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Besides CR-based monster lore, a Knowledge skill can answer questions within its field of study. I might suggest identifying a well-known individual by name, position and general reputation is a basic question (DC 15) and individuals who are not famous or actively suppress knowledge about themselves have higher DCs. Since this is not monster lore, the character would have to meet the DC for a more difficult question to get specific information.
Skills: Perception wrote:
Hear the sound of battle Perception DC -10
And if this rule had been in place before D&D 3.0, I wouldn't have had the pleasure of a certain conversation with another player.
Paladin of Baha-who? wrote:
Is it acceptable to tell players that they will be better off if they're using characters who have played previous WBG modules?
It doesn't seem much different than telling them that a scenario has special content for a certain faction, or that they might benefit from playing the parts of a series with the same character in regular PFS.
I'm Hiding In Your Closet wrote:
At the moment, you can play any of the Core Rulebook races, as well as Our Friends From (sometimes very) Foreign Lands, the Kitsune, Nagaji, and Wayang.
Also tengu. Note that, despite the links in this thread, to play a race to which you have legal access that isn't in the Core Rulebook, you must also bring to the game a copy of a Paizo rulebook that provides its game statistics.
You can find the campaign-specific rules for Pathfinder Society in the Guide to Pathfinder Society Organised Play, which will direct you to Additional Resources if you own and want to use rulebooks other than the Core Rulebook.
Thordelion Copperpots wrote:
One thing that's confusing for me about Silverhex. How is it that you still run two more scenarios after it, and just get to level 2?
edit: If your players complete all six quests, they gain a total of 1 XP. The rewards on each line of the chronicle are totals, not cumulative.
Thordelion Copperpots wrote:
How does the pregen requirement work with my group, who are rolling their own characters?
They must (for PFS credit) play Silverhex with pregenerated characters. They apply the chronicle for Silverhex to their own characters.
A bit off topic while I'm thinking about it, if I were to start a PS group, I'm sure I would need to contact my local Captain first. Would I need to start running Season 0/1 or use the current Season 7?
I'm sure the local Venture-Captain would be glad to hear from you and assist, but it's not a requirement. You can run scenarios from any season. A small number have been retired (marked as such on the Paizo site).
You should download the Guide to PFS Organised Play from this site as a reference for many of these procedural questions. You can buy equipment for your character with gold that the character earned. In theory this is supposed to happen in the presence of a GM (while completing chronicles for the session or before the next one) but many groups will be practical about this.
Almost all non-magical equipment is Always Available for purchase, which means you can buy it without qualifying through adventures. The Guide has more details.
You must record purchases over 25 gp (and in some ways it works just as well to record all your equipment) on an Inventory Tracking Sheet, as included in the back of the Guide.
Generally you sell gear for half the price you paid for it, thus you only get gold for items that you purchased with gold.
Since you haven't yet played your character at 2nd level or higher, you can rebuild it between sessions, including changing its gear apart from anything you've expended or damaged. Thus currently you can get back the full price of the saddle. You'd record this change on the Inventory Tracking Sheet.
If the player begins the scenario (some variation is possible on this) he gets a chronicle and can't get credit for that scenario again for the same character. If he completes at least 3 encounters, he gains 1 xp, otherwise 0 xp. He gets the gold listed for any encounters he completed and Prestige for any success conditions he met.
Year of the Shadow Lodge Special
They featured in
low level scenarios for Season 2, since the bad side of the Shadow Lodge had a minor artifact that let them command goblins, or spawn goblins, or some such.
In fact, now I think about it, Shades of Ice is the backstory to The Frostfur Captives.
An item that appears on one of your character's chronicle sheets is legal for that character to purchase. You can and must use the rules for that specific item from its legal source.
The Technologist feat doesn't exist in the Core campaign. Neither does its Normal clause. If a scenario describes an effect of not having the Technologist feat then the GM should run that game effect as written. Otherwise a GM can, but isn't required to, use any material to make rulings that improve the game and resolve inclarities in the Core materials.
Joe Ducey wrote:
That's my reading too. The other factions that have recruiting goals use the same wording.
The GM gets the rewards, including item access, for the subtier appropriate to the character who receives the chronicle.
edit: The current Guide doesn't specify what subtier of items are available to a GM character who is out of subtier. Immediately before the current wording, in version 4.3, the rule was "Should the GM receive a chronicle sheet that indicates her character is between subtiers .. she must always play down, taking a Chronicle sheet for the lower subtier." Since she is playing down, the GM should take the lower subtier items only.
Topher Hughes wrote:
One question that came up, and that I didn't feel competent to address, has to do with faction cards. Does the History and Future of Humanity count as a named text for the Dark Archive faction card? My gut says no, but I told the player I would double-check online. I haven't come across any obvious answers with google and forum searches, so I thought I'd ask here.
It's a named text. There might be some question whether the PCs are able to recover enough of it to count, but for only 1/3 of a goal I'd allow it.
chad gilbreath wrote:
I was asking because I wanted to get a guard dog for up to like level 3 and use him as a flanking buddy for my Core Rogue but was sure if it was pfs legal or not
The flank trick doesn't exist in the Core Campaign, so if that's what you meant by a Core Rogue, the GM can decide whether or not a dog knows to flank when ordered to attack. However a guard dog from the CRB is a legal purchase.
Which means you're fine with the riding dog and your eidolon.
The dog would be active in combat and provide a combat advantage in increased movement and carrying capacity. Unfortunately I've had to pull up a player on this specific combination. (Even more unfortunately, I was a player at the next session and he brought it out unchanged for the next GM.)
edit: If you have an eidolon active, you can't also ride a dog in combat. The FAQ allows you a mount as a non-combat animal but once combat starts it does not participate at all. However this rule doesn't restrict summoning further creatures, so I believe using a riding dog plus the summoner's summon monster class ability would work.
Can a NPC try and grab one that's orbiting a PC's head? Is it just a CMB vs. CMD?
An orbiting ioun stone is an attended object and benefits from its owner's defensive ability and magical protections. The CRB description doesn't give stats for grabbing or netting one, but a Steal manoeuvre, basically as you've described, sounds right, applying a +2 bonus if the grabber uses a butterfly net, landing net or similar small hand net.
That is the basic rule, but there are exceptions and amendments.
Notably, Free RPG Day modules grant 1 XP and 1 PP. Certain levels of the Emerald Spire alter these rewards based on character actions.
Finally, if for various reasons a character completes less than 2/3 of a module, the GM can award reduced credit, edit: as quoted.
Extracting the relevant part from a particularly spoilerful location:
Mark Moreland wrote:
Eliza Petulengro and Alissa Moldraserva were supposed to be the same person but someone somewhere thought Alissa Moldraserva's name was silly and just changed it without checking to see if she'd appeared previously. That's why Eliza changed from being a Varisian to a Taldan with red hair midway through her continuity.
Chronologically it should work.
And move actions, some of which actually benefit from improved Strength. But generally, yes, these don't assist the cleric's own attacks.
Jeff Merola wrote:
Ah, good point then. I've avoided this question since my Investigator is also a Ranger (not for that reason, but it comes in handy).
Has the Inquisitor been added? Alchemists have specific language saying they can use wands; inquisitors have no such wording. I thought the consensus was that they cannot.
I'm not familiar with this consensus. An inquisitor casts divine spells and her spell list includes cure light wounds. What would prevent her using a wand?
Jack Brown wrote:
Really, only fighters, barbarians, monks, rogues, brawlers, Slayers, swashbucklers, Gunslingers, and cavaliers, samurai and ninjas cannot cast any healing spells (or at least use the wands without UMD).
And there's no strong disincentive (in some cases other benefits) for any of those classes to take a level of ranger.
Yet another question about this scenario - how does Gali get out of the Secret Spine? There are NO doors on the place. How does he ever F2F the PCs?
There is a secret door entering from E5.
He has no reason to confront the PCs unless they get into E5 and find the secret door, as his spell selection and tactics allow unlimited ranged attacks.