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Craft and Perform can both be made untrained.
PFS #86776-3
Day Job (Craft ALL the things!): 1d20 + 2 ⇒ (1) + 2 = 3 *groans*

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Craft and Perform can both be made untrained.
PFS #86776-3
[dice=Day Job (Craft ALL the things!)]1d20+2 *groans*
Unfortunately according to Guide to the Pathfinder's Society Orgainzed Play (year of the demon ed page 21) you can only attempt a TRAINED Craft, Perform or Profession check

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It has been a pleasure playing with you all. If, by any chance, you intend to start a new PFS scenario I would be honored to join you again.
:)

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Right only remaining issue is that Yarg caught a disease - Ghoul Fever. Do you wish to buy a cure disease spell with coin or prestiege Yarg? From what I can determine you need to either cure it or ride it out in which case we should probably roll it out here.
Getting a Remove Disease costs 1PP, or 150gp, please remember that in PF Remove Disease in not automatic though, it requires a caster level check against the DC of the disease to work.
Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

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I'll be reporting the game once the disease issue is resolved, I'll update the chronicles on google docs and post the event number here once I have it. So you may wish to hold off saving your JPEG Chronicle until I post the number here, which I'll do after updating all the Chronicles with it, if not please add the number yourself.

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Yarg its also worth noting that your faction shows up on the system as Grand Lodge, I've entered you in as Silver Crusade, but when I input your PFS number it fills out your info and yours comes up with Grand Lodge.

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The "Treat Disease" use of the Heal skill lets another person roll against the disease's DC, with success giving the victim a +4 to their next save. If no one in the party has a high enough modifier to beat it by taking 10, you can hire a doctor (from UE) for 1 gp/day, who has Heal +9.

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Ok... I'll hire a doctor at 1gp/day to help me make the save AND spend 50gp on a vial of antiplague (also gives an Alchemical bonus of +4)
Fort Save 1d20 + 4 ⇒ (13) + 4 = 17 Then add 4 for the Alchemical bonus and here is the dice roll for the doctor vs the dc of the disease 1d20 + 9 ⇒ (14) + 9 = 23... if pass add that 4 to the check.

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Yeah, better safe than sorry...
total spent on this is 102gp (ouch - considerable for a level 1, wont care by level 3...)
Fort Save 1d20 + 4 ⇒ (20) + 4 = 24 + 4 for Anti Plague.
Doct vs DC 1d20 + 9 ⇒ (6) + 9 = 15, if beat DC then please add +4.

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Stuff happens... if it didn't where would be the risk? And without the risk, where would be the fun? :)
By level 3 I wont even notice it.

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Plus this kind of thing is accounted for in Society play by PP, essentially PP is over wealth by level, but gives lower level characters a big boost with 1PP being worth almost 375gp given how most characters spend them early on. And you know not turning into a ghoul is a bonus!