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![]() Ravingdork wrote: what are our options once we reach the level cap within the PFS scenarios? Tons of options! I have a Level 11, a Level 10, a Level 9, two Level 8s, and a ton of lower levels. And I've been taking a break this semester ^_^ If you're planning on building something that doesn't function until 10th, make that your GM Blob. My Magus started at 7th Level that way. ![]()
![]() Pirate Rob wrote: Nefreet ... has noted that he sometimes posts things he doesn't believe are true to make a point. What? I suppose if you're speaking of Alchemist Formulas being free, that's not really the same thing. Campaign Leadership has stated they don't care if the system gets abused, so I simply repeat their statement. This, on the other hand, is quite plainly just pointing out the obvious, which apparently isn't as obvious as I would like to believe. When it was explained to me, I went "Ooooh!!" and immediately stopped using the firearm I'd been using. Certainly didn't think that people would respond to this as "Going on a tear". Bigdaddyjug wrote: It categorically DOES NOT SAY that you have to switch grips to reload. It quite plainly does. Reload wrote: Reloading a ranged weapon requires a free hand. How do you get that free hand? You switch grips. How do you switch grips with a Fatal Aim weapon? By spending an Interact Action. Whether you're simply Releasing, or Reloading. Again, as plainly stated. ![]()
![]() It's in the last sentence. I'll remove the two words that seem to be distracting everyone: "to switch between the two grips, you must do so with an Interact action rather than as part of reloading." Everyone agrees that Releasing requires an extra Interact Action (those are the two words I removed). I'm pointing out that, in the same sentence, we're told you also need an extra Interact Action for Reloading. This mirrors perfectly the rules for Reloading, where a free action Release is required, and allowed. Fatal Aim changes that. ![]()
![]() Pirate Rob wrote: None of that requires an extra action to reload, it only requires an extra action to swap grips. And as we know from the Reload rules I've quoted, reloading a two-handed weapon requires swapping grips. The two sections really mirror each other pretty perfectly. Not much room for ambiguity. That's the drawback to using a Fatal Aim weapon. ![]()
![]() Nope. Fatal Aim weapons (just the Jezail, and Piercing Wind) work differently from other firearms. (links included for entirety but quotes shortened for brevity) Reload wrote: This entry indicates how many Interact actions it takes to reload such weapons...Reloading a ranged weapon requires a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon. For nearly every Firearm, the above rules for Reloading apply. Wielding your Arquebus in 2 hands? No problem. You can Release/Reload/Regrip as part of the Arquebus's Reload 1. But not so with the Jezail: Fatal Aim wrote: When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading. So whereas you can free up your hand to Reload other two-handed Firearms, the Jezail and Piercing Wind require an additional Interact Action (but only when wielded in two hands). If you started the round wielding it two-handed, and loaded, your sequence of actions would be Strike => Interact => Reload ![]()
![]() The Jezail requires an Interact action to shift from one-handed to two-handed, an Interact Action rather than a Release Action to shift from two-handed to one-handed, and an extra action to Reload when wielded two-handed. In my experience, the Jezail is only popular because either GMs are unfamiliar with the interaction of the Fatal Aim and Reload rules, or the Players conveniently forget them during the moment of combat and treat the weapon as any other firearm. ![]()
![]() Quentin Coldwater wrote: This is the rules page for PFS. Alternatively, the single-page Guide is easier to Ctrl+F for what you need. ![]()
![]() Christopher#2411504 wrote: Still trying to figure out if there is even a option to hide my full name from being openly visible. Well, as you can see from the posters here, most of us use an "Avatar Name" instead of our "Personal Name". This can be changed in your Account Settings, under "Messageboard Settings" and "Personal Settings", respectively. Additionally, you'll notice our names are in different colors. Mine is Blue, representing that this is my primary Avatar. People with Red names are using an Alias, and those in Green are Society characters, with ID #s attached to them. Once you've posted with any given name 10 times, you can't change that name, which I'm pretty sure also applies to your primary Avatar name, so definitely be sure to change that before you post again. It sounds like you deleted your -2001 through -2003? I did the same thing with my -01 character back in the day. It can certainly be frustrating learning any new system. Did you have Chronicles assigned to those missing #s? We can help you get them reassigned. ![]()
![]() 3-02: The East Hill Haunting (1-4):
A classic murder-who-dunnit with a murder scene, a ghost, a haunt (or 2!), and lots of spiders. 3-15: Cavern of the Sundered Song (9-12):
A mix of chaotic fey goodness and super creepy underdark aberrations. 4-01: Year of Boundless Wonder (1-4):
A talking skull, nightmares coming to life, hoards of fiendish vermin, and a disgusting hag. Plus, it's Repeatable! 4-02: Return to the Grave (1-4): Zombies, Skeletons, and a Necromancer. Honestly not terribly horror, but can definitely be played up as that. ![]()
![]() Regarding your other question: Aduaitam wrote: Also, the Guide to Organized Play says the player has to spend 4 days preparing before making a craft check. Is that 4 days per craft check, or 4 days of preparation before the usual 4 days or however long to make a craft check? Would a player with 8 days of downtime be able to roll one craft check or two? That same section on Downtime Activities tells us "Only one crafting project may be started during a Downtime Unit". A "Downtime Unit" is 8 Days. So if you spent your usual 4 Days preparing to Craft something (or 2 Days if you have that Boon that I can't recall right now), but you failed at your Crafting check, you'd have to find something else to do with your remaining 4 (or 6) Days. ![]()
![]() If you Ctrl+F for "Formula" on the single-page Guide, it comes up: Formulas wrote: The pathfinder society will sell formulas to members for any non-limited item for which the agent has access. Items with a number restriction, including Unique Items, are considered so esoteric that the Society does not own the formula and so complicated that it is not possible to reverse engineer the formula even with a legendary degree of skill. Plus more information down the page: Downtime Activities wrote: Characters can Craft uncommon or rare items only if they have access to the applicable formulas. Deployable Cover does not look like it's Limited or Restricted, so if you have Access to the item, you have Access to the Formula ^_^ ![]()
![]() Piggybacking on Zot the Magnificent, I love Google Drive for storing Chronicles. I used to carry this massive accordion file full of folders for each of my dozens of characters, but when we were all stuck at home for months on end I converted every character to digital. Since you're just starting off now, it's the perfect time to find a system that works for you! Renaming your files is key to organizing them. I name them by 1) order applied, 2) adventure #, 3) name of adventure, and (optionally) 4) if I GMed it. So they'll show up in neat rows like this: 01 (3-01) Year of Shattered Sanctuaries.pdf
Some characters I haven't played for a year (I do have a lot of them), so organizing things in this way really helps me pick up where I left off. But don't let us scare you if you're not into this sort of thing! You could keep a binder, an accordion file, save cell phone pics to DropBox, or maintain a detailed spreadsheet complete with hyperlinks. Whatever helps you focus on what's important to you ^_^ ![]()
![]() Now to touch on what I imagine is your primary observation: Christopher#2411504 wrote: "Managing Chronicles" legitimately ranks around "Horror Movie" levels of dread. Society is a somewhat different beast from regular home games, but the Chronicles are functionally no different from a homegame GM handing you a record sheet after the session. Recordkeeping, as in tracking gold and experience, is up to you. You can use the Chronicles. Some people like myself use a spreadsheet. Others use an old fashioned character sheet with pencil and eraser. Honestly, use whatever is least stressful for you. Do hold on to your Chronicles, either in paper form or digital (I save mine to Google Drive). A GM may ask whether you've played a certain Adventure before, or maybe help you audit a character if the numbers don't add up, but most players rarely interact with them after a game concludes. Achievement Points are the only thing tracked on the website (as long as your GM reports your games), and they're only relevant here, for downloading Boons. You never actually need to interact with the website at all, other than setting up your Paizo account. Heck, we have a father/son locally who find the whole website daunting, despite our encouragement, and last I checked they still haven't even registered the ID #s I gave them over the summer. Some people are just interested in rolling some dice. As to the rest of your concerns, having been doing this for a decade myself, I can attest that things are improving. But Paizo is a gaming company, first and foremost, and website programming is not their forte. It's also not profitable. So they chip away at it as time goes on. And we joke/groan about it. But really, we're all here primarily to game. The website is just extra. At least it hasn't completely crashed yet today.. *knocks on wood* ![]()
![]() Greetings! Welcome to Society! Just wanted to address one thing off-topic really quick: Your Alias's Profile wrote:
Your Alias has made 6 posts on the Forums. Once it makes 10, that name is locked in. So just to prevent your -2001 character from being permanently named "Christopher#2411504" on the website, I'd either recommend posting with your primary Forum handle, or changing your Alias's name to that of your first character. As you've accurately pointed out, the website is quirky, and it takes a while to learn its intricacies. If you need help with that, feel free to send me a Private Message ^_^ ![]()
![]() GM_3826 wrote: My confusion is as to why these creatures are common as NPCs but not PCs, universally, without exception. Oh! That's an easy one for me. You will commonly encounter a group of gnoll slavers, or an ysoki caravan, or a tribe of sewer kobolds, all as NPCs, because that's kind of what they're known for. But you're much less likely to find individuals of those groups out adventuring as PCs. That's a more common occurrence for the Core Ancestries. ![]()
![]() It's complicated. Right now, the FAQ is the best place for those Boon descriptions, because they are literally the most "frequently asked questions" in this Forum. And they likely will continue to be, until their descriptions can be added to the Boon store. That's apparently a digital project that is on hold right now, either due to manpower, budget, ability, priority, or a likely combination of all of the above. ![]()
![]() GM_3826 wrote: I am not going to take your reasoning as an explanation as to why all non-core ancestries are uncommon, even if you disagree, so I'm going to wait to see if a developer has anything similar (or opposite) to say. This thread was a quesiton directed towards them in the first place. keftiu happens to be about as knowledgeable regarding lore as any Paizo Designer, Developer or Contributor. Their explanation so far has been pretty solid. Why do *you* think these Ancestries are Uncommon, if you disagree? EDIT: they're also obviously knowledgeable about Ninjitsu ![]()
![]() There's no notes section. Not currently, at least. If you're running a Session and players are opting out of receiving a Chronicle (like with running an AP for non-Society players, but the GM still wants credit), you can go about it in a few ways: 1) just report the session with the Society #s that signed up. You can report with as few as zero players and one GM. 2) report the session with the Society #s that signed up, the GM's #, and 999 for each participant that opted out. 3) report the session with the Society #s that signed up, the GM's #, and download/report new #s for the other players, if you think there's a chance they may change their mind in the future. This requires a bit more long-term bookkeeping on the GM's part, though. 4) any of the above methods initially, and then just edit the session at a future date. ![]()
![]() The bonus 10 Reputation (that's the Acquisitive's old Capstone Boon, right?) isn't tracked on the website. In order for a new PC to benefit from it, that character # needs to be Reported as earning +10 Reputation. Your local Venture Officer should be able to do that for you. Just show them the Boon ^_^ ![]()
![]() Quests were essentially designed as 1/4 of a Scenario. You're working for the Society, you get Downtime, and only a handful are Repeatable. Last I heard, Paizo wasn't planning on releasing any more of them. Bounties are the odd man out by comparison. They're all Repeatable, you're not working for the Society, you don't get Downtime, and while you do play them with PFS characters, any consumables you use or conditions you gain (including death) aren't tracked on your actual character. There's 17 1st-Level Bounties and 4 3rd-Level Bounties. I don't think Paizo has stated whether more are planned (although I think someone stated that there likely wouldn't be any more Level 1s). With the release of the first Repeatable Tier 5-8 Scenario, I'm hoping we'll see 5th-Level Bounties ^_^ ![]()
![]() Welcome! You're obviously well known and experienced, so I don't expect any problems understanding the game, concepts, flow of combat or any of the rules. If anything, your GM likely knows less than you. I would just say that the only real difference is the diminished opportunity for your roleplay to shine. Bring a table tent with your character's name and portrait so people can see who you're playing, because after the 5th random stranger introduces their PC, the first 3 will have been forgotten. Same for pronouns. The adventures themselves are not unlike any other one-shot. In fact I model my own home game sessions using a similarly balanced spread of roleplay, skill challenges and combat. You're just all expected to cooperate, and not go too terribly off the rails, since most games have an expected runtime. Super curious to hear your take on it! ![]()
![]() Everybody is correct. In PFS1, the Assassin Prestige Class was difficult to access, due to its "Any evil" Alignment Requirement. In PFS2, the Assassin Archetype has no such requirement, and it's Common. Anybody who meets its prerequisites can select it. The Red Mantis Assassin Archetype is now the difficult Character Option to acquire in PFS2. ![]()
![]() Andrew 58 wrote: I still find it hard to understand that a Goblin whose class gives him trained in Martial Weapons (eg Ranger, Fighter. Inventor), who grew up in a Goblin Setting (eg Village, city community etc), but never saw a dog slicer or horse chopper or knows somewhere he can get one is quite frankly a bit bazaar to me. Sure. I can try to help you with that. That goblin, trained in Martial Weapons, whose tribe wields those traditional goblin weapons, is exactly the type who would possess that feat. That flavor is then correctly represented mechanically by the feat. It would make less sense for such a goblin to not have that feat, or to choose a feat completely unrelated to that background. ![]()
![]() DrakEmono wrote: Maybe I can buy an animal, but beside cosmetic (or the ability to hold a bulk for the lizard), can they be useful outside of battle? (Like spying for instance) They're essentially just pets. They "aren't sufficiently trained for combat and are habituated to lifestyles as pets, making such training all but impossible". Their usefulness outside of combat is going to wholly depend on your GM. If you had, say, a puppy, and there was a social situation involving an orphanage, I might give you +1 to Impress the children. But another GM might not. And if the caretaker of said orphanage turned out to be an evil witch and the party attacked them, the puppy would just run and hide. Animals not trained for combat flee when Initiative is rolled. ![]()
![]() You can purchase a Lizard, but it "cannot be combat trained or contribute to combat in any way". Could be a flavorful alternative to a Familiar. Turtle, Snake and Dinosaur are also available, with the same restriction. Other than those, I don't see any "reptiles" you can assuredly acquire anywhere. Unrelated: I see that you can purchase butterflies; will have to keep that in mind for my Melixie Druid ^_^ ![]()
![]() I would advise against picking up Bonded Animal in PFS. Depending on your GM's interpretation, the Feat is either useless, or game-breaking. (and I've encountered both extremes) All that being said, the word "frog" comes up twice in their description. So while they're not technically amphibious, I would personally not rule them to be "reptiles". ![]()
![]() Lollerabe wrote: The line about the class being pretty good if it was released as it were concerns me a bit. That was not my impression whatsoever. Had it been released in its playtest version it would've been close to unplayable for me personally. Same. I did not enjoy the class as presented, and I said as much in my feedback, plus the vast majority of Forum comments gave it bad reviews. I'm curious about what ranges of specific feedback they received from the surveys. ![]()
![]() You can't Retrain being an Ancient Elf.
Retraining wrote: You can’t retrain your ancestry, heritage, background, class, or ability scores. Even the more liberal Career Change Boon from the Boon Store does not allow you to Retrain your Ancestry or Heritage. ![]()
![]() It is a Rules Question, so this thread will probably get relocated, but I have an answer anyways: You can't select Flexible Spellcaster Dedication with Ancient Elf. Ancient Elf Heritage wrote: Choose a class other than your own. You gain the multiclass dedication feat for that class Multiclass Dedication Feats have the Multiclass Trait, and only represent actual Classes, like Rogue. Flexible Spellcaster Dedication does not have the Multiclass Trait.
About Retired. GemA young halfling hands you back your coin pouch |