Mounted Paladin

edwardcd's page

Goblin Squad Member. ** Pathfinder Society GM. 37 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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Liberty's Edge 2/5

one word: awesome!

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This is really a rules question, not really a PFS question (even if it happened during a PFS game)...

Though...

I'd allow the gunslinger the attack of opportunity since using a gunslinger's grit allows them to use their pistol butt or handle as a melee attack. A melee attack is a standard action, and only melee attacks can be used in attacks of opportunity (unless you have a feat that allows a different form of attack as an attack of opportunity).

Regarding the held action, I'd have the bad guy roll a bluff check to see if the gunslinger's held action would go before the bad guy tried to disarm.

IF the gunslinger was not bluffed...
Gunslinger gets to use their held action.. shoot (before bad guy tries to disarm)
AND Gunslinger gets to use grit to perform Pistol Whip... as an attack of opportunity as the bad guy tries to disarm - if pistol whip is successful, the bad guy does not get to disarm and could be on the ground depending).

IF the gunslinger was bluffed...
Gunslinger does not use their held action.
Gunslinger gets to use grit to perform Pistol Whip... as an attack of opportunity as the bad guy tries to disarm - if pistol whip is successful, the bad guy does not get to disarm and could be on the ground depending).

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Remember, you can always make purchases before and after the scenario with a GM present. And, on occasion (depends on population size of city and location) during the scenario.

The before is really during the scenario (to comply with exact wording in the guide) as saying to the GM: "Before we are summoned by a venture-captain, and while we're still in Absalom, I'm going to make these purchases"

If you are not prepared to make purchases at the end of the scenario for the GM to sign off on, keep a running list with costs of each item and submit it to the next scenario's GM, and it can be recorded as a purchase before you are summoned by a venture-captain.

This Chronicle Sheet complies with the rules. Thus, no field will be editable by a player after the GM signs the sheet.

Guide to Pathfinder Society Organized Play v. 4.0, page 18 wrote:
A GM must be present in order for you to purchase items

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In addition to the Pathfinder Society Online Collective, Google Group, there are a couple more places to look for online games...

PFS Online, Yahoo Group

Fantasy Grounds Pathfinder Society Online, Yahoo Group

Pathfinder Society Online, Forums

I would take a look at each, and usually with four groups you should be able to find something that is running on a day and time suitable for your free-time.

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You could always...

1 Have player download form.
2 Have player use naming scheme to save form (so it's easier for you to approve chronicles and send them back to the player)

Such as: z_RealName_CharacterName_PFS_Chronicle#.PDF
(why the initial "z_" at the starting... Adobe requires a name change when you sign the document, this also speeds up deleting old files)

So, if Bob has a character named Tim who already has 6 chronicles, the newest one would be called "z_Bob_Tim_PFS_007.PDF"

3 Have all players fill out all fields they are responsible for on the PDF, save the form, then send to the GM.

4 The GM then can complete the GM sections of the form, sign it (which locks everything), then return it to the player.

Adobe Acrobat will force a name change of the PDF file. Thus, remove the initial letter and underscore to the new name of "Bob_Tim_PFS_007.PDF" After the GM completes all the player's Chronicle Sheets, simply delete all the PDFs with "z_" in their name.

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1 person marked this as FAQ candidate.

I would absolutely love it if Paizo offered digital content already formatted in a Virtual Table Top program such as d20Pro. Especially PFS scenarios, and I'd pay for the content.

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The hard copy chronicle is all that is needed for play.

To your question, only the GM can report.

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1 person marked this as a favorite.

Run down chapel with cemetery.

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Did someone order a GIANT PUN ?

**tap** **tap** Is this microphone on?

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My most memorable experience with an intelligent magic item was just after converting our AD&D 2nd edition characters to 3.0 rules and fighting a boss type enemy and looting the body finding myself with an awesome new cloak with a full page of abilities. So, I start writing them down on the blank side of my character sheet. I feel better and better with each ability listed in great detail...

When the DM finally saw that I was copying down all the abilities that this cloak had he told me not to worry about writing it down. I thought to myself and responded "I should write it down just in case I need to use it tonight" thinking that he would print me a copy for next week's game session. So we continue for another hour doing some Role-Playing and exploring more to complete our mission and I finally get done writing down all the nuances and we come up against another boss type enemy. And guess what this intelligent magic cloak does? And, guess who disappears directly after?

...

:(

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Yes, reporting under the instructions is clipped for me too... Thus, can't enter all the information needed to report online. Should this be reported under the website feedback?

Oh wait, you already did that...
http://paizo.com/paizo/messageboards/paizo/websiteFeedback/cantReportModsFo rPathfinderSociety

I guess they will try to fix this tomorrow :)

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Post

Liberty's Edge 2/5

Date and Scenario: 11/05/2011 - Feast of Ravenmoor (Module)

Title: Feast of Ravenmoor (Module)

Description: For decades, the tiny village of Ravenmoor has existed quietly on the upper reaches of the Lampblack River, far from the centers of civilization in Varisia. Linked to the outside world only by an overgrown, mostly forgotten trail, the villagers are comfortable with their isolation. Their ways are humble, quaint, and at times odd, and when travelers come, they find the town awkward and unmemorable. Certainly, the lack of a village inn, the oppressive humidity, and the bug-infested moors and swamps that surround the village do little to encourage visitors. When a clerk in the city of Magnimar discovers that, due to a clerical error, the village of Ravenmoor hasn’t paid taxes in years, a tax collector is sent to the distant community to settle accounts with its mayor. When the tax collector fails to return, however, a group of adventurers must travel to the town during its Founders’ Feast celebration to investigate his disappearance. Did he really make off with the taxes for himself, as the villagers suspect? Or did he never make it out of Ravenmoor at all?

Feast of Ravenmoor is an adventure for 3rd-level characters.

Paizo Event: 8542
Paizo Event Session: 1

Day: 11/05/2011
Time: 12:00PM PST (US) to 12:00AM PST (US) (up to 12 Hours)
VTT: d20Pro (free guest account is OK)

Limited seats available.
Signup and more information at: HERE

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I'd hate to be a parent to a shapeshifter... they grow up so fast! Literally!

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Provos wrote:

@edwardcd

That CRB pg 400 was what I was looking at.

With the negligable weight of gems, it has alway been the "go to" way of transporting large amounts of currency in all the d20 systems I have ever played. We have alway treated gems like "trade goods" before pathfinder ever introduced a list of "trade goods".

Also, people keep mentioning a banking system or bank note, can someone give book/pg# for the rules governing that. I try to read all the books but sometimes I miss things.

Yes, I've done the same in other d20 systems, in fact I use this in my own house rules for non-PFS play (home brew games), it just makes sense that way. However, in PFS play only those items in the trade goods can be traded for equal value.

Regarding the banking system, in addition to AP#6, it also mentions the banking system in Pathfinder Chronicles: City of Strangers (page 25).

Regarding the promissory notes, it has been recently mentioned in the items that can be found in the scenario "To Delve The Dungeon Deep" as "Debt of the Kirin" as "Letters of credit."

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hogarth wrote:
This may sound like a dumb question, but where in the Core Rulebook does it talk about purchasing gems?

It's mentioned as a spell component. Such as, a ____ gem worth at least ____gp.

Then...

Core Rulebook, Page 400 wrote:


Gems: Although you can assign any value to a gemstone, some are inherently more valuable than others. Use the value categories below (and their associated gemstones) as guidelines when assigning values to gemstones.

Low-Quality Gems (10 gp): agates; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tigereye; turquoise; freshwater (irregular) pearl

Semi-Precious Gems (50 gp): bloodstone; carnelian; chalcedony; chrysoprase; citrine; jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon

Medium Quality Gemstones (100 gp): amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red, red-brown, or deep green spinel; tourmaline

High Quality Gemstones (500 gp): alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz

Jewels (1,000 gp): emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire

Grand Jewels (5,000 gp or more): clearest bright green emerald; diamond; jacinth; ruby

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Brian Darnell wrote:

Here is a reference sheet that might help, all the rules come from the guide to organized play. When I make chronicle sheets for my games I print these on the back.

http://tinyurl.com/aftermodgmref

Very nice! Very useful to have on the back side of the Chronicle. I think I'll start using this too.

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Usually I'm not concerned with gold weight on encumbrance since...

PFG Core Rulebook page 140 wrote:

50 gp One pound of gold

500 gp One pound of platinum

For each:

10,000 gp = 20 lbs (if converted to platinum)

Then if the character has more money or if they have below 10 STR, the Lodge can provide safe locker and provide a promissory note which they can redeem at any time they are at the Lodge or after they complete their mission and return to report-in. Or if the character has a property vanity, they may store their gold at that location. Or the character can store it at the "bank." I'm pretty sure the Bank of Abadar has a branch in the city at the center of the world. Though I'd carefully watch all those transaction fees from the Bank of Abadar - you know how they like money and all. (hehe =P ) You may get a Pathfinder Society corporate account - a free savings account.

To the original question, exchanging gold for gems to reduce encumbrance wouldn't be the best way to handle it since when you try to exchange them back for gold you are subject to the selling items at half price rule.

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Todd Lower wrote:
OK, I'm a little bit behind on my file types. What is VTT and why is better than PDF?

VTT = Virtual Table Top (allows you to play online in real-time, like you were playing at a face-to-face table - just virtualy).

The argument here is that if it was already in a Virtual Table Top format that it would save on GM prep time. Also known as reformatting the battle maps into a usable grid and creating enemies/tokens for the encounters in the VTT format.

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Feegle wrote:

Question about the files themselves: How are the PDFs laid out for printing? Is it one large file that I could (if I theoretically had access to a really large printer or went to a professional printer) print out on poster-size paper? Is there an alternate version (or the same one) that will print nicely on letter-size paper that I can then tape/laminate together?

Basically, what are my options for printing the flip-mat PDF out?

The PDF is just like the Flip-Map.

The PDF document dimensions are 24 inches by 30 inches.

Print Options
-Print on one page (using Page Scaling: "Fit to Printable Area")
-Print on multiple pages (using Page Scaling: "Tile all pages") then you can tape them together
-Print on wide format printer which can handle the print size listed above.

There are two pages...
Page 1 - contains all elements of the map
Page 2 - contains background with grid only (like the original flip-map)

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Helaman wrote:
Just putting together my concepts for PFS characters and both are Grand Lodge but I have a hankering to make a Lantern Lodge character. Are all my characters moving forward (once I start to officially play) to be locked into a single faction?

Each character you create can belong to a different faction.

If down the line one of your character wants to switch factions, they can, but it does cost Prestige.

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1 person marked this as a favorite.

Based on the original wording and definitions of "named" gear leaves for different interpretations, one strictly based on the logic of the sentence and the one based on intent. The intent of the proposed rule I fully agree with.

Thus as was pointed out..

Enevhar Aldarion wrote:
So I would propose saying that Named Generic Items can be upgraded, while Named Special Items cannot be. Basically, anything you could duplicate exactly by building it from scratch and have the cost come out the same should be upgradeable.

I completely agree with this, I would define the rule to be Named Special Items... then define "Special Items" as those having specific magical properties that do not have a pricing scheme in the core books.

If that is the proposed rule. 100% in favor of it.

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I like this proposed ruling.

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Michael Brock wrote:

As with the pre-gen/replay discussion, only one or two Venture-Captains or Paizo staff will pop in if there needs to be any clarification. I want to make sure to get feedback from the fanbase without undue influence.

3) Named magical items cannot be upgraded. Only weapons and armor can have additional special abilities added. Intelligent magic items are not available for purchase unless it appears on a Chronicle Sheet or is provided as part of a class or archetype (i.e. Black Blade Magus Archetype).

Michael Brock wrote:

Dwarven Plate has "nonmagical" listed under its aura. Therefore, it is named masterwork and could be upgraded.

These other items out of the Core Rulebook are also non magic, and therefore fall under the Named Masterwork armors:

Adamantine Breastplate
Dwarven Plate
Elven Chain
Mithral Shirt

Darkwood Buckler
Darkwood Shield
Mithral Heavy Shield

Given these two statements...

1) Named magical items cannot be upgraded, only special properties can be added (can not upgrade a non-intelligent item to be intelligent).
2) Named masterwork items can be upgraded.

The question then becomes...
If I upgrade a named masterwork item (Adamantine Breastplate) to a +1 (Adamantine Breastplate), could I upgrade it again (to +2) once I have earned enough money for the upgrade and the full purchase price is within my faction fame allowance?

Using the rules stated, I would not be able to since the item in question is now a named magical item. I would only be able to add a special property, such as Flaming.

I highly disagree with this proposed ruling. People should have the opportunity to upgrade any item as long as they have the means to purchase the item upgrade and the fame required to purchase the full price of the item. Perhaps to speed up the purchase process there should be a consolidated list of upgrades and prices to aid GMs determining the correct price of magical gear upgrades.

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Jiggy wrote:

This makes me think we need a clearer definition of what "re-skinning" is for the purposes of this rule. See, I interpreted the rule to mean that no, you can't keep referring to your AniComp as X instead of Y, nor can you call yourself the king of Absalom.

We really, REALLY need to make it crystal clear in this thread whether we're talking about re-skinning that has some mechanical effect or re-skinning that is 100% effect-free. Otherwise, this thread is going to accomplish absolutely nothing.

I agree.

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Michael Brock wrote:

As with the pre-gen/replay discussion, only one or two Venture-Captains or Paizo staff will pop in if there needs to be any clarification. I want to make sure to get feedback from the fanbase without undue influence.

1) Make 7 player tables illegal. This is the single biggest complaint I had as a Venture-Captain in Atlanta. It almost always make for a poorer experience at the table for both GMs and players. That one extra player at a table really does drag the game down.

Thoughts?

I can see how this would help speed the game along since by adding a player will, at the very least, increase the time used for discussion of strategy. An alternative to restricting table size is for the adventuring group to pick a team leader for the scenario which will help keep direction and keep the table on-time. Perhaps this is done while people are sharing the details of the character and reinforced by the story's venture captain who shares the mission details in the scenario "You all will be under command of <insert character name here> and report back to me when you have completed this mission."

I've GM'd tables with 7 players and have ended on-time with all the players enjoying the session. However, I know that this type of session may be in the minority.

I'd understand either ruling.

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Helic wrote:

"I alone cut my brothers,

Born in darkness, washed in blood.
I make real the wizard's desire,
reclaim the hero from his final reward.
Fire eats me, water hides me,
gold binds me, light adorns me."

Very nice!

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Jezai wrote:

I gave my players a riddle last session and several didn't think it very fair after they got the answer after MANY hints. Tell me what the rest of you think.

Order from chaos, giver of life.
All love this, yet all seek to mutilate.
Stronger then giants, more beautiful then nymphs.
What am I?

What about..

...the base of all life. (if going with science theme)
...incantations bring back life. (if going with spell component theme)

Others
All love this, yet more blood has spilled to obtain it.
Harder than rock, more beautiful than nymphs.

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Kent T. wrote:

Most would have 20 in casting stat, as primary casters (witch, sorcerer, wizard) on level 1.

But assuming 18 in the stat on level 1, they get +5 stat points for 20 levels.
That's 23.

These are to give a baseline for the OP and some information regarding the topic of the post. Since there is no difference in the bonus from 22 to 23 it has been omitted. Of course with stronger level 1 characters the check is easier.

Kent T. wrote:

Then they have at least a +4 or +6 item for the stat, and possibly up to +5 from wish or books.

That's as a minimum 28, most casters would most likely have 30.

That +40% in their favor, for both options.

which is option 1:
100 % success

Option 2:
50% success

Would say option 2 is a lot lower, what mobs gives only 25 damage at level 20?

In the best case scenario (for the player's caster) as Kent stated...

If the player started with 20 as a base stat, then increased to 25 by stat point increases leveling to 20, has used a +5 Manual and has a +6 enhancement bonus from an item then this would give the caster an adjusted ability score of 36. Which would give +33 to concentration checks.

Option 1 (cast defensively), of course would be 100% as you state.

Option 2 (concentration due to injury) has a lot of variables for average damage, in the example given the caster would be facing a minion of the encounter boss thus the lower tier damage is reflected. However, if the caster was near a stronger combatant or the encounter boss this success rate would diminish.

If we wanted to quantify the 50% concentration due to injury success rate at the optimum ability score for a player
on a 1d20+33 roll = 10+33 = 43 damage. Thus if you remove casting defensively from your campaign and one of your player's enemies scores a hit of 43 damage there will be a 50% chance that your player's prepared spell expends it's use and fails.

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SIRHITMANHEART wrote:

if i wanted to buy paizo products online what methods do i have availebel to me ie can i use paypal

Questions about Payment and Billing

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Kor, The Half-Orc wrote:
Hello, I wanting start an online Pathfinder game.

There are existing solutions that have a virtual table top (VTT) so all the players can see the battlemap without having to use a slower solution of screen sharing. Also, you can hide creatures and unexplored areas of the map from player's view and other fancy stuff giving a true adventure experience with one of the following:

Paid VTTs
Battlegrounds
d20Pro
Fantasy Grounds
iTabletop
KloogeWerks

Free VTTs
Infrno
MapTool
OpenRPG
TTopRPG

I'm sure there are more VTTs available, but this list will get you started. Good luck with your online game! :)

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Rogue
"Ranged attacks can count as sneak attacks only if the target is within 30 feet."

Ninja
"Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet."

Precise Strke (Teamwork feat)
"This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit."

Up Close and Deadly (Ex - Pistolero Gunslinger Archetype)
"She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. ... This precision damage stacks with sneak attack and other forms of precision damage."

Given these sources, it would be pretty safe to say that:
1. Precision damage is not multiplied on a critical hit (ranged or otherwise).
2. Sneak attack damage can only be applied within 30 feet if the other criteria is meet (ranged or otherwise).
3. Precision damage can stack with Sneak Attack and other forms of Precision damage (ranged or otherwise).
4. Sneak attack damage is not multiplied on a critical hit since it is a form of Precision Damage (ranged or otherwise).

Given that I'm not a game designer, I would also like clarification to see if this logic is correct.

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Rune wrote:

In my campaign we are generally agreed on the casters > non-casters (and to be honest, that's not a question I'd like to debate in here) to the point that's getting to be a problem (the non-caster guys complain about the many save-or-lose effects, etc).

One point of discussion is the Casting Defensively check; while much harder at PF than it was in 3.X, it's still possible, and on high levels, easily doable. A caster adjacent at the party's fighter or rogue can cast a number of spells that will effectively 'win' the fight with one failed throw.

And so I've been thinking about getting rid of the Casting Defensively option for good. It would be a pretty hard nerf for the casters while still leaving them all the good variety of spells that has always existed and is one of the strenghts of the PF/3.X system.

So what I'm asking here is: Is it too much? Are casters gonna be too nerfed? What weird repercussions could this have in-game? I realize it's gonna affect mostly melee-casters like Clerics, Paladins or Magus, but I think it at least gives a martial guy a chance at fighting a caster.

In a home game you can do whatever you feel appropriate that your players agree to. But below are some statistics you can use to determine how you will judge this rule for use in your own home game.

Option One
Currently, if a caster chooses to cast defensively and fail the check they loose the spell just as if they had cast the spell with no effect.

At level 1... with an 18 in their primary spell casting ability score, the player will need to roll a 17 concentration check (1d20+5) = 12 or higher on the d20 (40% success rate) to cast a level 1 spell next to an enemy combatant.

At level 20.. with a 22 in their primary spell casting ability score, the player will need to roll a 33 concentration check (1d20+26) = 7 or higher on a d20 (65% success rate) to cast a level 9 spell next to an enemy combatant.

The second option..
Currently, if a caster chooses to cast a spell without casting defensively next to an enemy combatant and the enemy combatant succeeds on their attack of opportunity the caster must make a concentration check to see if they are successful casting the spell. If this concentration check fails the caster looses the spell just as if they had cast it with no effect.

At level 1... with an 18 in their primary spell casting ability score, and adding 5 damage from a successful hit from an adjacent enemy combatant, the player will need to roll a 16 concentration check (1d20+5) = 11 or higher on the d20 (45% success rate) to cast a level 1 spell.

At level 20... with a 22 in their primary spell casting ability score, and adding 25 damage from a successful hit from an adjacent enemy combatant, the player will need to roll a 44 concentration check (1d20+26) = 18 or higher on the d20 (10% success rate) to cast a level 9 spell.

Personally, I prefer to give casters the ability to cast defensively or to see if the opponent can hit them; then have the player make a concentration check based on the damage dealt. If they fail the concentration check the spell is used and fails with no effect. How good is a caster without spells?

At the same time, the martial guy can end a spell caster by simply being near them in melee combat and scoring a critical hit. In this manner, a level 1 fighter could kill a level 3 wizard with one critical hit.

What I would do, is try it out with your group and see how well your casters fare in comparison to your martial guys. I think it would loose some of the fun from playing a caster since if they must make concentration checks based on damage dealt or loose the spell, they will loose more spells than cast. Especially when casters have a limited amount of spells per day and the martial guys are only limited by their Hit Points.

I believe Skerek has a good point, which works into my "second option." Each class must play to their strengths.

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Dragnmoon wrote:
edwardcd wrote:

The proposed rule changes are good in my book.

Previously, I've just been giving them a chronicle to the player who used a pre-gen to apply once their character reaches the level of their pre-gen (with notation on the chronicle). Now this gives a way to apply it immediately, and indicates what happens if their pre-gen dies.

So people are aware, this was not actually allowed in PFS. I am assuming you decided to do this despite that?

I've only done it this way since GenCon where a Venture Captain said to use this procedure. Also, it may be good to state that all the games I have hosted outside GenCon, I have yet to award a chronicle for a character in this manner.

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The proposed rule changes are good in my book.

Previously, I've just been giving them a chronicle to the player who used a pre-gen to apply once their character reaches the level of their pre-gen (with notation on the chronicle). Now this gives a way to apply it immediately, and indicates what happens if their pre-gen dies.

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I would subscribe if the only add-on was higher resolution maps, perhaps as a separate PDF like the game mastery map pack.

OR

I would subscribe to a year-pack IF it included a boon and/or a bonus scenario not available to non-subscribers.

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It's rare that I comment here, but I just wanted to let you know that this is very nice. Thank you :)