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I just received Order 7963509. Instead of Pathfinder Flip-Mat: The Fall of Plaguestone (part of the Pathfinder Map subscription to which I am subscribed), I received the 2nd Ed. module, The Fall of Plaguestone (part of a subscription to which I am not subscribed). My order history shows the correct item being shipped, but that is not what I received. Please let me know what I may need to do to rectify this situation. Thanks.
I feel this is a rather foolish question to ask this far after the release of the game, but are natural 1s and natural 20s on the die roll automatic misses and hits when making gunnery checks during starship combat? I had assumed "Yes," but whenever I prep a game session, I go back over the rules I expect to be using in that session and I sometimes come across something I may have misread, misinterpreted, or simply assumed worked the same way as it does in another game system. Looking back over the rules for starship combat, I didn't see automatic misses and hits called out for gunnery checks the same way they're called out for attack rolls under combat basics in the tactical rules (and a cursory check of the rules forum and FAQ failed to find clarification). So now I'm second-guessing myself and wondering if a gunnery check is more like a skill check than an attack roll when determining the success or failure of the die roll and I've been ruling these rolls wrong.
Doing some searching of the forums, I couldn’t find a clear answer to this and I’m looking for some clarification. Most of the racial Heritage and Admittance personal boons have wording which reads, “You can play a [race] character, beginning at 1st level as normal.” There is a slotless boon which reads:
”You can start a new character who begins at 2nd level.”
Source: 1-99: The Scoured Stars Invasion; Scoured Stars Veteran boon Can these two boons be used together to begin play with a non-core race higher than 1st level? I believe I’ve seen others do this, but I want to double-check the legality before I do it myself.
I’m your GM for this event. Please use this thread to introduce yourselves and discuss with your fellow players what characters you’re thinking of bringing to the table. It’d be great if we could get that decided ahead of time and determine the tier you’re gong to be playing. Very much looking forward to running this for you!
Doors. I wish it had some 1x2 doors. Sometimes, it's hard for my players to see where the doors are on a map. A standing door pawn would be great to show location... and could even be "turned" to indicate its opened or closed state. Maybe the next collection Pathfinder Pawns: Doors & Dungeon Dressing? Regardless, I'll probably pick this up... and I don't usually buy the pawn collections.
I looked over the Guide and back through this forum and I'm still unclear on how Fame and earning Reputation for Faction(s) are meant to work. Fame is earned through completion of scenarios (or other sanctioned content) and is spent when a purchase has an associated cost in Fame. Reputation is accumulated by earning Fame and is not spent nor does it ever decrease. I believe I have that correct, yes? However, to accumulate Reputation in a particular faction, one must have that faction slotted when the Fame is earned. Is that correct? What happens to the Fame one earns when one does not have a faction slotted? Does any of it become Reputation and if so, how? At the beginning of an SFS scenario, when the scenario tracker is filled in for each of the characters being played, does one note that character's faction, even though no faction has been slotted yet? If the character slots a different faction after the mission briefing, can the scenario tracker be changed? Since a GM is not slotting any boons, how do they apply the Fame they earn to Reputation? Obviously, it's possible to have less Fame than Reputation (due to the exenditure of Fame), but is it possible to have more Fame than Reputation (because Fame was earned, but no faction was slotted for its assignment)? I haven't seen the SFS-specific scenario tracker nor have I reported a scenario yet (though I'll have reporting to do very soon), but what gets tracked and/or reported? Fame or Reputation?
The FAQ makes mention of an early badge pick up for volunteers with early Friday morning events.
On page 72 of the Giantslayer AP's first book, the "Centered on Giants" sidebar wrote: The rules for many character options in the Pathfinder RPG Core Rulebook and other Pathfinder RPG products often assume that creatures are Medium or Small. In the case of a handful of spells with areas that feature a “radius emanation centered on you” such as antimagic field, aura of doom, and zone of silence, as well as some of the spells presented in this section, this can result in an area that is effectively useless when coming from a Large or larger caster. As an optional rule (and one that is recommended if you are running this Adventure Path), when a creature casts an emanation or burst spell with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edge of the creature’s space. For instance, an antimagic field cast by a fire giant would extend 10 feet beyond his space (effectively increasing the emanation’s radius by 5 feet). As PFS GMs, could we/should we use this optional rule when running Large or larger spellcasters? I ask for a very specific reason: When running Eyes of the Ten, Part II, Chorkak's antilife shell is useless without making such an allowance.
Regarding one of the Elemental Bloodline Sorcerer's Bloodline Powers, the Core Rulebook wrote: Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet. Does this vulnerability temporarily supersede a creature's resistance to the sorcerer's energy type?
Regarding Multi-Session Adventures and Extended Play, the latest Pathfinder Society Roleplaying Guild Guide wrote: Characters are considered to be playing in a scenario, module or Adventure Path until they receive a Chronicle sheet for sanctioned content. GMs are advised to work with players who do not finish a scenario, module, or Adventure Path to receive their Chronicle sheets. When running sanctioned modules and APs in Campaign Mode, how does one handle a player leaving the game? Are there any rules that govern players dropping and new ones being added? Or must the same players that begin the game, finish the game in order for it to be reported and Chronicles awarded? Let's say I plan to run the entirety of Daughters of Fury, for instance, in Campaign Mode, split over three sessions for a group of four players. After completing the first chapter in our first session, one of those players drops out of the game, never to return. We proceed through the second chapter in our second session with the remaining three players. Prior to starting the third chapter in our third session, we add a new player, who finishes out the module with us. The player who dropped out after the first session would receive the Chronicle for Part 1. The player who joined for the third session would receive the Chronicle for Part 3. And the other three players would receive the Chronicles for Parts 1, 2 and 3, plus the special fourth Chronicle, if they apply the other three to the same character. Is that correct? If so, in theory, I could schedule a Campaign Mode run of a multi-session module across multiple dates at a public venue and not concern myself with insuring that the same group of players is available and will attend every session, yes?
Regarding Campaign Mode, the latest Pathfinder Society Roleplaying Guild Guide wrote: For sanctioned modules and Adventure Paths, GMs are allowed to use their own rules for character creation and running the presented content (the entire book or series). ... and the sanctioning document wrote: GMs running the module are not bound to the rules of the Pathfinder Society Organized Play campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. When running sanctioned modules and APs in Campaign Mode, are we still bound by the rules for legal table size? I ask because I'm thinking of running some of this content in a non-traditional setting where it may be difficult to accommodate a GM and three or more players, but I'd still like to get credit for GMing and I assume my players would like credit, as well. I may be able to seat three players and they could employ a pre-gen to fulfill the legal table size requirements, but would we be able to forgo that pre-gen and still get credit? What if I could seat only two players? Could each player run two characters?And if one were to assume that, yes, all of these options are possible, I'd have to extrapolate them out further to their absurd end and ask... Could a GM run this sanctioned content in Campaign Mode as a solo adventure for himself and still get credit?
I would like to etch some glassware (beer mugs, shot glasses, etc.) with the Pathfinder Society's "Sign of the Open Road" (and possibly some other Golarion-related symbols) and donate them to a local convention (SkålCon 2016) that would then auction or raffle them off for a local charity (Tubman). There's no commercial intent in this, but money would be changing hands (the selling of raffle tickets or the winning bid in an auction). And the nature of glass etching would necessitate the alteration of the referenced artwork. Would this be something I could or could not do?
I have an old character I'm going to dust off and play again after it sitting idle for a few years. However, my concept for this character has now changed and I don't plan to play him the same way he was originally played. I'm fairly certain the rules don't disallow me from changing his personality and backstory, but his original name no longer fits him well. Am I allowed to freely change his name? I'm not changing anything mechanical; all of his ability scores, traits, feats, classes, faction, etc. will stay the same.
Starting with Season 7, players are allowed to switch advancement speeds at the start of any adventure, yes?
Page 21 of the Season 7 Guide wrote: Before playing each adventure, you must decide if you will opt for slow advancement. I ask because there appears be some contradictory wording held over from previous seasons... Pages 36-37 of the Season 7 Guide wrote: Note the advancement track selected by each player. Ensure this selection matches the player’s existing track if he is between levels. If his Starting XP is a multiple of three and the selected track differs from the one on his previous Chronicle sheets, confirm that he wants to change his advancement track. ... and I want to confirm that this has indeed been changed.
In Ultimate Combat, Paizo wrote:
In the Advanced Player's Guide, Paizo wrote:
Here's my question: Would Rapid Reload (pistol) qualify as the prerequisite for Crossbow Mastery?AFAICT, it would, but reloading your crossbow would still provoke attacks of opportunity.
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With this feat, a Cleric 2/Inquisitor 1 deals damage when channeling energy as if she were a Cleric 3, yes? Quote:
Would a Shaman 2 (assuming the life spirit was chosen)/Inquisitor 1 (with the Channeling Scourge feat) deal damage to undead as a Cleric 3?
Umbertos Falconi is a heavy crossbowman with the feats Rapid Reload (Heavy Crossbow) and Crossbow Mastery, allowing him to reload his heavy crossbow as a free action without provoking attacks of opportunity; he wears a spiked gauntlet on each hand. Do wearing these spiked gauntlets interfere with his ability to fire and reload his heavy crossbow? While wielding his heavy crossbow, does Umbertos threaten adjacent squares with his spiked gauntlets? While wielding his heavy crossbow, can Umbertos take attacks of opportunity with his spiked gauntlets?
I'm trying to plan and coordinate days and times for running The Dragon's Demand. I found the previous thirty-two page modules could be run in one or two 10-12 hour sessions, but wonder if I should plan on twice that for these new sixty-four page modules. Does anyone have a good estimate on how long running The Dragon's Demand from start to finish should/could take?
In looking at the Urban Ranger and Scout ranger archetypes, I see no duplicity between the two as to the normal class features each archetype's features replace. I would assume that this would allow one to take both archetypes, yes? If so, would the Guide's terrain bond apply to the Urban Ranger's favored community? Because the RAW says terrain bond applies to the ranger's favored terrain (which is replaced by favored community), I would assume not unless the GM house rules that it does, yes?
This may be a rather foolish question, but at a table of three, who chooses which pregenerated character the GM will play? Locally, it seems to be the players' choice, but I was wondering if that's the norm everywhere. Is there any reason or rule that prevents the GM from choosing? If not, would such a thing be a breach of etiquette?
I've been led to believe that the chances of one playing one of the 12+ sub-tiers of the convention special are better, though not guaranteed, if one has a full group of six ready to fill such a table come muster. In the hope that this is true, I'm trying to gather six willing and eligible players in anticipation of mustering together for one of the tables running one of the 12+ sub-tiers. So far, we have:
We're looking for three more players to join us. If interested, please post here.
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When using vital strike with a weapon that has the impact special ability, does the weapon still do damage as if it were one size category larger or does it revert to doing damage per its true size? In other words, is the "one size category larger" damage rolled twice or does the weapon "lose" the impact ability during a vital strike?
I had asked this originally in the general Rules Questions forum, with little response. As most of my GMing and playing is done at PFS tables, I'm most interested to learn how this is adjudicated by RAW in organized play. When the caster and subject of a charm person or charm monster share no common language (or, perhaps, one or the other has no language at all) how are commands communicated? I've seen it run several different ways at PFS tables, but can find no published rule which clearly supports one method or another.
In describing the spell charm person, the PRD wrote:
[emphasis mine] How, exactly, does one communicate one's commands to a charmed creature when there is no shared language between the two? I have seen this resolved using the Bluff and Sense Motive mechanics for sending and discerning secret messages, but I can find no actual support for that in the rules. Ranks in Perform: Pantomime would seem to be useful, but again, I can find no clear method for resolution in the rules. Are there explicit rules for communicating commands to the subject of a charm person when the caster does not speak the subject's language (or the caster and/or subject speaks no language)? If not, how are you resolving such situations?
In regards to Grab, the PRD wrote: Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). In regards to Constrict, the PRD wrote: Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack. How are the attacks and damage of a creature with both Grab and Constrict resolved on its first successful attack and on each subsequent round? For instance, the constrictor snake gets a bite plus grab. If its bite is successful, it deals its bite damage and can start a grapple immediately as a free action. If that grapple is successful, does it immediately deal its constrict damage? On subsequent rounds, does it bite and grab again or just constrict? Does it need to make a roll to deal constrict damage or is it dealt automatically?
In a thread elsewhere regarding UMD, Chris Mortika wrote:
The exchange between Chris Mortika and Andrew Christian in the thread quoted above has me wondering about something similar: How should material from a non-Core Assumption source that changes game mechanics be handled at the table (if such material even exists)?As an example:
About the homunculus's Special Abilities, the PRD wrote: Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. If I'm understanding the effect of homunculus poison correctly, a failed save on a bite results in 1 minute of sleep, yes? Does one then continue to attempt saves every minute for the remainder of the hour, falling asleep for another minute on each subsequent failure before the cure of 1 save? Barring the poison being neutralized, running its course or being saved against, is there any way to awaken from this sleep?
At the beginning of a dungeon delve, a character wearing a sipping jacket uses a standard action to suffuse a potion of enlarge person into the coat's lining. Then, for the next 24 hours, the character wearing this sipping jacket may, as a swift action, gain the benefits of the potion of enlarge person for 1 round. This could be done for 10 rounds, none of which need to be consecutive. Is this how these two magic items would interact and function together?
Under Social Traits, the PRD wrote: Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. I'm curious. What criteria would you use to determine when the bonus(es) from this trait should be applied?
About Leland Hopkins Leland Hopkins
Ranged --------------------
Traits:
Intrepid Volunteer: Choose one Strength based skill or one combat maneuver. You can use your Dexterity modifier in place of your Strength modifier to calculate your total modifier for that skill check or combat maneuver check. (Climb) Vexing Defender: +1 to Acrobatics and +4 bonus to Acrobatics to avoid AoOs when moving through an enemies space. Feats:
Dirty Fighting: Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites. --------------------
Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. 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. Swashbuckler Finesse (Ex):
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. --------------------
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Underfoot Dodger: City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity --------------------
History:
Originally from Varisia, a young Leland developed a bad case of wanderlust and forsook the settled village life for the adventure of the open road. The wide world is not always kind to a naive halfling out among the big-folk, but through a lot of fast-talking and not an inconsiderable amount of luck, Leland managed to carve out a small spot for himself amid the rough and tumble men and women of that crew that work to protect the caravans that provide the trade that is the lifeblood of Golarion. The years past and while caravan guarding provided the opportunity to travel the world, the work tedious and often dangerous. With too many close calls and fallen friends to count, Leland began to look for a different path. His last job brought him to Trunau where he discovered the unusual, but not unwelcome pleasures of the Ramblehouse. Deciding to take a break and think about his future, Leland decided to not renew his contract for the return trip with the caravan. For the last several months he has been staying at the Ramblehouse, having made an arrangement with Cham Larringfass for a reduced rate. Cham’s constant efforts to play matchmaker have not been completely unpleasant, and playing the role of the dashing and eligible bachelor has suited Leland just fine. While not completely sold on settling permanently in the small town, Trunau has grown on him. The townsfolk’s independence and tenacity suit his nature and the surrounding wilderness and ever present possibility of attack appeal to his sense of adventure. In either case, he’ll have to make a decision soon, as neither his funds nor his ability to keep avoiding commitment are inexhaustible. |