Priest-Captain Blackarm

Pirate Rob's page

RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. ***** Pathfinder Society GM. 6,389 posts (30,607 including aliases). 73 reviews. No lists. No wishlists. 81 Organized Play characters. 50 aliases.


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Thanks, you're my hero.


Yup, no authoritative statement or hidden FAQ etc from my conclusion. Just a reading of the rules that I feel reasonably confident in and wrote into my guide which has seen a fair amount of reading.


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


High tier is my preference, but if only a low tier table works out, I've got a hand full of 9-10s I can bring as well.

4/5 ****

Grief wrote:
Disable DC 17 Performance (trained) to overpower the frightening cries with a greater sound or DC 15 Occultism or Religion (trained) to ritually disrupt the haunting.

Is Occultism required to be trained?

Not sure from an initial reading.


GM Tiger wrote:

Nothing specified in the statblock. However, these do have resistance 10 to Physical, which I didn't even think of... so effectively, immune... I'll let the 3 hp damage stand though... it will get it back next round anyway buwahaha! :)

Oh be my guest and look it up -- I'd rather be corrected now than not realize I'm doing something wrong! :)

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.


Given there's not a lot of higher level content, I generally try and play high tier characters for the adventures, but is certainty not a requirement and I have plenty of characters to make whatever work.


GM Tiger wrote:

I can run some of those for you but I'm stretched bandwidth-wise right now. I have 05-06 ready and have been wanting to run it for some time.

If someone wants to do 06-03 I'll play in it but I'm not likely to run it again... I've also got 06-13 and 07-04 (I'm running 07-04 now)

I could do 06-20 -- did that one for Gameday and had a blast!

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
05-13 Thick as Thieves 5-8
05-16 A Lie Told to Strangers 3-6

06-03 Godsrain in a Godless Land 5-8
06-10 Once in Whispers 5-8
06-11 The Godsrain and the Dragon 7-10
06-13 All that Glitters 1-4
06-14 Twice in Steel (RO, VS) 7-10
06-16 The Heart of the CIty 5-8
06-20 The Overthrow of Ambition(RO, VS) 9-12

07-04 Sulfuric Negotiations 3-6
07-05 Battle of the Thorns 9-12

4/5 ****

The.Vortex wrote:
The Foundry VTT module was updated to include the adventure now. It completely drops the additional damage from that creature. Not sure if that is a mistake or intentional yet.

Since it's not published in the Foundry errata forum it must be a mistake.

Said forum.

4/5 ****

Do Covenants even have listed deities?

4/5 ****

I ran them the way i described and my party had no trouble with the encounter. I haven't done any analysis to see if they were just lucky or the encounter is problematic though.

4/5 ****

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:


And you're right, Unicore, this broken promise probably wouldn't sting if Oracle got Alchemist treatment. Alch cannot go back to Legacy either, which might suck except every post I've seen and ever Alch player I have talked to thinks Remaster Alch is a 100% improvement.

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.

4/5 ****

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.


I keep thinking I've got enough bandwidth to run a game, and then I wait a day and life catches up.

Eventually I'll get another pbp going, but who knows when.

4/5 ****

Well there's no Fall 2025 errata, but maybe we can hope for Spring of 2026 or for a PFS FAQ note.


Glad to get you a sensible chuckle.

4/5 ****

The online tracking system has no way to track held sheet separately from normal sheets.

If you have held sheets your rep will be overcounted on the site until your character catches up.


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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:
Jan: 1 Play, 2 GM
Feb: 1 Play
March: 0
April: 0
May: 0
June: 2 Play
July: 5 Play, 1 GM (including 4 Plays at EBBG Con)
Aug: 1 Play, 1 GM
Sept: 1 GM
Oct: 0
Nov: 1 GM


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 its on my list I get +4 to RK it
On at least a success my allies each get a +1 circumstance bonus to our next attacks against Blue, and +2 circumstance for each of us to either AC or saving throw the first time blue attacks each of us.

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
Piercing+fire+force+Precision: 3d10 + 2 + 1d6 + 1d6 + 2d8 ⇒ (8, 10, 3) + 2 + (1) + (2) + (4, 1) = 31

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.


Here is the template I use for formatting my profiles.

4/5 ****

The worst part about downtime, is when I finally get back on to check on my pbps, nobody has posted in them :(


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)

4/5 ****

No PFS1 material has been published after 10-98.

4/5 ****

Thanks.

I try and keep up on releases but Starfinder is particularly easy for me to miss things. So if I'm ever missing a forum for a product just let me know. This thread is good. Email is good. Discord is good (am piraterob and on the Org Play Online server)

4/5 ****

You can only "buy" the boon on the character that got credit for the adventure. There is no choice to be made before "using" it. Just download it and read.

4/5 ****

Nice, I didn't remember the reference to 5-04, was so long ago.

I also appreciate the handout for the fight at the docks. I was busy reading it, and started making notes about some cards and such I wanted to make to cover the extra stuff and then got to the end and found out it's already done!

4/5 ****

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Just started reading and prepping this.

Love the wine call back to 1-11. I really love continuity details like that.

4/5 ****

The Dire GM wrote:

It wasn't written into the scenario, but the base rules for Complications suggest that they are singular events handled by a single roll and are not individual challenges. It's up to the GM whether or not that's handled by a single PC or whether or not the party can aid that PC.

Rob allowing a single person to handle it fits in-line with how those rules are written (albeit confusingly), and is how our local GMs are doing it as well.

Thanks, Infiltration is certainly a subsystem I'm not familiar with all the details of.

4/5 ****

One other small point of order is I believe PFS1 scenarios started and remained at $3.99 ($4) for the vast majority of PF1s lifetime. I don't think they ever cost $3.

4/5 ****

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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.

---


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According to my Organized Play UncleFroggy has been my GM for 25 games. The only person I've played under more is Dennis Muldoon at 35 (Who's local to me).

I've been very blessed to get to play so many games with them at the helm.

4/5 ****

I waffled and went easy and only made 1 roll, was going to make 2 others roll at 9 but my party got out with 8 points after a crit on the first success if I could do it again I think I'd make everyone guiding roll.

4/5 ****

For the Infiltration...

The Complication, should everybody roll? Everybody leading a group? One PC?


Max grats! All the Grats!

4/5 ****

Bonus Bestiary, with all the missing statblocks.


Ya, every xp gained, is one more step towards their inexorable retirement from leveling out.

That said I also like seeing my numbers go up so I keep applying my GM and Adventure Mode credit. But I certainty see the argument for going slow and/or not applying credit beyond maybe skipping level 0.


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.


GM Tiger wrote:


You also can't play a pregen and the PC the pregen credit will be assigned to. Because if the pregen dies during the adventure, the death transfers.

I'm not sure that's true in PFS2.


Alright, shuffled around my availability. Last changes (hopefully)

Mr Gruff - Minotaur Fighter 2
or
Swashuki - Tanuki Swashbuckler 3


Lets call it just Brother Nyoka - Priest of Razmir 2 to simplify things.


I have used my one early GM application on a FCFS recruitment so feel free to ignore for the next couple of days if desired.

Available Characters:

Mr Gruff : Minotaur Fighter 1
Dakon Mossriver : Centaur Ranger/Bard 2
Swashuki : Tanuki Swashbucker 2
Brother Nyoka : Priest of Razmir 2

4/5 ****

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.

4/5 ****

Qstor wrote:
My game wasn't listed. The "info" was saved in my submission "form" I wanted to run SFS 7-01 on the Paizo boards. thx

I see your game on the sheet

Is labeled with the year of rather than 7-01

4/5 ****

Monkhound wrote:
A second inititation boon should suffice for access to the sawtooth saber, but it would be nice to have this confirmed. Otherwise the boons basically have no use case.

I'm sorry, I may be totslly missing something but how does secondary initiation give access to sawtooth sabers?

4/5 ****

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?
Thanks.

4/5 ****

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If the resources aren't being spent to fully sanction non SFS content, this is a great compromise.

4/5 ****

I'm not seeing the text for the wizard school boons on the FAQ page.


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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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