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1. The chronicle for each level gives access to (generally) one hex of land. You can buy the land on that or any later chronicle, recording the date of the chronicle on which you bought the parcel. You can buy as many hexes of land on one chronicle as you have access to and can afford.
2. This is not the case. It's a purchase like any other and doesn't prevent you doing other typical end-of-scenario activities.
Hooves are listed as a secondary attack on the natural attacks chart in the bestiary, so they're secondary.
They're also listed as secondary for the horse animal companion, which if it doesn't get Docile, doesn't as written have any game ability that changes this. I agree they should and were intended to become primary.
Well, the class abilities that give a horse combat training from level 1 didn't exist when the CRB was written. For a druid it's a sensible but not guaranteed choice to train the horse's standard tricks as combat training.
If you're getting into melee with a two-handed weapon, you'll want at least 14 in STR and CON. Weapon Finesse would work with touch attacks but otherwise isn't a useful path for you, so there are better uses of points than raising DEX.
High Wisdom gets you bonus spells and higher saving throws on offensive spells. 16 should be ample for what you describe.
I hope you have an idea why the god of ultimate doom and the end of the world wants to help out the Pathfinder Society. Not to drop spoilers, on more than one occasion you may find yourself fighting your co-religionists.
Ok just making sure. I wasn't sure if Deinonychus was considered ill-suited or not, considering Beast Rider Cavaliers get access at 7th level.
edit: That's a fair point and suggests that a deinonychus is a suitable mount at least for a Small Beast Rider.
Another question is about attacking. Familiars in essence have Weapon Finesse, but I couldn't find that same line in the Companion side. (Edit: Weapon Finesse is a Animal Feat, so that answers that)
Many familiars effectively get Weapon Finesse from their base form because they're Tiny creatures. This is not a general rule for companions.
For PFS credit you must meet the minimum number of tables (barring unavoidable late changes that have occasionally been cleared with campaign leadership).
If running one as a non-PFS home game, you could consider changes to those mechanics that require more than one table and narrate what the rest of the Pathfinders are doing.
In this case, there are the specific passive rolls made on knowledges to realize the gnome is lying at the end, which is what I was asking about. I decided to make up sheets with a list of stuff to ask them, and have them roll 20 d20's and write down the results before hand.
I sent around a list to get about six pieces of information beforehand, as people in the area have often seen me do,
one of which was Sense Motive bonuses, then let them roll as many Sense Motive checks as they liked. I knew beforehand how many questions they had to make, before I had to look at the gnome's Take 10 Bluff DC.
"Natural 20 for a Sense Motive of THIRTY-SEVEN." (yeah, you know the tone)
"He seems entirely open and truthful."
I wasn't sure if "if you try to ride something ill-suited as a mount, you take a -5 on Ride checks" would apply to this.
Yes, it would, and you're right that the penalties stack.
Also, general question: can combat training be the bonus trick I learn, or is it implied that I know all the other tricks before?
Combat training is a general purpose that takes up six tricks.
It seems a good idea to make the bonus trick "attack" again, so your companion is prepared to attack any creature.
I'll point out the current instructions call for a quest at one of the standard scenario tiers: 1-5, 3-7, 5-9 or 7-11, with scaling for a range of character levels (that would seem to mean that you provide both standard subtiers).
You could of course think about what levels would suit your story and show your skills in the way that might be of most interest to the PFS team.
You apply chronicles one at a time, in the order played, as soon as you qualify to receive them. I think you would completely apply the chronicle that made the character 10th level, including levelling to 10th level (that is applying the XP for the chronicle) and making all choices for 10th level. After that you would apply and receive the held boon for the Emerald Spire chronicle, notwithstanding that the rest of that chronicle has already been applied.
Because you retain race-specific feats and count as both races for certain purposes, it makes sense that you still gain the benefit of the feat and it remains legal for you from PFS Additional Resources.
Yes please - it's become relevant for retraining my character. Currently, since she doesn't qualify for Extra Bombs, I'll just remove a feat.
1) To expand on the sub-tiers, is the eligible sub-tier is always based on average party level or each individual players? Is this the same with more than 4 players?
If average party level (APL) is within one of the subtiers for the scenario, you always play that subtier. If APL falls between two subtiers, the Guide has rules to determine which subtier you play, which do refer to the number of players and very occasionally individual character levels.
Murdock Mudeater wrote:
Since the later scenarios in Season 5, yes, I'd say so.
It looks like a case of variation. A GM should consider carefully, though, before ruling that a legal character option has no way to work in the campaign.
Your Hit Dice (singular: a hit die) are the dice that you roll when creating a character (or creature) or gaining a class level to determine how many Hit Points you have when uninjured (your health pool, or how many hits you can take before you collapse). If you roll four dice to determine your hit points, you have four Hit Dice. If you have these hit points due to what kind of creature you are, rather than by class levels, the dice used to generate them are Racial Hit Dice. Most player character races don't have racial hit dice.
Samasboy has explained some ways that you use this number.
Statistics for a class are summarised in a table in the class description, typically called Table X-YY: Classname. A class level gives you a Base Attack Bonus (BAB - part of the number you add to your die roll to make an attack), Base Saving Throw Bonuses (Fort, Ref and Will - part of the numbers you add to die rolls that you make to reduce the effect of some harmful attacks such as spells and poisons), a Hit Die (as above - what type of die you add to your hit points for each level in the class), required Alignment (the character's moral and ethical beliefs), Class Skills, Weapon and Armour Proficiency and finally, other Class Features that vary by the class.
If you have more than one class, or have both monster hit dice and class levels, for many of these class statistics you simply add the numbers together. Some specific class features have different rules for how they interact with the same feature from other sources.
As mentioned, monsters' Hit Dice function in many ways like class levels and give them the same kinds of bonuses. You won't need to work these out unless you're using a character race that starts with monster-style hit dice or creating your own custom monsters as a Gamemaster. If your class gives you a companion creature, the rules for the class should include almost all the information you need for the creature's statistics.
If something gives 'X modifier / bonus instead of Y bonus to Z', does that mean a Y penalty is not replaced?
Thank you, one guide mentions selfmade flour/chalk bombs for detect invisible things so I through that some improvements like a alchemist bomb with some glue(sticky bomb) can be made.
Don't get me started on guides. There's a rule for this item (powder bag) in the APG. For the Core campaign, the invisibility spell mentions that physical conditions can allow detection of an invisible creature.
I don't want to give the impression that nothing exists in PFS without a written rule - I certainly don't run games or characters that way - but if such a rule exists, particularly if it's in the CRB or a long-standing source, you won't get around it more cheaply just by argument.
If something gives 'X modifier / bonus instead of Y bonus to Z', does that mean a Y penalty is not replaced?
I have some questions about this device. Does it light if struck by a metal object, or if you fall onto/against metal? Have you declared to each GM that you carry these items ready for use and thus exposed to possible mishaps?
You can use the alchemical items or magical means that already exist for this purpose. A tindertwig requires a standard action and two hands. Spark is a zero-level spell that takes a standard action and can be cast as verbal only. A sunrod requires a standard action but doesn't provide flame, which you may prefer. You can light objects with a flaming weapon (if your GM really needs proof, refer him to its prerequisite spell effects) with an action type not clearly specified. If you want more benefit than that, I'd expect a significant cost for a mechanical striker, or magic that specifically has this effect.
Martin Weil wrote:
Before mine too (good Lord the man has been on this site a long time) but I'm fairly confident the relevant posts should be in his correct name.
The tier of the module, I should say, or the subtier played for a scenario. I would think, but am not sure it's explicit, that a GM credit scenario chronicle reduced to apply to a 1st level character would have to be taken at the lowest subtier.
But were I to get the negative levels, they would simply carry into the next session until I removed them or would I HAVE to get rid of them before the end of the session? What if, like I mentioned before, I lacked the prestige or funds? Would that be the only acceptable reason to carry them over?
Negative levels and conditions that have no mechanical effect (such as gender changes) specifically can carry over to the next scenario, and the next. You don't have to justify it.
Kevin Willis wrote:
To be pedantic, the OP rightly asked about the Chelaxian and Taldan ethnicities, whose language is known as "Common". Andorans are mostly Chelaxian and Taldan by ethnicity. Many Absalomites are of Garundi ancestry so could (if the player chooses) take Osiriani as an ethnic language. Any ethnicity can occur in any nation - a Tian (-Min) brought up in Varisia, as a well-known example.
You should download and read the PFS Roleplaying Guild Guide, previously known as the Guide to Organised Play. Chapter 2 gives rules for Character Creation.
Changeling is not a permitted race without a boon certificate that allows you to play one and those for changelings are rare (not an exact game term).
James Anderson wrote:
There's the often useful text
CRB page 30 wrote:
When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level .. Finally, add new skills and feats. For more information on when you gain new feats and ability score increases, see Table 3–1.
You must add feats at the levels when Table 3-1 says you gain them and you must qualify for a feat when you select it (page 112). Someone would have to show where PFS GM credit modifies these rules of the game. It's unlikely that it does, since
RPG Guild Guide page 21 wrote:
If you have multiple Chronicle sheets from pregenerated characters, they are applied to your character’s Chronicle sheet stack in the order played when your character reaches the appropriate level
RPG Guild Guide page 39 wrote:
+17 as human = +3 CHA, +1 rank, +3 trained, +10 racial. The distinction probably doesn't matter unless you have some effect that modifies your bonus for a class skill or your racial bonuses.
Okay. Thanks. Are they considered open-game content? If not, I'll have to think of my own subcultures or house rule a substitution because I'm using a homebrew campaign setting.
The Pathfinder campaign setting is not open content. If you bought the books, you can of course use any part of them in your home game.
Does the kitsune's +10 racial bonus on checks to appear human become +13 once she takes a rank in disguise if it's a class skill for her?
+14, adding her Charisma bonus and any other bonuses she has to Disguise checks, if I understand the question rightly. If she doesn't have a rank in Disguise, it's +10 plus her Charisma.
Wei Ji the Learner wrote:
If the ability to transfer an item costs the giver PP, which has recent precedent, the question becomes simple. Give it to two other PCs, you pay twice.
This would make it more difficult for lower levels to feed value up to middle levels, which I think has troubling implications and is not a bad thing to discourage.
The southern secret door leads to the stairs to the surface lodge (which is mapped in Siege of the Diamond City) but is concealed from within the library. The eastern secret door leads to A2.
** spoiler omitted **
A2 is just wandering for several hundred feet through a big partly-ruined space. You should emphasise that it's much bigger than the surface lodge and extends under the streets above. There should be no need for a tactical map.
For A3, note in Part 2 that 25% of the maze walls are real. Just determine which 10' north-south and east-west sections and 15' diagonals in the first, third or fourth map tile are actually there, then draw the altar in the central 10' x 10' square.
Martin Weil wrote:
There was a lot of wailing on the boards when the restriction was originally pointed out to people who had missed it, but, at that time, no one thought that text you insist means something it doesn't meant what you insist it means. People were just asking for an errata to fix the problem, not claiming it didn't exist.
I beg to differ. I've thought and written since I saw the book that this interpretation causes a more serious problem of its own.
If all of these traits are both gnome race traits and traits of another category, then a gnome can't take two traits from Gnomes of Golarion, nor can she take one alongside a gnome race trait from another source, such as Animal Friend. This restriction on gnomes is not mentioned in the sourcebook for gnomes and I don't think it was intended.
We need either a consistent interpretation or a rule change, that allows these traits to work properly for their primary purpose (gnome options) and also assists their secondary purpose (options for other characters with Adopted).
Goth Guru wrote:
The Inner Sea World Guide will be your starting point.
The Inner Sea Primer and Cities of Golarion give various regional bonuses, then you could get into areas that interest you.
For elements of an atomic wasteland with mutants, you might look at Numeria (which has a sourcebook and relates to the Technology Guide) and the Mana Wastes (which I don't think does yet). More distant connections might include the Worldwound (sourcebook of the same name) and other planets (Distant Worlds and People of the Stars).
I agree with your advisers. +2 ability score for both the feat and skill points is a hard trade to justify.
You could consider a dip into Cavalier, giving you 4 + INT skill points and a mount - I'm not sure if you were planning to arrange that as a character ability, but it will almost certainly involve feats - or another of the classes with full BAB and 4 + INT skill points. I was going to say Ranger, but even Brawler could have some interesting synergies.
A sleeping creature can't take a standard action, or most other kinds. It can make Perception checks at a penalty, which prompt it to wake up (stop sleeping and become awake, prone, not wielding any items and most likely flat-footed, on its initiative) if it perceives something unusual or dangerous.
Apologies, I see I've misread the question and replied in a contradictory fashion. No, a 5th level PC with 5 ranks in Linguistics would not gain any extra languages (unless any headband that increases Intelligence grants them). But a 5th level PC with no ranks in Linguistics would gain 5 languages, that are always the same set, fixed when the headband was created.
Stephen Ross wrote:
As we are in PFS it comes down to GP. I'd suggest a minor(1-5%) GP cost per scenario for things with lingering effects. It's just a generic way to handle the disassociation and problems alignment items may cause if not on a host or user with synergy.
I haven't seen this work well. I would confidently expect some players to ignore the cost, while I'd be bothered by it and probably avoid the boon. Seeing the example in
I questioned whether it would ever pay off unless used very heavily.
In this case a temporary negative level that never becomes (I think it should read) a permanent negative level shouldn't kill a 1st level character by itself. That doesn't seem intended or fun. I might describe a pretty unpleasant experience, mechanically similar to being nauseated (experiencing physical distress) and apply the other effects of the negative level if they matter at the time.
It's also been suggested that the item can suppress this effect if it chooses.
On one occasion in Season 4, the character was Neutral, might do worse things to gain magical might and due to events of the session, was inducted into the cult for a time. Several others I've refused.
I think the balance point is right when a minority of players at a typical table might want the boon - it has visible drawbacks, but is not so icky or harmful that almost everyone will reject it out of hand.
Seemed to work:
Cultist's Kiss: Brand of Endurance
Emerald Spire: Boon of Abraxas
Refuge of Time: Ioun stone
Feast of Sigils: Sigil wafer
Wardens of the Reborn Forge: Transformation of Haagenti
It's not a permanent bonus. For the generic ISWG Pathfinder Chronicle, you read the Chronicle for 1d4 rounds to get the benefit. For the specific volumes in the Primer, you read the Chronicle for an hour to get its benefits for 24 hours, or you can skim it for a minute and make an Intelligence check to get half the bonus.
Like other equipment, you can lend them to other characters at the table, though two characters couldn't read a volume at the same time.