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I think what Eric is getting at is the following:
Chronicle wrote: Prince of Wolves: Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal. Essentially, my character "read" the chronicle written by Count Varian Jaggare and from reading it has gained the experience of "interacting with Sczarni werewolves." Like, literally gained that experience. Like as if my character(s) (and each of them at least for now) ALL DID THIS THEMSELVES. So what Eric is saying is: My character has the chronicle for Queen of Thorns, and counts as having done the adventure in that book and thus should know about the bleaching. As for my answer to you, Eric: Ask your GM who claims you are "metagaming": if I keep a journal of everything my character does and either himself identifies or some other party member identifies and tells me about, can I use that knowledge later? For instance, the 3rd time I see Skeletons, can I go straight for my club even though my "normal" weapon is a scimitar? or are you going to call me a "metagamer" and insist that I draw my scimitar and attack the "unidentified bone creature" to find out that it doesn't work well?
I looked into it after getting some sleep. =) I (but not my fiance) have played the scenario. (I'm always happy to play again for no credit, playing is FUN!) but hearing about the module is good too! Thanks for the responses. (Now to cross my fingers and hope the module is the right level range; we're levelled out of the scenario unfortunately). Woo! 8th level--perfect!
My fiance and I played Spoiler: and got the boon; she chose Jalmeray (a large island off the coast of Nex) as her special place, and is interested in playing the character in any scenarios/modules/sanctioned AP's etc. that take place there.
The Fabric of Reality If you want information about Jalmeray (say to remind yourself where and what it is) I'd suggest looking at THIS LINK. Thank you to anyone contributing suggestions for what to play here. *SPOILERS MAY FOLLOW IN OTHER POSTS AS WELL SAYING WHICH SCENARIOS/MODULES HAVE JALMERAY AS THEIR SETTING*
Bless/bane off topic:
yeti1069 wrote: Well, if you cast Bless on someone under the effect of Bane, both effects end. Your example of Bless and Bane is different, since you can't pass on the buff by shaking someone's hand, just like you can't shake someone's hand with Haste and impart it upon them. That is incorrect. Example: level 1 Fighter and Cleric fighting 3 goblins and a goblin shaman (Oracle 1). Round 1 cleric casts Bless. Cleric and Fighter have 10 rounds of Bless. <time passes> Round 3 Shaman casts Bane, Cleric and Fighter fail their saves. They now have Bless and Bane (which cancel each other in terms of the bonuses given, but they have both). Round 11 comes around and Bless has worn off. Now Fighter and Cleric are both affected by Bane only until round 13 when that wears off too. The line "Bless counters and dispels Bane." in the Bless spell (and similar text in Darkness/Light spells, Consecrate/Desecrate, Haste/Slow etc.) refers to the counterspelling (LINK) mechanics and to the dispel magic(LINK) mechanics. For example if Cleric in round 2 readies an action to "counter a spell cast by the shaman" then when the shaman casts Bless the cleric can 1) make a spellcraft check to recognize Bane, then 2) cast Bane to counter Bane (Remember: "As a general rule, a spell can only counter itself") OR cast Bless "Bless counters and dispels Bane." Example #2: Round 4 in the BASE example (Fighter and Cleric have Bless (6 rounds left) AND Bane (9 rounds left) going): Cleric decides to cure Fighter of the Bane effect: Cleric casts Bless as a spell to make a targeted dispel on the Bane spell. She makes a dispel check (see dispel magic above and carefully read the example about dispelling a Wall of Fire). Cleric rolls 1d20 + her caster level and if her total is higher than the DC of the Bane spell, then the Bane is dispelled from Fighter. See Cast Out(LINK) for another example of a spell that references a "dispel check." (which as far as I know is only explained mechanically in the Dispel Magic spell, not in the Magic section of the core rules). This is sort-of not obvious stuff from the text, but that's how it works. Darkness/Light spells are even worse/more complicated because the "spell" is a touch spell on a specific object that then radiates the light/darkness, and spell level matters, and there's a zillion other problems, which is why Jiggy said above: "Read darkness, read all the FAQs, read darkness again, get everything sorted, then come back to this thread."
FiddlersGreen wrote:
Previously answered @ LINK Relevant Text:1) Original post: Kristen Gipson wrote:
Several posts down (right above the link posted above) Varthanna wrote: Why not Cassisians? They can be small angelic humanoids at will. Mike Brock response: Michael Brock wrote: Because they find it strange and rarely stay in the form of small angelic humanoids for more than a few minutes? Who am I to force them into a form that will make them uneasy? ;-)
If the boon says something like "You may spend 6 prestige to make a free purchase up to XXXXg" (where XXXX is at least as much or more than the value of a +1 gun) then you may buy that gun with prestige.
Pathfinder Society Guide to Organized Play (pg 27 footnote 3) wrote: Once per session, you can acquire any single item of this cost [150g/750g] or less from your faction by spending the appropriate amount of Prestige Points. Items purchased this way are worth 0 gp and cannot be sold. Italic section added for clarity. In other words, the gun would be worth 0g, and (like all items purchased with prestige) not subject to availability limits. If you want better/more specific advice, it may be worth your time to type the actual text of the boon.
Relevant rules text:
PRD wrote: Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. PRD wrote: Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level. I have been running this ability as having the same range as the Summon Monster/Summon Nature's Ally spells (that is, Close = 25'+5'/2 levels); is there anything to suggest a RAW/RAI range for this ability and/or that I'm doing it wrong? Note that this is for a PFS character so RAW takes precedence for that, but as I don't know of any relevant text, I've been playing it based on intuition.
Robert Matthews 166 wrote: You can do what my ranger is going to do and take 1 level of wildblooded sorcerer and go sylvan bloodline. This gives you any animal companion at level 1 sorc. Your ranger levels will stack and make the roc stronger. Roc fits my dwarf ranger so well and because your animal companion comes from the sorceror class you are able to cast enlarge person on it. Unfortunately this does not work. Link to Mike Brock on the matter (that thread was about Samurai (cavalier) riding a tiger, but the point is, 1 level of druid/sylvan sorcerer/other gives you a level 1 tiger that does not get the benefit of your ranger levels); in other words: Animal Companion stacking must choose from the MOST restrictive list. Spoiler:
RIP the Gnome Ranger, yet again.
Nicholas Milasich wrote:
I'll step up a bit here: I played (not ran) with a local Nagaji paladin who purchased a snake for his character early on (he's got high CHA as a paladin, and Nagaji gives a +2 bonus to handle animal checks with the snake/reptiles). (If he reads this, maybe he'll jump in on the issue as well, maybe not). Anyway, I think we played through... 4-01 Rise of the Goblin Guild and 3-01 The Frostfur Captives (those are the two low-tier ones I recall being in with his paladin at levels 1-2ish). He has a little trouble making the handle animal checks from time to time, but generally succeeded. The snake wasn't overpowered, but did get to do some things that were "cool" (like climbing a tower to attack goblins--it has a climb speed) and grab/constricting various enemies (making them easier to hit and doing damage). The player GM's a lot, so knew the rules well and followed them, and generally was quick with getting his rolls done and deciding what he was going to do, so it wasn't a problem time-wise.
So no, you can't sell back partially-used wands. But not-used is not (to my knowledge) commented upon by the leadership yet, and so should be possible to sell back.
Yiroep wrote:
How do you get it at level 5? I built a paladin for PFS specifically to have this ability at level 6 (and hey, 10 LoH/day is a pretty damn good healer so it's not like the character is worthless UNTIL someone dies)... but LoH per day=½ paladin level + CHA mod... Level 6 Ultimate Mercy:
Feats: Level 3: take Greater Mercy (requires Mercy class feature, so can't take it until 3) Level 5: take Ultimate Mercy (requires Greater Mercy) Start with 19 or 20 CHA (if you start with 19, put your +1 into CHA at level 4). Be a Paladin with the Sacred Servant archetype: lets you get 1 extra LoH per day at 5th level. LoH is ½ Paladin level + CHA mod per day, (so level 6 = 3 + 5 (CHA) + 1 (Sacred Servant)) = 9; get a headband of CHA for 10 LoH per day... But if you were only level 5 it would be: 2+5+1+1... how do you get the 10th?! You can't get it from Extra Lay on Hands because you can't take that feat at level 1: it requires that you have Lay on Hands, which requires Paladin 2... Edit: I thought I'd found it with Bracelet of Mercy, but how does a level 5 character afford a 15,000g item (even if they have the gold, 14 scenarios = max 28 prestige = 11,750 gp max value.
Fairly certain he just made the url link wrong; http://www.box.com/s/1typfn0zgzi78bwuo3pt Try this one. (Or do what I did: copy what he wrote and paste that into your address bar).
The current ruling by Mike stands (of course), however, if there is going to be a re-evaluation of the "no upgrade path to Celestial Chain" rule, I would point out the following: Gold exists as a special material, and Additional Resources regarding Ultimate Equipment wrote: Special Materials: All special materials, except angel skin, living steel and wyroot, are legal for play.So if Celestial Chain is +3 chainmail made of gold links, then buy chainmail armor made of gold PRD wrote:
Emphasis mine. The armor is actually usable as armor once you get it to +1 as it loses the increased check penalty and gains back the armor bonus, though it still weighs a lot until you make it celestial. Not saying this is perfect, but if the description says "gold" then this is a feasible upgrade path.
My wizard ran across a girdle of opposite gender. His faction mission was to retrieve this amusing belt, and (with a tiny bit of intuition) he knew what the belt was going to be. He also succeeded on his spellcraft check and so "actually" knew what the belt was going to be. When I play that character now, "his secretary" arrives, claiming that he has "more important" things to handle and that "he sent her" because he knew she would be sufficient for the job...
I'm moving east soon, and will be in one of these two places; specifically New York City or Storrs, CT (sort-of near Hartsburg, kinda?) and am investigating PFS opportunities in those areas. Anyone know places to play in and around those two places? And/or who the current VC's are for those areas so I can e-mail them directly? Thanks in advance for any information!
RainyDayNinja wrote:
Just beware that even IF abilities stack (and I'm not going to argue that point here), legal companion CHOICES don't stack: So sayeth the Brock, and so shall it be.Spoiler:
R.I.P. The Gnome Ranger, you were fun before that thread happened.
Just prepped The Jester's Fraud, had to make the templated creatures for the high tier.
Feel free to copy it over to the appropriate folder
Based on what's on the warhorn, pretty likely. I'm signed up to judge on Friday afternoon for We Be Goblins! along with 1 other person, and there are only 5 players signed up (i.e. there's only 1 table's worth on Warhorn, but there's likely to be plenty of walk-ins... which means my secret plan to play in that slot instead probably won't happen. =p)
Sammy T wrote: What is the most expensive item your character owns? I don't even know, as my highest character is a level 8 cleric (which doesn't get played much) it's probably a +4 WIS headband. Sammy T wrote: What is the most unusual "flavor" item you own? My druid has a pet cat... that drinks whisky. (Cheers to you Auntie Baltwin!) Sammy T wrote: What is most interesting thing you've seen another PC own? I've seen two or three PC's with courier's outfits (I don't recall the scenario, but they're all Chelaxian... something about playing dress-up for the Paracountess...)
I'm 90% certain Mike Brock posted that you have the old familiar teach the new one on its way out (i.e. you keep your spells). Let me see what my search-fu turns up. Also, for many/most feats (e.g. evolved familiar) they specifically call out that if you get a new familiar, the new familiar gets the benefit of the feat. EDIT: fixed a parenthesis and Linky to Mike Brock on the issue! Search-fu >> edit timer!
For critique: Scroll Scrying Goggles
Once per day the wearer can cast a spell from a scroll with a caster level up to 5 without making a Use Magic Device check; this drains the goggles’ power into the scroll, leaving them as ordinary lenses for 24 hours. Activating a scroll with the goggles’ magic takes a full-round action (or the spell's casting time, whichever is longer), provokes attacks of opportunity as casting a spell does, and is subject to disruption as regular spellcasting, but is not subject to arcane spell failure. The goggles do not possess enough magic to power a spell with a casting time longer than 1 round; attempting to cast such a spell with the goggles drains their power for the day and the user must succeed on a Use Magic Device check (DC 15 + double the level of the spell you're casting) without the goggles' +5 bonus or suffer a scroll mishap (see Scroll Mishaps). Even with a success on this check the spell is still gone from the scroll.
Question for you Jiggy (and anyone else who wants to answer as a GM):
PRD wrote: You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DCs. I personally read this to mean that if you make the DC you get 1 question (i.e. "what is it's DR" or whatever). If you beat it by 5 then you get a 2nd question, and so on. Is there a ruling somewhere as to whether I'm being too lenient by giving more than the name?
Sanjiv wrote:
You must have at least 2. PRD wrote: Eidolon Brood: At 2nd level, instead of a single eidolon, a broodmaster summons two Small eidolons to his side, ... Regardless of the number of eidolons in the brood, each eidolon has the same base attack bonus and base saving throw bonuses, but the rest of the eidolons' base statistics must be divided between the eidolons, including Hit Dice (minimum 1)... Since your eidolons must have at least 1 hit dice each, you cannot have fewer than 2 starting at level 2. Elamdri wrote: ... If you take the Large or Huge evolutions, you can have potentially more than 2 Eidolons, but you can never summon less than 2 at any any level. True, but not until 8th level (See the "Larger Brood" class feature (and then 13th level for huge)). Elamdri wrote: Resources need to be distributed as evenly as possible. If you have 2 Eidolons and 1 feat, one Eidolon is left out. If you have 2 Eidolons and 2 feats, each gets one. You cannot give one Eidolon all the feats. Not sure about this one; is there an FAQ or message board clarification somewhere? The example in the book splits things this way, but the text says the feats/attacks/evolutions/etc. must be "divided" between the eidolons, it doesn't say "divided evenly" (though that may have been intended). If you and I split a pizza and I take 25% of it and you take 75% of it, we've divided the pizza, but not evenly. (And like the eidolons, you can have 7 toppings on your 3/4, while I have just 1 topping on my 1/4). Ask your GM to see what he thinks is the best answer unless there's some developer word on this--and even then ask your GM, because forcing you to split evenly seems silly to me. Why not allow 1 combat eidolon and 1 skill monkey eidolon?
I'd suggest that this is likely your theory #1 (i.e. most restrictive, but you'll have to wait for Mike or Mark to weigh in on the issue to be certain). As evidence: Mike's Response #1 in Rogue Eidolon's other thread on this same/similar topic; and then Mike's Response #2 and #3 (which you should know about since you posted in that thread). Mike nixed getting an "arcane" scroll of divine favor from a strength patron witch to do exactly what you want to do, you're probably not allowed to do almost the same thing with barkskin (or else you could just get the Spellcasting services of a strength patron witch to cast divine favor for you). That said, if you play with a summoner who has barkskin as a spell known and get him to cast it into your ring (as many people suggested regarding divine favor and a witch with the strength patron) on the same thread, and get the GM to note it on your chronicle, it would likely be acceptable.
Since he specified half-elves he probably meant Arcane Training alternate racial trait... but that would only give them a caster level of 1 for the chosen class (and they're giving up all favored class benefits for it...)
So it sounds like it's a matter of spell lists:
But then we have the whole "domain spells" (cleric/inquisitor) and "patron spells" (witch) that can (potentially) muddy the waters here. Probably should get a PFS ruling at least as to domain/patron spells. EDIT: On second thought, since players can't craft scrolls, and NPC-purchased scrolls are made by clerics or wizards, you only need to worry about the domain spells, not the patron spells. I think.
Andrew Christian wrote: You can't add your Dex bonus twice to the same roll, no matter what language you use to how its being incorporated. I see your bet and raise you "add your Dexterity bonus to this roll twice." Not that it appears in the rules anywhere that I've seen, but your absolutism about the issue seems unfounded to me. More specifically: you are correct that most typed- bonuses (aside from dodge bonuses to AC) do not stack, but if someone spent two feats (or say a feat and a +1 weapon property) to get "add your dexterity modifier to damage rolls" twice (for example if a gun could have the Agile weapon property* a Pistolero could add their dex to damage from the class ability and then a second time from Agile) then they would get to add their dexterity modifier to damage rolls twice. *Agile requires Melee weapons so you can't put it on a gun; or at the least, I would rule that you can put it on there, but you only benefit when you're using your gun as a melee weapon per the pistol whip deed or as an improvised melee weapon.
Christopher Rowe wrote: I've noticed people who just bring in the Character Folio but don't actually use it except to get a reroll. Not really sure how I feel about that. I don't write in mine, but I use it often enough: it's got listings of many conditions and quite a few common skill DCs... like a "player" equivalent of a GM screen (before anyone asks, no I don't have it open and blocking vision to my rolls).
Cheapy wrote: I wonder if they'll be removing the alignment restriction on spells for clerics, inquisitors, etc because they could use the alignment restricted spells for a alignment-furthering goal. I would imagine never, just as Pharasma will probably never approve of raising dead by her clerics (even in order to further her goals). The question of what your GOD approves of is separate from the question of what affects your alignment, similar to how the question of what your Paladin Code approves of is separate from what local law approves of (even if there is overlap). I tend to think of the alignment restriction on divine spells as: You ask your lawful good god (or the "divine forces of law and good") to grant you magic power to cast an evil or chaotic spell, your god/the force says "no" and you don't get the power to funnel into that spell.PRD Magic wrote:
Off-topic and dead horse beatings:
I understand and appreciate that casting an [evil] spell is something a cleric/druid of a good good shouldn't (and couldn't) do--it'll make their patron diety mad to draw on powers opposed to that diety. That makes sense to me. But when people talk about how spells with the [evil] descriptor make a character turn "evil" it just sounds silly; and 90% of the time the argument happens someone chimes in and asks: "If I cast Protection from <alignment> [descriptor] does that make my character [descriptor] in your game?" (i.e. Prot from Chaos is [Lawful] or Prot from Evil is [Good] etc.) and I do not recall a single one of the people who say "[evil] spells make your character evil" respond to those questions. And the argument that you're indebting yourself to [evil] is silly as well, because Fireball [fire] or Burning Hands [fire] doesn't make a character indebted to the creatures of the plane of fire. (Maybe in your game it does? When the sorcerer casts that 100th Fireball without casting [cold] spells in between, a rift opens in space-time and fire elementals drag him away?) <-this sounds like a fun adventure honestly! the party has to go rescue the "fired-up" sorcerer from the plane of fire!
If someone who is "neutral" on the good-evil axis of alignment is (or can be) about "balance" between good and evil, then someone who is on the "good" side is (or can be) about making sure the good outweighs the evil. Story-wise, a "good" person who casts a healing spell (whether [evil] or just conjuration [healing]) to keep torturing a prisoner "for the greater good" is, in my opinion, a LOT more evil than someone who uses an [evil] spell to heal orphans. As for Tiny Coffee Golem wrote: So basically, just ignore it and say you make amends in your downtime? it depends on the game; in PFS certainly you can do exactly that: there is an indeterminate amount of time between adventures during which I can memorize and cast Prot: Evil as many times as I want. In a home game I'm playing in, I can't do that because (at least thus far) "down time" has been marked by: goblin attacks at night, wandering scorpions, hunting for food, making camp, etc. so using a spell slot just to counteract the alignment change of casting an [evil] spell has not been a viable solution. That said, I refer you back to the previous paragraph regarding keeping track of which types of spells you cast: have you ever met a GM that made you become lawful because you cast Protection from Chaos too often (or even kept track of anything but [evil] spells)? I certainly haven't; the people I have played with watch what you do with the spell.
Tiny Coffee Golem wrote:
Nah, just after the adventure is over memorize it from my spellbook and cast it on myself every [caster level] minutes until I've made up for infernal healings. This is down-time spell use.
Cheapy wrote:
If this weren't a house rule in PFS, I'd just have my sorcerer keep an account book: "Debts" to heaven="Number of times I used my Infernal Healing wand""Assets" = Number of times I've cast "Protection from Evil [good]" and make sure the assets outnumber the debts. (In other words, it's a sensible house rule). Adam Mogyorodi wrote: Not that it's a bad house rule in my opinion. This. +1
Number crunching (i.e. character sheet) done for James (just in case I get selected). James Franklin Billingsworth III
Basics:
--Defense-- AC 15, touch 12, flat-footed 13 CMD 17 hp 11/11 (mAXd10+1 CON) Fort +3, Ref +4, Will -1 --Offense--
Speed 30 ft.
Statistics:
Str 18 (16+2), Dex 15, Con 13, Int 10, Wis 8, Cha 12 Languages: Common, Skald --Carrying Capacity--
Traits & Racial Features:
--Traits-- Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Shadow Child: Westcrown has long suffered under a peculiar curse, a blight that rises every night, bringing with it fell beasts that hunt the shadows. No one can say from whence these night-horrors come—though some blame the mysterious wizards of Nidal, other claim that it’s some curse laid by fallen Aroden, while still others suggest some shadowy mastermind manipulates an ebon brood from the depths of Westcrown’s northern ruins. Whatever the case, the people of Westcrown have long feared the night, but not you. You’re goal is to reclaim the darkness from the beasts that hide within. You’ve acclimated yourself to the dark, and thus act with greater precision in the shadow than most. When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area. --Racial Features--
Feats & Class Abilities:
--Feats-- Lvl 1 Two-Weapon Fighting (Combat): Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Double Slice (Combat): Prerequisite: Dex 15, Two-Weapon Fighting. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. --Class Abilities--
Skills (*trained):
+1 Acrobatics +0 Appraise +1 Bluff +3 Climb +0 Craft +1 Diplomacy +6 Disable Device* +1 Disguise +1 Escape Artist +1 Fly +5 Handle Animal* -1 Heal +1 Intimidate -- Knowledge (Dungeoneering) +1 Knowledge (Local)* -- Knowledge (Nature) +1 Linguistics* +3 Perception* +1 Perform -- Profession +1 Ride -1 Sense Motive +2 Sleight of Hand* -- Spellcraft +5 Stealth* -1 Survival +3 Swim -- Use Magic Device Gear (89.2/100 lbs.):
--Combat Gear-- 2x Kukri (16 g/4lbs) Shortbow (30 g/2lbs) 20 Arrows (1 g/3lbs) Studded Leather Armor (25 g/20lbs) Potion of Cure Light Wounds (50 g/0lbs) --Other Gear--
Peasant's outfit (.1 g/2lbs) --Money, Gems & Jewelery--
Companion:
'Noc (Short for both "Nocturnal" and "Binocular") Male Owl Animal Companion N Small Animal Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
AC 14, touch 13, flat-footed 12
Speed 10 ft. Fly 80 ft. (Average)
--Feats--
--Skills--
--Tricks--
--Carrying Capacity--
Djivan wrote: Awesome feedback for everyone!... Reply to questions:
James of course feels the natural twinge of fear at stories of "shadows that haunt the night," but even more than that, he knows there is profit to be had using his training and skills from the surely much darker Ustalavian nights. Also, at some point, he may be one of the things that goes "bump" in the night.
-->He's going to take the Shadow Child trait from the Council of Thieves book, so he's trained at night fighting (and perhaps a bit cocky/braver than he should be).
The Spell List Index for level 3 Sorcerer/Wizard spells does not have Pellet Blast from Ultimate Combat listed. It is also missing from Magus 4 on the spell list index. In fact it appears all spells with a COSTLY focus or material component (i.e. their name has an M or F superscript) from Ultimate Combat are missing: I am going through Sorc/Wizard and Magus spell-list-index vs Ultimate Combat spell list and the following are missing at the listed level for the listed class: Magus:
Sorcerer/Wizard:
I would suggest looking at all UC spells with costly focus/divine focus or material components for all classes; I only checked Magus and Sorc/Wiz, but all (and only) M and F spells are missing for those 2 classes.
Christopher Rowe wrote: And not that this has anything to do with my question, but as I was looking at my copy of that document (the one dated Wednesday, November 28th, 2012), I noticed that in the introductory paragraphs it lists the core assumption as including the CRB and Pathfinder Campaign Setting: Seekers of Secrets. That's actually changed to the Pathfinder Society Field Guide now, hasn't it? Maybe he means the "download a PDF of this document" link from additional resources? And since it was only a few mouse clicks, I did the work for you; he DOES mean that document:
Additional Resources PDF wrote: (If you’re bringing a printout of the pages, it must be from the actual Paizo PDF and not text copied and pasted into a blank word processing document). Since the core assumption for Pathfinder Society Organized Play is the Pathfinder RPG Core Rulebook, Pathfinder Campaign Setting: Seekers of Secrets, and the Pathfinder RPG Bestiary, we cannot assume that every Game Master will have the products listed below. Emphasis mine. See this download dated 2012-11-28 to see what he's talking about.EDIT: Copy/pasting this post to the "additional resources updates" sticky in the hope that it will be seen there by the powers that be.
Christopher Rowe wrote: And not that this has anything to do with my question, but as I was looking at my copy of that document (the one dated Wednesday, November 28th, 2012), I noticed that in the introductory paragraphs it lists the core assumption as including the CRB and Pathfinder Campaign Setting: Seekers of Secrets. That's actually changed to the Pathfinder Society Field Guide now, hasn't it? Maybe he means the "download a PDF of this document" link from additional resources? And since it was only a few mouse clicks, I did the work for you; he DOES mean that document:
Additional Resources PDF wrote: (If you’re bringing a printout of the pages, it must be from the actual Paizo PDF and not text copied and pasted into a blank word processing document). Since the core assumption for Pathfinder Society Organized Play is the Pathfinder RPG Core Rulebook, Pathfinder Campaign Setting: Seekers of Secrets, and the Pathfinder RPG Bestiary, we cannot assume that every Game Master will have the products listed below. Emphasis mine. See this download dated 2012-11-28 to see what he's talking about.EDIT: Copy/pasting this post to the "additional resources updates" sticky in the hope that it will be seen there by the powers that be.
Submitting the background for my entry:
Appearance, Personality & Background:
--Appearance-- 24 yrs old; 5' 5"; 155 lb; pale skin, brown hair, green eyes. --Personality--
--Background--
He was trained as a scout, and used his stealth and deception skills to land work with the criminal element in Ustalav after his desertion. Word came through that James was wanted for his desertion, and so he called on the few friends he had to get himself out of Ustalav and to somewhere far, far away where he might continue to ply his new trade. He was directed to Westcrown, and given an "introduction" to a contact there who might be able to find him work as a mercenary thug. He's not met many people in town, and among those he has met, most don't want to give their names to a hireling. He only really knows the man he works through, Shelton Hearly. Shelton runs a small knick-nack shop in a poorer part of town, near the closed-up pathfinder lodge, Delvehaven--from which he fences or ships out the few stolen goods that enter his hands. Shelton is only a small-time fence and is convinced that James will do better as a mercenary than as a thief (the profits are higher and the risks not much less--Shelton knows what happens if the Hellknights catch a theif) and has tried to direct James to those sorts of jobs. James' income thus far has been pitiful, he has only been hired for a few jobs guarding empty buildings at night (which have, thankfully been uneventful) and one job to guard (and guide) a salesman from out of town using what little knowledge he has of the area. But James has plans to make it big--he's heard rumors about truly powerful figures who control the underground of Westcrown, and if he can find his way into the employ of one of these masters (or better yet, become one of them!) he's sure he'll be set for life. He's starting as a Trapper ranger with an owl that helps him scout at night, but will be taking levels in rogue from then on out (at least as far out as I've planned).
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