Pathfinder Society Organized Play Rules v2.2 FAQ


Pathfinder Society

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Matthew Morris wrote:
I don't need a trait to play a character as I envision it. Would the trait make me better at it? Yes, but I don't need Magical Aptitude for my Eldrich Knight, or need a pair of flaming poi for my Hawaiian themed bard.

You picked two bad examples for the "pay money to play" discussion:

  • Magical Aptitude is a feat in the Core rulebook so you wouldn't need to "pay extra" to use it. Maybe you're thinking of the trait Magical Knack, but that's (a) available in the free traits PDF and (b) isn't legal for Pathfinder Society play anyways.
  • Battle poi are available in the free Legacy of Fire Player's Guide PDF.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

hogarth wrote:
Matthew Morris wrote:
I don't need a trait to play a character as I envision it. Would the trait make me better at it? Yes, but I don't need Magical Aptitude for my Eldrich Knight, or need a pair of flaming poi for my Hawaiian themed bard.

You picked two bad examples for the "pay money to play" discussion:

  • Magical Aptitude is a feat in the Core rulebook so you wouldn't need to "pay extra" to use it. Maybe you're thinking of the trait Magical Knack, but that's (a) available in the free traits PDF and (b) isn't legal for Pathfinder Society play anyways.
  • Battle poi are available in the free Legacy of Fire Player's Guide PDF.

I wasn't in the mood to go scouring through the PDFs on disk to find ones in books :P How about the Trickster trait and the switchblade scythe thing?

But the point stands, I don't need either of those traits/items to make a concept work.

The Exchange 2/5

Calixymenthillian wrote:
I've not got the Asmodeus article with me, but it seems more likely to me that these "paladins of Asmodeus" are actually paladins of the God Claw.

Paladins of the Godclaw still worship all five deities of the Godclaw. Yes, four of them are LN or LG, but one of those is Asmodeus, who is LE, so a paladin of the Godclaw pretty much proves the point just as well as a straight paladin of Asmodeus. One of the leaders of the Godclaw organization in the Hellknights is actually listed as a LG paladin, so this is definitely one of the things that made me wonder.

The Exchange 2/5

yoda8myhead wrote:
teribithia9 wrote:
If the official answer is that he completely has to change his character concept after 7 levels, I'll let him know, but is this really the case for sure?
Josh would be the one you need to wait for an answer from if you want something 100%, irrefutably official. I'm eager to see his response, since I'll feel mighty silly if I've been operating under such a large false assumption all this time.

Patiently waiting for a reply from Josh, then. Thank you for trying to help. :)

The Exchange 4/5

Matthew Morris wrote:

For that matter, if I've spent the money to get the gnome book for my gnome wizard, and I take the trickster feat, shouldn't I be irritated that Bill brings in a photocopy of Ted's book and it's as valid?

I don't understand how you could ever be upset at this situation. I mean, you get to play with Bill and Ted! I bet your adventures are excellent!!!

(Yes, I know it was horrible but I still had to share).


teribithia9 wrote:

Question--I just noticed this on page 16 of the 2.2 campaign guide:

"When working on your background, it’s important
to remember a few things. You receive no bonuses for
making your character middle age or older. It’s a nice
flavor choice, but no bonuses are awarded for such a
choice in Pathfinder Society Organized Play. You may
choose to worship an evil god, but keep in mind that
your alignment has to be within one step of your god’s
alignment."

I thought the "one step" rule just applied to divine casters such as clerics and inquisitors. Do all player character's alignments actually have to be within one step of their chosen deity regardless of class? If so, does this mean only LG and LN deities can have paladins? Wondering very much, as I'm trying to make up both an oracle and paladin now. Thanks!

That line should read, "...but keep in mind that if your class requires it, your alignment must be within one step of your god's alignment."

That language has been in there for 19 months. No time like the present to change it. ;-)

I'll fix that in 2.3.

The Exchange 2/5

[
That line should read, "...but keep in mind that if your class requires it, your alignment must be within one step of your god's alignment."

That language has been in there for 19 months. No time like the present to change it. ;-)

I'll fix that in 2.3.

Thank you!

Dark Archive

Joshua J. Frost wrote:
teribithia9 wrote:

Question--I just noticed this on page 16 of the 2.2 campaign guide:

"When working on your background, it’s important
to remember a few things. You receive no bonuses for
making your character middle age or older. It’s a nice
flavor choice, but no bonuses are awarded for such a
choice in Pathfinder Society Organized Play. You may
choose to worship an evil god, but keep in mind that
your alignment has to be within one step of your god’s
alignment."

I thought the "one step" rule just applied to divine casters such as clerics and inquisitors. Do all player character's alignments actually have to be within one step of their chosen deity regardless of class? If so, does this mean only LG and LN deities can have paladins? Wondering very much, as I'm trying to make up both an oracle and paladin now. Thanks!

That line should read, "...but keep in mind that if your class requires it, your alignment must be within one step of your god's alignment."

That language has been in there for 19 months. No time like the present to change it. ;-)

I'll fix that in 2.3.

Just felt that I had to say that I continue to be impressed with how quickly questions get answered by you.

(and trying to slip in a reference to what stats do I use for ox and yak... [ducking and running])


May I ask why you need stats for an ox and a yak?


Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

Presumably because those are animals that you can purchase (according to the Core Rulebook and the Adventurer's Armory) which might conceivably be useful in combat.

Dark Archive

Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

As big critters, they'd make very good Fast Zombie Companions. (But very expensive, given that all costs would need to be paid for each module they were used in, as the spells "end" at end-of-module.)


Brother Elias wrote:
Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

As big critters, they'd make very good Fast Zombie Companions. (But very expensive, given that all costs would need to be paid for each module they were used in, as the spells "end" at end-of-module.)

I wouldn't say that 133 gp is "very expensive" for a 5th level character (assuming a zombie ox has 5 HD). That's less than a level 2 scroll.

Dark Archive

Brother Elias wrote:
Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

As big critters, they'd make very good Fast Zombie Companions. (But very expensive, given that all costs would need to be paid for each module they were used in, as the spells "end" at end-of-module.)

Very, Very expensive if you enchant the yak's horns. +3 Keen yak horns are awesome! That's a ton of PA though.

Dark Archive

hogarth wrote:
Brother Elias wrote:
Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

As big critters, they'd make very good Fast Zombie Companions. (But very expensive, given that all costs would need to be paid for each module they were used in, as the spells "end" at end-of-module.)

I wouldn't say that 133 gp is "very expensive" for a 5th level character (assuming a zombie ox has 5 HD). That's less than a level 2 scroll.

True enough, but for a 4th level character, the cost of the level 3 scroll has to be added in. And there's always the possibility of rolling a 1 on the caster level check.


MoFiddy wrote:
Very, Very expensive if you enchant the yak's horns. +3 Keen yak horns are awesome! That's a ton of PA though.

I don't think you could buy this with PA anyway, since it's not a legally available item. A yak might be, but its horn is not, as far as I know.

Sovereign Court

Speaking of livestock, what are we to use as the stats for the Witch's pig or goat familiar?

Sovereign Court

Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

Mounts!

You might have to take the -5 to ride tests due to them being "unsuitable" but what the heck! The weirder and more characterful the better.

Beyond that, since you can buy them in an offical book their ought to be stats associated with it. It's important to keep stressing the simulationist style of play.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

He plans on ritually slaughtering ones he bought and raise them as undead and cast haste on them, and I think use them in combat...

Rinse Repeat, because he is aware once he makes them undead he loses them at the end of the scenario.

Dark Archive

Dragnmoon wrote:
Joshua J. Frost wrote:
May I ask why you need stats for an ox and a yak?

He plans on ritually slaughtering ones he bought and raise them as undead and cast haste on them, and I think use them in combat...

Rinse Repeat, because he is aware once he makes them undead he loses them at the end of the scenario.

I'm not sure where this whole idea came from. I don't intend anything of the kind.

No ritual slaughter is called for. I just need to make them dead. Arrows, big sword. javelin, CNE bursts. Whatever.


I'm going to disagree that if they can be purchased they must have stats (in Pathfinder Society). The things that have stats--have stats. The things don't have stats--they don't have stats. To keep the Society simple, there aren't stats for a yak or an ox, so using one for anything other than flavor, simple (realistic) hauling etc is fine, but using them for combat isn't because they don't have stats (see the slave argument). So until such a time as we release a product that's legal for play and contains the stats for a yak or an ox, they don't currently have stats.

Dark Archive

Joshua J. Frost wrote:
I'm going to disagree that if they can be purchased they must have stats (in Pathfinder Society). The things that have stats--have stats. The things don't have stats--they don't have stats. To keep the Society simple, there aren't stats for a yak or an ox, so using one for anything other than flavor, simple (realistic) hauling etc is fine, but using them for combat isn't because they don't have stats (see the slave argument). So until such a time as we release a product that's legal for play and contains the stats for a yak or an ox, they don't currently have stats.

Thanks. I appreciate the quick answer.

Hopefully some day, you will release a player resource that lists purchasable animals with appropriate stats.

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Brother Elias wrote:

I'm not sure where this whole idea came from. I don't intend anything of the kind.

No ritual slaughter is called for. I just need to make them dead. Arrows, big sword. javelin, CNE bursts. Whatever.

Because it sounds better ;)

sorry your idea won't work.

Dark Archive

Dragnmoon wrote:
Brother Elias wrote:

I'm not sure where this whole idea came from. I don't intend anything of the kind.

No ritual slaughter is called for. I just need to make them dead. Arrows, big sword. javelin, CNE bursts. Whatever.

Because it sounds better ;)

sorry your idea won't work.

Already working on Plan B.

I'm thinking Bloody Burning Heavy Horse Skeleton.

(But keeping options open...)

Shadow Lodge 2/5

Brother Elias wrote:
Dragnmoon wrote:
Brother Elias wrote:

I'm not sure where this whole idea came from. I don't intend anything of the kind.

No ritual slaughter is called for. I just need to make them dead. Arrows, big sword. javelin, CNE bursts. Whatever.

Because it sounds better ;)

sorry your idea won't work.

Already working on Plan B.

I'm thinking Bloody Burning Heavy Horse Skeleton.

(But keeping options open...)

How in the heck are you getting these things into/ out of the locations? I am thinking back and it seems like fully half (at least 1/3) of the scenarios I've played had ladders going into sewers/ catacombs/ rooftops or down into ships which would make these things a big pain to deal with.


Brother Elias wrote:
hogarth wrote:


I wouldn't say that 133 gp is "very expensive" for a 5th level character (assuming a zombie ox has 5 HD). That's less than a level 2 scroll.
True enough, but for a 4th level character, the cost of the level 3 scroll has to be added in. And there's always the possibility of rolling a 1 on the caster level check.

I agree; ~500 gp is a lot of money for a consumable for a 4th level character.

Sovereign Court

I guess I'm kind of confused about slaves not having stats. Shouldn't they just be a level 1 commoner?

Also, what happens if I get a slave and then have that be my official torch bearer? All they do is somberly follow me around with a torch.

So if we go down into a dungeon and the party gets attacked, how does my torch bearer slave play in the battle? The GM might just avoid the issue by ignoring the slave, but what happens if we get hit by an area affect attack and the slave needs to make saves or lose hit points, etc?

4/5 5/55/55/5 ****

In that situation, I would say that the torchbearer should be left outside, as I would suggest that putting someone, who has no choice in the matter, into life threatening danger is not appropriate for good or neutral characters. If you are going into a situation where combat and traps are certain (like adventuring) then I think one should leave behind people that shouldn't be put into that mortal danger. If he or she is not being put into mortal danger, then they don't really need hit points or saving throws.

Sovereign Court

Joshua J. Frost wrote:
I'm going to disagree that if they can be purchased they must have stats (in Pathfinder Society). The things that have stats--have stats. The things don't have stats--they don't have stats. To keep the Society simple, there aren't stats for a yak or an ox, so using one for anything other than flavor, simple (realistic) hauling etc is fine, but using them for combat isn't because they don't have stats (see the slave argument). So until such a time as we release a product that's legal for play and contains the stats for a yak or an ox, they don't currently have stats.

But pigs and goats are witch familiar options. They need stats.

Grand Lodge 3/5

Blazej wrote:
In that situation, I would say that the torchbearer should be left outside, as I would suggest that putting someone, who has no choice in the matter, into life threatening danger is not appropriate for good or neutral characters. If you are going into a situation where combat and traps are certain (like adventuring) then I think one should leave behind people that shouldn't be put into that mortal danger. If he or she is not being put into mortal danger, then they don't really need hit points or saving throws.

+1

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
teribithia9 wrote:


I thought the "one step" rule just applied to divine casters such as clerics and inquisitors. Do all player character's alignments actually have to be within one step of their chosen deity regardless of class? If so, does this mean only LG and LN deities can have paladins? Wondering very much, as I'm trying to make up both an oracle and paladin now. Thanks!

Neutral Good is also within one step of Lawful Good.

Sovereign Court

Blazej wrote:
In that situation, I would say that the torchbearer should be left outside, as I would suggest that putting someone, who has no choice in the matter, into life threatening danger is not appropriate for good or neutral characters. If you are going into a situation where combat and traps are certain (like adventuring) then I think one should leave behind people that shouldn't be put into that mortal danger. If he or she is not being put into mortal danger, then they don't really need hit points or saving throws.

I guess it just kind of seems silly that OSHA requirements suddenly kick into play in this situation, or that saying "follow me" is suddenly considered an evil act.

It just seems like it makes far more sense that if you get a slave, pick one of the four NPCs classes, have it be at level one with the standard array and that's all you really need for stats. That way you can have experts, laborers, bodyguards, etc.

And as long as you just have one "combat creature", be it a pet, companion, slave, etc. then it won't have any mechanical impact on play.

Grand Lodge 3/5

Mok wrote:
Blazej wrote:
In that situation, I would say that the torchbearer should be left outside, as I would suggest that putting someone, who has no choice in the matter, into life threatening danger is not appropriate for good or neutral characters. If you are going into a situation where combat and traps are certain (like adventuring) then I think one should leave behind people that shouldn't be put into that mortal danger. If he or she is not being put into mortal danger, then they don't really need hit points or saving throws.

I guess it just kind of seems silly that OSHA requirements suddenly kick into play in this situation, or that saying "follow me" is suddenly considered an evil act.

It just seems like it makes far more sense that if you get a slave, pick one of the four NPCs classes, have it be at level one with the standard array and that's all you really need for stats. That way you can have experts, laborers, bodyguards, etc.

And as long as you just have one "combat creature", be it a pet, companion, slave, etc. then it won't have any mechanical impact on play.

A humanoid of any stripe adds a level of complexity that is unwanted. Stat-less or not. I don't want to deal with things like, "I have my slave pick something up to see if it's cursed, or trapped, or poisoned." We don't need a secondary NPC to give a player two chances at skill checks.

There is plenty in the games to do to begin with. Let's not drag these games into a timesink.

Dark Archive

I really see the stat-less companions (animals/slaves/hirelings/etc) as being simply bystanders.

as in:

I have an ox and cart. I ride the ox cart to the dungeon, and leave it outside. If for some reason, we get attacked on the way to the dungeon, it is assumed that my ox and cart are inanimate objects and are in no way used in combat.

or

I have a slave who acts as my valet and herald. He accompanies me to the dungeon, and will stand quietly outside watching my ox cart until I return. If somehow we are attacked on the way to the dungeon, he will find the nearest rock to hide under (maybe even hiding under the ox cart), and I will not concern myself with him until the combat is over. At which time, he will give my armor and weapons a thorough cleaning, and resume his place either driving the ox cart, or riding in the back, or if the cart is full, he will walk behind.

or

I have hireling porters who are carrying my equipment. They will ride along in the ox cart, or in their own ox cart and unload my gear at the dungeon. They will wait outside the dungeon for me to either kill everything - at which point they will go in and carry out all of my nifty loot, or they will wait long enough to thoroughly determine that I will not be returning, and will themselves report back to their hiring hall for another adventurer to come along and hire them. If we are attacked on the way to the dungeon, the will dive for cover under the ox cart with my slave/valet or find a convenient bush to disguise themselves as, until I and my party have dispatched whatever might be attacking us. At which point, they will resume their places back in the ox cart, and we will continue on our way.

The stat-less creatures are hand-waving fluff, and meant to provide a bit of extra flavor to the character, but not to provide any mechanical advantage. Like putting down notes on your character sheet that your character has a goatee, or a family signet ring, or that he is left-handed, but had at one time been trained to write with his right-hand, and that it bothered him and never felt quite right so he went back to his sinister ways.

Sovereign Court

Herald wrote:

A humanoid of any stripe adds a level of complexity that is unwanted. Stat-less or not. I don't want to deal with things like, "I have my slave pick something up to see if it's cursed, or trapped, or poisoned." We don't need a secondary NPC to give a player two chances at skill checks.

There is plenty in the games to do to begin with. Let's not drag these games into a timesink.

Well, let's say the module is an investigative module in a city, where there is no apparent danger. What happens if the player tells their slave to help out in the investigation in various ways.

"I want you to follow that Gnome until he walks into a building, once he does that come back to me and show me where he went."

or

"We're going to split up, I'll have my slave be a runner between the two of us, sending messages back and forth as we try and figure out what is going on in this city."

I guess why I'm raising these questions is that, mechanically, slaves need to be spelled out a lot more clearly because they are intelligent. If they are left as window dressing, then what constitutes window dressing needs to be spelled out clearly.

If they can have a real presence in the game in some way then it really ought to just be folded under the rules for pets and companions. Right now you can replicate most of what it means to be a slave by having either a 4th level animal companion with a 3 Int (particularly an ape), or a Pseudodragon familiar. They might be class features, but the potential complexity is already there, so it would be good to standardize what it means to have intelligent creatures in your service.

It seems like the worst thing would be to have weird meta rules that break up any sense of verisimilitude, leaving the slave in a vague state where they can't actually do anything, even though they are present.

I don't have strong feelings either way as to whether slaves should be in the game, save for the practical mechanical implications. It seems like they either need to have a fleshed out status, or simply not have them at all.

Grand Lodge 3/5

Mok wrote:


I guess why I'm raising these questions is that, mechanically, slaves need to be spelled out a lot more clearly because they are intelligent. If they are left as window dressing, then what constitutes window dressing needs to be spelled out clearly.

As it stands now, IMHO, they are window dressing. Much like jewelry and trade goods. They have a value and not much else.

No stats means that they cannot have any direct involvement in an adventure.

Sovereign Court

Brother Elias wrote:
I really see the stat-less companions (animals/slaves/hirelings/etc) as being simply bystanders.

I can see that it's easy to have Int 2 animals be bystanders. I think think the real problem are intelligent helpers. I can just see a variety of ways, particularly from new players, who'll suddenly come up against a "meta wall" when they innocuously expect their servant to be able to do something for them in the game.

The Exchange 5/5 RPG Superstar 2010 Top 16

Brother Elias wrote:
I have a slave who acts as my valet and herald. He accompanies me to the dungeon, and will stand quietly outside watching my ox cart until I return. If somehow we are attacked on the way to the dungeon, he will find the nearest rock to hide under (maybe even hiding under the ox cart), and I will not concern myself with him until the combat is over. ...

Brother Elias, what happens when the statless slave gets caught in the area effect of a spell or swarm? What are her saving throws? What happens when the vampire tries to turn her against you during your evening massage? What's her Strength score for choking you?

Dark Archive

Chris Mortika wrote:
Brother Elias wrote:
I have a slave who acts as my valet and herald. He accompanies me to the dungeon, and will stand quietly outside watching my ox cart until I return. If somehow we are attacked on the way to the dungeon, he will find the nearest rock to hide under (maybe even hiding under the ox cart), and I will not concern myself with him until the combat is over. ...
Brother Elias, what happens when the statless slave gets caught in the area effect of a spell or swarm? What are her saving throws? What happens when the vampire tries to turn her against you during your evening massage? What's her Strength score for choking you?

Very simple. Everyone miraculously treats them as though they were too insignificant to bother with. They are extraordinarily good at ducking (assume improved evasion, mettle and they always make the save), and they scatter from any hint of a threat, only to obediently return once the threat is gone. (They are all masters of "the Morgan")

I think that you are overthinking this. In PFS, do you have to worry if the clothes you are wearing get stains on them with each encounter? Or whether or not your hair is burned off, or dirty? Or do you worry about the loot that you've already stowed in backpacks? I don't think that anyone in PFS gives these much thought, where in "reality", these would be just as much in danger of being destroyed as the person carrying/wearing them.

It's fantasy. Let yourself accept that it's not reality.

The Exchange 5/5 RPG Superstar 2010 Top 16

Brother Elias wrote:
I think that you are overthinking this. In PFS, do you have to worry if the clothes you are wearing get stains on them with each encounter? Or whether or not your hair is burned off, or dirty? Or do you worry about the loot that you've already stowed in backpacks? I don't think that anyone in PFS gives these much thought, where in "reality", these would be just as much in danger of being destroyed as the person carrying/wearing them.

If you roll a "1" on your saving throw, of course you worry about the effects on loot. But slaves aren't that kind of property. If your mount or animal companion gets caught in a fireball, it rolls its save or takes full damage. The same is true of any other animals you have with you.

At my table, slaves aren't immune to fireballs. Having no stats, they automatically fail all saving throws. (And does Pathfinder mave a Mettle feat?)

Brother Elias wrote:
It's fantasy. Let yourself accept that it's not reality.

Forgive me for the following rant. You're not the first person to use the argument: "It's a game set in a medieval society with supernatural elements, so none of the rules have to make sense." Indeed, it's become popular in the last couple of months, particularly so on the Pathfinder Society boards. And to that, I say:

Spoiler:
Phooey. That's just an excuse for sloppy writing and design.

Sorry for the strong language. I just got riled up.


Chris Mortika wrote:
Brother Elias wrote:
I have a slave who acts as my valet and herald. He accompanies me to the dungeon, and will stand quietly outside watching my ox cart until I return. If somehow we are attacked on the way to the dungeon, he will find the nearest rock to hide under (maybe even hiding under the ox cart), and I will not concern myself with him until the combat is over. ...
Brother Elias, what happens when the statless slave gets caught in the area effect of a spell or swarm? What are her saving throws? What happens when the vampire tries to turn her against you during your evening massage? What's her Strength score for choking you?

The DM makes stats up for them as 1st level NPCs, and likely that means they die in the fireball, etc.

The same way you would handle it if a PC had a coup of chickens with them, etc.

The point here is that they do not bring meaningful contributions to the combat tactics of the party, which was the intention of Josh's only one combat animal rule.

-James

Grand Lodge 3/5

Chris Mortika wrote:
Brother Elias wrote:
I think that you are overthinking this. In PFS, do you have to worry if the clothes you are wearing get stains on them with each encounter? Or whether or not your hair is burned off, or dirty? Or do you worry about the loot that you've already stowed in backpacks? I don't think that anyone in PFS gives these much thought, where in "reality", these would be just as much in danger of being destroyed as the person carrying/wearing them.

If you roll a "1" on your saving throw, of course you worry about the effects on loot. But slaves aren't that kind of property. If your mount or animal companion gets caught in a fireball, it rolls its save or takes full damage. The same is true of any other animals you have with you.

At my table, slaves aren't immune to fireballs. Having no stats, they automatically fail all saving throws. (And does Pathfinder mave a Mettle feat?)

Brother Elias wrote:
It's fantasy. Let yourself accept that it's not reality.

Forgive me for the following rant. You're not the first person to use the argument: "It's a game set in a medieval society with supernatural elements, so none of the rules have to make sense." Indeed, it's become popular in the last couple of months, particularly so on the Pathfinder Society boards. And to that, I say:** spoiler omitted **

Sorry for the strong language. I just got riled up.

+1


james maissen wrote:
The DM makes stats up for them as 1st level NPCs, and likely that means they die in the fireball, etc.

That contradicts what Josh said above: Slaves (and other things that don't have stats listed) have no stats. They're just fluff. They shouldn't be getting into situations where stats are necessary in the first place.


hogarth wrote:
james maissen wrote:
The DM makes stats up for them as 1st level NPCs, and likely that means they die in the fireball, etc.
That contradicts what Josh said above: Slaves (and other things that don't have stats listed) have no stats. They're just fluff. They shouldn't be getting into situations where stats are necessary in the first place.

And if a fireball occurs where they are.. does the spell fissle, the NPC teleport away?

Sorry, he's saying that they are not a factor instead. So don't have them be a factor. Thus you do not need to have stats laid out for them.

It's up there with trying to have a herd of cattle travel with you. Which was I believe the impetus for the 'one combat animal' rule in the first place.

-James


james maissen wrote:

And if a fireball occurs where they are.. does the spell fissle, the NPC teleport away?

They shouldn't be there in the first place.

Liberty's Edge 3/5

hogarth wrote:
They shouldn't be there in the first place.

+1


They are fluff and serve no mechanical benefit. If everyone would rather I just ban the fluff, then I will, but I think we're all intelligent, capable adults and can understand what "serves no mechanical benefit" means and how you should apply that to your game without, in my opinion, being a pain in the ass about it. :-)

Let's have fun at the table. Let's not game this thing to death.

5/5

Are regional affinities required in PFS to take Pathfinder Chronicles Campaign Setting feats that have such requirements.

Quandary once asked about regionl affinity in PFS but part of his question was as far as I know never answered - can additional reginal affinities be gained after character creation? and if so what does it ake?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Joshua J. Frost wrote:

They are fluff and serve no mechanical benefit. If everyone would rather I just ban the fluff, then I will, but I think we're all intelligent, capable adults and can understand what "serves no mechanical benefit" means and how you should apply that to your game without, in my opinion, being a pain in the ass about it. :-)

Let's have fun at the table. Let's not game this thing to death.

I think we can have some common sense. Here if I run a table and a player character brings legally owned slaves, I'll ignore them when I can. On the other hand if the player puts them into positions where they are liable to Red Shirt deaths, I'll issue in the appropriate consequences and give the player a reminder why 1st level commoners aren't adventuring classes. :)


The Grandfather wrote:

Are regional affinities required in PFS to take Pathfinder Chronicles Campaign Setting feats that have such requirements.

Quandary once asked about regionl affinity in PFS but part of his question was as far as I know never answered - can additional reginal affinities be gained after character creation? and if so what does it ake?

If by regional affinities you mean regional traits, then yes, you have to have a connection to a region in order to take a trait labeled as a regional trait from that area. The character had to have either been born there or to have lived in that region for at least a year to qualify for a regional trait assigned to that area. And no, you can never have more than one trait from each category, so no more than one reqional trait ever, at least in PFS play.

Details on all this is in the Character Traits Web Enhancement and will also be in the Advanced Player's Guide when that comes out.

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