Character Creation: What do you wish you knew?


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Dark Archive 3/5 **

sieylianna wrote:
Also, anyone with a Charisma of 12 or higher who does not have UMD as a class skill should choose the dangerously curious trait.

I'm sorry, but...why? While it is very useful to be able to access scrolls/wands/other spell-activation items outside of your class' spell list (or even better, if you don't get spell casting at all) the skills DCs make it rather unreliable until later levels unless Charisma is one of your primary attributes.

For example, with a 14 CHA (+2), Dangerously Curious (+1), the class-skill bonus (+3), and assuming you take 1 rank every level....

Activate a Scroll of Cure Light Wounds (DC 21):30% Chance of Success at Level 1 scaling up to 85% Chance of Success at Level 12. Odds do not shift in favor of your success every time (<50%) until level 5. They do not reach a point of being significantly in your favor until level 10. A '1' is an automatic failure to activate, adjusting your success rate here by -5% automatically.

Activate a Wand of Cure Light Wounds (DC 20): 35% Chance of Success at Level 1 scaling up to 90% Chance of Success at level 12. Odds do not shift in favor of your success (<50%) until level 3. They do not reach a point of being significantly in your favor (<75%) until level 9.

And these are just basic uses of the skill, without getting into higher level scrolls. While I generally do not make the goal of any skill to be 'auto success' in the roll, this skill is often used to create a 'backup' healer via a Wand of Cure Light Wounds. Failure can make a huge difference in a combat situation.

Further, keep in mind that in the case of scrolls from class lists using different primary ability scores you must ALSO emulate the necessary ability score if you lack it. So if you are trying to use a Scroll of Cure Light Wounds (Cleric) and your Wisdom is 10, you must 'emulate' a score of 11 via a Use Magic Device roll of DC 26 (Your Roll-15=Necessary Ability Score to Active; 26-15=11). This is a roll you have a pretty poor chance of making at level 1 with the above setup (5%) and an OK chance (65%) at level 12.

While I do agree that if you plan on utilizing UMD it's best to start early, it is pretty unreliable without a high Charisma (18) and possibly even Skill Focus. And even then, the best possible goal is to reach a point where you auto-succeed (save for natural 1s) in using wands, which all have a flat DC 20. With the above arrangement, that wouldn't happen until you were level 12. But I certainly don't think it's always a wise investment for every character with a half-way decent Charisma.

The above mentioned analysis may or may not have been brought to you by the number of times people have been surprised and confused to hear my social skill oriented Summoner is not a UMD monkey.

Sovereign Court

bdk86 wrote:
I'm sorry, but...why? While it is very useful to be able to access scrolls/wands/other spell-activation items outside of your class' spell list (or even better, if you don't get spell casting at all) the skills DCs make it rather unreliable until later levels unless Charisma is one of your primary attributes.

For in-combat situations you'd want a high UMD, but outside of combat you can just keep rolling and hope you don't roll a 1 before rolling to get to a 20 to activate a wand.

I've been encouraging my players that can cheaply afford to get their UMD to at least a +0 to get it. If you have a low Cha, but have UMD as a class skill, then 1 rank ought to yield a bonus for you.

So if you've got a +1 to UMD, then statistically you'll roll a 19 or 20 before you'll roll a 1, so at that point it's worth it as a backup.

This can be helpful if the only people that normally can cast healing spells is on the ground unconscious after a fight and there are no potions about. I've seen mundane characters with their +1 UMD just keep tapping with the CLW wand and getting the healer back on their feet.

Our last session someone was making a pile of rolls to get a wand of infernal healing to activate. They got off around three activations before it fizzled for the day for them. Then it got passed to someone else with a low UMD bonus and got off another activation before it fizzled.


Theconiel wrote:


Oil of Daylight is good. Anyone (not just casters) can use it to counter Deeper Darkness by pouring it on a weapon.

Nope. A level 3 Daylight spell doesn't increase the light level in the area of a level 3 Deeper Darkness spell.


hogarth wrote:
Theconiel wrote:


Oil of Daylight is good. Anyone (not just casters) can use it to counter Deeper Darkness by pouring it on a weapon.
Nope. A level 3 Daylight spell doesn't increase the light level in the area of a level 3 Deeper Darkness spell.

Yep, that was from older versions of the game where equal levels of magical light and darkness would cancel each other out. In PRPG, you need something of a higher level to reduce or cancel the other.

Grand Lodge

bdk86 wrote:
I'm sorry, but...why? While it is very useful to be able to access scrolls/wands/other spell-activation items outside of your class' spell list (or even better, if you don't get spell casting at all) the skills DCs make it rather unreliable until later levels unless Charisma is one of your primary attributes.

As another poster mentioned, it is for wands for out of combat healing. At level 1, with Charisma 12, 1 rank in UMD and the Dangerously Curious trait, you have a 6 in 20 chance of activating a wand. You have a 1 in 20 chance of not being able to activate that wand until the next day.

Being able to heal up between combats is a lifesaver, when you may not have a cleric/oracle or other healer type at your table.

Silver Crusade 5/5 5/5 **

Dessio wrote:

Not to be a hater but seriously wish I understood how (crappy) Tactician class ability and Teamwork Feats are in PFS before I made a cavalier.

I'm creating a cavalier character right now. I don't understand why this is as bad as you say

I'm taking Precise Strike (+1D6 for everybody flanking). While I definitely understand the issues with only being able to do this once a day and it costing me a standard action that still seems quite valuable to me. All melee types getting +1D6 whenever flanking can be huge with many parties. If worst comes to worst I can always dismount and flank with my wolf.

Note: I'm not arguing. I'm seeking further explanation of what I'm missing

2/5 *

My advice:

My advice is to roleplay your character as your primary objective, which means on occasion not completing your faction mission, and on rare occasions your PF mission.

Read the "PF Organized Play Guide" thoroughly. Most questions are answered in there.

PFS is a neutral campaign, which means your objectives aren't always going to be "good", they're often quite mercenary.

The PF creed is to explore, report, and cooperate. Regarding cooperation, your groups aren't always going to be good aligned or do things you like, and your PC has to accept that it's a fact of life. In other words, don't make a zealot PC and expect it to last long in PFS.

In PFS there is no PVP allowed, you have to let other PCs "conduct their business", and you can't bully other PCs. And no cheating of course. And then there is the unwritten "don't be a jerk" rule which encompasses that and more.

Swarms are a lot more common than you think, even at low levels. Bring AE (alchemy fire) and be prepared to run.

The weakest classes are rogues, monks, and sorcerors; especially if built poorly.

In order to complete faction missions, skills (or creative solutions) are needed. The most commonly used skills in PFS are Perception and Diplomacy. To complete faction missions you often need Linguistics, Stealth, Bluff, or Sleight of Hand, but it varies.

PFS PCs cannot "play up" across tiers. For example, a level 1 PC cannot play in a scenario for levels 3-7.

PCs can only "play up" one subtier in a scenario. For example, a level 1 PC can play in a 1-7 scenario at the subtier 3-4 range, but not at subtier 6-7.

Combat in PFS scenarios in general is not challenging. Almost all of the time, where it's legal, you can and should "play up".

It's almost always a good idea for the GM to change some of the fluff in a scenario.

Sneak attack in PF works on almost all opponents now, unlike 3.5. For example, it works on undead.

Elves are hated. :) Just kidding.

Race and religion aren't a factor in most scenarios, at least not enough to sway PC generation. I've seen Sarenrae featured a few times.

It's a good idea to buy an wand of cure light wounds as soon as you earn 2 prestige points. (You can buy any 1st level wand with 2 PA, which is extremely useful).

Btw, I liked the previous suggestions other have mentioned.

Liberty's Edge 1/5

hogarth wrote:
Theconiel wrote:


Oil of Daylight is good. Anyone (not just casters) can use it to counter Deeper Darkness by pouring it on a weapon.
Nope. A level 3 Daylight spell doesn't increase the light level in the area of a level 3 Deeper Darkness spell.
Daylight Spell Description wrote:


Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

(emphasis mine)

This description is from the PRD on this web site.

As I understand the rule and interpret this description, if Deeper Darkness (3rd level) and Daylight (3rd level) are in operation in the same area, the normal light condition prevails.

Edit: The prevailing light condition might mean that it is dark in the area. It might be impossible to see without low-light vision or dark vision even when the Daylight spell is active.

Liberty's Edge 1/5

My 2 coppers on UMD:

It is useful. The entire party was unconscious, some bleeding, except me (rogue with 10 CHA and a few ranks in UMD, a class skill). I managed to activate the witch's wand of CLW on the witch; the witch took over from there. The non-caster's using UMD is likely to be circumstantial and infrequent. But it can be invaluable on those rare occasions when you need it.

Edit: See Mok's post above.


sieylianna wrote:
bdk86 wrote:
I'm sorry, but...why? While it is very useful to be able to access scrolls/wands/other spell-activation items outside of your class' spell list (or even better, if you don't get spell casting at all) the skills DCs make it rather unreliable until later levels unless Charisma is one of your primary attributes.

As another poster mentioned, it is for wands for out of combat healing. At level 1, with Charisma 12, 1 rank in UMD and the Dangerously Curious trait, you have a 6 in 20 chance of activating a wand. You have a 1 in 20 chance of not being able to activate that wand until the next day.

Being able to heal up between combats is a lifesaver, when you may not have a cleric/oracle or other healer type at your table.

Actually works out slightly better.

Cha 12, Dangerously Curious trait, 1 Rank in UMD, 50gp MW Tool for UMD

+1 Charisma
+1 Rank
+3 Class Skill
+2 Tool
=====
+7 to UMD

Even if you never take another rank, a 13 on the die (40% chance) activates the wand. Cost - 1 trait, 1 rank, 50gp

For a slightly higher investment:

3000gp Circlet of Persuasion (+3 to all charisma based checks, which in itself is durn useful in PFS)

1 Rank per level

At 6th level:

+1 Charisma
+6 Ranks
+3 Class Skill
+2 Tool
+3 Circlet
=====
+15 to UMD

A 5 on the die (80% chance) activates the wands, and you can't fail by 10 or more so no chance for a mishap. (A 1 still hoses you for the day, so carry a second wand of CLW or Infernal Healing).

3/5

I wish that they had a list of most useful skills for a particular faction.

If everyone is supposed to be an island to themselves when completing their faction mission, it would be nice to work towards those skills. Diplomacy for Andoran, Diplomacy and Appraise for Qadiran, Sleight of Hand for Taldoran, K(planes) for Cheliax, etc. Why would you join a group where they repeatedly ask you to perform tasks for which you are ill suited? A thieves or healer's guild has known skills and roles which a person can work towards; what skills do you need to work for the Sczarni? The lantern lodge? Do the faction rewards help you achieve those skills?

I find that my recently retired Andoran Eldritch Knight, CHA 7, ended up with a diplomacy of +13 at level 11 just to complete a fair portion of his faction missions. I never intended for the character to be a great talker or diplomat. Yes there is personal development as the character matures, but it would be nice to know what one is getting into before joining a group.

Mark Moreland wrote:
You're not the only one who feels faction competition isn't being utilized as well as possible. We're exploring a few options but have nothing official to announce at the moment.

I have mixed feelings on this; it would be nice if player actions had actual major effects on the game world. If one group collected information that prevented, say, a war from starting or some major menace from manifesting, that would be interesting. It would be more interesting then, say, merely helping some VC's star rise in the Pathfinder Society.

But having players directly competing against one another isn't desirable either. Of course, when political storylines are involved, there is always a danger of player competition occuring.

In contrast to the each character as an island, I prefer cooperation among players at a table on all faction missions *whenever* possible, especially since some poor sap desperately trying to complete his mission while the main story is transpiring is highly distracting (although it does result in occasional amusement).

Like some, I have started characters whose goal is to complete as few of their faction missions as possible (without sabotaging another player) simply because most faction mission seem petty and pointless.

Personally, my favorite scenarios in previous organized play have generally consisted of highly politicized events... smuggling goods under the noses of the occupying government, defending a castle from an invasion, supporting one prince or other candidate for the throne over another. But that isn't really in the style of pathfinder, with its episodic dungeon delving, lost artifacts, rescue a lost pathfinder nature.

Lastly, I find a curious counterbalancing effect in PFS; parties that tend to be highly socially/knowledge focused tend to do very well in completing faction missions, but their survival rate can be very low because they lack corresponding combat capability. Of course, a skilled player can design a character to do both. However, most are invariably hyperspecialized; their entire existence is based around killing PC's; the raging barbarian orc never had to take Skill Focus (Diplomacy) to keep his faction happy. He merely had to take Power Attack to ensure he kills the PCs.


Theconiel wrote:
hogarth wrote:
Theconiel wrote:


Oil of Daylight is good. Anyone (not just casters) can use it to counter Deeper Darkness by pouring it on a weapon.
Nope. A level 3 Daylight spell doesn't increase the light level in the area of a level 3 Deeper Darkness spell.
Daylight Spell Description wrote:


Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
(emphasis mine)

Agreed, if you could find the object that has Deeper Darkness cast on it and rub it with an oil of Daylight, you could dispel it.

Theconiel wrote:
As I understand the rule and interpret this description, if Deeper Darkness (3rd level) and Daylight (3rd level) are in operation in the same area, the normal light condition prevails.
Deeper Darkness wrote:
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps.

(Emphasis mine.)

Darkness wrote:
Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

Sovereign Court 5/5

pauljathome wrote:


I'm taking Precise Strike (+1D6 for everybody flanking). While I definitely understand the issues with only being able to do this once a day and it costing me a standard action that still seems quite valuable to me. All melee types getting +1D6 whenever flanking can be huge with many parties. If worst comes to worst I can always dismount and flank with my wolf.

That is the one and only teamwork feat that's worth taking. Unfortunately it only lasts 3 turns (until you get some levels), and it costs you an attack on the turn you activate it.

It's been my experience: players won't go out of their way to get the flanks. Rogues will surely appreciate this feat being given out.. but other than that people just won't risk an AoO for the +d6 damage, or they won't give up an attack to double move to set up a flank.

Or, the GM may just be a jerk and play monsters smartly make sure monsters keep 5 foot moving to deny flanks.

And as sour as I am on that feat, it's the BEST one of the lot.

Dark Archive 3/5 **

Fozzy Hammer wrote:

[

Actually works out slightly better.

Cha 12, Dangerously Curious trait, 1 Rank in UMD, 50gp MW Tool for UMD

+1 Charisma
+1 Rank
+3 Class Skill
+2 Tool
=====
+7 to UMD

Even if you never take another rank, a 13 on the die (40% chance) activates the wand. Cost - 1 trait, 1 rank, 50gp

For a slightly higher investment:

3000gp Circlet of Persuasion (+3 to all charisma based checks, which in itself is durn useful in PFS)

1 Rank per level

At 6th level:

+1 Charisma
+6 Ranks
+3 Class Skill
+2 Tool
+3 Circlet
=====
+15 to UMD

A 5 on the die (80% chance) activates the wands, and you can't fail by 10 or more so no chance for a mishap. (A 1 still hoses you for the day, so carry a second wand of CLW or Infernal Healing).

If you're willing to invest the 3300 GP, yes, this works out better. My general argument was against stating that characters above 12 CHA SHOULD take Dangerously Curious & devote ranks to UMD. Now, a high (primary attribute) Charisma, items/feats...the math absolutely works out better.

I do agree that it's awfully helpful out of combat with wands, but I stand by my statement that implying it's a necessity isn't really appropriate stands. The same incident described above involving reviving a witch can be achieved by keeping 1-3 Cure Light Wounds potions on hand.

2/5 *

Fozzy Hammer wrote:
Cha 12, Dangerously Curious trait, 1 Rank in UMD, 50gp MW Tool for UMD

What's the name of the masterwork item that gives you +2 to UMD? And which book is it in?

3/5

Jason S wrote:

What's the name of the masterwork item that gives you +2 to UMD? And which book is it in?

From the Core Rulebook:

Tool, Masterwork: This well-made item is the perfect
tool for the job. It grants a +2 circumstance bonus on a
related skill check (if any). Bonuses provided by multiple
masterwork items do not stack.

Whether or not one can buy a MW Tool for any skill is worth some debate, but many players feel that the 50 gp for +2 is applicable to all skills not otherwise detailed.

Liberty's Edge 5/5

Timothy McNeil wrote:
Jason S wrote:

What's the name of the masterwork item that gives you +2 to UMD? And which book is it in?

From the Core Rulebook:

Tool, Masterwork: This well-made item is the perfect
tool for the job. It grants a +2 circumstance bonus on a
related skill check (if any). Bonuses provided by multiple
masterwork items do not stack.

Whether or not one can buy a MW Tool for any skill is worth some debate, but many players feel that the 50 gp for +2 is applicable to all skills not otherwise detailed.

Just be careful whipping out your diplomacy tool.

Grand Lodge

bdk86 wrote:
I do agree that it's awfully helpful out of combat with wands, but I stand by my statement that implying it's a necessity isn't really appropriate stands. The same incident described above involving reviving a witch can be achieved by keeping 1-3 Cure Light Wounds potions on hand.

Keep in mind that you don't die at -10 in PF, so the typical character could be as low as -13. This isn't 4e where any healing starts from zero, so it will probably take 2-3 CLW potions to restore someone to consciousness. That's 100-150 in gold each time it happens versus 30-45 gold when using a wand of CLW. And you probably bought the wand for 2 PA so it really is zero gold per charge.


Timothy McNeil wrote:
Jason S wrote:

What's the name of the masterwork item that gives you +2 to UMD? And which book is it in?

From the Core Rulebook:

Tool, Masterwork: This well-made item is the perfect
tool for the job. It grants a +2 circumstance bonus on a
related skill check (if any). Bonuses provided by multiple
masterwork items do not stack.

Whether or not one can buy a MW Tool for any skill is worth some debate, but many players feel that the 50 gp for +2 is applicable to all skills not otherwise detailed.

Yep, what you said.

I usually describe it as bits of ornate finery that make my clothes look like I haven't been standing in manure all day.

Or "a simple, yet elegant scepter that gives the impression of minor nobility, or at least mid-high birth, without actually carrying any identifying marks."

Or sometimes just a "decorative brooch showing an aspect of Shelyn", as she is the one god welcomed by all of the other gods.


bdk86 wrote:


If you're willing to invest the 3300 GP, yes, this works out better. My general argument was against stating that characters above 12 CHA SHOULD take Dangerously Curious & devote ranks to UMD. Now, a high (primary attribute) Charisma, items/feats...the math absolutely works out better.

I do agree that it's awfully helpful out of combat with wands, but I stand by my statement that implying it's a necessity isn't really appropriate stands. The same incident described above involving reviving a witch can be achieved by keeping 1-3 Cure Light Wounds potions on hand.

Even if you don't want to invest 3300gp, and you don't want to invest in the trait, just taking 1 single rank in UMD can pay off for those rare scenarios where you have no caster in the party, as long as you have a non-negative charisma modifier.)

"Cleric's down! I could use some healing here!"
"Well, I have a wand of Infernal Healing. Any casters in our party?"
|crickets|
|crickets|
"Well, I have a single rank in UMD. I'll give it a try."
|roll|
|roll|
|roll|
"Hey! look. It activated. Looks like the cleric will be conscious in a minute or so."


Preparing your gnome's practical jokes beforehand saves a lot of time during play. Also, don't forget the fun things in Adventurer's Armory.
Itching Powder, Marker Dye (if you put it on a PC while asleep you can turn their skin bright green, and they can't wash it off for 3 days!), Beast Lure on clothing (for example, Beast Lure - Mosquitoes, or Beast Lure - Weasels coated on someone's underwear).

Sczarni 4/5

Jason S wrote:
Combat in PFS scenarios in general is not challenging. Almost all of the time, where it's legal, you can and should "play up".

This is not always true any more.... from about 1/2 way trough season 2 to the present, there are some very dangerous fights, and some very skill dependent modules. It best if you were usful in both

2/5 *

Cpt_kirstov wrote:
This is not always true any more.... from about 1/2 way trough season 2 to the present, there are some very dangerous fights, and some very skill dependent modules. It best if you were usful in both

You're right, it's not ALWAYS true, it never was. There are exceptions, killer scenarios, even in season 0 and 1.

For the vast majority of scenarios it's true though, the GM just has to keep an eye on the reviews for whether a scenario is easy or killer, and advise his group accordingly.

I "played up" in 6 out of 8 scenarios at Gen Con, had no problem at all, most of them were season 2. I couldn't imagine playing down or the proper tier for many of them. I find it hard to believe that I'm the only one who plays up wherever possible.

Frostfur Captives from season 3 (excellent scenario btw) can be easily played at subtier 4-5 with level 2s.

The players in my home group have advised me that they want to play up whenever possible. And they're playing very non-optimal classes right now.

So I'm not seeing anything to buck the trend so far. Maybe it's different at higher levels and maybe it will be vastly different in season 3. I can't tell you, I'm not an Oracle. :)

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Fozzy Hammer wrote:
Tool, Masterwork

Very debatable... (and in Organized Play it's best to stay away from debates.).

But you can always buy a 200 gp ioun stone for a +1!


Auke Teeninga wrote:
Fozzy Hammer wrote:
Tool, Masterwork

Very debatable... (and in Organized Play it's best to stay away from debates.).

But you can always buy a 200 gp ioun stone for a +1!

I've yet to have a single GM challenge my use of masterwork tools, once the relevant text is pointed out to him/her.

And yes, I'll generally buy an Ioun stone too, for skills that I care about most. (Different bonus types, so they do stack.)


Fozzy Hammer wrote:
Auke Teeninga wrote:
Fozzy Hammer wrote:
Tool, Masterwork

Very debatable... (and in Organized Play it's best to stay away from debates.).

But you can always buy a 200 gp ioun stone for a +1!

I've yet to have a single GM challenge my use of masterwork tools, once the relevant text is pointed out to him/her.

And yes, I'll generally buy an Ioun stone too, for skills that I care about most. (Different bonus types, so they do stack.)

If a skill does not have any relevant tools, then there are no masterwork tools to buy. In addition to UMD, I would rule that the following would not have tools, masterwork or not: Bluff, Diplomacy and Sense Motive. I would also be real iffy on tools for Escape Artist, Intimidation and Sleight of Hand unless the player came up with a real good explanation of the tools. The various Knowledges would also be iffy since the character is not going to be carrying a library around with them.


Enevhar Aldarion wrote:


If a skill does not have any relevant tools, then there are no masterwork tools to buy. In addition to UMD, I would rule that the following would not have tools, masterwork or not: Bluff, Diplomacy and Sense Motive.

Sure about that? Check out this link. Especially the post by Jason Bulmahn, where he states "I think that you can come up with a masterwork tool for every skill, if you give it some thought. Here are some examples I came up with on the fly..."

Silver Crusade 2/5

Enevhar Aldarion wrote:
Fozzy Hammer wrote:
Auke Teeninga wrote:
Fozzy Hammer wrote:
Tool, Masterwork

Very debatable... (and in Organized Play it's best to stay away from debates.).

But you can always buy a 200 gp ioun stone for a +1!

I've yet to have a single GM challenge my use of masterwork tools, once the relevant text is pointed out to him/her.

And yes, I'll generally buy an Ioun stone too, for skills that I care about most. (Different bonus types, so they do stack.)

If a skill does not have any relevant tools, then there are no masterwork tools to buy. In addition to UMD, I would rule that the following would not have tools, masterwork or not: Bluff, Diplomacy and Sense Motive. I would also be real iffy on tools for Escape Artist, Intimidation and Sleight of Hand unless the player came up with a real good explanation of the tools. The various Knowledges would also be iffy since the character is not going to be carrying a library around with them.

Ahem. My name is Alexander Damocles, Holy Librarian of Abadar. If you would but look into my bag, you would find it full of pathfinder chronicles, books that aid me when I am attempting to recover a bit of knowledge.

Book, Pathfinder Chronicle
Numerous volumes and editions of the Pathfinder Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), a Pathfinder Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Pathfinder Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same.

Grand Lodge 4/5 5/55/5 ***

Enevhar Aldarion wrote:


If a skill does not have any relevant tools, then there are no masterwork tools to buy. In addition to UMD, I would rule that the following would not have tools, masterwork or not: Bluff, Diplomacy and Sense Motive.
waytoomuchcoffee wrote:
Sure about that? Check out this link. Especially the post by Jason Bulmahn, where he states "I think that you can come up with a masterwork tool for every skill, if you give it some thought. Here are some examples I came up with on the fly..."

While thematically I agree with Enevhar Aldarion, I have to say you seem to be correct. Jason's post is quite specific. Essentially, any skill can be improved by the use of a Masterwork Tool.

And just for the record, this is a forum ruling by Jason and does not exist in the PF Core FAQ.

The Exchange 5/5

Pathfinder Lost Omens, Rulebook Subscriber

So long as the player can give a pretty logical explanation fir the tool, I'd let it fly. Masterwork tuning fork for Perform Sing for example. However I still haven't seen a very good explanation for a reactive social skill like sense motive. At best it would be a book that you might be able to reference later to get an "aha" moment. But who knows maybe some intrepid PC will come up wih a wonderful tool!

Liberty's Edge

Kyle Pratt wrote:
However I still haven't seen a very good explanation for a reactive social skill like sense motive. At best it would be a book that you might be able to reference later to get an "aha" moment. But who knows maybe some intrepid PC will come up wih a wonderful tool!

I propose a small MW timepiece which allows you to check how long they take to answer your questions or otherwise react.

*

Kyle Pratt wrote:
So long as the player can give a pretty logical explanation fir the tool, I'd let it fly. Masterwork tuning fork for Perform Sing for example. However I still haven't seen a very good explanation for a reactive social skill like sense motive. At best it would be a book that you might be able to reference later to get an "aha" moment. But who knows maybe some intrepid PC will come up wih a wonderful tool!

My masterwork tool for Sense Motive is a set of artificial eyebrows, arched to provide that "Oh, REALLY?" look.

Humor of course, but I'm also one to pay the 50 gp per skill I want an extra +2 in and call it good. Even social skills, if I've got a social character. If challenged on my masterwork tools--which hasn't yet happened--I trust I can come up with something inventive then. We're roleplayers, after all!

Grand Lodge 4/5 5/5

Something everyone should know:

PRD wrote:

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

DR Type Weapon Enhancement Bonus Equivalent
cold iron/silver +3
adamantine* +4
alignment-based +5
* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does


Fozzy Hammer wrote:


"Cleric's down! I could use some healing here!"
"Well, I have a wand of Infernal Healing. Any casters in our party?"
|crickets|
|crickets|
"Well, I have a single rank in UMD. I'll give it a try."
|roll|
|roll|
|roll|
"Hey! look. It activated. Looks like the cleric will be conscious in a minute or so."

"Whoops, well the DC is 20, and I failed by 10 or more, so it looks like I take 2d6 damage! Well, good thing I have a potion... oh, I guess I should have poured that down the cleric's throat instead."


There is a Masterwork Intimidate tool in one scenario (a mask), so there certainly is precedent for social skills benefiting from the masterwork tool rule in PFS already.

Liberty's Edge 5/5 **

Plan your character extremely carefully.

PFS is a very unforgiving campaign when it comes to character building. There are no rebuild rules and thus any mistakes you make in skill points, feats, spells, etc are permanent. Also, be aware of when new content is being released and consider shelving a character temporarily if new content that might be relevant to your character is on the horizon. Nothing is worse than designing a character and then having a new book come out two weeks later that does your character's gimmick but better/easier/with more flavor.


Kyle Pratt wrote:
However I still haven't seen a very good explanation for a reactive social skill like sense motive. At best it would be a book that you might be able to reference later to get an "aha" moment. But who knows maybe some intrepid PC will come up wih a wonderful tool!

Perception is usually reactive - perhaps a little container of a mild stimulate. Is there a Golarian version of coffee?

Liberty's Edge

Clint Blome wrote:

Something everyone should know:

PRD wrote:

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

DR Type Weapon Enhancement Bonus Equivalent
cold iron/silver +3
adamantine* +4
alignment-based +5
* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does

Wow. One more very useful application for my Scabbard of Vigor.

Silver Crusade 4/5

There were only 5 factions in the first few seasons, not 10. So if you're in one of the newer factions and play an early season scenario, you'll be given a faction mission for a different faction. Check the Guide to Organized Play for the list of which factions get which missions.

The main concern with that is that if you pick Shadow Lodge as your faction, you'll frequently be given Cheliax missions. And since Cheliax is a nation of devil worshippers, this often includes things like bringing back body parts from slain foes, which might not be appropriate for a character of good alignment, especially Lawful Good. So I'd advise against Shadow Lodge for characters that might be squeemish about such things.

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