Draven Torakhan wrote:
Here is how I am dealing with that.
There is one level 5 caster in town, the alchemist Xemne of Degazi. I gave item creation feats to her.
Also if you look on page 59 on the city summary, there is info about some places with magic items for sale.
For all of mine the bow was bent funny. I don't know if any one else had the same problem but every one in my case did.
Kingdom of Drakkar (Originally called Realms), came out in 1984 had troglodytes. Which were lizard people in the game. Yes I know D&D came out before that. However it was owned by TSR which were incredibly sue happy from what I've heard.
Any fan who tried to have a fan page about D&D were given a cease and desist letter. The friendlier Wizards of the Coast didn't purchase TSR until 1997. Wizards of the Coast came out with D&D 3.0 and the OGL a few years later.
That being said, the fact that TSR didn't sue anyone doesn't prove that Hasbro might not. However if you do get sued, if you can prove that they have not been protecting their intellectual property then you have a case. Still it is better to not get sued and shovel a lot of money the lawyer's way to defend yourself. So staying away from gray areas is a wise decision, let others shovel money to lawyers to defend themselves.
Now back to the real topic at hand. Rathendar, a compiled list is a great idea. The only problem with putting it on the forums is it will keep getting buried, where could it be put so it is easily accessible for all who want to use it?
Scribbling Rambler wrote:
I didn't ask for it to be put on a box or in the box. All I am asking for is a simple faq. I am not a legal expert but I would think that if they could do the same thing in Demon's Revisited, they could possibly do it in a faq. The OGL can be put in that faq if necessary.
Thanks for mentioning Xulgath, I thought that was a named Troglodyte, I didn't think it was under the OGL because I have seen it in multiple things that did not reference D&D anywhere that came out well before the OGL existed. I had no idea that was what Paizo was calling them when they were being careful of the OGL. Which only emphasizes my point of the need for a faq of "alternate names for these creatures". The faq doesn't even have to mention the miniatures, like what Demon's Revisited did.
This was just a request to make it easier to use their miniatures with their own bestiaries.
I can understand that people have to be careful with the OGL licensed monsters, but if they can't mention it even a FAQ, how could they mention it in Demon's Revisited?
I wasn't asking them to use the copyrighted name on the miniature, I was asking them to have a quick list of "A in the bestiary can also be called B". That way people who don't happen to know that "fire demon" is another name for Balor, and "serpent demon" is another name for Marilith. That way they know what monster in the bestiary is what miniature.
Thank you so much for slowing it down. Having a full set two months after the last set was making me really nervous about being able to keep up with my collection.
While these miniatures are way better than wizards on almost every time. There are only a couple that I prefer from their set over yours.
One request though. Some of the miniatures have a name different from the bestiary when they aren't named creatures. For instance "Fire Demon" is a Balor. "Toad Demon" is a Hezroe. "Death Demon" is a Nabasu. Unless it is a named creature, could we possibly get a FAQ or download somewhere to list the conversion to the bestiary name? I only knew what the Death Demon was because I found it in the second page of Demon's Revisited. The reason being is when I prepare for a game I search my list of miniatures to see what I have that might be appropriate. If I see an alternate name I will definitely put that in my list as well so when I search for "Balor" I will find yours and Wizard's. I would definitely use yours over Wizards. It looks much better.
I absolutely love this. I've been telling my PFS friends that I don't intend to run modules as PFS sactioned because I've felt the modules are not balanced well for characters built using the PFS rules, plus if I run a module I want to tweak it as I see fit.
Now I can run modules for them and those who want PFS credit can get it. This is awesome Mr Compton and Paizo team!
I know the answer is most likely "no", but I do wish we could make all the old sanctioned modules allow campaign mode too. We wouldn't need a new chronicle sheet for those if you did allow it.
Sweet, I hope the chronicles for Jade Regent come out next/soon. I've had my group on hold for a bit because of RL stuff that has finally subsided. Now I want to wait for the chronicles to come out so we can get credit for running it before starting.
The chronicle will most likely say 2-4 because it is a level 3 module, but if you play a pregen (which all players will), it will need to say something to negate that rule for players to apply it to a PFS character before they are level 3 (well you could apply it to a level 1 character and just get 500 gold).
Venture captains have made mistakes. He might not have remembered that rule when he made the statement. He may be right and he may not. I am just asking for proof.
The chronicle for We Be Goblins Too has not come out yet. We Be Goblins is not an exception because it allowed 1-2 because you played a level 1 pregen and can can apply it to a higher level character so long as it is in the level range of the module.
Also, the rules for applying a chronicle when playing a level 1 pregen is different if you read the rest of page 6 in the Guide to Pathfinder Society Organized play.
Don Walker wrote:
I thought when you play a pregen you have to apply it to a character the level of the pregen (or higher so long as they are in the level range of the module) per the Pathfinder Society Guide to Organized Play 4.3 Page 6. Is this an exception? If so where can I confirm that it is an exception from Mike Brock or someone else official so I can back it up when someone challenges me in my group.
Pathfinder Society Guide To Organized Play 4.3 Page 6 wrote:
Vic Wertz wrote:
Unfortunately, in my area we have to know what the recycle code is; the recycling companies that service my area won't recycle miscellaneous plastic (Recycle code 7).
I love the Pathfinder minis, however I do wish they would make the Pathfinder Pawns and Pathfinder Miniatures lines spread over different AP's first so we could get a wider coverage between the two lines until finally they get caught up with the AP's on both sides.
That being said, I still plan on keeping my subscriptions to both even if they don't.
About packaging, I felt the Shattered Star was among the better packaging of their line. Those blisters of 3 seemed to work real well and I liked how they were Recyclable. It was the first line I got where I didn't have any broken miniatures.
I do feel that Wizkid's return policy I read was really bad. They don't guarantee you will get the same miniature you sent back in. I instead am going to glue the miniature back together myself once I find a really good adhesive to use on the miniatures.
Actually if you read the context of Mike Brock's post, he doesn't mention what he was saying yes to and the thread was about the Gray Maiden shirt so his answer is ambiguous but implies the Gray Maiden shirt more than it does the Goblin with a red gem shirt.
Not to mention the Guide to Pathfinder Society Organized Play has been updated since that post including the Gray Maiden and Risen Rune shirts but has not been updated with the Goblin with a red gem shirt.
Mike Lindner wrote:
Oh, and goblins are awesome.
Mike Lindner wrote:
Sigh. Of course I link to one of the few shirts that does not grant one a reroll.
Michael Brock wrote:
It does grant a reroll and will be included in the next iteration of the guide, along with the Risen Rune shirt.
Maybe Mike Brock was referring to the Gray Maiden shirt and not the Goblin with a Gem shirt because this has still not been put in the guide... I believe two versions have come out since he posted.
I have this goblin holding a gem shirt and told the players at my table that technically it does not give a free reroll. When I play instead of DM, I wear my Year of the Risen Rune shirt instead.
Guide to Pathfinder Society Organized Play 4.3 Page 28 wrote:
Don Walker wrote:
You are right, I looked at 4.1 and the same text is there. Mike Brock did call for a discussion on something similar to this. It might have been about whether or not the GM could delay picking his feats and building his character or not. I remember seeing some people complain about GM's saying "let me just finish this character" at the start of a scenario.
During Season 3 you could apply it when you wanted by reason of omission per Mike Brock and he said he was going to decide whether to allow it or not and make it clear in season 4.
Now, in season 4 the character you apply it to must be specified at the end of the scenario and thus you can't delay applying it or change it.
Guide To Pathfinder Society Organized Play 4.2 Page 39 wrote:
The We Be Goblins module is why I started this thread, however I've had this problem: One particular player never brought his scenario sheets so I wouldn't allow him play his character.
He's played 9 games with me DMing and I believe 2 games with another DM. All with a level 1 pregen. Most of those were before the current season too so this exact wording didn't apply. The other problem is he never brought his PFS# even though he had one. I finally got it from him. Now I am working with him to recreate his scenario sheets.
This problem has also been a headache for me, but I think finally got him to realize what he is missing by not bringing that information. I treat this guy as nice as possible all the while because my assessment of him is he needs it.
Thank you David. As well as everyone else. I see how We Be Goblins is an exception to the rule with the rules they exclusively posted for We Be Goblins. I missed that.
With every other scenario, I don't see how you can have more than one chronicle from a level 1 pregen on a single character, excluding We Be Goblins, when it says
Guide To Pathfinder Society Organized Play Page 6 wrote:
you can apply the credit for her first adventure to a newly created character of your very own.
The other level pregens say
Guide To Pathfinder Society Organized Play Page 6" wrote:
If you play a non-1st-level pregenerated character, you can apply the credit to your character as soon as she reaches the level of the pregenerated character played. You may also opt instead to apply the credit from the non-1st-level pregenerated character played to a newly created character with the GP gained reduced to 500 GP (or 250 for characters using the slow advancement track).
With these I could see how you could argue you could have more than one applied to a level one character because it doesn't say "for her first adventure". The term "newly created character" is very vague.
You all make very good reasons why player should be allowed to play a pregen more than once and apply it to the same character but I don't see how the rules allow it. Unless I am missing something.
I am not trying to argue for the sake of arguing, just trying to make sure our group conforms to the rules as much as possible so we don't have to worry about any problems for doing it wrong. In 4.1, I don't think it was phrased this way so I believe it may have been allowed then.
Like Chris Mortika, I look forward to being proven wrong.
We are running some tables of We Be Goblins tomorrow, and I thought I might bring this up so I can make sure people apply the chronicle sheet correctly.
In We Be Goblins, you have to play a level 1 pregen. You have no choice. However this means that everyone will be affected by the following rule:
Guide to Pathfinder Society Organized Play 4.2 page 6 wrote:
If you play a 1st-level pregenerated character, you can apply the credit for her first adventure to a newly created character of your very own.
So, correct me if I am wrong, We Be Goblins, for players, can ONLY be applied as the first chronicle sheet to a new character.
Just want to make sure I understand this correctly.
Are they regular eidolons, or synthesist summoners? Channeling, if I correctly recall, doesn't heal the eidolon of a synthesist summoner as those rules are different. But I don't see anything about regular eidolons on this topic.
They are regular Eidolons. Synthesist Eidolon's hitpoints are counted as temporary hitpoints, and thus can't be healed through normal healing. Also, Synthesists are now banned in Pathfinder Society too.
I have been told repeatedly by multiple people in PFS games that I am DMing that Eidolon's do not get healed by channeling positive energy. They also said that a cleric had to take the alignment channeling feat and the cleric would have to channel that way in order to heal them.
I have searched the rules and can't see anything to back either claim.
Channel on the cleric says (for positive energy)
So long as they are not undead it would heal them if they are targeting the living. To me this applies to outsiders as as long as they are living. So this would heal demons even if the cleric didn't do something to exclude them if they are in range (such as selective channelling).
Alignment Channel says the following
This says it specifically targets outsiders that have the chosen alignment subtype. Meaning if you channel evil, to hit the creature it would have to be subtype Evil in order to heal or hurt them. Even if a demon saw the light and changed to good it would still have the subtype evil and be harmed or healed by this.
Eidolons do not have any alignment subtype so as it is written this couldn't target them at with any alignment subtype. Not to mention they are saying Aasimars have to have alignment Channel to heal them when they have no alignment subtype at all in the monster manual.
Is there some actual rule that I am missing? I see nothing that says if you channel positive energy it doesn't hit outsiders. I have one regular player that plays a summoner and he wanted me to research this.
Thanks in advance.
1) I use unpainted miniatures when DM'ing if I need them. Better than a penny... but not better than skittles where the person who get the killing blow gets to eat the skittle.
2) Get a primer that is designed for miniatures. Primers for other things like cars and such might can be too thick and hide the details. Plus there is a specific type of primer that doesn't work well with the bones line.
3) Washing before painting will help you see the detail and thus aid you in painting.
4) Yup, looks better than no wash at all
5) Use a brush... If you want varied colors on a cloak it is kindof nice to partially mix a few colors and paint with a mixed color to get easy varied colors... really there are a million tips and tricks out there.
6) You may want to consider washing with different colors based on what areas you are washing.
7) You might want to do a matte or glossy sealer to protect your paint job. If you want shiny, go with glossy, otherwise use matte. There are spray sealers, and there are sealers you brush on.
Try as I might to stop them and educate them, some of my players have some miniatures hit the other miniatures with their weapons... tempts me to have them become the primary target.
Really... look at tutorials somewhere, I really an a newb when it comes to painting and have an unsteady hand due to some health issues. I still do have a few miniatures that I am very proud of.
Washing before painting brings out the details, thus helps the painter decide what to do with all the details.
Washing is using a really runny/watered down paint. It helps highlight the crevices because it flows off the flatter surfaces more while it is drying. You can either water down your paint yourself, or buy a wash already watered down to the appropriate level.
However, there is a problem with the bones line with washing. It is still a little too slippery for washing so if you want to wash before painting the entire thing you still do want to use a primer coat so the wash sticks a little better.
Now... I am not an expert miniature painter, but it is really easy to do a better job than wizard's line. Also there are probably more experienced painters that can give a better explanation of washing.
Ok thanks for the hint Sam. So apparently I was really close in my link to Amazon earlier, and finding some kind of color filter was spot on =D. I googled for Stick on lights and found a lot more possibilities. I haven't found any for $1.00 but I have found some as cheap as $2 each.
I believe the one he used was this, if not it looks really close.
Can only find that specific one at Home Depot and Ebay and this one includes batteries... unlike other most others I've found.
Bed Bath and Beyond carries the one seen on TV called "Stick N Click".
Amazon has a few, but out of Amazon's selection that I've seen only the Fulcrum 30010 looks comparable.
Mr. Greene wrote:
Here is one like that that is not colored but is quite reasonably priced for 3. I think I will be ordering these. I could rig some kind of color filter for it, if I can make sure the filter wouldn't overheat.Fulcrum 30010-301 LED Battery-Operated Stick-On Tap Light, Silver, 3 Pack
Mr. Greene wrote:
Will do, however if you find one that sweet first let me know too.
Kyle Baird wrote:
So, what domains give access to Mirror Image, Displacement, Blink and or Blur? I can't seem to find any.
Unfortunately, Eidolons can't wear armor.
There is a problem with the final boss's tactics... it is not possible unless I am somehow missing something.
It says the final boss cast's true strike and then readies an action to use her domain power to throw the axe at the first person she sees casting a spell. First of all, true strike is a standard action and her domain power specifically says it is a standard action. I see no way for her to quicken true strike so you can't do that the same round.
So to follow the tactics I had her just cast true strike.
Next problem. Even if she readies the action the next round, true strike affects your next attack but wears off and the end of the next round. So if you cast it the round prior, it will be worn off at the end of your next turn thus not being applicable to readied actions at all.
So the final boss wasted a round casting true strike and just let it wear off. The cleric that almost got dropped in one shot, was missed because true strike wore off (I noticed this problem after I rolled the damage then asked someone to look up true strike to make sure I was correct that it wears off the end of your next turn).
Let me know if I am missing something on his/her tactics because per the rules, it is not possible.
Thanks Howie, sorry to make you look that up when I found it.
Nevermind I found it
Core Rulebook 5th Printing page 185 wrote:
A question came up in our last game and I have not been able to find a resolution.
Making a touch attack is a standard action. Casting a spell is a standard action, but you can make a touch attack as part of casting a spell, or hold the charge and make a touch attack later.
A person wanted to cast the spell, make a 5 ft step, and then make the touch attack. My question is will this work? I allowed it because I did not want to spend a lot of time researching it more than we already did.
To my understanding, you can make a 5 ft step in the middle of a full attack. With that mechanic you could assume it works with casting a spell too.
Since this is in PFS I need official rule quotes to justify statements, rather than opinions since I am not allowed to alter rules in PFS.
Any help is appreciated.
Mark Moreland wrote:
For anyone planning on running this, contact your local campaign volunteer; if you don't have one in your region, contact firstname.lastname@example.org to organize an "official" running of this. He's out of the office until next week while at Origins, but he'll get back to you with info on what we can do to help.
I have not been able to get a hold of anyone over the last three weeks to get a digital copy for me and the other two dm's running this scenario at the game store this Saturday. I have the scenario from our game store to run it, I just would like to print out the pregens without bending the module to photo copy it.
Is there any way I can get a digital copy of at least the pregens?
Lex Starwalker wrote:
Thank you, this helps. So as far as I can tell, the items get splash damage because they were not directly hit like the player; unless I am proven wrong of course. They would take only 1 damage (because I believe half of one is not rounded down), not getting past the hardness; unless you argue that the vial has less than one inch of thickness and thus no hardness at all, but I have seen no rules about that.
The ongoing damage from alchemist's fire only says the target directly hit would take fire damage. While it would make sense for that to affect other things like clothing, equipment, the rules do not specify it and I am not allowed to house rule anything.
Unless I can find rules about items taking damage on falling, which I don't see on the section on falling (page 443), the alchemist fire in PFS will not take damage.
In a recent PFS Scenario, a player took a direct hit from alchemist fire while climbing a ladder. The player fell unconscious, fell from the ladder, taking falling damage.
I wasn't familiar with the rules on inventory taking damage from alchemist fire so I decided to let it pass this time. The player barely got healed before he died completely from the ongoing fire damage and survived.
The player was carrying several bottles of alchemist fire and said they might go off. In interest of time, I decided to let it pass this time and will research the rules in case this comes up again.
I haven't found anything about this. Does anyone know where the rules are for items taking damage from aoes (or even items taking damage from a player carrying them falling?) Also, how much damage can alchemist fire take before it ignites?
The most I have found is the Magic Chapter's comment about spells, not fire damage.
Core Rulebook Page 217 wrote:
Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.
If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
I am looking for official rules rather than people's personal interpretations because I can't house rule anything, this is Pathfinder Society Organized Play. So please, let me know where you got your information.
Mark Moreland wrote:
I know you didn't intend it this way but feel I have to clarify just a little.
My friend is also heavily involved in growing Pathfinder Society in our area. I can't take full credit for it. It is more of a 50/50 thing. He has been negotiating with the store and got them to help us out a little.
When I offered to record everyone's sessions, I joked "you are acting venture captain, and I will be the venture scribe". I did it because he hasn't recorded any session I was a player in that he GM'd, and I felt it would be least confrontational if I just offered to do it for all GM's.
Also, it is not about them seizing control from me. I don't really feel "being in charge" is important.
Thank you all for your responses. I have emailed our Venture Captains to let them (they are co-captains) know what is going on now.
I played as a player once, and the GM made a mistake (discovered later as my brother was going over the scenario the next day as he is prone to do). He added rage on top of the Halfing's already raged stats. He got initiative and one-shot dropped my fighter (but he still survived.)
The GM didn't do this on purpose, he just didn't read the stat block fully to see it had his non-raged stats later.
In my opinion, a tier 1-2 scenario should NEVER have a x3 crit. The risk of 1 shot DEAD (negative constitution) is simply too high. Especially on a raged barbarian.
Overall I am pleased with this change, yet I have one major concern.
Time to complete the scenario. If the 6 man just has more monsters than the 4 man, then the time for each battle will go up as there will be more players. When these are designed for 6 players I really think that care must be taken that the 6 man is balanced for 4 hours of play. If the 4 man takes less time then I am ok with that.
My groups often are more than 4 hours. People joke around say OOC stuff thus lengthening the time it takes to complete a scenario. I really do wish we could get it down to 4 hours, and we often have 6 players at our tables. If this makes it harder to get in 4 hours then I probably would consider only doing season 1-3 scenarios.
A friend and I are running PFS scenarios at a local store and have recruited more GMs so we can play too. We have been doing this on our own. We also have enough players that we will need 3 gms if all of our regulars come every day. The closest Venture captain is in a city about 40-50 miles away.
I've looked up the requirements for a venture captain and neither of us can commit to that for both financial and time available reasons.
Yet the requirements state the venture captain is supposed to:
* Maintain and update monthly a full report of local game stores including contact information, manager's name, what Paizo products they carry, and whether or not they're running Pathfinder Society Organized Play events (with or without your assistance). Work with these stores to ensure they are registered on paizo.com/paizo/about/retailers.
* To the best of your ability, ensure that all Pathfinder Society Organized Play sessions run in your local area or region of responsibility are reported and reported accurately.
I have been working with my friend to make sure things do get reported... and have volunteered to report all the stuff he and the other GMs run so we can make sure they start getting reported (I have always reported mine).
Are we supposed to work with the nearest Venture Captain somehow or can we just continue as we are.
What is a Venture Lieutenant?
Any help on this would be appreciated.
James Jacobs wrote:
Thats no problem at all. All in all, I am very impressed with Jade Regent. The back-story to all the creatures in Brinewall Legacy is awesome. You are making me like Golarion more and more.