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******* Pathfinder Society GM. Starfinder Society GM. 45 posts. No reviews. 1 list. 1 wishlist. 17 Organized Play characters.



Second Seekers (Luwazi Elsebo)

4 people marked this as FAQ candidate.

When a Biohacker uses their microlab to attempt an identify action, does it see through disguises? Specifically what affect do racial disguise bonuses, such as Astrazoan’s or Reptoid, or to magical disguise bonuses such as from the hat of disguise?

Second Seekers (Luwazi Elsebo)

14 people marked this as FAQ candidate. 1 person marked this as a favorite.

When operatives take the enhanced and later uncanny senses exploits they gain blindsense and blindsight respectively. However there is no type given for the senses they use. Assuming that it is not based on sight as per the blindsense/sight description in the CRB, are players to assign one type of sense upon taking the exploit? Is the GM to decide what sense it uses? Does it work universally in place of all available senses? Clarification would be greatly appreciated.

Second Seekers (Luwazi Elsebo)

With the exception of some select features such as the expansion bay or extra dimensional space there is no reference to how much bulk a vehicle can carry. Other than the number of passengers allowed I can’t find out how much bulk I can stack on an all terrain vehicle, or a hover truck.

Smaller vehicles may have substantial capacities as well, for instance an exploration buggy can hold 3 passengers, assuming most medium characters weight 15-20 bulk or more, does this mean they could carry 45-60 bulk if no passengers are onboard?

Second Seekers (Luwazi Elsebo) 5/55/5

Hi all,

I could use some advice from more experienced GMs.

This was my first time GMing a PFS game, and I only have a few months experience DMing at all.

I chose to run "In service to Lore" for the first game. It was fairly straight forward, and I didn't run into many instances where I had to make rulings that weren't already in the scenario or that seemed fairly intuitive.

However, when they were completing Act 4: A Promise of Dominance, trying to secure the artifact from the rampaging Imp. The Bard in the party succeeded in using diplomacy to convince the Imp they wanted to try and help open the box, and followed up with a successful fascination. Following the text for fascination I ruled that the Imp would calmly allow for the parties rouge to try and open the box. All PC's exited the room other than the bard and the rouge, at which point the rouge snatched the box. I decided that the imp would consider this a threatening action, thus breaking the fascination, and that they should roll initiative. Both the Bard and the Rouge rolled higher on their checks and were able to withdraw from the room and close the door before the Imp could act.

I just wanted some feedback from some more experienced GMs on if this would have been a good "creative solution" by the PCs or if I simply didn't play the situation correctly. Thanks in advance!

Second Seekers (Luwazi Elsebo) 5/55/5

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I was originally going to ask about day job checks in relation to skills that are not craft or profession, but then I read up on Vanities in the Society Field Guide.

So instead I have a few suggestions.

Mercenary Company: You run a band of bodyguards, ex-soldiers, and ruffians. Protection is a valued commodity both inside Absalom, and out, and many will pay a premium price to secure it. Owning a Mercenary company allows you a +1 circumstance bonus on Profession (Soldiering) checks made for Day jobs.

Circus: You own a circus show with acrobats, jugglers, animal tamers, jesters, and all manner of other oddities. Sometimes you even partake in the festivities yourself, entertaining the masses of Absalom. Owning a Circus allows you to make an Acrobatics, Escape Artist, Handle Animal, or Ride check for your day job.

Diplomat: You have spent years navigating the political scene of Absalom, and have positioned yourself as a key diplomat with one of the other countries of Golarion. You may make a Diplomacy check for your day job.

Locksmith: All manner of boxes, crates, chests, doors, and any other opening have been unintentionally sealed by those who are less than careful with the keys that open them. You have decided to put your skills to use, helping everyone from common laborers, locked out of their homes, to eclectic adventurers who couldn't quite open that abandoned chest. You may make a Disable Device check for your day job.

Pawn Shop: All manner of goods and items in this world may bring riches or ruin to those who possess them. You have taken pride in your ability to distinguish which one is which. Many items pass through your store, some of great value some of little, but each one finds its proper place, and its proper value. You make make an Appraise check for your day job.

Essentially, I'm trying to figure out a way to encourage virtually any skill to be allowed for a day job check. With the emphasis on balance that PFS prides itself on, it would seem rather unbalanced if certain skills could be used for day jobs while others couldn't. I hope my above suggestions are reasonable and people like them!