jtaylor73003's page

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1/5

I just got done playing and running at a local con this weekend. PFS isn't as big as D&D in my area so I wasn't able to run Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: The Golden Guardian, but I did prepare to run it so it was fresh in my mind when I played it later in the weekend.

The GM who did run it change the location of the finale encounter. Now the rules of PFS say that you should run a scenario as written, but there is table variation various componets of each encounter. I was wondering what the opinion of the PFS as a whole was. Is this just table variation or does this violate the rule "run as written"?

Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: The Golden Guardian:
The last encounter in this scenario is suppose to take place in the temple, known as area C, which is open area with a walkway. The enemies come in 2 waves, but can be weaken if the PCs did certain things during the course of the scenario.

The GM instead had the encounter take place at the beginning of the dungeon, known as area A, and didn't have come in waves. The enemies were hidden through out this area.


Sorry for the length of text, but I am having hard to tracking down some info.

1. The Salve of Exemplar Weapon from the Melee Tactics Toolbox doesn't list what type of Item it is, while d20PFSRD lists it as an Alchemy Item. Is it true that it is an Alchemy item? If it is true, what is the DC to craft it?

2. The Fuse Grenade says you light the fuse than 1d3 rounds later it explodes, but do you now how many rounds that is? EX: I roll and get two rounds. Do I know I have 2 rounds or is that Meta Gaming?

d20pfsrd wrote:


Fuse Grenade

Price 100 gp; Weight 1 lb.

DESCRIPTION

This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.

3. The Grenadier ability Alchemical Weapon states:

d20pfsrd wrote:


Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Is the Fuse Grenade a weapon for purpose of combining an Acid to it?

If it is a weapon for the purpose of Alchemical Weapon:
Do I have to hit the enemy with the Grenade to get the Acid to go off then the Grenade explodes 1d3 rounds later, or does the Acid get apply after the Grenade explodes meaning a creature would take 2d6 fire, 1d6 acid, and 1d6 Bludgeoning Reflex save for have?

1/5

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I like to thank everyone who posted on my original post My first Pathfinder Society / Pathfinder game EVER n my character is Dead. I followed everyone who advised to play again and contacted the Venture Captain.
Overall I had a good experience, and will be returning next week. I have been in contact with the Venture Captain, and the Game Master has even contacted me to handle the issues I brought up.

Thanks again for everyone's advice.

1/5

I just got done trying Pathfinder out for the first time, and playing my first Pathfinder Society event. I spent hours learning to make a character, and about 3 hours playing the module. We were a rag tag group of 4 player. I know there was 1 2nd level rogue type character, 1 2nd level heavy amour fighter, 1 unknown level fighter, and then my character 1st level Alchemist. The module was The Devil That You Know- part 1 Sea Rats, I think. Again brand new to Pathfinder.

The party was doing okay till run into a Woman using channel for 2d6 damage Will to half each turn. First turn 9 damage. My character at 0 from full heath. Rogue type dying. Second round 8 damage. I am dying. Third round 10 damage I am dead.

Session ends with Woman running away while one fighter, blind and almost dead, left standing. Able to use a health potion on second fighter, so they are only ones who get anything for this session. At the end I specifically ask "Why didn't the Game Master pull his punches?" I was told by other players that Pathfinder Society doesn't allow him to.

I left the Session, unhappy and with feeling of having wasted my time and resources to play a game perfectly okay with purposely killing my character. I want to know "Why".

Why are Game Master's hands tied to the point of killing off a completely new player with a level one character?

Why was the module built that ensure that members of party would be killed?

Why should I return for another Session, since most likely this will happen to my character again?