Kardswann

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Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Thanks all. I must have just been remembering wrong.

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Is there anyone who can help me figure something out? Is there a replacement option for getting a familiar by giving up one of your arcane powers you gain from an arcane school if you are a Wizard? I swear I read something about it but I can not seem to find it. I know a Sorcerer can gain one by replacing a bloodline power. If anyone knows of one that would be most helpful. Thanks.

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Seraphimpunk wrote:


I'll happily hit FAQ to try and elicit a solid answer.

Sure, I will take any thoughts I can get. I am not too caught up in rules questions but I have a feeling based on things I am doing for this campaign, it will come into play a bunch since we have one character that channells positive energy and one who channels negative energy. Heck, we even have a Tiefling who is healed by both!

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Thanks guys. Any idea where I could look to find something where it clarifies it in the rules? I have no problem house ruling it since we are a long going campaign and I have gone that way before. I know the bleed effect from the Devil can be treated with a heal check but the Mummy Rot can't. I do find it funny that the caster level check to cast a spell on someone with the "Infernal Wounds" condition is harder to do than a heal check to stop it. But, I guess you are most likely using the skill out of combat and have more time. Also as pointed out an Orison will suffice, but I just can't see how a 10th level caster would have to roll a "10" to heal someone with Mummy Rot but a 1st level cleric just channels positive energy. I could be wrong and missing the intent, it just does not make sense to me. I tend to error on the side of the players since I just want the story to move forward most times but I do on occasion like to instill a sufficient level of fear just to keep them on their toes and this surely did. They used a potion, cure serious wounds, when the character had one round left to live and it worked. So we were all happy and the characters have a healthy fear of Mummies...as they should of course. :)

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3 people marked this as FAQ candidate.

Hello All,
I was wondering if someone could help me out with this question. It would be awesome if someone could point me to something official as I can't seem to find it. It has come up in both of our last two gaming sessions and is actually making things a bit tough. Here is why... We had a character with Mummy Rot and Infernal Wounds inflicted by a Bearded Devil. (Council of Thieves Adventure Path) In both cases it states you need a certain Caster Level Check to be able to heal if the player is inflicted with these conditions. Now, this was a tough roll to make for our Cleric but they figured they would just get around it by Channeling Positive Energy since it is Supernatural not a Spellike ability. Not wanting to bog down the game I made a call based on what I interpreted as the "Spirit of the Rule." Since it seemed it was supposed to be tough to heal and if you can just overcome it by channeling that would be to easy, I made them make a caster level check. It made things tough, it was a close call, but the good guys won and they are all fine but I promised I would look into this more and try to get this one solved before future encounters.

It also came up again when our other Cleric that channels negative energy was doing this to effect a creature with Spell Resistance. That was easily solved since it specifically mentions it under the Spell Resistance section, "only effects Spells or Spell Like abilities."

Any help would be greatly appreciated. Thanks.

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Congratulations Mark...though I think you misspoke. Familiar, you are definitely her familiar... :)

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So we are traveling through a forest and are supposed to find some caverns near a waterfall. I describe that the party hears the sound of running water a bit ahead of them. This brand new player sitting next to me says in complete seriousness, " I put on my waterskin and run toward the river!" We must have laughed for a half an hour.

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Ok, thanks for the help

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Callarek wrote:


Any not used by the end of the game, along with "ghost" versions of any used, get sold at standard rates (automatically) to count toward the gold earned for the scenario.

All items picked up during play of a scenario are considered to be gone at the end of the scenario, as you/the Pathfinder Society sells them off, and the PCs earn their share, as shown on the Chronicle Sheet.

So that means the gold number you get is not just from actual gold you pick up but also from what the items would have earned you had you sold them? (Ie, Cloak of Resistance +1 the bad guy had on him earns the party 500 gp to split?)

I have a pretty good handle on how it works to buy equipment, you are limited to what is on your chronicle sheet and the always available plus the TPA thing, it is just the money earned part that is throwing me off. I ask because I figured since it was already typed up on the top of the chronicle sheet we would always get that money but the DM wrote a different number down since we missed an encounter. Again, I don't care overly much I am just trying to figure out the system since it is unique to this style of gaming.

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Sorry Everyone,
I have been looking up answers to my questions for a few hours and I found most of them but I am stuck on a couple of things. Played D&D for 32 years and I feel funny trying to figure out these mundane topics but I just started Pathfinder Society play and I have a 3 questions still.

If I use bolts for my crossbow during a session and I find bolts on dead guys, can I take these to replenish stock but they disappear after the session? Or do they stay since most of the equipment rules seem to center around magic items? Also, how do you mark off that you used a potion during a session and no longer have it? And finally, do you sell mundane or magic items you find for half price to get up to the max gold for a scenario or is that spot on tracking sheet for "sold items" just referring to, "I don't want this +1 chainmail I bought 2 sessions ago anymore so I sold it so I can afford my +1 platemail?

(I don't care about the whopping 1 gp ammo will cost me and I know I can just erase the potion from my sheet. I am just trying to figure out mechanics and this money/item system just seems so foreign to me. I am trying to get out of campaign mode where these money questions are meaningless)

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Dwarf Artificer

Cool thanks. Now it makes sense.

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Glock9 wrote:


The dwarf artificer mini is a great one if you cut off the mace like I did. http://paizo.com/image/product/catalog/TSR/TSR96628-03_90.jpeg

Not sure if that will work...

Obviously not...

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The dwarf artificer mini is a great one if you cut off the mace like I did. http://paizo.com/image/product/catalog/TSR/TSR96628-03_90.jpeg

Not sure if that will work...

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Thanks. That is actually how I was going to do it I was just hoping to find something more official. And yes, I actually know in real life it would not be a worse poison but just harder to resist based on the amount but I was thinking in terms of game mechanics, challenge rating, using restorations, etc... Not a huge deal but thanks for your thoughts on it.

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I was hoping someone could help me figure out what to do for poisons on say a spider or scorpion as it increases its size category? I know the save DC goes up just from HD, but it seems the poisons potency should also increase and the Beastiary does not seem to show that at all. When looking in Beastiary 2, it shows larger spiders and a super large scorpion with higher ability damage/missed save so I was wondering where I could look to find what it should be? I can always house rule it, but I was hoping for something a bit more official. Thanks.