How do I find the official repeatable ('evergreen' or 'replayable') scenarios of the Pathfinder Society (First or Second edition)? Society rules only permit a player to repeat officially repeatable scenarios for credit; the vast majority cannot be replayed for credit.
[RPG] How to find the repeatable or ‘evergreen’ PFS scenarios
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Well, you seem to have already narrowed it down yourself. To say it clearly...
Your party already fill most of the roles you need to have
You have two faces, damages (the blaster), more damage and some tanking (summoners).
What I don't see (though it may be present, just not pointed out in the question) is some skill monkey, heal and support.
In this list, a Skald with low Int won't be a skill monkey, but your player can effectively be decent in the remaining spots. Bards are excellent supports and can handle some healing. The avantage here is your summoner will make its invocation do the tanking, allowing your healer to be less focused on that role. (Namely, you don't need a cleric like some groups crave for).
Hence...
Making him go Librarian is a good option in this case, but it could be double edged, from a playing point of view. Your character will be useful (lots of players underestimate the importance of knowledge checks) but your player might not feel the same.
Some players enjoy lore and reading the bestiary over and over, and as a player that fall in this category, I love to play knowledge character. I'm not often restricted by my character knowledge on topics and the GM fills in the blank when I'm the one lacking.
But if your player do not care about lore, or is hesitant as a new player (I've seen it happens), he/she might block when the time to share knowledge will come. Moreover, just repeating what the GM just said can seems pretty pointless after a while.
Advice
I'd follow your build (but pick Irori instead of Shelyn, since being the 3rd face is really redundant) and spew knowledges around. Being able to try all knowledge checks is invaluable and if Skald have the same kind of bonus than Bards (can't remember at the moment), investing only a few points could go a long way.
Then, does your player wants to deal a lot of damages using a bow, or just use a bow? If it is the former, go for a classic archery build centered on what the player likes to do and your party dynamic (who goes where and what is useful for a ranged character).
But I'd suggest to focus your spellcasting on healing. First, you don't seem to have that in excess. Second, it's easier to heal people than to kill things, and it is just as useful. You already have supporting abilities as a Skald, put a few common buffs in your spell list and you should be good to go. (Select according to what your party lacks). So Skald's Vigor (normal and greater) and Battle Cry are great options, if you want that player to feel useful and actually bring something to the group.
General
- Stat Generation: Pathfinder Second Edition (PF2e) has moved away from the methods of the past wherein you generated stats using a point buy or rolled them. Instead you receive various ability boosts (a +2 for a stat < 18 or a +1 if the stat is >= 18) from differing aspects of your character that you decide upon over a series of steps. Additionally, you receive 4 additional ability boosts at level 5, and then again at levels 10, 15, and 20; these boosts are applied to 4 different stats.
- New XP System: Instead of having a table for the various XP needed to have and gain a level, you always require 1000 XP to go up a level. When you do so, you subtract that 1000 XP and need to gain 1000 XP to level up again.
- Proficiency: Instead of just being proficient or non-proficient with something (or trained or untrained as was the case of skills), you now have varying degrees of proficiency: Untrained, Trained, Expert, Master, and Legendary. If you are untrained in a thing, you have a proficiency modifier of +0. For trained and above, you receive a modifier of your level + 2,4,6, and 8, respectively, depending on your degree of proficiency.
- Keywords and Traits: Almost everything has a keyword, these keywords have specific definitions for what they mean, and how they apply. Additionally, almost everything has a trait; these traits extend from category markers, to affecting how a spell works.
- Multiclassing: Multiclassing is now completely different. Instead of selecting a class level, you instead take an archetype dedication feat in place of a class feat (see below) and gain the ability to take other archetype feats with that dedication feat as a prerequisite.
- Critical System: You now have 4 degrees of success on a check: Critical Failure, Failure, Success, Critical Success. If you roll 10 or more above the DC of a check, you critically succeed on that check. If you roll 10 or more below the DC of a check, you critically fail. A natural 20 on the die roll moves you up one degree of success, and a natural 1 moves you down 1 degree of success.
- Modes of Play: Events in the game are now divided into 3 different modes of play, to represent the difference in situations, stakes, and their time scales. There are various abilities that may work differently (or not at all) depending on the mode.
- Encounter: This is the mode of the gameplay that combat takes place in, and is thus the most structured one. Not much has changed aside from the action economy in relation.
- Exploration: This is the mode used for wandering dungeons or the dark forest, where there may be dangers lurking, but none are immediate. This is typically spent in 10 minute increments for a round of actions.
- Downtime: This is the mode used for crafting, earning money, treating diseases, etc. The smallest unit of time frame in this mode is 1 day, and should there be dangers or other things happening, Encounter or Exploration mode should be used instead.
- Action Economy: In encounter mode (see above), you gain 3 actions and a reaction each round. Actions can be used on your turn, some abilities take a single action, while others may take more. Reactions can by used at anytime the trigger for them are met. Free actions still exist as well.
- Perception: No longer a skill, it now also encompasses the various senses of a creature and how detected a thing is.
- There are 4 different stages of detection: Unnoticed, Undetected, Hidden, Observed.
- Unnoticed: If something is unnoticed by you, you have no idea it is present.
Like the nanobots monitoring you. - Undetected: If something is undetected by you, you know it exists in your general area, but you don't know where. This is the set of car keys that you set down somewhere in the room, but don't remember where.
They're in your hand!
- Hidden: You know the space the thing is in, but you don't know where exactly it is in that space. This is the remote that fell into the couch that you can't find.
- Observed: You see it, it may see you.
This is the answer you're currently looking at and up-voting.
- Unnoticed: If something is unnoticed by you, you have no idea it is present.
- Senses fall into 3 different categories: Precise, Imprecise, and Vague.
- Precise: Essentially, these senses allow you to make something Observed by you. For example, your eyes are observing this text.
- Imprecise: These senses allow you to make something Hidden at best, but not Observed. For example, your hearing allows you to locate where that funky whirring sound is coming from, but not what it's coming from.
- Vague: These senses allow you to make something Undetected at best. For example, your sense of smell makes you pretty sure your roommate exists and needs a shower, but you can't tell where he is
nor do you want to get closer.
- There are 4 different stages of detection: Unnoticed, Undetected, Hidden, Observed.
- Bulk: Instead of using weight as the unit of measurement for carrying capacity, you now use bulk. Each item has a Bulk of a set number or "L" that dictates how much bulk it is. Every 10 "L" you carry adds 1 bulk; if you only carry 9 "L" that's still 0 Bulk, and 19 "L" would only be 1 Bulk.
- There are no spell-like or supernatural abilities anymore, they are all considered spells now.
- Rarity: Things are now divided into 4 categories of availability: Common, Uncommon, Rare, Unique. Uncommon and Rare things are not necessarily stronger, they are just less common. The difficulty of identifying something increases based on its rarity.
- Common: These things are found everywhere, and pretty much universally used. Some examples, a longsword, the ant haul spell, or a Goblin Dog.
- Uncommon: These things are the result of special training, or part of a particular culture or place. For example, a Dwarven Waraxe, a monk's ki strike spell, the Detect Poison Spell, or the Alghollthu Master monster.
- Rare: These things are typically non-existant. Some examples, Orihalcum armor, the antimagic field spell, or the veiled master monster.
- Unique: These things are one of a kind, like the monster Treerazer.
- Initiative: Initiative is no longer a set thing, instead it's now a skill check that depends on the activity you were performing in exploration mode.
- Hero Points: Hero points are now a part of the base game.
Feats
- You gain at least one feat every level now, but the type of feat depends on the level.
- There are 4 main different types of feats: Ancestry, General, Skill, and Class. There are other types of feats such as Archetype feats as well.
- Ancestry: Ancestry feats represent things you've gotten from your ancestry.
- Skill: Skill feats are feats that are directly related to your characters skills, and their proficiency in them, these may add additional actions you can take with that skill.
- General: General feats include skill feats, but also other things such as armor and weapon training.
- Class: Class feats unlock new abilities and powers for a character's class. Generally, Archetype Feats are taken instead of some Class Feats.
Races
- Race is now Ancestry.
- Ancestries now give a flat amount of HP.
- Ancestries give far less abilities at the start than they did previously, but open up different routes for ancestry feats later on.
- Ancestries also give a choice of Heritage, for another choice of base-level abilities
Skills
- Some skills have been consolidated.
- Some skills have different actions available for them based on your degree of proficiency with them.
Classes
- You now gain a flat amount of HP per level instead of an amount from a die roll.
- Have a key ability Score, this is used with your class's proficiency modifier to determine the DC of class abilities.
- Have less static class features, instead most of their class abilities are determined by class feats.
- All classes besides Monks & Fighters also choose a subclass that determines a handful of features (such as a Barbarian's Instinct or a Sorcerer's Bloodline)
Equipment
- Economy is now in terms of silver pieces (sp) instead of gold pieces (gp).
- Items vary in quality both physically and magically now, instead of just magically.
- You have a set amount of magic items you can attune with.
- Items have levels, and these levels let you know what's available for you to craft (and sometimes buy).
- Poisons are actually relevant at all levels.
Spells
- There are now only 4 spell lists: Arcane, Divine, Occult, Primal.
- Spell Schools still exist.
- Vancian casting still exists.
- Heighten is no longer a metamagic, and is a thing you can do with any spell. Heightened spells vary in effect based on how much you heighten them.
- Cantrips, like before, do not use spells slots up, and are automatically heightened to the highest level spell you can cast.
- For spontaneous casters, you know spells of a particular spell level (ex: both fireball 3rd level, and fireball 5th level are different spells for a spontaneous caster to memorize).
- There is no minimum casting stat for determining whether you can cast a spell, similarly you don't gain bonus spell slots for a higher casting stat.
GM Stuff
- Monsters: The Gamemastery Guide (coming January 2020) is expected to have rules on monster creation, supposedly it's a departure from the monster creation methods of before. The new action economy allows for abilities to be created for monsters with different action costs based on their effects. For instance, a Hydra can spend 1 action to make a single attack, or it can spend 2 actions to attack with all of its heads. The stat blocks themselves are far more streamlined than before, and are just plain useful.
- Traps: Traps have been thrown into the Hazards category along with Haunts, and have been broken down into two categories: Simple and Complex. They also have much more information listed in their stat blocks that before.
- Simple: Simple Hazards are ones that go off once, and are done. They don't participate in the initiative order, and don't make their reaction again, unless reset. These range from the humble pit trap to the typical Fireball Rune and the mighty Armageddon Orb (which rains fiery death when its trigger is met).
- Complex: Complex Hazards participate in the initiative order, and perform their actions in typically a listed automated routine. These range from the subtle Quicksand to the common Poison Dart Gallery and the malevolent Darkside Mirror (which swaps players out with evil duplicates each round as it sucks them into an alternate dimension).
Best Answer
Check on the Paizo Store.
One of the sections in the Paizo online store is the Replayable Scenarios section. This has all of the currently-purchasable Tier 1-2 scenarios that Paizo sells. It's not a complete list on it's own, but it is certainly authoritative. To find the others...
Ask on the Paizo forums.
I hate giving an answer like this, but after an hour of searching online I'm pretty confident in saying that there are no easily-accessible lists of Pathfinder Society adventures outside of the Paizo store. According to this thread from March 2016, there are several adventures that count as evergreen that I can't find on the Paizo store. Since the list of applicable scenarios is going to change season-to-season, in this case the quickest way to get a pretty good list of evergreen adventures would be to ask on the general Pathfinder Society forums.
Check yourself.
As a final option, it's also possible for you to check if a particular adventure is evergreen yourself. The rule for what counts as evergreen is pretty simple:
So, if you have an adventure that's either Tier 1 or Tier 1-2 and is playable in the current season, then that adventure is evergreen.