Player III's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.




Story is a few years back I created a Society character for a one off with some friends. It went poorly and actually never finished, but the GM gave us all credit and logged it anyway. Years passed and I forgot about it.

I go to Paizocon and create what I figured was my first Society Character.

Everything I did at the con is now invalid because it conflicts with that first accidental character.

Is there a way to bump that character to a new ID and keep all the things he's worked for?


I have myself a character whom uses a fair sum of alchemical items, but as the adventure progresses and the CR increases many of the items become rather useless or situational to a point of uselessness. When you create the items, is there a way to increase the save DC's of the items? After a bit, a fort or reflex save of 14 really is not that difficult. And on that same note is it possible to increase the dice damage value?


In your opinion, how much experience would a feat be worth? I have this new idea for a game I am running to give the players the option to pool experience together to "pay" for a feat for this particular part of the adventure.


Minor spoilers follow:

I am currently playing through this adventure path with a group of friends, and all is running smoothly. The party gets along great, the story is quick and enthralling, all is well. The party only has two sources of positive energy in the forms of a Cleric and a Witch, which, I was slightly concerned about at first, but I quickly found the clerics channel ability and positive damage output puts down most haunts and undead in one or two spells. While not game breaking or anything, as she also needs to heal her allies whom are particularly not incorporeal like most everything they encounter thus provides excellent meat cushions for pretty much everything and the HP of the enemies does increase with CR along with limited spells per day means the party still needs to take breaks on a fairly regular basis. But this got me thinking, could you play this campaign solo with a well built Cleric and hold your own? I think the only real issues would be a few of the haunts and ghosts that can particularly mess you up if you fail some saves.
With the right feats and equipment, even from starting equipment, you would be a force to be reckoned with.


It states in the crafts skill "one week/day of dedicated work." And whatever you create gets done quicker the higher you roll. However, I am curious to know how you would implement multiple larger projects, or even several smaller ones, all in the same day/week.

For example, could I work on, say 6 vials of acid in one day, even though I do not finish any of them. Could I just track their individual progress?

And could I make a check for a larger object, say a carriage, using the weeks worth calculation, then each day also work on some more vials of acid?