Archetypes: all archetypes on pages 75-133 are legal for play, except forgepriest, hex channeler, musketeer, mutation warrior, packmaster, primal companion hunter, primalist, spirit summoner, and steel hound. Hex channeler, mutation warrior, and primal companion hunter are now legal for play. So are they legal or are they not?
I get all that, with the sanctioned parts. And with only getting PFS xp for the right stuff. Though admittedly better than I did before. I can NON-PFS anything I want, any time anyway. That's not what I'm asking about though. Say they get to level 3. We start part 1 of 6 for RotRL. Those characters have to finish part 1 of 6 before they can do something else, right? Which can be any level appropriate sanctioned content? I mean, content for progression of their characters. Adventure Paths are a little confusing in when you can step away and use the same character to do other things for PFS progression. I appreciate the answers you've been kind enough to give. I guess I just need to ask better questions? We do Scenario A. Then B, et al. The characters start an AP. At which points can I legally run them through Generic Sanctioned Scenario C? After they finish each part of the AP, or in the middle of it? Again, I get that a Chronicle sheet can't be applied until a requisite level is met but the material can be run legally and the Chronicle sheet acquired before it can be applied. I hope this will be what I'm trying to find out, because I'm about to buy a bunch of non-mint bits and baubs to fill in the blanks, I just don't know when those blanks can be filled. Sorry for being a confuzzled blonde.
So a character, not the player, has to finish an AP book before it can go somewhere else? Like if I got Emerald Spire, could the characters go between the two for the xp they need to keep going in an AP as long as they've cleared the started content? Sorry if my phrasing is confusing. I get the only get credit for sanctioned content part. How or when do I legally weave in additional but separate things for xp requirements?
Looking at Burnt Offerings Chronicle sheets, it says character levels 3-5. How do I get my players' characters up to level 3 so they can legally play them in this? Further down the list, level 7 is skipped in the legal levels listed. Again, what do I do here? Since the characters can't play in another session while involved in an Adventure Path, I'm really confused. Sure, there's the pregen characters, but that doesn't get the ones they made leveled up to participate. Help?
My books still have the pricetag on them. I ran a game for the first time in years. Afterward I scooped up the Core Four, as I like to call them regardless of gaming system. I didn't know anything about Organized Play last week. Since then, posting here and talking with players and others, I've discovered that the community is perhaps the least toxic of ANY group, gaming or otherwise. Portability is another aspect I have already fallen head over heels for. I can join a random group of players and not be overwhelmed by house rules and tweaks. I'm playing the same game as so many other people, each adding their own special flavor to a rich and vibrant world. A world that me or my players' actions can shape the future of! When I played old Gygaxian, 2e, or 3.x systems new players were a precious thing. It was exceedingly difficult to work the sudden appearance of a new PC into a custom world, which describes virtually any game group I'd previously encountered. With PFS, a pickup game is not only possible - it is actively encouraged by players and developers alike. Speaking of developers, I have been overwhelmed by the commitment to quality in this world. An MMORPG has immediate ways to adjust any mistakes, glitches, or balance concerns. All previous tabletop RPG games have been either unable or unwilling to keep past products relevant in the shadow of new books and content. I haven't been around Golarion long. There is so much for me to discover. To someone who has been playing games like this for decades, that speaks volumes. Add to that all I gave mentioned, and I can't wait to see what lies ahead. Bring me that horizon.
It seems like all of your players take their mook army into the dungeons. Each mook that dies is -1 leadership score, meaning mooks desert while they're still alive. Have any of you read the Downtime rules? It says pretty clearly how followers can be used during that aspect of the game. And they're what, level 0 or maybe a few at 1 or above, in a really Leadership focused build. It sounds to me like most people see it as a one-feat army, without considering exactly how useless a level 0 NPC is in combat when the APL is 7-10, much less higher than that. You don't want to deal with the Mook Horde? Fireball. From literally any caster on par with the PCs. I personally fail to see the OPness of the feat, it's actually really easy to manage as a GM.
Players getting rulebendy to eke out any possible advantage will always be a thing. When I look at the player and remind them they haven't visited their followers in weeks and as such take a penalty to their Leadership score (inattentive, aloof, pick your poison here) it either makes the group cater to the leadership feat taker, with whole sessions devoted to that players assets (unlikely), or it starts a downward spiral that ultimately makes the feat a detriment. As a GM you have power. Say after months of abandonment, the followers strike off without their leader. And when a cohort dies, absolutely take every bit of pain out on the player. From time to recruit a new cohort, to alignment penalties, even followers could die without the PC authorizing medical treatment or paying for foodstuffs. On the flip side, giving too much automation to the followers actions could result in corruption - Cash is King, and makes a very solid motivator for anyone.
IMO, it's because we like their rules we choose to okay this game over others. Organized Play is a cool concept, I like the idea. It also seems to restrict a lot of cheese in builds. So, here are the traits I have, gotta pick just two since the drawbacks are no go. I'm drawn more to the first two. Muscle of the Society - STR bonus out of combat
Individually the traits at legal, but since Drawbacks aren't allowed I'll have to out two on the chopping block. MotS solves all of my encumbrance issues by itself. I like this. Mechanically, it's great but thematically not sure if it fits. Highlander gives me stealth as a class skill. It stays. Bounty Hunter has some relation to concept, making it a contender. Same with Know the Land. I'm not 100 if I actually qualify for Know the Land. Giving up Know Nature as a class skill could be concept workable, though still with skill points in it. Thoughts?
Thanks, and thanks. As much as I'd like to take Keen Scent(?) I understand the mechanical need for PBS. Do alternate racial traits count against the 2 trait default the book claims? I am under the impression they're legal swaps, giving up something to gain something. I have a few Drawbacks on deck just in case...
Then considering wealth by level, I could get a cartridge enchanted with Abundant Ammunition by say, 3rd or 4th level and completely skip any reloading feats. Would that be an enchant for the case of bolts or the crossbow itself? If the two are considered separately, that would be huge. The reload would be bumped down a step to "not an action" and I wouldn't have to replace the cartridge every 5 shots. Also, the book says "a new cartridge must be loaded". When I put a new magazine into my glock I don't describe the action as loading, but as reloading. Being semi automatic, the clambering of a new round is "not an action" while the removal and insertion of a magazine can be a free action with training and experience.
What about making a situation that causes the Antipaladin to betray his new patron because it serves his own interests? The weight of the good - banishing the avatar of whoever gives him powers for a mountain of gold or some ridiculously powerful item (that conveniently only works for those faithful to said patron)? Sometimes an outcome can be very different than the immediate ramifications. Also, what if the corrupting influence of their evil God starts to take a physically painful toll on their mortal shells? And the priest of whoever can stop the pain... If the AP brings something small to benefit the good church in a big way? For example, by bringing the stolen staff from some weakling thief... Which just so happens to be what the priest needs to feed all the homeless? It can be about the benefit:cost ratio, just like with Paladins.
Also, probably an oversight, but Bolt Ace doesn't say that the target has to be aware ofthe shooter in the "modifies" text, whereas the original grit description specifies can't be unaware or more than 1\2 my HD. Bolt Ace:
Is this a thing, or am I noobing the reading?
I use the STR score to carry all my gear, and even still I'm down to basically caster armor without going into medium load. I'm weighing the advantage of a Masterwork Backpack's +1 str bonus to carry capacity, but gold is tight. We start with 150. I'm considering swapping rapid reload out for Keen Scent, since taking a repeated makes loading another single bolt a free action, for 5 shots. If I'm reading Crossbow Mastery right, it makes reloading a free action and the class feature doesn't have the feat tax. The concept is to strike from where they couldn't see me if they tried, thanks to 90ft darkvision and 120ft range increment. Chris Crossbow (not actual name) is more of a sniper, hunting animals and bounties in much the same fashion, through high stealth. High survival, doesn't carry more than a day's ration in case hunting and gathering fails. Alternatively, I could lower WIS to 12 and take Extra Grit, and put that 14 in CON. It would be a net gain of 1 Grit, but I'd have spent a feat to get it. Not sure about the cost:benefit ratio. Though I'm not aiming for a completely min/maxed character, just enough to carry my weight in a mix of MM and RP party members: Strongguy McArmorface, Durid Dave and Pet, Babyman Blastysorc, and Willie Warpriest.
First time poster, started reading recently. I'm due to start the Commencement scenario with a group soon, and wanted some polishing advice on my build. Also, fairly new to Pathfinder so any rules violations it whatever. Here goes! Level 1 Half-Orc Bolt Ace 20 Point Buy:
Two Traits:
Alt Racial Traits:
Since Bolt Ace gets ANY masterwork crossbow at start, I chose a Heavy Repeating Crossbow. d10, 120'range increment. +6 attack (1BAB, 1MW, 4DEX) Ranks in Stealth, Know(Local), Survival, Know(Nature), Perception, and Prof(Hunter) The concept is a Chaotic Good wilderness loner who hunts for furs to trade, as well as bounty hunting when there is one available. Arrows to the Knees kind of guy, he prefers to take live bounties. He's been shunned by society his whole life, forced to live in the mountainous outskirts of his home area. Still he doesn't bear a grudge against those in the village, there have been enough ambivalent people to keep the darkness in check. Am I good by the book? DM has approved the concept, but I may want to take him to cons or other Organized Play events. Thanks in advance! I sure hope I put this on the correct board... |