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I always charge my players 110gp per item they need identified. Once an item is identified at a store, they can choose to sell it to the merchant for 1/2 cost of the item + 110gp they spent for the identification. The material component for the identification spell is a pearl dissolved in wine (thus the cost). Adventurers usually bring in 5-10 items from a dungeon crawl to have identified. Which means the merchant needs 5-10 castings and needs to drink 5-10 glasses of wine per adventuring group. It stands to reason the drunker the merchant, the more successful the store......unless all good merchants have anti-poison potions. Regardless, selling stuff at a store in my settings are always a fun time had by all. ![]()
Jason Hanlon wrote:
I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action. This includes scrolls, rods, and staffs, wands. But not potions. This is assuming the items are belted or holstered and not in a backpack. As far as late game gear goes. I prefer: Juggernaut’s Pauldrons 40,000 gp:
Celestial Plate Armor 25,000 gp:
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How long did it take Amara Li to establish the Lantern Lodge in Goka? Like 2 years/seasons if not longer? It seems to me like most pathfinders who retire with lodges of their own take much less time than that. (50pp divided by 1.5pp/games per week = 33 weeks). So in as little as 8 months of adventuring could potentially turn a newbie boot-licker into a prestigious and honorable Lodge Owner/VC. I wonder why it took Amara Li 24 months. I guess being a faction leader is a thankless job. ![]()
Hello Pathfinders So I got a moral/rule quandary I'm sure more experienced players than I would be able to answer. In a recent PFS game, I was playing as stereotypical aasimar paladin of iomedae and our group was stopped by a city guard patrol and searched for contraband. We suspected the guards were really bandits but they had proper credentials and badges and everyone failed sense motive to disbelieve the guards were up to no good. We allowed the guards to search our caravan and they ended up claiming demanding we pay taxes for use of the trade road and to confiscate some plot goods that we were tasked with transporting. My paladin offered to pay whatever taxes himself and pay a fine for retaining our goods. The DM had the guards draw swords first to roll an intimidate check against us. Their check wasn't resolved because the party summoner meta gamed had his companion kill the guard leader out of game thinking they were bandits. Initiative is rolled and the guard patrol is slaughtered in 2 rounds without doing any lethal damage. The caravan was ordered on leaving their bodies to rot roadside. We didn't even stop to loot the bodies for identification or evidence of trickery. So my paladin who refused to participate in the combat acts as if he was just a witness to the murder of a legal contraband patrol. I complained to the GM this encounter was badly botched and he ended up awarding only 1 prestige on the grounds the surviving patrol member reported us and word got back to the grand lodge of the misdeed. However, the minor loss of fame, doesn't seem like a fitting considering a groups paladin could end up falling if I keep traveling around with murder hobos. I ended up buying a lease and muzzle for the summoners companion and telling him if he doesn't keep his pet under control, I would spend the money for a dismissal scroll. (1 day ban on his companion). I play stupid fighters too so I know the temptation to just bash the door down and get on to the fighting, and people who can resist meta gaming are rare, but regardless, I will not be playing a paladin in that group anymore. So my question is; Have you ever played a paladin in a group with questionable alignments and if so, did you do something other than just ignore the party's antics? Especially in a PFS game, what would be proper to discourage the party from murder hobo tactics? ![]()
Hello. I need someone to tell me I'm not crazy. I could have sworn I saw a +1 weapon enchantment called "Breaking" in one of the pathfinder rule books. But I cant seem to find it now. It grants a +2d6 bonus on damage when sundering items. Has anyone heard/seen/remember this enhancement?.....or has my years of wild hedonism finally caught up with me and now I am just randomly dreaming up weapon enhancements? Thanks for any help. ![]()
Matthew Pittard wrote: Isn't this concept already addressed in the Vanities? Yes but only as a glorified day job roll for survival checks. There is mention of being invited on rare hunts, but this is empty flavor as is never occurs in any scenario. The purpose of a Hunting Lodge Faction is to enhance a scenario while still providing faction missions simple enough for basic players. There is also an Assassins guild vanity but it's even more empty. Not only does it not provide any content in any scenario, it only provides a +4 bonus on any single Bluff, Diplomacy, Intimidate, or Sense Motive check when dealing with other assassins. But there aren't very many NPC assassins in PFS scenarios, so it's not very useful. What this vanity does is allow players to flavor their characters. but bonus on any single Bluff, Diplomacy, Intimidate, or Sense Motive check when dealing with other assassins. But in my experience, just because a character belongs to an assassins guild doesn't give them the ability to be a jerk. There are many players out there that feel the need to be "killers" and nothing more. What I propose with the Hunting Lodge is to bring that mindset into the fold and direct it toward a constructive goal. It doesn't make sense to let the chaotic character run around being a mad dog "killer" type if there can be a faction that can channel that energy into something useful and team building. A Hunting Lodge faction would provide that function and aim the "killers" towards a goal they would enjoy and would also be useful for the Pathfinder Society as a whole. Thank you. ![]()
John Compton wrote: Why is this a faction? It may be true that the Hunting Lodge is simple in its goals and that it may seem that it doesn't seek to accomplish more that what is being accomplished anyway, but this is a very general viewpoint and there is a deeper goal that goes beyond accomplishing a given task per scenario. In a way, the Hunting Lodge aims to do what the Shadow Lodge arguable failed to do; be a better representative to the field agents than the Grand Lodge was. The Hunting Lodge is a faction at its heart because it has an element every other faction lacks, the ability to interest the "simple" adventurer. At some point in most players lives, they have played as a dumb brutish savage like a barbarian or a reckless fighter whose social abilities while abysmal we're made up for by their prowess in battle. These simple minded pathfinders are not interested in the political or social nuisances of the other factions but often find themselves stuck amongst the ranks of the Grand Lodge for lack of a better option. I always felt the purpose of the Grand Lodge is to act as a "default lodge" for new players which is fine and good because it's missions are relatively easy compared to the other factions but many also have a level of subtlety that enhances the lodge past a simpler experience that a Hunting Lodge member would find more interesting. I am unsure if I have made my point clear so allow me to make a different argument.
In of Out of Game terms, I have heard Pathfinder Society criticized as "The Homicidal Hobos Club" with various levels of truthfulness. I know it's hard to design a scenario that can't be solved by finding the treasure in the last room of the dungeon or by finding the BBEG and killing it. Scenarios were those are the end objectives will always outnumber the more social oriented RP quests. The full truth is that boss fights feel more challenging, deadly, and satisfying to overcome than RP diplomacy/intimidate challenges. Why fight against that trend with more socially flavored factions like Sczarni and fewer crusade flavored factions like Silver Crusade? The entire purpose of the factions is to synergize and enhance the flavor or the scenario and I can think of no better way to do that than to create a Hunting Lodge flavored faction whose missions include lawful bounties on BBEG's and monster hunting. John Compton wrote: Is there room for development? This is a good question and not one I had entirely considered before. It is wise for any faction to evolve and provide new long term objectives to its members. Perhaps in the case of a Hunting Lodge, the grand development is the tracking and capture of a legendary creature or monster. As I mentioned in the original posting, not all lodge missions need be solely about the killing of a monster. Other objectives would including the tracking of certain magical or rare beasts through the terrain of the scenarios geography with the purpose of reporting back for other lodge members to keep tabs or hunt the beast in question. For example, what happened to the Unicorns of Sarkoris after the worldwound opened? It seems the unicorns wouldn't all be destroyed without leaving a trace. What if rumors of the terrasque's den had been surfaced and it would need to be guarded and preserved for fear of it falling into the wrong hands? Or if a Great Old One starfell from the Dark Tapestry and would need to be bound before it awoken to terrorize the countryside? Of course, it would be easy to write any legendary terror into the context of Galarion. Who knows what monstrosities lurk hidden in the dense jungles or beyond the veil of the worldwound. Any number of unimaginable monsters could be ready to terrorize a village or cast doom unpon a major city. These creatures would require proper tracking before final combat. These all great development and overarching goals beyond what is already covered by the existing factions. But keep in mind the spirit of the Hunting Lodge would cater to the simplest players. There are those of us who want to play the simple sword and shield fighters or greataxe barbarians without wanting to join a faction that requires various skill checks, subtleties, or subterfuges to overcome. Another way to develop the faction would be through a bounty system. Everyone knows there are Pathfinders who have turned to evil as they are sometimes encountered in various scenarios. As seen in Eyes of the Ten, some Evil Pathfinders are captured rather than killed; yet there is no dedicated internal Pathfinder police force. Who watches the watchers? Regional police would not turn over criminals to the Grand Lodge when their own jails would suffice and I doubt venture captains spend their free time tracking rogue pathfinders. So, a Hunting Lodge, while starting as a small gentlemens club of big game hunters, may develop into the de facto bounty hunters and police force for the Pathfinder Society. John Compton wrote: Why this faction over some other? The main attraction to the Hunting Lodge over other factions is it's simplicity. Some players would simply choose no faction at all rather than have to overcome extra challenges and side quests not directly related to the scenario. These types of players don't care if the Andoran Embassy has the perfect color curtains that Paracountess Zarta would think looks great in her bedroom or about how the Osirion Prince is looking for the dirty ancient vase beneath the forgotten temple. But what they do care about is finding the largest ugliest meanest creature in the area and putting it in a headlock. These players don't deserve to be penalized with fewer prestige points simply because no faction coincides with their interests; especially when such a simple faction could exist. I can understand the question why Hunting Lodge over some other faction, but for me and my players, the real question is why have a faction at all? Don't get me wrong, the flavor that the current factions provide is great for their own ends but every single one is aimed towards a strong dedicated purpose other than a scenarios linear path. (Collect the side quest cache of goods/send the secret message to the pirates/deliver the medicine to the orphanage) while none of the factions have goals directly in line with the scenario (find the BBEG and kill him and take his stuff). For simpler gamers, there should be a faction that acknowledges this need to combat the monsters without extra bits like finding the location of a sunken ship but also without penalizing the players with fewer prestige points. Thank you for taking the time to read this lengthy posting. ![]()
Hello again Pathfinders. I know this idea has as much chance getting seriously considered as Orcs or Drow becoming playable races in PFS but I think its worth talking about anyway. I know there has been a lot of debate on how many factions are to many but I think there is a gap going unfulfilled amongst the factions I would like to amend. My proposal is for a new faction called: The Hunting Lodge. Primary goal:
Typical Faction Members:
Gaining Fame:
I don't expect this to get serious attention but I would really enjoy playing in a faction with this flavor. Most of the scenarios include a BBEG anyway, it would be nice to have a bounty on him be a secondary faction reward, or include an optional monsterous mini-BBEG sub boss during the scenario for faction rewards. Any thoughts/ideas/praises/comments/considerations/condemnations/flirtations are appreciated. :) ![]()
I know about Adamantine weapons and the sunder feats that raise CMB checks to sunder but I would specifically like to know if a Construct Bane enhancement on a weapon will add an extra 2d6 to sunder an enemies items. The 2d6 bonus damage may not be the most optimized build for sundering but I have not see any rule that says this would not work. ![]()
In an old epic 3.5 campaign, we were infiltrating the dread castle of despair on the summit of torment in the eternal lake of fire and doom that belonged to a warlord epic Mage lich. We had disguised ourselves as undead henchmen but decided to walk through the place like we own it because no one would expect "non-sneaky" assassins. We walk around the first corner on the first level and encounter the epic lich and 5 of his high level thrall Lt's he is giving orders to. One of the thrills in a epic level black dragon whose family we had killed in an earlier adventure. The lich stops us and eyes us suspiciously. Thankfully the party bard had just drank a potion of Glibness (most broken spell ever). The bard attempts a bluff (rolls a 1). "We are new. Just got lost on the way to the um.....bathroom.....yeah." Lich didn't buy it and we were forced to flee through a prismatic wall. By the end, only the party Wizard survived. The DM wanted to end the game there but the party Wizard, now flying away from the castle came up with an idea. He casted a series of Force Walls around the floating castle. Then opened a Gate to the elemental plane of Fire below a Gate to the elemental plane of Water. The infinite water supply fell into the infinite water supply creating infinite steam. Since the walls of force couldn't be destroyed by the steam it built infinite pressure until the castle and everything in it was crushed and then exploded in a nuclear level fire wave. The lich survived through his phalactory but it was impressive never the less mad the moral of the story was bad bluff checks always fun. ![]()
I have a half orc barbarian with 20+ Str, 7 CHR 7 INT, Spiked Full Plate Armor, and a adamantine magic greatsword. Yet he he has no ranks in intimidate so I regularly get -1 or worse on a bad roll. First time it happened my GM asked how a menacing raging barbarian like that could be so bad at intimidating. I figured since an Orc is only as strong as his smell, he never bathes. Thus when he fails an intimidate check his threats are lost in translation with something he is afraid of but it otherwise harmless. "GIVE ME THE KEYS TO THE TREASURE ROOM OR I WILL BATHE YOU.....WITH SOAP!" ![]()
3 pages of postings and not a single mention of The Living God? Seriously? Son, I am disappoint. Razmir, as one of the Ascended, is clearly a god. He can grant the Law, Evil, Charm, and Trickery Domains to his clerics. He has a well established church. He has hundreds of worshippers and a nation dedicated to His church. He single handedly destroyed a major city overnight and conquered the Test of the Starstone. Why isn't he on the list of available gods? Is it because the other gods ignore him? They are just jealous; Razmir says so. At least He is available to visit. Razmir keeps a holy domain right on the material plane unlike all those other snobby gods. He even had his own module for crying out load...... ![]()
ubiquitous wrote: The line "It eliminates the effects of fatigue for the next 8 hours" doesn't say that it stops you from being fatigued, or that it removes the state of being fatigued, all it does it remove the small penalties that go along with it (-2str/-2dex). Is that the official PFS ruling on the herbs effects vs re-activating a /Rage action? I looked pretty hard but didn't find anything explicit. So you are saying a barbarian under the effects of Allnight still has the fatigued status but not the penalties? Such as if there are 2 separate yet equal conditional modifiers countering each other? I would agree with that if we were talking about enhancement bonuses versus conditional penalties such as a masterwork weapons (+1 attack) and a buckler (-1 attack). Even though there is no net penalty or bonus, both the buckler and masterwork quality coexist. However, the Allnight is not a question of enhancement modifiers. It is a question of the condition itself, modifiers or not. For example, consider the Sleep Spell. It applies the Unconscious Condition to a creature that fails a Will Save. That condition is completely removed once something acts on the creature such as death or being awoken. A sleeping creature who is awoken (like a fatigued barbarian) loses his unconscious condition completely (like with the Allnight). The formerly sleeping creature does not retain a sleeping condition minus a new "awake" condition because unlike enhancement modifiers, conditions are mutually exclusive. Thus a Barbarian who has taken the herb Allnight is not fatigued. I think Allnight is broken as it allows cheap use of a class ability that would otherwise require 17 levels to attain and allows for exploiting of some rage powers. But unless Allnight becomes explicitly banned or nerfed, I consider it a legal way to overcome fatigue and re-Rage multiple times per encounter. ![]()
Hello all. So I just picked up "Adventurers Armory" (I'm told it's also in "Ultimate Equipment") and I noticed an item in the alchemical herb section called, Allnight 75 gp, -- eliminates fatigue for 8 hours and -2 skill checks, exhausted after. My jaw dropped. Seriously? A 75gp item that makes my barbarian immune to fatigue for 8 hours? Basically an entire game session? It's essentially providing the same effects as the 17th level barbarian "Tireless Rage Ability". I thought there had to be no way this was PFS legal, but after checking the additional resources section, all items from "Adventurers Armory" is legal. I checked the PFS guide and all mundane alchemical items are listed as being always available. Even if it was not always available, anyone with 5 fame could buy it from their faction. So now my half Orc barbarian is selling his body on the streets for herbs. Great....wonderful. My DM doesn't seem to care how my barbarian is using his lesser elemental rage power to do extra damage every round instead of once a rage and everyone in the party is worried by the barbarians sudden nervous twitching. I can foresee this herb going on prohibition from PFS very soon but until then, just say NO! ![]()
Saint Caleth wrote:
Prosperity: +1 to Day Job Roll. DC 45 vs 200gp. DC 50 vs 300gpExpediton Manager:
Unexpected Inheritance:
I understand some people frown upon boon trading. I am trading for the sole purpose of collecting and not using them. If doesnt matter to me if they have been used yet or not but I would prefer as few marks as possible. If you have an interest in any of these, send an email to broxolm@gmail.com to discuss a trade. Thank you ![]()
Mason Whitlark wrote:
Ok I also have Kickstarter Boon - Emerald Elixer
But I will only trade 1 for Extra Hours. |