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What does putting the wild armor enchant on a shield actually do?
[PFS Legal] Wild
Source Ultimate Equipment pg. 123 (Amazon), PRPG Core Rulebook pg. 463 (Amazon)
Aura moderate transmutation CL 9th
Slot armor/shield quality; Price +3 bonus; Weight —
Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.
Requirements Craft Magic Arms and Armor, baleful polymorph; Price +3 bonus
A) The enchant does exactly what it says it does. It adds the armor bonus of the shield. Since shields don't have armor bonus , it adds nothing.
B) The ability calls being able to be used with shields three times. Shields add their shield bonus to ac instead of their armor bonus to AC.
The new guide has a glossary of terms but doesn't seem to catch newbies up on the important pathfinder lingo. What terms did they miss that the newbies need to know?
Murderhobo- Adventurers are technically traveling bands of non property owners that illegally kill people. Refers to a style of play where you kick in the door and kill everything on the other side with little to no questions asked.
Drendle Drang wakeup call: one of the venture captains likes to wake you up at odd hours. Be prepared to bring your teddybear and blanket to the mission briefing.
Tank/Meatshield: Someone that stands in the front and protects the party
Grr, Having reached epic levels of FREEEDOM has obtained the Liberator boon from the andoran faction card.
LIBERATOR (6+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save
Now as I'm reading that, if you give someone a reroll, they have a reroll, so they would roll twice.
Also, i just noticed that you are a pc, so you could give the reroll to yourself... sort of a you are normally your own ally type of thing.
Slot 1, Thursday AM: 7-23 Abducted in Aether
Slot 2, Thursday MID: 7-23 Abducted in Aether
Slot 3, Thursday PM: 7-98 Special: Serpent's Ire
Slot 4, Friday AM: 7-23 Abducted in Aether
Slot 5, Friday MID: 7-23 Abducted in Aether
Slot 6, Friday PM: 8-00 Special: The Cosmic Captive (Tier 10-11)*
Slot 7, Saturday AM: OFF :Sleep. Let sleeping wolves lie.
Slot 8, Saturday MID: 7-23 Abducted in Aether
Slot 9, Saturday PM: OFF
Slot 10, Sunday AM: OFF
How far is the walk between the sagamore ballroom and the DM rooms?
There's apparently half an hour in between slots. I can bring a sandwich for lunch but dinner's probably going to be another matter. Is there somewhere close enough to get the food in that time and then eat it during the game or do I send someone that wants to live to get food? Or maybe kill off the party early...
Is there a ticket system or is it the badge covers everything?
I just registered to attend gencon but haven't bought a badge.Does the badge show up in advance or do you get it when you check in?
If I want to play Saturday/Sunday or in the unlikely event i actually wake up Saturday morning how does that work? Is there a warhorn? Spontaneous muster? Red rover tournament of death?
Headband of ponderous recollection:
Aura moderate divination and transmutation; CL 8th
Slot headband; Price 5,100 gp; Weight 1 lb.
This black leather headband has two small amber gemstones set so they rest on the wearer’s forehead. The headband grants the wearer a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence, but always grants ranks in a Knowledge skill.
As a swift action three times per day, the wearer can call upon the headband to reveal the abilities and weaknesses of a creature within line of sight. The headband fills the wearer’s mind with information as though the wearer had made a Knowledge check with a natural roll of a 5, adding her bonuses to the check as normal. At the start of her next turn, the wearer receives additional information as though she had made the check with a natural roll of 10. At the start of her turn after that, the wearer receives a final piece of information, treating her natural roll as 15.
How exactly does this thing work?
As I'm reading it , the wizard looks at the thing and lets say he has +10 knowledge and the DC to identify the thing is 20.
Round 1: Staffy the wizard tries to ID it the old fashioned way. He rolls a d20, gets a 10, so now knows what it is and one useful thing. On this round he also cranks on the headband. The headband tries to remember what it is, and as per its ability it rolls a 5. The headband wishes it could scratch itself in contemplation.
Round 2: The Headband rolls a 10. It identifies the critter. Since i'm not a twit, I won't have it give the same piece of useful info that the wizard discovered.
Round 3: And this is where I think I hit disagreement with the player. The headband has an effective roll of 15. The way I'm reading it, its the same knowledge check as rounds 1 2 and 3, its just higher. So it gives out one more piece of info. It could also be read as a seperate roll of 15, in which case it would be two more pieces of useful info.
The pins are very cool, but will not be granting a reroll. They're going to try to come up with something else for them to do, so lets crowd source it. And waste time. And make a drinking game out of it.
Obviously the character you're playing is supposed to match the pin.
Silver crusade: +2 to diplomacy checks to end or avoid hostilities. I'm a paladin! of course you can trust me!
Grand lodge: +4 to
Exchange: reroll but only for the dayjob check. Since you never know what fell off the back of the truck, it could be worse than your original roll.
Dark archives: +2 on saving throws vs curses and spells and abilities with the [evil] descriptor. Erm. For reasons other than professional courtesy. really.
Scarab sage: +2 on any one knowledge skill check/session as the fragment of a sage jewel the beetle is holding aids another you.
Sovereign court: +2 on any roll to hide your affiliation. (hey, the character isn't the one wearing the pin)
Liberty's edge: +2 Perform oratory and diplomacy to advocate for FREEEDDDOOOOOM! (freedom with less O's need not apply)
The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
I've seen three different readings for this
1) The author didn't k now that tiny creatures threaten their own square and the ability is redundant
2) The ability creates a new, separate opportunity to take an attack of opportunity
3) The ability negates things that would normally allow the creature to leave the mouser's square without providing a movement related attack of opportunity such as the withdraw or 5 foot step.
Thinking about making an extra tail using kitsune with the 9 tailed scion trait. Because this is for PFS, the only way to crank out all nine tails seems to be fighter.
1UC rogue 1 Feat: EWP elven branched spear
Does anyone know if there's a fighter archetype that gets any use out of charisma?
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.
DR Type Weapon Enhancement Bonus Equivalent
Now, I've always thought that in pathfinder it had to be the actual plus or something that increases the actual plus (like bane) , but the chart says weapon equivalent (the exact same term used for pricing magical enhancements like flame, shocking etc). Did they ever clarify this anywhere?
Herald caller + Sacred summons +Lawful Good Cleric + Lawful neutral god (Abadar)=?
I'm getting a null set. I wanted to double check my math.
For PFS, so i believe the expanded summoning is out.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Now since the cleric has a lawful good alignment , anything he summons marked with an * has a lawful good alignment as well. The resolute template (like the celestial and fiendish templates) Does not change this (oddly enough).
There doesn't appear to be anything LN on its own to summon. So they can't summon anything unless they forclose on a few orphanages and hop over to LN?
One of the hardest things about getting into PFS is finding a game. I constantly hear people asking where the games are and.. I don't know. If they live in a major city i can direct them right to the PFS, but if they live in between major urban areas, not so much.
The password to edit locations is shadowlodgeforlife with the for snarkily replaced with the number. Original I know.
Mouse over Additions. click add marker detailed. Put in the venue. Throw on some contact information , a rough idea of when you play, and you're done. If you don't see your venue? Add it.
We're pathfinders dammit. We need a map.
Many of the feats in ultimate intrigue (I've counted at least 4 so far)
Determining that two people have a relationship is just a sense motive check, not sense motive and 2 feats. Knowing whether a fib is going to be outrageous or easy is something the player/character should have some idea of before they start spinning their yarn. Aiding someone's disguise with a bluff is just a creative aid another, not a feat. Telling if someone knows how to use that sword at their hip is something fighting types know. Getting your opponents to surrender in combat is an ad hoc diplomacy check at the DMs judgement...not 2 feats a high ability score and the DM's ad hoc judgement.
One of the reasons people complain about caster/skill disparity is that the expanding system has expanded the capabilities of magic. "Abilities" that already do what the skill does constrains skills, contracts skills and makes just getting a spell to do it an even better option.
This is effectively adding a HEFTY feat tax to get skills back to what they were doing before, rendering skills pointless, which was the exact opposite of the intent of this book.
When the flank trick was introduced it was no big deal, people just took the flank trick and kept doing what they were doing before. These feats bring up the same problem, but they aren't 1/7th of a capability of one of your class features, these things are taking up a quarter of your feats assuming you even make it to level 11. Now when players try to make basic use of their skills they're going to be hit with "nope can't do that you don't have the feat"
Step 7: Cross out any treasure items the party didn’t find
Not that it usually matters, but I'm reading that as you get access to the chronicle loot of the tier the game was run in, rather than what level the character is correct ?
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
So if I'm reading that right, a kitsune with Fist fist bite and two weapon fighting is at -2 -2 -5 , because two weapon fighting penalties don't apply to natural weapons because they're not made with the main hand?
What happens to an animal companion / familiar when their Biped dies?
1) It remains unchanged
One of the biggest barriers for new players is finding games.
The current system where you look for a venturecritter and then look nearby only works if you have local venturecritters. In all likelihood if someone sees that the nearest person is 3 hours away you stop looking.
Even if the new person asks, the ventire captain needs to find the persons location on a map (Where the heck IS Bnajomusic Upstate new york anyway?) then find where the nearby games are, possibly directing them into the next state.
The game recorder already gets a location. If that information was used, people could see where PFS was played in the last few months to know where to look for a game.
Alternatively, people could just give me a list of where and when its played and i could put something up on scribblemaps or something.
Since psychic spells don't require somatic/material components I thought I'd take advantage of that pretending to be someone's "useless familiar" and turn them all into my slaves.
STR: 5 DEX: 16 CON: 14 INT: 12 WIS: 12 CHA: 18
1 Realistic likeness (or start the magical tails?)
On the other hand, i already have access to most of the magical tail spells, so I could just skip those.
5 Bouncing spell
1 Gift of will (use my will save)
The tricks seem awesome, but there's a real bottle neck in only having 1 or 2 usable at a time.
Any tips/tricks/ideas about how a mesmerist works that might help?
I recently picked up Some make your own dungeon stuff and was wondering how you actually make it work for a table
I was thinking about Casting a few wall pieces with tacks/nails in it, lining up the tiles on some 12x12 cork tiles , and holding them in place with the wall pieces. Anyone ever use this stuff for a game?
Fly: You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
In a normal campaign the fighter can ask his buddy the wizard for a fly spell every day. Can pathfinders do this, or do they not get thrown out of buildings, windows, mountains and flying mounts often enough to pick it up?
Can you cast magic weapon on a peasants fist?
No: Unarmed strikes, natural weapons, and manufactured weapons are three different things. Being treated like a weapon is a big part of a monk/brawlers class ability.
Yes: Unarmed strike appears on the weapons chart as a light weapon and counts as one for purposes of effects that add to weapon damage rolls so its a weapon.
1) Urban Barbarian Feat: Tribal Scars: Raptor scale
Build basics: turns into a tiny fox, enters peoples squares and flanks from there, gaining sneak attacks and debuffing. Just being in the square makes a -4 to hit anyone but Grrr. Debilitating injury will take that to -6 (and a -4 to hit grr) and the Vexing dodgers dirty fighter means i can give up one of his (probably 3) sneak attacks to blind
I may swap raptor scale out for Agile manuevers at 7 , just to not bother with the table variation on whether putting a tail over the opponents eyes uses strength or dex.
After 5 levels of UC rogue there doesn't seem to be anything to keep someone in the class, so i was considering some multi classing to up the saves if nothing else.
Psychic has a neat way to cast in form, as well as the self perfection one adding a nice AC bonus. (and kitsune are magic anyway)
Magus... doesn't seem to be able to spellstrike with claws.
Another level of rogue to grab trapspotter?
Snakebite Brawler: More sneak attack now and +s to fort save
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
I see magi trying to use this with any magus spell, including web and bladed dash. Am I missing something or or do those not work because the magus spell has to have a range of touch?
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
From the ARG additional resources
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).
Pathfinder Player Companion: Dragon Empires Primer
Archetypes: all archetypes on pages 22-23; Feats: kitsune feats on page 5 are legal for kitsune characters; all feats on pages 24-25;
Some character builds are like a finely tuned watch. You change a gear and the whole thing stops working.
What actual characters/builds were impacted.
What will the rules let you change, and what needs an exception (either on an individual basis or as a policy change)
Whats hurt, and whats broken beyond all repair?
This is a list for stuff that a solution to the advanced class guide errata would need to fix for PFS
Animal companions reduced below their previous level and have shrunk (solution, let people sell back the armor for now)
Some oracles don't qualify for channel revival anymore: Or they bought a headband of charisma when they now need a phylactery of positive channeling.
What if someone took extra channel mostly to have enough for channeled revival?
Dex monks relying on a style to make their hands qualify as piercing/slashing for fencing grace can;t flurry with fencing grace anymore. They probably bought an amulet of mighty fists other than agile. Since the style feats didn't change they can't retrain them, even if the reason they took them at all doesn't exist.
How does stacking an archtyped parent class work with one of the hybrid classes?
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).
As an urban barbarian I've traded out my fast movement and altered my rage. What happens if i take a level of blood rager?
Rage would presumably just add rounds of the rage that I normally have? Add a new set of rage?
Fast movement would.....?
Skill Unlocks: All psychic skill unlocks on pages 194-197 are legal for play.
Are these abilities
1)freely available for anyone with the skill and the pre requisite psychic spell abilities or psychic sensitivity feat?
2) just for rogues as their skill unlock (if they meet the pre reqs of psycic spell abilities or the psychic sensitivity feat)
Does a 5 foot step count as movement for a stealth check?
Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Yes: Movements movement and its not an action.
No: the game means movement like a move action. Sniping would be kind of pointless if you could just 5 foot step stealth.
Usually this comes up for roguey types with hide in plain sight or hellcat stealth who want to sneak attack step and sneak attack again.
What kind of action is it to make a distraction to hide?
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.
As there's no listed action it defaults to standard.
The Heretic inquisitor has it as a move action as a special ability, implying that its at least a standard but it would be pretty useless as a full round action.
So how i think this should work.
Standard action LOOK! A MONKEY!
Bluff vs Sense motive
Move to cover or concealment
Stealth check at -10 because you have to move fast Vs Perception.
Maybe stealth needs a blog....
I want to use Helm of the mammoth lord on a character that makes extensive use of fox shape: mostly for the gore attack. Does this work?
Option 1: Shapeshift with the helm on.
Gear and polymorph effects:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
This will work because: The tusks, like the other abilities, are a permanent magical effect Permanant magical effects. You turn into a whatever with tusks.
It won't work because: The tusks rely on the gross physical features of the helm and the helm is subsumed into the fox form.
Shapeshift and then put the helmet on.
This will work because...
A shapeshifted character is not an animal companion or familiar. They do not use the same rules for item slots.
Shapeshifted characters can wear armor, including a helmet. The fox can be put in a full suit of plate armor (though it would only give a +4 armor bonus because he's tiny), including the helmet.
This won't work because.... according to the chart claws/paws critters don't have the anatomy to wear a helmet.
Does a tiny creature using a 5 foot step to enter an opponents space provoke an attack of opportunity when it does so?
Take 5-Foot Step
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity.
Tiny, Diminutive, and Fine Creatures:
Yes: Entering the square is what provokes the AoO , not the movement out of the previous square. (This would imply that a creature with combat reflexes could get 2 AoOs from a tiny creature approaching a medium one with normal movement: one for moving out of the square and 1 for entering the square)
No: A 5 foot step never provokes. The rules were written assuming normal movement.