The new edition is trying very hard to flatten the curve on dice rolling - both in terms of players having bonuses so high that their bonus to the roll is higher than the DC and players whose bonuses are so low that they refuse to try. This flattening is most apparent with skills, but applies to all d20s - attacks, saves, skills. But it's also creating a situation where what it's doing is either preventing players from trying to invest in certain things (i.e. I've seen hyper-focused characters with cracked out low-use Knowledge skills (nobility, geography, etc), fighters with massive Perform(Dance), and I've also seen "generalist" characters with basically the same bonus to all skill checks of the same attribute) while putting up an illusion of investment.
The changes in player-side computation of the math, combined with the way DCs scale, it looks like the goal is to create a system where the result is based on the result of the die roll itself and not the result of the check (die roll + bonus). Including a bonus at all is merely a pretense. So, let's drop the pretense and make the goal of the mechanics more transparent.
You have three Proficiencies: Proficiency A means a 5 or higher on the d20 is a success, Proficiency B means a 10 or higher on the d20 is a success, and Proficiency C means a 15 or higher is a success.
Using the PF1 framework for the classes,
Paladin gets ProfA in attack rolls, Will saves, and Fort saves; ProfC in Reflex saves
Rogue gets ProfB in attack rolls; ProfA in Reflex saves; ProfB in Fort and Will saves
Wizard gets ProfC in attack rolls; ProfA in Will saves; ProfB in Fort and Reflex saves
And skills get ProfA in a number of skills based on class (2+Int for Paladin and Wizard, 8+Int for Rogue), but you can trade one ProfA for two ProfB (a 10 Int Rogue could have 8 ProfA skills, or 7 ProfA skills and 2 ProfB skills, or 6 ProfA skills and 4 ProfB skills, or etc). All of the other skills (the "non-invested" skills) get ProfC.
I'm GMing an AP right now that has a lot of social interaction and investigation that requires player initiative for a group that's very resistant to both of those things (when given several things they can do or look into, the response is always, "We do the first one," and one of the players openly complains about getting railroaded by sandboxes).
I had previously GMed Emerald Spire to much better success for this group.
I'm nearing the end of the high-social AP, so I was wondering which of the Adventure Paths has very little roleplay in it/is dungeon crawl focused? Is there another super-dungeon?
Greater Sunder allows excess damage from a sunder to transfer to the creature. If you get a critical hit during a sunder maneuver, does the damage to the creature increase?
I would like to formally request that one SFS scenario open with Drandle Dreng issuing the mission objectives in his usual manner (waking the agents up in the middle of the night to buy him booze, etc), and for there to be absolutely no explanation for his presence in the space future.
Is there a way to see the numerical value for the average customer rating for a particular product? All I can see is an image of a partially filled in star.
I have a Mindblade Magus in my game. Spell Combat says you need a free hand in order to use it, but can a Magus grab their one-handed weapon with both hands as a free action after initiating Spell Combat?
Since he's a Mindblade, he eventually gets the ability to use Spell Combat with a two-handed weapon at 13, so if he already can two-hand one-handed weapons, the only benefit he gets at 13 is an increase in damage dice. If he can't, then there's a huge damage output jump.
In my game, there is an NPC who has suffered a major injury to one of her arms, and at this point the hand is nonfunctional. My players may wish to resolve that, so is there any particular healing magic that would do so? A physical disability like this isn't a standard game condition, and the only thing I can find related is Regeneration healing amputation and several spells resolving mental conditions (which are often mechanical conditions).
Should I go with Regeneration, or something lower like a Heal or Restoration?
My group ended our last game with a fight against a Night Hag, and every single one of them contracted her Demon Fever. I have a question about the Heartstone.
Quote:
Heartstone (Su) All night hags carry a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone's magic is fueled by the hag's spirit and proximity—once separated from its owner (or upon the hag's death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.
So, does this give the party free Remove Disease for 24 hours after the Night Hag dies?
I'm GMing a group that exclusively sticks to Paizo products, but we picked up a new player that's looking at the Nightblade. I'm a little apprehensive about it from just from looking it over briefly. It looks like it was modeled off of Bard, which gets a ton of new stuff every level, and so does the Nightblade. However, most of what the Bard gets is skill bonus related, and the Nightblade seems to replace those skill bonuses with abilities that are similar to Rogue talents AND a Ranger combat style.
Has anyone been in a game with one? How does it compare? Any other issues with the class?
We're playing an AP if that affects anything.
I'm trying to come up with a character for a game, but I'm doing things a little differently than normal this time. I usually make a build and build the backstory/character around what I have afterwards. This time, I'm trying to make the character first, and then building the mechanics later. The GM keeps vetoing the character ideas I've been coming up with because they seem "annoying." So I was hoping the people here would help me come up with some possibilities in the same vein of what I've already come up with. I haven't decided on really anything about the character yet, just the race.
Here's a list of what my GM has vetoed so far:
Vince Gnombardi
The Gnome Ranger
The Laughing Gnome
The Gnomad
Sherlock Gnomes
Gary Gnomedini
Yudoan Gnomie
Gnomor: Mr. Nice Guy
Gnomanz Land
Barack Gnomebama
Uptu Gnomegood
Asnomeus, cleric of Asmodeus
Gnomatta the Cost
Gnarly the Gnostic Gnome
Gnorm MacDonald
Garl Glittergold
Billy the Bleached
Gnomonic Device
Gnomen Clayture
Jeff Gnomeblum
Nome Alaska
When looking at the sessions link under events I've created, I can no longer see the full list of all players and characters that have been reported for that event; which is fine - it cleans it up a bit and makes it easier to look table-by-table (though that makes it harder to review that reporting is correct later).
But, sessions where the GM doesn't take character credit are not showing up here. I sometimes get backed up on PFS reporting and will do a bunch all at once, so to see where I left off, I needed to look at my own GM history. If someone other than me GMs and doesn't take character credit, that table would be invisible to me as the Event Organizer after I've already reported it.
I'm still logged in on my phone, but I can't do things like get into parts of my account where I would need to re-enter my password (i.e. "My Downloads" and "My Pathfinder Society") or post in forums from my phone. I get the "Website Not Available" error page every time.
I'm using the default browser that comes with the Galaxy SIII.
This has been going on for months at this point.
Two points on tripping:
1) When you perform the Trip maneuver and fail by 10 or more, you are automatically knocked prone.
2) You can only trip an opponent who is no more than one size category larger than you.
If you attempt to trip someone who is more than one size category smaller than you and you fail by 10+, are you still tripped? I guess it's a matter of if you picture that level of failure to be you fumbling so bad that you fall on your face or if you think of it as the opponent turning the tables and judo-flipping you.
Second question:
As combat maneuvers are attack rolls, you automatically fail if you roll a natural 1. If you roll a Natural 1 on a trip attempt, are you tripped? Or should we compare CMB+1 vs CMD to check for the situation reversal?
I'm running Emerald Spire all the way through for a group using PFS mode. We're only a few levels in so far, and I had a few questions.
Things are in spoiler tags for anti-wall of text and to break things up by topic.
Land Rush:
Players spend 2 Prestige for each hex? Am I reading that wrong?
When I first saw this, I thought it was a way to mitigate the fact that playing only modules would put you behind in terms of expected Fame/Prestige given the B hexes, but it looks like it just makes it worse. Participating in the Land Rush just causes you to earn half the Prestige you normally would (less than that, considering how much of it must be played for half credit).
Hex E means you purchase the Country Estate on layaway instead of all at once. So it will be the only Vanity any of the characters purchase since they're so low on Prestige because of the Land Rush.
The reward for the D hexes negates the cost of purchasing the hexes and nothing else. So those hexes essentially do nothing. At least they're not as bad as A.
Hex A: Pay 2 Prestige for literally nothing.
Has anyone done a full run-through of Emerald Spire? Did any players participate in this or did they all opt out?
Spire Transport Tokens:
Do these do anything in PFS? The best I can figure is that they're a way for the PCs to run to town to get Raise Deads, Remove Blindnesses, etc, in the middle of a scenario without having to call it quits and fail the level. If that's the case, why would they need to buy more than one (they have the opportunity to buy multiple)? Or rather, is there a reason to purchase more than one among the entire party? Are they one use? Does that one use include teleporting back?
Bestiary:
For the Caustic Stalker's Breath Weapon, do characters need to save against poison if they make the Reflex save? What if they evade the acid damage? What if they resist the acid damage?
Is the Lava Lurker's magma ball touch or a regular ranged attack?
So the Shadowfire's Incorporeal Step ability is basically a special Mobility?
Does the Shadowfire creature stay incorporeal while it is attacking during a Spring Attack? Would that have an affect on its melee attack's to hit/damage/etc?
Level 1: The Tower Ruins:
Clanky's Arm is the best reward I've ever seen on a chronicle.
Level 4: Godhome:
This is the latest level I've run so far, and it was kind of a disaster. My normally pro-roleplay group was completely disinterested in talking with Troglodytes or seeing what was going on in this underground and very unusual society. They were actually quite frustrated that nothing else seemed to be going on. As soon as the door opened, they were confused as to why that was it.
Also, the chronicle on this one is weird. It's kind of punishing players for being clever/diplomatic/not murderhobos. My players were originally going to skip shutting down the Godbox and continue to the next floor after the Stonelord lost his Dwarven dorn-dergar in the magnetic field's disarm, but the player was not willing to lose out on 350 gold to buy a new one. Then they couldn't figure out how to shut it down. They were extremely frustrated and impatient by this point, and were in no state to listen long enough for me to try to come up with a way to explain the solution without just giving it to them. Eventually, I got frustrated with them and just blurted out the solution.
How did this level go for you when you GMed it?
How did you explain the "puzzle" to shut down the Godbox?
Level 5: The Drowned Level:
Any drownings happen here?
Level 9: The Spire Axis:
Is the Barbed Devil a bit much for this point? I don't have a thorough understanding of CR, but CR 11 seems like a jump. The worst they've seen until now is CR 8 in the previous level, and they don't see another CR 11 creature until Level 12. The only way to bypass her is to make a deal/ally with her, which isn't going to happen for most parties. Does having Jhero in the party help? How do I make sure they meet him before her?
Level 10: The Magma Vault:
Do you allow the Inevitable to participate with the PCs in the combats with the Lava Lurker or dragons? The Inevitable seems like it could solo-stomp the rest of them, so would overpower things in the players' favor (whereas Jhero's participation seems necessary for the Mistress of Thorns).
No one will have enough Prestige to utilize the Book of the Damned because of the Land Rush. See: My Land Rush comments.
Level 11: The Tomb of Yarrix:
In regards to the Looping Passage Trap: How far away does a character need to be to disappear from view of the other players? Is it likely that more than one player will fall for it?
How long would you say time passes for the rest of the party during the eight hours a trapped player spends inside the trap?
The chronicle says, "You can use this boon when casting a non-instantaneous spell that affects an area to apply the Lingering Spell metamagic feat..."
Shouldn't that be an instantaneous spell?
Level 12: The Automaton Forge:
Does anyone know how the Emerald Guardian gets its stats? It says Advanced Emerald Automaton, and the Advanced and Giant Templates would account for the Str difference and Natural Armor difference, but nothing else matches.
Level 13: The Pleasure Gardens:
Re: Tophet's tactics - change "take to Nhur Athemon" to "take to Murthok Huul" or ignore? It seems weird shutting one of the players out of a full level and making them the damsel in distress in a PFS game (would be fine with it in home game).
Where is the grate for the Gibbering Mouther? Where does the Gibbering Mouther come out at? I was thinking that it might go from under the stage to where the seats are. If it can't get all the way out due to PC placement, would you say it's squeezing, being partially below the stage?
I'm having the same problem understanding the Huge Gibbering Mouther's stats as I was earlier with the Emerald Guardians.
I didn't bother with the Variant Yellow Creeper.
"...the hellwasp swarm's Disguise check," lolwut
Level 14: The Throne of Azlant:
To start this floor, someone needs to have purchased that ioun stone from a previous level or have a really good Disable Device?
Heart of Nhur Athemon: Players who fall to the curse are required to buy the Remove Curse + Restoration at the end of the scenario? If you purchase spell casting for this, do you need to roll the caster level check to succeed? If you need to roll the check, can you purchase the spell casting at a higher caster level than minimum (which is required to beat DC 30)? If spell casting needs to be purchased, do I worry about the lich resurrecting?
For the Time Lock, do players take the penalties/benefits of aging (or slap on the young template) if their age is pushed far enough?
PFS normally ignores aging effects, but would they apply in this case, since they are being magically aged by a hazard in the mod? Or does it do nothing unless they age beyond the maximum age limit (in which case they die permanently) or they hit age 0 (in which case they...?)?
Maximum age is randomly rolled normally; what is maximum age in PFS? Do I actually roll for the player? Take average of the dice used for their race? Allow them the max rolling dice would give for their race?
Is there a way to undo magically-induced aging?
Does taking the Boon of Abraxas automatically incur an alignment shift/require an atonement?
What does Wish for Recovery do? It looks like it would be used to wipe out any negative boons accrued thus far, but there aren't any negative boons.
Level 15: Order and Chaos:
Won't getting spammed by Hold Persons/Monsters the second they walk in the door send the players into attack mode against the Zelekhuts? How do you even get to the point of conversation after that?
I was wondering how common this is, because it keeps happening at my tables.
Anyone ever run/play a scenario where part of what you are trying to do is save an NPC bystander or take an enemy NPC alive and one of the players intentionally kills them? This has happened to me five times that I can remember, with four different players, and I was the GM 4/5 times.
This FAQ entry has caused some friction at my local gaming store. GMs there interpret this two very different ways, causing significant table variation.
The first interpretation is that Native Outsiders being half-human means that those races (Aasimars, Tieflings, Genie-kin) are exactly as they appear in their statblock. You cannot say your character is a half-Dwarf and get the Dwarf language for free, or say they are half-Halfling and get a small Aasimar, for example.
The second interpretation is that all Native Outsiders (Aasimars, Tieflings, Genie-kin) receive the Humanoid type in addition to the Outsider(Native) type (but don't receive the human subtype). So any of these races can be subject to Hold Person, Enlarge Person, etc, but are not subject to Human Bane, Favored Enemy(Human), etc.
The group that holds this second viewpoint swears Mike Brock stated this interpretation somewhere on the forums.
Can anyone help me out with the official answer on this? Previous posts by campaign leadership (or either one of them responding directly to this) would be the most helpful.
If you have a speed reduction due to armor and an enhancement bonus to speed, which do you add first to calculate your total speed?
If you have a small character in medium or heavy armor and Boots of Striding and Springing, if you add the enhancement first, his speed is 20 ft, but if you subtract the penalty first, his speed is 25 ft.
If you have a medium barbarian in medium armor and the Boots of Striding and Springing, if you add the enhancement first, his speed is 35 ft, but if you subtract the penalty first, his speed is 40 ft.
If one were to take the approach of "the armor penalty and the boots should negate each other," it would require different orders of operations in the above two examples in order for the character to reach his "original" speed.
Also, would you consider the order of operations on this issue be different if the enhancement bonus were permanent (Boots of Striding and Springing) vs if the enhancement had a duration (Longstrider, Expeditious Retreat)?
I was thinking about getting a "home" Core Campaign going and building a sort of pseudo-Adventure Path out of PFS scenarios with existing linking plot arcs between them. I remember seeing a few months ago someone had posted a few lists of scenarios that have a solid plot flow to carry a character from level 1 to 11. However, I cannot seem to find this post/thread. From what I remember, the person had actually posted play paths for three characters all the way through 1-11, and I think it was a VO or Paizo employee that had posted it. And the post with the three lists was not the OP, it was a response. When I looked at it, I had already played scenarios from all three lists, so I passed it off for being something I would be unable to do to the letter.
Does anyone know where to find that or (if it's something my brain just made up) something similar? Or does anyone have your own suggestions for such a venture?
Have scenarios ever been corrected or edited after their release?
If so:
Sometimes when I GM, an event organizer will send me the pdf for the game (usually when I get asked to run a game last-ish minute that I wasn't planning to run when they're short on GMs). Is there any way to tell if a scenario has been updated? There doesn't seem to be any kind of "xth 'printing'" or "updated on [date]" or "version 1.x" kind of thing on the credits page. If they were ones I purchased, it would be easy to tell such a thing because the "My Downloads" page has "Date Last Downloaded" and "Date Last Updated" clear to see.
What made me wonder about this is having played (but not run) some former specials/exclusives that were later made into regular season scenarios. I've received chronicle sheets for those types of scenarios that had the new scenario number at the top and I've received chronicle sheets that still said "Exclusive" at the top. Also, after playing Eyes of the Ten, I compared notes with someone who played it a few years ago, and our chronicle sheets were different.
Now, obviously, the header of a chronicle sheet is no big deal, but I do have to wonder is there's anything that gets changed that might be critical to how the scenario gets run.
I recently tried looking up some old forum threads I read months ago when building some characters that I seem to either have misunderstood in the first place or am mis-remembering. I remember some ruling saying that starting languages due to high Int were not restricted in PFS except for secret and ancient languages. It seems to be just that all human regional languages are legal options for all races.
I have a Halfling Draconic Sorcerer/Dragon Disciple that used the bonus language from having 12 Int start with Draconic. Do I need to change Draconic to something from the Halfling bonus language list and drop a rank into Linguistics ASAP to make the situation legal?
Secondly, I was reading the languages section in the GtOP:
Guide to Organized Play, Pg. 8 wrote:
You gain free languages granted by your race, ethnicity (for humans), and class (e.g., Druidic for druids). [...] Tian characters receive the languages Tien and Common for free.
So does this mean non-human characters from a Tian nation get Tien for free? Or did they just double up on explaining that ethnically Tian humans get Tien for free?
I'm in the middle of building an Oread (10 Int) that worships an eastern deity, so if this is so, he can get Tien without dropping a rank into linguistics?
Thirdly, when your Int goes up, you get a new bonus language. I've seen it mentioned by officials (though not officially declared) that an Int-boosting item should be keyed to a specific language, in a way similar to how their extra skill ranks are tied to one specific skill. If your Int goes up naturally (4th, 8th, etc level bonuses) is the new language also restricted to racial bonus languages, whereas an Int-boosting item wouldn't be, as it's "keyed" to a certain language?
If a high-Int character with few racial bonus languages exceeds his cap (i.e. a Halfling hitting 20 Int when they only have 4 languages listed) they would be, from that point on, restricted to human languages learned through high Int?
I have a Halfling Monk (Underfoot Adept) in PFS with 10 Strength. It's been working out very well in melee, but I'm starting to worry about flying opponents/situations where using ranged weapons would be much better tactically (as it's come up twice for the character so far).
I've had a sling since level 1 (since it's free), but I'm starting to get past the point where a 1d3+0 small sling is useful/reasonable.
I was looking at flurrying 1-damage shuriken, since I'm a level or two away from doing max sling damage if I don't miss.
Should I pick up a pack of some other thrown weapon to use one of a round (and more once I hit BAB+6) with +0 Strength bonus, or just pick up a crossbow and not worry it?
If I GM a game and don't want to give one of my current characters a chronicle for it, can I still get a character chronicle for GMing the same scenario at a later date?
Here's what's up: I GMed Part 2 of a three-part series, and was going to apply credit to one of my characters. Then my OCD alarm started going off, and I started worrying about that character getting to a higher level than the tier of the series before my next opportunity to GM parts 1 and 3 came along. Then I realized that if I were ever able to GM parts 1 and 3 at a con or a game day at a store, I would probably end up GMing part 2 again anyways. So could I just not give myself character credit for GMing the part 2 I just GMed and instead give myself character credit for the second time I GM it?
Several weeks ago, a guy showed up to my FLGS with a cleric of Besmara with an interesting ability I have not been able to find since (haven't seen the player since, either). It's been a while, so pardon the vague-ish description.
Whenever he channeled, he would roll a die and if it was a 1, his channeling would be reduced (by 1 die, I think); if it was the highest value on the die, his channeling would be more powerful (by 2 dice, I think); anything else, he would channel as normal for his cleric level.
I and the others that were there that are in my home game haven't been able to find it, and it looked like something good to put on the cleric in our Skulls & Shackles game. Anyone know what that is?
I and a group of friends meet semi-regularly to play PFS at home. I noticed that in old events, you can edit them to add extra tables with different dates. Can I just create one event and add extra tables as time goes on as we play them? Or should I create a new event each game, as the sessions are happening erratically and sometimes several weeks apart? if both are doable, does the administration have a preference as to which way to go?
The description for the Sczarni "Front" Prestige Award in the PFS Field Guide says it applies to lower-case-b businesses. I'm wondering if this can only be applied to the capital-B Businesses under Vanities or if any of the other vanities that modify Day Job checks also apply (Caravan, Farmstead, Ship, etc) that would constitute a "business" that your character is the owner of.
I tried splicing this by being hyper-RAW about it, but that wasn't helpful. The description for Front uses the word "business" but doesn't say it has to be something that is under the list of the Businesses sub-section of Vanities (it only refers you to Chapter 5). But it also doesn't say the bonus provided by the Front has to apply to Day Job checks made using the skill associated with the Business, either (though this would be a weird interpretation).
When you have a piece of equipment that grants you a bonus to Intelligence (such as the various Headbands or the Scarlet and Blue Ioun stone), you get a +2 enhancement bonus to Intelligence. If you wear it for over 24 hours, you get skill ranks equal to your HD in one skill, as per the description of permanent enhancement bonuses; which skill you get is keyed to the specific headband/stone. What happens if you have two +2 Int items keyed to different skills equipped?
Thinking about the nature of the permanent enhancement bonus to Int:
The number of skill ranks you have comes from a combination of your HD, class levels, and Intelligence score. Having an item that grants an enhancement bonus to Int doesn't increase the skill ranks, it increases one of the things that determines how many skill ranks you have; the fact that it's an enhancement bonus just limits the arrangement of the ranks from your Int score, not grant new ranks. So having a headband keyed to UMD and an Ioun stone keyed to Swim shouldn't give you your HD in ranks to both skills because those items don't give you skill ranks, they give you a bonus to one of the things that determines how many skill ranks you have.
Is there any official judgement on this issue? I couldn't find one in either the CRB or the FAQ.
For the secondary benefit that the Temple grants you (the one unrelated to Day Job checks), how is it determined whether you have access to temples of your faith in a given city? Is it only the religions listed for that nation in the Inner Sea Primer (in which case, only the core 20 get the secondary benefit of the temple vanity)?
Or is there more of a "judgement call" aspect to this based on the city? If so, would it work as (or similarly as): medium cities have temples to the core 20 deities (except where specifically in opposition to the nation you're in, such as temples of Asmodeus in Andoran), large cities have temples to the core 20 and any that would be listed under "Common Gods" and under racial gods appropriate to the region in the "Other Gods" section of Gods and Magic (Besmara, Apsu, etc), and the largest ~5 cities on the planet have temples to everything, including the rarest gods (like the empyreal lords and the eastern deities).
tl;dr: If I wanted to make a cleric of an eastern deity, and give him the temple vanity, would it never grant me the free spellcasting, no matter where the scenario takes place?
When I made my wizard for PFS (my very first character), I didn't know about the upgrading rules in PFS, so I chose a weapon for him. Now that I know about them, I'd rather have a ring or an amulet. The cost to change an Arcane Bond Item is 200 x wizard level + mwk item cost. What's the cost for a ring or amulet (or a mwk ring or amulet) that isn't a preexisting magic item? Is there a cost for one?
I was trying to figure this out by looking at rules for other mwk items, but the costs vary wildly. A mwk weapon is +300g, mwk armor and shields are +150g, mwk musical instruments are +95g, and mwk tools are +50g. And when looking at prices of jewelry that goes with certain outfits, jewlry looks like it comes in prices of "whatever you can afford."
Once I switch, I'll still have the old mwk weapon (which I have never and most assuredly will never use). I cannot sell this because I originally got it for free, correct?
Also, I'm trying to decide whether to upgrade to a Amulet of Spell Mastery or Ring of Wizardry. I don't think this is the case, but just to double check, you cannot upgrade a Ring of Wizardry (II -> III, for example) by PFS item upgrade rules, correct? I remember reading a good long while ago that RoW was specifically called out as being something non-upgradable, but I couldn't find that statement.
I recently completed the Midnight Mauler and was looking at the "Averted Mauling" Boon (free single non-magical item costing 400g or less). I'm planning on using it immediately (instead of waiting on the next time I happen upon another scenario that lands me in Ustalav with the same character, in which case I'll promptly forget I have the boon) to upgrade my anti-DR golf bag and was trying to decide how to go about it.
I was mainly looking at swapping out one of my one-handed weapons for a masterwork silver of the same weapon. My slashing weapon costs 10g, so a MWK silver of the same would be 400g exactly. It uses up the full benefit of the boon, but it's a silver slashing weapon with the issue that comes with that. My bludgeoning weapon, however, is 12g, so a MWK silver of the same would be 402g. So a smidge outside of the limit of the boon, but without the silvered weapon penalty.
I also looked at masterwork cold iron, but that wouldn't get the most out of that boon, being quite a bit cheaper than silver.
The boon does call out courtier's clothing and jewelry as being an option. So maybe I should just get 400g of jewelry, immediately sell it, and then buy my MWK silver bludgeon? How did everyone else handle this boon with their character?
We assume that you have enough bags, backpacks, or muscle to haul around the loot you find[.]
Does this effectively mean that in PFS, carrying capacity and encumbrance due to weight is ignored for carrying things (and thus only apply for things like catching a falling ally)? If so, that seems... odd.
Or is this statement just meant to say that we don't demand that you have 10 burlap sacks on your Inventory Tracking Sheet in order to collect loot and we're not stopping in the middle of the scenario to recalculate encumbrance every single time the party picks something up?
Because otherwise, a Str 5 Halfling wearing armor wouldn't need a Handy Haversack in order to lug around his 10 MWK Tools. Which would be... odd.
I have a few questions about buying masterwork and special material shuriken specifically regarding society play.
I remember a rule that masterwork ammunition had to be bought in sets of 50, but flipping through the rules, I cannot find that statement. I found where masterwork is listed as 6 gp per individual piece, but the requirement to buy 50 would be in effect so that players would still have to pay 300 gp in order to get the benefits of masterwork with their attacks. Could someone point to where that is? And also point me to any PFS-specific rules regarding masterwork ammunition.
The following questions are going to assume I remember that rule correctly (and a few will be specific cases of the same question, if you'll pardon that).
1) If I buy masterwork arrows, is the cost for a set of 50 going to be 301 gp, or 302.5 gold pieces, being 300 + cost for 2.5 sets of mundane arrows? As such, masterwork shuriken will be either 301 gp for 50 or 310 gp for 50 based on the same reasoning (as 10 sets of shuriken = 50 shuriken).
2) If I buy non-masterwork cold iron shuriken I can buy only 5 of them for 2 gp, but if I want masterwork cold iron shuriken, then the cost would be 302 gp for 50 or 320 gp for 50 as per the answer to #1.
3) Mithral items are automatically considered masterwork, so mithral ammunition must be bought in sets of 50 as well, correct?
4) If I wanted mithral shuriken, the price would be 2501 gp or 2510 gp, as per the answer to #1, since 50 shuriken for a medium creature weigh 5 lbs (and 1251 gp or 1260 gp for a small creature).
5) Does the silver weapon blanch not confer the -1 to damage that a piercing/slashing silver weapon normally gets? Once a weapon blanch is applied, is there any kind of time limit before it wears off if you don't use the blanched item?