269 wrote:
I'd say to works for any perception check made by any character at any location. There are no limits on the card about whose check it is or where they are.

Scenario: Jirella needs to make a WISDOM/PERCEPTION 7 check to defeat a barrier. Jirella's Wisdom die is 1d8+1, but does not have Perception. I can't reveal my Lookout to help (since it's a Wisdom check). Jirella could have choose to make a Perception check at 1d4 in which case the Lookout could have helped.

Correct?

Mostly...if you had a d8+1 for your base wisdom skill, that +1 would apply to your subskill (perception) as well...so it would be d4+1 rather than straight d4 (plus the bonus for the lookout being played).

Actually, you wouldn't get the +1, because in the card game there are no subskills, and there are no assumed relationships between any two skill.

Jirelle has a Wisdom skill of d8 plus any modifiers. Her Wisdom die is d8. Jirelle does not have Perception. So her Wisdom does not relate to her Perception in anyway. So, if Jirelle put a +1 skill feat into her Wisdom, her Wisdom skill is now d8+1. Her Perception skill would remain d4. She would not get the Wisdom modifier if making a Perception check.

If Jirelle needed to make a Wisdom or Perception 7 check, she could choose Wisdom and roll 1d8 +1. Or she could choose Perception and play the Lookout and roll 1d4 + 1d6.

MSpekkio wrote:
I can't reveal my Lookout to help (since it's a Wisdom check).

Just to be super clear and exact, it isn't because its a Wisdom check, so much as it is because it is NOT a Perception check. When Jirelle makes a Wisdom check, she can't also be making a Perception check. She chooses which skill she will attempt the check with. Jirelle can use a d4 Perception, but that Perception doesn't relate to her Wisdom.

Lirianne on the other hand, is making a Wisdom check when she...

Huh...just goes to show too much RPG not enough card game experience at it yet. Still used to thinking skills get based on set stats (unless stated otherwise) rather than separate entities like that.

Thanks Hawkmoon.

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MSpekkio wrote:
Hawkmoon269 wrote:
I'd say to works for any perception check made by any character at any location. There are no limits on the card about whose check it is or where they are.

Scenario: Jirella needs to make a WISDOM/PERCEPTION 7 check to defeat a barrier. Jirella's Wisdom die is 1d8+1, but does not have Perception. I can't reveal my Lookout to help (since it's a Wisdom check). Jirella could have choose to make a Perception check at 1d4 in which case the Lookout could have helped.

Correct?

Mostly...if you had a d8+1 for your base wisdom skill, that +1 would apply to your subskill (perception) as well...so it would be d4+1 rather than straight d4 (plus the bonus for the lookout being played).

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I've played at the table with a couple of different trip builds. It can be very viable in a lot of scenarios. It will be neutralized against some foes, but make sure your damage is going to be decent anyways so it won't be that big of a deal. The foe will have a little higher AC and more maneuverability than one on the floor, but that's about it.

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claudekennilol wrote:
There are pregens already available in Master of the Fallen Fortress. Is there some flaw in those that makes them not good enough?

Baseline issue, they're 15 pt buys...so were the APG pregens they released for PFS when the APG came out. It was one of the reasons they were retired when the UC pregens came out.

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David Bowles wrote:
I don't see how any ACG class is any more complicated that what is already available for pregens.

And?

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claudekennilol wrote:
Michael Brock wrote:

My goal is to have pre-generated characters for every class, including the Magus, at 1st, 4th, and 7th levels. It may take a month or two, but every class will be available in the near future.

I also have someone working on updating the 3 APG classes that are currently available to bring them up to the same quality as the other pre-generated characters.

I know this is a huge necro, but whatever happened to this?

Life? Deadlines? Alternate priorities? Your pick...doesn't matter much which it was really.

It's been restated much more recently, soon after they made the ACG pre-gens available actually, that the plan has once again percolated towards the top of the workload and probably after the holidays/RPG superstar they might have a chance to get the others out.

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Stats in the table:

Whip 1 gp 1d2 1d3 ×2 — 2 lbs. S disarm, nonlethal, reach, trip

Scorpion whip 5 gp 1d3 1d4 ×2 — 3 lbs. S disarm, reach, trip

So the above changes is what he said (both cases they're exotic one handed weapons).

Also, it deals lethal damage to creatures with armor bonuses as he mentioned as point 1.

Outside of the price, damage, weight, and the removal of nonlethal...nothing has changed from the whip to the scorpion whip in the table.

So, according to SKR, you use the same rules as if it was a whip (i.e. finessable, provokes, and 15' reach).

I don't really see any argument as to how you can change the basics of what is a whip, just because you stick a few blades or hooks in it.

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Kadasbrass Loreweaver wrote:

Here I looked it up

PFS Guide to Organized Play page 6 wrote:
The one exception is if you have multiple Chronicle sheets from pregenerated characters, they are applied to your character’s Chronicle sheet stack all at once when your character reaches the appropriate level, even if this would advance your character several levels. You may also opt instead to apply the Chronicle sheets earned with a non-1stlevel pregenerated character to a 1st-level character with the amount of gp gained reduced to 500 gp (or 250 gp for characters using the slow advancement track). You do not lose access to any of the Prestige Points, or items listed on the Chronicle sheets that were earned during the adventure. However, any boons must wait to be utilized until the character is of the same level as the subtier on the Chronicle sheet unless otherwise noted. Any equipment that’s listed on the pregenerated character sheet may only be sold to clear conditions such as death during the play of a sanctioned event, and any remaining gold does not carry over at the end of the adventure.
So you could run a lvl 7 pre-generated character in a tier 5-9 scenario, apply the credit to a lvl 1 character. Reduce the gold to 500, and the boons won't go into effect til you are lvl 5.

That is correct.

However, if you choose to go the other route, and apply the level 7 pre-gen chronicle to a PC that's lower than 7th to be held until the character is 7th level, then the character would get the full money, XP, prestige, boons, etc. on the chronicle as if he played it when he was 7th level is the option they're talking about.

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You're probably looking at the rules for full length modules or AP scenarios. In those cases, you get 1,398 gp to apply...but those take a lot longer to get through and also give you 3 XP and 4 PP rather than 1 XP and a shot at 2 PP that a normal scenario does.

So, 500g is probably correct, but there's not enough information in your initial post to tell 100%.

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BigNorseWolf wrote:

Doesn't a reach weapon use the missile rules for cover?

(and this is why people tend to just glance at the map and say cover or no cover and move on....:) )

Yes. Reach weapons use ranged cover rules.

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Saa Basara wrote:

Ah thanks. I was using the search bar and this one came up first, but you're right.

And I already looked it up, Remove Disease is indeed level 5. Didn't know you could pay more for higher levels. Is there a chart for that somewhere?

Base spellcasting services is in the CRB under equipment. It's Caster Level X Spell Level X 10gp + any expensive material components.

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You have to clear the diseased condition before the character leaves the table. Whether you have time for them to roll it out, pay for remove disease to roll that out*, or have whatever aid party members can offer before they leave, that's up to you and the players. If they don't clear it, they are reported as dead.

Not sure on the secondary success condition of the scenario, but some are supposed to be hard to get both. It happens, and is fairly meaningless in the long run if you miss one or two here and there.

EDIT: * Please note that spellcasting services paid for via prestige are always at minimum caster level (level 5 for remove disease IIRC). However, if the character pays gold, they can pay for a higher level caster to cast the spell to increase (or guarantee) the success of the spell.

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Played a table of 3 this past weekend to show off OP to a couple of friends, who while they have played a lot of the RotRL set had never played the S&S set before. It was Mersiel (S&S version), Tarlin, and me (Lem S&S version). Lem had completed the first to scenarios, so had a little boost, but the other two were straight out of the box.

We ended up stomping the scenario fairly handily. We got very lucky with early henchmen in 2 or 3 locations, and Lem easily blasted the Brine Dragon out of the water with a well placed Lightning Touch boosted by a couple of blessings and his own recharge to aid ability. We still had about half the blessing deck left at the end.

I think the fact that we focused on aid and boosting others helped us considerably on top of the lucky draws for closing locations quickly. It was a fairly balanced group with Mersiel traveling alone and Tarlin and Lem sticking together to aid as possible.

I enjoyed this scenario.

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skyshark wrote:

Something to thing about for all those people out there asking for character rebuilds aka Tier 1 GENCON boon...to get a Tier 1 boon, a GM must run a MINIMUM of 8 games at GENCON. There are a total of 11 slots to run over the course of GENCON. That leaves only those three four hour blocks of time that said GM can actually enjoy then Con, the rest of the entire Con they are running games. Although there may be a GM or two that may have no need for the Tier 1 boon, remember that they put in significants amount of time to earn it. Therefore your expectations should not be very high when looking for a Tier 1 boon if you are not offering up something to make it worth the time that GM spent getting the boon and the time sacrificed to not enjoy the rest of the Con.

....it only takes one game at a local con to get an elemental race boon

Actually, there's only 10 slots of PFS for GenCon. So it's 80% of the time at GenCon is GM'ing.

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nosig wrote:

what about the reverse of this scenario? someone sitting down and pulling a 1st level Iconic when (at least some of) the other players are 4th level?

In the extreme, this could be a mix of:

three 4th level PCs, and a 1st level Iconic, and the Iconic pulls the table back to sub-tier 1-2 (13/4=3.25 rounds to 3, 4 players plays down)...

Can you (as the Judge) force a player to play a higher level Iconic?

You bet. Determine what average level of the party is and then find the most "level-appropriate" pregen to fill the spot if you want to play.

It seems the most issues are what is an appropriate level. I see it as based on that particular table, others it appears are seeing it as only limited by the scenario. If you do it based on the table, however, you're much less likely to sway the table away from the majority of players playing their own PC.

EDIT: Added quote since I was ninjad a couple times =p.

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Kysune wrote:

Wow, 11/25/14 doesn't give most people very much time. Guess you have to live and breath PFS to qualify for the boon. Where I'm at we, on average, have about 4 scenarios a month scheduled and sometimes one on a Tuesday or Friday each week. If I'm lucky enough to make them all and if they aren't scenarios I've already played then I'm looking at about 8 scenarios in a 30 day period.

Would like to see the end date for the playtest extended to mid December or Christmas.

The playtest is 4 weeks. To get the first bonus you have to play once during that time frame. Again, to get the benefit to continue playing the playtest class, you have to play only a single time during that time frame.

You have, by your post, 8 chances to get that 1 play needed in.

It should be plenty of time.

Sovereign Court *****

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Voice in the Void is the one that jumped out at me from the thread title (at least the 3-4 and 6-7 subtier with the new creature is kind of otherworldly and wierd.

From your post, Feast of Ravenmoor should be right up that alley, along with Carrion Crown's book 4.

Sovereign Court *****

1 person marked this as a favorite.
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David Bowles wrote:
Grey_Mage wrote:
David Bowles wrote:
Andrew Christian wrote:
David Bowles wrote:
Advise, sure. Force? I don't think that's within the powers of the GM.

If the table is playing sub-tier 4-5, then the pregen needs to be the level 4 pregen.

There is absolutely no precedence that indicates you can choose to play an out of sub-tier pregen except in the 5-6, 8-9 or 10-11 sub-tier.

The pregen is part of the subtier calculation, so there is no "out of subtier" pregen. The pregen, to me, is chosen before subtier is calculated. The pregen can legally play the scenario or they can not. The end result sub-tier is irrelevant. The GM has no say in player sub-tier manipulation.

There is no precedence of a GM telling a player which legal PC they can use. Except passive refusing to hand out a pregen, which can be solved by the player bringing their own.

I don't understand why so many GMs even care about this if the players at the table don't care. I've never seen a group willing to tier up because of a pregen, anyway. It's always been a case of selecting the highest pregen that won't end up tiering them up. But this is another reason that I never use pregens and I encourage other players to never use them as well.

I agree with your logic, but disagree with the conclusion.

Playing a character grossly out of power with the party destroys the experience.

Ex. I played a 1-7 scenario where the APL was 2 until a 7th lvl character arrived and bumped it up to the next tier. None of the other characters could enter melee and expect to live more than a round at best. We all played 2nd fiddle to the 7th level character who walked us through the scenario.

Although the GM did a fine job, it was a lackluster experience for the rest of us. Note: this did not involve a pre-gen but the effects are the same...except with a pre-gen its avoidable.

This is a game, and it should be fun. I applaud any GM who cares enough to make it so for the players. Pre-gens should

Usually I've seen parties squeezing in level 7 Kyra over level 4 Kyra. No one's experience was ruined. There are a thousand other ways that one can end up playing second fiddle. And level 2 PCs should be able to do fine in an early season tier 3-4 scenario. The level 7 was just getting them extra $$ in that case.

The level 7 was doing more than getting them extra $$...the level 7 stomped the scenario while the rest of the table watched and went along for the ride.

Doing something like this is one of the things that can drive away starting players by overriding the cooperative play environment.

Sovereign Court *****

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And I read the Guide's statement of "level-appropriate" pre-gen to be closest to the sub-tier being played. If you have an option that's in sub-tier and an option that's not, you play the option in sub-tier, as from my stance, that is what is appropriate.

If you judge it differently, then at tables you run, you do as you think the rule reads. At tables I judge, I'll run it with the requirements I read from the Guide's text.

Sovereign Court *****

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Does Oread's Favor allow you to play an oread? If not, then no.

Elemental Dilettante wrote:
By combining this boon with three other boons that enable you to play an ifrit, oread, and undine respectively, you may play a suli character,...

I don't know the full text of the favor boon, so can't say one way or the other outside of that bit.

Sovereign Court

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Modules Subscriber

Hello all,

Sorry to bother, but could you please cancel my Player Companion subscription before the November order authorizes please? I don't see anything I'm really interested in for the next few months.

Thank you,
Kevin

Sovereign Court

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Modules Subscriber

Congratulations Gorbacz! Best wishes in what lies ahead...

Sovereign Court *****

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Modules Subscriber

As long as you do not mark the game as "complete" or "closed" or something along those lines, you are able to go back and edit information that was submitted. So, feel free to go ahead and report the table with as much information as you have at this time, and you can add the other attendees later if they ever get back to you.

Ideally, you can pre-print a set of new PFS numbers on the same page you have the games to report, and you can carry a sheet of 10 new numbers to provide players to your games. This would alleviate the problem of the players needing to get back to you, as you would give them a number right then and there.

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