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1st. - I accidentally reported my event more than once and now it is starting to show up like my players tried to play in the scenario more than once. How do I delete the extra sessions?
2nd. - I had my players roll thier craft/profession/perform roll to get extra money between adventures. The PFS guide says this is between adventures, so does this mean that any money gained from a perform check is above and beyond the level cap? (This is what I thought)
3rd. What about story awards of gold that happen in the adventure? Do they get to keep this money in addition to the Adventures GP cap, or is it just added in to thier total and anything over the GP cap get s lost? (Personally I don't think that would make much sense)
| Joshua J. Frost |
1st. - I accidentally reported my event more than once and now it is starting to show up like my players tried to play in the scenario more than once. How do I delete the extra sessions?
2nd. - I had my players roll thier craft/profession/perform roll to get extra money between adventures. The PFS guide says this is between adventures, so does this mean that any money gained from a perform check is above and beyond the level cap? (This is what I thought)
3rd. What about story awards of gold that happen in the adventure? Do they get to keep this money in addition to the Adventures GP cap, or is it just added in to thier total and anything over the GP cap get s lost? (Personally I don't think that would make much sense)
1 -- I'll look into that.
2 -- You roll them after each session, yes. And the money gained is beyond their max for the scenario.
3 -- Story awards of gold are figured into the gold calculations for each act.
| theporkchopxpress |
here's something that I've had a question on. this has to do with the "day job" aspect of Pathfinder Society modules. It only lists the ability to score some extra cash using Craft, Perform, and Profession; however other living campaigns that I have played in have allowed for PC's of a more larcenous style to ply their trade for extra cash as well. Basically they were allowed to make a sleight of hand check, however there was also a chance they might be caught and imprisoned for their efforts. Any chance of something like that working its way into the PFS? Basically I'm asking because I will be starting my run of PFS scenarios at the end of this month and I know at least one of my players are going to ask me the same question.
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Any chance of something like that working its way into the PFS? Basically I'm asking because I will be starting my run of PFS scenarios at the end of this month and I know at least one of my players are going to ask me the same question.
That's been shot down already. Essentially the only characters to make good dough at this are bards.
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Anyone can make the choice to spend points in one of the day job skills in order to make day job money rolls.
I respectfully disagree with your assessment that non-bards can make a good amount of cash.
As previously stated by others the Bard (especially Taldoran) is inherently suited to day jobs since one of the skills needed powers their iconic class feature.
Let us contrast and compare how this works for each class. Since we're currently in season 0 I'll be using S0 mechanics for this comparison.
Barbs are boned. The only class skill they have is craft, but it comes off an ability that isn't generally their strong suit. Furthermore Profession, the skill they would most likely excel in due to high wisdom is a cross class.
Bards are looking at free money. Their iconic class skill, oft powered by their highest ability score (indeed Cha is their primary ability score), and only 1/6th of their total skill points per level. Add Taldoran to the mix and you're seeing quite the difference, even at low levels. A 3rd lvl TB I GM starts over a 10 before rolling, assuming average rolls he makes 300% gp over his competition, but more on that later.
Clerics and Druids make out alright. Their primary ability score powers one of the two class skill options they have, but have to give up half their remaining skills (as know religion/nature and concentrate are near mandatory).
Fighter is even more boned than barbarians. Their only class skill option is not based on a primary attribute, and it requires half their total skill points.
Monks are ok, with one of their class skill options powered by a primary ability score, but they generally use all their skill points on spot listen tumble and jump. Tumble and jump to capitalize on movement (nothing like a monk *jumping* over the 50' chasm), while spot and listen keep them from being flat footed (AKA dead).
Paladins fare better than fighters, but not by much. 1 class skill option utilizes a primary ability allowing a paladin to spend half their points, but both skill points are generally used by know religion/heal/ride and concentrate.
Rangers and Rogues make out better than most with class skill options that suit primary attributes and high skill points (even though they have high skill demands)
Sorcerers has just about the worst of the lot, 2 skill points and no options based off their primary attribute. Plus their needed skills of spellcraft and concentration.
Wizards are better off than sorcerers since their required Int gives them more skill points, and the option available to all characters is Int based. This does cut into their walking encyclopedia angle though.
Ok, so we have 4 (well 5) 'ranks' of jobbers.
0 Unskilled. Everyone can do craft untrained. For most characters this is a flat (or very nearly flat) d20.
1 Poorly skilled. Tossing a few points into a cross classed skill, you're looking at +5 to your roll near EoC (End of Campaign).
2 Moderately skilled. Maxing out a cross classed skill based on a primary attribute, you'11 hit about +10 at EoC.
3 Skilled. Maxing out a class skill, hopefully based on a primary attribute, possibly with skill focus, you're looking at +15-20 by EoC.
5 Taldoran Bard. Just that much better than skilled. Primary attribute, primary skill, +5 from a free feat, access to +2 more from Cha cloak. Looking at +20-30 by EoC.
Making average rolls the TB is making up to 2900% more than the unskilled person's roll, 1400% the poorly skilled, 650% of the moderately skilled, and 100-200% more than the skilled. Furthermore the TB makes a minimum the amount the moderately skilled can make as a maximum.
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Joshua J. Frost wrote:Anyone can make the choice to spend points in one of the day job skills in order to make day job money rolls.NotMousse wrote:I respectfully disagree with your assessment that non-bards can make a good amount of cash.I didn't make any such assessment. :-)
Then I retract my respectful disagreement, and substitute the statement that TBs are highly favored in this system.
Personally were I to rewrite the system it would be a simple matter of d20+ almost any skill modifier (exceptions for jump and skills it's hard to argue a living from).
Ratpick
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I agree with all of NotMousse's points. What I find even more puzzling is that Taldan bards can enjoy a huge bonus on their day job checks thanks to a combination of many different factors dwarves and gnomes are out of luck with regards to their racial bonuses to specific Craft skills.
Bards are going to purchase ranks in the Perform skill anyway because they need it to fuel one of their class features which actually has an effect in actual play. Now, in an organized play environment where actual crafting is out of the question and Craft skills checks aren't going to come up ever a player who spends skill points on improving his character's Craft skill is only going to benefit from that investment outside of the scenarios.
Would giving gnomes and dwarves a +2 bonus on a check to get a minor monetary reward be that bad considering that the Taldan bard can get a +5 bonus on the same check to top of his skill ranks and Charisma bonus?
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Bards are going to purchase ranks in the Perform skill anyway because they need it to fuel one of their class features which actually has an effect in actual play. Now, in an organized play environment where actual crafting is out of the question and Craft skills checks aren't going to come up ever a player who spends skill points on improving his character's Craft skill is only going to benefit from that investment outside of the scenarios.
I've had my profession check help multiple times, and had a group member's profession check help more than once as well. I think we even had a craft skill used in game to help gather information on the situation last time I dmed
Ratpick
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Ratpick wrote:Bards are going to purchase ranks in the Perform skill anyway because they need it to fuel one of their class features which actually has an effect in actual play. Now, in an organized play environment where actual crafting is out of the question and Craft skills checks aren't going to come up ever a player who spends skill points on improving his character's Craft skill is only going to benefit from that investment outside of the scenarios.I've had my profession check help multiple times, and had a group member's profession check help more than once as well. I think we even had a craft skill used in game to help gather information on the situation last time I dmed
Even with the caveat that a Profession/Craft check can help in a scenario depending on the DM, would you argue that granting gnomes and dwarves a +2 bonus on very specific Craft checks would give them an unfair advantage in these scenarios?
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Anyone can make the choice to spend points in one of the day job skills in order to make day job money rolls.
A bit of thread necromancy here, but I'm not finding an answer sufficient to satisfy my players.
Under the current 3.5 rules during the "job check" at the end of a scenario, can characters make Sleight of Hand or Tumble checks as "Perform" checks as hinted at in the flavor text of the skills (page 82 for SoH, just above the DC chart; page 84 for Tumble as the second sentence of the "Check" section of the skill definition).
Part of the reason for the inquiry is that for Bards, the Perform skill has both a very vital "encounter" function in addition to being useful during downtime. Neither Craft nor Profession share this distinction in PFS play. Sleight of Hand and Tumble similarly can be used both on an "encounter" basis as well as during downtime.
While the wording of the skill descriptions is clear, perhaps this will be addressed in "Year One's Guide to Organized Play" ?