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Eric Clingenpeel wrote:
I changed the name of my character -5, due to developments since 2011. He had at that point 24 sessions reported.
First off, for my coworkers who aren’t used to play pen and paper buying the Core Rulebook and registrating into the Society might be a bit intimidating, even if its only 10$. I’m well aware that there are several discussions out there about the Core Rulebook being „expected“. Since I can‘t and won’t check the possessions of my coworkers, is it safe to assume that there is no harm done if we play at first using my rulebooks? Does it even matter in a private setting?
There have been such discussions and they don't reflect the published campaign rules in the RPG Guild Guide. Players are not required to own the Core Rulebook, though it's convenient and much recommended that they get their own copy once they're committed to keep playing Pathfinder.
Another thing I wanted to ask, the Pathfinder Society Guide states pn page 35 that players may use any item they find during an module / scenario. Since I don’t own any modules yet I wanted to ask if all of those items are printed on the chronical sheet or do I have to manually add those items taken and used? What about consumable items, wands and potions? Will they be available for the players to buy after the adventure even if the used them?
The general rule is that items owned by creatures that the PCs defeat (or overcome in another way) are available on the chronicle, even if NPCs or PCs use them or break them. You only cross them off if the PCs fail or don't reach the encounter, in the same circumstances where you'd remove gold rewards.
Items that are Always Available to buy (see the Guide: non-magical gear, +1 weapons and armour, 0 and 1st level potions and scrolls with caster level 1, wayfinders) aren't usually listed, though occasionally appear if there is some mechanical improvement to them, or in recent scenarios to make them available for the Core campaign.
Some scenarios include options (random or otherwise) for which creatures appear in encounters, in which case the scenario will tell you if you should remove items for the alternatives that didn't happen.
You shouldn't add any reward to the Chronicle that's not already listed.
If you're really attached to that character, pay the gold to remove it. Even in the unlikely event you get blinded in a tier 1 scenario you'll get enough for completing the mission to pay for it.
If you're out of gold (maybe because you didn't complete the mission), your table can contribute to clear it. If your party members who risked the same effect aren't willing to pay to keep your character in the game .. I don't know what to tell you.
Thomas Hutchins wrote:
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.
Good lord. Those things are legal for PCs? edit: At least they don't stack with bard song. They (and equivalent effects) killed people on both tables of
this season's special
I also agree with jayder22 that if either a normal familiar or a wysp grants bonuses in combat, it is present in combat and is the player's one and only combat animal. This doesn't change if the wysp sacrifices itself to heal its master.
If the satchel is closed and providing total cover, someone has to take an action to open it before the familiar can interact with anything outside. It's still within one mile of its master for standard familiar benefits.
If the familiar has a limb outside the satchel touching its master, it can be targeted and is subject to area effects. It most likely still has standard cover.
Well anyone know how to greatly increase the money and/or prestige from games?
Prestige - Complete primary and secondary success conditions.
Money - Don't die and don't fail missions.
You'll greatly increase your rewards and also enjoy the game more if you make a useful character who helps the party to succeed.
Java Man wrote:
Seems like it should, but allow me to play Munchkin's Advokate for a moment. Adamantine medium armor is 10k, weapons are 3k, 2 gauntlets per suit. So if I sell the two free gauntlets you just gave me, I save 30% off of retail. Or can I skip the gauntlets entirely and save all 6k?
Your armour comes with gauntlets. If you remove the gauntlets, you no longer have a complete set of armour. Ask your GM what armour bonus the remaining random collection of objects gives you, whether you are proficient with it and what, if any, price it fetches if sold.
True, and an ifrit family member with Mostly Human has the human subtype, so doesn't qualify.
I'm still teying to understand it myself, tbh. Once you have a chronicle sheet, can you apply it to amy character since you can't get another one? Or do yoi have to do different kevel appropriate content to level a new caracter?
You apply it to a character within or lower than the level range for the AP sanctioned section, as if it was credited for playing a pre-generated character. This generally means that you have to play (or GM) other content to get the character up to the level where you can apply AP campaign mode chronicles, yes.
I haven't looked closely into related past rulings, but it's my impression that if Additional Resources says that racial options for race X on page Y are legal for play and not restricted to a specific race, you can take those options by any legal game means that grants them to you.
For example, nothing in the drow entry in the ARG is legal for play, so you couldn't take drow languages or drow weapon familiarity from that source.
Can you see sets of standard racial traits that are legal for play from Additional Resources (rather than boons citing them as a source), other than those in the Core Rulebook?
As others have mentioned, this raises the interesting dilemma that the RPG Guild Guide says you can create a kitsune, nagaji, tengu or wayang if you have "the appropriate sourcebook" but it isn't explicit what the appropriate sourcebook/s are.
The Dragon Empires Gazetteer AR entry makes kitsune, nagaji and wayang racial traits legal from that source for "open creation", which in context means creating a character of that race without need for a boon. The racial heritages section of Inner Sea Races is a legal resource when you qualify to play a race (so doesn't explicitly work for the present purpose) and seems to imply that Bestiary and ARG entries for races are intended to be legal sources to create characters of those races.
edit(4): So, nope, various sources are legal to create characters of those races, but I don't see a supportable general rule to pick racial traits for purposes of Adoptive Parentage that wouldn't also allow you to take drow traits from the Bestiary. I'd have to say, CRB races only until clarified.
does the effective area of the binding on called creatures use the three foot diameter or the ten foot radius? The first option would appear to make the spell less than useful when calling any creature of medium or larger size categories.
Traditionally, you'd draw a big rough circle for your demon to appear in and a small, heavily warded circle to protect yourself.
If the recipient has a magical effect or temporary ability damage reducing one of his ability scores, the spell cures that ability score. I don't see that the caster needs to know which ability score needs curing, so a potion-brewer doesn't need to specify either.
The drinker counts as the caster of the spell and controls the effect, but doesn't get to make any decisions about the spell. I tend to agree that a choice between two or more damaged ability scores would be random.
I'm Hiding In Your Closet wrote:
Is it 1/3rd rounded up, or down?
It's a Craft check for a non-magical item, so the cost of materials is 1/3 the price of the item. Cost is paid in gold, silver and/or copper pieces. I'd round up any part of a gold piece, or better yet, craft three items of the same type so it works out exactly, but if you care how much silver and copper you have, you can make change.
Note that if you can't make the Craft DC by taking 10, there's a chance you'll lose the materials, so in that case your Craft checks would have to be witnessed by a GM.
Murdock Mudeater wrote:
It's the other way around: Garundi humans, who come from Osirion, other places in northern and eastern Garund (the southern continent, not-Africa) and also make up a substantial part of Absalom's population, speak the (modern) Osiriani language.
The GM can and should still use all sources of background to make reasonable rulings on how the campaign world works. The player can still use her knowledge of the campaign world, and if she doesn't know, can ask the GM.
Should your theorycraft come about, the player could attempt to cast the spell. edit: with an appropriate warning, not heeded, the GM could rule either that it doesn't work, the cleric has committed a gross violation of Pharasma's doctrine and can play as an Expert for the rest of the session, or most likely both.
The information for scenarios sounds very useful for GMs. I haven't played Portent's Peril yet so won't review it directly. As this might suggest, the potential for spoilers exists. Locations, Venture-Captains giving assignments and similar known NPCS sound like safe information that players could get before the session or in the briefing boxed text.
Certainly keep doing what you're doing. I often use the wiki for game prep.
Players can benefit from information to build up character backgrounds, such as races and ethnicities, languages, deities, nations and recent events, which of course you already cover.
It's a fair question. I'd mark the sheet "Hold for level X" and not fill in the chronicle number or totals until I apply it (likewise for pregen credit), numbering chronicles in the order they're applied.
As chronicles should be completed in ink, lining through and correcting errors and adding notes for more complex changes, such as fixing things several chronicles later, is good practice. It's most important that someone can follow the end result a good while later.
At Tier 1-2, the Tik Taan idols don't have any DR and don't meet the condition for regeneration as they are not on natural earth, grass or wood.
You should try to get at least one of the party with the effect, because it's hilarious (and complicated - there's a good handout around, hopefully on PFS Prep), so they should have everything they need to realise that the mist-tainted are just normal people under a curse. You could also use the original faction missions that require Liberty's Edge and Silver Crusade faction members to look out for a particular person.
If they still want to kill everything in sight, let the PP fall where they may.
DM Livgin wrote:
I'll need to try The Paths We Choose, time to quiz the local venture critters on what it takes to run it.
I don't think there are any special requirements, though it will run better if the players work together beforehand to have no more than two to three different factions on the table and let the GM know which ones they are.
Agreed. The OP's question 2) was whether he could double the day job result by providing long term care to two people at once.