PFS Rules Revision / Modification #4


Pathfinder Society

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Liberty's Edge 1/5

Michael Brock wrote:

4) You can start with a fully trained animal companion. If you replace that animal companion for any reason, then the following applies.

Between scenarios, you may attempt to train as many tricks as you have ranks in the Handle Animal skill. A failed attempt counts against the total number of training attempts. You may Take 10 on each attempt.

Alternatively, you can train for a single purpose per scenario as long as you have the requisite ranks in Handle Animal to train each individual trick learned as part of the purpose in the same time.

I think it's an improvement in terms of player options, maybe at the cost of some other reasons for how the rule has been handled in the current version. However, I also don't think that the complaints about this will stop until animal companions can be fully replaced, fully train, between any two scenarios.

Grand Lodge 5/5 5/5

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Michael Brock wrote:


4) You can start with a fully trained animal companion. If you replace that animal companion for any reason, then the following applies.

Between scenarios, you may attempt to train as many tricks as you have ranks in the Handle Animal skill. A failed attempt counts against the total number of training attempts. You may Take 10 on each attempt.

Alternatively, you can train for a single purpose per scenario as long as you have the requisite ranks in Handle Animal to train each individual trick learned as part of the purpose in the same time.

+1 I like this one.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

hogarth wrote:
Huh...where did all of the defenders of the old rule disappear to?

You would prefer argument?

It still discourages most of the blatant stuff that I don't care for. You still have to invest in Handle Animal. If you dump CHA you are generally not as good with your AC as someone who didn't. If you kill off your animal companion it's going to hurt a bit.

Those are the main things I was worried about. I don't totally agree with it but no so much it's worth arguing over.

3/5

Andrew Christian wrote:

Swiftbrook,

This animal companion conundrum was created prior to the big clarification this spring, in that just because you increase your animal’s intelligence to 3 at level 4, does not mean that the animal suddenly doesn’t need Handle Animal.

So the thing to do was to create a druid by chincing on CHA and Handle Animal, wait to level 4 to really do anything with your animal companion, and then your animal is suddenly intelligent enough to not need to know tricks or need handle animal.

Then the big clarification happened this last spring, and this wasn’t the case anymore.

Yep, I remember all that. I play a Ranger not a Druid so I never really got into the min/maxing my animal companion with an Int bump. Enforcing the rule that even an intelligent animal companion must be given commands with Handle Animal seems like a no-brainer to me. I see were it caused problems and how particular druid builds now have problems. But small rebuilds because of rule changes is another topic.

Thanks,

-Swiftbrook

Liberty's Edge

I love both aspects of the new suggestion.

Liberty's Edge 1/5

I very much approve of this (says he with a 4th level Half Orc druid with Cha 13 and 4 ranks in Handle Animal and a modifier of +10 (+14 with animal companion).

One thing I would query is whether GM Credit training could be allowed but only by Taking 10.

E.g. if I lost my animal companion in the next scenario and then GMed a scenario, could I use that GM Credit chronicle sheet to say "Trained new Animal Companion in Guarding (4 trick purpose DC20), take 10 result = 24"?

AS a side note, I was led to believe previously that you could currently train an Animal Companion for a purpose - if that is not the case, how do I go about correcting my PFS character?


DigitalMage wrote:


One thing I would query is whether GM Credit training could be allowed but only by Taking 10.

Personally I would think that for most of these post-game d20 rolls that a take 10 be a strong suggestion as to reduce the time needed for such wrap-up-- especially if the slot is running long and it's a question of mustering for the next slot.

-James


Dennis Baker wrote:
hogarth wrote:
Huh...where did all of the defenders of the old rule disappear to?
You would prefer argument?

No, I'm just used to it. :-)

Silver Crusade 5/5

Omega Man wrote:

I like this method of handling the situation.

Simple, concise, & something I suspect many people are already doing.

I dont often play rangers druids or summoners.....so i'm not overly familiar with animal companions.

In my experience my friend Omega man has a good sense of the rules, is fair and level headed. So if he says this seems like a good idea, I trust his judgment, and say it seems like a good idea.

Grand Lodge 4/5

DigitalMage wrote:


One thing I would query is whether GM Credit training could be allowed but only by Taking 10.

This exactly for GM credit.

Sovereign Court

Good stuff!

Particularly the take 10 rule! No fuss, no muss!

GM: Are you cool?
Player: I'm cool.
GM: Cool.

Liberty's Edge 1/5

Michael Brock wrote:
DigitalMage wrote:


One thing I would query is whether GM Credit training could be allowed but only by Taking 10.

This exactly for GM credit.

Excellent!

The Exchange 5/5

Pathfinder Rulebook Subscriber

vastly improved! yes i love this as a change! do it!

Grand Lodge 4/5

Thanks for the feedback all. Open discussion here is done. I will take all points made here back to the Venture-Captain forum where we will put it all together and make a ruling that is best for the campaign.

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