What optional rules are used in PFS?


Pathfinder Society


Of the optional rules, such as performance combat, stamina, called shots, piecemiel armor, etc. What are used/legal in PFS?

Secondary, what's the gun level? (Very rare, emerging, commonplace, etc)?

The Exchange 4/5 5/5

Essentially none.

Of the items you mentioned none are normally legal for PCs to use. There may be a scenario here or there which specifically uses performance combat for an arena encounter, or a chronicle that includes piecemeal armor as a unique purchase option, or there may be a boon that lets you make a called shot a limited number of times, but usually optional rules are not allowed.

The gun level is Emerging. Only specific archetypes which use guns are allowed; though any character can take the Gunsmithing feat to use a gun (poorly, if you don't take any related feats).

It can be a bit to wade through, but the Additional Resources document tells you exactly what is or is not legal from each book.


Thanks!

5/5 5/55/55/5

Or they may tell you to use performance combat, then not care how good the show was they just wanted you to beat the other team unconscious... *grumble grumble*

3/5 **** Venture-Agent, Massachusetts—Boston Metro

BigNorseWolf wrote:

Or they may tell you to use performance combat, then not care how good the show was they just wanted you to beat the other team unconscious... *grumble grumble*

Has that boon ever come up at all in any other season?

5/5 **** Venture-Agent, Netherlands—Utrecht

One rule I've never seen enacted is the "your equipment takes damage if you fail a save against damage with a natural 1." It's a obscure rule and a stupid one. No one wants their equipment to randomly break during battle just because you rolled a 1 versus a Fireball.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber

I've rarely seen a magical attack deal enough damage to destroy your equipment.

So let's consider a maximized fireball CL 10 vs +2 leather armor.

You roll a 1 on your save and then you fail the save for the item.

60 hp is reduced to 30 because it is an energy attack. The armor has harness 6 so takes 24 damage vs 30 hit points. So broken, but not destroyed.

Even your +2 stat headband is probably going to be fine. The Int headband (gold) has hardness 9, Wis (bronze) 13 and Cha (silver) 12 and they each have 20 or more hp (thickness isn't mentioned but probably 1 or 2 hp worth),

5/5 **** Venture-Agent, Netherlands—Utrecht

Okay, breaking mid-combat will rarely happen, but it's still a chore to pull up the chart and note hardness and such for a thing that has so little relevance. And I did see something break mid-combat (it was fairly early game, when magic items weren't available yet), and that's pretty rough. Suddenly the Fighter had a lot less AC and was already in a precarious position because he took full damage from whatever it was that hit him. He sat out the fight on the sidelines, because he had neither the HP to survive, nor the AC to take the hits.

The Exchange 4/5 5/5

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Quentin Coldwater wrote:
One rule I've never seen enacted is the "your equipment takes damage if you fail a save against damage with a natural 1." It's a obscure rule and a stupid one. No one wants their equipment to randomly break during battle just because you rolled a 1 versus a Fireball.

That's actually not an optional rule, it's a required rule. It's just one that a lot of people forget about (or never knew about).

There is one optional rule in the CRB that is NOT used in PFS, and that's Death by Massive Damage.

Michael Hallet wrote:
Even your +2 stat headband is probably going to be fine. The Int headband (gold) has hardness 9, Wis (bronze) 13 and Cha (silver) 12 and they each have 20 or more hp (thickness isn't mentioned but probably 1 or 2 hp worth),
Michael, I don't want to derail this thread. I've interpreted those items as being far less durable. Can you point me at a thread where that is discussed so I can read and comment more?


Kevin Willis wrote:
Quentin Coldwater wrote:
One rule I've never seen enacted is the "your equipment takes damage if you fail a save against damage with a natural 1." It's a obscure rule and a stupid one. No one wants their equipment to randomly break during battle just because you rolled a 1 versus a Fireball.

That's actually not an optional rule, it's a required rule. It's just one that a lot of people forget about (or never knew about).

There is one optional rule in the CRB that is NOT used in PFS, and that's Death by Massive Damage.

Michael Hallet wrote:
Even your +2 stat headband is probably going to be fine. The Int headband (gold) has hardness 9, Wis (bronze) 13 and Cha (silver) 12 and they each have 20 or more hp (thickness isn't mentioned but probably 1 or 2 hp worth),
Michael, I don't want to derail this thread. I've interpreted those items as being far less durable. Can you point me at a thread where that is discussed so I can read and comment more?

damaging objects if the item has an enhancement bonus, it gains 10 hitpoints per bonus.

I too have ruled some items as having very few hitpoints. The good news is with the addition of make whole (greater) these items can be repaired if destroyed. Before that spell came out a couple years ago, many items could not be repaired due to the caster level constraints of make whole.

Sunset was worse. If a +2 sword was sundered, you needed a caster level 12 make whole to fix it. Something that was basically impossible to find within the constraints of PFS.

The Exchange 4/5 5/5

MichaelCullen wrote:
damaging objects if the item has an enhancement bonus, it gains 10 hitpoints per bonus.

Again, let's go to another thread for this discussion.

MichaelCullen wrote:
I too have ruled some items as having very few hitpoints. The good news is with the addition of make whole (greater) these items can be repaired if destroyed. Before that spell came out a couple years ago, many items could not be repaired due to the caster level constraints of make whole.

Another derail, but Mike Brock ruled back in 2012 that you could get make whole cast at whatever caster level you needed.

http://paizo.com/threads/rzs2p1rb?I-sundered-a-PCs-1-keen-spell-storing-mit hirl#39


Kevin Willis wrote:
MichaelCullen wrote:
damaging objects if the item has an enhancement bonus, it gains 10 hitpoints per bonus.

Again, let's go to another thread for this discussion.

MichaelCullen wrote:
I too have ruled some items as having very few hitpoints. The good news is with the addition of make whole (greater) these items can be repaired if destroyed. Before that spell came out a couple years ago, many items could not be repaired due to the caster level constraints of make whole.

Another derail, but Mike Brock ruled back in 2012 that you could get make whole cast at whatever caster level you needed.

http://paizo.com/threads/rzs2p1rb?I-sundered-a-PCs-1-keen-spell-storing-mit hirl#39

I may have been thinking pre 2012.

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