I think the progress value increases. It's based on your level. That can be different than when you started. So lets say I'm a level 4 Expert and am crafting an item with a success and making 8sp a day. If I level up to 5 and continue to work on that item with my next downtime it'll progress at 1gp a day. Crafting wrote: For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level. It doesn't say level when starting, it just says level. Always possible I've missed something, and if so I need to update my Technical crafting Guide
GM Tiger wrote:
Took a quick peek. Vampires don't list bleed immunity, but neither do most legacy zombies/skeletons. I think they're immune to bleed from being undead even if not specifically listed. Pre remaster there was a lot of look up trait to look up trait to find out what the rules actually were. I think remaster has cut down on that somewhat. The physical resistance gets there to in this case. That Damage Types sidebar does a lot of heavy rules lifting, probably more than is reasonable. Not a huge deal in this case either way. I was mostly curious because I was surprised to see them bleeding after learning they were vampires.
GM Tiger wrote:
You are far too kind. I'm in no rush.
My pfs gaming in 2025 has been way down (Was a tough year in my household, only managed to GM 3 pbps in 2025), so I don't feel like I have any right to make scenario requests, but I do have an increasingly long list of holes in the scenarios that I've played since I also barely managed any in person play. So if anybody is on the fence about which scenarios to GM here, please consider this list 05-06 Ukuja, the First Wall (HH) (VS) 7-10
06-03 Godsrain in a Godless Land 5-8
07-04 Sulfuric Negotiations 3-6
You have to remember that haunts don't get 3 actions by default. They get a number of actions that their routine tells them. So Haunt number 2, has 2 actions, and each time it acts it targets 3 random creatures. One disable leaves it 1 action, and 2 disables destroys it. Haunt number 3 has 3 actions. Each time it acts is targets 2 random creatures. Each disable reduces those actions by one etc. --- Lots of people miss this, including occasionally authors, so one has to be very careful reading haunts and sorting out what they are actually supposed to be doing. (There's an intro scenario with a nasty hazard that's listed as "(three actions)" that should clearly only be once a round, and is scary enough as is, and would be unreasonably deadly if it actually happened 3 times a round. {2d6+2 x3 damage vs the entire party of level 1/2 PCs}) Hazards wrote: Routine This entry describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word “Routine” indicates how many actions the hazard can use each turn. Simple hazards don't have this entry.
Madhippy3 wrote:
Can drop to 99%. The alchemist change is largely a power increase, but it eliminated the ability to play certain characters. Example: a range focused alchemist who poisoned dozens of pieces of ammunition at the end of the day. I certainty enjoyed the original alchemist design even though it had its challenges.
For simplicity and ease of play I just used 1 initiative placing for the hazards, just replacing each one with the next when the time came and continuing initiative where it was. It seemed the only sane/reasonable way to handle it. According to the scenario pdf: 2nd Haunt - Haunted by Chains/Hunted by Duty's Bonds: Routine (two actions) 3rd Haunt - Scaling the Chain/Ascending the Chain: Routine (three actions) Given the lack of updates here. We can assume any Foundry discrepancies post November 2024 are in error.
Doing my best to make all my wackiness easy to understand. It's been a tough year for me and IRL PFS this year, your pbps (and others) are what's keeping me in the game. My live PFS game count this year:
Related to this as a player add plenty of notes to your post, especially when using rare abilities. By level 10 we probably all know how electric arc works, but when you start using weirder and less common abilities, leave notes for your GM, or link to the AoN page, or both. Here's a recent example from my level 12 ranger (No meaningful spoilers) Sample Post:
Arrus squints and looks across the battlefield and hunts the blue Barney dino in the back.
Free RK w/ Nature at +22. If that learns nothing, reroll with Pathfinder society lore at +22
If that was successful Arrus will use Diverse Recognition to also attempt to ID yellow (RK w/ Nature at +22. If that learns nothing, reroll with Pathfinder society lore at +22) Arrus then fires a Penetrating Shot at Blue Barney (range 110), finding a nice soft fleshy spot of yellow to fire though. Crossbow vs Blue Barney: 1d20 + 23 ⇒ (19) + 23 = 42
Ignoring the lesser cover from yellow. If that's a hit, applying damage to yellow as well. On Crit: double damage & 1d10 persistent fire & 1d8+2 persistent bleed. (I think yellow only gets the damage (so no push) It doesn't note the names of the abilities, that was the first time and maybe earlier in discussion regarding the interactions. So this is the "shortened" version on the notes with just what's going on.
Lorespire wrote: Granted and purchased Replays can only be used on adventures that grant 4 XP or fewer. Is the relevant text from the OP Guide. Pathfinder Game Night: Dawn of the Frogs presents three short adventures for 1st level. Each adventure has its own chronicle sheet. I see no reason why it wouldn't be allowed. The product is 3 adventures, each with its own 4xp sheet. (Even if they are just labeled Part 1, Part 2 and Part 3)
The Dire GM wrote:
Thanks, Infiltration is certainly a subsystem I'm not familiar with all the details of.
Here's the thing. Somebody needs to gather the statblocks. It can be done once by Paizo, or it can be done hundreds if not thousands of times by GMs, and adds another point of failure. Now you need internet, and a smart device and power, and AoN to be up. I've been to plenty of conventions without functioning wifi or cellular connections. Also you may need multiple statblocks, and do additional, error prone labor like applying templates. Even if most of us have those most of these most of the time it's still a barrier and a point of failure and makes scenarios less accessible. Now, it's not quite as bad as all that. We've got pfsprep.com where unpaid labor of volunteers does that work and gathers statblocks and other aids. But it still requires somebody do it. ---
Found it, is still a thing. (Took me a few tries though) Affliction removal applies to pregenerated characters. Any unresolved afflictions on a pregen carry over to the Pathfinder Society character receiving credit for the adventure. If that means the character would be marked dead, they are marked dead immediately.
For areas that are grey, it works fine if its something that happens in play that isn't vital to the functioning/identity of the character. But for a fundamental question of is the character legal build is legal at all isn't really an acceptable solution, especially for the boon for the exciting new special. This isn't a case of the rules being ambiguous, and one interpretation being functional and one being non-functional. It's a case of the shinny new Special boon being laregly non-functional. While I agree that telling people sorry your new boon is useless, joke's on you for trying to use it is an unreasonable answer. I don't think we're going to ignore the Prerequisites to this uncommon archetype because we don't like them is a reasonable option either. In my mind the only reasonable option is to attempt to bring attention to this issue so that it can be fixed.
Alright... so there are now at least 3 different boons that give options to Red Mantis. One from each of the Mantis themed adventures and of course they all work totally differently. 1 "A character of your choice gains access to the Red Mantis Assassin dedication feat and all associated feats" This gives you access to the dedication and all the feats, I think including the rare ones. You do still need to meet the prerequisites of the dedication which include training in sawtooth sabers for which it neither provides proficiency nor access to. --- 2: "...has access to the Red Mantis Assassin archetype and all common or uncommon options which require membership in the Red Mantis Assassins" This one doesn't give you the rare feats, but does get you all common or uncommon options that "require membership in the Red Mantis Assassins." The Sawtooth Saber doesn't actually list an access condition, in fact I'm not sure there are any options "which require membership in the Red Mantis Assassins" other than the archetype. And of course proficiency is still an issue. --- 3: "Your characters may choose Achaekek as their deity for all relevant character options. Such characters alignments must be lawful neutral. Any characters that follow Achaekek gain access to the sawtooth saber. This boon does not grant access to the Red Mantis Dedication feat or other options that require evil alignment" Obviously a pre-remaster boon. I think access to the deity post remaster is unnecessary, so all this one does is give access to the Sawtooth Saber which is obviously helpful for the other two (although doesn't solve proficiency) Am I missing something, have I misunderstood how they work?
For a fun 1 handed ranged option for high strength characters, I like Bolas for Ranged Trip. (Athletics to trip as ranged with -2 within 20 feet) Not something you'll use super often but occasionally comes in quite handy. A dedication for something like Ray of Frost for range and Guidance for utility is certainty not a bad choice. You can also get a single cantrip from Budding Speaker Centaur Heritage
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