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Pathfinder PF Special Edition Subscriber
The Season 8 Guide is missing text that appeared in the previous season's guide regarding upgrading magical items. PFS RPG Guide (Season 7), p 23 wrote: For ease of play, a masterwork item can always be upgraded to a +1 item without paying for the masterwork cost again. Instead, you pay the difference between the cost of the +1 item and that of the masterwork item. This rule also applies to upgrading from a +1 item to a +2 item and so on—you never have to repay the original cost or sell your current item for half to upgrade to the next step. Note that this only applies to items of the same kind—you can’t, for example, turn your masterwork rapier into a +1 greatsword. PFS RPG Guide (Season 8), p 19 wrote: For ease of play, items of the same kind can be upgraded from a masterwork item to a magic item by paying the difference in cost of the two items. However, you can’t turn items of one type into another (i.e., you can’t turn a masterwork rapier into a +1 greatsword). ... In other words, the rules for upgrading magic items numeric-based have been removed from the Guide. I'm not suggesting the rule has changed. Indeed the FAQ item on upgrading named items was updated to the new season's guide page (although the page now says nothing about upgrading magical items). Named magic items—including specific armor and specific weapons—are not upgradeable. Non-magic specific armor and specific weapons may be upgraded normally. Magic armor and weapons may be upgraded to named versions if they are the same basic material and shape as, and meet but do not exceed the enhancement bonuses of the named versions. Wondrous items whose names include a +X value (such as bracers of armor, headband of vast intelligence, amulet of might fists, etc.) may also be upgraded following the rules for upgrading magical items on page 19 of the Guide to Pathfinder Society Organized Play. (As an aside, the name of the text being referenced is also incorrect.) I suspect this change was made for editorial/page-fit reasons, but there is now no RAW text describing the upgrading of magical items. Veterans will understand because "it's always been that way", but those new to PFS (or new to RTFM) won't find the needed rule. Or, is my interpretation wrong, and the intent was to remove upgrades for already-magic items?
Trouble in Tamran | Sky Key Solution | Between the Lines
Opening discussion. Please post
Trouble in Tamran | Sky Key Solution | Between the Lines
Opening discussion. Please post
Trouble in Tamran | Sky Key Solution | Between the Lines
Opening discussion. Please post
Pathfinder PF Special Edition Subscriber
#7-10 Consortium Compact is evergreen. I have a player telling me that after the table was reported to Paizo, his level one character is shown in sessions tab as not receiving PP for the event, with a warning saying he's played it with another character. Is this normal for evergreens, a bug in the system, or did I screw something up reporting it? (Yes, I know paper copy rules all, but it'd be nice if data in the system were correct too.)
Trouble in Tamran | Sky Key Solution | Between the Lines
First, please post your character level so we can get the APL sorted, and make either character substitutions or tier adjustments to the scenario, if required. Second, when that's all settled, please post:
Trouble in Tamran | Sky Key Solution | Between the Lines
First, let me know what your levels are so that I can get the tier right. At some point, please (re)post your PFS info:
Trouble in Tamran | Sky Key Solution | Between the Lines
Welcome! Please check in with the following: * Player name
My preference is that you post once/day whether it's your turn or not (M–F, anyway; once over the weekend is fine). React to the environment and your party members. Just let me know you're alive. This can be a RP-heavy scenario, depending on your choices, so make sure everyone gets to participate. My plan is to do the opening post some time this weekend, and officially get things moving when I get back from a work trip on Monday night (7 Dec) or Tuesday (8 Dec). In the meantime, please muster, introduce yourselves and get to know each other.
Trouble in Tamran | Sky Key Solution | Between the Lines
Open for dotting. Please introduce yourselves.
Trouble in Tamran | Sky Key Solution | Between the Lines
Welcome! Please check in with the following: * Player name
My preference is that you post once/day whether it's your turn or not (M–F, anyway; once over the weekend is fine). React to the environment and your party members. Just let me know you're alive. This can be a RP-heavy scenario, depending on your choices, so make sure everyone gets to participate. My plan is to do the opening post some time this weekend, and officially get things moving when I get back from a work trip on Monday night (7 Dec) or Tuesday (8 Dec). In the meantime, please muster, introduce yourselves and get to know each other.
Trouble in Tamran | Sky Key Solution | Between the Lines
Open for dotting. Please introduce yourselves.
Trouble in Tamran | Sky Key Solution | Between the Lines
Welcome! Please check in with the following: * Player name
My preference is that you post once/day whether it's your turn or not (M–F, anyway; once over the weekend is fine). React to the environment and your party members. Just let me know you're alive. This can be a RP-heavy scenario, depending on your choices, so make sure everyone gets to participate. My plan is to do the opening post some time this weekend, and officially get things moving when I get back from a work trip on Monday night (7 Dec) or Tuesday (8 Dec). In the meantime, please muster, introduce yourselves and get to know each other.
Trouble in Tamran | Sky Key Solution | Between the Lines
Open for dotting. Please introduce yourselves.
Trouble in Tamran | Sky Key Solution | Between the Lines
Welcome! Please check in with the following: * Player name
My preference is that you post once/day whether it's your turn or not (M–F, anyway; once over the weekend is fine). React to the environment and your party members. Just let me know you're alive. This can be a RP-heavy scenario, depending on your choices, so make sure everyone gets to participate. My plan is to do the opening post some time this weekend, and officially get things moving when I get back from a work trip on Monday night (7 Dec) or Tuesday (8 Dec). In the meantime, please muster, introduce yourselves and get to know each other.
Trouble in Tamran | Sky Key Solution | Between the Lines
Open for dotting. Please introduce yourselves.
Trouble in Tamran | Sky Key Solution | Between the Lines
Thread open. I'll start tonight. You're aboard the ship Grinning Pixie, a floating Pathfinder lodge owned by Venture-Captain Calisro Benarry. You've been headed north for some time, and the weather is cold. Oh, so very cold. You've all been called in to the Captain's quarters to (finally) get your mission briefing. Check in, take care of any shopping, and I'll post the intro this evening.
This is a *very* early call for PFS T1–2 scenario #7–10, "The Consortium Compact". We won't start until mid-December. I'll run up to three tables at once (Standard and Core). (The scenario doesn't even release for another week) Sign ups will be accepted via my GoogleDoc sheet.
Trouble in Tamran | Sky Key Solution | Between the Lines
Thread open. Please report your PFS number, Player name, Character name, Faction and any Downtime.
Trouble in Tamran | Sky Key Solution | Between the Lines
Open for dotting. You are summoned to meet with Venture-Captain Ambrus Valsin at the Grand Lodge in Absalom.
Trouble in Tamran | Sky Key Solution | Between the Lines
Please go ahead and get your pregens sorted out. There can be doubles, but one of each is ideal. When you know who you are, please create an alias and populated its stats. Then, post the following here in discussion:
Note: As a nod to the craziness (and short-livedness) of goblins, this module has the unique benefit of applying a useful chronicle, even if the pregen dies. So, go crazy.
A squat goblin peers suspiciously at the gathered Pathfinders. You can't tell whether he's angry, excited, or just gassy. Unfortunately, he begins to sing, in a screechy goblin way that makes everything sound like chaos and killing. "Three signed up, still need one more,
Still need one more for the first in the WBG series. If players wish to continue after the first, we can move directly into Too and Free as desired. I'll report this as part of Gameday IV, so there will be boon support as well, at least for the first adventure. As further reminder, as a T1–2 module, WBG is replayable, but its two sequels are not.
Pathfinder PF Special Edition Subscriber
I mentioned it in the "Additional Resources Updates" thread last month, but the entry for Pathfinder Roleplaying Game: Pathfinder Unchained appears multiple times on the resource list. (Once below Occult Adventures and again below Ultimate Magic.) Content is the same in both entries.
In the spirit of the fine work of the Doomed Hero's Guide and Painlord's excellent follow-ons, I hope the following will be of value to the community. As a player and PbP GM I find myself looking at many character sheets. Some are fantastic. Some are awful. As GM I'd rather see a players with great sheets, and I find the best sheets follow some consistent formulae. Here goes: ——————————
Doomed Hero wrote: Your character sheet is your ambassador to the game. The GM will look at it when deciding to pick you, other characters will look at it throughout the game. Think of it like a resume. It’s nice if it looks good. It’s better if it’s clearly and concisely organized. What's in a good (PFS/PbP) Character Sheet? Take some time to browse character sheets. There are some great examples out there. (I'm particularly proud of mine.) Good sheets take effort, but facilitate online play. Remember, your character sheet is not just for you, it's also for your GM.In addition to the basic stuff (weapons, armor, skills, etc.), you should have, at a minimum:
Even better sheets
Super awesome sheets
Players should also put a statblock under their name.
Statblock wrote: HP 30/30 | AC 15 t11 ff14 | F:4 R:5 W:3 (+2 vs Evil) | CMD 18 | Perception +9 | Init +1 This information should all be visible without a spoiler tag. Advanced players use the statblock to track things that change regularly, like daily uses of abilities and spells. This is a great use of the spoiler tag (and can be made better by using the 'smaller' tag within the spoiler). For example,
Consumables:
wand of cure light wounds 50/50, Lay on hands 5/5, Burning Hands 1/1, Ghost Salt 5/5, Arrows 50[/smaller] It may be easier to put static information in one field (e.g., Race) and changing information in another (e.g., Class). No matter your strategy, avoid using more than one spoiler tag in the stat block. (It takes up too much vertical space.)
Trouble in Tamran | Sky Key Solution | Between the Lines
I'm considering opening up a table to follow this adventure. (To begin about a week after whenever this adventure finishes.) Are there any preferences for follow-on scenarios? (CORE) I'm considering
This group would have preferential priority in a follow-on table. The reason I ask now is that tables need to be registered early for GM support. Registering another table for the Gameday is also another chance for "convention" boons. The intention would be to finish before Siege of the Serpents starts November 5th ... so both Icebound Outpost and any follow-ons would have to be a fast to squeeze it in. I think it's quite doable with daily posting.
This event begins Sept 19th, as part of Gameday IV Signups are officially on my Google Doc, and are full, for now. According to my sheet, we have:
... for a full table at this time.
Siege of the Serpents, **CORE** This is part of the Gameday IV event. (See all tables here.) I will run this as Sub-Tier (1-2), and will accept characters that keep the average party level within that sub-tier. Because this is part of the Gameday event, we cannot start the adventure until November 5th (2015-11-05). (Early sign ups are needed for event support, etc.) Because the start date is a ways away, I will PM reminders to those selected about a week out. Players should commit to post once each day, as a minimum. I will take the first 6 players to sign up.
Trouble in Tamran | Sky Key Solution | Between the Lines
Please list your player name, PFS ID, etc. It would also be great if y'all would make aliases for the pregens. Something like "[gobin_name] - [player_name]", if the system will let you.
Trouble in Tamran | Sky Key Solution | Between the Lines
Blocktext wrote:
Take a moment and introduce yourselves to each other. RP as you like, we'll begin after everyone has checked in.
About Copper and BottomIn the life of Copper:
Currently Empty :p Stat:
Strength: 19 (+4) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 13 (+1) Charisma: 7 (-2) Movement 20 x4 running Initiative +2 Defense:
Health Points 14 Armor Class: 18 Armor Bonus = 4, Shield Bonus = 2, Dexterity Bonus = 2, Size Modifier = 0, Natural Armor = 0, Deflextion = 0, Miscellaneous Modifier = 10 Armor Check Penalty -5 Touch: 12 Flatfooted: 16 Fortitude Save: 4 Base = 2, Ability = 2, Racial = 0, Miscellaneous = 0 Reflex Save: 2 Base = 0, Ability = 2, Racial = 0, Miscellaneous = 0 Will Save: 3 Base = 2, Ability = 1, Racial = 0, Miscellaneous = 0 Base Attack Bonus: 0 Spell Resistance: 0 Arcane Spell Failiur 35% CMD: 16 BAB = 0, Strength = 4, Dexterity = 2, Size = 0, Mic = 0 CMB: 4 BAB = 0, Strength = 4, Size = 0, Mic = 0 Offensive:
Scimitar Attack = 1d20+4 Damage = 1d6+4 Critical X2 Type = Splashing Dagger Attack = 1d20+4 Damage = 1d4+4 Critical 19/20 X2 Type = Pricing/Slashing Sling Attack = 1d20+2 Damage = 1d4+4 Critical 20 X2 Type = Bludging Skills:
Acrobatics -3 Ability Mod = 2, Ranks = 0, Miscellaneous = -5 Appraise -1 Ability Mod = -1, Ranks = 0, Miscellaneous = 0 Bluff -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Climb -1 Ability Mod = 4, Ranks = 0, Miscellaneous = -5 Diplomacy -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Handle Animal 4 Ability Mod = -2, Ranks = 1, Miscellaneous = 5 Fly 5 Ability Mod = 3, Ranks = 0, Miscellaneous = 2 Heal 1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Intimidate -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Knowledge Nature 5 Ability Mod = -1, Ranks = 1, Miscellaneous = 5 Perception 5 Ability Mod = 1, Ranks = 1, Miscellaneous = 3 Proffession (Trapper) 5 Ability Mod = 1, Ranks = 1, Miscellaneous = 3 Sense Motive 1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Stealth -3 Ability Mod = 2, Ranks = 0, Miscellaneous = -5 Survival +3 Ability Mod = 1, Ranks = 0, Miscellaneous = 2 Spells:
Languages:
Common, Druidic Favorite Class Options:
Level 1, Hit Points Traits:
1. Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. 2. Soul-Drinker (Faction: Cheliax) (PFSc: GtPSOP 16) There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability. Feats:
Nature Bond: You have an animal companion, a Roc. Nature Sense: +2 knowledge (nature) and Survival checks. Animal Affinity: You get +2 to Handle Animal checks and +2 to Ride checks. Armor Proficiency: Light and Medium Shild Proficiency: Toughness Equipment, Combat, Armor:
Sling Dagger Scimitar Hide (Armor Bonus +4, Max Dex Bonus +4, Spell Failure 20%) Heavy Wooden Shield (Shield Bonus +2, Spell Failure 15%, Check Penalty -2) Equipment, Masterwork Backpack:
Currently Empty Current Wealth:
Wealth = 60 Gold Accounting:
150 starting gold. Masterwork Backpack -50gp Regular Scimitar -15gp Dagger -2gp Sling 0gp Sling Ammor x100 -1gp Hide -15gp Heavy Wooden Shield -7 gp Bottom, Ape Animal Companion
Stat:
Health Points 14 Strength: 13 (+1) Dexterity: 17 (+3) Constitution: 10 (-1) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 7 (-2) Land Movement 30 Climb Speed 30 Defense:
Armor Class: 15 Armor Bonus = 0, Shield Bonus = 0, Dexterity Bonus = +3, Dodge Bonus = +1, Size Modifier = 0, Natural Armor = +1, Deflextion = 0, Miscellaneous Modifier = 0 Touch: 14 Flatfooted: 11 Fortitude Save: +3 Reflex Save: +6 Will Save: +1 Base Attack Bonus: +1 Spell Resistance: 0 Reach 5 CMD: 15 CMB: 2 Offensive:
Claws x2 Attack = 1d20+2 Damage = 1d4+1 Critical 20/X2 Bite Attack = 1d20+2 Damage = 1d6+1 Critical 20/X2 Skills:
Acrobatics +7 Ability Mod = 3, Ranks = 1, Miscellaneous = 3 Climb +1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Escape Artist +3 Ability Mod = 3, Ranks = 0, Miscellaneous = 0 Fly +3 Ability Mod = 3, Ranks = 0, Miscellaneous = 0 Intimidate -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Perception +5 Ability Mod = 1, Ranks = 1, Miscellaneous = 3 Stealth +3 Ability Mod = 3, Ranks = 0, Miscellaneous = 0 Survival +1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Swim +1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Feats:
Dodge Special Qualities:
Low-Light Vision Link: The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding this animal companion. Share Spell: Druid may cast a spell with the target of "You" on this animal companion. Druid may cast spells on this animal companion even if the spells normally do not affect animal types. Tricks:
Aid (DC 20): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply. Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.) Fetch (DC 15) The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object. Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick. Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose. |