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Sandra Wilkinson wrote:
We are going to be running this in a couple of month's time, and I would like my players to have some of the lead in scenarios played. Any suggestions about which scenarios set this up?
I don't immediately see anything before this that's particularly martial art-y or mentions Tian Xia. Scenarios that get around Absalom, particularly down to the docks (Silent Tide, Slave Pits of Absalom, Frozen Fingers of Midnight, First Steps 1, some higher level, even sliding ahead to The Paths We Choose) might make the locations familiar, while those that involve the Aspis Consortium, such as the Devil We Know series, might prepare the players to get competitive.
If you have mid-level players, The Ghenett Manor Gauntlet could be OK to run with some editing of the mission briefing, though strictly speaking it's out of continuity.
Steven Schopmeyer wrote:
It's been a while since
Shadows Fall on Absalom
When you are in that city, you may purchase mundane items at a 10% discount.
You can get one in a city with a population of 5,000 or more, other than Absalom, by succeeding in the checks and then paying the cost listed on the card.
Can a character who is not/is no longer a member of The Exchange get or hold a merchant's license and does it provide the same benefit? Can a character hold more than one merchant's license per PFS season? Hard to say.
Quintin Verassi wrote:
Fair point, it's a separate question and was specifically addressed (per blog, not the forum, my apologies).
Lord Mhoram wrote:
The duration of the "Gap" is going to be interesting. Originally I felt it was like 50 or 100 year gap, and the interview basically thousands of years. Be interesting exactly how long, and how that plays out.
It initially sounded as if nobody knows (except all those people who need to travel between planets and can count orbital periods, so that wouldn't really work). If it's some period between the expiry limit of raise dead and the lifetime of an elf, the exact number of centuries still shouldn't really matter, except insofar as it gives the tiniest clues to what happened, which we have confirmed the Starfinder Society is trying to find out.
I just ran this at Megacon, but the character I'm assigning it to is level 9. Do I hold the chronicle until level 10 or apply it now since they are the only level out of tier. How do I figure out the Out of Tier gold?
Apply it now - a level 9 character is legal to play the scenario. I believe you get out-of-subtier gold which is the average between subtiers 7-8 and 10-11.
Edit: or option 3 do I juggle my gm chronicles from Megacon and make that the first chronicle (level 8.3) then apply the rest at 9?
Unless there is a serious problem to fix as sanctioned by a VO, you should apply chronicles in the order played.
This is no different from the Eastern simple and martial weapons when they appeared in Ultimate Combat (and that didn't provide access to players who didn't have the book, that is, didn't have a legal source). Various sources have added more simple and martial weapons to classic play.
David Setty wrote:
Are characters proficient in all simple and/or martial weapons proficient with simple/martial non-core weapons (found during a scenario or on a chronicle)?
Yes, either they are defined as simple or martial weapons by their source, or the GM should rule them to be so to expedite and enhance the table's experience of the game, therefore proficiency with all simple or martial weapons includes those weapons.
1. The chronicle for each level gives access to (generally) one hex of land. You can buy the land on that or any later chronicle, recording the date of the chronicle on which you bought the parcel. You can buy as many hexes of land on one chronicle as you have access to and can afford.
2. This is not the case. It's a purchase like any other and doesn't prevent you doing other typical end-of-scenario activities.
Hooves are listed as a secondary attack on the natural attacks chart in the bestiary, so they're secondary.
They're also listed as secondary for the horse animal companion, which if it doesn't get Docile, doesn't as written have any game ability that changes this. I agree they should and were intended to become primary.
Well, the class abilities that give a horse combat training from level 1 didn't exist when the CRB was written. For a druid it's a sensible but not guaranteed choice to train the horse's standard tricks as combat training.
If you're getting into melee with a two-handed weapon, you'll want at least 14 in STR and CON. Weapon Finesse would work with touch attacks but otherwise isn't a useful path for you, so there are better uses of points than raising DEX.
High Wisdom gets you bonus spells and higher saving throws on offensive spells. 16 should be ample for what you describe.
I hope you have an idea why the god of ultimate doom and the end of the world wants to help out the Pathfinder Society. Not to drop spoilers, on more than one occasion you may find yourself fighting your co-religionists.
Ok just making sure. I wasn't sure if Deinonychus was considered ill-suited or not, considering Beast Rider Cavaliers get access at 7th level.
edit: That's a fair point and suggests that a deinonychus is a suitable mount at least for a Small Beast Rider.
Another question is about attacking. Familiars in essence have Weapon Finesse, but I couldn't find that same line in the Companion side. (Edit: Weapon Finesse is a Animal Feat, so that answers that)
Many familiars effectively get Weapon Finesse from their base form because they're Tiny creatures. This is not a general rule for companions.
For PFS credit you must meet the minimum number of tables (barring unavoidable late changes that have occasionally been cleared with campaign leadership).
If running one as a non-PFS home game, you could consider changes to those mechanics that require more than one table and narrate what the rest of the Pathfinders are doing.
In this case, there are the specific passive rolls made on knowledges to realize the gnome is lying at the end, which is what I was asking about. I decided to make up sheets with a list of stuff to ask them, and have them roll 20 d20's and write down the results before hand.
I sent around a list to get about six pieces of information beforehand, as people in the area have often seen me do,
one of which was Sense Motive bonuses, then let them roll as many Sense Motive checks as they liked. I knew beforehand how many questions they had to make, before I had to look at the gnome's Take 10 Bluff DC.
"Natural 20 for a Sense Motive of THIRTY-SEVEN." (yeah, you know the tone)
"He seems entirely open and truthful."
I wasn't sure if "if you try to ride something ill-suited as a mount, you take a -5 on Ride checks" would apply to this.
Yes, it would, and you're right that the penalties stack.
Also, general question: can combat training be the bonus trick I learn, or is it implied that I know all the other tricks before?
Combat training is a general purpose that takes up six tricks.
It seems a good idea to make the bonus trick "attack" again, so your companion is prepared to attack any creature.
I'll point out the current instructions call for a quest at one of the standard scenario tiers: 1-5, 3-7, 5-9 or 7-11, with scaling for a range of character levels (that would seem to mean that you provide both standard subtiers).
You could of course think about what levels would suit your story and show your skills in the way that might be of most interest to the PFS team.
You apply chronicles one at a time, in the order played, as soon as you qualify to receive them. I think you would completely apply the chronicle that made the character 10th level, including levelling to 10th level (that is applying the XP for the chronicle) and making all choices for 10th level. After that you would apply and receive the held boon for the Emerald Spire chronicle, notwithstanding that the rest of that chronicle has already been applied.
Because you retain race-specific feats and count as both races for certain purposes, it makes sense that you still gain the benefit of the feat and it remains legal for you from PFS Additional Resources.
Yes please - it's become relevant for retraining my character. Currently, since she doesn't qualify for Extra Bombs, I'll just remove a feat.
1) To expand on the sub-tiers, is the eligible sub-tier is always based on average party level or each individual players? Is this the same with more than 4 players?
If average party level (APL) is within one of the subtiers for the scenario, you always play that subtier. If APL falls between two subtiers, the Guide has rules to determine which subtier you play, which do refer to the number of players and very occasionally individual character levels.
Murdock Mudeater wrote:
Since the later scenarios in Season 5, yes, I'd say so.
It looks like a case of variation. A GM should consider carefully, though, before ruling that a legal character option has no way to work in the campaign.
Your Hit Dice (singular: a hit die) are the dice that you roll when creating a character (or creature) or gaining a class level to determine how many Hit Points you have when uninjured (your health pool, or how many hits you can take before you collapse). If you roll four dice to determine your hit points, you have four Hit Dice. If you have these hit points due to what kind of creature you are, rather than by class levels, the dice used to generate them are Racial Hit Dice. Most player character races don't have racial hit dice.
Samasboy has explained some ways that you use this number.
Statistics for a class are summarised in a table in the class description, typically called Table X-YY: Classname. A class level gives you a Base Attack Bonus (BAB - part of the number you add to your die roll to make an attack), Base Saving Throw Bonuses (Fort, Ref and Will - part of the numbers you add to die rolls that you make to reduce the effect of some harmful attacks such as spells and poisons), a Hit Die (as above - what type of die you add to your hit points for each level in the class), required Alignment (the character's moral and ethical beliefs), Class Skills, Weapon and Armour Proficiency and finally, other Class Features that vary by the class.
If you have more than one class, or have both monster hit dice and class levels, for many of these class statistics you simply add the numbers together. Some specific class features have different rules for how they interact with the same feature from other sources.
As mentioned, monsters' Hit Dice function in many ways like class levels and give them the same kinds of bonuses. You won't need to work these out unless you're using a character race that starts with monster-style hit dice or creating your own custom monsters as a Gamemaster. If your class gives you a companion creature, the rules for the class should include almost all the information you need for the creature's statistics.
If something gives 'X modifier / bonus instead of Y bonus to Z', does that mean a Y penalty is not replaced?
Thank you, one guide mentions selfmade flour/chalk bombs for detect invisible things so I through that some improvements like a alchemist bomb with some glue(sticky bomb) can be made.
Don't get me started on guides. There's a rule for this item (powder bag) in the APG. For the Core campaign, the invisibility spell mentions that physical conditions can allow detection of an invisible creature.
I don't want to give the impression that nothing exists in PFS without a written rule - I certainly don't run games or characters that way - but if such a rule exists, particularly if it's in the CRB or a long-standing source, you won't get around it more cheaply just by argument.
If something gives 'X modifier / bonus instead of Y bonus to Z', does that mean a Y penalty is not replaced?
I have some questions about this device. Does it light if struck by a metal object, or if you fall onto/against metal? Have you declared to each GM that you carry these items ready for use and thus exposed to possible mishaps?
You can use the alchemical items or magical means that already exist for this purpose. A tindertwig requires a standard action and two hands. Spark is a zero-level spell that takes a standard action and can be cast as verbal only. A sunrod requires a standard action but doesn't provide flame, which you may prefer. You can light objects with a flaming weapon (if your GM really needs proof, refer him to its prerequisite spell effects) with an action type not clearly specified. If you want more benefit than that, I'd expect a significant cost for a mechanical striker, or magic that specifically has this effect.