Damiel Morgethai

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25 posts. Alias of David_Hodge.


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Grand Lodge

I've wondered a similar thing to the OP on occasion, though not with crafter's fortune.

My wizard isn't very strong, so likes the idea of getting a pony/horse/riding dog/etc to carry all his gear [insert obligatory reference to buying a handy haversack when funds allow].

Can I buy an untrained horse/etc and ask the druid I just went adventuring with to train my horse for me in down time?

My gut feeling as a player and a GM is the answer is no, because it boarders on the transfer of wealth between players, not enough to be significant, say 50gp for buying an untrained horse and maybe 20gp for helping someone with a dayjob check, but since wealth transfer except under very very limited circumstances is a no no, then my assumption is it wouldn't be allowed.

For thematic reasons, what if the wizard/alchemist/whoever is providing crafter's fortune wanted to go adventuring a couple of weeks before the person who they were providing the spell for.

Crafter's fortune assumes you are casting it each day in your downtime, since downtime is undefined, I don't think that you could necessarily guarantee that the spell had been cast each day. Take for example both people did The Glass River rescue together, the fighter takes a break while the wizard does Destiny of the Sands and they both adventure together again in The Merchant's Wake. I know downtime is undefined, but I don't think there is any way to say that the period the wizard spent doing Destiny of the Sands didn't happen for the fighter.

...I feel like I'm about to get into the problems with time travel so I will stop there :P

Grand Lodge

Speaking of Australia and venture officers, Canberra's VC, Ben Jordan, is listed as a VL.

Grand Lodge

Possibly a silly suggestion, but why not get a combat trained pony? It's far better at carrying things that my weak wizard is and it's a lot cheaper than anything else, and also comes with all the tricks you need?

Grand Lodge

Fromper wrote:
But pure casters that don't need weapons and armour tend to have more disposable cash.

No we don't, you are right that we don't spend our money on armour or weapons, so we spend it all on Raise dead and Restorations...

...

...

...Or maybe thats just me...

...

...Oh...

Grand Lodge

The Guide wrote:

Step 3: Award the character XP based on his

advancement track. A PC may receive XP only if he
survives the scenario or is raised from the dead by
the scenario’s conclusion and completed at least
three encounters over the course of the adventure
.
A character using the standard advancement track
earns 1 XP; a character on the slow advancement
track earns 1/2 XP. Mark this value in the shaded XP
Gained field and initial the adjacent box (H).

*sigh* Thankyou Sniggevert. I fear me I failed my linguistics check :P

And now back to your regularly scheduled programming

Grand Lodge

Avatar-1, I agree I am getting XP and fame sources mixed up, though your phasing of Primary Mission and Secondary Mission (vice success conditions) might be a good way to think about it to get it clear in my mind.

I'll provide the background and maybe that will make more sense then

Spoiler:
The scenario in question is the confirmation.
Success conditions (Word for word copy and bolding mine) wrote:


Primary Success Condition:
The PCs successfully complete their main mission so long as the manage to identify at least one of the carvings in area B2 and explore the Caves of the Pilgrim throughly, including area B1, B2, B3, either B4 or B5 and B6. Doing so earns each PC 1 Prestige Point.

Secondary Success Condition:
Over the course of the adventure, the PCs have multiple opportunities to explore, report and cooperate. If a PC successfully accomplishes three of the following five objectives, that PC impresses the Three Masters and fulfils the secondary success condition: Heed Janira's order to flee into the caves when the minotaur first attacks, identify at least two of the carvings in area B2, explore both area B4 and B5, prevent the minitor from killing Janira, or take good notes during the Confirmation. Taking good notes represents the Pathfinder keeping precise records to ensure the accuracy of her report to the society, but a player need not have written a small novel; the goal is simply to make a sincere effort at recording several discoveries, drawing pictures of what they found, mapping out several of the encounter areas, or creating ssome other documentation of the experience. Fulfilling the secondary success condition earns that PC 1 Prestige point

Okay, so we agree that PCs get 1xp for completing their mission (commonly defined as 3 encounters), and get 1 PP per success condition they complete.

My players failed at decoding the pictures, the players with linguistics and knowledge rolled low single digits and looked at the pictures and decided that the cracks at the bottom of the wall were more important... (Fortunately after re-reading and realising I'd missed that perception could be used, the unintelligent barbarian noticed one of the images). They completed the secondary success condition without any problems.

In accordance with the Primary Success Condition completing the MISSION(see bolding in the success condition) requires decoding one of the images. So they way i read that paragraph, they wouldn't have completed their mission and as a result wouldn't have got the XP.

The other issue with can you get a PP for the secondary success condition if you don't complete the primary success condition has been well explained.

So yeah, ultimately just an unfortunate choice of the word mission.

John thankyou for taking the time to answer the thread. After describing the issue, and what Avatar said, I have a suggestion.

Would it be possible to change the wording on the success page in the future something along the lines of:

Quote:

Mission Success:

Characters receive 1xp if they <insert requirements here>

Prestige:
The characters actions going above and beyond the requirements of the mission and receive 1 PP if they did either of the following or 2 PP if they achieved both of the following:
-Requirement 1
-Requirement 2

Or include something in the upcoming guide (as I couldn't find any guidance on when characters DON'T get XP.) Plenty of guidance on how to do the paperwork, and get 1 PP for each success condition, but no mention of they get 1XP for __________

Alternatively, write this off as very new PFS GM sitting behind the screen for the first time.

Thanks for your guidance all, each day I read these forums and speak to you I learn something new which ultimately means less of these errors.

Grand Lodge

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Okay this is probably a simple question, but I'd like to be sure I'm doing this right.

Can someone confirm for me if primary and success conditions are related? TThis comes after I almost had a party fail the primary success condition but pass the secondary condition. Fortunately in the end it didn't matter as they passed both but what to check for when it comes up again.

My searching on the forum leads me to the following assumption:

1. PC's complete (kill, bypass, etc) 3 or more encounters get 1xp. If they achieve 2 or less encounters they get 0xp.

2. Regardless of 1. If the PC's meet the primary success conditions they get 1pp

3. Regardless of 1&2. If the PC's meet the secondary success they get 1pp.

Which gives the following options:
1. PC's beat 3 encounters and fulfil both primary and secondary success conditions = 1xp and 2pp.
2. PC's beat 2 encounters and fulfil both success conditions = 0xp and 2pp
3. PC's beat 3 encounters and meet either (but not both) primary or secondary conditions = 1xp and 1pp
4. PC's beat 2 encounters and meet either (but not both) primary or secondary conditions = 0xp and 1pp
5. PC's beat 3 encounters and none of the success conditions = 1xp and 0pp
6. PC's beat 2 encounters and none of the success conditions = 0xp and 0pp

Is that correct or have I missed something?

Grand Lodge

To quote the guide to organised play

Guide to Organised Play pg23-24 wrote:
All potions, scrolls, wands, and other consumables are made by clerics, druids, or wizards in Pathfinder Society Organized Play. The only exceptions are spells that are not on the cleric, druid, or wizard spell list. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost. As an example, poison would be priced as a 3rd-level druid spell instead of a 4th-level cleric spell. All potions, scrolls, and wands are available only at the minimum caster level unless found at a higher caster level on a Chronicle sheet. For the sake of simplicity, there is no difference between an arcane and divine scroll or wand. Thus a bard and cleric may both use the same scroll of cure moderate wounds. Finally, scrolls of spells of 7th level or higher are not permitted for characters below level 12 unless you gain access to them on a Chronicle sheet that specifically lists them.

So if a spell can be cast by a Cleric, Druid or Wizard it must be made by one of them.

If the spell only exists on the list of another class, heal mount is a Paladin only spell for example, so could be purchased as a level 3 spell from a Paladin. Lesser restoration on the other hand must be purchased from a level 2 Cleric not a level 1 Paladin (sad face)

In your case neutralise poison is on both Cleric and Druid, so you use the lower list to calculate the availability and price.

So yes you can have a potion of neutralise poison in your sack.

(Also this is PFS specific so should probably be in the PFS forum and I have flagged it for moving as such)

Grand Lodge

phaeton_nz wrote:
The other question is that I'm wondering with all the variant tech on Golarian that whether or not it is possible to obtain a proper astronomical telescope (the PC is a worshipper of Desna).

With regards to astronomical tools that are already in print, Ultimate Equipment gives you a couple of options:

Astrolabe wrote:

Astrolabe

Price 1,000 gp; Weight 6 lbs.

This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.

Sextant wrote:

Sextant

Price 500 gp; Weight 2 lbs.

A sextant is used to determine your latitude. Using a sextant with an astrolabe gives you a +4 circumstance bonus on Survival checks made to prevent getting lost.

Both expensive and not quite the thematic telescope you are looking for but food for thought anyway

Grand Lodge

trogwolf wrote:
Are any of these Fame boons, including copying spells from the Grand Lodge Library, still valid?

Fortunately for your [wizard/alchemist/insert appropriate spell caster here] paying our grumbling...i mean extremely knowledgeable librarian in the Grand Lodge library to use its facilities is not only legal it is noted in the FAQ (bolding mine for relevance):

PFS FAQ wrote:

Can I scribe spells from another PC's spellbook into my own? What about gaining spells via scrolls found during an adventure?

Players are welcome to exchange spells with each other during an adventure. They must still follow all the normal rules as put forth in the Core Rulebook and their class descriptions (for instance, an alchemist can scribe from a wizard, but not vice-versa) and they must not bog the session down.

Similarly, scrolls found during an adventure can be used to add spells to spellbooks and similar class features (such as a witch's familiar), using the normal rules for doing so. Scrolls used in this way during an adventure do not need to be purchased, but are still consumed as normal.

With either method, the GM should sign off on the spells gained (after witnessing successful skill checks) on affected players' chronicle sheets. All other methods of gaining new spells (such as by gaining a level or purchasing access to an NPC's spellbook) function as described in the Core Rulebook and relevant class descriptions.

In the rare instance of a wizard charging a fee for the privilege of copying spells from their spellbooks, this fee is equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells do not change the fee in PFS.

Go to the library, pay to access the library (1/2 spell level cost), pay for the inks to copy the spell (spell level cost), go out defeat enemies of the Pathfinder Society......Profit!

Grand Lodge

semoene wrote:
...Encounter Happened....

G'day Semoene,

Firstly, my understanding from what you have said, is that there is nothing to retroactively fix (death, etc). In addition unless there is a serious miscarriage of justice, retcons are a very dangerous precedent and are usually not done, be it at the table or after. So for that I'll just give the standard answer of speak to the GM and your VL/VC.

Now onto your rules question. Looking at the stealth skill I've bolded the bits I think are relevant:

PRD wrote:

You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.

Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.

If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.

If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).

I'll assume for the moment that the centipede managed to get cover behind the witch or similar and was thus allowed to actually use the stealth skill - which gives us beginning the turn in cover.

That gets us to the breaking stealth section. So we accept the centipede started in cover/concealment and then had to go across open ground to get to the archivist, who unconscious on the ground would not have provided cover/concealment to the centipede (If I'm wrong about that, please correct me someone).
If that is the case then I would say since the centipede didn't finish its turn in cover/concealment it's stealth would have been broken at the end of the turn, irrespective of if it was delivering a spell or not.

So in short, my reading of RAW, would agree with the GM (though for different reasons)

Now since the first time I read your post I thought the centipede was invisible I'd like to keep going and talk about what the GM was talking about with the spell going off.

All the cure spells function as Cure light, so for the text:

PRD - Cure light Wounds wrote:

School: conjuration (healing);

Level: bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text; Spell Resistance: yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

You channel positive energy, there is no description of this being a flash of light or anything, flavour wise, sure go for your life, if you want their to be purple flashing orbs around your hand when you cast it there are purple flashing orbs.

However since we are talking PFS here, then RAW does not list any visual spell effect. So IAW RAW there is no visual effect, just positive energy.

However for the purposes of the argument lets say there is some light (Flavour wise, I think there would be some light, but PFS RAW = no mechanical impact on the game, just how I would describe it if I was casting the spell)

If the centipede was invisible and delivering the spell and some light occured what would happen:

PRD - Invisibility wrote:

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

So the only thing that breaks invisibility IAW RAW is a direct attack or spell that targets a foe or includes a foe in its AoE.

Is the centipede delivering a cure spell to an ally a direct attack or spell including a foe? No

If there was light from the spell, IAW RAW the light would still occur, so you would see the flash, but the centipede wouldn't become visible, leading to a very confused dragon (or a dragon with a high miss chance)

So in summary:
Does a cure spell generate light IAW RAW? No
Would the centipede leaving cover to deliver a spell and ending its turn in the open break stealth? Yes.
Would the dragon have been able to see the centipede and grab it? Yes

Hope that answered some questions.

Edit: Ninjaed by the Fox and to remove spoilers from quote

Grand Lodge

Oh and as an aside, I really like the look of the GM boon and I intend to use it once I'm entitled to it.

My only quam with it is how long it will take until I can reuse it.

I would MUCH rather the current GM boon over a race boon.

Grand Lodge

I originally wrote this for this thread and accidentally posted in the rewarding local organisers thread.
Since I can't figure out how to link to the post on my phone, I figured I'd copy and paste it here.

Maybe the answer is simpler than trying to figure out by reporting who is giving the most to their community.

I'll explain. Each year Piano announces the volunteer (or this year co-volunteers) of the year.

Maybe what we need is a system to nominate as a community local volunteers of the year who are recognised with a boon. Each country/region/area/etc can nominate local volunteers of the year (through VLs, through VCs to Mike for his approval).
Any volunteers that are nominated by their community, supported by their VL&VC and approved by Mike (or to not pile more work on Mike, maybe an award community of VCs) These local volunteers of the year are acknowledged through the awarded of a boon.

Yes it sounds like the Paizo volunteer of the year, because I'm typing this as I think of it. The analogy I'm thinking of is in Australia we have an Australian of the year, but communities can also nominate local hero's of the year, they haven't done something to effect the entirety of the country but they have made a big impact on their local community.
Yes it could be abused, I'm hoping that 1: it would be big enough to avoid that 2: we are all sensible people.

That way Mike doesn't get stressed with us and we have a way of recognising those that do put a lot of effort into their local gaming store but don't necessarily appear on Paizo's radar.

Edit: Formatting

Grand Lodge

Edit: I posted this in the wrong thread so has been moved to the race boon thread, I'll try and link it once I get to my computer.

Essentially I'm suggesting a system where we as a community nominate people who put a lot of effort into PFS locally rather than relying on games reported or anything like that.

Grand Lodge

Sweet, I thought I'd read that somewhere, the way you phrased that just made me stop and question if we were doing the right thing.

[/tangent] And now back to your regularly scheduled programming

Grand Lodge

Sniggevert wrote:
Family members/roommates are permitted to share resources, as long as they are playing at the same table. If you are split, you each need to have your own AR.

Point for clarification: My wife and I play, 99.9% of the time if she's playing, she is playing at the same table as me, as she is not confident enough with the rules yet.

I own a couple of hardcovers but mostly PDFs, when we come to playing at separate at separate tables I assume she can still use the PDFs that have name watermarked on them, as long as we aren't passing them table to table correct? (ie: she takes a printout, I use my tablet) We buy everything we both need through account so everything gets my name watermarked on it.

Grand Lodge

I'll echo what almost everyone else has said with one minor warning.

I started playing PFS a few years ago, then work got in the way and I had to take a break from PFS and pathfinder general.

I've got back into playing PFS a couple of months ago and I GMed my first game for my home group yesterday. I've played with this home group on and off for a couple of years as work allowed, but this was their first introduction to PFS.

I ran The Confirmation, and it went well, but I learnt a couple of valuable lessons that are probably worth sharing with other GMs starting out.

1. My characters I've played PFS with are a Wizard(Bonded Item) and an Alchemist. We had someone yesterday decide to go with a druid, no problem, except I realised that I know almost nothing about how animal companions work. I will admit I probably made alot of errors and let her run her animal far more liberally than is RAW. So learning point for me: Learn what other classes do and how they do it. If possible get an idea of who is bringing what before the game and read over their class, class skills and rules relating to those classes.

2. Even if your home group is used to playing RPGs, and even if they are used to Pathfinder, PFS has some...intricacies that are unique. The ITS and chronicle sheets in particular. The ITSs weren't too much of a problem, but you need to explain BEFORE you start how found items work in PFS ie: You can use them for the mission but can't keep them afterwards - so don't put them on your ITS.
I also explained how the chronicle sheet works badly - we were a bit rushed after we finished the mission so I was trying to explain it as I wrote them up as some of them needed to leave and thus had to reexplain it to some of the others once I'd finished the write up.

Of course that wouldn't have been a problem if they had....

3. Read the Guide to Organised Play. But not just read it make sure they have read and understood it. I provided them the link to it and told them to read it in the week leading up to the game, and then had one of them turn up (saying sorry didn't get to make my character = see point 4) and complain when I said that No he couldn't choose an evil alignment.

Finally

4. Allow more time at the beginning of the first session than you expect, or plan a character creation session. You will need to go over their characters with them ie: no crafting, not evil, etc. We started late because I allowed an extra hour but figured most of them would be able to do it without assistance and just a quick glance over their sheet would do.

Points 2 and 3 especially I would have found extremely difficult if I didn't have my own PFS experience to fall back on (ie: I've been through the guide multiple times as I've been playing, I know how the chronicle sheets work since I've got them for my current characters etc.)

All in all though, once you've got the admin out of the way, its really no different to GMing any normal game, and I'll probably stick my hand up to GM normal PFS games when I go away for work again (got to do something on the weekends)

Grand Lodge

I downloaded it last night for my home group's intro to PFS tomorrow. I believe Uori's wand isn't on the Chronicle sheet:

Uori's Combat Gear:

oil of silence
potions of cure light wounds (2)
wand of shield of faith (CL 6th, 10 charges)
thunderstones (2)

Chronicle Rewards:

amulet of natural armor +1 (2,000 gp)
bracers of armor +1 (1,000 gp)
cloak of resistance +1 (1,000 gp)
elixir of swimming (250 gp)
pearl of power (1st-level spell; 1,000 gp)
potion of barkskin (300 gp)
ring of protection +1 (2,000 gp)
scroll of gust of wind (150 gp)
scroll of mage armor (CL 6th; 150 gp)
wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)

Grand Lodge

gnoams wrote:

link to the additional resources page which tells you what is legal to use or not for pfs.

Healing is much less important in society play than it is in home games. Pfs scenarios are designed to be played in four hour sessions. As long as you survive you are assumed to heal up between each game. Also, since group composition varies from game to game, you can never be sure there will be a "healer" at your table, so you will find many players are self sufficient. First level wands are also practically free, so everyone carries a cure light wand to heal between fights.

I'm inclined to disagree with you. Okay early on sure everyone should buy a CLW wand and be self sufficient, both my characters do and I'll continue to do this as I build more. However if we have a dedicated healer in the party then great as I don't have to use the wand for the session saving me money/PP, but also consider a random group (fighter, barbarian, wizard and monk) the wizard probably has UMD but can easily roll a 1 and be unable to use the wand (or wands if he is rolling badly) for a scenario at which point no healing or more likely, wizards are squishy especially at low level, if the wizard goes down no one to wave the wand (yes I know potion in your pocket you tell the party to stick down your throat - how many low level characters have this?). In addition a wand of CLW is only so effective, the higher the tier/mission the more likely a CLW won't cover.

The core mechanics of the fame don't change because we stick Society on the end of the title. Healing is just as important (if not more so because the penalty for death is so much more acute when wealth by level is so carefully controlled compared to a home game)

Grand Lodge

Galnörag wrote:
In my home game that is certainly how I would rule it as well. In PFS we are constrained to RAW unless contradicted by the PFS staff.

Yeah, and thats where I got to as well.

RAI I'm almost certain you are right Tomos.

However RAW says my staff is just a pretty piece of wood at the moment. Thats cool, since there seems to be no definite answer on a masterwork ring one way or the other, I'll go down the wand route.

I'll spend the 1000 odd gold to bond to a wand this morning and I'll put my staff in a chest. Should keep me out of trouble until I am high enough that I can rebond to my staff and "craft" a pretty staff with it.

Grand Lodge

I know its probably telling you something that you already know, but make sure you have a look at the Additional Resources document.
Some things in society don't work exactly as written, for example: no crafting, so alchemists get extra bombs feat instead of brew potion feat.

Enjoy yourself at GenCon

Grand Lodge

Mahtobedis wrote:
I do not believe that dying breaks an arcane bond. Also I don't think a ring would have a master work cost.

Up until this morning I thought you were right. I was helping my wife level up her character for the game tomorrow and came across this in the CRB: (bolding mine)

CRB wrote:
The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

The only clue UE gives as to the cost of a ring is the mention in the Noble's outfit:

Ultimate Equipment wrote:
Noble's outfit: These clothes are designed to be expensive and gaudy, letting everyone know exactly how expensive they are. Precious metals and gems are worked into the clothing, along with elaborate embroidery, and some outfits may contain impractical concessions to high fashion. A would be noble also needs a signet ring and jewelry (worth at least 100gp) to accessorize this outfit

Bolding as always, mine.

Given the flavor text, I find it hard to believe that such a ring would not be masterwork quality, RAI. However it doesn't explicitly say it one way or the other so RAW still up the creek omit paddle.

Grand Lodge

phantom1592 wrote:
That's something I'm actually curious about... WHere are these extra Professions listed? Is there a book somewhere? I'm not PFS player.. but I wouldn't have thought people could make up new things for that as a rule... but even in home games, I'd like to see profession used more.

Phantom, there is nowhere that 'Extra' professions are listed. The most common professions in the Pathfinder setting are listed in the CRB in the skills chapter.

As NORMALLY one profession give no mechanical benefit over another, there is no rule against being creative, infact, as Michael Brock said upthread, this is actually encouraged (Thankyou for that Michael).

There are exceptions to this rule, occasionally Profession:Sailor is useful and I've seen on the boards that Profession:Librarian has also come in useful, the times that they are are few and far between.

As a result, Profession is more a flavour choice rather than anything else and most (all?) PFS players don't expect any bonus from their profession over and above the day job, which is exactly the same if you are Profession:Sailor or Profession:Street Sweeper

Grand Lodge

Well, as happens to us from time to time, I died....

Got resurrected etc. all good. However it seems that my bonded staff is now...a long (masterwork) stick of wood...
(Yes, I know, probably should have taken a familiar, but thats in the past, and this was my first character, so I made mistakes)

Okay cool, happy need to replace said bonded object, 200gp x level (4) = 800gp, plus the cost of the item itself.

Since I've got to replace it anyway, seems like as good a time as any to change away from the staff, since I can't add bonuses to my staff until level 11 anyway.

My gut feeling is to change to a ring (easy to hide, still have two hands, etc) but I have a couple of questions:

1.Do I have to buy an existing magical ring? ie: ring of protection +1 or similar?

I ask this because the enhancements I'd like, I can't afford at this time (something about dieing, gold and PP....)
What I would like to do is buy a masterwork ring and enchant it in a few levels once I've got the money and I meet the level requirement.
(I will understand completly if I can't do this, since I can't see a masterwork ring...can't see ring period...)

The argument I have for this is the phrasing of the bonded item segment, bolding my own:

CRB wrote:
If the bonded item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enhancements of the previous bonded item. A wizard can designate an existing magical item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item

My reading of that is I can use a mundane item as a new bonded item OR I may choose to use a magical item.

If the general conclusion is I can't do that, I've got a cheap wand on one of my chronicle sheets that I'll buy and bond with. So I don't mind either way, I can see the benefits of either (half price ring of invisibility, or half price wands *shrugs* I can cope with either)

Thanks all

Grand Lodge

I've always assumed that the Grand Lodge provided a similar service to real world military/paramilitary base. IE: Each lodge has a large number of individual rooms, a dining hall, logistics organisation, library/research facility, a healing room, small temple(s), stables, etc. (I assume also the other lodges provide similar services, just maybe not as many rooms or a longer line for the just single healer, etc)

Each Pathfinder when 'posted' to a certain lodge is allocated a room if they require it and able to access all of the facilities. They can dump their stuff in the room and access it as required for the course of their 'posting.'

I also assume that the basics (food and lodging) are covered by the Society taking a small cut of everything we bring back.

Note: I have nothing cannon to back this up with, this is just my own assumptions.