Venture-Agent, Wisconsin
Althea Valentyn wrote:
If you buy it straight from (unnamed generic catch-all shop where everyone get their stuff from), then I believe yes, as masterwork ammunition comes in the quantity of 50.
Venture-Agent, Wisconsin
phaeton_nz wrote:
Since Zeeva Foxglove is a witch... Adding Spells to a Witch’s Familiar wrote:
And according to the Campaign Coordinator, you can still pay other witch to learn spell, with the usual cost equals half of the price for a wizard scribing that spell into a spellbook. Michael Brock wrote:
Whether you need to pay Zeeva or not is GM discretion. After this is resolved, please mark this game as inactive as the next convention Bridging the Gap 2026 is starting to avoid clutter up people's campaign page.
Venture-Agent, Wisconsin
In that case, in order to get a Pseudodragon familiar, you need to acquire a new familiar, (commonly) either:
Or --take Skill Focus(any knowledge) feat, have CHA of 13, then take Eldritch Heritage(Arcane) feat to get a arcane bond familiar. When your character is 7th level (as Eldritage Heritage use your total character level -2 as "arcane spellcaster level"), take Improved Familiar feat
I would like to play in the War for the Crown AP! As someone who start playing Pathfinder mid/post COVID in 2022, I've been stuck with Pathfinder Society scenario and online play for the most part; and being a frequent GM (I ran 2 games for every 3 games I played, and average about 50 games GMed each year), I almost never have the chance to play Advanture Path. I'm in my late-20s, currently in GMT-5 timezone but will change to GMT+8 timezone starting from August. I have experience with both PbP and PbD, and do check and post frequently as long as real life doesn't get busy. What I really like about Play by Post is that, it give you time to think and roleplay how your character would act and speaks, as it doesn't have the time constraint of a Society scenario, or the inability to have small talks on the side with voice chat and VTT. And through these interactions and roleplaying, the characters develop their personality.
Venture-Agent, Wisconsin
It open up a new option for Improved Familiar (that has Improved Familiars: There are various ways for characters other than arcane spellcasters to gain familiars at this point, and some of those options even grant Improved Familiar as a bonus feat, but technically each Improved Familiar option requires a certain arcane spellcaster level to take it. Does that mean that non-arcane characters with Improved Familiar have a dead feature? How does it work? If it does work, can I take an Improved Familiar as some kind of variant familiar or a temporary familiar like the occultist’s soulbound puppet? wrote: The Improved Familiar description was written back when only arcane spellcasters could have familiars, and it wasn’t sufficiently future-proofed. To that end, you can always substitute your effective wizard level for the purpose of determining your familiar’s abilities for “arcane spellcaster level” to determine the available improved familiars for your character. In general, you can take Improved Familiars for class-granted variant familiars like a shaman’s spirit animal, with a few exceptions: First, temporary familiars like the occultist’s soulbound puppet can’t become Improved Familiars from the Improved Familiar feat, and those class features don’t qualify you to take the Improved Familiar feat. Second, tumor familiars, as lumps of flesh in the shape of animals, can’t become Improved Familiars. In other cases, treat Improved Familiar as if it was an archetype to see if it stacks with other familiar options: since the two things it alters from a regular familiar are that it removes the ability to speak with animals of its kind and it prevents changing the creature type for non-animals, you couldn’t make a familiar that changes the creature type of non-animals or alters or removes speak with animals of its kind an Improved Familiar.
Venture-Agent, Wisconsin
GM Shadow Dragon wrote:
If gold is the only issue, the easiest way to fix it is to edit the chronicle sheet (via Adobe Acrobat or similar software). I’ve taken the liberty of updating and cleaning up his chronicle sheet, and I’ve uploaded it to the chronicle sheet Google Drive folder (it’s the one with the suffix _FIXED) so that you, the GM, can inspect it. I changed the gold earned to the high-tier in-tier gold, which is what he would earn as a level 4 pregen; struck through the unearned boons; and removed the initial XP/gold, as it would probably be different when this chronicle sheet is applied after his character levels up to level 4. If the updated chronicle looks good to you, then we can let Evan download the updated chronicle instead. Relevant rule snippet for applying pregen credit:
Pathfinder Society Roleplaying Guild Guide p.7 wrote: Applying Credit: You may apply credit for an adventure once your Roleplaying Guild character reaches the level of the pregenerated character used to play through it. For example, if you played a 7th-level pregenerated character, you would apply the credit once your character reaches 7th level.
Warhorn is now run by the Organized Play Foundation, so it's not exact a 'third party' tool anymore. I personally find warhorn very nice to use and better than any other sign-up system I've encountered for PFS. The 3-4 and 5-6 Play-by-Discord table has a total of 1 player signed up, while the 5-6 tier Play-by-Forum table has two level 4. If there's a 3-4 tier PbP table here, we might get more player as well, and there should be enough GM?
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.
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