Hirabashi Jiro

Hayate Laar's page

No posts. Organized Play character for Torch013.



4/5 Venture-Captain, Canada—Ontario—Ottawa

P. 17 there seems to be a skill missing For obstacle 4 - Urexhl's Fiery Wrath. Is this because the intent was to remove the skill and force only Thievery, or should there be a missing skill that was not caught during the finishing process?


Hello,

I recently subscribed to the Special Edition Core line for PF2 and it seems to be stuck in the side cart, I was wondering if it would be possible to get it processed or if I'm stuck waiting the 11-20 day time period it's giving me?

Thanks for any help you can offer

4/5

In prior iterations of the guild guide, only APs were given the right to be played in campaign mode. However, some modules would be allowed within their sanctioning document to be played as campaign, but there wasn't a general rule that said you could (unless I've just completely missed it).

As of Season 8, the guild guide says that APs and Modules can. Does this apply to older modules as well, that might not include the campaign mode option in the sanctioning documents, or is this only for going forward. I feel this was potentially just a simpler solution than having to revisit every sanctioning document for modules.

If anyone can point me to any statement by leadership (or if leadership could directly comment) that this is or isn't the case would be much appreciated.

4/5

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Come one, come all, and witness the birth of Drunkfinder, Drendle Dreng edition, the Pathfinder Society's newest drinking game.

The rules are as follow:

Mission Start & End
-You’ve met up for a mission, everyone take a shot for good luck and silently utter a prayer to your favorite deity.
-If you succeed the primary condition, players take a shot to celebrate
-If the party meets the secondary succeeds condition as well as the first, the GM must take a shot
-Take a shot if you missed out on treasure, you shame all great Pathfinders before you

Character Death
-Finish your drink if a character dies (Honour your fallen ally) (Excluding GM)
-Additionally, take a shot if your character dies (You must feel his pain) (Excluding GM)

Critical Rolls
-Take a shot every time you roll a Critical Failure (Rerolls can't negate RNGesus' displeasure)
-Give a shot every time you roll a Critical Success.
-Give a sip every time you confirm a critical.

Combat & Rules
-Take a sip every time you miss an attack, fail a save or fail a check. (Excluding GM)
-Take a sip at the end of every combat round.
-If 2 or more people start argue about a rule, all the people arguing must immediately take a shot. If they continue to argue after this, add a shot for every 2 minutes they continue to do so.
-Take a shot if you get knocked unconscious (Max 1 per combat) (Excluding GM)

Remember, it can't be bad if Drendle Dreng endorses.

If anybody wants a little handout that you can print out and laminate, feel free to shoot me a message and i'll send you the one I have made.


Just a quick question about the riding gecko.

It's explained as Giant Gecko with the "giant" template.

Do they mean the Giant Gecko from Inner Sea World Guide, or the Lizard, Giant Gecko from Bestiary 3.

Thanks.


Reading over the rules of the Iaijutsu Strike, I came across a situation I'm not quite sure to handle.

It says that that after I challenge but before I attack the target of my challenge, I may perform an Iaijutsu strike. To me, I see this as 2 things :

1) I can attack someone on one turn, and then next turn, Swift action challenge, full round Iaijutsu because in theory i haven't attacked the target of my challenge yet (I attacked before he was my target, as weak as an argument that may be).

2. I can only Iaijutsu as a first hit on any creature even before I have challenged it.

I find the rules are vague enough to be able to exploit the first situation, but I just want some feedback to hear what your opinions are.

Thanks