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The Free RPG Day modules are also sanctioned for PFS.
Just as a more complete resource:Master of the Fallen Fortress level 1 characters, replayable
We Be Goblins goblin pre-gens, apply at level 1-2, replayable
Dawn of the Scarlet Sun level 4-6 characters
We Be Goblins Too goblin pre-gens, apply at level 2-4
Risen from the Sands level 2-4 characters
We Be Goblins Free goblin pre-gens, apply at level 3-5
an alchemist can craft a homunculus and provides the blood and is its master but it does not clarify if that makes it a familiar or companion.
Unless he has a game ability that makes it his familiar (such as choosing it for the Improved Familiar feat), it is just a construct that he made with the abilities detailed in the Bestiary.
Also, it can't take a familiar archetype unless it begins with the abilities that the archetype trades out.
I haven't had good experiences with this notion and would in all seriousness like it covered officially, perhaps as:
Aspis bronze badge
Masterwork tool gives +2 circumstance bonus to Bluff or Disguise checks to impersonate a member of the Aspis Consortium
If a player does not have this expenditure noted on a chronicle, NPCs do not recognise the item when presented and it has no game effect whatsoever.
Aspis silver and gold badges captured in PFS missions must be handed in to the Society and are not returned.
But I'm thinking of gods like Lamashtu and Rovagug. Why would anyone non-evil worship them? And why would those worshipers join the Pathfinder Society? And the same for many other evil deities.
Lamashtu is a fertility goddess, of sorts, and governs transformation and survival, for those who feel no other deity would accept them. Rovagug's name often symbolises pure destruction, such as in the names of famous cannons, without an implication of motive.
A character whose obsessions fit either of these is unlikely to be a good person - in fact, they're probably pretty twisted and unstable - or a good Pathfinder, but "because they pay me and point me to good loot" has long been an acceptable motivation for many to work for the Society.
Wei Ji the Learner wrote:
That's probably a good current example. You'll note
on the chronicle, that both aiding and working against Torch are valid options. If you play the rest of the series you should find out yet more interesting things about him.
Characters can also have differing concentration checks when casting defensively due to Combat Casting.
Very true, notably, Combat Casting doesn't help with damage or distracting spell effects, which also occur in combat. The feat applies to Concentration for any class or SLA you have.
Your caster level, casting stat and relevant abilities vary by the class or other source from which you draw the spell. My magus/wizard benefits from a 14th level character's opportunities to boost his Intelligence, but otherwise his Concentration is dramatically different on some spells than others.
Conceptually speaking, why would a person's concentration be X for one thing and y for another? Isn't a person simply good at concentrating or not?
Conceptually, the major influence is your background of practice, training and initiation in casting the magic you're attempting, and a lesser influence is your aptitude in the general quality (clear and logical thought, spiritual insight or force of personality) that governs your style of magic. In brief, it tests how good you are at casting the spell. Concentration is no longer a ranked skill, so no, the roll doesn't measure how good you are at concentrating at all.
Murdock Mudeater wrote:
You can certainly make them more expensive, so, sure, you can commission them with any material that can be applied to a normally-metal piercing weapon.
If I roll a Paladin what is their definition of lawful good?
The PFS campaign follows the Pathfinder RPG rules for alignment, as Nargemn quoted, and for the paladin's code.
If your GM thinks that your actions are likely to shift your alignment (in this case, away from lawful good), she must give you a formal warning, then only if you continue the same behaviour can she declare an alignment change.
However the paladin's code requires that she must not commit an evil act. This is a different and higher standard.
In either case you don't lose the character. You can recover your powers by paying for casting of atonement at the end of the scenario.
The Pathfinder Society is a Neutral organisation. It expects members to follow the Three Duties, including, relevantly, to cooperate and respect the claims of other Pathfinders. Other characters at the table may follow evil gods, act dishonestly, immorally and impiously, or otherwise strain the paladin's tolerance. If you can't find a way for your paladin to work with such people and still honour the code, then you should think seriously why you're playing that character in PFS.
Briefly, no, especially as you've explained it.
You should use a gridded battle map, because it becomes difficult for players to use, or the GM to judge, many standard Pathfinder class abilities without it. As long as you represent the encounter and position of characters clearly, such that the published rules work as expected, nothing specifies what physical items you have to use to do so.
It would be very difficult to have an online play establishment with Paizo-appointed campaign staff if that was a rule.
It isn't. Page 35 of the Roleplaying Guild Guide describes how to handle alignment infractions. What is an evil act is not codified as a PFS-specific rule, but follows the Pathfinder RPG rules for alignment (CRB, page 166-168).
How does PFS handle food?
CRB, page 444-445. If you assume a scenario or GM won't ever apply those rules, you might be lucky, or not.
OK, seems not.
Did you make it your arcane bond for a while, or upgrade it with gold? In those cases I think you can get back half what you actually spent on it.
You declared the action. Events have occurred as a consequence. It has become a fact in the game timestream.
If you're unable or unwilling to complete it, you don't get that action back. Your sneaky enemy has used his resources to deprive you of your turn and gets to enjoy it.
Nothing prevents you taking the action again, if you have more actions of that class available in your turn.
A bastard sword of your size is a one-handed weapon (CRB, Table 6-4). You just need a feat to use it properly.
How about a proviso that you can only scribe spells into a spellbook if you have Spellcraft trained, and have a class feature/ability/feat/magic item that allows you to use said spellbook as more than just fluff?
The proposed response covers the first part. The person scribing the spell into his spellbook (and the rules make a clear distinction that it is his spellbook) must make a Spellcraft check and Spellcraft can't be used untrained.
I'm undecided on the second, but more inclined to keep it simple and to follow most PFS precedent. Generally a character can acquire items that he can't actually use, for vanity or for the benefit of others he expects to adventure with. Poisons are an exception.
Alchemists can learn formulae by copying from spellbooks (not vice versa). edit: there are a few "spells" that only exist as alchemists' extracts: the bomb admixtures, alchemical allocation, orchid's drop .. It's a pretty slim advantage.
My PFS Lavode De'Morcaine wrote:
I think it was a good example of the kinds of uses that are likely to lead to arguments and pressure on the GM from certain players. Companions are class features and it's right and natural to try to use them to defeat encounters, within the limits of what they can do and how much time the GM should devote to one player.
My PFS Lavode De'Morcaine wrote:
Say one has diplomacy so is talking and the other is using appraise to tell if we are getting a good deal. Then would it be allowed?
That seems to be out of combat and not excessively time-consuming.
That's all you need.
1) I'd treat a scene where sleight of hand is going on as a combat situation, no different from people trying to cast spells surreptitiously. Hostile mechanical actions are happening and it's seconds away from a fight.
2) You choose which is considered the combat animal at the start of the scenario.
Players can choose whether to say which faction they belong to, in or out of character (though other players may see it on the sign-in sheet). All characters work for the Pathfinder Society. The Society acknowledges the factions as friends and allies who often provide help for specific needs.
The character gets a faction success if he does not reveal his faction (such as by telling the party in character or openly talking about the faction when they are present). It doesn't matter if the players already know for other reasons. This means that the character can't usually ask for help with his faction goals from members of other factions, unless he is clever.
A similar event can happen in another adventure. The result appears as a boon on the chronicle if it's not dealt with by the end of the session.
Emerald Spire Level 15: Runes of Change
If the PFS team haven't done the same for this module, I'd have to assume they don't intend for the effect to remain in play and it must be cleared.
I assume the normal firewall between the campaigns applies, but that does mean that there's no way for the 6-98 boon-related content to appear in Core?
If any of the players have played 6-98 in Core - which it has been confirmed they can - and the relevant condition is met, the related content unlocks for Core.
70 gp (for crafting giant wasp poison, or a bit less for large scorpion venom to attack Strength) versus 700 gp? There's a good chance they might.
John Compton wrote:
Thanks! If only X was a better alchemist - but good to know for the future.