John Woodford wrote:
Missed opportunity of Of course I know him. He is me.
miteke wrote: Someone once told me that the allowed Core trains may be found here, though I don't think that includes faction traits. Pathfinder Society Roleplaying Guild Guide p8 wrote:
Faction trait exists from PFS Guide p.28-p.33, which is included in the allowed resource.
Purple Dragon Knight wrote:
Saving this as advice for my future child (if any). I wish someone told me that when I first start learning to use email.
Additional Resource, Pathfinder Player Companion: Divine Anthology wrote: Archetypes: The archetypes in this book are legal for play. Equipment: The equipment in this book is legal for play. Feats: The feats in this book are legal for play except Divine Communion. Spells: The spells in this book are legal for play except visualization of the body and visualization of the mind. Traits: The traits in this book are legal for play except ancestor's blade, Andoletta's consolation, gemstone collector, and rousing courage. Misc.: The divine fighting techniques, exploits, masterpieces, paladin codes and oaths, rogue talents, subdomains, and variant spellcasting in this book are legal for play except Desna's Shooting Star, Hymn of Restorative Harmonics, Oath of the People's Council, Norgorber's Silent Shiv (advanced technique only—initial benefit is legal), and Obfuscated Spellcasting. The oath of the skyseeker paladin oath is only available to paladins who worship the listed deities in the dwarven pantheon. The Rites subdomain grants atonement as a 5th-level doman spell in place of permanency. It is not legal. Always check Additinal Resource and Campaign Clarification.
I assumed this is not part of the Bridging the Gap 2026? Sadly, both of my characters that've played Scourge of the Farheavens leveled out of the level range of this scenario. I still have 2 dozen characters I can use for this among both subtiers so it should be alright. Count me interested, but if you get new players, I would prefer if they got priority seating before me, as I've GMed this before.
Venture-Agent, Wisconsin
Bestiary pg. 309, Undead wrote:
Venture-Agent, Wisconsin
Neri Silvermist wrote:
If this hex doesn't work on object, then the undead is probably immune
Venture-Agent, Wisconsin
Duende Muerde wrote:
Ah ha, you are absolutely correct! I forgot about Skill Familiarity. Had a vague feeling of vigilante may have something to do with it, but my own vigilante character get stuck at lv3 for so long that I forgot about something that she will pick up at lv9.
Venture-Agent, Wisconsin
Celine Catrina Ravenmore / Noir wrote:
AoN-Skills-Use Magic Device wrote: .....Special: You cannot take 10 with this skill. You can’t aid another on Use Magic Device checks. Only the user of the item may attempt such a check.
Venture-Agent, Wisconsin
The Balrog wrote:
I had a game a while ago, a sactioned portion of Iron God AP, that a warpriest carries the knowledge checks and my electric kineticist be the rogue (by kinetic blast away the door through raw damage). Fun time.
Anthora wrote:
Code for displaying the pagination are there but was left commented out so this should be a easy fix for them. BUG REPORT
The new store only allow 1 coupon/voucher per transaction.
Venture-Agent, Wisconsin
Mustaparta wrote:
Since the Enlarge Person SLA is based on the spell of the same name, and the racial SLA has no modifications to it (for example, the ifrit’s Enlarge Person SLA allows it to be cast on themselves despite being an outsider and not of the humanoid type), it follows whatever casting time is listed in the spell description, which is 1 round. If you’re still confused about this part of the spell-like ability rules, I’m pretty sure the play-by-post VOs can explain them much better than I did, just in case it comes up again in the future.
Venture-Agent, Wisconsin
Aurelia Woodshadow wrote: Aurelia doesn't have a musket, she has a pistol! It's in a holster on her wrist, and I assume covered up by her jacket. So she *looks* unarmed unless you're really looking, and see the telltale signs of a barrel by her wrist. Aurelia PbP Profile wrote:
I didn't see any pistol in Aurelia's profile so that's why I wrote musket. And don't forget that you need Sleight of Hand check to hide your weapon, as flavoring doesn't bypass game mechanics or dice roll.
Venture-Agent, Wisconsin
noral wrote:
I played in your Heroes of Highdelve game back in 2022, and was invited to your GM rotation game. But I guess that's when you start your PFS hiatus so there wasn't any new game (that I'm aware of). I was a PFS newbie last time we talked, and now I'm 5 stars GM + Venture Agent. How time flies...
Venture-Agent, Wisconsin
miteke wrote:
Yes. Unfortunately Chrome removed them in the lastest update.
Venture-Agent, Wisconsin
While Jason Bulmahn said that alternative classes are archetypes...
Jason Bulmahn wrote:
And James Jacobs said that alternative classes are essentially archetypes... James Jacobs wrote: Alternate classes like the antipaladin, ninja, and samurai ARE essentially archetypes. They're just archetypes for which we went through and gave you the full level advancement chart for. And artwork too! So as long as they didn't give up a class feature that is a requirement for a feat or whatever... yup... they still can take that feat/trait/thing. but those two are not venture-agent, are they? I'm sure you know who you should listen to.
Venture-Agent, Wisconsin
Incorrect. Michael Brock wrote:
You pay to "craft" non-alchemical ammo for 1/10 of the normal price, and 1/2 of the price for alchemical cartridge.
Venture-Agent, Wisconsin
Neri Silvermist wrote:
It's best for you to contact VA Geoff so that you can schedule the game at a time that's convenient to you. For SVOP usual lodge time (Thursday and Friday Pacific time), I got games on the 1st (8-02 ran by you), 14th (9-25) and 15th (GMing 4-13), and 28th (0-22). Other Thursday and Friday are open. If none of those works for you, just schedule it at a time that works for you and run it without me.
Venture-Agent, Wisconsin
Redelia wrote: Games also get marked inactive automatically after a certain length of time with no posts. (I'm not sure if posts in discussion count or not) Do you know what that limit of inactive time is? Because the game master Diaz Ex Machina for our Silent Tide PbP game has been silent for almost 2 monthes at this point, after the GM supposedly recovered and left the hospitol at June 3rd. Have anyone hear from him since? It has been a long enough wait/radio silence that I'm genuinely concerned about his well-being now, as well as the future of our game.
Venture-Agent, Wisconsin
miteke wrote:
paste the chrome:// link in your address bar and it should bring you to the chrome setting page for that specific setting. You need to enable #allow-legacy-mv2-extensions before the other three #extension-manifest-v2 option appear
Venture-Agent, Wisconsin
For those whose most recent Chrome update break/disable their Paizo Forum Tool extension and can't seem to re-enable it... r/Chorme, 'For those who want to enable "legacy" extensions' by u/V1nc3egA wrote:
Venture-Agent, Wisconsin
That game has been marked as inactive, and from my limited knowledge of the paizo forum, the GM has to go to the campaign info setting and click that checkmark to mark the game as inactive. It would seem strange if the GM was able to log on and mark the game as inactive but not post anything...
Venture-Agent, Wisconsin
GM Otha wrote:
It's one of Wayang's standard racial trait: Wayang Racial Traits wrote: Light and Dark: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and being healed of damage by negative energy. This ability lasts for 1 minute once activated.
A standard range character would be helpful if we encounter flying enemies, and lv5 is about the time when paizo start testing your ability to handle flying foes. That being said, alchemist cannot disable magical trap, so we have to compensate for that should the need arise. Aram Zey's Focus? Will have the pregen profile ready and dot in tomorrow.
Arcanist have all knowledge (Arcana+11, all other +8); 3 lv2 spell and 5 lv1 spell per day plus 5 magic missile from staff. No haste at this level so best she can do is glitterdust. Investigator have all knowledge+8 , and Diplomacy +8; and some extract with infusion. Alchemist have knowledge arcana and nature +11, and Disable Device +12; same amount of extract with infusion, and 10 bomb per day. It's a toss up between those three, and personally leaning toward the alchemist for range attack/anti swarm capability, if other can cover the knowledge check......You will die if you can't deal with swarm, failed knowledge check is less lethal in most cases.
Venture-Agent, Wisconsin
Ela Kukai wrote: A young girl, if human no more than twelve or thirteen years..... She must have very good Disguise/makeup skills and/or magic to look so young because... Rules Tidbits: Pathfinder Society Roleplaying Guild Guide p.25, Character Creation wrote: Characters must be between the ages of adulthood (see Table 7–1 on page 169 of the Core Rulebook) and venerable (see Table 7–2 on page 169 of the Core Rulebook). Core Rulebook p.169, Vital Statistics wrote:
An adult human wizard is minimum 17 years old 15+(2d6=2), and an adult elf wizard is minimum 120 years old 110+(10d6=10). Anything less than that wouldn't be a PFS legal character.
Diaz Ex Machina wrote: Could you please link it? I cant find it Warhorn link for the game. Do note that it's a VTT game, not Play by Post.
Venture-Agent, Wisconsin
Spells Copied from Another’s Spellbook or a Scroll wrote: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. I mean that if you encouter scrolls during the adventure, you can copy the spell on them onto your spellbook/formula book and essentially expend the scroll. In PFS, you don't have to pay for the consumable loot you used during the adventure, you only pay you want to buy a copy of it and use it for your later adventures. Copying from scrolls allow you to avoid paying the 50% NPC fee, so you only have to pay for the base scribing cost.
Venture-Agent, Wisconsin
You can pay to learn spell from NPC, from fellow Pathfinders/looted spellbook (usually without the added fee in this case), and from scrolls you found during the adventure.
Legacy FAQ wrote:
Rule of thumb is the base cost being 10 x (spell level)^2 gp. Writing a New Spell into a Spellbook wrote: Once a wizard understands a new spell, he can record it into his spellbook.
Venture-Agent, Wisconsin
Some numbers, to help people gauging character abilities. The eidolon has +16 on Disable Device now so she's probably out-rogue-ing everyone unless you really pour all your heart and a EotT boon to DEX, a Skill Focus feat, and probably a trait to it, so don't worry about not bringing one. The Astral eidolon don't get the ability to merge with summoned creature till lv4, so chances are the eidolon will be swinging her claws at d4+3 dmg with AC19 for now. (Summon Monster I is also not nearly as useful/interesting now) I helped Evan build his ranger so I can share a thing or two about it. I would say our ranger Dass at this level is more of a 'tank' than a damage dealer, shieldbashing at d3+3 dmg, but sports a AC of 21 and give enemy -2 to hit him when he shieldbash them with his buckler. PaleDim's assessment is correct on our alchemist Auray, a highly skilled ranged bomber. I would say she carried the whole team in our previous 1-2 subtier multi-table special. My personal opinion (not forcing anyone to make a certain choice here, just factual analysis on characters): A dedicated front-line damage dealer would be a valuable addition, as the alchemist's bombs are a limited resource, and it takes both the eidolon and the ranger combined to match the output of a Strength 18 two-handed Power Attacker.
By bad, it's 9-25 Betrayal in the Bones that is offered. I don't know why I decided to only copy the name but not the number when I wrote them and my head was stuck with the seeker scenario that I GMed the most. Anyway, the 1e scenarios are heavily Thurl-themed this year. Given that both in-person and VTT games has real time limit, having one for Play by Post is not unreasonably in my opinion. It does make it more difficult for those who enjoys slower pacing or can't post as frequently. Then again, nothing would be perfectly suitable for everyone, and there are people who would prefer not to have their characters 'lock' in Play by Post games for too long. Plus, there's only so much you can talk to a traitor to the Society......
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