Lem

Jack Amy's page

RPG Superstar 9 Season Star Voter. ***** Pathfinder Society GM. 223 posts (379 including aliases). No reviews. 1 list. 1 wishlist. 15 Organized Play characters. 1 alias.



1 to 50 of 53 << first < prev | 1 | 2 | next > last >>

Hi All,

This question was posed to me the other day, and while my default assumption is 'no, probably not', there are a lot of good deities and there could be one that's particularly pragmatic about it, even if they would never condone it.

Any thoughts?

Silver Crusade 4/5

7 people marked this as a favorite.

With Crypt of the Everflame, Masks Of The Living God and City Of Golden Death all being included on the latest humble bundle, now felt like a good time to ask for this series of modules to be set up for play in campaign mode.

I've only got two brief arguments for this, but they are:

  • Each module is spaced 2 levels apart, meaning that in order to run this in sequence, other scenarios need to fill the gap which unfortunately breaks up the trilogy.
  • Crypt of the Everflame's coming-of-age theme makes the scenario more appropriate for characters that are not yet Pathfinders, and the 2nd half of the book I hear can be tough on 1st level characters as the expectation is you level up partway through.

Silver Crusade

Hi Team,

When viewing any of my Pathfinder Society aliases, clicking on the Sessions tab would usually give me a view of all sessions assigned to that character. Currently, only player sessions are visible and GMed sessions are missing from that view. Please could you advise.

Silver Crusade

Hi all,

The question of the interaction between these abilities has come up for a player at our local PFS lodge, and there is some disagreement among the GMs there as to how it should be ruled, thus I'm bringing it here.

Abilities in question

Elemental Spell (Metamagic Feat):
You can manipulate the elemental nature of your spells.

Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.

Special: You can gain this feat multiple times. Each time you must choose a different energy type.

Admixture School - Versatile Evocation (Wizard Class Feature):
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

The character in question has a sorcerer level with the draconic bloodline (white) to increase the damage of his cold spells.

Bloodline Arcana:
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Using magic missile as an example (an evocation spell with the [force] descriptor)
Step 1 Apply the elemental spell metamagic feat to magic missile to change the damage to fire. The elemental spell feat doesn't care about about the spells energy descriptor, nor the type of damage so this should work. elemental magic missile is now a [force] spell that deals fire damage.
Step 2 Versatile evocation can now be used to change the damage type of elemental magic missile as it doesn't initially check for the descriptor of the spell, just that the spell deals acid, cold, electricity, or fire damage. We chose to change the damage to cold, and as per versatile evocation, the spells descriptor changes to [cold].
Step 3 Apply the bonus damage from the draconic bloodline, as elemental magic missile is now a spell with the [cold] descriptor.

Are there any reasons that this interaction doesn't line up with the RAW and should be disallowed at a PFS table?

Silver Crusade

Hi All,

When using monstrous physique II to take the form of a Vouivre, is all of your gear assumed to be at the creature's humanoid end? If so, would this allow manufactured weapon attacks from the humanoid end and all 5 natural attacks from the dragon end, or should it be assumed manufactured weapon attacks would have to be used at the dragon end, replacing the claw attacks?

Silver Crusade

Hi,

Would it be possible to have 'Pathfinder Society Special: Ruins of Bonekeep—Level 3: The Wakening Tomb (PFRPG) PDF' added to my downloads?

Many Thanks,
Jack

Silver Crusade 4/5

Hi All,

Whist others may be dealing with the Sky Key and trying their darndest against the Aspis, I coordinate for a for a group of pathfinders still dealing with the shenanigans of the Shadow Lodge and solving the mysteries of the Hao Jin Tapestry.

We jumped into organised play after the rules change that made faction missions something that could be used to add additional narrative, but now provide little, if any, mechanical benefit.

I'm 100% on board with everyone playing towards the same objective, but the consequence it has had on these early scenarios is that factions means almost nothing to my local players, apart from a couple that make use of the faction journal cards.

Would it be detrimental to the campaign if the 2nd prestige condition was to complete either the secondary objective or your faction mission? Naturally, this would make earning 2 PP easier, but might help bring factions more central to the plot. I could see the factions of then being different from the factions of now causing an issue (handing Andoran faction missions to Silver Crusaders has felt dodge on a couple of occasions), so while I'm not totally convinced by my own suggestion, I thought it was still worth putting out there.

Are there any lodges out there battling through the past like ours that have been able to make factions feel relevant to their players? Have factions started to feel more relevant from season 5 onwards?

Silver Crusade 4/5

9 people marked this as FAQ candidate.

Apologies if this has already been mentioned, but the FAQ text may need to be updated to include Phantoms as a combat animal in addition to eidolons.

Silver Crusade

Do we know when this is going to be available?

Silver Crusade 4/5

1 person marked this as a favorite.

I'm thinking about picking up some of the Reaper Miniatures iconic metal minis for use at our local lodge for when players need or would like to play a pregenerated character.

If time and money were limitless, I would like to have a mini for each of the pregens, for the sake of completion if nothing else. However I'll most likely be choosing the 6 pregens that are likely to see the most use & who contribute the most during PFS scenarios.

So I thought the best thing to do would be try and create a team of 6 pregens that a effective at each level of play, so that there is always a pregen best able to fill any given role. My party of pregens so far is:

Enora - Arcanist: Well built arcane caster, with access to all knowledge skills at 4th+.
Crowe - Bloodrager: Hits hard, tough, and fun to play.
Adowyn - Hunter: While not an optimal ranged character, she's certainly good enough at it. Oh yeah, there's also Leryn & she's a spellcaster.
Zadim - Slayer: While I personally wouldn't build a slayer this way, the dual-wielding rogue is a popular character type, and Zadim certainly does a good enough job of this.
Oloch - Warpriest: Hard hitting prepared caster that can also heal in a pinch.
Lem - Bard: My default GMPC :D

I'm very curious to hear what others favourite pregens are, and why, and what your party of pregens would look like?

Silver Crusade

Hi All,

One of the newer players in our lodge has been playing a Dual-Cursed Oracle with the heavens mystery and the misfortune revelation. I believe he has just reached 3rd level.

He brought to my attention that he had made a mistake, and had taken the bonus spells from both dual cursed and heavens, and that character was supposed to use the awesome display revelation at 3rd level in conjunction with color spray (which is no longer avaliable as a spell).

Fixing the character is easy, as we just removed color spray from the PCs spells known, however, the character will no longer work as intended. There are 2 options I can think of:

Retraining
I just want to make sure I have my facts straight. The PC can retrain the archetype, and would have to retrain away 2 changed class features (misfortune revelation, and Oracle's Curse) costing 300gp and 10 prestige.

The PC cannot retrain their Mystery, as that isn't a retraining option avaliable in Ultimate Campaign.

Just run with it
I can't claim to know Oracles outside of what the class can give to a Paladin, so I can't really advise on how to develop the character from here. Any Oracle verterans out there that know what to do with a Dual-Cursed Heavens Oracle?

As always, any assistance is greatly appreciated.

Silver Crusade

PbP Gameday IV recruitment thread for PFS 6-97 – Siege of Serpents [November 5th, 2015 to December 20th, 2015]

Silver Crusade 4/5

Hi All,

So attendance has been growing at my FLGS (Yay!), but with new players comes the need to have a variety of table levels available to play at, to help minimise the number of people playing a pregenerated character.

In my experience so far, people would much rather play one of their own characters than a pregen, even if it means playing out of the subtier for the scenario. However, it is unfortunate when a player is forced into playing a pregen because they don't have a character that is legal within that tier, but is only a level away from the subtier.

I don't enjoy explaining to players that they cannot play their level 2 in a subtier 3-4 scenario, but could play that character in a subtier 4-5 scenario.

Alternatively, it is unfortunate when a player cannot complete a multi-part arc because they levelled up too highly to finish it with that same character (though I will admit this can be avoided most of the time thanks to the change in slow/fast track rules).

My proposal is (in addition to making everything just that little bit more complicated), that an allowance is created for characters to be played out of tier, and at the end of a scenario, gold is awarded in a similar fashion to OOST gold, except the values for playing low or high are set values, averaged with the played subtier. Characters would still not be able to play more than one subtier from their current character level. Some examples:

Tier 1-5
Level 6-7 characters could play at subtier 4-5, earning half the gold awarded by the scenario + 1650. (The numbers might not be quite right, but I took 3,300 to be a benchmark for gold awards at subtier 6-7).

Tier 3-7
Level 1-2: OOT half 3-4 gold +250
Level 8-9: OOT half 6-7 gold +2750

Tier 5-9
Level 3-4: OOT half 5-6 gold +600
Level 10-11: OOT half 8-9 gold +3850

Tier 7-11
Level 5-6: OOT half 7-8 gold +1300

So, here is my hastily written & terribly put idea :)
I'd be grateful for any feedback, as I can fine tune my argument once I know the weaknesses in it.

Silver Crusade 4/5

I take it there wont be a quest like Fane of Fangs for occult adventures like there was with unchained. I'm tempted to run a session to showcase the new pregens and make people at my LGS aware of the new book launch.

Are there any season 4+ scenarios that have an occult theme that might make for a good run for a party of 4-6 occult pregens?

Silver Crusade

LINK

Looking for some advice on this playtest character build for use in We Be Goblins Free! Too powerful, missing something, mistakes etc.

I haven't done gear at this point, as a bit of time an imagination is necessary to write up those goblin inventory lists.

I'm also missing a goblin song... I'll work on that later.

Otherwise, I'm hoping the character will be as fun as any of the others in the module, and it should be a decent environment to test the Vigilante's social abilities (or better than MotFF at least).

Silver Crusade 4/5

As much as I like organised play, it can be a little too easy at times (though our lodge hasn't reached season 4 yet, I've heard exciting things). For a little fun, I thought I'd come up with some rules for home games of PFS to increase the challenge beyond that of the core campaign.

1. Ability Scores

When calculating ability scores, no ability score can be higher than 15, or lower than 8 before racial modifiers. This restriction varies for certain classes.

2. Races

Half-Elves: +2 to one ability score can only be used to improve Dexterity, Intelligence or Charisma

Half-Orcs: +2 to one ability score can only be used to improve Strength, Constitution or Wisdom

Humans: +2 to one ability score can only be used to improve an ability of 14 or lower
The human bonus feat must be used to take one of the following feats; Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Run, Self-Sufficient, Skill Focus, Stealthy, Toughness

3. Classes

Cleric: The Travel domain is prohibited

Druid: Must select one of the Cleric domains for its Nature Bond

Fighter: Starting Strength may be 16 before racial modifiers

Monk: Starting Strength, Dexterity and Wisdom may all be 16 before racial modifiers

Rogue: Starting Dexterity may be 16 before racial modifiers

4. Other Rules

All characters must purchase a wayfinder as soon as they are able

All chronicles and boons must have been earned by that character (no credit from pregens, GM credits, convention boons etc.)

No free rerolls from organised play shirts or character folios

Silver Crusade 4/5

Hi All,

Yesterday I ran a table of 'We Be Goblins Too' for five players, however, 3 of the players left part way through the module.

I was rereading the guide to organised play to determine the correct XP, PP & Gold award for these players, and this line seems most appropriate.

Guide to Pathfinder Society Organised Play wrote:

Free RPG Day Modules

The 16-page, Free RPG Day modules are more in line
with a normal Pathfinder Society Scenario. Currently,
these include Master of the Fallen Fortress, We Be Goblins!,
Dawn of the Scarlet Sun, We Be Goblins Too!, & Risen From
the Sands. To bring the Free RPG Day modules more in
line with the rest of Pathfinder Society Organized Play,
all current and future sanctioned Free RPG Day modules
will award 1 XP, 1 PP and the gp amount listed on the
Chronicle sheet if using the medium advancement
track. If using the slow advancement track, they award
1/2 XP, 1/2 PP and half the gp listed on the Chronicle
sheet. These apply only on successful completion of the
adventure.
If you have played any of the Free RPG Day
modules listed above and been awarded Chronicle sheets
for them, the XP, Prestige Points, and gp you received
remain unchanged. All other rules for sanctioned
module play, found in Chapter 6 of the Guide to Pathfinder
Society Organized Play, should be followed.

Do I simply not assign credit or award chronicles to the players that had to leave early. If them's the breaks, then fine, but that doesn't sit quite right with me.

Silver Crusade

1 person marked this as a favorite.

Characters used in this playtest can be found here: Character Sheets
0 XP, 150gp characters for PFS playing through Master of the Fallen Fortress

1. Ravenous Dogs (CR 1):
Bukka won initiative and dispatch one of the dogs with a shortbow plus hidden strike (11 damage)
The two remaining dogs charged into combat, both failed to hit
Hskori defeated one of the dogs (10 damage)
Chankotu missed
Duskade defeats one of the dogs with her greataxe (7 damage)

The fight lasted one round, but this is just the warm-up

2. Spider’s Lair (CR 1):
Hskori and Bukka succeed the DC21 perception and notice the spider on the celling, getting to act in the surprise round.
Spider entangles Hskori with web
Hskori bursts the web
Bukka moves into the room
Round 1
Duskade hits the spider with her short bow (4 damage)
Spider descends and attacks Hskori, but misses
Hskori power attacks, but misses.
Bukka moves to flank with Hskori and bites with hidden strike (4 damage)
Chankotu hits (11 damage)

Combat over

The players grappling hook up to the second floor.

3. Shocker Pet (CR 2):

Round 1
Chankotu casts light his Bardiche to see in the darkened room
Bukka moves into the room and fires an arrow at the shocker lizard, but misses
The shocker lizard approaches Bukka, who makes a successful saving throw against shock (1 damage)
Duskade fires a shot, but misses
Hskori moves to flank with Bukka, attacks, but misses

Round 2
Chankotu moves to also flank with Bukka (I love reach weapons), attacks and hits (9 damage)
Bukka drops his bow and full attacks 2 claws and 1 bite, all with hidden strike. Only one claw hits (3 damage)
Shocker lizard shocks Bukka, successful save (2 damage)
Hskori power attacks, hits (15 damage)

As everyone regroups, 2 young troglodytes burst in.

Round 4
Hskori one shots the troglodyte that opened the door (18 damage)
The remaining trog throws a javelin at Hskori, but misses
Duskade fires an arrow (2 damage)
Chankotu attack (5 damage)
Bukka attacks (3 damage)

Combat over

Bukka disable the javelin trap in room five

Bukka picks the lock to room 7.

7. The Temple of Nethys (CR 1):
Fight against 2 burning skeletons. The players use stealth and secure a surprise round.
Hskori charges the nearby skeleton and hits (10 damage after DR)
The other vigilantes move into the room behind Hskori.
The remaining skeleton charges Hskori and threatens a crit but doesn’t confirm (1 damage, 6 fire damage)
Hskori takes 4 damage from the fiery aura, leaving him on 0 hp. He readies a standard action to attack when flanking.
Chankotu uses cure light wounds on Hskori (heals 5), and moves to flank.
Hskori attacks (9 damage after DR) destroying the remaining skeleton.

Combat over

Duskade pockets the scrolls of Shatter and Shield Other
Bukka notices and picks the door to area 6

Alchemist fires are thrown against the bat swarm and a readily dispatched. Hskori does take 4 points of damage from the swarm, casuing Duskade to use infernal healing to bring her up to full hp.

Hskori holds onto the potion of cure light wounds that was found.

Up to the 4th floor, the fight on this floor against the giant frog is much of the same. One young trog fled upstairs after the first one was defeated and the other went for Tulok’s help. When Tulok joined the fight, he ate a colour spray along with the remaining trog, ending the fight. Balenar’s gear is returned to him and he joins the party and heals everybody’s wounds.

12. Top of the Tower (CR 3):
Using the scroll of invisibility cast by Balenar, Duskade scouts the room. Tasskar, Snapjaw & the remaining trog are ready, and waiting for the vigilantes at the eastern side of the room. Chankotu casts bless before the fight.
Surprise Round
Duskade colour sprays Snapjaw & Tasskar, both fail their will saves. Tasskar is stunned and drops his scimitar, and Snapjaw is blinded and stunned for two rounds.

Round 1
Bukka moves up to Tasskar to flank next turn.
When Hskori moves to do the same, the hazard triggers cause the building to fall away. Hskori, Bukka, Duskade and Tasskar all make their reflex saves and jump to safety, Snapjaw and the remaining trog both fall to their deaths (17 and 14 damage respectively)
Chankotu attempts a bull rush and succeeds with Tasskar taking 6d6 falling damage (25 damage).

The vigilantes regroup on the ground floor, Tasskar has readied himself by summoning a spider swarm and a giant centipede. Balenar is using inspire courage as they approach the ground floor to re-join the fight. I have players reroll initiatives at this point.

Round 2 (sort of)
Bukka fires an arrow at Tasskar (3 damage)
Duskade fires an arrow at Tasskar (5 damage)
Tasskar falls unconscious. End of combat

Post-game thoughts
The dice were certainly rolling hot for the players throughout this session as it was pretty much breezed through.
While this kind of dungeon crawl scenario is probably not the best to showcase the abilities of the Vigilante, it was a good chance to look at each of the specializations combat effectiveness.
Avenger Was like a fighter with better saves and more skill ranks but down a feat. Strong characters with great weapons can dominate low level play and the Avenger is no exception here. Assault training did allow the character to qualify for power attack at first level, but this didn’t allow the character to feel unique.
Stalker Was worse than a rogue. Fewer skill ranks, weaker sneak attack, and no trapfinding.
Warlock A lot of fun to play with and some real incentive to stick with the character. A varied character though somewhat bard-esqe without the songs. Arcane spell failure in light armour felt unnecessary, and there were concerns that it wouldn’t be possible to explore variety of options as most talents would need to go toward arcane training.
Zealot Felt like any level 1 cleric or inquisitor without any of the other class features.
Dual identity & Social Grace are both great class features thematically, however, they have very little use in a practical setting and shouldn’t be taking the place of other class features but instead should have something that works alongside them. Alternatively, each specializations 1st level class feature needs more to it.

Silver Crusade

Hi All,

I started knocking up four 1st level Vigilantes for the playtest. My original thread is here, on the PFS forums, but I thought it might be worthwhile to post it here as well in case it was of interest to anyone involved in the playtest that doesn't play PFS.

Silver Crusade 4/5

I'm hoping to run a few playtest sessions for the vigilante class, and in aid of this I've knocked up four level 1 pregens, one for each specialization, for use in PFS. They need some more work, but the meat is there so I thought I'd share anyway and hopefully get a bit of feedback:

LINK

I've used one of each of the PFS legal non-core races for this for those interested in the noble art of grandfathering.

I will also be looking to provide each character with some backstory, essential first purchases, and levelling suggestions.

Any and all input is appreciated.

Silver Crusade

1 person marked this as a favorite.

While I like the separation of the Vigilante into four different specializations thematically as a way to have traditional party of four filling each of the traditional roles, I feel that mechanically, it is unnecessarily restrictive to have a separate pool of talents based on specialization. The is no reason why Armor Silence & Armor Skin should not be available to Stalkers.

Skills
6 + Int mod skill ranks per level is spot on. Separating class skills by specialization is certainly interesting, but like talents, it unnecessarily restricts the creativity in building Vilgilante. I would broaden the default skill list to at least: Acrobatics (Dex), Bluff (Cha), Climb (str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).

Dual Identity
I’m happy with this, it’s unique and probably the main appeal of the class.

The Odd Level Class Features
Social Grace, Renown, Startling Appearance, Loyal Aid, Many Guises, Frightening Appearance, Quick Change, Stunning Appearance, Everyman. My suggestion for these class features would be to instead have a 'Social Talent' class feature at 3rd level with an additional Talent at each additional odd numbered level. Players could then craft a worthwhile social persona for their character that is as varied as their Vigilante persona could be in combat.

Vigilante Specialization
While I don’t like that slayer talents are grouped by your choice of specialization, I like the idea of the specialization themselves. In this case, I would like to see a little more powerful and to have them scale. I dislike the talent tax for casting, and will be basing my ideas for power based on Warlock’s and Zealots receiving normal 2/3rds casting.
Avenger Specialization: Full BAB, and +1 hp per level. A +1 bonus to AC and all saves at 5th, increasing by +1 at 10th, 15th & 20th, and can grant these as a bonus to an ally within a certain range as an immediate action for a round, losing the ability itself in the meantime. Whenever an enemy damages you or an ally, you gain a +2 bonus on attack and damage rolls against them for one round. This improves by +1 at 5th, 10th, 15th & 20th for a +6 to attack & damage rolls at 20th level. The idea of these features is to make the Avenger feel like both its namesake, and as a protector of its allies
Stalker Specialization: It should certainly have the Unchained Rogues sneak attack instead of Hidden Strike. It could also have the Unchained Rogue’s Finesse Training class feature as I'm sure most stalkers will want to be dex based and shouldn't really need to go through the hassle of finesse, focus and grace feats.
Warlock & Zealot Specialization: Give each a normal 2/3rds spell progression and get rid of the unnecessary Arcane Training & Divine Training talents. The Warlock should also be able to cast in some armours without arcane spell failure.

Vigilante Talents
A lot of these are fine except for being specific to any given specialization and should be open to most Vigilantes. I could see there being exceptions, such as Mystic Bolt having the prerequisite of being a level 4 warlock, or the talents marked with asterisk requiring sneak attack (not necessarily from Vigilante). Also, if talents remain at this power level, then an Extra Talent feat is certainly viable.

I’m hoping to get a chance to play a Vigilante soon (or at least GM for some Vigilantes), and I’ll try to provide some in game feedback on the class then.

Silver Crusade 4/5

Not that I'm getting ahead of myself...

As far as I'm aware there is:

  • SP2 Year of the Shadow Lodge
  • SP3 Blood Under Absalom
  • SP4 Race for the Runecarved Key
  • SP5 Siege of the Diamond City
  • SP5-2 Legacy of the Stonelords
  • 6-97 Siege of Serpents
  • 7-00 The Sky Key Solution
  • Ruins of Bonekeep—Level One: The Silent Grave
  • Ruins of Bonekeep—Level Two: Maze to the Mind Slave

    Have I missed any, or do any of these not count towards the 10 specials to run?

  • Silver Crusade 4/5

    Hi All,

    I'm looking to take a group of Pathfinders through the Emerald Spire soon, and thought it would be a good idea to tackle the nearby Thornkeep dungeons as well since we'll all be in the River Kingdoms anyway.

    While it's quite easy to justify why a Pathfinder would be at either of these locations, I'm a bit stuck at the moment on finding a justification why someone should stop exploring the spire to tackle the next level of Thornkeep or vice versa. Any insight here would be great.

    As the idea would be to run most of it on the slow track, I'm considering running a few scenarios with it as well. Any suggestions as to what might work well with the spire would be appreciated.

    Silver Crusade 4/5

    2 people marked this as a favorite.

    Hi All,

    Passing thought. Has it been considered at any point to convert the BBBD into quests, with a chronicle similar to what is awarded for silverhex. Something like:

    Quests | GP | XP | PP | Other
    1 | 125| 1 | 1 |
    2 | 250| 1 | 1 |
    3 | 375| 1 | 2 |
    4 | 500| 1 | 2 | Initiate of the Society

    [ ] Relics
    [ ] Ruins
    [ ] Terrors
    [ ] Tomes

    [ ] Initiate of the Society: Does something flashy one time.

    Couldn't hurt to get more quests out there, and another evergreen and a decent link for beginners into organised play.

    Silver Crusade 4/5

    Hi All,

    I've recently been contemplating what the impact would be if campaign leadership decided to introduce magic item creation to organised play. Assuming that:

  • You cannot create custom magic items.
  • Skill checks to create magic items must be made by taking 10.
  • You cannot create magic items for others.
  • Magic items with a cost over 1,000gp cost prestige for the time spent in a similar fashion to retraining.

    What would be the advantages and drawbacks if this was included in the campaign? Is this open to abuse, or is there anything that I have overlooked?

    I'm posting this thread to discuss a passing curiosity, and am not expecting (or necessarily want) item creation to be a part of the organised play campaign, but I do know that there are plenty of players out there that miss being able to create their own items. This rule has been around since the start of season 0, and from what I can tell a lot has changed over the last 7 years. I'm sure item creation has been discussed at length many times before, but some thoughts on this from the community at this point in time would be smashing.

  • Silver Crusade 4/5

    Hi,

    Apologies if this is on the to fix list, but I thought it was worth mentioning.

    When cloning an event, I lose the GM credit from the original event.

    As best as I can tell, what appears to be happening is that the scenario's from the original event become deselected, and when going back into that event's reporting, the scenario is no longer selectable from the drop down options.

    It is possible to repair the events by going back into the event creation, reselecting the scenarios, then amending the scenario in event reporting. I was able to check this for the games I've run & reported, but am unable to check this for games GMed by others which I have reported.

    Silver Crusade 4/5

    Hi All,

    I've been trying to find the official rules for character levels in a tier 1-7 scenario, and was wondering if someone could point me in the right direction?

    From memory, you can play out of subtier, but not by more that 1 subtier, so...

    Subtier 1-2: Legal levels 1-4 (someone please correct me if this should be 1-5)
    Subtier 3-4: Legal levels 1-7
    Subtier 6-7: Legal levels 3-7

    I'm just looking to clarify because we are likely to be running one table of Among the Living next Friday with a pretty high level disparity of 5, 5, 3, 3, 2, 1: APL 3

    I just wanted to make sure that all of these characters could play at the same table. Also, if one of the players wanted to play a level 6 character, would this be okay?

    Silver Crusade 4/5

    Hi All,

    While setting up PFS events, I've been curious about the six items in free products.

    Intro 1 is fine, but intros 2 & 3 are still available as options even though they are retired. I am assuming these options are still there so that GMs can amend any problems they may have with reporting these while they were still available, however, is it still possible to run these scenarios and report them? If someone were to run them, naturally players wouldn't receive any credit, but should the GM still receive a table credit (I suppose this question also applies to other retired scenarios)?

    I'm not sure why the PFS GM 101 & 201 are options here? I plan on running a session for people looking to start GMing, and a part of that will include use of these. Is this something that should be reported?

    Pathfinder Society: Kid's Track, I'm guessing that you can sanction running the kid's track for a GM table credit, but no chronicles are assigned here. Same for the Beginner Box Bash demo.

    Silver Crusade 4/5

    1 person marked this as a favorite.

    Hi All,

    I have a few players at our local lodge looking to start GMing, but naturally they would like to start out GMing for players they know to help build confidence.

    For this, I was thinking of running a session in which six of us all play six parts of the Silverhex Chronicles, each part being run by a different GM who will also play the other five parts.

    Is it a good idea to introduce players to GMing this way? They each get a bite size session with less to prep for and don't have to worry about PCs with exotic abilities. Or is it better to ask someone looking to GM to run a whole scenario? More daunting, but potentially more rewarding.

    My other question regards reporting for the Silverhex Chronicles. I had a quick look at reporting and I expected it to appear as a multi-part session, however, it appears as any other scenario. When it comes to actually reporting it, should I just report the session six times, changing the GM for each entry?

    Thanks in advance for any input. :D

    Silver Crusade 4/5

    Hi All,

    A little bit of confusion on my part. I believe that you can replay a tier 1 scenario or a tier 1-2 module any number of times (different character each time).

    When reporting WBG for the first time, I received 2 table credits because it is classed as a 'module'. I ran it a second time recently, and was unable to assign credit to a second character as I'd run the session once before.

    Was I wrong in my initial assumption that WBG can be replayed an unlimited number of times as it isn't actually a module?

    Edit: Apologies for all of the spam posting this from my phone created, it wasn't intentional and I believe I've deleted all of the duplicates.

    Silver Crusade 4/5

    Hi All,

    I am running this scenario on Thursday and have noticed there is an encounter with:
    4 Gnome Warriors.

    This monster is from the 3.5 monster manual, no stat block is provided in the scenario and there doesn't appear to be an alternative in the bestiary. Should I refer to the 3.5 SRD in this instance or is there something else I can/should do?

    Silver Crusade

    Hi All,

    I'm looking from some pointers on my Battle Herald build, and to check to make sure everything here is PFS legal.

    The build is a classic Human Cavalier 4/Bard (Arcane Duellist) 1/Battle Herald x

    Abilities: Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 13

    Weapon of choice will probably be a longspear for use with Banner of the Ancient Kings, otherwise, Lance.

    Question: With the Battle Herald's Banner ability, the AGP writes

    APG wrote:
    Banner (Ex): At 5th level, a battle herald may fly a battle standard that inspires her allies. This ability is identical to the cavalier's banner ability, and cavalier levels stack with battle herald levels to determine the bonuses provided by the banner.

    I am assuming that the cavalier is required to have the Banner ability for cavalier & battle herald levels to stack. If someone could correct me if this is not the case.

    Cavalier 1:

    Feats: Mounted Combat, Power Attack (human bonus), Shake it Off (bonus, teamwork)
    Traits: Helpful, Gregarious
    Skills: Diplomacy 1, Handle Animal 1, Perception 1, Profession (soldier) 1, Ride 1

    Order of the Dragon

    Cavalier 2:

    Skills: Diplomacy 2, Handle Animal 2, Intimidate 1, Perception 1, Perform (oratory) 1, Profession (soldier) 1, Ride 2

    Cavalier 2/Arcane Duellist 1:

    Feats: Lingering Performance, Arcane Strike (bonus) Lingering Performance allows me to combine inspire courage with inspiring command to a certain extent.
    Skills: Diplomacy 3, Handle Animal 3, Intimidate 3, Perception 1, Perform (oratory) 2, Profession (soldier) 2, Ride 3

    Spells: 0 - light, mending, prestidigitation, spark. 1 - feather fall, ventriloquism feather fall has no somatic components and will improve in utility once this character is griffon mounted, ventriloquism is there because I couldn't find a more useful bard spell with no somatic components.

    The bard level has to come at level three so I can take both lingering performance & monstrous mount by 5th level.

    Cavalier 3/Arcane Duellist 1:

    Ability Bonus: +1 Charisma to 14
    Skills: Diplomacy 4, Handle Animal 4, Intimidate 4, Perception 1, Perform (oratory) 3, Profession (soldier) 2, Ride 4

    Cavalier 4/Arance Duellist 1:

    Feats: Monstrous Mount (Griffon), Skill Focus: Handle Animal (PFS bonus feat, no expert trainer)
    Skills: Diplomacy 5, Handle Animal 4, Intimidate 5, Perception 1, Perform (oratory) 5, Profession (soldier) 2, Ride 5

    All requirements have been met for Battle Herald, and I qualify for horse master at 6th (although I'll have to wait till 7th to take the feat).

    Cavalier 4/Arcane Duelliet 1/Battle Herald 1:

    Command: Shake It Off I can start combats with inspire courage, and drop it for shake it off when needed and inspire courage lingers

    Now that the skill prerequisites have been met, I will started improving perception and UMD & stop advancing intimidate, & perform (oratory).

    Cavalier 4/Arcane Duelliet 1/Battle Herald 2:

    Feat: Horse Master

    Cavalier 4/Arcane Duelliet 1/Battle Herald 3:

    Ability Bonus: Strength or Charisma, currenlt undecided.

    Command: None Shall Fall, I though this was pretty rubbish at first, but the extra utility is good and I'm primarily after ability that aren't redundant with inspire courage

    Cavalier 4/Arcane Duelliet 1/Battle Herald 4:

    Feat: Outflank (2nd teamwork feat required for Coordinated Charge).

    Cavalier 4/Arcane Duelliet 1/Battle Herald 5:

    Command: Teamwork

    Cavalier 4/Arcane Duelliet 1/Battle Herald 6:

    Feats: Practiced Tactician, Coordinated Charge (teamwork, bonus), coordinated charge is a powerful teamwork feat, and practiced tactician allows me to at least use it twice a day.

    My build goes to level 20, which is mostly beyond the scope of PFS, but I'll include feats & commands below for completeness.

    Level 12 (C4/AD1/BH7): Command Sound the charge. +3 inspiring command makes this better than inspire courage most of the time.
    Level 13 (C4/AD1/BH8): Feat Flagbearer
    Level 14 (C4/AD1/BH9): Command Battle Magic
    Level 15 (C4/AD1/BH10): Feat Iron Will
    Level 16 (C5/AD1/BH10): ...
    Level 17 (C6/AD1/BH10): Feats Improved Iron Will, Indomitable Mount (bonus combat feat)
    Level 18 (C7/AD1/BH10): yawn...
    Level 19 (C8/AD1/BH10): Feat Practiced Tactician
    Level 20 (C9/AD1/BH10): Greater Tactician class feature does make for a pretty cool capstone.

    I could really use some help with what's best to do with levels 16-20 after leaving battle herald from a theorycraft perspective, but I am unlikely to play this character to that point.

    As an aside, it would be nice if improved leadership did something in PFS, even if it was a bonus to knowledge: nobility checks or something equally trash, but that isn't the reason I'm in the class so the character isn't really missing out there.

    Any advice or input would be greatly appreciated.

    Silver Crusade 4/5

    In the short time I have been running pathfinder society games, I have found that pregens are essential, allowing people to play when they don't have an in tier character, or just allowing someone to try out organised play.

    Even though the iconics are, well, iconic, I have found that new players can have an underwhelming experience with pathfinder by having to play sub-optimal characters (I will say that last nights Kyra GMPC and her wand with 50 CLWs was appreciated. although this would have been a pretty dull experience for a player).

    In addition to being stronger, it would be good to see pregens that also have a identity in the Pathfinder Society itself, each being a member of a faction (those PCs could even receive faction missions from the older scenarios), and could even be involved in larger plots.

    I would love to see 14 new iconic pathfinder society characters, 2 of each race & faction, with 3 classes doubled up, all legal in the CORE campaign. An example distribution could be:

    CG Female Gnome Bard of Liberty's Edge
    CG Male Half-Orc Fighter of Liberty's Edge

    CN Female Human Barbarian of the Exchange
    CN Male Gnome Sorcerer of the Exchange

    LG Female Dwarf Cleric of the Silver Crusade
    LG Male Halfling Paladin of the Silver Crusade

    LN Male Dwarf Monk of the Scarab Sages
    LN Female Elf Wizard of the Scarab Sages

    NG Male Elf Fighter of the Sovereign Court
    N Female Halfling Rogue of the Sovereign Court

    LN Male Human Cleric of the Dark Archive
    LN Female Half-Elf Wizard of the Dark Archive

    N Female Half-Orc Druid of the Grand Lodge
    N Male Half-Elf Ranger of the Grand Lodge

    Lastly, a broader array of levels available, maybe every odd number from 1st - 11th level. Not that my local group has gotten that far yet, but I'm guessing it can't feel good to sit down at 10-11 table and have one of the characters be a 7th level iconic.

    What are other peoples thoughts the above, or on pregens in general. I'd also be very interested to hear about peoples positive experiences of playing pregens, if just to coax some of the negativity surrounding them from me.

    Pregens are essential to PFS organised play, I think they could be better and provide a better play experience all around.

    1 to 50 of 53 << first < prev | 1 | 2 | next > last >>