Nefreet wrote:
It was a Dayjob related boon, so he did not mention it until chronicle sheets were being filled out. He thought since it was slotless he did not need to "Slot" the boon when the GM called for it at the beginning of the session.
An issue recently came up where someone wanted to use a slotless boon at the end of a session. Said player was told by the GM that they could not because the player did not "slot" the boon at the start of the session and notify the GM they could not use it, even though it was slotless. I looked at the Society rules and I can see how people could interpret them either way. Have there been any rulings or clarifications on this? I could not find any.
Right now if someone wants to plan a game so that everyone can earn chronicle rewards, they either have to guess and ask around or look up everyone's games played one by one. I think It would be great if we had a took where a GM can simply put in everyone's PFS numbers and either bring up a chart showing what everyone has played, or a list of adventures no one with those PFS numbers has played. I have played with a few different groups and planning can be a huge chore. People move away and new people come in. Keeping an updated and shareable record can be a big task.
Bartholomäus wrote:
Read the new text proposed in the PDF. They Removed the Word "reduced" before "Listed Price". Why would they do that if they were not testing the waters for a price change? And remember that this ids not yet official. at this point in time it is only a suggestion.
I saw the Proposed Change for Gunsmithing, Removing the word "Reduced" from "Reduced Listed Price". For as long as I have Been in PFS it has been understood (At least in my area) that Gunslingers could buy their Ammo at the same price it would take to craft it. Under the proposed change it would cost 11-12gp per shot. Extremely expensive, especially for 1st level players. not to mention the Pain and annoyance involved in every gunslinger having to audit their characters. Not to mention the 1 rank in Craft:alchemy everyone has taken.
IMO and that of many others, the listed price for bullets and Black powder is ridiculous anyways. 1gp of a lead ball? How can that price possibly be justified? Making an Arrow takes more time and more costly materials. How about 10 gp for something you can make with a mortar and pestle from some of the most common ingredients in the world, even in medieval times?
Qaianna wrote:
Opps.. worded it at bit wrong. while 1d12 is 50% more than 1d8, 1d8 is only 33% less than 1d12. Either way a bit much for most peoples sense of logic, especially with the 10ft reduction in range.Hoping for an official clarification on this, some people in my area are having doubts about the accuracy/intent of the chart. would like a response I can print out and show to prospective gunslingers. (and I personally need to know as well). The Text of the items says nothing to suggest decreased performance of the firearm portion, the text mentions only that "It can be used as both a Musket and an Axe/Warhammer". So we have a Classic text Vs. Chart Argument. Text Usually Trumps Tables, but an official statement would help clear things up. So please everyone, Flag the OP for FAQ!
About Ergalian ChiefLizardmen stats:
Lizardmen +2 Dex +2 Int -2 Str [0 RP] Lizardmen are fast and contemplative, however they usually tend to lack real muscle power Medium sized creature
Lizardmen race background:
These Lizardmen are part of the Ergalian tribe, a group of lizardfolk that have sought seclusion from their more barbaric counterparts. They live in preferably warm swamps, marshes and bogs, places where many other races or tribes would not survive as easily as they can. Living in this harsh environment has made them well adjusted to it over several generations, not dying as much to the plant poisons and swamp fever as when they came into the lands. There are other dangers however, as alligators and Giant Frogs prey on the unwary Lizardmen, also the occasional Wyvern/Drake that flies over sends most of them into hiding. Their own food consists of small amphibians, birds, berries and plant roots. Small wooden cottages and makeshift wooden dens make up the village, protected by a series of stakes with wire between them with bones that rattle to alert the evening guards. Most of the villagers and warriors are knowledgable of the land, being able to treat small wounds and mild sickness with extracts and salves from the surrounding swamp. They are not a warlike people, happy to stay in the swamps for now. Being hunter-gatherers, their weaponry consists of spears, bows and clubs, sometimes tipped with poison. Armour is usually created from the hides of Giant Frogs or alligators that they went after with a hunting party, tough or subtle leather decorated with small bones and feathers for their best warriors.
Civilization wise they will stick to their shamanistic ways for a while, eventually learning to shape the swamps around them, drying them up, to build stone structures and temples upon this sturdier land. Valueing wisdom of the land and knowledge, they will likely be a civilization that builds great libraries eventually. Leaders in the Ergalian Tribe are chosen by their skills in the hunt, Every year, unless in special circumstances, the hunter with the most impressive skill wins the right and duty to act as leader. Nystan himself has been leader for the past 8 years, a feat never before seen.
Before every hunt, the shamans and druids perform a ritual in which they ask the god of the swamp for a good and safe hunt, enacting all the animals they wish to catch and all the animals they wish to avoid.
The dead are often offered to the Swamp God to appease him and return the dead to where they came from. Often this means laying their dead to rest in one of the many pools outside the village. Some of the more memorable Lizardmen are burned and honoured in the Szartha Loguss; The Ancestors' Lodge. Nystan, current Leader:
Nystan, age: 36 years old Male Lizardman Ranger Woodland Skirmisher 2 TN Medium Humanoid (Lizardfolk, Reptilian) Init +4; Senses Perception +6, Low-Light Vision (+2 Perception vs animals or in swamps) --------------------
AC 19, T 14, FF 15 (+4 Dex, +3 Armor, +2 Natural)
Speed 30 ft. (Light Armor) , Swim 30 feet
Str 12(14-2), Dex 18(16+2), Con 12, Int 12(10+2), Wis 13, Cha 10
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Focused Enemy (Animal): At 1st level, a woodland skirmisher selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level.
Favored Class: Ranger (+2 HP)
Technological Advancements:
Technological advancements Besides the basics of Pottery, Fire, Simple clothing, Simple Weapons, Spoken Language they would probably have basic fletching (able to create at least shortbows and arrows), herbalism (as a prelude to alchemy) and runic scripture. Future development would include real alchemy and poison making from plants, writing, bookbinding, advanced fletching (making of longbows and composite bows), leatherworking and tar/oil delving from the swamps.
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