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Well, it helps to know that you probably want to spend prestige for a Cure Light Wounds wand early on, as it will help you stay alive, and to know that violence is probably best left as a last resort since there are a lot of fights that can be entirely avoided by talking or acting smart.
But beyond that, and common manners to fellow players, it doesn't take much to play. Have Fun!

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That, regardless what the message boards may imply, PFS is not that difficult.
There is very little need for min-maxed abominations in order for your group to thrive. Instead, build a character that you will find fun to play. Build one that seeks to help their companions, rather than show them up.
It's a social game which is won when everyone at the table has a good time.

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All the books you are using for the character you are playing are needed for you to legally play that character.
Also, Infernal Healing Wands are better mechanically, but generally a Cure Light Wounds wand is better received at the table, for more people know what it is.
Gear that is forgotten but often needed includes Alchemist's Fire, Acid Flasks, Longspears, and Ranged Weapons.
Also, +1 to what Will said.

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I have no plans for a min-maxed abomination.
I just make sure I am not The Load.
Are there common table Faux pas that I should be aware of?

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You do not need to have the whole physical book with you. A watermarked pdf on an ereader is fine just make sure it wont run out of charge mid game. Personally I print the relevant parts of the pdf to cut down on weight. Be aware that some pdf's have borders which blot out you email address. I noticed this on the Cheliax one which could have caused potentially fatal issues over Emergency Force Sphere.
At low levels you cannot do everything but there are some things it is really helpful to have:
1. Some form of ranged attack, this is for everyone. You may be an uber charger barbarian but Harpies are a thing and they turn up quite often. Buy some javelins or something you can throw at an enemy.
2. Swarms can turn up at pretty much any level, alchemist fire, acid flasks, whatever it is have some way to do a bit of area damage. Stick them in your pack and forget about them.
3. Whatever class you play bring your own healing. You cannot guarantee there will be a class capable of casting heal spells at your table and even if there is you have no certainty that they have them prepared/known. In combat healing is pretty inefficient and you will find a lot of people drop it in favour of other actions. Buy a CLW or Infernal Healing Wand depending on your class and your local makeup. I would also later on pick up a decent potion to get you up if you are KO'd without leaving you on the edge of death. You will need Inner Sea World Guide for Infernal Healing although I seem to recall it also cropped up in one of the big fat splats.
4. Deeper Darkness turns up a lot in PFS scenarios. At some point you want a way to deal with it. Something like an Oil of Daylight is available for 2PP.
5. This post gives some really useful advice about what you might expect at different levels.

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Are there common table Faux pas that I should be aware of?
These are my 10 basic rules for gaming in pretty much any system:
1. Turn up having showered
2. Pay attention to what is going on
3. Don't talk over other people
4. Don't try and run other peoples characters for them
5. Be awesome yourself at the table
6. Roleplay, the game is about more than the combat encounters, there are plenty of opportunities for social interaction
7. You can roleplay in combat two, add a quirk or personality to your description, "I hit it with my axe" is not a quirk
8. Look for chances to make other people awesome too
9. Expect to fail from time to time and take it with good grace
10. Above all don't stress about it, the point is to have fun

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Make sure your character is legal: i've had a catfolk and a rolled kobold walk up to my tables. Have you read the guide to organized play?
For you personally i would say be very aware that a PFS dm is not any different than any other kind of DM in terms of rules knowledge: anyone with a PFS number can DM (how do you think I got in?) They're probably not going to be as familiar with the rules as you are. If its not a matter of life , death, or the core function of your character either wait till after the session or ignore it all together.
If something is skirting on the gray areas of rules interpretation avoid it like the plague. The DM might say no, and you're kinda stuck with that ruling or you're going to find it working differently at different tables.

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Is creating my own Darkness, or Deeper Darkness, considered bad form?
Yes. You might be immune to the darkness but the rest of the party probably isn't. Standing around unable to target anyone with spells, suffering a miss chance with melee, and being unable to sneak attack with the ubiquitous human rogues isn't fun. If you keep it up the party WILL start packing oils of daylight.
Is a Cleric, or Warpriest of an evil god, considered bad form?
Varies by group.
Are there any common roleplay Faux pas I should be aware of?
Don't rely on a 30 page background. Unless the DM knows your character its pretty unlikely to come up. You have to rely on what the character does at the table to make an impression with the limited amount of spotlight time you have.
Player: whats my motivation?
DM: Scale.

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What to expect, lets say the game starts at 7
Game starts at 7
6:55 people start to trickle in
Folks eat, gossip, get settled in.
7:15 Geek soduku! People finalize how many people they have for which table. The veterans will then decide who's playing what character, trying to balance out levels, tiers, and party composition. The DM desperately tries to sneak in one more reading of he scenario
7:30: people get going. There's a mission briefing that one person will be paying attention to while most players find dice and minis check character sheets, phones,and chronicle sheets to make last minute purchases. You will get a flurry of 5 or six mispronounced names without much clear idea whether drendle drang is a person you're talking to, a place you want to go, or a particularly nasty curse you want to avoid.
You'll have a chance to ask questions, gather information and make knowledge checks to get some idea of what you're in for.
There will be ~ 4 encounters, usually some mooks for one fight, a trap or three, some sort of a skill or social challange, some sort of strong monster thats usually more likely to kill you than the boss, and then a solo or near solo boss fight. These will inevitably involve some "i'm over here he's over there what are you doing how are you searching how does that rule work" while trying to keep the game moving.
The encounters will test adventuring basics. Can you attack at both melee and ranged. Can you deal with swarms and other unusual creature types. Can you deal with damage reduction and incoporeal critters.
10:30 the boss fight starts! Hurrry!
11:05 The dm hurridly signs chronicle sheets and hands them out with a "go ahead fill them out"
Grab stuff get out the door hang out in the parking lot for a bit to come back to reality then head home.

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A few things you will want your characters to be able to handle/counter:
1. Magical darkness
2. Swarms
3. Flying or ranged bad guys
4. Invisible bad guys
5. Healing damage
If your character is unable to cast daylight as a spell/spell-like-ability, you can buy oil of daylight (750 gp or 2pp)
Swarms are handled with area of affect or "aoe" spells that deal fire or acid. If you have no spells then you will want at least 3 alkali flasks and 3 alchemist fires early on.
Range weapons are a simple answer for this. If playing a melee guy or bow as your primary, start with the short bow and then use 2 prestige points to buy a darkwood composite masterworked longbow with a strength bonus matching your strength modifier (up to a +3 for 2pp).
If you are a caster, you cast see invisibility and\or invisibility purge. If not a caster, scrolls of inv. Purge cost 375 gp. Chances are likely someone in the party can use the scroll.
Just as mentioned before, buying wands of cure light wounds is almost a must. You may not be able to buy one in your first few encounters but good players will take this into account and use charges on their wand to help heal you. If you choose that your pc is too good for wands at lvl 3 and beyond, just be aware that some players may not be as willing to heal you with their own wands if you choose not to provide a wand for your healing. Once you start getting high in level, potions of cure moderate or cure serious wounds will help for healing during combat.
You will see players that have "power gamed" their pc in how it is built. If you have never played rpg games before or even if you have; sit down with the books you have access too and figure out what will be fun for you to play. Look through the feats as well because they will give your pc more abilities or make it stronger in certain areas.
If you are unsure on what to play or if you find something new, you can make changes to the pc while it is still 1st lvl. How he is set up when you sit down for the 4th encounter, all changes are perminant.
Have fun and beware anything having to deal with the Blackrose family :)

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I couldn't find an answer, but are magic items allowed at first level?
Yes provided they are always available and you can afford them. A cure light wounds potion is not a terrible investment not are a few level scrolls for caster types. Grease and Colour Spray are not bad options even with the low DC given most creatures save bonuses wont be high at this point.

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Here's some reading material. First the mandatory:
Then the extremely useful:
Go to Painlord's profile and peruse the threads he has linked within. I think you will find the remainder of your questions answered there, and then some!
:)

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I will correct myself. 1st level magic items like wands and scrolls can be purchased at 1st level if you have the gold for it. Buying scrolls is an easy way for a wizard to learn extra spells.
Be sure to look at the additional resources and the pfs field Guide to see what stuff are legal for pfs play.

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Make sure your character is created legally. Try to show up at the game at least 15 minutes early and see if you can have someone look over it real quick.
Biggest problems I've seen is -
Characters stats do not equal the 20 point buy system.
Traits are not legal/does not have traits.
Character is over encumber (Seen a couple of characters with a Strength of 10 or less carry gear of 100+ lbs or more.)
Combat - 2 Items
(1) Have a card or something with all your plusses to hit and damage already added in for your attacks and damage. Some of us are bad at arithmetic and it takes us a bit of time to add all that stuff up. If you're one of us that can't add, spending that time to add that stuff up makes everyone else frustrated.
(2) Try to have what you're planning to do figured out before your turn comes up. If it's a spell that's rarely used, have the source material pulled up for the GM to take a look at if needed.

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As you advance in levels there will be other things that you will see more often like:
Damage reduction
Spell resistance
Energy resistance/immunity
Incorporal creatures (need magic weapons to even touch them)
Bad guys built for you to easily kill them
Bad guys built to easily kill you if ran as built.
And just because the society person knows where he/she is sending you (NPC in the encounter and not the gm), it doesn't mean jack on them knowing what you will face so the more stuff the party has to face basically anything and everything, the better.

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Also look at the race you are playing in terms of its bonus/penalty to certain ability scores. This will help in how you do the 20 point buy on your ability scores.
Also see if your area has a warhorn page where you can sign up for upcoming games. Since you are new, you do not have to worry that much about games you have already played being scheduled. Most places that do have a warhorn page operate on a first come first serve basis for each encounter scheduled. Some places that do re-rolls might offer a free re-rolls on a D20 roll for signing up on Warhorn for the encounter.

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I just started PFS, and I was very intimidated with the whole "make sure you bring every material being used with your character" and when I showed up to 2 different locals so far, the people are very relaxed about it, and pretty much if it's something really rare, then bring it along. I can't imagine having to lug around every book, or else have to negate it from my character, but it was explained to me that this is a thing for GMs that don't quite have the knowledge that the veteran GMs have.
I've had people tell me to call them DM's, GM's, and judges, and I just now say that they're "The Dewd".
Swarms have come up in just about every scenario I've been in, and I was lucky enough to have someone playing a spellcaster with burning hands. I am pretty sure the swarm would have killed the entire party if not for them, and that's why I am looking into buying stuff to protect myself for such an occasion.
I found that sometimes a ton of healing potions drop, but other times you don't come across humanoid enemies equipped with it. I make sure to have at least one potion for emergency IC, and OOC use the free items so they don't count against the parties consumables. Pretty much remember that items found in game don't stay with your character, but items you do own and use do get used up.
I've had to use a level 7 Paladin Pregen twice, and I take notice that they have a Healing Wand, restoration spells, and lay on hands that also helps disease and sicken conditions. I try and make sure I take advantage of this stuff to make the party happy, especially since this doesn't count against my actual character in anyway. I have told people to save their heals and stuff so I can just go crazy with my wand that won't exist after the game, and that makes people real pumped to have me around!

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I almost forgot! It seems most people are used to hearing negative criticism, so if you try and give them friendly advice, or make general observations, they will lash out on you by instinct.
Example is:
"So you know, you still have a move action left on your turn"
"WHAT AM I GOING TO DO WITH IT!?" *points to the mini's in a dramatic frustrating manner*
"I'm not hinting at anything, but just giving a friendly reminder. I've seen people do really interesting things with a move action, and I've seen people often be upset they forgot to use it" *pulls out a sheet listing many uses of the move action I have and hands it over*
"Oh.... cool. I forgot move doesn't mean I have to move... Okay, I drop my current weapon and take out my sword since it doesn't provoke an AoO"

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I just started PFS, and I was very intimidated with the whole "make sure you bring every material being used with your character" and when I showed up to 2 different locals so far, the people are very relaxed about it, and pretty much if it's something really rare, then bring it along. I can't imagine having to lug around every book, or else have to negate it from my character, but it was explained to me that this is a thing for GMs that don't quite have the knowledge that the veteran GMs have.
Yeah, it is the same way here too. I'm pretty sure that I'm one of two people who has all the required resources for our characters, but I don't bother bringing all of them anymore. The other is our VL, and he is happy to lend out his books to anyone who needs them. Plus all the hardcovers are available in the PRD, so I just bring my tablet.

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@Professor X, I feel that everyone wants to have fun, and playing so strictly is completely the opposite. I don't see people coming to play PFS if you have someone demanding to audit characters just to make sure you have all the materials with you. Who ever is behaving like that I figure will be eventually exiled, or they're the person responsible for no one wanting to return to PFS.
Some people have told me others have pooled together their own gold to resurrect dead players, and that was crazy to me. It makes sense when the group of people you're playing with in PFS are usually the same people each week, and perhaps one day you'll be returning the favor. It's real important to make sure you're on good terms with everyone at the table, or else bad times are most likely going to happen when you show up.

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@Professor X, I feel that everyone wants to have fun, and playing so strictly is completely the opposite. I don't see people coming to play PFS if you have someone demanding to audit characters just to make sure you have all the materials with you. Who ever is behaving like that I figure will be eventually exiled, or they're the person responsible for no one wanting to return to PFS.
Word!
Yeah, I know several of us here haven't purchased any of the rule books. Some don't even have a Core. Why would you when Paizo has made them all freely available?

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I couldn't find an answer, but are magic items allowed at first level?
+1 weapons
+1 armor+1 shields
First level potions
First level scrolls.
If you somehow get a cheap item on your chronicle sheet.
You'll have to get 5 fame (which you can do just as you turn 2) to get anything else. Chances are pretty good you'll be lucky to have 1500 gold by the time you hit 2, so there's nothing to buy anyway.

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@BigNorseWolf, I usually forget that on the always available list (not subject to fame restrictions) are almost any material except for dragonhide. So, I keep thinking I can't purchase mirthal armor until much later, when I can actually do it immediately once I have the appropriate funds. +1 Mithral Breast Plate is not an issue, but anything more I believe fame comes into play.
@Professor X, someone on the boards accused me of pirating the game by not personally owning every source material and having proof of it. My friends and I have pooled together to purchase a lot of material, and for someone to give me the business because I personally down own it myself makes me pretty mad. It's awesome that almost everything can be found for free online so people can more easily get into the game, but I still feel people need to make some sort of contribution to the game.

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Are there any common roleplay Faux pas I should be aware of?
...
Are most games considered G rating roleplay/themes?
What is the most common thing argued/disapproved at games?
Try to have some idea as to who your character is before you start. Don't be one of the "Murderhobos" who goes around killing randomly and terrorizing people. This might just be a pet peeve, but I prefer to see people know who they are playing. Also, try to keep it appropriate for the player and GM ages. It doesn't have to stay at G, but generally PG13 is best.
The most commonly argued things I've found are generally focused on "Cheese"[stuff that is clearly against intent of rulings/rules] or treating other players poorly.

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Are most games considered G rating roleplay/themes?
It varies by table and sometimes by scenario. Sometimes you'll have kids playing with their parents, other sessions can curl your eyebrows.
What is the most common thing argued/disapproved at games?
A rule that the GM is not familiar with and the player can't produce. If you use something that's supported by published sources and/or developer rulings but obscure, it's not that difficult to print the relevant pages, posts and FAQs. If you like the look of something that's a contentious message board interpretation of the rules, think twice and don't build a character that depends on it.

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If you like the look of something that's a contentious message board interpretation of the rules, think twice and don't build a character that depends on it.
I think this can't be stressed enough. Feel free to use contentious rules in the construction of your character, just make sure your fun won't rely on it. Even if you know in your heart of hearts that you're 100% right, kicking a game off with a protracted rules argument is a great way to get off on the wrong foot.
On the RP side: make your character grounded in the world of PFS. If your character concept has no reason to be in the Society, save it for a home game.

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Thanks guys.
I have a personal preference for sneaky PCs, but I know the Stealth rules are a bit messy. I don't want to have any rules arguments, but I would hate to have to ditch the ability to be at least, somewhat sneaky.
I have had experience with some of the worst people possible to have at a table, so if there is the occasional douche, I can probably handle it.

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Stealth is a difficult thing in PFS. Since you're almost always expecting to be moving in an area where encounters are awaiting to be triggered, scouting ahead puts your character at risk since they will be a significant distance away from the rest of the party: out of character, people tend to dislike scouting in PFS because it leaves the rest of the party unable to participate and can take up valuable time in a slot. It really depends on what kind of people you're playing with. Try and find out if you're likely to hang with the kind of crowd who likes to have information on their enemies prior to combat starting, or the kind who disables traps with their face. In general, the classic stealthy-type rogue is more valued in PFS for trapfinding and other uses of Disable Device than for their stealth capabilities.

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I noticed there was a number of "show up showered" posts amongst some of the posts for advice.
Is this really a common problem? I mean, that's really gross.
In the guide, it never really seems to cover purchasing large weapons. With Amiri as a Pre-gen, it seems alright, but is cool for things like ammunition and whatnot?
I like the idea of having a few large Shuriken, or Hand Crossbow.

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I almost got into an argument with a guy about setting up a surprise round for incoming enemies (because he naturally was super defensive for no reason), but I instead let him have his way. We were immediately spotted and he didn't even recognize being wrong about his plan and were almost tpk'd.
Surprise is one of those things that seems to have two different sets of rules for PCs or NPCs. With PCs getting ambushed its "hey you didn't say you were rolling perception, auto surprise!" with NPCs getting ambushed "Ok, if you ALL make your stealth checks against all of their surprise checks...

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Is this really a common problem? I mean, that's really gross.
I've mostly encountered this one at summer cons. It's almost 100 degrees out and you're wearing black. You were slow getting up this morning so you skip the shower in order to make your event on time. Dousing yourself in Axe doesn't really help.
I like the idea of having a few large Shuriken, or Hand Crossbow.
Do you mean hand crossbow sized for you, or a Large hand crossbow? (both are available). And WHY do you want large shuriken ? Aren't they like metal dinner plates with spikey bits ? Somehow I don't think they fit in your belt pouch any more.

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Bbt, socially awkward people will exist, and so will the beyond crazy role player guy, dude who never played "one of these" before, and the optimized power gamer. Just remember that just like you, they set aside personal time to come play, so the only behavior that shouldn't be accepted I'm "the jerk"which I suggest you feel with carefully, and above all, DON'T BE THAT GUY.
It's scary that people feel the need to tell people to shower, but personally I have had zero hygiene issues with people thankfully..
Pregenerared characters aren't always supplied, nor are character sheets. Dice, scrap paper, mini, pencil, and putting your name/character name with some info on a piece of paper that's folded like a tent so others can read it are all good ideas.
You earn 1xp, so remember that killing everything doesn't have to go down.

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In the guide, it never really seems to cover purchasing large weapons. With Amiri as a Pre-gen, it seems alright, but is cool for things like ammunition and whatnot?
You may always purchase the following items or equipment so long as you’re in an appropriately sized settlement (see above).
- All basic armor, gear, items, and weapons from Chapter 6 of the Core Rulebook, including Small and Large-sized items.
- ...