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So where are the stairs to the second level of this cozy inn? I don't see any way to the upper level at all.
The updates to Starfinder Society scenario 1-01 The Commencement and Starfinder Society Roleplaying Guild Quest Into the Unknown were not added to my downloads page. I received the email that these updates were available on 4/4/18 but I still only have access to the old versions.

quindraco wrote: balakus01 wrote: How does the harm undead feat work if used against an incoporal undead.
Do incoporal undead take full damage save for half or half damage save for one quarter?
Full damage, save for half. Harm Undead is not a kinetic attack or an energy attack, but it does do damage, which means incorporeal offers absolutely no protection against it. In fact, due to the wording on Harm Undead, I believe it will work even without LOS, LOE, or the Mystic being aware the undead is present.
p157 wrote: When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a Will save for half damage, at your usual connection power DC. p264 wrote: It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits. Ah, I missed the lack of what time of damage it is when I looked at it.
Sounds good to me, unless it gets errata'd.
How does the harm undead feat work if used against an incoporal undead.
Do incoporal undead take full damage save for half or half damage save for one quarter?
What is the status on order Order #4144275, it has been listed as pending since Thu, Nov 24, 2016. Is there a delay due to Black Friday?

James Kight 447 wrote: Smite Makes Right wrote: So, Kyle Baird's Scenario #5-08: The Confirmation conflicts with Mark Moreland's ruling above. Since the Season 5 scenario is more recent and has the potential of overturning Mark's stance, can we get a FAQ entry for upgrading Wayfinders using the Wayfinder Enhancements in the Pathfinder Society Field Guide?
I assume that we cannot expect an errata for either document since they are PDF only (and thus never reprinted), correct?
I gotta say as a new Pathfinder Society player, I am really surprised that this conflict (Mark's clarification and Scenario 5-08) has not yet been resolved, at least not as far as I can tell. I recently acquired the most recent version of the guides, and in the Pathfinder Society Field Guide, it has two different sections, one for "Specialized" Wayfinders (for each faction), and one for Wayfinder "Enhancements".
Common sense would seem to indicate that as long as you pay the requisite PPs, you should be able to enhance a plain wayfinder with a few enhancements. You have the wayfinder, which is the initial prerequisite, and then you pay the PP's, which is a second prerequisite. It makes no sense to carry around a bunch of wayfinders (unless that's your choice), when honestly, they are rarely used in scenarios, as far as I can tell from watching other players. Rarely do players spend PP's on these, so they should encourage ingenuity.
Why offer the enhancements when they discourage their use by making record-keeping a part of using wayfinders? As short as the playing sessions are anyway...
And before anyone gets all bent out of shape, I did take the time to read all of the posts prior to this one, and it seems like a lot of back and forth without any REAL resolution, other than a ruling that seems to not be based on common sense, even in the face of a conflicting document. I am inclined to agree that the Wayfinder Enhancements should be an option that can be upgraded to an existing wayfinder or a new wayfinder for the PP cost.

Khelvan wrote: I have a question concerning the reach spell feat from APG.
It allows the increase of the range of spell that’s clear.
But assuming one increases the range of a spell for example Fireball
or lightning ball to unlimited and then cast it from a range
of 20 Miles on a target.
Line of sight is there.
How long would that spell need from the source until its impact?
The same turn its cast?
Are there any rules concerning the time needed from source to target?
Best regards
Khel
Reach Spell (Metamagic)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Fireball has a range of long and so cannot be upgraded as it is at the limit. Lightning Bolt doesn't use a range of touch, close, or medium so it cannot be upgraded. From what I see you are intending to use this feat incorrectly.
Peshmonster wrote: Hello!
During a session the other night I ended up using a dazing metamagic rod to cast wall of fire. It went off and the necessary creatures made their will saves as appropriate, most of them were dazed. The next round is where the issue arose. My wall of fire damaged them again and I asked for will saves. My GM informed me that in PFS it has been gone over time and time again that metamagic feats (or in this case rods) only apply to the first damaging instance of the spell. I since have done some looking around here on the forums and cannot find anything. I was wondering if anyone would happen to remember a forum or link or something that would apply to metamagic feats (or rods) only applying their effect on the first damaging instance of the spell.
Thanks ahead of time!
This reference is not correct in PFS. I have never heard of such a ruling. Any time the target takes damage from a dazing Wall of Fire the character needs to make a saving throw.
Is there a reason why the taven that the Pathfinder Society was started in, in PFS 5-08 The Confirmation, is named The Pigs Paunch and not The Wounded Whisp as it is in this scenario?
Gorta wrote: Is the download going to have the same sale price as the previous parts? The price is different when you add it to your cart then what is listed. It displayed the download price for me as $12.99 and with the discount it was $12.79.
Humphry B ManWitch wrote: my real Fear here is when Certain mod writers decide to attach some non associated rogue and slayer levels to some random monster then get this feat to insta slay PC's
it is going to happen.
Banning a feat only means player characters can't use it. If a writer wanted to use it in his/her scenario then it will happen regardless of banning.
Greetings everyone,
Iowa Gamers Association would like to invite everyone to attend Fields of Honor 2014 (Fields of Honor).
Fields of Honor is September 26th - 28th, 2014 and will be held at Johnston, Iowa (just north of Des Moines, Iowa).
I am looking for volunteers to GM the start of Season 6 Year of the Sky King for Pathfinder Society and we will be offering the following scenarios...
Pathfinder Society Scenario #5–25: Vengeance at Sundered Crag
Pathfinder Society Scenario #6–01: Trial by Machine
Pathfinder Society Scenario #6–02: The Silver Mount Collection
Pathfinder Society Scenario #6–03: The Technic Siege
Pathfinder Society Special The Paths We Choose
Pathfinder Society Special Legacy of the Stonelords
Sign-ups for Pathfinder Society events at Fields of Honor 2014 can done at (fields-of-honor-2014-pfs) for players and Game Masters alike.
Until then keep gaming!
Derek Boobyer
Venture-Captain of Central Iowa
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Per Mike Brock, Global Organized Play Coordinator
Michael Brock wrote: If you have a "standard" boon, then they can be scanned and emailed.
If you have a "special" boon (and they are all signed by me personally), with a raised seal and signed in metallic ink by me, then they have to be mailed via postal service, fedex, whatever. These are very few, including the goblin boons, auction boons, etc...
Tarrasque, Kaiju, Tempest Behemoth, Thalassic Behemoth, Thunder Behemoth.
Phosphorus wrote: Thomas Graham wrote: I'm still trying to figure if I can apply it on my magus' blackblade scimitar. Interesting point. I read the Black Blade archetype and nowhere does it mention what a Black Blade is made of, or its hardness and hit points.
However, I think any weapon which has no special material listed defaults to whatever is normal for the weapon.
This is steel in the case of a scimitar, so I don't see why you shouldn't apply this boon to your Black Blade. +1
I believe there is a Compainion character sheet in the Community Use downloads named "Pathfinder Roleplaying Game Record Sheets" and also in the back of Ultimate Magic.
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Mariliths are fun to run just ask Kyle.

Tamago wrote: I recently acquired a boon called "Smine's Best" from a certain scenario, and I would like to clarify whether it is legal to apply to a hafted weapon (in my particular case, a battleaxe). The reason I'm not sure is that the boon states that it applies to a weapon "made primarily out of metal".
** spoiler omitted **
Personally, I think that the boon should be able to be applied to hafted weapons. My reasoning is that the bonuses granted (to performance combat and Intimidate checks) don't seem to have anything particular to do with the weapon's materials, so it seems to me that the reason the "primarily metal" restriction is there is because Smine is a blacksmith. (It would be weird for him to craft something like a bow.) However, we know that he makes hafted weapons, because in the mission briefing he is shown making a spear-head.
Also, my understanding is that things like battleaxes can be made of special materials like cold iron for purposes of bypassing damage reduction, so I think there is precedent for hafted weapons being treated as "primarily made out of metal".
I could see an argument that the extra hit points granted by the boon are reflective of the quality of the metal, but I think one could also make a solid argument for the extra hit points coming from overall build quality, which would...
When they say "primarily made out of metal", they mean you cannot apply it to a wooden stake, or club, or quarterstaff. The Battle Ax should be fine.
Chris Mortika wrote: andreww wrote: Nefreet wrote: You can even take ranks in Profession (Assassin)...
*ducks* Hmm, would using it for a day job check incur an alignment infraction? There was a pretty long (and contentious, imagine that) thread about a year ago on that topic. I don't want to open the door to that whole topic here, but ... expect table variation.
** spoiler omitted **
--
On a much more whimsical note:
zefig wrote: nothing prevents you from being an Achaekek-worshipping two-weapon fighting beastmaster ranger with two sawtooth sabers and a giant mantis companion. Thea plays something like that character. I'd also not refer to yourself as a Red Mantis Assassin, as when you encounter them they will most likely try to exterminate you for it since you are not a member of the order.
I'm a big fan of the Inner Sea World Guide just so that I know where it is I will be playing.
Beyond that, Any of the hardback books will have options for you one way or another. As a player you may not need the Game Mastery Guide, but it does have rules that a GM should know.
For Oracles - Advanced Players Guide, Ultimate Magic, Inner Sea Magic for spell options.
For Rangers - Advanced Players Guide, Ultimate Combat for feats and Arch Types.
Pathfinder Society Field Guide, Seeker of Secrets, and Pathfinder Primer are also useful for knowledge and equipment options.
Ultimate Campaign has the largest collection of Traits for players that I have seen, and it has all of the traits from the APG in it as well.

My understanding of this issue is that the reference of Good Outsider in the spell is refering to an Outsider with the Good subtype, not the Good alignment. The Ifirit should have taken at most 5d8 per spell.
UNHOLY BLIGHT
School evocation [evil]; Level cleric 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration instantaneous (1d4 rounds); see text
Saving Throw Will partial; Spell Resistance yes
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
Broken wrote: Derek Boobyer wrote: I don't like that the Brawler gets access to heavy shield, spike shield and light shields as a weapon proficiency but not as a shield proficiency. I believe it will be confusing to some players who will think they automatically get both. I will probably table rule it that they get it. I don't see the harm in letting them use a shield for defense.
Out of curiosity did I miss it or is the dagger not in the close weapon category?
I have started to understand that these classes are "Advanced" classes and if your letting someone takes them, they should have a pretty good idea of what is going on in the game before they are allowed to play.
No dagger proficiency. I agree with Sean about dagger being inferior and have never been a fan of brass knuckles on monks, or now brawlers. I get that these are advanced classes, but that won't stop new players from playing them. I'll just have to see how it works out.

Andrew Christian wrote: Hyrum Savage wrote: From time to time the PFS campaign staff will discuss rules on the PFS boards. When we do, those posts should be treated as a rules clarification or explanation. Until the official PFS rules document (or FAQ) contains that ruling, the clarification should be considered optional because we can't and don't expect every player or GM to read every thread on the messageboards all the time. We post these clarifications to help players and GMs run the best games they can and to expand on the intent of the rules and show what our thinking is on a given issue. Our goal with these clarifications is to inform GMs on what direction the official rules may take in a future update to the campaign documentation and to help GMs make their own rulings at their tables, and to give players an insight into any upcoming changes that might affect their character, allowing them time to plan accordingly. Once a ruling appears in an official format all PFS characters will be expected to follow the new rules. When appropriate, the campaign staff will allow players to rebuild parts or all of their characters. Rebuilds are only allowed when specifically called out in an update.
Hyrum.
Thanks Hyrum!
Question: So let’s say I peruse these boards and see most of the clarifications you and Mark post up to queries. And let’s say I am GM’ing a couple players who haven’t read the clarifications and have what I deem an illegal build based on said clarification.
If the rule clarification is considered optional until published in the official guide or FAQ, then how should the above scenario err? I can certainly see some players getting a might testy if I adhere to the “optional” clarification that they did not know about.
Now that it looks like there is a live FAQ, because I have noticed the FAQ and update references under several products, how would you want Coordinators and judges to handle this? Are we expected to bring a printed copy of all of the FAQ's or are they optional rules like the message threads. I know that just the Pathfinder Society FAQ and the product FAQs combined together in a Word document are around 45 pages, which will continue to grow. Plus, I don't think alot of the judges in my area are even aware of these yet.
Will the "download seesion sheets" tool be updated in the near future so that it shows all 10 factions on the sheets? This is the tool under Events I'm organizing once I have created an event.
I believe that her name should be Ragna Lightfoot. Sverrir is only referenced once as is Lightstep. Go with...
Ragna Lightfoot
N female Ulfen ranger 7
Sent in my email for Tier 1 also. Looking forward to seeing most of you again as I missed Gencon last year.
Derek B.
Adam Daigle wrote: Mr Baron wrote: I just read through it tonight, and it is really good. I am hoping to see more modules take place in the dungeons of Kaer Maga. You and me both! (plus the zillions of other folks) What's the estimated running time for this module?

46 people marked this as FAQ candidate. Answered in the FAQ.
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How does the Paladin's detect evil ability really work?
It has been suggested that the Paladin's detect evil ability can work one of two ways as listed in the core rulebook.
Here is what is listed in the book...
Detect Evil (Sp): At will, a paladin can use detect evil, as
the spell. A paladin can, as a move action, concentrate on
a single item or individual within 60 feet and determine
if it is evil, learning the strength of its aura as if having
studied it for 3 rounds. While focusing on one individual
or object, the paladin does not detect evil in any other
object or individual within range.
One of my players says that a Paladin's detect evil gives them the ability to detect evil as the spell as a standard action normally and would take 3 rounds to gain all the benefits of that spell. He also says that as a separate use a paladin can as a move action focus on one individual, and only one individual, to gain all the benefits of the spell for that one individual. So he would as a move action detect evil on one individual to see if the individual is evil, then use his swift action to use smite evil, and then use his standard action to attack the individual if possible.
Another of my players says that a paladin can as a standard action detect evil, normally, but then could focus on one individual as a move action to gain all the benefits for that one individual. In other words, the second play is saying that you have to use your standard action to use detect evil and then your move action to focus on one individual to gain all the benefits for that individual which would require that the standard action use of detect evil is active before you can use the move action use of detect evil.
Which of these is the correct way to use this ability.
I know it has been posted for 3.5, but were would I find, for Pathfinder RPG, the list indicating which type of Damage Reduction is an extraordinary ability or a supernatural ability? The core book and beastiary do not from what I can see.
I have been running and coordinating Pathfinder Society scenarios for the past year or two and normally I run things by the book. Recently a few of the judges I've played with have been using an alternate rule for Initiative rolls. Instead of have players roll initiative, they run initiative by what a character's Initiative bonus is and using this to determine the order in which initiative is ran. Example: player one has a initiative bonus of +3, player two has an initiative bonus of +6 and the monster has an initiative of +1. The initiative order would be player two, player one, and then the monster. This is done with no die rolls for initiative. Is this something that is acceptable in the Pathfinder Society? I would assume it isn't but would like an official response before I step in as coordinator and stop it.
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Just noticed this after downloading #49 Among the Dead, On the Chronicle page, The title of the scenario is listed as Scenario 49: Among the Living. Someone might want to get that changes before PaizoCon and/or Origins.
Just saw on the Con support site that Origins is listed. It does show that to get the room you would have to GM 8 slots. Is this the same for Pathfinder scenarios or are we still only required to GM 7?
Derek Boobyer
Wicht wrote: balakus01 wrote: Doug, I can GM 7 slots for Origins. Thursday's 8 am and 7 pm slot, Friday's 8 am and 7 pm slot, Saturday's 8 am and 7 pm slot, and Sunday's 8 am slot. I already have a badge for the full con which I guess can be reimbursed, but I will need the room. Email me back what information you need from me.
Derek Boobyer
balakus01@mchsi.com I know from last year that they reimburse badges on the day you sign in and pick up your badge. Origins won't do it before the show. Then I'll have to do so when I get there. If it doesn't happen that's OK.
Derek B.
Doug, I can GM 7 slots for Origins. Thursday's 8 am and 7 pm slot, Friday's 8 am and 7 pm slot, Saturday's 8 am and 7 pm slot, and Sunday's 8 am slot. I already have a badge for the full con which I guess can be reimbursed, but I will need the room. Email me back what information you need from me.
Derek Boobyer
balakus01@mchsi.com
Lehmuska wrote:
Protip: Mithral was not meant as a weapon material. Don't try to use it as such.
Bull. There have always been a handful of good reasons to make mithral weapons, and now it also counts as silver which rather explicitly makes it intended for weapons.
LKL, I'd put it at either +1000gp (same as a mithral shield) or +600gp (same as the ratio of light armor to weapon for adamantine).
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Let's not forget that the Beastiary is not out yet. There may be a collection of monsters that have DR/Mithral that you would need these type of weapons for, other than the monsters with DR/silver. I have always thought that DR/Mithral would have been better if used on mosters that currently have DR/Magic, it would make fighting Dragons more interesting.
At least I won't have to buy it until February of next year.
Keep the +2/+2 feats in the game for NPCs. Then add to these feats "once taken the two skills offered by this feat are now class skills for you". This way everyone has a use for them.
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