I think it should be obvious which fight it was :D Spoiler: Our fighter was slashing at the walls of the tent in hopes of increasing the light as nobody could see the damn thing and nobody had daylight. The paladin ran in and started chopping away at the darkness. Only because somebody ran out to escape the burning tent(we got desperate) did we realize that sometimes you just need to run, at least temporarily.
If the party has multiple ships, it might trivialize some of the ship combat encounters, then again it might not. Not everyone is going to have a decent profession(sailor) to make the maneuvers they need to make in ship combat. Also, if you have 2 ships chasing, and only one of them succeeds in catching up to the runner, you then have 1 on 1 ship combat, then if and when boarding actions happen, half the party isn't there. Another problem I could see is, when the PCs encounter the Dominator, they might actually think they have a chance of beating it instead of running away. Just make sure to stress the fact that it is a very risky thing to do, and they should be cautious about going into a ship combat if their allies fail their check to chase.
Benrislove wrote:
I'd play it.
The ones with swarms for a level 1 party and the ones that use monster manual stuff can be challenging. The older seasons are only a cakewalk if you have 6+ players as they were written for a party of 4 PCs. The later seasons are considered harder because they are geared toward a party of 6 (with reductions for 4 players) so you can't just faceroll everything with 7 players like before. If you find them too easy, play up. I usually do with old scenarios if i'm at a table of 7 cause if you don't every combat takes 1 round.
I seem to remember that the original printing of the core rulebook didnt't have anything in it about how to use poisons, how long they lasted on athe weapon etc. yet there was a list of poisons with gold piece amounts. IIRC the FAQ said to take the rules from the 3.5 Player's Handbook until they corrected it. If it says you can in 3.5 and doesn't say you can't in Pathfinder, then I have a hard time understanding their reasoning for ruling the way they are.
My players had a hell of a time on the last fight in first steps part 1.
Spoiler: Their fighter and the summoner's eidolon failed their save against color spray and the enemy barb just kept hitting for at least 10 damage. He kept dropping PCs in 1 hit. The enemy sorcerer exhausted all magic missiles and most of the party was down. It was looking like a tpk but the color spray duration wore off, the PCs' fighter got up, whacked the barbarian to 0 HP. The barb would have wrecked the fighter after that, had he not run out of rage rounds and immediately dropped to -2. It was real close i gotta say.
Calybos1 wrote:
No big deal. Just remove the chronicle sheet from the character you applied it to as that character wasn't able to get credit. I've been told that when a GM inputs credit, the system automatically detects if you have received credit and omits the entry from the character's session history. Just let your GM know what happened.
Mike Lindner wrote:
You could build a credit baby when it comes out if you have enough saved up I guess. That's about the only legit way I see of getting it. From what I've seen so far, it looks like you have to choose traits when you build your character. I like the idea of being able to leave your traits open though :/
No, unfortunately. You get to play each scenario one time. You do not get credit for playing a scenario again with a different character. If you have already played a scenario it won't let your GM assign you credit when he reports your credit. You can gain 1 player credit and 1 GM credit per scenario so GMing is the only way to get credit again for the same scenario.
Never actually thought about that. The Core Rulebook does say in the magic item section that 30% of magic weapons glow as if under the effect of a permanent light spell. On the other hand, the creator of the item has to choose whether or not the item glows according to the magic item creation section. According to the PFS Guide to Organized Play, nothing in the magic item creation section is legal for play. This presents a weird situation. Absent any official ruling I would say it's one of those things that is left up to the GM. It's only a light spell so I doubt many people will find it too game breakingly powerful to let you have it. Just ask your GM before the game if he will allow it and crack a sunrod if he doesn't.
Chris Mortika wrote: I was wondering about that ... it seemed logical, but I didn't see it mentioned anywhere. Is it explicitly stated? Core Rulebook wrote:
Page 208. A somewhat obscure rule indeed. Took some searching to find it.
TriOmegaZero wrote:
You give up channel energy though for other buff abilities. Not sure it is as appealing without channel but eh.
Lysander Rivien wrote:
I'm a little late to the party here, but the Forgemaster archetype also grants Heavy Armor Proficiency to a Cleric at level 3. It is a dwarf archetype and at level 3 it grants Craft Magic Arms and Armor. In additional resources it says to replace Craft Magic Arms and Armor with Heavy Armor Proficiency. Downside is you only get one domain and it has to be artifice.
Nefreet wrote: Your error is beliving that Bestiary 1 is a "legal source". Bestiary 1 is a legal source. However, flavor text does not overpower rules text. The rules for ranger state exactly what animal companions you are allowed to take as a ranger. Unless you go beastmaster, you are limited to what is on the list in the core rulebook.
Just tuning in. If I recall correctly advanced players guide is not part of the core assumption, therefore you technically must bring the book or a printout of the sheet with you in order to use anything from it. You could choose 2 worthless traits and elect not use them since you dont have the material. Does that sound legal?
You can do what my ranger is going to do and take 1 level of wildblooded sorcerer and go sylvan bloodline. This gives you any animal companion at level 1 sorc. Your ranger levels will stack and make the roc stronger. Roc fits my dwarf ranger so well and because your animal companion comes from the sorceror class you are able to cast enlarge person on it.
If money is an issue, the pdfs are like $10 each. You don't have to lug a giant backpack full of books with you to each game. You need only print out the relevent pages for what you are using for your character (this is only in case your GM needs clarification as they can't be expected to know every piece of content ever released). Those books are not every part of the game either. There are many more sources of content that you can use. I really suggest you give it a try to at least see what it's like. I generally have less than 10 pages of additional content that I print up for my characters. I think you'll like it.
Where are you getting the 6 book number from? You only need the Core Rulebook to play. The Core assumption is the Core Rulebook, The Bestiary(most people don't need it unless they summon monsters or take certain feats for their AC), and the Pathfinder Society Field Guide(which is optional to be honest). The Guide to Organized play is a free download. 3 books are the Core Assumption but only one is required for play (The Core Rulebook). I really do hope you'll give PFS a try. It's the most fun I've had in years. You don't *HAVE* to buy any books you don't want to, just bring your core book. http://paizo.com/pathfinderSociety/about/additionalResources
Wings do not require limbs if it does not say that they do. Notice the slam evolution and the other natural attacks specifically state that it requires the limbs evolution. Eidolons are supposed to be fantastical creatures anyway that dont really look like anything from the material world. That said, you can make them look however you want really.
Artanthos wrote:
What new rules? Magic item slots? The new tricks? I dont see what scares you about that book?
Netopalis wrote:
Thats why if merfolk were legal, everybody and their mother would have an underwater crossbow.
graypark wrote:
If your GM is aware of it and is ok with it then yes. If you are GMing and someone breaks out something from an additional resource you should not feel obligated to allow that player to use it if they cant provide the reference. I am prettt sure the additional resource rules state this as a requirement.
CWheezy wrote: Does polypurpose even work? You choose the effect when you drink the extract, so I would assume the person being injected would choose his effect, not you I thought this at first too, but an alchemist casts extracts as if imbibing a potion and the rules for potions state that the creator, not the imbiber, chooses the effects of the spell. It specifically says the imbiber of the potion does not get to make any decisions regarding the effect.
I see no problem with combat trained animals being cheap for the following reasons: 1. It requires a move action to direct the animal
After this whole argument I can't believe nobody stated the obvious: Unarmed Strike: At 1st level, a monk gains Improved
Eric Saxon wrote:
If he somehow got the agile property applied to his unarmed strikes then he adds his dex bonus to damage instead of strength. Or maybe he's using an agile monk weapon. Edit: I think I've heard of people getting an agile amulet of mighty fists, but that sounds strange as it is a weapon property.
I doubt the developers chose to do the double XP route. They said a while ago that they didn't like the idea, and they never gave me the impression that they changed their minds in their posts. I doubt they decided on any idea that involves changing chronicle sheets or awarding different gold than what is listed on the chronicle sheets. The change they will implement is most likely the same idea they presented in the podcast or something very close to it. It's the one idea that fixes the WBL problem without rewriting chronicle sheets, bringing extra math to the table, or solving one problem while creating another. Some will claim that it creates a problem by gimping people's wealth for playing down. I'm pretty sure the devs have the data on how often people play down and I'm sure it's a rare occurence for most people. I have not played down once, not ever. I always play a different character or play a pregen. The people that care about their character's wealth already do this, and they will continue to do it even if awards are based on your tier played. Playing up? Yea you might have a harder time, but this "consumable expense" people keep referring to is minimal at best. I very rarely am required to use any consumables that I didn't get for free off a baddie that I killed during the scenario, or something that I bought with prestige awards even if I am playing up. The devs made a decision. So can we please put this thread to bed?
You perform it as written. Why would you do it any other way. A 0 UMD would have him trying for quite a while before it works and he is just as likely to lose access to it for 24 hrs. Make sure if he tries to use scrolls that he has the required ability score. (For example wis 11 required for a scroll of cure light wounds unless he rolls a 26 UMD check).
Andrew Christian wrote: You can't create magic items in Pathfinder Society. Period. You can, however, use arcane bond to add magic properties to your bonded item, which effectively creates a magic item that only the wizard can use. You do not have to be the caster level of the item for creation as it uses the normal rules for magic item creation. That was really the intent of my post. http://paizo.com/pathfinderSociety/faq
Too much complexity. What does the scenario say the lighting in the room/area is? Start from that ligh level and lower it. If it blocks out the sun then why would it even have to state that it lowers the light level? It would just make everything dark unless there was a magical light source which is silly. Think about an orb of darkness on a hot sunny day.
You don't have to be the item's caster level to create a magic item. You need only possess the feat and spells(you dont even HAVE to have those they just increase the DC if you don't.) In the case of an arcane bond you need only be high enough level to qualify for the feat but do not require the feat. This is the only way i see to create magic items in society. If you make an item at lower CL you just note it on your chronicle sheet for dispel purposes.
A little late but here. Pathfinder Core Rulebook FAQ wrote:
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