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Othlo

Starglim's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter. FullStarFullStarFullStar Pathfinder Society GM. 3,482 posts (3,493 including aliases). No reviews. No lists. No wishlists. 30 Pathfinder Society characters. 4 aliases.


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Grand Lodge ***

I suspect Ultimate Equipment will need a note similar to the one that appears for Adventurer's Armory that only the second printing or the first printing plus full errata are legal, and the AR crew are carefully drafting that note.

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MadScientistWorking wrote:
Nefreet wrote:
Link?
To what? The FAQ or archetype?

To the version that's legal for PFS play, I'd guess.

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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.

Grand Lodge ***

GM Eazy-Earl wrote:
** spoiler omitted **

No, not him, unless your GM made some changes - which doesn't seem like a good idea, since no PC in tier and not many of their players should know of the events you mention.

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Steven Schopmeyer wrote:
John Compton wrote:
What are a few things that Dreng would need to do or contribute to in order to earn someone's respect—minus his appearing slightly more presentable?
I think he'd need to fulfill the Hidden Badass part of the "Crouching Moron, Hidden Badass" archetype. He's been portrayed as a doddering old man for awhile, and there have been hints as to his glory days here and there.

It's been a while since

Spoiler:
Shadows Fall on Absalom

Grand Lodge ***

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.

Grand Lodge ***

That's the one. I remember since my tiefling character was in a similar situation (his only Chronicle was We Be Goblins and the cutoff was getting close).

Grand Lodge

Distant Shores gives quite a bit more clarity about Arcadia, southern Garund, eastern Casmaron and Iblydos with a little on Vudra.

Grand Lodge ***

Tempest_Knight wrote:

My understanding has always been that the actual PC has to be played at XP4+ to 'lock' it.

A pregen is not the actual PC.

That was the ruling for aasimar/tiefling grandfathering, so it would be consistent.

Grand Lodge ***

Rysky wrote:
Ms. Pleiades wrote:
Let's just cut to the really important question, can we take Profession (Cannibal) as a skill?
Ugh, lets not make competitive food eating a thing in Golarion, please?

Would that be Perform?

Grand Lodge

Readying an action is a standard action, even if the prepared action is a move, swift or free action.

Grand Lodge

Success means the target is grappled. I would say so.

Grand Lodge ***

Additional race options is the key word. If you have legal access to a race, you can generally use game content defined for that race in a source you own, including alternate racial traits (check Additional Resources as you would for any game option). You need a boon to select the race itself.

Grand Lodge ***

Your faction hasn't been retired or a similar special circumstance applied, so I think you'd lose access to the boon, as if you changed factions by paying Prestige.

Grand Lodge ***

The rules are clear that it applies at 12, as it's your oldest unapplied chronicle and at that point you qualify to apply it. Can your GM of the time amend the chronicle for a different character?

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Quintin Verassi wrote:
Starglim wrote:
I don't believe so. You must be a poisoner rogue, alchemist or (per further forum discussion) investigator.
Can I get a link to that? I don't remember Poisons coming up on that discussion, just alchemical items; Poisons in PFS fall under a separate rule.

Fair point, it's a separate question and was specifically addressed (per blog, not the forum, my apologies).

Grand Lodge ***

I'm Hiding In Your Closet wrote:
Andrew Christian wrote:

You can't craft a poison unless you could buy it.

But if you CAN buy it, is that (and the skill) enough to let you brew it?

I don't believe so. You must be a poisoner rogue, alchemist or (per further forum discussion) investigator.

Grand Lodge

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.

Grand Lodge

He must end his charge in the closest square from which he can make his charge attack, barring other abilities. In the situation you describe he can't make a charge.

He certainly can move closer, when he's next able to move.

Grand Lodge

I believe where a supernatural ability needs a caster level, such as the checks you mention, and doesn't specify what it is, it should be the character's class level (if a class ability) or total hit dice (if a racial ability).

Grand Lodge

From PFS pregenerated characters, Traits are listed in their own line after Skills, not in Special Attacks. Unless a trait solely modifies another existing statistic (in which case note it as already applied), you can describe its effect in full as a Special Ability.

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Tamec wrote:
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.

Tamec wrote:
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.

Grand Lodge

1 person marked this as a favorite.

Big news indeed. I'll be very interested to see it.

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David Hansen wrote:
However, if you are playing the entire adventure path, you can't get a day job, because you are playing as though you played a pregen.

In campaign mode - no, it doesn't seem you can.

Grand Lodge ***

Some others have been allowed by Additional Resources and further rulings: List It's not a simple question presently, but I believe is being reviewed by the appropriate group for future updates.

Grand Lodge ***

The Red Mantis also appear in Blood Under Absalom.

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Abadari wrote:

*-You have found a weapon that you have never seen in your life before (and no one you know has seen it before either), but you are trained with it's use and can use it as well as any other weapon you have used for years.

???

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.

Grand Lodge ***

Sure! I used: Fangwood Keep PFS Intro

I think in canon Ambrus Valsin, not the Master of Swords, was a mercenary in Nirmathas.

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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.

Grand Lodge ***

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.

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Flutter wrote:
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.

Flutter wrote:

Kind of coincidental that the horse companion gets the ability "combat trained" to make the hooves primary. (and likely won't serve any other purpose since most horses are combat trained from level 1)

A combat horse bought off the lot shouldn't have better hoof attacks than an animal companion

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.

Grand Lodge

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.

Grand Lodge ***

Heathwool wrote:
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.

Heathwool wrote:
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.

Grand Lodge ***

1 person marked this as a favorite.

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.

Grand Lodge ***

1 person marked this as a favorite.
Fromper wrote:
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,

Spoiler:
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."

Grand Lodge ***

Heathwool wrote:
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.

Heathwool wrote:
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.

Grand Lodge ***

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.

Grand Lodge ***

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.

Spoiler:
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.

Grand Lodge ***

Thanks, I'll get the latest version.

Grand Lodge ***

Nohwear wrote:
John Compton wrote:

I think the vivisectionist alteration Auke referenced is the direction to take this. The gloom chymist is uniquely capable of bottling and weaponizing strands of the Shadow Plane, so Knowledge (nature) is not the best fit; Knowledge (planes) makes a lot more sense. It's not a class skill for alchemists, yet a strategic trait could fix that easily enough. Even without a trait, Skill Focus replicates the effects of having it as a class skill.

A gloom chymist receives Skill Focus (Craft [alchemy]) or Skill Focus (Knowledge [planes]) as a bonus feat in place of Brew Potion.

I've made a note to include that language in the next Additional Resources update.

First of all thank you. Secondly, I would appreciate a similar ruling for the Ectochymist and Eldritch Poisoner.

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.

Grand Lodge ***

2 people marked this as a favorite.

Opposed to this poll. This has got grossly overcomplicated and it's clear that those who are already loudest and most worked up on the issue have another place to shout down anyone else who might have an opinion.

Grand Lodge ***

ckdragons wrote:
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.

Grand Lodge ***

andreww wrote:
Isn't it 50gp per pp, so 250gp?

It's 10 gp x character level x days taken, plus (in PFS) 1 PP per day.

Grand Lodge ***

Murdock Mudeater wrote:

Order of Eclipse from distant shores is listed in the additional resources as a PFS legal cavalier order (despite referring to the PC as a samurai).

Quote:
Edicts: The samurai cannot create light where it is not necessary—anything that can be done in darkness should be. The samurai must belong to a military organization (within Kaoling this is likely to be a warband commanded by a senior samurai, who in turn answers to Warlord Tsung-cha Kavangaki or one of the Council of Nine). The samurai must enforce his place within this order and societies that recognize its authority, obeying those senior to him without question and demanding total obedience from those beneath him. The samurai must take every opportunity to extinguish the lights of his foes.

Will the "Pathfinder Society" function as a "military organization" for the purposes of this order?

I know it isn't really a military organization, but does seem like it would fit for PFS play better like that.

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.

Grand Lodge

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.

Grand Lodge

Ricardo Bolas wrote:
I'm less interested in the faq, my friend and I both agree that it's not intended to gain a strength penalty to damage, and more the title as a general rule.

I avoid questions about general rules. They tend to lead to long arguments and dubious conclusions.

Grand Lodge ***

Kraschong wrote:
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.

Grand Lodge

The FAQ says they don't add your Strength bonus because they're magical effects similar to scorching ray. Unless the description of mystic bolts says that they add your Strength modifier - positive or negative - they don't, for the reason stated.

Grand Lodge ***

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.

Grand Lodge ***

1 person marked this as a favorite.

Correct, only the deities listed on page 43 of the CRB. As per standard PFS (RPG Guild Guide page 10), a cleric, paladin or any character who receives mechanical benefit from worshipping a deity must have a legal deity and must be within one step of alignment of the deity.

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