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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.
On the electronic side: Organize!
Keep books in "logical" groups on your iPad, so you can drill down to find the right book quickly.
I use my Google Drive, and a Pathfinder folder, with various subfolders in it, like Rulebooks, Companions (player companions), Campaign (campaign settings), PFS, etc.
My PFS folder contains CharGen (character generation stuff), Scenarios (subsfolders by season, the a folder per scenario), Modules (Subfolder per module,possible subfolders for tokens and such for online); Quests, etc.
Makes life quicker for me. "Where do I find info on Varisia? In my Campaign folder, in the Varisia subfolder, or maybe in the Magnimar subfolder, if that is where the PCs are."
Also, even orisons can break the game. Create water, for example, totally breaks it. Something almost any Cleric, Oracle, etc., can use infinitely.
And, if you allow traits, any caster can add it to their spell list using Two-World Magic.
Any of the Summon spells.
While a lot of the spells aren't written that way intentionally, a lot of them can be used for it.
Create Water, Purify Food and Drink, Heroes' Feast, and this is just off the top of my head form the CRB.
Create Food and Water
Detect Animals or Plants
Elemental Body I-IV
Polymorph Any Object
Purify Food and Drink
Stone to Flesh
Summon (much anything)
Wall of Ice
And that is just a list out of the CRB, with mainly working from looking at spell names and my memory of the spell.
Daniel Myhre wrote:
Although Hero Lab does come close. They regularly update it. Still, there's no way for it to account for things like convention boons or chronicles granting access to something normally not allowed in the format.
Actually, I believe that is handled by ShadowChemosh's add-on, with an adjustment that can let you mark a PC's race,feat, etc. as legal.
3)During combat, if something modifies initiative (such as Ready, or Delay), then change your initiative to the appropriate number.
So, what is the appropriate number when you come out of Delay?
Because it is not a specific you are trying to apply.
Specific would be something like the 3.5 spells I referenced, which were designed to modify your initiative for a combat. They did so, however, by being designed to be cast before you roll initiative, and had instructions on the very limited time period they could be used.
So, since Cat's Grace gives an explicit boost to Dexterity, and Initiative is a Dexterity check, does casting Cat's Grace on someone in the middle of combat modify the initiative roll they made at the beginning of combat?
If so, please cite the rule that allows it, or the reference in the spell that it changes your initiative, and not just your initiative modifier.
Let us also consider the spell mentioned earlier, Unprepared Combatant:
It doesn't say they take a penalty on their existing initiative, just on initiative checks. So, future initiative checks.
Consider Cat's Grace:
That would include giving them a +2 bonus to initiative, when such checks are rolled.
How does it modify an existing roll? It doesn't. Neither does Unprepared Combatant.
They would have to include specific language in them to allow such modification, they do not, otherwise, change pre-existing rolls.
Would Cat's Grace allow all the arrows shot earlier in the same combat, that missed by one or two, to retroactively hit? After all, that is one of the benefits of gaining a +4 to your Dex, that your ranged attack rolls go up by +2...
Only if they say, explicitly, that they modify existing Initiative rolls made before the spell is cast.
Let us consider a simple spell, one everyone knows.
At the beginning of combat, you roll an Initiative check. The results are resolved as your initial position in the Initiative Order chart/table/what-have-you.
And, just because we can, let's consider this in light of a very similar spell, Bull's Strength.
No, that way lies madness. Modifiers only modify new rolls, unless they carry an explicit reference that they also apply retroactively.
None of the spells referenced, so far as I have seen, do that.
3.5 had a set of spells that explicitly applied to Initiative for the current encounter, but they also had explicit information that that was how they worked, and they used actions for the casting in compliance with that definition.
One of the benefits of playing a Human, their alternate FCB for Sorcerer. For the first three levels, you can use it to get extra cantrips. At fourth level and higher, extra 1st level or higher spells known, as apprpriate.
My human sorcerer, just using the regular known cantrips, and this FCB, has 8 or 9 cantrips available. This lets him do some duty as a swiss army knife, since there are many places a cantrip is just right for the job, so he gets to save his 2nd level spells slots for when that kind of power is needed.
I want a +5 Dueling, Dueling rapier.
For new modules, it still arises. For the old, 32 page modules, it was one and done. For new, 64 page modules, it has varied in the number of chronicles, and whether there was a bonus chronicle available.
Remember that the new modules also cover multiple levels, from 4-7 or so, as far as I have seen. And, for example, in Dragon's Demand, IIRC, not all the content was actually sanctioned for use in PFS mode.
Does anyone here actually think that initiative is a fixed number after it's rolled? Seriously?
Actually, as an experienced GM, I consider your initial Initiative score a throwaway number.
Once the starting order is determined, you can ignore the numbers. Between Delays and Readies, the initial Initiative order seldom survives more than a single round or two.
Yes, it makes adding reinforcements a bit more difficult, but, honestly, they should get added (invisibly) to the initial order, so you know when they are moving toward the fight, and when, exactly, they will show up.
Of course, for many combats, unless the reinforcements show up quickly, you are going into a new Initiative anyhow...
Same kind, is that same skill, or same kind, like social skill, physical skill, mental skill?
And, yes, actually, I have seen a fairly good reason given in a thread somewhere on how a good Appraise or Perception check could provide a circumstance bonus to someone's Climb check. Of course, that wasn't a true Aid Another....
Skeleton CR 5
NE Huge Undead
Init +8; Senses darkvision 60 ft., low-light vision; Perception +10
AC 15, touch 12, flat-footed 11 (+4 Dex, +3 natural, –2 size)
hp 45 (10d8+0)
Fort +11, Ref +7, Will +7
DR 5/Bludgeoning; immune to cold; undead traits
Speed 40 ft., climb 20 ft.
Melee bite +11 (2d6+12)
Space 15 ft.; Reach 10 ft.
Special attacks: none
Str 27, Dex 18, Con ---, Int ---, Wis 10, Cha 10
Base Atk +3; CMB +11; CMD 15 (can’t be tripped)
Feats Improved Initiative
None (as it lost grab)
You have to be playing sub-tier 6-7 in a 3-7 to run into it. It costs 500 gp in onyx to animate. And it is not very scary at all, since all the Mythic stuff just goes away in the translation, and so does most of the Advanced template, other than a few minor things. I think it hits a little better and does a small amount of damage more because of that template, and has slightly better Reflex and Fort saves. It's AC sucks, even with the bonus to Dex from Advanced.
Yeah, all that passage is saying that it is not Always Available, that you must meet the fame requirements for it to own it.
Or, for 2 PP, bypass the Fame requirements.
Items that a 1st level PC might want to buy for 2 PP after their (usually) first game:
And lots more.
Ummm. As mentioned by another poster, whip does have the Trip property.
And, along with the ability to just drop it instead of falling down yourself, that also means that you can drag and reposition with the whip.
Combat Maneuvers Blog
Overall, this means that whips are not, necessarily, the weak sauce they would at first appear. Especially if you take the Whip Mastery & Improved Whip Mastery feats. Then again, as the defender with a reach weapon, I just love to mess with enemies charging me.
In short, unless you cannot be tripped, and use only your natural weapons, never, ever, charge an enemy with longer reach than you.
It doesn't matter if they don't have Improved Trip or Improved Disarm, if you cannot reach them when they provoke for trying to trip or disarm you.
And it gets even worse if they are actually built for those maneuvers. Greater Trip and Improved Disarm are just ugly for the charger, since there is now a good chance (remember, penalties to AC, likethe -2 for charging, also apply to CMD) that he is now prone, and without a weapon while being inside the threatened area of an enemy. Especially since that enemy is likely to have Combat Reflexes and a fair Dex...
Rich Parents is not a good trait. "It's a trap!"
900 gp to start is nice, but quickly gets eclipsed in a normal gold campaign. All it really does is start the PC with first level NPC gold.
Once a couple of levels pass by, the extra 750 gp becomes statistically meaningless.
Compare that with one of the traits that gives +1 to a saving throw. Take one to bolster your worst save, like Will for a Martial, and the benefit is noticeable both immediately, and throughout the game.
And then there are the ones which get better as you level, like Fate's Favored, which doubles any Luck bonus. Initially, not a big deal, but as your PCs level, they can get access to spells and items that give luck bonuses. Jingasa of the Fortunate Soldier, Luck Stone, Halfling's Luck, etc.
Overall, Rich Parents gives a slightly better beginning AC or chance to hit, but it quickly gets hidden by normal gold and items gotten. Or allows an archer build to actually start with their weapon....
josh Newton wrote:
@Andrew: Any ideas on how to make this work?
According to your comments, these items either won't work at all, or should not be legal for PFS, even though they are specifically Golarion in theme.
Jack Brown wrote:
The key thing here is that you will never be able to buy a scroll of lesser restoration created by a paladin as a first level spell in PFS unless it is listed on a Chronicle sheet.
Not as a jerk, but, like many things, this was a rules question not specific to PFS. It is something the PTB at Paizo need to clarify, so that it doesn't require house rules to work right in every campaign. In which case, it is a question that belongs in the Paizo/Pathfinder/Rules Questions forums, so it can be clarified, FAQed and/or errataed.
Joe the First wrote:
Ummm, why delay? Liberating Command is an immediate action spell...
Being hit ends a sleep type effect, NOT color spray.
Sleep, the spell, specifically calls out that someone can use a standard action can wake someone up, or that damage taken ends the effect. Color spray, on the other hand, does not.
and, in addition, whether asleep or unconscious form being low level and hit by color spray, the person is a valid target for a special attack called a coupe de gras, which is an automatic crit, and, if the target survives the damage, also requires a Fortitude save or die, with the DC of the save being 10 plus the damage done.
Secondly, look at the Sorcerer. As they always get spell levels after the Wizard, they always have to make caster level checks for spells of higher level. It may be a null check, but they have to make a check.
Part of your problem is that you have not been making a reasoned request, but making an emotional outburst, and it is generating a negative response because it is emotional, rather than reasoned. It sounds like crying, rather than a rational point of discussion.
Request For Clarification of Rebuild Rules Or Alternatively Further "Grandfathering" After Recent Errata
Andrew Christian wrote:
And by picking a race for an FCB that is significantly better than any other FCB out there, and makes that character significantly better at doing something by 50% than maybe even the primary class that has that ability, then something is askew. Apparently the design team agrees with me.
It is statements like this, which is both false and misleading, by people who should know better, that makes me sad that they are in positions of pseudo-authority.
For an example, not only did Aasimar get the +1/? to their Oracle level for the purposes of determining the effect of one revelation, but it was also an FCB for Elves, and therefore, Half-Elves, as well.
So, since three races have it, it no longer qualifies as " picking a race for an FCB that is significantly better than any other FCB out there".
And that completely ignores the effects of other FCBs that were, and are, still better than this very limited benefit.
An Elf Oracle could use a single revelation, for every two levels of FCB spent, as though he were one level higher. For the Life Oracle's channeling, as an example, that was a benefit that kicked in for a visible effect only for one level out of two.
A Human Sorcerer, on the other hand, can get an extra spell known every level. That is something that takes effect right from the get-go, and has additional effect every level, not every other level.
Which one is stronger? Which one hasn't been changed, even though it was already stronger to begin with?