Played my first PFS game a couple questions.


Pathfinder Society

Liberty's Edge

Pretty cool for quick gaming session. I like the point buy system it really makes you think about what is important to your build. I chose a human monk of the 4 winds with combat reflexes and dodge as my starting feats. I am looking forward to playing again in a couple week and I'm wondering how many people use tangle foot bags and thunder stones? I now have access to them from my chronicle sheet. As a melee orientated character I think the utility behind these two items would be worth the investment. What are your thoughts?

The other thing I wanted to know is about factions mine happened to be Andoran and I successfully completed my side quest. Now granted I am new to society play but I was wondering how often this happens? I thought having pc's with different political motives was a cool idea.

Some of the other things that I noted natural 20 on a skill check does not mean auto success. As a player and a dm I know how this can make a story take an unexpected turn. I would adopt this rule in a home brew setting. What else have people taken away from PFS to use in home games?

Paizo Employee 4/5 Developer

Mattsn002 wrote:

Pretty cool for quick gaming session. I like the point buy system it really makes you think about what is important to your build. I chose a human monk of the 4 winds with combat reflexes and dodge as my starting feats. I am looking forward to playing again in a couple week and I'm wondering how many people use tangle foot bags and thunder stones? I now have access to them from my chronicle sheet. As a melee orientated character I think the utility behind these two items would be worth the investment. What are your thoughts?

Inexpensive alchemical items can be a great investment for just about any character, providing a toolkit for weakening otherwise difficult targets and mitigating otherwise challenging circumstances. I wouldn't open every combat with a tanglefoot bag, but lobbing one at a clearly powerful foe can go a long way. My first scenario ever involved my throwing a thunderstone at a group of NPCs. All but one was deafened, and one of those was a bard who tried to inspire courage with an audible component immediately afterward. Being deaf meant he had a chance to fail, which he did, so even the one hearing-enabled NPC failed to receive the benefit. The PCs profited immensely.

5/5 *

Welcome to the game Matt!

Mattsn002 wrote:
I am looking forward to playing again in a couple week and I'm wondering how many people use tangle foot bags and thunder stones? I now have access to them from my chronicle sheet. As a melee orientated character I think the utility behind these two items would be worth the investment. What are your thoughts?

Tanglefoot bags and other alchemical items are all very situational, but are GREAT when those situations happen. For example, tanglefoot bags are great when facing an enemy that is hard to hit, as it will lower their AC. It's always good to be prepared.

Mattsn002 wrote:
The other thing I wanted to know is about factions mine happened to be Andoran and I successfully completed my side quest. Now granted I am new to society play but I was wondering how often this happens? I thought having pc's with different political motives was a cool idea.

All PCs in Pathfinder Society have a faction (now 1 out of 8 possible). Some factions are more related to politics (Andoran, Taldor...) and others are less interested in petty fights (Silver Crusade, Grand Lodge...) It's all about what fits your characters, and then how those characters role-play their affiliations.

Mattsn002 wrote:
Some of the other things that I noted natural 20 on a skill check does not mean auto success. As a player and a dm I know how this can make a story take an unexpected turn. I would adopt this rule in a home brew setting. What else have people taken away from PFS to use in home games?

PFS sticks strictly to PFRPG rules. Natural 20 on skill checks are not auto-successes is part of the core rules, which is why that is how they work in PFS. As fun as rolling a 20 and doing something incredible would seem (I climbed up the side of a perfectly smooth vertical surface!), think how dopey it is when you would run a natural 1 (my level 20 rogue drowned in a puddle because I tanked my swim check!).

If you haven't already, check out the Guide to Organized Play for all you need to get going!

Liberty's Edge

I have it printed and read through everything. I guess my point about the natural 20 meaning success and the 1 meaning auto fail is that I like this better than what I have normally scene in standard gaming groups that are a little more lax with the rules.

2/5

Pathfinder Adventure Path Subscriber

Welcome to the game!

Oh an old thread that is pretty much a composite of other suggesions (albeit a bit towards high end of expectations)

Regarding alchemical items: almost every character *should*.
Many do not. You may find yourself shelling out cash repeatedly for others who do not do so. Depends on your groups of course.

Season 5 changed how factions missions worked. If you played the older scenarios (before Season 5) every faction had their own mission. As of this year, each scenario tends to have specific missions for 2 key factions and the rest of the party is given more general goals.

Oh yeah you will run into natural 20's or say skill checks of 30+ fail in level 1 adventures. Them's the breaks. On the plus side sometimes clever roleplaying can be a backdoor method of gaining success with a given encounter, regardless of skill checks.

Once again welcome and enjoy!

Liberty's Edge 1/5

Mattsn002 wrote:
I have it printed and read through everything. I guess my point about the natural 20 meaning success and the 1 meaning auto fail is that I like this better than what I have normally scene in standard gaming groups that are a little more lax with the rules.

Skill checks don't have auto success or failure. If you experienced it otherwise, your "lax" group is playing it by RAW and your PFS judge made an oops. If I've misunderstood you, sorry for the confusion.

Silver Crusade 3/5

Tanglefoot bags and thunder stones are both useful items. The best use for a thunder stone is as a readied action against a spellcaster.

What I don't understand, are there chronicles that have these items on them? Aren't these items always available?

3/5

They might be older chronicles, probably around Season 0.

4/5

Welcome!.

Howie23 wrote:
Mattsn002 wrote:
I have it printed and read through everything. I guess my point about the natural 20 meaning success and the 1 meaning auto fail is that I like this better than what I have normally scene in standard gaming groups that are a little more lax with the rules.
Skill checks don't have auto success or failure. If you experienced it otherwise, your "lax" group is playing it by RAW and your PFS judge made an oops. If I've misunderstood you, sorry for the confusion.

I read it as "PFS was the first time I saw nat 20 not auto-succeed for skill checks, and I liked it."

But I've only had one cup of coffee...

2/5

Pathfinder Adventure Path Subscriber
Rerednaw wrote:

Welcome to the game!

Oh an old thread that is pretty much a composite of other suggestions (albeit a bit towards high end of expectations)

...
Once again welcome and enjoy!

Okay...not sure why the link was stripped, trying again:

http://paizo.com/threads/rzs2lf1m?Painlords-What-to-Expect-at-a-PFS-Table

I'd take the suggestions with a shaker of salt. You don't need to fulfill everything, but I'd use the list as a good source for "what should I think about buying?"

1/5

The Fox wrote:

Tanglefoot bags and thunder stones are both useful items. The best use for a thunder stone is as a readied action against a spellcaster.

The best use of a Thunderstone is as a last gasp defense against Harpies.

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