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![]() Ahh, I misunderstood. It's not secret, nothing about it claims to be secret. There's no false information to be given on a critical failure. Even the diverse lore link doesn't possibly give false info. There's no reason at all for it to be secret. Also, the results pretty much speak for themselves, so even if it were secret it would largely be obvious what the result is (Also you need to know if you can exploit personal/mortal): Critical Success: Learn all resistances/weakness/immunities including values. Can exploit Mortal or Personal. Success: Learn highest weakness. Can exploit Mortal or Personal. Failure: Can exploit Personal Critical Failure: Become flat-footed --- Not only does nothing in the rules suggest it should be secret, and the result is mostly obvious but knowing the result is pretty important for the functioning of the Thaumaturge class options. Additionly they get powers which have Requirements like "are benefiting from Exploit Vulnerability against a creature". ![]()
![]() The relevant part of Diverse Lore says that if your Exploit Vulnerability is a success, compare it to the RK DC. If that's a success or crit success, gain info as if you succeeded on the RK. There's no second roll to RK. Normally these DCs are the same, but occasionally the RK is higher due to rarity (+2 uncommon, +5 rare +10 unique.) --- So lets look at a lvl 5 Uncommon creature. The DC to Exploit Vulnerability is 20.
Possible results: 30+: Crit Success on Exploit (Gain info as though success on RK)
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![]() Take a look at the Character Options Page Character Options wrote: The six major academies in this book may be selected for membership with the Secondary Initiation boon or similar options which allow you to gain membership in an organization other than the Pathfinder Society. Membership in the schools grants access to the following options for that character: Character Options wrote: University of Lepidstadt: Dr. Ushernact’s Astonishing Ink (page 89), annunciation of the outer gate (page 90), Performer’s Treatment (page 91), all Lepidstadt Gadgets (page 92-93), Lepidstadt Surgeon archetype (page 94)
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![]() Monkhound wrote:
That is not true. You can only get a chronicle sheet once for GMing a non repeatable, but it doesn't have to be the first time you GM it. ![]()
![]() It's there, there's just a problem with chrome not acknowledging the SSL cert. Loads fine in Firefox and Qualys confirms the cert is valid. Source You can disable safeties in chrome to access it, use a different browser or wait for Google to fix. ![]()
![]() That looks like a totally reasonable statblock. Depending on your other build plans you could potentially use Thief so you can attack and damage with dex and go something like 10, 16, 14, 14, 12, 12 to have even more mental attributes. Lots of interesting choices available. I do echo Squark and think you really do want at least a 16 in your "attacking" stat. ![]()
![]() Monkhound wrote:
Those number sound wrong, but I think you may also not understand how magic weapons are priced. Magic Weapon Magic Weapon wrote: The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like.
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![]() Chark Torrefi wrote:
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![]() YuriP wrote:
Let me try this again. Rules are how things work. Like grab requiting a check. A harpy stat block is not "rules of the game". GMs are required to run Paizo Organized Play adventures as written ![]()
![]() We covered this before. Rules are things like how the Grab ability works, not what the monster stat block says. Use the existing statblock. I looked back through the threads you've been posting about this recently and Baarogue is the only person posting otherwise. Despite their insistence, the quote they listed does not support their position. The only section that tells you to treat reprinted material as errata is in the player options section. Rules are how things work. Stat blocks are not "Rules" ![]()
![]() Ginasteri wrote:
I was ready to get out the pitchforks for that one, but it turns out the Foundry Module just had to the wrong scaling, and was fixed to match the scenario. The two are in agreement here. ![]()
![]() To avoid derailing this thread further. Moved further answers about Thick as Thieves to the GM Thread on it. Where spoilers and behind the scenes discussion is normal etc. ![]()
![]() Continuing Discussion from PC death 18 CP with 5+ players is the very top of the lower subtier. A 9 and 2 5s is what's listed in the scenario for that Challenge Point. Leveling the already +2 boss to +4 is also particularly deadly, (when I glanced at scaling I assumed the enhanced version of the boss was +1 level). Now encounter math assumes the party is all the same level, so PFS mixed levels sometimes produce weird results, especially when there are PCs +/- 3 levels from each other. If we take average level we get to 5.833. So we'll call it level 6, but for 5.833 characters, which means a Severe Encounter should be about 175xp. A 9 is +3 (120) and each level 5 is 30 making 180 (Perfect for a Severe encounter for 6 level 6 PCs. So if we ignore the bottomless pit this is basically an appropriately budgeted Severe Encounter, but certainty on the tough side. The really scarry look could be is the level 8 was a level 7, since you get this scaling with 16-18 challenge points. So I think we've got a combination of things here, the combination of which makes a particularly nasty encounter. 1: A +4 level boss is frequently terrifying.
My experience is PFS is most deadly at the 16-18 CP scaling. There's more room for subtle difficulty to seep in though the scaling, and it feels much more likely to be a party like yours rather than a group of 6 level 6s. Interestingly enough PFS1 has a lot more encounters like this, but Flying was accessibly at lvl 5 rather than 7+. Especially since you could sorta buy them for free, in my region many melee characters had an emergency potion of fly or Airwalk around level 5 just for this sort of situation and scrolls of fly on casters were not uncommon either. I also think part of the theory is than an encounter that is avoidable is okay to make a little harder, also you in theory get some advantages to help cancel things out. One other note, you do only need to get Shurrizih down to one quarter health before he flees. Not huge solace, but certainly a small advantage for the PCs. The occasional difficulty spike doesn't happen to bother me, but I still think this scenario is a mess. Agree that the final boss is too hard, high scaling is extra difficult, the "helpful" tools aren't helpful enough. Unfortunately it's difficulty doesn't even rate in top 3 things I dislike about it. ![]()
![]() Thick as Thieves Spoiler, Math behind scenario behind spoiler: The lack of ground isn't explicitly listed as a hazard or even described in detail. "The wind grows more intense as a sliver of the Plane of Air
The encounter is Severe, with a 7+4 at subtier 5-6 which for a party of 4x5 level characters is 110 (Severe). Challenge Point Scaling seems reasonable. All that said, a Severe Encounter with potentially unaccounted for terrain advantage could easily be Extreme. (At 5-6, unadjusted) earlier encounters with difficulties listed are: 1) a single Hazard 7 (80xp, listed as Moderate,)
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![]() *** The Pathfinder Society provides castings of cleanse affliction to clear poison and disease from PCs at no cost at the end of every mission. This free service does not include removing curses. --- Diseases are cleared from free. Also: All permanent afflictions must be cleared from the character before the end of the adventure. The following conditions are not automatically removed and must be cleared from the character before the end of the adventure or the character ceases to be available for Organized Play and must be marked dead on the Chronicle and when reporting the game: Death
(Diseases are generally neither permanent or on the list of death reporting if not cleared) ![]()
![]() That's for character options. See details here Players and GMs must use the remastered rules of the game immediately where possible. Example: Recall Knowledge has been updated with additional guidelines. These take effect immediately at all PFS tables. Example: The Refocus activity and the focus spell rules have been updated to be more intuitive. All characters immediately begin using these rules. Example: Monster abilities like Grab are no longer automatic; instead, they require a skill check as part of attempting the action. GMs immediately begin using this new version of the rules. --- All the treat is errata text is part of the Character Options section. ![]()
![]() I have 1548 PFS2 xp, plus a half dozen scenarios GMs for no credit. Times I can remember a death: 3 Player table + Kyra pregen. PFS2 was very new, PCs were 3 friends, I think teens. All playing pretty ineffective goblins. I choose to attack and kill a downed Kyra pregen to avoid TPKing the group. Massive damage on a crit (pre FAQ fix) killed a level 1 elven wizard. A downed character was woken up in melee with single digits against a soulbound doll in its space. Turns out Vampiric Touch has the death trait. I've seen a character with 1 hero point get hit by a nasty effect, critically fail their save, re-roll and critically fail again. Didn't immediately get healed and nat 1ed the death save and died. As a player I was part of a TPK in a 5-8. (4 deaths) Twice I've seen a Pregen bleed out (I think once as a player and once as a GM), when a player very reasonably choose to save a PC instead. I've been extremely close to a TPK on both ends a few times as well but those didn't result in any deaths. I've seen a handful of times where massive damage would have killed a lvl 1 PC (including myself) if that hadn't been fixed. I've got AP credit and quests/bounties we'll assume those average out, so out of about 385 PFS sessions, I've seen 9 deaths (6 PCs, and 3 Iconics). That's about 1 death per 40 tables, (or assuming 5 players, 1 death per 200 seats). If we just look at tables with deaths, that's 6 or death per 64 tables/ or per 320 seats. ![]()
![]() Mike...R wrote:
Thanks! I was looking at a previous season instead of the season 10 guide for some reason which is why I couldn't find that, really appreciate you tracking down the citation. ![]()
![]() Mike...R wrote: The gold a character receives is based on the sub-tier which that character falls into (e.g. a level 4 character would get sub-tier 3-4 gold even on a 5-6 table). Are you sure about that? Isn't the Out-Of-Subtier rule that you take the average of the subtier played and your subtier? (Level 9 is always out of subtier and averages 7-8 and 10-11 regardless of which subtierplayed) ![]()
![]() 2-11 The Pathfinder Trial
--- Putrid Seeds I have no inside information but if I had to dangerously speculate, my guess is there's some sort of rights issue. It's the only quest with 2 authors (A freelancer with no other credits and a Paizo employee). Not worth the time/effort/money needed to resolve. This is also the sort of issue that it would be inappropriate for Alex to comment on. That said I could be totally wrong, and just have dangerous speculation. --- I've got a cane and a rocking chair and lots of PFS history. ![]()
![]() Shorter summary: 2-00 King in Thorns. (Each Subtier may be played/GM once) 1-2 3-6 7-8.
1-99? I know of no such scenario.
Do note that the playable in different subtier rules do not override the no more than one copy of a chronicle per character. So a single character still can't receive credit more than once for a scenario. ![]()
![]() Hi Alexander, Pathfinder Society has no specific rulings regarding that feat. You'd likely do better in the Rules Questions section of the forum. That said, I think you have a fundamental misunderstanding of how that feat works. You don't need to line up perfectly an existing weapon and the "shape" you choose actually has almost no mechanical effect (Other than determining damage type) You choose a damage type of bludgeoning, piercing, or slashing and a weapon that supports that type. And if you choose Melee your blast gains one of agile, backswing, forceful, reach, sweep. If you choose Ranged you get Increment 100/Volley 30 or Increment 50/Propulsive or Increment 20 and thrown. That said I don't think a "watermellon" is a weapon, but there's plenty of ways to attack at great range with bludgeoning. ![]()
![]() Here is a bit of math I did about 5 years ago now, about using Power Attack vs Attacking twice. In that case using power attack dropped expected damage from 11.975 to 11.075 but for a lot of reasonable cases increased the % chance to drop the enemy. With +9 Glaive (1d8+4, Deadly d8, Forceful) vs AC 17 The 2 attack % to kill is better against 1hp - 8hp
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![]() They are extremely powerful. They are a 4 slot spontaneous caster with effectively 2 separate focus pools. One traditional focus pool, and a secondary cursebound pool. As for the rest of their chassis they get 8+HP, 5+ Int skills. Normal light armor progression (expert at 13) and normal Spell DC (Expert at 7, Master at 15, Legendary at 19). Their weapon proficiency sucks, and the Battle Oracle focus spell is offensively bad. No matter how cool battle sounds, they don't make good weapon users. As mentioned above, with 4 slots and a double focus pool their magical power is virtually unmatched. They have one of the best Will Save progressions, only behind Exemplar and Thaumaturge and only at very high levels. Their reflex save makes me sad. Clerics (and now Animists) have a reflex save that's 2 levels worse than any other class. That's okay clerics are traditionally very poor at reflex saves and its a nice nod to the past. It feel like somebody thought hey, Oracles are like clerics, lets give them that same -2 level progression, and copied over cleric progression and then made it 2 levels worse than that. :( They have nearly the worst fort progression as well (Only Inventor and Runesmith are worse)
So while a lot of the number on their chassis aren't great they at least get 8+ hp and more magical power than they know what to do with. While I like the divine list better as a prepared caster, a lot of the divine list weakness has been solved by the remaster. Reasonable Cantrip damage, condensing of condition removal spells and effective offensive spells have gone a long way to not making it feel sad. There are certainty some real s@**ty options you have to avoid. Like thinking battle will make you good at hitting things and there are some extremely good options like Cosmos that give you a curse you don't care about, a starting cursebound free action for +2 status bonus to initiative and some temp HP for the whole party along with a very usable focus spell. Oracles are missing the weird bespoke cursebound powers of before that let people make interesting/weird characters. I certainty miss the oddness you could do before, but from a power standpoint, they are notably more powerful casters after the remaster than before. Their focus point management did need fixing, and the remaster fixed it. So that's a big plus. Also, can they take the legacy Divine Access feat, or do they have to wait for the level 11 Divine Access class feature? Access to that in early levels makes a big difference in the ability to customize the Oracle's spell list and gives their combat a more unique personality. ![]()
![]() I don't have a strong opinion on using outside communication. DougH felt strongly about it for Abomination Vaults, and it generally worked out. Doesn't seem vital as long as people are on top of things etc. I totally missed the free archetype note, reading is hard. Will go back and read again more thoroughly. Auto trained in Sawtooth Saber certainty opens up more choices and eliminates some awkwardness otherwise needed to build the characters. ![]()
![]() Here is my build skeleton so far. A combination of Red Mantis Assassin stabby powers and tricksy/sneaky bard powers with a focus on teamwork with with things like Quiet Allies and Gang Up. (Can take other options if somebody particularly wants to cover either of those.) ![]()
![]() Yarr. Glad you had such a good time in Abomination Vaults, you were an absolute pleasure to have in that game. I feel like your recruitment questions are similar to mine. I always want to see that players are actually paying attention and not just applying because its there, seeing a little bit of creativity and getting an idea of their character idea, but not requiring actually built things. I should have some time my afternoon today to start slowly working on transferring a vague character idea. Am most likely using bard or Marshal or something similar. I just saw the link in the campaign header with the exact kind of info I was looking for. ![]()
![]() Swashbuckler: Fencer "When you Create a Distraction or Feint, the action gains the bravado trait." There is no such action. The correct name is Create a DIVERSION ![]()
![]() Yarr 1: Looking to play a cruel but helpful support character. A dedicated Red mantis with a bit of an inferiority complex. Think bard or marshal with a vicious melee streak. 2: I've played well over 100 PFS scenarios as well as various APs and longer form adventures. You're of course familiar with my Abomination Vaults game which was tragically cut short with Silbeg's passing. I am also currently playing in Strength of Thousands and we're in book 4, as well as Extinction Curse, in which we're in book 3. Back in PF1, I successfully GMed the entirety of Giant Slayer as a pbp using 13th age. Also I've played through the entirety of the Dark Archive Case Files as a pbp. Keeping everything properly tracked, with what's been done, xp, treasure, character legality. It's all a lot. There's also waxing and waning interest. Sometimes people will post fast and be engaged, other times they'll be slow and barely there. Adjusting and keeping things going can be tough but making sure to recruit the right people and setting proper expectations go a long way in making things work. 3. Nothing for sure. But an overfrequence of interesting results. Of course as soon as my glance catches it and I begin counting, things seem normal at their table. I've lost focus on my own game and quickly find myself down, and of course nothing out of the ordinary happens at their table as long as I'm paying attention. As I turn my attention back to my table to recover my losses something remarkable happens at their table. I don't have the focus though to see what happens and follow my own table. I need the money, but my curiosity gets the better of me, and this time I catch the most remarkable series of unlikely results that ends their game in a draw. With my inattention leading to my total loss at my table, rather than play again to break the tie, they leave it on the table, extend a hand and say "You clearly didn't need your coin, and I don't need mine, let me show you to a real game..." ![]()
![]() MAP only applies during your turn. MAP wrote: The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an attack action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. (There's an exception for readied actions). Ready wrote: If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn. So I suppose if Opportune Riposte triggered during your turn it would count towards/apply MAP. ![]()
![]() So when Flexible Spellcaster was written "Once you take a dedication feat, you can’t select a different dedication feat until you complete your dedication by taking two other feats from your current archetype." was not a general rule, but one that was printed in every archetype except Flexible Spellcaster. With only 1 total feat available for the archetype (Just the dedication), post remaster it's no longer possible to combine Flexible Spellcaster with other archetypes. This is even theoretically a problem for existing characters. ![]()
![]() Markuus Brightsteel wrote:
There's a manual step I have to take to approve new accounts, which I took care of this morning. Fighting the spam bots is a never ending war. ![]()
![]() For PF1 especially there are a lot of helpful resources that people have put together over the years on my website: pfsprep.com. Things like statblocks, improved handouts, trackers etc (Scroll down to PFS - GM Prep or just 'find' the adventure name or number you're looking for). HTTPS is currently broken unfortunately so modern browsers likely throw warnings before letting you download things. (I'm years behind in maintenance since improved Adventure layout/production for Starfinder and PFS2 have largely made the site irrelevant). ![]()
![]() Markuus Brightsteel wrote:
Totally up to you. I recommend just sticking with the same event, there's no benefit to splitting them up. I have an event for my personal games that's well over 10 years old at this point. Markuus Brightsteel wrote:
No need to use or keep those. You could get people's info on a napkin, or RPG chronicles or whatever, they are just there, so that there's a default something. Markuus Brightsteel" wrote: * I "know" (as much as anyone knows since there seem to be a couple different methods) how to track purchases of gear for PCs on the Inventory Tracking Sheets, but was there ever an expectation that *initial gear* (ie, session 0) purchases would be logged on that sheet as well? In theory they'd have to be in order to do a fully-accurate-to-the-copper-piece audit, but I can't picture logging on there "4 torches", "1 backpack", "3 sheets parchment" or whatever. It seems mostly intended for "items with three digit costs or more that you're buying from chronicle-sheets or based on your fame". Maybe I'm wrong. In theory you have to record all your purchases, that said nobody is going to care about a few coppers here and there. I've never felt the need to make sure somebody has properly recorded or even purchased a bit of chalk or parchment. May I suggest the Adventurer's Pack. It's cheap and it covers the basic supplies an adventurer needs. I think I own one of those on every single PFS character I have. PFS is not a gritty survival archeological adventure where every quill and scrap of parchment is precious and in short supply. Markuus Brightsteel wrote:
They are mostly complex pdf layered images, with most maps and most pdf readers you can click and copy the map and get just the base layer without all the notes etc.. Not 100% though and every once in awhile it takes a bit of finagling to get what you want. ![]()
![]() Once upon a time I did CCNA (Cisco Certified Network Associate). Which is think is similar to complexity to RHCSA, although it's a long time for me at this point. RHCE is certainty quite a bit harder and more complex and it's impressive to even get to the point of taking the exam. Best of luck on your retake! |