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1) Probably not., I believe this discussion came up on another thread, not long ago, and the concensus was that it wasn't PFS legal to hand out "temp" chronicles. Especially since the chronicle can give spoilers....
2) First off, 1 XP/2 PP implies that you are running it over three sessions, not two, since the reduction is by 1 XP and 1 PP per session missed. Gold gained has little to do with the gold rewarded, by the way, instead, it, too should be reduced by 1/3 per session missed.
As I mentioned above, it is possible, as well, that the chronicle gives out spoilers for later encounters, too.
Best way, IMO, to handle it:
If they include new or irregular players, request contact information on your sign-in sheet, so you can get them their chronicles if they aren't there for the final session.
Note: For a multi-session game, like this one, use a custom sign-in sheet, with check boxes for each session, so you don't have to remember who showed up for which session later.
1) After selecting the PFS PC option, make sure you check to make sure that only the books/PDFs you own are checked, so it won't offer you options that you don't have the rules available for.
2) As I am sure you know, verify the math HL uses. It is, usually, correct, but some options won't, necessarily, get added, or added incorrectly. Remember that it never hurts to be able to tell the GM, or another player, how your PC got that +X to hit or damage from, if asked.
3) If you use any combat maneuvers, have the numbers handy. Unless you use one of the custom output sheets, HL doesn't include much more than the basic numbers for CMB & CMD.
4) As I am sure you are aware, and it won't apply until you level your PC past first level, you can create multiple versions of the customizable Favored Class Bonuses in HL, so a human Fighter, for instance, could take that +1 to Trip and Disarm CMD for FCB for 1st level, and +1 to Disarm and Sunder CMD at 2nd, etc.
5) In the Configure Hero options, along with the book checkmarks, there are some others that should be checked or not, as appropriate. PFS Advancement, for example, should be checked. Emerging Firearms should be the firearms radio button selected. I usually try to remember to uncheck the NPC classes option, for instance.
Be careful with any add-ons, like the Community Bestiary, as they can add options that aren't PFS legal.
6) Along with the Guide, which shouldn't have much changed, other than the new factions and changed allowed non-Core races, be familiar with the Additional Resources web page, as that shows what options from anything besides the CRB is legal (for the hardcover line) or illegal (for the other book lines) for PFS.
Oh, and welcome to PFS!
... when the only DPR in the party seems to be coming from the archivist bard.
I am the GM, and, from what I know of the party so far, for my RotRL game, I am not sure they'll survive the first combat.
6 players, haven't heard in any meaningful way from two of them, but I think I remember hearing something like Paladin/Oracle and Rogue.
On a more thread appropriate topic: Casting defensively.
I know that I wound up killing a first level Witch PC because he decided to cast cure light wounds while adjacent to an enemy. Then again, it was a Witch (d6 HD), Con 8 (Why?), and I am confident the FCB was not in a hit point, standing next to a creature whose damage on a normal hit was 1d6+4, which proceeded to crit on the AoO, doing 2d6+8, on a PC with 5 hit points, and an 8 Con. Ugly. Yet, if he had cast defensively, it wouldn't have gotten the AoO.
Fighting Defensively or using Total Defense with 3 or more ranks in Acrobatics. Worth the expense of 3 skill ranks, even in a 2 skill point per level class.
Combine it with Combat Expertise, and your AC can go through the roof.
Another tidbit: While some weapons, even though counted as one-handed, don't get the 1.5 Str modifier when used two-handed, that modifier still applies to power attack when done with that weapon.
June Soler wrote:
Heh. I am starting up a home game, for RotRL, and I am trying to gently hint that my players should stay within Core for races.
Sigh. Subtlety isn't working. Now, I get to try and fiugure out if I really want to deal with a Peri-blooded Aasimar, and a catfolk. Meh.
Then again, on the positive side, at least I have heard back fromn these two as to what they want to play...
Catfolk? Who needs catfolk? I am herding cats...
Actually, for the non-Tetori, non-Slumber witch party will still see a serious difficulty increase, unless, for some odd reason, all those Inquisitors are tacticed to not use their Judgments.
There is a Tier 7-11 with a bunch of mooks, and an invisible caster, which has all but the caster as Inquisitors, using their judgements. It was a pain. ANd I think it was another from the Care Baird.
Heh. Wait until you get to module play, where you defeat an encounter, go through the gear found, and go, "Wow! That would have been the perfect item to have DURING this encounter!"
That can also happen during earlier season scenarios, too. Had a party find a wand of knock, while they were trying to open a bunch of locked things, but they didn't have anyone who could identify it. And it doesn't show up until you open the final container, which also reveals the key to the door out.
First Steps, Part 1: In Service to Lore
FAQ edited for clarity:
Players are welcome to exchange spells with each other during an adventure. They must still follow all the normal rules as put forth in the Core Rulebook and their class descriptions (for instance, an alchemist can scribe from a wizard, but not vice-versa) and they must not bog the session down. In this instance, there is no fee charged for access, but normal ascribing costs must be paid.
Similarly, scrolls found during an adventure can be used to add spells to spellbooks and similar class features (such as a witch's familiar), using the normal rules for doing so. Scrolls used in this way during an adventure do not need to be purchased, but are still consumed as normal. In this instance, normal ascribing costs must still be paid.
With either method, the GM should sign off on the spells gained (after witnessing successful skill checks, note that the spellcaster can Take 10 for this Spellcraft check) on affected players' chronicle sheets. All other methods of gaining new spells (such as by gaining a level or purchasing access to an NPC's spellbook) function as described in the Core Rulebook and relevant class descriptions.
In the instance of copying spells from an NPC wizard or other spellbook user's spellbook, they will charge a fee for the privilege of copying spells from their spellbooks, and this fee, as per the CRB, is equal to half the normal cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells do not change the fee in PFS.
Above is my attempt to make an update to the FAQ for clarity
Note: This is my opinion, so weigh it how you will.
OP: You started this thread the wrong way, and the thread deteriorated from there. You have PFS GMs posting that they are going to screw their players, apparently without warning, rather than trying to make the game a fun experience.
Now, again in my opinion, the proper way to have approache dthis was to do a "Please remove this item from the legal list for PFS" and then post, in a clear, non-emotional way, the Pros and Cons of this ability, and why the COns outweight the Pros for PFS play.
For a good example of this, from the other side, look for the thread that, finally, got Magical Knack made legal for PFS.
I am posting this thread in hopes of getting Pageant of the Peacock removed from the PFS legal options.
Link to actual PotP write-up on the PRD, if it is there.
Pros of this bardic masterpiece:
Cons of this bardic masterpiece:
Thank you for taking the time to read this post, and taking the legality of Pageant of the Peacock for PFS under consideration again."
Hopefully, you would have people responding to your thread with reasons for more Pros and Cons, rather than deciding, unilaterally, that an item does not work the rules say it should work. Less acrimony, and probably something someone could read past the first 20 posts.
I believe in such a case you simply scratch off all items and get the 500 gold. Because a first level would not be eligible for any of the tiers of a 7-11.
Incorrect, for applying a non-first level pregen player credit to a first level PC:
GtPFSOP, page 6 wrote:
You may also opt instead to apply the Chronicle sheets earned with a non-1st-level pregenerated character to a 1st-level character with the amount of gp gained reduced to 500 gp (or 250 gp for characters using the slow advancement track). You do not lose access to any of the Prestige Points, boons, or items listed on the Chronicle sheets that were earned during the adventure.
GtPFSOP, page 29 wrote:
If you play a non-1st-level pregenerated character, you may apply credit from the pregenerated character to one of your 1st-level characters, with the gp gained reduced to 1,398 gp (or 699 gp for slow advancement track characters).
Try this direct link
Note that that link is only for printing a single copy, not for organizers/coordinators printing multiple copies to lend to GMs.
Well, there is that Ranger who hates Clerics, with Humans as favored enemy, also in Tier 1-5, IIRC.
Well, if he is a caster, you can probably handle any AoO he can make, and, as a Barbarian, you might have enough movement to just move past him during your turn.
Move past him, so he can only run towards your teammates, or suck up an AoO to get past you. Accept the potential penalty, since, again, his normal attack damage is probably going to be "not much." and do a trip when he provokes. You should have a good shot at it, unless he is a very strange build, even with any AoO damage added to his CMD...
As part of a full attack action, woul dthere be any problems, in your mind, if, on the last iterative,the one with the lowest attack bonus, the PC used that as an Aid Another attack, against AC 10, instead of against the target's real AC?
Overall, you would be sacrificing your worst attack, the one with the lowest chance to hit, to give an ally a +2 to hit or AC. And, at higher levels, that can still be an easy number to hit. -15 from an attack that is at +20 BAB, +11 Str, +5 Enhancement, +1 WF, +1 GWF, +4 Weapon Training, is going to have a hard time missing AC 10...
Malachi Silverclaw wrote:
Not from haste, I agree, but there are actually spells, like gallant inspiration, that can do that kind of thing.
Auren "Rin" Cloudstrider wrote:
Huh. Tell that to my PC who was almost killed by a "young" creature whose poison, even after the young adjustment, had a DC 16 Fort save for a party at APL 5 or so.
And it delivers the poison through ranged attacks using quills. So, the save is slightly easier, but it hits more often, doing slightly less damage per hit. That, to me, adds up to an ugly situation for the PCs, especially since it also gets a higher initiative, so it is flatfooted for less time...
Note: Be very, very careful with the Young template.
There are some creatures for whom the template is a boost, overall, rather than a reduction, in abilities.
As an example, anything with Weapon Finesse improves its ability to hit with this template, and its AC will also, usually, go UP.
Edit: Fixed some typos.
So, Scythia, does that mean that my Ranger or Paladin PC can take Boon Companion as his third level feat?
You could climb up a total of 1.25', since without a climb speed you move at 1/4 speed.
Feats like this one are designed and work in two dimensional space, not 3D.
So, overall, you cannot do so, unless you are playing a PF game based on the PCs being the Three Stooges. Now, since your PC is a Kobold, it is entirely possible that you are playing the Three Stooges in PF.
Final answer: Ask your GM.
1) For most such abilities, you would get any and all modifiers from the first roll applied to the reroll.
2) What part of "another attack roll with all the same modifiers as the attack roll you just made" is hard to understand?
Now, if you have modifiers that come into play on critical confirmation rolls, they would be in addition to the original modifiers, but you would get the original modifiers as well.
If someone rolls a crit threat while using True Strike, as an example, the confirmation roll also gets the +20 from True Strike.
Well, also remember that some modules only award 1 XP:We Be Goblins!
Master of the Fallen Fortress
We Be Goblins Too!
Dawn of the Scarlet(?) Sun
Risen from the Sands
And, of course, if you miss much of a multi-session module run, you might get less than the 3 XP reward...
Seems that teh time to run this one swings, at least for me, wildly. The first time I ran it, it took two sessions. MNost times I have run it since, it takes 4-6 hours. The last time I ran it, we ran the full 6 hours plus, and the players only barely completed one of the branches, ending with defeating the crickets. Ran out of time, no time to schedule another session to complete it, so awarded 2 XP instead of the full 3.
Mark Seifter wrote:
Otherwise, what would that "bound" actually mean? Is there any way to make that word make sense while disallowing coup de grace with tie up?
Mark, just to disambiguify, maybe add one more potential step to grappling after the first Tie Up, which would require a tied up opponent, and, if successful, would leave them with the bound condition?
Tied up would be unable to normally escape, bound would be mummified in ropes/chains/what-have-you.
Just as a thought.
Okay, let's start with the PFS FAQ for Ranger's Animal Companion:
As a ranger, what list of companions can I select my animal companion from?
Okay, from Additional Resources:
Below is a specific list of Paizo Publishing products and the equipment, traits, deities, spells, feats, and classes contained within that are legal for play in Pathfinder Society Organized Play. While most of the Pathfinder RPG Core Rulebook is legal for play (with some feat and spell exceptions), these additional resources give you new character options. If a product does not appear on this list, then it is not considered legal for play. This list will be updated frequently as new products are released.
Pathfinder Roleplaying Game: Bestiary wrote:
Animal Companions: ankylosaurus, aurochs, brachiosaurus, dire bat, dire rat, dolphin, elasmosaurus, electric eel, elephant/mastodon, frog, goblin dog, hyena, monitor lizard, moray eel, octopus, orca, pteranodon, rhinoceros, roc, squid, stegosaurus, triceratops, and tyrannosaurus; Familiars: all familiars listed on pages 131–133; Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source. Other: all creatures in this book are legal for polymorph effects (including a druid's wild shape ability) within the boundaries of each spell or ability's parameters.
So, nothing that defines a legal source, other than being listed in Additional Resources, and the option being listed as legal, or not listed as illegal, depending on format of the section it appears in.
So, Bestiary is on the list of legal sources for Animal Companions.
Is this a feat? No.
However, as it is not included after the Animal Companion title for the Roc, I think that may be what is causing the difference of opinion.
From the Bestiary, page 236:
Don't you just love blanket statements, especially when they are not true?
My 5th level Gunslinger, being a plain vanilla Gunslinger using a musket, has only a handful of kills in multiple scenarios, the main one being an evil monk in one scenario that he confirmed a crit on, so did 4d12+4 (Point Blank Shot) to. IIRC, I rolled extremely well, and did a whole 35 points of damage.
On average, with a single shot, doing, up to this level, 1d12+1, he gets in maybe one shot, scratching the target, then the various melee builds go to town, doing multiple times his damage, and totally squishing the target.
Seriously, at low levels, the Gunslinger, and I have GMed for several, is lackluster. 1d8 or 1d12, at best, with +1 or +2 on a good day...
Feast of Ravenmoor:
It is pathetic when the Gunslinger "shines" by doing 2 or 3 points to a target reliably, but also because no one else, in a Tier 2-4 scenario, has a ranged option. I am sitting there GMing, and thankful for the PCs because my NPC's range options are fairly innocuous, otherwise there would have been a TPK in that encounter.
If that wall-climbing NPC caster had had a serious damage spell, the party would have been toast. If that NPC had been an alchemist, with bombs, that party would have been toast.
You know, if more PCs carried some sort of ranged option, other than dedicated archers, Gunslingers wouldn't have the reputation they have, nor would some TPKs have happened. YMMV.
So, how do you, the Druid, get a Roc AC? It isn't a rules source, so the RULES for Roc do not exist?
Additional Resources says these ACs from the Bestiary are legal.
Bestiary says that Druids and Rangers can take these ACs, as part of the information on the AC.
I am missing your disconnect. Explain.
Additional Resources says that the Roc from the Bestiary is a legal Animal Companion for PFS. Correct?
So, where is your definition differing from mine?
If a legal Animal Companion from any Bestiary says that they are a choice for Ranger, Cavalier or Paladin, you are saying that that Animal Companion would not be a legal choice?
As per Finlanderboy's quote, it sounds like that GM confused the extra, same type as the weapon damage from sneak attack damage, with the rider status effects that can come from other types of attacks, like a snake bite's poinson or a monk's Stunning Fist effect.
For example, if you use a poisoned dagger, with a 7 Str, and do 1 point of non-lethal from your 1d4-2, to someone who has DR5/Lethal, your poison doesn't get through, because none of the base dagger damage got through. Without that DR/Lethal or equivalent, though, the target would still get poisoned.
But that applies to ridfer effects, not additional damage sources. Sneak attack is handled in many ways like Flaming, where it does damage as long as the condition to get it is met. Like FLaming, it isn't multipled on a critical hit, but, per the sneak attack rules, it gets added to the regular weapon damage before DR is applied.
Kobold Cleaver wrote:
He could make a full attack, and get the normal number of claw attacks, while grappled.
That is assuming its claw attacks are single claw, not a double-claw attack, which it couldn't do while grappled. ;)
As mentioned above, unless you can rapidly move something from grappled to pinned, or it is only using a two-handed weapon, there is a good chance the grappler will be .... unhappy ... during that first round of grappling.
And, if the grapplee has friends, it can be even uglier for the grappler...
And they did NOT interpret it differently, you just need to actually LOOK at the product to figure out how to add additional instances with different choices.
Unfortunately, computer products are not always straightforward, as you have to make choices between obvious and how much screen size you can spend on it.
Yep, and this is the same way you would set it up for, say, the Human FCB for extra spells for Sorcerer, where you would need to add one for each spell level, if that is how you wanted it to apply.
For fun I was considering a Knife Master Rogue build and I was looking for a way to make my kukri's do bashing damage for Sap Master... huh, now I can. I think a feat like this will have much more build combo uses than the use you are describing in the long run.
Believe me, I was just describing one, simple, use for it.
For a Lore Warden Fighter, who odds on already knows what kind of DR his target has, it is just icing on the cake.
For any melee type, it is a way to reduce the golf bag of weapons, and, in the long run, save money on extra weapons, past your spare, so you can have a nastier primary weapon, or a better backup weapon.
Ummm, you should compare it to the real situation, which is entirely different.
+3 weapon, and a non-magical, probably non-masterwork, cold iron backup weapon.
So, all you are paying for the cold iron weapon was, worse case scenario, 100 gp for a cold iron greatsword. If it needs to be magical, oil of magic weapon for 50 gp, if you don't have some other way to do it, like the Magus Arcane Pool, or a friendly spellcaster.
Basically, if your BAB is below +5, you can spend a swift action to change your grip on your weapon, changing the damage type between B, P or S, as you desire.
Once you have a +5 BAB, it becomes a free action to change your grip.
"I full attack."
So, as your iteratives mount, and you add in Haste or equivalents, it doesn't take long, even without Knowledge, to figure out what kind, if any, damage type DR your target has.
Of course, for some melee types, with immense damage throughputs, DR seldom matters much, anyhow.
If you can talk your DM into using the optional rule, from 3.5, for rolling a new initiative every round of combat, it would count then...
But I suspect that it would also hit the wall of the Law of Unintended Consequences, where other things stop working correctly, or have to have special rules attached to them, like the Ready and Delay actions...
Not really. And there are both feats and items that can make damage type DR a joke.
It all comes down to the party being able to figure out the target's DR information.
And, to be honest, you find archers carrying around a batch of quivers with different kinds of arrows, blanched with different coatings. Which isn't much different than the fighter/melee type with his golf bag of weapons.
I suspect that the new feat, from the Undead Slayer's Handbook, Weapon Versatility, is going to see a lot of play...
Half-elves can take the alternate racial trait Ancestral Arms to gain proficiency with a single Martial or Exotic weapon, IIRC.
Tengu get the racial ability that they are proficient with all swords.
If your game supports Traits, there is Valashmai Veteran, which gives a weaponb proficiency, IIRC; or Heirloom Weapon which allows you to be proficient with a single specific weapon, not even a type of weapon, just the one specific weapon.
so would you recommend doing animal domain since it gives you the same thing you would get otherwise, you just have to wait...
No, no I wouldn't, really.
With Animal Domain, unless you want a fragile AC that dies easily, you have to spend a feat for Boon Companion, to get your AC to what it would be if you had gone for a normal AC, instead of going for the Animal Domain.
Overall, I would recommend either going for the Druid with AC normal mode, or choosing a domain, from the limited list available, that you like, and going that route.
Each has their benefits. Each has their drawbacks.
Some GMs will be "nicer" to your Druid PC if you go for a regular Domain, since ACs can break games. Especially with certain AC builds.
So, sit down, make yourself a Pro and Con list for each Druid option.
Animal Companion: Pros: X, Cons: Y
Then, when you have it all listed out, look over it, and make your choice. It might not be a bad idea, either, to discuss it with your GM and the other players.
As a person who has played Wizards and Sorcerers in the past, some domains might have options that make you more comfortable (Fire domain, for example, gives you access to some of the spells you would be familiar with, like Burning Hands and Fireball)
Further character building stuff is probably more something for the Advice subforum, rather than the Rules Questions subforum.
That makes some sense, what about the domain spells, how does that work, like does the domain you get auto give you another slot, and is that slot only usable for this bonus domain spell you get? I also saw something about spells mattering depending on your alignment but I saw nothing about which spells were forbidden for which alignment, honestly if you know page numbers, that will also help so I can read the info for myself, its just so hard to navigate this book at times
Okay, I am assuming from this question that you are going with a domain instead of an animal companion. It is a choice of one or the other, although the Animal Domain sort of crosses that line a bit.
Yes, assuming that Wis 16 Druid above, he gets 3 Orisons still, but 2+1 spells, with the +1 being a domain spell, only usable to prepare the domain spell, and it cannot be swapped out for the SNA spell.
Alignment restrictions on spells refer to your PC's alignment and the alignment designatoir that some few spells have.
Let's say your Druid is Neutral Good, note that all Druids have to be Neutral in at least one axis, so they can be NG, NE, LN, CN, or True Neutral only.
For a Druid who has NG as their alignment, they usually cannot cast spells with the [Evil} descriptor on them, like Contagion, a 3rd level Druid spell, which has the School Necromancy [Evil] descriptor, so a Good aligned character won't be able to cast it, or even prepare it.
In Core, at least, I don't think many, if any, 1st level spells or orisons for Druids have an alignment descriptor.
Note that I am not where I can look up page numbers, but everything has come from the Core book, and I did a search on the PRD here for Druid, and then just followed the links there for further information.
Why not? It says using the spell, not casting it. By using a spell-trigger item you are actually using the spell. Sacred Summons isn't effecting the spell, it's affecting the spell's outcome. I think this should be FAQ'd.
You are using the scroll, which has an unmodified version of the spell.
For PFS, this is substantiated by looking at the Scrollmaster archetype, which includes the ability, at 10th level, to use a scroll and treat it as though they were casting it. There are also a couple of Magus arcanas that affect rod and wand use in a similar fashion.
Druids are, in some ways, similar to a Wizard, in that they get X spells of each level that they can prepare.
Where they differ is that, where a Wizard is limited to the spells in his spellbook, a Druid can, nominally, choose any spell of an appropriate level from the Druid s[pell list to prepare in a slot.
So, for a 1st level Druid, he gets:
This Druid can prepare any spells from the 1st level Druid spell list, whether two of a single spell, or two different spells, that is his choice.
As a Druid, also, you can spontaneously choose to burn one of your prepared spells to cast the Summon Nature's Ally spell X, where it is the version of SNA equal to the level of the spell burned, or lower.
Just as an example, staying with Core:
Hope that made sense, and clarified it for you.
This exact combo has been in use in PFS for some time now, it is a well known thing.
Heck, PFS had to put in a limitation for a different, and game-breaking, use of similar shenanigans.
That same FCB, on an Oracle with an Animal Companion build, especially if you add Boon Companion to remove any -3 level stuff.
What are the stats for an 18th level AC, and what would it do to a game when in use with 12th level PCs?
per John Compton, for PFS, 2/20/2014:
John Compton, PFS, 2/20/2014 wrote:
Wizard with Cha dump but one of the traits that lets them use Int for a Cha skill. My one Wizard does that. I am possibly going to get the Additional Traits to add another one, as he needs UMD as well as Diplomacy. Darn Thassilonian Specialist forbidden schools.
I have a Fighter, with Cha 7, who, because of vanities (class skill, specialized, maybe World Traveller for Diplomacy) and skill points, is fairly good with Diplomacy. Usually ranks 2nd or 3rd in the party, behind the Charisma classes, and can auto assist on Diplo checks, since he is at +9 or better. Actually, this covers at least two of my Fighter PCs. Not leaders, but they can schmooze fairly well.
Sure, Cha-based classes can do it more easily, but that doesn't mean others can't do it, as well.