Lehnæighyah Variyah wrote:
Intimidating a witness won't prevent you from failing a primary or secondary success condition.
Starglim wrote:
Until you hit a scenario where you're suppose to keep your membership in the society a secret, and you pull out a wayfinder every time you cast a spell.
Gary Bush wrote:
At the start of a slot all GMs should have passed around a reporting/sign-in sheet. The basic downloaded sheet collects character name, character number and faction. At the end of the game the GM still needs to fill in success conditions A,B,C,D as well as prestige earned. What I was talking about the ruling that if you're using a pregen during a game and bad stuff happens. You can reassign the chronicle to a different character number. Pregen credit was originally intended for character -3. It dies, you can't afford to raise it, so you reassign the game to character -99. Allowing you to keep -3 safe. The problem is that ruling was made during a period that required players to have a physical copy of a character sheet. The current ruling allows players to not have a physical character sheet. The current rule of no physical sheet required can now lead to players needing to swap to a pregen in the middle of a game. All I was saying was if a player needed to swap during a game. They shouldn't be able to re-assign the chronicle if bad stuff happens to the pregen, and it should be locked on the character the player began the session with. Because they should not be rewarded for not being properly prepared.
Kahel Stormbender wrote: Current ruling is just "have a character sheet you don't mind handing to the GM if requested". Which was made JUST as my printer ran out of ink. So yay? I do like having a physical backup copy anyway. Because I might need my laptop to look up info on my gear or a rules issue I'm unfamiliar with. Or my laptop may be getting low on power, so I have to save and shut it down. Hence why I said Mike's original ruling on the topic. Describing it as the original ruling means that it's been replaced with a newer ruling.
Kahel Stormbender wrote:
I was referring to Mike Brock's original ruling on the topic, hence why I said Mike required players to have a physical character sheet.
godsDMit wrote: And at one point, Mike more or less said that if your pregen died, you could change the tracker sheet to pick another character to apply the chronicle to. But I'll probably need TOZ to find the link for me again cause I'm sure I'm mis-stating it again and the next twenty posters will show up to tell me I'm wrong. Mike also required players to have a physical character sheet. If a player is only using a digital device to play their character, and it fails. Forcing them to use a pregen to finish the adventure. If bad stuff then happens to that pregen later in the game, The chronicle should be locked on the real character that the player began the game with.
Once you pick a class, class feature or feat after leveling up, it is set in stone once you play that character until you spend the prescribed resources to rebuild/retrain it. Having multiple versions of a character to pick from goes against this campaign rule. If there is an ambiguous Pathfinder RPG rule debate that the GM and player can't resolve at the table. The player should play with the questionable items inert for the session, or until an official ruling can be found during play.
Nefreet wrote:
I think you're confusing the difference between Pathfinder RPG game rules and the PFS Campaign rules. A player and GM working out a rules debate on a Pathfinder RPG rules issue, should not break a PFS campaign rule to do so.
Nefreet wrote:
If the player thinks it's legal then they should be able to explain their position, and perhaps sway the GM to their side. If both realize it's a gray spot. Then they will figure out a way to resolve the difference for that game, but the resolution still needs to fall within the boundaries of campaign rules. Which means you can't be walking around with multiple versions of a single character to be selected based on the table you're sitting at. If a GM or player is a problem, their local community will most likely find ways to exclude them, eliminating the problem person.
Jared Thaler wrote: "this is a sword cane, but the cane part is an parasol (but doesn't give me any benefits" is stretching it, but comes down to GM call. But every NPC in the game will only see it as a sword cane. Because otherwise the character is gaining a mechanical advantage making it an illegal reskin. They'll have to tell every GM before every game that they wield a sword cane that is decorated to look like a parasol. Since he has to always refer to it as a sword cane for mechanical reasons. It's pointless to reskin it. Because if the GM asks him what he is holding they should never describe it only as a parasol. If the player wants a long lasting legal way to make a sword cane look like a parasol the character can buy a hat of disguise.
Codanous wrote:
GMs not enforcing the rules doesn't make something legal either. You simply don't want to follow a campaign rule, and you're using whatever justification you can find in order to feel better about your decision.
Codanous wrote:
You didn't ask if others thought it was a cool/fun idea. You asked if it was PFS legal to do it. Why you're doing something does not change whether it is campaign legal or not. You don't like the legal options, and you're looking for others to support your choice not to follow a rule.
Kurald Galain wrote: Aside from that specific adventure, you could perhaps play a Bladebound Magus and adopt Gamin as your black blade. Among other things, black blades become specifically immune to the 'broken' condition. You can't make Gamin your blackblade. The blackblade is not like an arcane bonded weapon where you can swap in different items. The blackblade is a specific class feature that only has the abilities detailed under it's description.
Gary Bush wrote:
If a player has a habit of not having physical backups to their digital device, and frequently having their device fail during a game. I think many players in their area will begin to avoid having them at the table.
Paladin of Baha-who? wrote:
Temporarily shelving the character would only be an option if the character was leveled entirely with GM credit from level 2+. He could only have player credit at level 1. If he played his character to level 4. He would have to rebuild his character with options that were legal when the character was played, and then retrain into the archetype after it becomes legal.
On the chronicle sheet you don't have to list everything you bought, and only include a total GP spent, but it doesn't hurt to do. Just remember that everything you buy worth more than 25gp needs to listed on your Item Tracking Sheet, and there is an entry for the sequenced number of the chronicle the purchase was made.
Gary Bush wrote: But it is a PFS house rule. It isn't a house rule. It is a part of the Golarion setting, which PFS is set in. Now when an archetype adds a feature to a class it's swapped out for something else. What do you want a paladin to give up to get their deity's favored weapon? Because the PFS campaign shouldn't be giving out extra class features to one particular class for free.
Nefreet wrote:
The bolded portion says that you support the GM having the option to make a decision that best benefits the individual player or table. The problem is that to do so you support the GM's ability to choose to ignore campaign rules to enhance that table's experience. When someone shows up with an illegal character. The GM should just explain what PFS is and why the person's own character can't be used. Then give them their options to participate. Then let them choose the option they wish to use. Even if it means they choose to walk away. A GM shouldn't ever resort to allowing an illegal character into a game, even if it's just a one time thing.
Nefreet wrote:
Nefreet, in this post, in another thread, you mention you enforce the skill checks involved with the fly skill even if the players aren't required to make them by their local GMs. Why don't you allow them to ignore the skill checks if they want? Why is it important to enforce skill checks to fly, when you say it should be okay to ignore some campaign rules, some of the time, to ensure players are having fun? When the players can have as much fun playing by all the rules after the organizer/GM explains things to them.
Talk to the owner of the store, and tell him about the cause of the fall in attendance, and mention that you might need to take corrective action against the players harming the community. Most store owners will be very interested in anything that could harm their business. Then talk to the players in private and tell them that you have had complaints that they aren't being team players, and if they don't start working on contributing more to the games that you'll need to ask them find a new group to play with. Clearly tell them the problem, how they can improve, and the consequences. The important thing is to be clear about what they need to do, so it will be up to them to comply. If they choose not to comply with the warnings to improve their attitude. Then you shouldn't feel bad about having to ask them to leave. If they end up getting banned from that location they can always try running a game of their own.
CatManDu wrote:
Only one of the four would need the text detailing the rules of combining all four to create a Suli character.
First bullet point under the prestige table on pg. 26. Which points back to pg. 23 of the campaign guide under conditions, death and expendables. The soul was removed from the body, so the effect (I assume a spell or curse) that triggered it would need to be cleared before the end of the game or the character gets marked as dead.
If you use a level 7 pregen you have to assign it to a character who is level 6 or lower, but you do not apply the chronicle sheet to the character until they hit level 7. Now for example if the character is 6.2 and plays a mod worth 3xp. You would then jump to 7.2, add then add the waiting pregen credit. Which would bump you to level 8. If a character hits 7 and they have a pile of 7-11 pregen credits assigned to a character. The pregen credits are applied chronologically in the order that they were played/assigned, and the character is leveled as appropriate. This leveling can affect if they get in-subtier or out-of-subtier rewards for certain chronicle sheets.
nosig wrote: That's interesting, I've not seen or heard of that race before now. what's the wording on the new Boons? can a person use one New (say a new Aasimar boon) and one old (an older Tiefling boon) to make one, or does one have to use two newer boons... One of the two boons used would need the extra text detailing the rules to merge the two into a new race option.
Da Wander wrote:
While you can normally add most magical armor special abilities to Bracers of Armor. Brawling can only be added to light armor, and Bracers of Armor are not classified as light armor.
savokk wrote:
That thread is from before the current rules were put in place, so it is no longer relevant.
I believe slow track was only allowed during the grandfathering period of time when Eyes was put on a hard 33xp limit to start. Before the 33xp hard cap to start a lot of people had Race for the Runecarved Key xp or Ruby Phoenix Tournament putting them over 33, and they needed to play parts of Eyes on slow to keep from hitting 14 before they finished part 4.
About SamuruIntroduction Dramatica:
Tengu, like the crows they are most oft compared to, show up anywhere there is decay. In Westcrown, there is most certainly an abandoned warehouse or two for various conspiracies to show up, and where a Tengu can be, they will be, dangers of the Hellknights be damned.
Samuru the Tengu knows not his parentage, only his purpose. In the conspiracy he was raised in, he was raised to hunt down any thieves who either left the conspiracy or were competition. He is told it was because of a particular whim of the leader of the conspiracy. There was a sternness in his eyes, a straightness in standing as he aged that was different from his fellow tengu. One might ask how such a Tengu would become a Chaotic Good inquisitor who wishes to turn the world into a happy place of sunshine and rainbows while being stoic and bitter, to exaggerate slightly. Samuru would put it thusly, “If a man is no more than a product of his surroundings, then Justice is a farce. I do not want to live in a world without Justice, so I must say that every man is the product of his choices. I believe evil must be rewarded with evil in return, for even “evil” circumstances can turn out a good man.” There were evil circumstances in his childhood. Blood and loss, drama and tragedy. A tale could be written. But this is not that story. Samuru pays his past little heed*. But, no one can be a complete stoic, constantly spouting off hard and deep philosophical stuff when not mysteriously standing in the shadows, however, and Samuru’s weakness lies in stories, and in particular books. The tales of long past heroes elicits a childlike glee in the otherwise bitter and hard Samuru. There are few things he likes more than to sit down with a book in a tongue he doesn’t know and attempt to decipher it. He likes the sort of immortality it can give to the beings described in the tale, and probably hopes that someday, someone will write a book about someone like him. It is these moments that one sees most why under Samuru’s hard callous “Rawr, Justice!” exterior, he is Chaotic Good. He still allows himself to give into that most tempting of emotions, hope. He believes that his actions will someday lead to a better world and the bitterness and cynicalness that he uses to get himself through the day without dropping his guard has not yet permeated to the core of his being. Hope is a powerful thing, and it drives Samuru forward. Whether or not it will achieve his goals or merely blind him to a path of littered bodies and broken dreams left in his wake remains to be seen. *But his past heeds him, see Living City Spoiler. Appearance:
Most people can't tell one black-feathered Tengu from another, but they might notice Samuru is different* if they pay him a little heed. Rather than the slinking crouch most Tengu walk with, Samuru stands straight and tall, though he has no less grace than his kin. His eyes give off not a covetous glint (unless books are involved) but a stern penetrating glare.
*of course, his clothes easily identify him, but that shall be under the equipment spoiler. Religion:
Nominally, Samuru worships Milani. However, he has never heard much about Milani and doesn't know enough to really worship her as she was orginally meant to be worshiped. It is more accurate to say that he has a particular ideal that he identifies as Milani. He finds her imagery of a rose growing out of a blood stained street (practically the only thing he knows about her) poignant. He mind fantasize himself as an example of that. It is not one's environment who decides what you become. Through bloodshed and toil, something beautiful can result. In a way, this is how he rationalizes killing. If Samuru does not watch his steps, he may find himself Chaotic Neutral rather than Chaotic Good. Occupation:
Currently, Samuru would describe himself as a Vigilante. He pretty much hides in the shadows and waits for random crime to happen, as he doesn't currently have leads as to who to hunt in particular after the dissolution of his past connections*. Obviously, he won't be able to maintain himself doing this for very long, so if given a job that matched his beliefs, he would likely jump at the chance.
*see Living City Spoiler Stat Block:
Samuru
Tengu Inquisitor 1 CG Medium humanoid (Tengu) Init +3; Senses low light vision; ignores dim light miss chance; Perception +9 Defense
Offense
Statistics
As you can see, domain still missing. Working on it.
Equipment:
Much of Samuru's equipment comes from a Dwarf with an eclectic collection of hobbies, Machen*. That's how he acquired his exotic curved blade. A Dwarven take on the Elven curve blade, the blade is far less decorated than a typical Elven curve blade and it has no use for any excess embellishment. The hilt is of black cloth and the blade's sheath is also of dark cloth that simply falls off when the blade is tugged from his belt so that it may be drawn silently. His leather armor is similarly darkened, with similar sheaths for his throwing knives. Similarly, his swordbreaker dagger is a purchase from Machen.
Underneath his armor, his clothes are functional but not pretty. They're constantly wrinkled, thanks to the the leather armor, but they're a dark blue long sleeved shirt and pants. No shoes, as his Tengu feet don't take kindly to many varieties of shoes. He doesn't carry rations on his person, as he generally doesn't leave the city. *see Living City Spoiler, Happy-Fun-Time Edition Traits:
Shadow Child: Samuru was raised in the dark, in the back alley ways hunting thieves. The dim light was the favored shield and cloak of many thieves, but Samuru became accustomed to it in order to hunt them all the better. Cantor: ... Guess. He was raised with thieves. Living City:
East Rikkan ~ The Bloody Ash Houses ~ Yoshiteru
Not long ago, amidst a forgot and dilapidated part of Rikkan, there was a series of bloody murders, Thief's wars, and destruction by fire of about half the area before it was quenched. Some even say the area has become haunted. While though there's no solid evidence, the area is certainly spooky enough, old ash raked building wearing away. Samuru was vital in orchestrating this to be an even slugfest resulting in bloodbath, rather than the ambush his conspiracy had intended, and slew a small number by his own hands, companion and enemy alike, in the name of justice. Still. There is little here now except bad memories and an aura of malevolence raging at it's own lack of power. However, not all died that day, and among the survivors of Samuru's conspiracy, there was one who didn't flee away into the night but rather swore revenge. Yoshiteru, who due to their similar ages considered Samuru a brother, clawed his way out of a building with half his feathers and flesh burned off. Now with half of his body constantly entombed in mummy like bandages, he seeks power and plots revenge. Yoshiteru is the one who may carry the memories of what would otherwise remain the past, buried and gone forever, into the future. Living City, Happy-Fun-Time Edition.:
Westcrown ~ The Short Change ~ Machen
Not all is dark in Cheliax, as still lights of cheer and hope burn, however dimly. Machen is a amicable Dwarven Smuggler Archivist Merchant... Well, that's what he's trying this year. A connoisseur of a hundred arts, Machen hopes to take advantage of his long dwarven life and taste every flavor the world has to offer (in the literal alcoholic brew sense in addition to the metaphorical). Currently, he's tried his hand at smuggling books and weapons into Cheliax, and has made friends with and introduced Samuru to books, which, though had previously been ignored in his training, came naturally to him as a Tengu, perhaps more so than his brethren, even. Machen can be found wherever there's a place to sell his goods. Machen will frequent the big events, but, if he knows you, he might even discuss business at any tavern loud enough to prevent people from listening in. One place he particularly frequents on his "off-hours" is The Short Change, a bar specifically for those under 4'. Thanks to the low ceilings, small doors, and handy escape routes, it's perfect for evading Hellknight attention (what Hellknight would deign to taking all his much vaunted armor off and crouching around inside the tavern?) Taller patrons can manage, but they're well advised to take advantage of city on the floor rather than on a chair. |