Lini

Mizkitty's page

56 posts. Alias of Brandi Greene.



Grand Lodge

In the story description at the start of the chapter it mentions that grafts can be created using things from the creature that don't kill it, like hairs and such. I like to think it's sort of like extracting DNA, and I like the idea of not having to kill a creature and carve it up to get the graft.
The rules mention that grafts can be created from scratch but typically need a special jar to remain viable. Am I missing somewhere rules for creating the grafts? Is that a separate crafting check that I need crafting for instead of medicine and takes additional days? Or as part of the same 1 day check using medicine to graft a tail onto the party member am I able to also create/grow the tail? If it's all the same check in the same day, why would I need a special jar? .. Perhaps I'm reading too much into it, but if anyone can clarify, I'd be most appreciative.

Grand Lodge

My main character just hit level 15 (rogue 11/lorewarden fighter 4). There have been several new source books come out and this is my first character to reach this level. Are there any amazing must have items or there for rogues, especially in some of the newer companions, and campaign settings?

She's a finesse rogue built around springing into flank and staying there to make full use of high crit range and teamwork feats. Celestial armor and +1 keen ghost touch heartseeker adamantine rapier. Eyes of the eagle and trapspringer gloves.

I appreciate any input y'all may have to items both magical and non-magical.

Grand Lodge 4/5 **

Super excited for these scenarios. I just ran From Under Ice and my players are itching to finish the journey in the Tapestry! Looking forward to these new specials at GenCon too. Paizocon, someday...

Grand Lodge 4/5 **

Ok, so Alarka and friends are stuck inside because the wizard mage handed one of the scepters out. This shut the door and trapped them inside. To continue on, the PCs need all the scepters they find. So when they gather the first 4, wouldn't that cause the door to shut again? Do you give them like a round to get inside before the door seals itself, and wouldn't that put the PCs in the same position as Alarka and friends? Trapped with no way out? I'm sure there's a logical explanation for this. I've got some logic-y players and I'd like to be able to give them more of an answer as to why this works for them than "Reasons."

Grand Lodge 4/5 **

Thinking about having a PFS Christmas party and was trying to think of a few good scenarios to include that would fit in well with the idea. So far, I've got Frostfur Captives. Any other suggestions? Maybe a module?

Grand Lodge

So this was pointed out by someone in my local group and I just wanted some clarification regarding rage song and allies accepting it. My skald is level 6, but a GM baby so I've never played her.

"If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first."

So if they accept it, after they finish their turn, they lose the -1 to AC and the extra hit points from the Con bump? Wouldn't that make it sort of difficult and complicated when dealing with AoOs and just hit points in general? Was is supposed to be until the ally's next turn? Otherwise why would it last until the song ends, because each ally's turn is always going be first.

Just thought it was oddly worded and hoped to get an answer.

Grand Lodge 4/5 **

So I know when the final book comes out next week its going to change some of the stuff for the classes we've all been using for the playtest. Just how much are we allowed to change? Like, is it only if a spell is not longer available we replace it with one that is? Or can some slightly bigger changes be made? For instance, I played a shaman up to level 4 as a flame shaman. I thought she might just need to level a bit to be effective. Possibly I built her wrong, or maybe flame just wasn't a good choice, but while I enjoyed the character's personality, she was awful in play. Once I get the final book, will I be allowed to change her spirit too or is that too big? I hate to just loose out on 4 levels of scenarios I can't replay....

I don't want a complete rebuild, like the GM boon, changing her race or ability scores and such. Just maybe like the spirits and hexes...

Sorry if I missed this somewhere else.

Grand Lodge 4/5 **

So we are trying to get more organized in choosing which games to run at our FLGS. A quick way to sort through everything we've covered. I found this from someone called Sveden here on the messageboards and its just about perfect for what I want. I'd also like to be able to add a column for the scenarios star review rating and for the number of times we've run it in our area. I'm having trouble recreating the formating of this amazing document. Anyone know how to instruct me or able to put me in contact with the creator? I realize this is a long shot, but I'm hoping. Thanks.

Grand Lodge 4/5 **

Someone told me the Musket Master archetype was recently banned for PFS play. Is this true and could you point me to where this was announced officially? I can't find it. Thanks!

Grand Lodge 4/5 **

This game was played at a con we were running this weekend, and we're trying to report. The GM didn't mark on the sign in sheet for the ABCD Boxes. I glanced at the scenario and didn't see there were any criteria for the boxes, but I wanted to make sure I didn't miss it. It seemed like kind of a big deal the things going on the scenario though... Anyone know if there were things we were supposed to check? I was a player in the game, so I could mark it reporting if we did the things or not. Thanks!

Grand Lodge 4/5 **

I've been playing PFS about a year now and the scenarios have been spread out over all the seasons. Now I'm GMing for a bunch of brand new players who started in December. I'm running the Destiny series at a con this weekend and I'd like to give my players a little backstory regarding Torch and his relationship with the Society, but I don't know all those details. I know the Shadow Lodge was bad but then they were good for some reason and torch was the leader and then something happened and the SL is gone and Torch is a bad guy....? Could someone give the spoilers so I can understand and help my newbies understand what's going on? Thanks :)

Grand Lodge 4/5 **

I'm a new GM and running this scenario later this week and I find myself stumped. I understand helping Laurel with the checks to overcome the DC to give the players the buff to passing the saves against the poison to be cured. But it says she has to successfully cure the infected PCs or the NPC which takes 2 consecutive saves. My understanding was you only got a save against the disease 1/day. So wouldn't it take a minimum of 2 days to cure anyone, possibly longer with some really bad rolls? Well, the big feast where you encounter Vondrella takes place the night after you get back to Laurel's house. So... if it takes 2 checks to cure wouldn't the PCs miss the banquet? I'm a bit confused and would love it if someone could explain it to me. Thanks!

Grand Lodge

I ran the Merisiel pregen at a con earlier in the year and really enjoyed the Spring Attack feat she had. I really wanted to apply it my own rogue and planned to do so once she reaches 5th level in a few more scenarios. Now that I'm looking at it though, it says I need a BAB of +4, which I won't get until 6th level. I looked back at my pregen sheet and she only had a BAB of +3. I'm wondering if its an error on the pregen and she shouldn't have had the feat or if she did something else to allow her to take it early? If anyone could clear this up for me, I'd be most appreciative. Thanks!