GM Refuge of Wonders wrote:
Woo exciting. I have my credential through CTEC. I can only represent clients before the IRS for returns I actually signed/filed but I'm perfectly happy sitting at my computer at home filing my 100-200 returns a year and then doing small amounts of maintenance/quarterly payments/tax planning and advice the rest of the year. That reminds me, I still have to do my 20hours of CE for the year. I normally do it in July but I had shoulder surgery this year so it had to wait.
EbonFist wrote:
I signed in and would like to play with my Necromancer 1, still under playtest rules so I need permission to play them earlier than next Thursday. If it's at all an issue happy to step back.
Lady Ladile wrote: Howdy, folks. I've been on an extended hiatus away from the forums, PbP, and Pathfinder in general for quite a while but am looking to ease back into Society play. It's been nearly two years since I've actively played and I'm sure that there's a lot that I 've missed. In terms of making sure I get my existing characters up to speed, what changes should I be aware of? 2 years ago is post remaster, but not by a whole lot. If you already dealt with that transition there is likely very little if anything you need to do. If you haven't it's potentially a longer answer. --- Either way, expect for some traumatic changes in the near future.
Q1 Sandstone Secret
Q14 The Swordlord's Challenge (2xp)
B1 The Whitefang Wyrm
B18 From Family Lost
I#1 The Second Confirmation
1-01 The Absalom Initiation
2-06 The Crashing Wave
03-01 Year of Shattered Sanctuaries (Abs)
04-07 A Most Wonderous Exchange
05-01 Year of Unfettered Exploration (EA)
6-00 Salt of the Ocean
07-01 Year of Battle's Spark - Enough is Enough
BB Otari Upper (4xp)
ADV Troubles in Grayce
Alchemist are one of the only classes in the game that can't attack with their primary attribute (maybe the only one). I have definitely found my toxicologist's combat effectiveness frustrating to say the least. A lot of alchemist average damage comes from splash on a miss, especially if they can hit weakness but adding bits and pieces of splash damage here and there doesn't feel fun/effective. Toxicologists of course aren't benefiting from splash on their blowguns, and the action economy beyond a few pre poisoned items honestly sucks. (Although is much better than after the initial remaster changes) I find in general alchemist combat effectiveness to be less than one might hope/expect, but they a have a lot of versatility in helping solve random problems, but it requires a lot of prep and knowledge of alchemical items. For my lvl 8 chicurgeon I've got a excel sheet with notes about all their recipes. It's a lot of mental effort even with help from the sheet figuring out how to most be helpful. PBP doesn't make that sort of interaction any easier. F2F it's easier to interrupt people in skill challenges and such and ask if they want a specific elixir or other helpful item etc. Dex attacking alchemists can use Quicksilver Mutagens to actually get above the normal attack bonus curve at some levels but they have their own heavy cost. Also attacking at range is generally a lot harder to get the effective +2 from off guard, and sometimes suffer from lesser cover, so are frequently effectively less accurate than their companions.
Maya Coleman wrote: This was flagged as in the wrong forum, but since Krell44 is trying to build a character for Organized Play and there isn't an Advice section for Organized Play, I don't think it is? I'm gonna leave it, but let me know if I'm wrong here! It's in General Discussion for Organized Play, and not the PFS forum. Looking at the types of posts in both forums, I would argue Advice is a better forum though, but not enough to move it from the PFS section if it started there. It's asking for advice on how to build a character, the character happens to be for PFS but the question isn't really specific to PFS. It's not about say what faction lines up with X story, it's just about building an effective level 1 character that happens to be for PFS. Like when people ask rules questions about their PFS characters. It's still a rules question, even if it happens to be for a PFS bit. PFS doesn't make the answer any different.
I just do the work on Paizo, making sure to copy my posts before previweing, but working on them elsewhere would not be a bad idea. As a a player I generally do the whole thing (although frequently I'll go back and add crit notes if a crit looks possible and not boether with it my first time though.) But as a GM, I normally go through rolling some dice, seeing the results, working on the text and continuing, generally previweing a bunch of times before finally postging. I think I automate a lot less than many of the more prolific GMs, generally typing things out fresh as a player and GM each round ( I do paste flavor text and descriptions but then edit them for better tense and to fit with the flow of my other writing. Takes me quite a while to post on both, but I find it helps me keep in mind what's going on and the like. Because of this I also generally don't GM more than 1 game at a time these day. (Also typing with 1.5 hands so I'm sure accuracty is suffering a bit. Surgery went very well though.)
If you want to use the 10minute refreshing infusions for poison, you basically have to apply them in combat, otherwise you've just got the very limited daily resources. It's pretty miserable action economy wise for a Toxicologist, although at least they reduced it from 2 actions to draw/apply poison down to 1. Rather than just pretty miserable it was extremely miserable for awhile.
YoskiFan wrote: So was told like in 2015 that the very cool pregen I was playing wasn't allowed to be used as my actual 'character' and wasn't eligible for any rewards and I could only use it this once because I didn't have my own char. Um that true that pregens aren't allowed to level up or keep gear? There's very little stopping you from building a virtually identical character in most cases and using that.
Alanossë wrote:
Look at the tabs along the bottom. (I seem them both desktop and mobile.)
GM Tiger wrote:
I'm sure there are some changes between them, small revisions and the like. It's just a silly technical detail.
As for 3, it gets and uses its own reaction. See the rules for intelligent items for more details. As for 4, I don't see why you'd need shield block, the shield gets the reaction and blocks. You're not taking the shield block action, it is. It won't block for you, only adjacent allies, and will do so whether you want it to or no. (With an exception as noted in the boon)
Be careful running it. The pillars are extremely deadly. The gremlins are also a joke. I'd consider running them on hard no matter what the party composition while the pillars should likely be run at a step down from what the party averages out to. One recommendation: Don't have the pillars attack downed characters. No need to hit those extra targets even if it's unclear.
GM Tiger wrote:
Pick me! I was thinking of picking this up and running it for the little one and friends in the fall, would be nice to get to play it first.
Lorespire wrote: From time to time, players might encounter different rules sources with minor variations in the rules. In general, the most current English-language printing of the rulebook in question is the definitive source. The Hellbreaker's AP isn't a rulebook, so the GM Core version is the "definitive source" --- All that said, I bet this logic breaks something else where people have been using the updated version from some book that isn't technically a "rulebook". Likely something that should get a PFS FAQ for clarity.
Driftbourne wrote: Also, keep in mind that before you reach the 2nd level, you can rebuild your character, so if something you pick doesn't work the way you thought, or you find something better, you can change it. I love this, it really helps get rid of the fear of getting things right, especially when you are new. Even more generous than that. Any time before the character is played above level 1.
Text wrote: Thrall: Thralls are undead creatures, but they are not minions with the summoned trait. They can’t take actions, but they can be used for various abilities. Unless noted otherwise, a thrall is Small or Medium (chosen by you when you create it) and must be created in an unoccupied space. A thrall can contribute to flanking as though it were able to make melee unarmed Strikes. A thrall has 1 Hit Point, is automatically hit by attacks, and automatically fails all saving throws. A thrall is immune to bleed, death effects, disease, mental, and poison. A thrall is level –1 if an effect needs to refer to its level. Spells or abilities that create thralls have the thrall trait. Doesn't have the minion trait, so not eligible for Final Sacrifice. Necromancers do get focus spells that explode their thralls though (and once per 10 minutes can destroy one to get a focus point). There's more available as feats as you level up but the 3 basic ones are Skeletal: Bone Spear : 15ft line from thrall d8 + 2d8 per heighten(+1) Zombieish: Dead Weight : Fort save vs immobilization for an enemy. Ghostly(Me): Life Tap : Fort save vs drained for an enemy, heal self or ally for lost HP.
I'm happy with a few replayable scenarios so there's always something to play. But I like most scenarios being a special snowflake. Each experience should be special and unlimited replays degrades that. For some history back in LFR (d&d 4e OP) before Pathfinder came out, I diligently drove all over the SF bay area making sure I would play scenarios on their first local offering, and then frequently on local plays 2/3 etc as well. It was great until I missed 2-3 months and suddenly the tables I signed up for had 4-5 people replaying, all trying to avoid spoiling things but also carefully choosing when to and when not to expend daily resources based on known difficulty of encounters all while saying they wouldn't make any decisions because they were replaying. Except when things were important for rewards or avoiding negative outcomes, then the not making decision voices somehow become very loud. For those replaying it's fine. For those joining a table full of replayers it was miserable. As an organizer it means all your signups get constantly choked out by the same people replaying and it's hard to attract new players which are absolutely vital to continued health. You'll miss out on new players you didn't even know about as the people in the know gobble up all the slots. Also why GM for a second credit when you can just play over and over again? Without meaningful stars/Glyphs, GM rewards are already at a low point. PFS has been close to my heart for nearly two decades now but PFS2 isn't hitting those highs like the most special scenarios for PFS1 managed. Hopefully its gotten better but I don't have confidence that the scenarios have correctly utilized subsystems (Of which PF2 has some really cool ones). Shorter scenarios, make it harder to get complex stories and interesting multiple encounters into game night, and infinite replayability further erodes what I want to be a special experience. The lack of ability to play PFS characters in Modules for credit is also a big sad for me. Those were always a fun change of pace for an all day adventure or two as an addition to normal PFS play. Playing them in adventure mode just isn't the same even with identical copies of PFS characters. Maybe these are just me problems but I've been really feeling down on PFS as of late and don't see the current or upcoming changes as positive ones.
Here is a link to my toxicologist. Background: Being a duskwalker Kito's specialty was to be a hunter of necromancers. Weeks away from graduating Kito drew the academy's aging cyphermaster as his target. A long outspoken opponent of the Ruby Price's involvement in the politics of the elemental clans of the desert, who's words finally pushed the Ruby Prince too far. Unwilling to go through with the contract Kito fled in disgrace. Wanted in Osiran Kito has made his way to Absalom where he hopes to put his talents to work far from the Ruby Prince's influence with the Pathfinder Society. They used the majority of their infused reagents on poisoning arrows, (with additional benefits with other archers in the party) and then in combat mostly just fired lots of arrows with Double Shot from the Archer dedication, trying to get lots of poisons out there to get something to stick. They were built and played like a ninja/archer rogue. Now you can't just poison all the arrows ahead of time and the action economy of poisoning in combat is miserable, So it went from 0 actions to apply the poisons, to 2 actions (quick alchemist, and apply). The recent 2026 spring errata reduced that to one action at least but the character just doesn't work mechanically. My Goblin "dentist" Chicurgeon 9 works better than ever. Although I did have to make a cheat sheet for them with a summary of every alchemical item they can make to help maximize their flexible power. It's in excel but I took a quick screenshot
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