General PA question


Pathfinder Society

Silver Crusade 1/5

In part three of the Devil We Know. one of the Qudria faction missions was to plant fake ship disgins in the Admrilty building. in Part 3 our grop ended up not going there so my qdria lost a PA for not planting the papers. MY PC still had the papers at the end of part 4
when we were dealing with the Taldor officials my pc tried to foist the papers on the Taldore officals. But my GM said that PA missions
could not carry over between mods in the same series.

Are there any hard ruls for this for sneaky crafty PC's?

Grand Lodge 3/5

All conditions have to be resolved at the end of a session, diseases, ability damage, ect.

I'm sure that it doesn't have anything specifically stating that you can't do that, but I'm sure that if it wasn't done in the original scenario, it's considered a failure.

Shadow Lodge 5/5

There are rules for sneaky crafty PCs, but they exist within-mod only.

So you're not able to "carry over" your PA items from one module to another, but if you have some awesome way to bypass the embedded skill check during the mod, more power to you. The example I gave Josh back in the day was when we had virtually 100% cover to do something "sneaky" but the mod said we needed to succeed on a slight of hand 20 check. In that instance the GM should recognize that the requirement as written can be bypassed and granted PA.

Basically view every PA mission as time-dependent. From a in-game perspective, perhaps in your case the Qadirans had already missed the boat (pun intended) in getting those papers in place in a time frame appropriate for the needs of your leadership. From a mechanical perspective, it's just not possible to keep track of that kind of information cross-module when as PFS characters we're capable of playing part 1 of the mod in NYC, while we go through Part 2 in Bejing with a completely different group. A cross-mod PA system just can't be facilitated by that need.

The Exchange 5/5

The herald is right. Since there is no tracking of such items beyond the adventure, you have to find a way to get your task done in the adventure. If that means pushing your fellow party members in one direction, then so be it. Lie to them if you must, but get the job done!

JP

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
Lou Diamond wrote:


Are there any hard ruls for this for sneaky crafty PC's?

The max PA you can earn in a module is 2. You failed your mission in part 3 and cannot gain a PA from another module in part 4 which could even result in you earning 3 PA for that session.

Scarab Sages 1/5

I agree with everyone who has responded. ie. end of mod, ends the mod.

Think how hard it would be to track the other, same faction, players at 1st table but not the 2nd table. Would they also get the new PA?

Just the nature of OP. What you suggest, Lou, would be very cool in a home game though.

Sczarni 4/5

Dojohouty wrote:

I agree with everyone who has responded. ie. end of mod, ends the mod.

Think how hard it would be to track the other, same faction, players at 1st table but not the 2nd table. Would they also get the new PA?

Just the nature of OP. What you suggest, Lou, would be very cool in a home game though.

Think of it this way- if your PA were for assassinating character X and you didn't do it, but went out of your way to do it a month later, after your patron was forced to ally with them, would you be praised for finishing the job or admonished for killing an ally?

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