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TetsujinOni's page

RPG Superstar 2013 Star Voter. Pathfinder Adventure Path, Class Decks, Maps, Modules Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 1,298 posts (1,310 including aliases). 4 reviews. No lists. 1 wishlist. 19 Pathfinder Society characters. 1 alias.


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Next October Country game is this Friday night.

Talking with the usual event organizer (well, cat-herder) (paging BNW), let's see what we can get you hooked up with, Markuus.

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Steven Schopmeyer wrote:

No, it is not true.

PFS Roleplaying Guild Guide pg39 wrote:
A GM may assign credit for running an adventure in any of the same ways a player can, and must follow the same rules as a player when applying credit to a character.

And because when we updated that language it was a case of clear policy with the ability to expand on the boards...

Assigning a chronicle is normally the same step as applying it, except when a gm or player playing a pregen or campaign mode credit received a chronicle that is for a level that cannot be applied immediately.

When assigned the chronicle can be awarded as a first level chronicle as a player can, or held to apply per the tier based rule.

If it helps, consider a held gm chronicle as a minimum level to play the adventure pregen play and use those rules to determine how to assign and apply. The result will be correct.

I couldn't convince myself, let alone Mike, that we needed this much text in the guide to explain "use the same rules as players"

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Acedio wrote:
Jessex wrote:

This is starting to be ridiculous. People are really arguing that an obvious typo has to allowed in PFS even though it has been corrected because it hasn't been corrected by an official enough source?

To be fair, usually James Jacobs does not want to be taken as a rules source. But in this situation I think it's at least somewhat obvious that he's more correct than the book.

Any player that us not willing to take the statement of a Paizo employee that an item is a editing error with a correction is welcome to not sit at my table. Even if it's James Jacobs - there are some lines and books on which he is authoritative. ISWG harmonic spell us another where he has issued an authoritative ruling because it is an early content change, not an interaction interpretation, which are what he prefers to stay away from.

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You could come up to Council of Five Nations in October, if we know we have desire for a core track we can get it added to the scheduled list. 7 xp or more depending on what we can hook you up with...

I'll point Farrindor in this thread.

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Jayson MF Kip wrote:

My table (mad props if you're reading along) did an excellent job of tower-defending the groups into a killbox of spiketraps and otyughs, so I "blocktexted" (with a zany Home Alone-style montage) wave 2 and had them roll initiative for wave 3 after it became clear that the only way anyone was getting through was filling pit traps with bodies to walk across.

Even without running the gauntlet and invisible, 2 level 3 players are no match for the PCs. To top it off, the only one that the players managed to flank was Pethjun, in her 20-some AC steel cocoon.

That said, smiles all around, and more time to try on hats.

This, and my table decided that wave 2 deserved the panic button scroll... Boom.

And they didn't have Hats.

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Socar wrote:

On Friday I played

Session 526

#7–01: Between the Lines (RPG)

and the credit appeared on 18882-8 instead of 18882-7. I attempted to
"Report a problem with this session" but was given an error of
"Could not perform this operation because the default mail client is not properly installed.". Is this an issue on my side or with the paizo website?
Any suggestions on how to fix it.

So that anyone who searches about that error message can get an answer in the future, the report a problem link is a mailto: link, so that's a problem with your local configuration... Like maybe no handler for mailto: email links. A local email client or the redirector that pushes you to your webmail in a browser for those links would solve that issue.

That said, a VO can fix that sort of session problem readily, as Chris Hays capably demonstrated.

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Your experience and mine with the running of this varied widely, Rycaut....

The one hit die fetchlings die nearly D&D4 minion fast to 4th level pcs.

This game is a gem of DungeonKeeper: Kobolds shenanigans with massive amounts of roleplay-oriented hooks to hang things that engage your particular skills and the sorts of extemporizing from interesting bits in Shadow Absalom that if you aren't sucking on two menthol drops at a time to be able to talk at all, let you tailor your part 2 experience to your table's particular mix of skills and preferences.

Also, the optional encounter is entirely optional if the trapmaster is as paranoid as a kobold should be...

We were done with about an hour left in the slot, and while I felt like I had glossed a little in favor of my lungs, didn't feel any pressure related to the part one combats.

I'll respectfully disagree with each and all of the suggestions you made.

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Time management is a skill that comes with practice, Rycaut. (This *is* the new 5 star exclusive after the show, after all).

This doesn't look as crunched on time as Serpent's Rise, though.

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There are table numbers within color-coded sections.

Your table assignments are a color-number pair. Pretty easy to navigate, even if you end up on 3 tables in a day (Thursday). Good days you're all on one table for all your slots (Friday!)

GMs have different expectations, Zauron - as has been communicated in the volunteer messaging this weekend.

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Noting the chronicle item: bring something you expect to give away.

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I feel John Linda and Chris Lambertz's pain....

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caubocalypse wrote:
Best of luck to the next person, but there is a likely low probability the next OP Coordinator will be able to even maintain what is there now. I can only think a handful of folks capable, and most of them do not meet the requirements listed on the posting.

If they can't find someone appropriate in their first pass, I expect they'll expand their search criteria.

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Scenario + Nothing.

If I ran Serpent's Rise on Sunday I'd be in your boat, Jack. Thankfully, I saved vs. sacrificing my one slot off. *grin*

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Rycaut wrote:

Will it be available ahead of GenCon?

Unofficially, I expect it to be Monday's blog.

Rycaut wrote:


and will it or the current guide be in effect for games we are running at GenCon? Just asking because as part of my prep for GenCon I want to make sure I'm current on the current society guide (I haven't run much during Season 6 due to being the father of a toddler, moves, new job, wife's new job, family obligations etc)

(for example I need to remind myself how to map old factions to the new ones... and want to make sure i'm not forgetting any other changes to the rules of play)

I'm 100% sure that the Season 7 guide will be the governing GtOP at GenCon.

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Robert Thomson wrote:

Looks like I need to update my "pregens" as well. I did a set of 20 level 1 characters that were CORE legal so that I could give options to players at a convention. That way including the iconic from Paizo, there were 3 of each class, giving players who hadn't prepared for core some more options.

I didn't have all the legal text right on mine either. I never posted mine online anywhere, just had some printout sheets, but I'll make sure I get them fixed up before our next con.

Unique player-written stat blocks aren't CUP. You probably want to look at the OGL license requirements instead.

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David Jacobson wrote:
Michael Eshleman wrote:
IIRC there were official versions of Alain, Alahazra, and Damiel available for a brief time (I believe I have a download of them somewhere) though they are no longer official.
I thought there were those as well last year or so.

No, those have been gone for a while.

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the art caption from the OA Iconics post wrote:

There are just a few more iconic characters left to bring into Pathfinder Society. Alain has held up the process by demanding we make his character sheet *perfect*.

And John's comments later in that thread:

John Compton wrote:
BretI wrote:
John Compton wrote:
BretI wrote:

Any updates to the other characters?

It has been mentioned that Erzen is a Pathfinder and should have a wayfinder. ...

We have not updated any other characters at this time. Our first priority was to get the Occult Adventures pregenerated characters in people's hands. After Gen Con we're hoping to have more development time to revisit the pregen-less iconics and review earlier ones.

Alright, sounds good.

Might want to give a wayfinder to Mavaro (the Occultist) at the same time. It mentions that he has joined the Pathfinder Society in his background.

It's something he should probably pick up by his 4th-level, but he wouldn't be able to afford it as a starting character. I'll make sure that point is included in my pregenerated character design guidelines.

Hope that clarifies.

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xebeche wrote:
Does this mean that we can expect Occult Adventures to beaded to Additional Resources soon?

Additional Resources update for GenCon 2015 should be up next Wednesday based on John's comments in the past week.

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DesolateHarmony wrote:
Malikjoker wrote:

but applying it later when my 2nd level reaches 4 is Bueno?

Actually, I can't think of a subtier 4-5... Hmm, perhaps that is a module range. Usually, you will be applying the chronicle played by a 4th-level pregen immediately, if the scenario is a 1-5, or when the character reaches level-3 (which might be immediately) for a 3-7 scenario.

Do I need to mention that a 4th-level pregen won't get you a credit in a 5-9 scenario? :)

You assign the chronicle to a character number immediately.

You apply the chronicle in the order that you played the adventure you received the chronicle for when the character to whom the chronicle is assigned reaches the level of the pregen with which you played the adventure. I will note which level it is being held for on the chronicle as a habit, so that I don't forget when I'm running a 3-7 and the pregen chronicle could be level 4 or 7.

A level 4 pregen played in the 4-5 subtier of a 1-5 or the 3-4 tier of a 1-7 or 3-7 would have to be held until level 4 or assigned as a reduced-gold level 1 chronicle on a character with 0-2 XP.

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DruidBrod wrote:
Alrighty so I've started a new group in my area. How do we assign our GM the rewards for running the events? We have run through the First Steps scenarios.

Only First Steps 1: In Service to Lore has been legal to play or run for credit for the past couple of years...

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Zauron13 wrote:

Just my guess, it will be released a few days prior to GenCon, as it has before, with the rule changes going live at GenCon, since GenCon is the start of the new Season.

But I wouldn't mind someone with an official source coming along.

I now expect it'll be next Monday's blog post. (Reversed from what I expected - I would've expected GtOP7 this week and OA Iconics next week, but this is cool buzz, too)

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Jessex wrote:


Note that the efficient quiver doesn't even specify what action it takes to retrieve an item from it unlike a handy haversack.
PRD wrote:


This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staves, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.

So, it specifies action by reference: free action for arrows, move action which can turn free with Quick Draw for javelins, spears, bows, staves, treated as normal for draw weapon-like object interaction with movement, etc.

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kinevon wrote:
Jeff Merola wrote:
kinevon wrote:
Nick Greene wrote:
I definitely forgot to buy a spell component pouch on my bard for four levels... Ouch... Turns out, it's not in the bard kit.
Then again, IIRC, the vast majority of Bard spells are V, S.
A quick search shows that out of 506 published Bard spells, 226 of them require a material component.
Is there a breakdown by level? Inquiring minds want to know. ;)

First important one that leaps to mind is grease...

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Ferious Thune wrote:

James, that language from the module was, again, well before any sanctioned modules existed. With the revision to the guide for season 4, MoFF was explicitly added to the list of sanctioned modules in the section on sanctioned modules, with a list of rules to follow. It appears in the modules section of the store. As Mike stated in the message quoted above, changes were made to how MoFF works to bring it in line with the other free rpg day modules (including the change to prestige). It could have been lumped in with the scenarios at that point, but it wasn't. It was placed with the modules, where it is still explicitly listed, and where according to TestujinOni it will continue to be listed. So, once again, I believe referring to the most recent Guide to Organized Play and following the rules set out there is the correct thing to do, as the text in the scenario itself is obsolete.

I would love to consider TestsujinOni's response as official, and I have no doubt that the text was discussed with Mike when the guide was revised. I know that not everyone will accept that, though, so I still think a message from Mike or John just saying yes or no to whether a level 2 can play would be appropriate.

Right now there are either players being denied the opportunity to play the scenario when they shouldn't be or being allowed to play the scenario when they shouldn't be, and neither of those is a good situation. As far as table variation goes, this is a much worse situation than a GM having a different interpretation of a particular rule, because it affects mustering tables and includes the possibility of someone being sent home from a game day (or having to play a pregen instead of their own character), or of someone showing up with what might be an illegal chronicle if they have played it at level 2 and that isn't allowed. So I do think an answer from the campaign would be worthwhile.

This enumerates the logic of why anything referring to guides, or prior board posts is getting "Yeah, and, read the guide for the current rule" has been my response since the GenCon 2012 guide....

If you read further in the thread with the old Mike post, the suggestion to explicitly list the Free RPG Day Modules that are sanctioned as modules but award 1 xp / 1 gp / printed gold was made in that thread, and adopted.

... I wonder if it would be good or bad to flag that post of Mike's for deletion....

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There is no need for a FAQ.

JJF's original post linked above was obsoleted by the text in the current version of the Guide (which text is largely similar in the Guide you'll see soon, though there's that We Be Goblins Free thing in the list now too). The text in the guide being an explicit enumeration overrides JJF's prior post.

It's a module. It's treated as other modules for level 1 characters.

MAYBE John can schedule an InDesign update on that PDF and post for mid-August.... But I'd rather he was working on getting sanctioning for more APs, personally.

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Usual Suspect wrote:
I think I asked this before, but I can't remember the answer. Do we pick up our GM badges from the Paizo desk in the Sagamore Room or do we pick them up from GM HQ?

It's been at PFS HQ each year, not GenCon HQ.

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Blazej wrote:
Akari Sayuri "Tiger Lily" wrote:
Blazej wrote:
TetsujinOni wrote:
Some trimmed things
Is it a cleric of Gunssuckia, God of Gun Hatred, who derives his divine power from hating guns and who would have their power stripped if they cooperate with a gun user?

The godly power is irrelevant as it is pretty clear that only the crappiest tier of GMs would declare your powers stripped if you partied in an arbitrary PFS party and took actions so that they didn't die.

Hi, Blazej. Could you do me the favor of considering the situation being discussed and your words above again? I'd appreciate it.

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Zey is a 24 int wizard. He knows that he's outnumbered by these agents, wants to humiliate them, and doesn't think his life is in danger because he has far more than 24 prestige.

I read his tactics that he will go for active humiliations in his interventions, but will try to defeat his enemies, not just hamper them.

Thus the arcane bond suggestions I made above.

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MeriDoc- wrote:

Wow atonement required to aid a fellow pathfinder, that is a new one for me.

Galnorag- has reiterated my contemplation from earlier in the thread.

Until he had established himself as an enemy of Pharasma's tenets, sure. Cleric might probably be OK.

But for a paladin, inquisitor, or warpriest (yeah, yeah, paladin of Pharasma issues on Golarion after season 3 notwithstanding)? Tenet violation territory... depending on context... but the bare description gives me that feeling.

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claudekennilol wrote:
TetsujinOni wrote:

Blame me for this: I played an Out of Retirement with John Compton at PaizoCon and mentioned this as one of the spells on my battle oracle. He indicated at that time that he had specifically never intended this spell to be available on the Additional Resources, and anticipated correcting that in the next update.

As of 4 days ago, so judged.

Did you mention the rest of the spells in the Monster Codex? It seems odd that he'd specifically call that one out when all of them were already legal.

Nope; I haven't checked what else was legal in Monster Codex aside from verifying the text of iron skin when my little homage to Rita Vrataski took it as a snap-pick... I expect that the whole entry got re-skimmed as part of the update, though.

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Blame me for this: I played an Out of Retirement with John Compton at PaizoCon and mentioned this as one of the spells on my battle oracle. He indicated at that time that he had specifically never intended this spell to be available on the Additional Resources, and anticipated correcting that in the next update.

As of 4 days ago, so judged.

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So, I burned a PFS GM rebuild chronicle to turn a witch I hadn't played in a couple years into a mystic bolt/bombs build (Intending to do Warlock 5 / Alchemist 1 / Warlock +1 / Alchemist rest).

I still haven't played in a combat, though, because my social persona concept fit into a path so far off the rails of Out of Anarchy's sandbox (yeah, there's rails around the edges. We ripped 'em up and built an airship to cruise around the inner sea on....)

Mystic bolt's lack of scaling is frightful to compare to other classes, but it's got its attraction compared to kineticist bolts. Clarification about how it interacts with TWF & Rapid Shot is needed. A talent chain to add dice at slower progress than kineticist might be needed, as well as a feat tax to add sonic/force/positive energy/negative energy energy types to the selectable talents (so it would be 2 talents and a feat to have selectable base-4 element plus selectable one of sonic/force/aligned energy)

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Sin of Asmodeus wrote:


Also, yes I really do want to see in the 7.0 guide. If you can save a player after combat ends with healing, you have to.

As a somewhat interested party in what will be in the 7.0 guide, I would not expect to see this made into a rule.

I will strengthen this: If an inquisitor of Pharasma were playing on a table I were GMing, including for PFS, and wearing a phylactery of faithfulness and went to heal a necromancer who had casually created an undead during the scenario after agreeing not to, without a renegotiation to precisely proscribe how long such an abomination would be allowed to blight reality? That character's phylactery would warn of a religious tenet violation for healing the necromancer.

Really. My viewpoint is as far from yours as that.

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I will weigh in with the notion that healing the necromancer at that point in the story, or even casting stabilize, could be read by some GMs as justifying requiring an atonement from the inquisitor...

Of course, I've seen this issue come up at a table before, where the players had worked out their limits on what their characters were OK with.... and the GM then tried to push the notion that allowing the necromancer to necromance could cause a Pharasmin cleric to have her divine sanction removed.

Character versus character conflict is what makes inter-party jibes - that's fun. When the characters' conflicts lead to player versus player conflict it is a problem. If the players are in conflict that's wrecking the table, that's A Problem To Fix.

Absent actually being at the table, I'm not sure where on the spectrum the situation described by the OPs' second-hand report falls.

Summary: Do not make policy or create new rules based on second hand reports. Do clarify policy and rules that already exist to reduce questions that can cause confusion.

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Thrawn007 wrote:
Snowblind wrote:
Thrawn007 wrote:
Don't like it at all. Instead I want to see other options worth passing up spellcasting for. If that option doesn't exist, then the class has failed.

Paizo is highly unlikely to dial the power level up enough for that to happen. At higher levels they would need to let the vigilante pick something ridiculous like a 1/day Limited Wish SLA (yes, with no material cost). I would seriously consider delaying spell progression for something like that. Not much less than that, though.

In any case, I agree that the false choice and trap options have got to go if this class is going to turn out any good.

The choice isn't just about one talent. That's really the problem with the choice right now. No single talent in the warlock list is worth giving up spellcasting for.

Mystic bolt may be worth delaying two levels on casting...and then it has no effect after that.

What they need is talents that build on each other so that you are deciding whether a group of several talents are worth it. Spellcasting is the only chain right now, and many of the other talents enhance or depend on spellcasting, making it even less of a choice.

Without talent groupings to create alternatives, it will always be a false choice. I make suboptimal characters as a rule...but even I'd have a hard time accepting this one.

Trees, not one chain and some "when do I take the obviously correct chain" delays.

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Thrawn I'm definitely seeing your analysis. I'm considering what a 1 level dip into alchemist does to fix the bomber progression problem, but that leads me immediately to the question of how the stacking/not stacking works for determining bombs per day, and how Extra Bombs would interact with an Alchemist 1 / Vigilante(Warlock)'s bombs count.

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I would rather play my tengu two-claw ginsu for a level 1 rogue than Merisiel. I can write it on 2 3x5 cards in under ten minutes and have the relevant AR PDFs on my phone.

I have some similar "I can write this down if I need a level 1 PC, have hooks for RP, and bank the level 1 character for when I have a concept to bring in" concepts (life oracle that isn't a Sarenrite for adventures in Taldor, etc).

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Swiftbrook wrote:
jon dehning wrote:
TetsujinOni wrote:

So, as we prepare for GenCon.

In the last fight, there's a very wide list of options for the use of the arcane bond. Based on the tactics, there were several spells which seemed particularly in keeping with the morale and attitude of the Master of Spells which might not be immediately reached for
Enemy hammer lets you grab a target and deny them actions for several rounds, if you give up Zed's action to do so.

Banshee blast split the enemies, action denial, not confusion.

Serenity Give Zed a brown coat, and split the enemies up into more bite sized pieces again.

Mass suggestion "Go to your room!" .... in your best Christopher Eccleston, of course.

The traditional green ray and lightning jumping options are present, but not really in keeping with his tactics.

Re: Enemy Hammer

"How much damage does an elf do?"
"Apparently, 2d6."

One of the better conversations I've had about that spell.

Why not hurl the enemy at the ceiling? 2d6 damage plus falling damage. By the rooms description, it's roughly 30 to 40 feet high so add 3d6 falling damage.

I'm also looking at having him cast Greater Dispel Magic (20' radius burst) 10' under the party after the trap goes off.

Environmental is an entertaining option too, but seems closer to the "direct attack" option than "humiliation" option, because he thinks he can afford to....

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The Fox wrote:
TetsujinOni wrote:
The Fox wrote:
Again, I don't think there is any interpretation involved. Items on the chronicle are available as they appear on the chronicle.

If the item is in use by an NPC, I don't believe it requires a glitch check when you continue using it.

That's the point that's subject to some interpretation, though.

Items on the chronicle are those on the chronicle and follow their normal rules.

I apologize. I thought you were saying that this is what was open to interpretation:

Quote:
...any glitches that occur during said scenario (additional charges lost or regained) don't carry over to the purchased item.

You were saying the first part was open to interpretation.

Sorry for the misunderstanding.

I try to not trim quotes to preserve context and prevent the appearance of cherrypicking; it added confusion instead of clarity this time.

No problem a'tall, Fox. And John has clarified that my interpretation is the official one.

Cooperatin' away... Three weeks til the Big Show!

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Alexander Starforgre wrote:
Hmmm...I've been going to Gen Con since 2010, and every year so far they've had previous season scenarios. Besides, the new season always has only the first 3 at scenarios.

The first year in the Sagamore (2013), we had a retrospective with a lot of early season scenarios in addition to Season 5.

The scheduling and assignment of those scenarios is a major headache for the convention organizer, overflow tables are difficult to arrange GMs for at best, and there's a high chance of a missing GM making their tables not go off when 1 gm per slot is scheduled to run a specific scenario. In addition, a lot of the "retro" scenarios seemed to be in the "fail to fire" category.

The pattern you will likely continue to see is previous season + 3 premieres + evergreen tier 1-2.

Post-con play, non-official tables, etc are possible, especially Wednesday or Sunday evening.

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The Fox wrote:
Again, I don't think there is any interpretation involved. Items on the chronicle are available as they appear on the chronicle.

If the item is in use by an NPC, I don't believe it requires a glitch check when you continue using it.

That's the point that's subject to some interpretation, though.

Items on the chronicle are those on the chronicle and follow their normal rules.

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The Fox wrote:
TetsujinOni wrote:
Eric Mulder 817 wrote:


You will need to check for a glitch upon picking it up and using it in the scenario but any glitches that occur during said scenario (additional charges lost or regained) don't carry over to the purchased item.
... unless the item is already in use when you grab it. That's a little open to interpretation though.
What is there to interpret?

Edited the inner quote to highlight the part that I was referring to

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Flagged for thread title issue.

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Andrew Christian wrote:
xilbus wrote:
Getting a special the weekend before the con is akin to trying to do your homework the night before it's due.

We get what you are saying. And we aren't trying to brush your concern aside.

But this is how Gen Con has worked. If this helps you figure out what you wish to volunteer for in the future, then please do use the information for that.

But the scenarios have basically come out the Friday before the weekend before Gen Con. That's just the way it works.

I think one yearJohn has a good year and they were out Wednesday or Thursday...

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Eric Mulder 817 wrote:

You should also note that using an item in the scenario you found it will not impact the charges it has when you purchase it. You buy the item fresh from the sheet, meaning the one you buy will have it's first chance to glitch the first time you use it after that scenario.

You will need to check for a glitch upon picking it up and using it in the scenario but any glitches that occur during said scenario (additional charges lost or regained) don't carry over to the purchased item.

... unless the item is already in use when you grab it. That's a little open to interpretation though.

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chad hale 637 wrote:
Sebastian Hirsch wrote:
What kind of official response are you expecting?

uhm, let me see...

oh, I don't know...

I think I forgot it...

or maybe, you didn't read what I have been writing?

Seriously, is the current limitation inflicting skill mechanic with "Dice-beats-player" what this game is all about?

am I supposed to enjoy a "Role-playing" game that blocks my efforts to role play my character?

Are the DMs and rude NPC text of some adventures right?

That my "character" simply isn't needed?

is this the official intent?

We are using Pathfinder RPG to play, so at some point, yes, dice beats player: there is a mechanical measure of how good your character is at what you say they are good at. You get to pick those things, then the GM gets to call for checks.

Figuring out how to overcome limitations, or playing the limitations and taking the consequences as the natural result of your character's mechanical build, are all part of roleplay in Pathfinder RPG.

One of the items in discussion at the campaign staff level is the need to have NPCs that players actually WANT to work for, if we expect players to play loyal agents who think the organization they work for is worth working for.... It's an ongoing point of complaint.

Why do you refer to your character in scare-quotes there?

So, in terms of "official intent":

yes, you can role play your character as thinking they are good at whatever you like.

When you try to do anything that needs a concrete measure of success then officially the GM should call for a roll to check the result. Your efforts to roleplay are not blocked by this, though your character's success at everything they set their hand to is not guaranteed.

This is the NORMAL mode of play for Pathfinder RPG. As this campaign doesn't customize the systems of Pathfinder RPG much (and the means we use are all covered in the Guide to Organized Play), the things you are complaining of are some of the things which will be viewed as features of the campaign, not bugs.

It sounds as though you've played in a variety of home campaigns - it's a very different environment when any 5 of nearly 100,000 strangers could be sitting around the table with you.

-- not an official, but can answer about the officiallness of aspects you're questioning quite frankly.

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Jessex wrote:
trollbill wrote:
LazarX wrote:
trollbill wrote:
Just remember, if they start allowing Favored Enemy: Aspis Consortium, you can expect to start running into enemies with Favored Enemy: Pathfinder Society, possibly shooting arrows of Pathfinder Slaying from their Pathfinder Bane bows.
Well.... not going to spoil it further, but there IS an item for sword fighters that can be obtained to work pretty much like that.

Yes. But it is a named magic item. Not something anyone can apply to any weapon.

Of course, my favorite has always been an Arrow of Player-Character Slaying.

It is not a unique item. The construction details are included on the chronicle. I would argue that if crafting were allowed that anyone with the required feats and spells could make similar weapons.

You could make longswords with those traits, not elven curved blades, though.

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Redelia wrote:
How? Do I simply not register their pfs numbers on the internet? Or will this make them 'invalid characters' because they're not following the rules?

They'll be a speed bump for those who are handling event reporting... but not anything more serious than that.

Minor child trustee accounts are ... complicated.

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Welcome to 5 Star Island, Captain Brother Mort.

Dark Archive *****

Pathfinder Adventure Path, Class Decks, Maps, Modules Subscriber

There are two 5-9 3-part series:

Season 2: Heresy of Man, focused in Rahadoum. I find it a little .... rocky... in places. For home games, review the build of the BBEG in part 3 as you may disagree with the way the package of advancement goes together.

Season 4: Glories of the Past, focused on the Dwarves, Quest for Sky, and the Pathfinder Society. I haven't read 1 and 3 - but part 2 has some good opportunities for role play and interesting hooks.

Enjoy.

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