So the Pathfinder Agent Dedication makes it so that you add your level as a proficiency bonus to skills with which you are untrained. But then the Watch and Learn 4th level feat in the Lost Omens Pathfinder Society Guide (which requires Pathfinder Agent Dedication as a prerequisite of course) allows you to add your level as a proficiency bonus to any Strength or Dexterity based skill check at which you just observed someone succeeding. But didn’t you already have the ability to add your level to an untrained skill from the dedication? Is this just a completely redundant feat, or am I missing something?
Yrrej86 wrote:
This is the reason I don’t buy the bestiary cards - and the reason I don’t play an AP until the pawns are released. I want all the accessories to be present when I start, and if I have to do things half way - like some bestiary cards and some looked up in books - then it’s just not worth it. I see the same thing happening with these treasure cards.
Okay, thanks! That’s kind of what I did. I rolled the village that doesn’t speak common (which seems to make a lot of this even harder than Rob’s two fine examples). So I had one man in the village who could act as translator, and I had him explain to the characters that they might get more help from these people if they shared some of their knowledge of the forest and survival techniques.
Anyone else seeing that the “S” character is missing from the red circus font when reading the PDF in the Apple Books app on an iPad? For instance, the name of the book in the right page margin says “THE HOW MU T GO ON” on every page. And this happens throughout the book. The “Staff Acrobat” archetype is “taff Acrobat”, for example.
So, I have a weird question. I rolled for all the options here, and I got the insular village with the Nature, Hunting Lore, and Survival skill checks. I also got the selfish thief kitsune with the Deception, Underworld Lore, and Thievery checks. Now, maybe I got the worst of all possible outcomes, but how do you normally present these rolls to your players? Do you just tell them up front these are the rolls you need, or do you roleplay the whole encounter and expect them to think of making those rolls? The first option seems too arbitrary, and really removes player agency. The second option seems doomed to either be extremely awkward or impossible for the players to guess the exact combo written in the adventure. Try to roleplay an interaction between people who can’t speak your language (insular village) and somehow convey that a Nature roll will get these people to help you! I even threw in an NPC translator that just happened to speak Taldane (common) and it STILL came across as super-wonky. Is this just extremely bad adventure design, or am I doing this all wrong? |
