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This came up in a game last night where the skald in our group was giving out his inspired rage. My hunter and dog are both allies, but there was confusion in the group as to whether my dog is affected.
Personally, I'm of the mind that the dog is an ally, and with no real disadvantages to speak of in accepting the rage, should totally do so. Obstacles I encountered were along the lines of "Well you wouldn't be able to call him off after" and "He's not smart enough". Go figure, an argument for being too stupid to rage!
So were there any posts in the playtest regarding this? What about summoned creatures? If a bring in a flock of eagles, are they allowed to become angry birds? Who decides whether they do, me or the GM?
A new feat in the ACG gives a character with the aberrant bloodline the ability to gain a tumor familiar, as the alchemist discovery. Bloodragers can get said bloodline, and it even ends up being one of the best in my opinion. So start with a bloodrager with the Aberrant Tumor feat for a tumor familiar. Familiars get the BAB of their master (so full BAB), and half their hit points. Bloodrage explicitly does not give temporary hit points, so expect your tumor's health to fluctuate up and down as your character bloodrages.
Get an Improved Familiar (level 11 without Magical Knack, level 9 with), preferably with the highest strength possible while remaining tiny sized. With a cursory glance, the Nycar has the highest, with a Cacodaemon and Cythnigot coming in at a close second. A tiny familiar when polymorphed to something small or larger gets an automatic +4 to strength and –2 to dexterity before the polymorph affect is added, so that Nycar has an effective strength of 17 before any buffs. Not bad for two feats and a spell! You can even start as a human for the Eye for Talent alternate race trait to give him another +2 to his strength.
Implementing this to fight as a team: Make your familiar a valet archetype from the Animal Archive so that he shares your teamwork feats. From that point you're able to take the Improved Spell Sharing teamwork feat, along with maybe Outflank. I'm sure you can see where I'm going with this.
Buff yourself and familiar with beast shape I, bull's strength if you've got time, and enjoy your full BAB flank buddy!
Any thoughts on how to make this better? I'm seeing a medium cat familiar with 21 strength (25 with bull's strength) available at level 10. So a class feature that can bite/claw/claw at +17/+17/+17 for (1d6+7).
Most people know about the wizard arcane discovery Fast Study:
Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.
That's well and good, but then I saw the Pathfinder Society Primer had a new feat:
Early on in your adventuring career, you learned (perhaps the hard way) how to prepare your spells even when put under extreme time constraints.
Prerequisites: Ability to prepare spells.
Benefit: When preparing spells, you halve the time necessary to do so.
Normal: Preparing all of your spells takes 1 hour.
Question: Do these two abilities interact? Is a wizard with both able to prepare all spells in 7.5 minutes, and a single spell in a mere 30 seconds (5 rounds)?
FAQ if you can! :)
I've been looking at Feral Combat Training lately, and I'm beginning to think a lot of people (me included) have been reading it incorrectly.
Feral Combat Training (Combat):
You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Prerequisites: Improved Unarmed Strike, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
At first glance, I was under the impression that a character with claws could apply this to both claws, but it doesn't say 'one type' it says 'one weapon'. A similar ability is the summoner's reach evolution:
Reach (Ex): :
One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.
Question: If my character has two claw attacks and takes Feral Combat Training, does it apply to both claws? What if my character has four claws? Twenty claws?
We've been shouting at each other for awhile, and this thread isn't for that.
Let us assume for the moment that we have a GM who plans to follow this FAQ to the letter, including the example. That means he will allow only three reloads maximum, and less if the PC plans to use any other free actions. Of course it's hyperbole, but let's see what it does to the class. I want to see if we can still build an effective character using other class features, like Dead Shot and Vital Strike.
Dead Shot: We can pool multiple attacks into one shot, and we do an extra die of damage for every hit. I'm not sure if Dead Shot includes extra attacks like from haste and Rapid Shot. If it does, it's probably okay. Big downsides include not getting increased damage based on the number of hits other than a die increase. As for upsides, it's a great way to crit-fish, as a single 20 (or 19 with Improved Critical) is enough to warrant a confirmation roll. A thundering pistol or musket could be looking at an excellent amount of damage on a critical hit, although it would be pretty lackluster at any other time.
Vital Strike: It's extra damage I suppose. Unfortunately it doesn't improve on a critical hit, but a musket is looking at an extra 6.5 damage. Is there a version of gravity bow for guns? Improved and Greater Vital Strike means that a single shot is doing 4d12 damage (average of 26) plus relevant modifiers. However, that's going to pale to any other ranged attacker. Keep in mind that Greater Vital Strike is available at level 16.
Utility Stuff: Gunslingers partner well with rogues and vivisectionists, who can enjoy a full round of an enemy being flat-footed with no save. Targeted Shot is also an excellent ability. However, at this point the gunslinger is not a primary damage dealer.
In any case, can people come up with a viable build for a gunslinger with limited free actions? To set a definition for viable, let's say that he should be, if not equal to, at least not horribly inferior to an equal level archer.
Let's NOT bring in magic items that are only available in the late stages of a campaign. A glove of storing might be okay, although that's a free action to use if I recall. The issue with the pistol of the infinite sky is that you have to get to a high enough level to use it, and even then, what if I wanted to use muskets? Ideally, a gunslinger can function enjoyably from level 1 on, right?
This is a response to a number of rules question threads that have been started in this forum. If you're asking how different rules interact with each other, this is not the place for it. The only exception to that should be if PFS has a campaign rule that messes with the way the rules usually work.
Appropriate for PFS general discussion forums wrote:
Crafting being banned in PFS, how does a wizard's bonded object work?
Not appropriate for PFS general discussion forums wrote:
Can I make a trip manoeuvre as someone gets up from prone in PFS?
With very few exceptions, if your question is just a rules question with 'in PFS' tacked onto the end of it, please move it to the rules forums where it belongs.
Hey everyone in the GTA, I just realized I suck and am posting an announcement about Spellstorm WAY LATE. Sorry! (In my defence, a lot of Ontario people already know from our Ontario website.)
SPELLSTORM is a weekend-long convention being held The Royal Canadian Legion Hall in West Etobicoke, and we have a weekend full of gaming for people!
The schedule currently looks like this:
The Disappeared (1-5)
Saturday Morning (9-1)
Before the Dawn Part I: The Bloodcove Disguise (1-7)
Saturday Afternoon (2-6)
Before the Dawn Part II: Rescue at Azlant Ridge (1-7)
Saturday Evening (7-Midnight)
Race for the Runecarved Key (1-12)
Sunday Morning (9-1)
Day of the Demon (3-7)
Sunday Afternoon (2-6)
My Enemy’s Enemy (3-7)
This will be a lot of Torontonian's only chance at playing Race for the Runecarved Key, so I strongly suggest signing up! There will also be convention boons and prizes, especially for the best table Saturday night! You can register on Warhorn, and tickets are purchasable at Picatic. Spellstorm's website can also be found here.
I look forward to seeing a lot of old and new faces there! Don't forget to register so you have a spot!
I am very happy to announce the appointment of Glen Shackleton as Venture-Lieutenant for the Ottawa-Gatineau region of Ontario. Glen is a dedicated and hard-working fellow who I know will bring a great deal of himself to PFS. People in the area can look forward to a lot more Pathfinder in the future, and our local crew can look forward to fewer ridiculous car trips.
Welcome aboard Glen. I can't wait to see what you can do! :)
My wizard Manny the Magnificent is getting up there in levels (he's one away from fifth!), and I'm planning ahead. He's definitely grabbing Improved Familiar, and I have in mind to grab an imp; however, I'm most interested in grabbing an imp consular. You see, Manny's familiar is currently a viper called Mr. Slithers, and I would prefer if he didn't notice the change too much. Imps can only turn into rats, while consulars can turn into vipers. They also get wicked telepathy! :D
Anyway, I'm just making sure that this is allowed in PFS. It's in the Bestiary, but I have no idea if I'm missing out on some exception that would prevent it. I don't want to waste an entire level not having an imp if there's no point in waiting until level 8 for the better one anyway.
Hey Ontario, hopefully you came here when you noticed our website is down. We've been hacked, but we don't think it's anything more than a prank. It seems fairly harmless, but it'll probably take a few days at least to get the website back on. Don't panic, games are still ongoing at 401 and Dueling Grounds, and we're working on bringing back our website.
Unfortunately, advance signup is going to have a few problems. I'm not sure what we're doing about that yet.
I would like to introduce Ontario's newest VL: Michael Iantorno! Michael is an amazing GM, and is currently organizing two conventions to take place early in the new year (AARG and Gryphcon) as well as setting up a game day to take place at the Silver Snail. I'll be depending on my VLs a lot, so I'm glad I've got another that is up to the task! :)
Also, we would like everyone to know it's pronounced "LEF-tenant"
Hey Toronto people and near-to-Toronto people!
There will be some games at Dueling Grounds (located at 1193 Bloor St. W, just West of Dufferin Station) on Sunday December 9, and we would love to see a lot of people out that afternoon.
We've got four scenarios for people to play, and while we only have one slot, we can tell you it'll be a long slot. We'll be starting at approximately 12pm, and we'll be able to run until at least 5:30pm. That means there will be plenty of time for roleplaying and acting crazy. The event listing is here, and the scenarios being run are:
We Be Goblins!
If you would like to sign up, please come to our Ontario Website. You need to register with the site to sign up, but it's free and very fast to do so.
We hope to see you all there! (Well, maybe not everyone on the internet, the store is only so big...)
I'm posting this question here because it is Pathfinder Society specific for our Ontario group. Someone is posting on our website trying to find a way to have his samurai ride a tiger, and we're trying to figure out if a druid dip would make that possible.
I was under the impression that animal companion levels stack, so I'm personally of the belief that a level of druid should open up the druid list of animal companions, and that the samurai levels would continue the animal companion's progression so long as the animal is at least vaguely ridable. What's the RAW, and how does PFS interpret multiple animal companion classes?
This post contains possible spoilers from You Only Die Twice, although I will do my best to keep things as generic as possible. I am also posting this with full knowledge of the GM who ran the event. I'm not attempting to whine, nor am I interested in getting the evil warning on my character sheet removed. I'm just looking for opinions.
My Dhampir oracle of bones was beset with an ethical dilemma last night: We had been fighting a very close battle with a cleric who was channelling to harm us; however, he was not an evil cleric (and may have been a good one, thinking of us as the evil ones). As for how that's possible, spoilers.
Long story short, we finally knocked him down. One of our party members was unconscious due to area of effect damage, and our barbarian and wizard had both been forced to run out of range. It was my oracle and a rogue/barbarian left fighting a single mook and the cleric. The mook's choice of actions was to pull out a potion (move action), and beginning the full-round action of pouring it down his throat. He would finish the next turn, and my oracle took a very harsh line to that, because he was at 2 hp, and another channel would drop both him and the other conscious player, as well as flat out kill the unconscious player (at -9).
With the life of my own character and two allies in mind, I performed a coup de grace on my turn, and flat out killed the cleric. I received a warning before performing the action that it was an evil one; I disagreed, seeing it as the best chance of saving my party.
Anyway, the cleric died, and after waking up another mook, we finally convinced them a mistake had been made. I apologized and we sent them on their way with the cleric's body in tow.
My oracle is a true neutral character. I don't personally believe what he did was evil, although to be sure pragmatic and ruthless. As a GM myself I would have raised an eyebrow to a paladin or any good character performing it; however, I'm wondering what other players and GMs think.
I'm looking at the menacing weapon enhancement in Ultimate Equipment, and I notice there's no set limit on the number of these you can have affecting your party at a time.
Does this mean:
- multiple characters can have one, and it adds +2 to the flanking bonus each time?
Intended or no, what do you guys say? The bonus only applies while someone is flanking of course.
Someone posted on the PFS forums about buying animals to animate as minions. I don't really want to get into the morality of it; what I want to do is brainstorm some of the best core animals (up to Ultimate Equipment) that can be animated. Hopefully they either serve as reliable mounts or make cost-effective battle minions. Being able to survive combat, or recover from it (bleeding skeletons are a prime example) is important, and so is being relevant in combat (fast zombies come to mind).
The two I've got so far are mounts:
Heavy horse - 200 gp + 100 gp for reagents
As a bloody skeleton:
hp 13 (2d8+4), fast healing 1, deathless
Fort +2, Ref +5, Will +3
Speed 50 ft.
Melee bite +6 (1d4+5) and 2 hooves +1 (1d6+2)
Str 20, Dex 20, Con –, Int -, Wis 10, Cha 14
As a fast zombie:
hp 22 (4d8+4)
Fort +1, Ref +6, Will +4
Speed 60 ft.
Melee bite +9 (1d4+6) and 2 slams +9 (1d8+6) and 2 hooves +4 (1d6+3)
Str 22, Dex 20, Con -, Int -, Wis 10, Cha 10
Riding dog - 150 gp + 75/100 gp for reagents
As a bloody skeleton:
hp 13 (2d8+4), fast healing 1, deathless
Fort +2, Ref +3, Will +3
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip);
Str 15, Dex 17, Con -, Int -, Wis 10, Cha 14
As a fast zombie:
hp 17 (3d8+3)
Fort +1, Ref +4, Will +3
Speed 50 ft.
Melee bite +5 (1d6+4 plus trip)
Str 17, Dex 17, Con -, Int -, Wis 10, Cha 10
Any thoughts optimizers? :)
I have a wizard who just leveled up to 3 with a GM credit, and I would like to flesh out his spellbook a bit. He has some scrolls on hand (invisibility, spider climb), which he was keeping for emergency situations that never came up in his 1-2 games. I would like to scribe them now so I don't have to waste table time next time I play him; is this something I can just log on his chronicle sheet? He has more than enough Spellcraft to take 10 for all of them.
Let's say I have a fighter with Power Attack and +11 BAB. I'm fighting something with a pretty high AC, and although I'm confident my first attack will hit if I don't use Power Attack, and I know my second attack has a chance, I'm pretty sure my last attack will miss unless I roll a natural 20.
Can I make my first two attacks without Power Attack, and then turn it on only for my final attack?
Long before Ultimate Equipment, I asked on the forums if my alchemist would be okay using pearls of power to recharge his extracts, and was met with mixed replies. I ended up going with James Jacobs' 'yes', along with the blessing from local Venture Officers.
Now Ultimate Equipment comes out, and I notice that there is an item that is unquestionably just for alchemist extracts, except I've already shelled out 5,000 gp for a few pearls that I'm not even sure if I can use anymore. What are my options?
First of all, I'm saddened there's no official ruling on this.
Here's the conundrum:
Guileful Lore (Ex)
At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
This ability replaces monster lore.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
I want to start a dialogue as to why or why not these abilities stack, and at the same time I would like to discuss why or why not it should stack.
My argument is that while the infiltrator archetype merely adds the Wisdom modifier to the total skill bonuses, the conversion inquisition replaces the original stat used. They don't interfere with each other, and the infiltrator archetype reads "normal ability score modifiers" rather than "Charisma modifier". This leads me to conclude that it depends on the normal ability modifier used by the specific class, and they left it intentionally open.
Of course, this does lead to the ability to double-dip Wisdom for Bluff and Diplomacy. Is this overpowered? If you're feeling really generous, give that FAQ button a click! ;)
I couldn't find a thread for this one, but I have some questions.
Actually first of all, the fights are quite intimidating in the amount of prebuffing and how complicated they are. I'm writing out all the stat blocks in advance with some of the buffs already included (aid, entropic shield, and protection from evil), and I'm hoping that will help. This is for the 7-8 tier, by the way.
So a few questions:
1. Whose alarm spell is that? It's apparently CL 8, but that would mean it's Miakovna's, and the silent alarm would not alert the Consortium. I'm assuming it was meant to be CL 6 and therefore cast by Leone, so that's what I'm running with.
2. Orlicino uses his hunter's bond with his companions to grant them +2 against humans, but that only lasts one round right? So every other round they're attacking a single human with another +2, and the other times he full attacks? It just seems like they meant to give him 14 wisdom to eliminate the gap.
3. The cultists cast aid on themselves, and Heshlack casts bless, but these don't stack, right?
4. No question about the Kytons, but I'm probably not going to have enough time to run them anyway.
5. Miakovna is just... wow. I'm sure I'm going to miss something when I run her, and I'm mostly looking for tips to keep all of her buffs and abilities straight. I think I'll either write her sheet pre-buffed and have her base stats at the bottom, or have two sheets to reference (although I'm worried about mixing them up on subsequent turns).
Anyway, thanks for any help, and if there is already a thread on this, please direct me there.
Hey all. Having met with table variation at GenCon involving the Command Undead feat, I'd like to have a for sure statement.
The question: What is the duration of the Command Undead feat?
This post from James Jacobs definitely indicates intent, but the problem is it's not explicitly stated in the feat or in FAQ. It's implied with the statement "Intelligent undead receive a new saving throw each day to resist your command."; however, this is not enough to avoid GMs who read it as a 1 minute/level duration based on control undead.
If you wouldn't mind clicking FAQ, I'd appreciate it! :)
I know it's bad form to rush you guys, and I want to affirm that it's not my intention. I've been looking through my events reported, and I've seen them trickle in as you guys sort through stuff.
I just want to know at what point I should be worried if one of them is not reported; are you guys going to make note when all of the events have been reported so we can speak up, or should we just mention it after a few weeks have passed?
Right now I've got 5/7 of the events I GM'd reported; I'm not worried, but I am curious.
At GenCon, one of the GMs I was rooming with mentioned a particularly annoying wizard with a weasel familiar. He was upset with the weasel's ability to automatically grapple when it hit with a bite. Having never even looked at the weasel before, I was impressed with the ability.
Let's capitalize on it!
I imagine a barbarian with Eldritch Heritage and a weasel named Biteface. I pick a class with full BAB because the familiar gets his master's BAB, and I pick the class with the highest health because Biteface gets half the master's health. While raging, there's actually a strong argument that the weasel's hit points should increase when the barbarian's max hit points increase.
From there, he picks up Evolved Familiar at level 5 to give the little bugger reach. It should be a fairly accurate auto grapple from an adjacent square, providing the sometimes quite debilitating grapple condition on choice enemies. Archers and two-handed fighters beware!
And of course, the barbarian will still be a barbarian; he'll merely be without three feats normally spent on more common things. Naturally he'll have to have a pool of gold for obtaining replacement familiars. I'm picturing him grabbing Profession: Taxidermist.
Any thoughts? (Including how stupid the idea is, but I've already heard that a few times!)
So looking over some goodies from the ARG, I spot that Halflings can now rid themselves of slow speed for a mere -2 to Climb and Acrobatics. Is any Halfling not going to be taking this from now on?
I would put the little guys a lot higher as dervish dancers now, especially for the magus class. High dexterity, small size for extra accuracy, and now the same movement speed as anyone else.
Adaptable Luck is also quite amazing. I'm thinking the combination will be quite popular for martial halflings.
I have a new idea for a Pathfinder Society Character, and I was wondering if anyone could give me input on how to improve it, as well as how well they think it would perform.
The main idea is to make use of the Opening Volley feat, which gives a melee attack a +4 circumstance bonus if the character deals damage with a ranged attack. I think this is fantastic for a full BAB class who has proficiency with martial weapons.
Once I get enough money, the plan is to use an axe musket instead of the normal musket so that he can fire his gun and then attack with a two-handed blow using Furious Focus.
Actually, a question about that: If he had a +6 BAB, giving him two attacks, could he fire his musket from 5 feet away, 5-foot step up, and then attack with Power Attack and Furious Focus? I suppose since it technically wouldn't be the first attack in the round it wouldn't apply.
Anyway, here's the build at first level:
Human gunslinger 1 (musket master)
N Medium humanoid (human)
Init +3; Senses Perception +5
AC 16, touch 13, flat-footed 13 (+3 armour, +3 Dex)
Speed 30 ft.
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 7
And my leveling plan (which involves going weaponmaster fighter after grabbing Gun Training):
Gun 1 Gunsmithing, Opening Volley, Power Attack, Rapid Reload
Gun 3 Weapon Focus (Axe Musket)
Gun 4 Furious Focus (Str +1)
Gun 5 Point-Blank Shot
Fig 6 Precise Shot
Fig 7 Deadly Aim, Rapid Shot
Fig 8 (Str +1) <-- weapon training: Axe Musket (should include both ranged and melee; aiming for gloves of dueling)
Fig 9 Clustered Shots, Weapon Specialization (Axe Musket)
Fig 11 Improved Precise Shot, Iron Will
Fig 12 (Str +1)
The way I'm thinking is that the first few levels of gunslinger are a little boring anyway, so I had might as well pull out a longsword (holding my musket in one hand but not wielding) and run into melee when I've fired my shot. At level 3 when I buy my axe musket, I can start really doing damage in melee, but I'm always carrying a ranged alternative. Then when the enemies are all getting bigger and my BAB is improving, I can start improving the ranged aspect of things, because once you have Power Attack and Furious Focus, the rest kind of falls into place for melee.
Anyway, thanks for any advice, comments, or rants about this. :D
School transmutation; Level cleric/oracle 1, inquisitor 1, magus 1
I have a few issues with this spell. First of all, I can't think of any cleric or inquisitor that would be proficient with the armour or shield spikes provided by this spell; clerics of Gorum gain proficiency only with the greatsword. Secondly, the spell gives the spikes the anarchic quality, even if the caster doesn't necessarily want it.
Any chance some errata might be had making the caster proficient with the created spikes, like most spells that create weapons? I figure it would be asking too much to also make anarchic at 15th level optional.
There's been a bit of a spat on the PFS boards lately regarding scrolls in wrist sheaths, spring loaded and otherwise. Here is the errata'd readout for a wrist sheath:
Adventurer's Armory wrote:
Wrist Sheath: This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand provoking attacks of opportunity as normal. You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.
Here is the errata'd readout for the spring loaded wrist sheath:
Adventurer's Armory wrote:
Wrist Sheath, Spring Loaded: This item works like a standard wrist sheath, but releasing an item from it is a swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).
Now here is the description of a scroll:
Core Rulebook wrote:
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8-1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8-1/2 inches) but is an extra foot or so long for each additional spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
Is there any reason, by RAW (because this is the rules forum), that a scroll could not be kept in a wrist sheath, spring loaded or otherwise? It is not a dagger, dart, or wand; however, it is roughly forearm-sized in length, and the text 'such as' provides for items other than a dagger, dart or wand placed in a sheath.
Note: This is for PFS
I was going to pick up a few scrolls for my 7th level alchemist's formula book as just-in-case measures: remove curse, remove disease, and remove blindness/deafness.
Then I thought about it, and how would my alchemist ever prepare remove blindness/deafness if he were struck blind? Is it possible to encode a spell in brail? Is that something a character could pick up with Linguistics? What if I had another character describe the words in my formula book, and guided the creation of this extract?
Remember, my question is specifically for PFS, so while discussion on what should happen is fine, I would like my question to be answered with as much rules-as-written as possible, even if it would be a disappointing answer.
I have an alchemist who has just reached level 7, and I'm feeling a little poor with my one level 3 extract (monstrous physique). He's found third level spell scrolls and spellbooks in previous campaigns, but I didn't scribe them because I wasn't sure if a character who couldn't cast the spells would still be able to scribe them.
Has my character missed his chance at free access to those spells? I know I could buy scrolls of them to inscribe into my formula book, but I would prefer to save the thousand or so gold that would require to have access to those extracts.
I have an oracle who I think will end up learning restoration when it comes time for 4th level spells. I know there's a material cost, and I plan to carry diamond dust on me to power it during play, however I would prefer if all of the reagent cost is not coming out of my own pocket when I cure other players' negative levels or ability damage.
Is this a situation where they have to buy diamond dust for me to use during the scenario, or would a GM be able to wink at me using my own and having it replaced by the afflicted player after the scenario? Is it different if they don't have enough money during the scenario, but will have enough after?
Best case scenario as far as I can tell is that even if they don't have enough money, I have the diamond dust now and can cast the spell, even if we're in the middle of nowhere. After the scenario, I would ask them to use their share of loot to replace my stock of dust.
Is this something that would be allowed? Also, do other players think this would be reasonable/unreasonable to ask of my companions?
There's a ruling going around the tables at one of the PFS stores I play at that a small-sized cavalier/paladin/etc. on a medium mount is unable to take his mount indoors or into caves. The GM who told me of this rule insists that Joshua Frost had a post on it somewhere; I was wondering if anyone knew of this rule or could find the post in question?
Official input would also be excellent. I don't think there's such a rule (I know there isn't one in the CRB), but I could have missed it.
Here are two feats that grant attacks of opportunity.
You can make free attacks on foes that you knock down.
Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
You take advantage of the moment to brutally kick an enemy when he is down.
Prerequisite: Combat Reflexes, Improved Unarmed Strike.
Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Let's say a character has both these feats, and he successfully trips an opponent. He has Combat Reflexes of course, and a Dexterity score of 18. Does he take one or two attacks of opportunity? Also, why? :D
EDIT: Even if you think you know the answer for sure, please click the FAQ button so that the people who don't know for sure can find out sooner!