Search Posts
Hello everyone! I have a question for what happens in the event of a canine catastrophe. If a pet eats a chronicle, what are your options? My dog loves to take things and bring them to my room. Sometimes he also loves to chew on them and roll around on my bed. Most of the time they are safely in my backpack, but I set that one aside earlier in the day. When I finished my shower I found him like that. Thankfully it was not so bad in this instance because the character died permanently. I didn't want to cut into my friends' gold for my own Res; so he was completely gone. The chronicle in question was just a blank one that says "DIED!" Still, this could easily have happened to an important character. I'm hoping the answer is not "scotch tape."
Hello everyone! I know there are a lot of threads on Mystic Bolt already, but I don't recall seeing this specific topic. This question is also for a PFS Character, so hopefully there's not too much risk of variation. If I use an Acid Mystic Bolt with the Corrosive Weapon property, are both d6s totaled before applying Energy Resistance? Same basic question applies to Fire Mystic Bolt with Flaming, Cold Mystic Bolt with Frost etc. Corrosive states that it deals an "extra" 1d6 Acid damage. For the majority of weapons, that means it doesn't pierce Energy Resist 10 because most weapons deal Bludgeoning, Piercing, or Slashing and the extra Acid damage is a maximum of 6. Mystic Bolt is a little unique in that it already deals elemental damage. For what it's worth, I believe extra damage from similar effects like Vicious, Holy, and Bane are totaled before applying DR. Thank you very much! :)
Hi everyone! I see that Promethean Alchemists are surprisingly legal in PFS. Their companions are a bit unusual, so I wanted to know how item slot rules work for Homonculi in Society. For example, Animal Companions get restricted slots, and Eidolons take slots from their Summoner. I'm not sure how Phantoms work, but I imagine it's the same sort of thing. However, I can't find any rules about Prometheans' Homonculi. I did a forum search using Paizo's own search tool, as well as Google's. Couldn't really find anything. Any help is appreciated!
Hello everybody! I'm planning to create an eventual Gunslinger 1/Inquisitor 10 for my next PFS character. I've never made a character who uses firearms before, because it takes a few levels and a few feats to get comfortable. My solution is to start Level 1 as a Human Inquisitor (with a Longbow) so I can start immediately with Point-Blank and Precise Shot. I can also heal right away, including CLW Wands without UMD after my first chronicle. There are some downsides, like losing the extra starting HP and Dex to Damage. But Inquisitor gets my Favored Class Bonus at least. Can you get the free starting gun from Gunsmithing even if you take Gunslinger after Level 1? I don't plan to dip in Gunslinger until Level 3 when I pick up Rapid Reload. I read the text and asked some of my friends, but it's kind of ambiguous. It says "At 1st level" but that could mean either 1st Character Level or 1st Class Level.
Hello everybody! Pathfinder Society and its community have helped me so much that I wanted to express my gratitude for my PFS region San Diego, as well as all the PFS regions and Pathfinders involved in my favorite game. All the people I have met and all the adventures I have embarked upon have been such a positive influence on my life. Ever since I was very young, I have had trouble socializing with people. It was extremely difficult making friends in school, and I was bullied often. Eventually my school psychologist diagnosed me with Asperger's Syndrome, which was confirmed when my parents brought me to a clinical psychologist. I struggle with social interaction and talking to others. It took me years to be able to look people in the eye. I was miserable when it came to interacting with anyone outside my family. Until I worked up my courage and went to my first PFS Game Day at At Ease Games. My intro game was a great experience. Although it was my first RPG ever, I was able to somewhat grasp the rules from my mechanical knowledge of Dungeons and Dragons videogames. I still struggled with social interaction, but I just pretended I was brave like my pregen (Amiri!). I went back the next day. And to the next event, followed by the one after. I believe I have gone to the vast majority of events in the region ever since that day. It is the community that keeps me coming back. All my amazing friends. The Organizers, GMs, and Players. My wonderful Venture Officers in San Diego are Venture Captain Eric Brittain, Venture Lieutenant Joanna Gore, and Venture Lieutenant Sean Ennis. They have all done so much to make me feel welcome and safe when I play. No one treats me any differently based on my condition, and everyone is kind and understanding. I have gained real friends, but more importantly confidence. I used to be afraid to leave the house, but not long after I joined PFS I used what I learned to get my very first job in my whole life. I can talk to people without being scared, and I have made friends outside the PFS community. I look forward to meeting the forum community as well. I was scared, but not anymore. Thank you all so much.
About Sean "Fingers" KepliIn his own words:
So, you need a box man, eh? Look no further. I won't bore you with the fact I've been picking locks, and steal'n as long as I can remember on these very streets. Lots of lads did that. I'm different. I'm a professional. References? Of course I got 'em. Take a look in your safe, behind that lovely lighthouse painting on the wall. I don't know why everyone thinks a painting will hide a safe, but they do. Go ahead, don't worry about the poison dart, I disarmed it, nasty business that. Expensive, but you might want to spend more on your safe. It's Cromwell, decent quality, if a bit dated. Problem with Crowell's is they all got a flaw, and if you know said flaw, they're easy peasy. Go ahead, check it, you'll see a list of who will vouch for me. I know you know them because they vouched for you. Now, now don't get angry. I didn't take or look at anything, because like I said. I'm a professional. Also, I don't work alone.... Stepping in from the shadows Allow me to introduce my mate Brutalix....... 10 minute background:
5 core concepts: The goal is to get into the "life". Growing up, I saw the made men. They had the best clothes, money,and respect. Fingers was kicked around a lot as a kid, being an orphan and a child of the streets. To get in the life you got to have talent. I am an exceptional "box man" not much I can't pick, disarm, or open. I'm no braggart, I'm the real deal. Fingers has a natural aptitude with picking locks that he has been honing for years. He was mentored by Milo a retired box man now fence. In order to succeed you have to have respect. Guys and bosses know of me, and want to work with me. I'm no snitch, I don't bite the hands that feed. Fingers is obsessed with his reputation and legacy and will often (unwisely) take on difficult tasks to prove himself. In order to get respect you need to be a professional. I finish jobs, and I follow the plan. I don't deviate unless it's in my clients best interest, not my own. Fingers believes that being a professional is the most important quality in the life. He foolishly believes that all successful criminals are this way. As a professional you can score "The Big Dirty" You score the Big Dirty and you are set for life, set yourself up as a Boss, or simply retire ad I dunno farm carrots. Fingers believes if you work hard enough, you get a chance at one big caper (The Big Dirty), which will cement your legacy and allow to do whatever you want with the rest of your life. 2 goals for the character. Things the character or you, the player, want to see happen. 1. Be regarded as the best Box Man in the buisness.
2 secrets for the character. A secret that the character has, and a secret that involves the character but the character doesn't know yet. 1. Fingers knows what his Big Dirty is. A heist that wil be legendary.
3 people tied to the character through blood, romance or honor. Two should be friendly, one should be hostile. 1. Patrick O'conner. Fingers grew up with Patrick "Patty" O'conner, another street orphan 6 years Fingers senior. He is a former Watchmen who got injured on the job due to corrupt comrades. Ironically he was corrupt himself. He now owns a pub where made men hang out. He has contacts in the watch. (Friendly) 2. Milo. A fence mostly trusted by Fingers, he was a box man in his day and taught Fingers the basics. His mentor. (Friendly) 3. Cait. Former girlfriend of Fingers who worked with him. Fingers dumped her/stopped working with her due to her impulsive and unprofessional behavior. She provided the muscle for him. (Unfriendly) Describe 3 memories the character has. They don't have to be elaborate, but they should provide some context and flavor. 1. The 1st time he killed a man. He thought it would evoke some kind of emotion. It didn't.
On Characters & Players:
Relationship between Fingers & Brutalix. Fingers trusts Brutalix. Ever since they met a job about to go t@~% up for the both of them they have worked together as equals. He believes that Brutalix needs him to get into the life. Although not too bright, Finger's recognizes that Brutalix possesses an certain base cunning that Fingers admires. He is able to point out simple things that Fingers misses due to his overthinking of his plans. Plus Brutalix is loyal and willing to follow direction. It doesn't hurt that he can break a man in two. General world ideas/desires. Low(er) magic, crime-oriented, based out of human dominated urban setting with possible occasional forays into the hicks/wilds. Guy Ritchie does Fafhrd & Grey Mouser. A scummier version of Han and Chewie. Play style.We're not rules lawyers; we like it when rules help play along rather than slow it down. We don't mind ad-hoc rulings or single rolls determining large events, so long as rulings are consistent, though still not fans of 'save or die' scenarios. Wants: Fun narrative, atmospheric world, open problem solving. I’m looking for entertaining collaborative stories and setting. Sometimes we come up with creative work-arounds rather than tackling problems head-on. Don't Wants: Grindy combat, dungeon crawls, railroad narratives. When I’m looking to dither over exact movements and ranges I play Warhammer 40k. We're fine with simple maps or ‘theater of the mind’; we don't want to spend time worrying about optimal movement and the like – we let you know what we want to do, you let us know what we need to do to make it happen. I also don’t want to feel trapped by linear plots; ties in to the “open problem solving” above. We Players Two.. We've played together our whole lives, but with rpgs it tends to be one or the other of us running the game. Keen on an opportunity to game together with both of us as players. Crunch lite: Human rogue. |