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Should have summoned a fiendish dolphin, which is on the same SM1 list, IIRC.
Would recommend Celestial, instead. And the "rescue drowning person" would not, IMO, even require pushing, but just a DC 10 Handle Animal check.
From the Dolphin Bestiary entry:
Yes, as Joe mentioned Adopted is a trait with no uses, at present, in Core play. Whether there may be boons on any scenario sheets that give an option for any Race Traits is unknown, I don't recall any. Do keep in mind that it allows the taking of a Race Trait (like the Elven Warrior of Old trait), not a Racial Trait (like the Human Skilled Racial Trait).
As Joe wrote, the faction traits are not the ones in the Faction Guide, but the ones listed in each faction write-up in the Pathfinder Society Roleplaying Guild Guide, currently v7.0, on pages 13-18, listed under the <faction name> Traits headings. Each faction should have 5 traits listed in that chapter, usually as the last item under the faction's write-up.
Rise of the Runelords:
"Hello, my name is Nualia. I am a new member of the Pathfinder Society, recently journeying here from Sandpoint. My apologies for my ... deformities, they were incurred when some mad adventurers assaulted me a short time ago, and, in their madness, drove me form my home, and my father's resting place, in Sandpoint. I do not know all of what they have afflicted me with, so these deformities may increase in the future. Shall we adventure onwards?"
DM Livgin wrote:
My first death was due to weak character builds, combined with robot beat down, combined with bad luck on the dice. It is a blessing in disguise that those characters (mine included) died at lvl 3, so that they did not go on to endanger more experienced field agents. The part that really hurt was that I'd just finished modelling and painting that miniature...
And, this, IME, is one of the most common causes of character death, usually permanent character death.
"Hey, guys, I just finished painting my customized mini for my PC. Let's play!"
Evil overlord list number 5a: Given some heroes' abilities, I know that the only way to not be in a charge lane is to be behind a Wall of Minions (tm).
Charge distances can be, with some builds, well over 100', possibly 200'.
So, with only a little bit of work, you can get a charge distance of 80' with drawing a weapon during the charge, or 160' if already armed. Add in a pounce build, and it is really difficult to stay out of the charge lanes/death zones of some of these builds.
Murdock Mudeater wrote:
Not as uncommon as all that. Color Spray, for one common example, will apply at least one round of stun, at a minimum, if the target fails its Will save, no matter what level the target is.
And Color Spray, as well, is an AoE spell.
5 or more HD: The creature is stunned for 1 round.
There is a way to add in various PFS exception options, using ShadowChemosh's free add-on for HeroLab. It gives a way to add adjustments for feats, races, archetypes, and something-or-other else to a specific PC. Makes most of my non-standard PCs not show errors for boon races, unlocked-by-boon archetypes, etc.
Got it, responded to it. Note that, as my PM says, just because a PC has a retired trait, does not mean the PC is not PFS legal, as many of us have PCs with grandfathered options on them.
I started playing PFS in 2008, and my first PC actually had to be updated from 3.5 rules to Pathfinder rules before I could play him starting with Season 1. However, as he was a member of a national faction, and the trait I took for him from that faction is no longer offered by the non-national version, it was grandfathered in for him.
Also, if you switch factions, you retain any faction trait from your old faction, not your current faction.
Of course, knowing what I know now, I would rather have been offered the option to retain it or change it to a currently-allowed trait...
Note: You may want to put in some form of tracking for factions, where a player can annotate if and when their PC changed factions, either due to personal change, faction retirement (Shadow and Lantern Lodges, and Sczarni), or faction name/focus change (All the national factions to non-national versions, Cheliax/Dark Archive, Andoran/Liberty's Edge, Qadira/The Exchange, Osirion/Saphhire Sages, and Taldor/Sovereign Court), etc.
I found this annoying as my party TPK'd in the last chapter (room F8) before completing all the required sections, thus no chronicles for anyone.
All sorts of possibilities, there.
First, the GM should still have issued chronicles for the completed sections.
Depending on how much of the rest of the monastery was completed, it probably qualifies as 1/3rd to 2/3rd.
The GM could also let you complete it with a batch of new PCs, although that is easier to do without a TPK.
Andrew Christian wrote:
You can run individual, sanctioned AP books for credit as though the sanctioned portion were a module. And you can do this in campaign mode or Normal PFS credit mode.
Note, however, if you are running only the PFS sanctioned portion of the AP book, and the Tier of the section is higher then 7-9, you need to do it with 4-6 actual PFS PCs in the level range, as there are no PFS approved pregens higher in level than 7.
Caveat: You will lose, however, much of the flavor of the whole AP, along with whatever part of the book you are playing the PFS sanctioned portion of, as, nominally, none of the rest of it is legal to play with a PFS PC.
Mike Kimmel wrote:
Mike, my group, not related to Christopher Rowe's group, had some fun with it. We played it Core, and only had three players.
We went after the Alchemist first, he was there, the Rogue managed to get fairly close before setting off combat. The combat lasted a couple of rounds, but the Alchemist had rather limited options, given we had him based most of the time on his turns. Found the materials, and a coup-le of vials of refined whip.
After that, we decided to hit the bar next, since it was getting close to noon, and we thought we would at least take a look at it. Our plan, once we got there, went off fairly well, including using the whip in a couple of drinks sent to the agents. Only the Aspis agent drank it, while the Kortos agent was off cleaning himself off from the spilled drinks, and we then spirited the Aspis agent out, relieved him of his badge, and left him sleeping off the whip (which, amusingly, also deprived him of his memories of the last hour, so he went to the Inn afterwards, after the Kortos agent gave up).
For the warehouse, we blocked most of the doors, setup a dart trap for one of the secret doors, and waited. Using the Aspis badges picked up earlier, we were able to convince the Kortos group that we were already on top of the incident at the warehouse, speaking truth instead of lies, so they left quietly.
The Aspis came in, through the main door and the trapped secret door, and found we were a bit more than they could handle. The trap missed the cleric, but he got bashed the next turn by the Barbarian, rolling max damage. In the meantime, we had tanglefooted the Sorcerer, who had trouble making the concentration checks. The Barbarian did a Raging hit on the fighter-type, which, with other damage done, left him reeling, and down shortly.
We enjoyed it, and the GM enjoyed seeing us going weird at times during it. The Cleric pushing for using the drug on the agents in the Inn, for instance. No fatalities until the Aspis encounter at the warehouse, for another. Yeah, we even talked her into joining the Pathfinder Society. Old acquaintances, and all that.
Jared Thaler wrote:
You are correct. The Aspis Consortium would assemble it, then sell it to the highest bidder. "Let them deal with it!"
Ashe, from my perspective, those early season faction missions were just a horrendous drain on the GM, the players, and the storyline, when they just weren't outright spoilers on the story itself.
The GM had to be aware of which faction could possibly fulfill faction mission X or Y in this room, while the players were constantly going, "Is it here?" instead of paying attention to the actual mission they were on.
To be honest, from the early days, I remember stupid goals someone was trying to fulfill, "Is there a tea set here?" instead of our actual mission. Or other faction missions which were, essentially, "Kill the BBEG.".
No, just no. Overall, those faction missions distracted too much from the game and actual Pathfinder Society mission we were there to do, rather than enhancing the gaming experience.
Also, for the early Season 5 scenarios, while the factions were not yet included in the blurbs, there was a section or post on the forums with the information included that was supposed to be given to the players, as well.
There are a bunch of ways around this issue, honestly.
Andrew Christian wrote:
I cannot imagine the Rules Forum without a succubus in a grapple in it.
You had tupperware? We used teacups...
How do you make it mithral? You are into homebrew when you do that, no longer in the Rules section.
GM Lamplighter wrote:
First time Pathfinder player equals "fully-tricked out"?
And, honestly, even if you have fully-tricked out your greatsword-wielding Gnollish Barbarian, that does not say that you even looked at the Two-Weapon Fighting feat, nor understand how Standard Actions are different then Full Attack Actions, if you wind up running Valeros.
Just some random responses, not quoting the original post:
There are lots of spells where, if the target makes the save, the spell has absolutely no effect. Charm Person/Charm Monster, Hold Person/Hold Monster, Color Spray, and on and on.
There are an abundance of spells that are very situational. Glitterdust is of no use on a blind target, Contagion is of no use on a 3rd level or higher Paladin, Element X spells are of no benefit on a creature immune to element X, like Ray of Frost on a skeleton. Any Reflex save spell on a target with a good Reflex save and Evasion. Protection From Y against spells cast by a caster whose alignment is not Y.
One of many reasons why the Arcane Bonded item is such a nice thing, since it lets you pull out that situational spell when the situation arises. The same for scrolls or wands.
So, again, Grease is a great spell, in the right circumstances. 5' or 10' wide corridor? Terrific. Target with a nasty weapon and a bad Reflex save? Again, terrific. Golem on the way? Again, terrific. A limited access area, especially with a non-standard entry that can be Gresaed? Again, terrific.
Fighting a dragon outdoors, while it is flying? Not so good. You would be better served by pulling out a tanglefoot bag and readying an action to throw it at the dragon when (and if) they get close enough to you.
Fighting a swarm? Again, not good. Pull out that alchemist's fire, instead, and hit it with that.
Seriously, though, grease is a great spell when it is used tactically. It is a lousy spell, when it is used without consideration.
Tonya Woldridge wrote:
Not needed if you have another way to get an AoE of use against swarms, especially at higher level where the swarms may be immune to fire... My -1 picked up a way to fly fairly early, but never needed them until Year of the Shadow Lodge, where he used it on another PC to allow them to fly. Somehow, as an archer, he seldom needed to fly to deal with enemies, and, with his level of Cleric of Desna, he seldom had issues with normal movement. That one, if only via some way of getting darkvision, I can agree with.
Actually, there is a provision in Energy Drain and Negative Levels which should cover the situation:
So, it needs two casters, since Restoration is a three round casting time, and is not a cheap option, since you have to pay for both the Raise Dead and the Restoration at the same time.
Then again, Raise Dead on a second level PC is going to be a rarity, anyhow.
I thought it was going to be a Season 69 Dark Archive boon, for fulfilling a certain (ah-hem) set (ah-hem) of Darkive goals during that season. Foremost among them, of course, is grappling a succubus with a naked PC. ... Ooops .... wrong thread?
The discussion was about the pregens (and chronicle stuff, which includes access to use the pregen once for some of these scenarios) in the pregen-only scenarios, like 6-98 Serpents Rise.
For regular games, including the Quests, you would only use the Core pregens, as they use the normal pregens, not module/scenario-specific pregens.
Core Pregens Only:
Edit: Removed section on Dawn of the Scarlet Sun as Tonya's post covered it, as well. If I understand Tonya's post, the pregens from that module were only legal for use on Free RPG Day, when it was released.
My Self wrote:
Might want to check out the rules for charging wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
No, just everything not run by the GM. Or was that supposed to be everything run by the GM?
Da Brain wrote:
"Hello Mudder.Hello Fodder.
Here I am at
Rigby Bendele wrote:
Complete information is in the Guide, on page 31.
That last line should probably read "If a character earns more XP than she needs to reach her next level, she may not choose to switch advancement tracks at the new level earned on this chronicle." No switching back-and-forth on a single chronicle, in other words, but the new normal "Choose for each game." otherwise.
There is more, there is always more.
2 PP gets you a scroll with 5 castings of Lesser Restoration on it.
2,000 gp gets you a cracked purple prism (vibrant?) Ioun stone, which can hold a first level spell for anyone to be able to cast. True Strike for the Barbarian? Emergency CLW held by anyone? Shield for the Monk? Seriously, these things rock.
Edit: Add the various Cloaks of the Apprentice, which let you cast certain spells once/day....
Lord Twitchiopolis wrote:
As if he was ever a true Pathfinder? No, seriously, it was, is, and shall ever be: "Explore. Report. Cooperate."
The True Primitive got banned from PFS because it could not meet the minimum tenets of the Society.
He would probably be great for a home game.
Andrew Christian wrote:
Keep in mind, Aroden and Razmir are not one of the PFS allowed deities. So by default you cannot worship them.
So, at your table, I guess my Priest of Razmir cannot worship Razmir?Is he, perforce, an atheist or an agnostic?
You leave me with a headache, as this PC is, legally for PFS, a Razmiran Priest. Razmir is his god, yes?
With a skilled synthesis of glib lies and powerful arcane magic, Razmir sits atop a pyramid of faith behind an impassive mask—only the highest-ranking members of his cult know the truth, that their “god” is in fact a mortal man fast approaching the end of his life.
I would suspect, since Razmir himself is 19th level, that "highest-ranking" would probably be higher level than regular PFS scenarios go...
And here is one of Mike Brock's posts stating explicitly that the ITS does NOT need to be signed off on.
Mike Brock wrote:
You don't have to get your ITS signed off, as has been mentioned numerous times in this thread. You make sure your purchases are placed on the Chronicle, make sure the ITS is correctly documented as to which Chronicle the 25+ GP purchase was made, and you are golden. No need to worry about your ability to purchase gear depend on the GM's time management skills.
@Drogon: I have to say that my experience with the early season faction missions and your experience are fairly much complete opposites.
My experience with them was that, usually, they were either so trivial they were ignored, they gave serious spoilers about the main mission, or they were fairly intricate, but pretty much isolated from everything else going on, and caused the attempts to find them to pretty much destroy any semblance of storyline that was supposed to be there.
I have several scenarios where my memories of the game were more involved with someone trying to do a faction mission than what the heck we were trying to do as Pathfinders. Broken teacups, searching every room for a banner, being told to kill the BBEG, etc.
I have had faction missions where all I had to do was play the scenario to succeed. I have seen others where you have to break the scenario to even find the mission.
Overall, as player and GM, the old-style faction missions just left me with a bad taste in my mouth. Sort of like trying to drive a car with a child in the back seat just old enough to know the words, "Are we there yet?" on a 4 hour drive.
A: Thread necro, from 3 years ago.
B: In which case you are no longer playing Pathfinder, but a different game. This is the Paizo Pathfinder Rules Forum, where the actual rules, not homebrew rules, are being discussed. Homebrew, which you are espousing, has its own forum.
brock, no the other one... wrote:
While I do not disagree with the first part, I have to ask for clarification on the second part.
What about areas without any VOs, nor conveniently located VOs?
To be honest, in my area, I am not sure if the nearby VO covers my area (Las Vegas/Henderson), or if he only works on the adjacent area covered by his VC title (North Las Vegas). YMMV.
"Hey, John? Looks like those Druids are at it again! You wanna send for the Pathfinder Society? They took care of them the last time this happened."
Also note that x3 XP is enough to go up a level, but that each chronicle will have a set of levels (listed as Tier) showing the minimum level your PC needs to be to apply the chronicle.
Unfortunately, even the first chronicle shows as 2-4, instead of 1-2 or 1-3. Working with your GM, you can still get credit for it on your new PC, but the gold gets reduced to 1398 instead of the 3711 listed, and you only gain access to the boons on the sheet once your PC reaches second level, which is sort of moot, since the chronicle will level your PC to 2 anyhow.
Tony Lindman wrote:
The policy is that you must have with you the source for any material you are using. If it happens that two sources for something are legal but you only own one, then you can only use what that one gives you.
How about if there is a semi-stealth errata from a developer on the boards correcting the stats in the book you own?
In this case, it is the stats for the Vetala-kin Dhampir. They are different in Inner SDea Races than in Bllod of the Night, but, per Patrick Renie, ISR is correct, and BotN should be fixed as per the post linked.
So, I only have Blood of the Night, do I use the errata post linked to fix the stats, or do I live with the incorrect stats?
I like how you assume that our characters aren't going to die before hitting level twelve, Andrew. It's adorable. ;-)
I don't think he makes that assumption, just that, for most PCs, dying after a certain point is little more than a speed bump.
I am fairly sure that all my Level 12 and higher PCs have died at least once along the way.
Kinevon, Fighter (Polearm Master) has been BoLed at least once there, too.
Daniel Myhre wrote:
Just an FYI:Smartphones typically don't need access to WiFi to access things like Google Drives or such. They need it to download applications and application updates. And, indeed, if someone has a typical smartphone, they can also use it as a hotspot for someone else to be able to use WiFi to connect.
At the store I typically play at, none of the WiFi networks visible are unsecured, none of them are accessible to the players or GMs, so...
I used to have a Hot Spot device, but my carrier sold out, and the new carrier is discontinuing that network. :( I recently upgraded my cheap flip phone to an actual smartphone with 4G, and use it as a hotspot, when I need to, for my tablet.
And someone with the PRD, Archives of Nethys, and the D20PFSRD bookmarked can get to them quickly, if needed.
Wei Ji the Learner wrote:
Not on all of them.
List of Pathfinder Special Materials:
Adamantine - Yes
Darkwood - Sort of, in that it requires the item to be masterwork, then add the cost per pound of darkwood to the masterwork item cost.
Dragonhide - only tangentially, but it also explicitly increases the masterwork cost.
Cold Iron - not masterwork, only doubles base cost. And costs an extra 2,000 gp to add magical enhancements to it, assuming it was masterwork to begin with. Just once, not every time, though.
Mithral - Yes
Alchemical silver - No
Darkleaf cloth - Yes
Wyroot - Uncertain, but not PFS legal.
Whipwood - Unspecified, but not PFS legal.
Angelskin - Yes, but not PFS legal.
Blood Crystal - Unspecified
Eel Hide - Yes
Elysian Bronze - Unspecified
Fire-Forged Steel - Yes
Frost-Forged Steel - Yes
Greenwood - Sort of, in that it requires the item to be masterwork, then add the cost per pound of greenwood to the masterwork item cost.
Griffon Mane - Unspecified
Living Steel - Unspecified, but not PFS legal
Viridium - Unspecified
Bone - No
Bronze - No
Gold - No, it looks like, nothing explicitly specified.
Obsidian - No
Stone - No.
These are the special materials form the PRD, not from all the splatbooks.
I know, off the top of my head, because I use it, that the silversheen material from the Qadira (I think, might be Osirion) sourcebook includes masterwork cost in its price.