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Got excited when I saw the Coin Shot spell from Heroes of the Streets, thinking I missed it getting legalized since it was in a PFS document. Sadly it is still not allowed...
I’m sure some of you will notice a couple of rules elements mentioned in the Clarifications Document that are not currently legal in Pathfinder Society. These elements will appear in our next update of Additional Resources.

MichaelCullen |

Ah, yes. This is a spectacular idea!
Ambiguities I would like to see addressed:
1 What does it take to raise a second level character (RAW raise dead does not work)?
2 Do "effective levels in a class" gained from emulating a class feature with UMD allow you to count as a member of a class?
3 Can classes without spellbooks scribe spells in them using Spellcraft?
4 How do psychic casters regain their spells? (Arcane require 8 hours rest, Divine get spells back at a certain time of day regardless of rest.)
5 Do the inherent bonuses granted by times and manuals transfer between scenarios?
6 Can you emulate class feature of your class that you do not have?
7 Are Psychic casters subject to the "recent casting limit" restriction?
I am sure Ravingdork has a few as well.

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Andrew, as per Linda's Blog post, it may be in the next AR update.
Linda, there is a typo on the bottom left of Page 3:
Inner Sea Combat
• Page 45—A spellscar drifter’s challenge ability
allows him deals extra damage whenever he
makes attacks with firearms against the target of
his challenge.
I think that is supposed to be Inner Sea Combat
• Page 45—A spellscar drifter’s challenge ability
allows him to deal extra damage whenever he
makes attacks with firearms against the target of
his challenge.
(Sorry, the Grammar Police ID is already taken by someone else)

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Question on one of the clarifications:
Page 13—The Kraken Throttle and Kraken Wrack feats are not style feats. When you use Kraken Throttle to choke an opponent, you cut off its ability to breathe. The opponent counts as holding its breath for the purposes of the suffocation rules on page 445 of the Pathfinder RPG Core Rulebook, and it does not need to roll Constitution checks to avoid falling unconscious until it has been unable to breathe for 2 rounds per Constitution modifier—or fewer rounds as appropriate if she takes standard or full-round actions while unable to breathe.
(bolded part is important)
This is different from the standard suffocation rules:
Suffocation
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.
(bolded part is important)
Is this intentional?

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Question on one of the clarifications:
PFS-Campaign Clarifications Document wrote:Page 13—The Kraken Throttle and Kraken Wrack feats are not style feats. When you use Kraken Throttle to choke an opponent, you cut off its ability to breathe. The opponent counts as holding its breath for the purposes of the suffocation rules on page 445 of the Pathfinder RPG Core Rulebook, and it does not need to roll Constitution checks to avoid falling unconscious until it has been unable to breathe for 2 rounds per Constitution modifier—or fewer rounds as appropriate if she takes standard or full-round actions while unable to breathe.(bolded part is important)
This is different from the standard suffocation rules:
Pathfinder Core Rulebook wrote:Suffocation
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.
(bolded part is important)
Is this intentional?
No, it should be referencing the suffocations rules as written (2 rounds per point of Constitution).

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I second the Spring-Loaded Wrist Sheath and Scrolls debate!
Is the list given (that doesn't include scrolls) exhaustive?
If not, would removing the scroll from a Spring-Loaded Wrist Sheath destroy the scroll, making it useless anyway?
If not, would removing the scroll from a Spring-Loaded Wrist Sheath (a swift action) provoke an AoO?
Those are the three questions that always seem to go along with it.

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Steven Lau wrote:Wow significant raise in the price of ammunition of Gunslingers...No? That's the rule that it's always been (listed price in this case is talking about the feat's listed discount, not normal purchase price). It's literally just copied and pasted from the AR page.
You are right, I read Listed price as Book price... Doh!

Baitz |
Using the stealth skill is done differently at every table I visit.
If I have 3 attacks (+6/+6/+1 using rapid shot) and am attacking from inside an area that is in darkness. I have dark vision and my target does not. Do I get Sneak Attack on all attacks, 1 attack or two attacks.
It is clear that your stealth immediately ends if you make an attack roll. If I have full concealment do I get automatically stealthed between attacks? If I have two attacks that happen simultaneously do I break stealth after the pair of attacks?
Can I make stealth roll after a 5 ft step?
If you are invisible (greater invisibility) and your opponent knows where you are, when you move and make a successful stealth check, does your opponent know if you've taken a 5 ft step or a move action?
If I am invisible and the targets know I am present and what 5' square I occupy, I get +2 to my ranged attack.
If I am hidden and the targets don't know I'm present nor where I am, I get +0 to my ranged attack.
If I am hidden and the targets don't know I'm present nor where I am nor can the targets see into the space where I am due to darkness, I get +0 to my ranged attack.

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I see Echoes of Glory was revisited. What about ring of the sublime? Does it give permanent fear immunity or not?
It should function as per a constant Remove Fear spell;
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
So if you're wearing it and someone tries to hit you with a fear effect, you get a +4. If you fail, you can take off the ring and put it back on again to suppress it (and if I was the GM, I'd allow taking it off and back on again to be a single action as long as you had a hand free).

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Great idea! This could really clear up a lot of issues.
For future editions, would it be possible to clear up the old wrist sheaths and scrolls debate?
As long as the player who wants to put a scroll in a wrist sheath understands how they function together (i.e. has read the Physical Description of what a Scroll is as per the CRB and how Wrist Sheathes work as per AA), there should be no debate, IMHO.
(That said, expect table variation and potentially a future ruling)

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Great Idea.
I'd like to know: can you carry a loaded crossbow around with you through a dungeon?
The rules don't appear to make any comment on it. With most weapons reloading doesn't take an action so the question is moot. But having to spend a full round of combat loading a heavy crossbow before using it changes it from a useful backstop for a Wizard out of spells to not worth the weight of carrying around.

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Great Idea.
I'd like to know: can you carry a loaded crossbow around with you through a dungeon?
The rules don't appear to make any comment on it. With most weapons reloading doesn't take an action so the question is moot. But having to spend a full round of combat loading a heavy crossbow before using it changes it from a useful backstop for a Wizard out of spells to not worth the weight of carrying around.
Don't forget the move action to pull the thing *out*.
So you'd have to:
Turn 1
*Move action* Draw crossbow.
*Standard Action* Start Loading Crossbow.
Turn 2
*Move Action* Position to shoot?
*Standard Action* Finish Loading Crossbow.
Turn 3
*Standard Action* Shoot Crossbow
It gets a little bit easier for a Light crossbow. You pull it out as your move action, load it in that turn. Next turn you can shoot. Still not a good 'fallback', though. Make an elven wizard next time? (Bow proficiency)

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Excellent! Thank you! This was much needed. I have plenty of suggestions for this document (which I'll post separately below). I do have one small complaint, but overall I'll happily embrace the changes.
Inner Sea Gods
•Page 261—The boots of the earth can be activated once per day.
So, hilarious frustration time. I rarely have problems with nerfs or errata, but this will be the 5th time my poor Life Oracle will have had to make a change.
First, it was rebuilding from Aasimar to Half-elf.
Then it was the nerfing of Paragon Surge.
Then it was FCBs changing from 1/2 to 1/6.
Then it was finding out a particular Fast Healing AP Boon was usable only once ever (which prompted the purchase of these boots).
Now, I'll have to get this refunded*.
Normally I have an eye for broken mechanics. I avoid them and try not to use them, because I believe that they'll always get addressed or fixed eventually, and I don't want to be one of the complainers.
But I figured I was safe with all of these choices. I'm not a conspiracy theorist (generally), but it sure seems that all of these changes point towards a dislike of healing or support characters. Ending an encounter in one round is fine, but buffing and healing others is discouraged.
I'm laughing as I type this, because it is somewhat ironic/hilarious, and it's par for this character's course, but it's actually really frustrating.
* I'm assuming full refund, yes?

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You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness, but what about when moving at half speed or when blinded? They're subtly different conditions.

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Can this document elaborate on what class features of the newer classes are capable of being retrained?
Some GMs believe that the list of examples in Ultimate Campaign is exhaustive, while I believe anything that's a Class Feature can be retrained (which is way easier to rule than to require a regularly updated list).

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Are FAQs general in nature, or specific? Or, if both, how should we determine when any particular FAQ is general or specific? Example:
There's an FAQ for Magical Lineage, but not Wayang Spellhunter (which functions nearly identical). Most people accept that the FAQ applies to both, making it a general FAQ.
On the other hand, there's an FAQ for the Summoner's SLA, which states that Augment Summoning works with it. Some people claim this is a specific FAQ, and that other feats (such as Superior Summoning) don't work with the Summoner's SLA.
Hopefully the dichotomy here is apparent.

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Pricing Mithral Armor for Unusual Creatures. Some 5 Star GMs believe it's the higher price, while I and others believe it's the lower. Hopefully this question will be added to the FAQ anyways, but until then...