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Well, you could play a character identical to Kyra (presumably with more gold unspent) for the scenario in question. It would be your own character, not a pregen.
So basically credit from a pregen level 1 character could not be applied to any of my level 1 Society characters that have played in a scenario?
Correct, for two reasons: it must be applied to a newly generated character and it may not be applied to an existing character of the same level or higher.
What if you retrain a 1 level class into something else. The way I've read it, to me it doesn't imply that you actually lose the stuff you got from the previous class or gain what you would normally get from the second without also paying to retrain the feats/class features.
If you retrain a level, you remove the class features you got for that level and replace them with those granted by your new choice.
1. Let's say you have a party walking down a corridor with a corner at the end. Ten feet from the corner is a creature with total cover from the party (because of the wall). The creature is deaf, and automatically fails its perception check to hear the party. The creature is not stealthing, not moving, and not talking. What perception check, if any, would the party get, and at what point would they make it?
If any of your PCs can succeed by taking 10 against a DC of 40 + distance penalties, you could allow them to hear the creature breathing or shuffling its feet at the point where they make the check. Otherwise, the first PC sees it automatically when she reaches the corner.
2. When it comes to perception DC modifiers (+1/10 ft, etc.), are the modifiers applied in a straight line from the perceiver to the source, or does it take the path of least resistance, to modifiers that are most beneficial to the one making the check. For example, in the corridor scenario, assuming the party gets to make a perception check, would the DC be determined by drawing a straight line through the corner (incurring the penalties from going through a wall,or by going around the corner, avoiding the wall?
Whichever gives the lowest DC.
Digital Mystic wrote:
Is this anywhere in the core rules? Do spells have obvious effects as you cast them? Like, could a non spell-caster know the difference between a person casting a spell, and a person waving their arms around and speaking pig latin?
To someone untrained in Spellcraft or fooled by a Bluff, both might appear to be casting a spell. Verbal and somatic spell components are easy to perceive and obvious for what they are, unless the character has a specific game ability to disguise or conceal them.
Digital Mystic wrote:
Also... does everyone cast the same spell the same way? Do all fireball spells look the same as they are being cast? Or will two wizards cast fireball with different movements, words, and effects?
They don't necessarily cast the same way, otherwise there would be no need to roll Spellcraft for any spell that the character knew. Apart from anything else, multiple different classes and even divine casters can cast the same effect.
I agree, the Bones oracle's Undead Servitude has the same limitation and same problem as the necromancer's ability. No, you could not use a single channel both to Command Undead and to Channel Smite.
This brings up the question: do variant channeling abilities not function?
The question seems ambiguous. edit(2): I don't see a problem with a cleric with variant channelling taking and using Channel Smite. If she did, a Channel Smite would have its full effect and would not apply the variant channel effect. A Bones oracle can't use variant channelling because she can't use a channel to harm the living.
They are listed under 'Combat feats' but I seem to remember reading something about weretigers... that would seem to be an awfully fringe limitation for feats to have.
PFS Additional Resources: Blood of the Moon wrote:
Equipment: all equipment on page 30 are legal; Magic Items: all magic items on pages 30-31 are legal; Mystery: the lunar mystery is legal for play.
Archives of Nethys seems to have marked these as PFS legal, but I'm not sure why.
Yes, a higher than minimum caster level can provide various benefits depending on the type of item, as well as increased cost. I don't think the question was PFS specific.
At the point where he takes the lead in the conversation, or if the NPC has a specific reason to be offended by the presence of a smelly or diseased individual or a foul discharge, such that her starting attitude worsens.
The default response to a low-Charisma individual is contempt and a tendency to ignore him. His other modifiers are more like active disgust and aversion, but if the NPC can keep away and avoid physical contact, she should be able to interact neutrally with the more pleasant members of the party.
If you plan to put all your levels in oracle and/or in full-caster-level prestige classes, this trait does nothing for you and you shouldn't take it.
If you're multiclassed and you pick oracle for Magical Knack, the effects of your spells, your concentration checks, your spell penetration checks and your ability to use cleric or oracle scrolls are calculated as if you had taken up to 2 more levels in oracle, to a maximum of full progression. You qualify for any prerequisite that specifies caster level as if you were 2 oracle levels higher. You don't gain extra spells per day, spells known, revelations or the final revelation. Your current revelations don't improve. Your curse doesn't progress.
The spikes are essentially weapons attached to the shield which basically turns it into a weapon.
Well, the shield was already a weapon, but attaching shield spikes changes it into a different weapon, a spiked shield.
It seems relevant to ask whether shield spikes are themselves a type of shield for pricing of mithral. I think not, any more than they're a type of armour. They're an "other item".
Add together the cost of the shield (including special materials and masterwork armour) and the spikes (including special materials and masterwork weapon). They don't have to be made of the same material, as I can easily imagine a basic spiked shield where they're different (wood and iron). If both the shield and the spikes are mithral .. that's pretty expensive.
Hence the suggestion, after the OP's group has run three introductory games, to add at least one more session before Destiny parts 1-2.
Also note that, for the DotS trilogy, carefully running the Devil We Know tetrology from Season 1 (I think it is) might be a nice prequel, since it introduces some of the NPCs that show up in DotS.
Sounds good also.
Hye Roler wrote:
If folks aren't wanting the Kingmaker experience, my other thought is to run Rise of the Runelords (Anniversary Edition). If that were the case, what suggestion for a PFS scenario might you have?
Season 4, the Year of the Risen Rune, featured Varisia and Runelord lore strongly. Again it depends what your players like: edit: from early in the season, for 6th level, The Golemworks Incident is a romp through Magnimar
Spoiler:while In Wrath's Shadow is a horror-themed dungeon descent that should raise the proper expectation that Thassilonian = bad news.
with no Thassilonian involvement (if you want to keep it a surprise for Rise of the Runelords part 1)
SO basically I can not even have the skin tone simple like a Drow too?
That would be literally reskinning as a drow, which already has game stats, so is not allowed.
PFS is not so keen on characters who will be killed on sight in 80% of the campaign setting. It causes problems for the GM and other players.
I'll have a go. Low level, I presume.
Since you don't have access to the Special, The Wardstone Patrol is an acceptable substitute to start the season. From there, you have several possible story arcs.
The Fifth Crusade
Sczarni Power Play
Qadiran Market Advantage
Destiny of the Sands is the Osirion three-parter. Probably run The Glass River Rescue before this.
Cheliax plays a few interesting parts in these, though the scenario where it really shines, Fate of the Fiend, is tier 7-11. I can't think of anything very exciting Andoran has done this season.
Likely Season 6:
I have for scenarios; 3, 2, 5, and 1 = 11?
That would be 4 XP and you should have gained level 2 after the third game, unless any of those games were sanctioned modules.
I'm only aware of one way to get 5 PP in a PFS session and you won't be playing that at 1st level. You could get 3 PP if you played a sanctioned module and didn't complete all of it. Otherwise I don't know what the numbers you listed mean.
PFS rules are clear and not particularly stretchy.
You can choose one of the core rulebook races, or an aasimar, tiefling or tengu if you provide a legal rules resource for their statistics, or another race if you have a certificate (known as a race boon) that allows you to do so and you provide the legal rules source for it.
Additional Resources specifies what you may and may not use out of alternate racial abilities from rule sources that you own. Most, if not all, abilities derived from drow blood are not legal.
Your racial abilities do what the published rules say they do.
Racial weapon proficiencies (weapon familiarity) work in two different ways. Where the ability makes you proficient, you have proficiency regardless of your class. Where it allows you to treat the item as a martial weapon, you must get proficiency with martial weapons or with that specific martial weapon from a class ability or feat.
Devon Jones wrote:
I linked to the FAQ. Here it is again:http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9n9x
And of course, if the caster can choose to designate someone an enemy and someone an ally whenever they cast the spell, then "enemy and ally" basically become interchangeable with "target".
I didn't actually edit in response to this, but would urge caution: targeting is a more specific requirement. A caster, for example, can consider an invisible rogue to be his ally, even if he doesn't know where the rogue is or whether the rogue is affected.
An enemy is whoever the caster or enacter of the effect believes or decides to be an enemy. edit (2): This is not targeting and doesn't depend on line of sight. You can affect yourself as if you were your enemy.
An ally is whoever the caster believes or decides to be an ally.
edit: If the caster doesn't know the creature is in the area of effect, context and the nature of the effect will show whether the caster would consider random creatures in the area to be enemies.
j b 200 wrote:
You can find some info on Ceyanan in Death's Heretic and The Redemption Engine as He/She appears in both Pathfinder Tales Novels
Good point, I hadn't made the connection. Ceyanan turns up to instruct Pharasma's agent Salim, accompanied by Pharasma's usual portents (which may or may not be under his/her control) and is described as an 'angel'.
The APG is incorrect. He can create items without having the listed caster level, just making a Spellcraft check appropriate to the item's CL (also note that many magic items are listed with a higher CL than the minimum that they need by the guidelines). Where caster level is an actual requirement, it's one of those that can be bypassed with a further +5 to the Spellcraft DC.
Yes, also with your usual Strength bonus to damage for a one-handed weapon to each one. You have no off hand in this action.
You could look at some other threads for the Season 3 onward Hao Jin Tapestry scenarios, building up to Rats of Round Mountain. They have some nice things for Osirion, give a good structure to bring in Tien elements mostly without dragging the other three factions to the far side of the planet (though I'd definitely include The Fabric of Reality, which goes to Goka), there are plenty of evil things for the Silver Crusade to smite and if they survive the notorious Rats they can give themselves a pretty sincere sense of accomplishment.
This doesn't do a lot for Taldor as far as I remember, so you could have a Kaer Maga sub-plot as mentioned, even launching the campaign with The Godsmouth Heresy.
For another direction, Taldor and Absalom actually have some surprising Tien connections. You could run a Taldor-centred campaign starting with, for example, First Steps 2-3 and Decline of Glory. The Dalsine Affair is all Taldor but also should provide some surprises to the Silver Crusade.
I'd treat it exactly as a ghost's corrupting touch, except that it does fire damage and has no save for partial damage (this in itself is a significant power increase). It applies witchflame as a separate supernatural ability.
Corrupting touch is a Supernatural ability. The ghost activates it by the Use a Supernatural Ability standard action. There's also reason to think a witchfire, at least, can use it as as an attack of opportunity, because she has the Combat Reflexes feat that would otherwise be pointless.
Vital Strike does not apply because it's not an Attack action. Improved Natural Attack does not apply (nor would strong jaw) because it's not a natural attack.
As long as you become a generic member of a type and not a specific individual, I think "venerable female Tian-Min" is an acceptable example of a type for this purpose, while hair and eye colour are examples of fine details you can control.
It doesn't refer to creature type and if "type" should read "subtype", that would raise difficulties as to what ethnicity and sex should be generic to elves, for example.