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1. Much like other cooked meat and baked goods, it might keep for a few days, more with cold or magic, or the witch might be able to make preserved foods or trail rations that last indefinitely but don't look quite as delicious.
2. One meal or serving. If you want more, cook more people.
3. Each serving can have a different effect, most likely at the witch's option when created.
My understanding is that a character can always purchase items valued at under 750gp regardless of Fame or PP. Is this the case or have I experienced a catastrophic reading comprehension failure?
This is not the case. If he has less than 5 Fame, he can only purchase Always Available items and items on the character's chronicle sheets.
Also, can things on one character's Chronicle sheet be bought by another one of my character's since the Chronicles are kind of attached to me as a player rather than to each of my individual characters? It seems clear that the items and boons from the top half of the Chronicle are character specific but is the list of equipment on the bottom half only available to only that character as well?
No. Chronicles are specific to the character who earned them or was assigned them. A few boons carry over between characters and these are described explicitly on the chronicle or in the scenario concerned.
1. Vishkanya have Poison Use because they produce their own poison. Neither PFS rules nor logic support them buying manufactured poisons unless they have levels in the classes that normally have this benefit, or access from a Chronicle. If a vishkanya obtains a manufactured poison, her Poison Use ability works as written.
2. The rules don't support an animal's venom working effectively if applied directly to a weapon, though a non-PFS GM could allow it as a house rule. It must be prepared as a manufactured injury poison. edit: Outside of PFS, a character might use it as raw material for Craft (alchemy), applying a suitable Profession check for how much raw material it provides in gold piece value, but that's not explicit anywhere. In PFS, a day job roll against Profession (animal keeper) followed by a Craft (alchemy) roll provided you are an alchemist or investigator would do something like this, producing one of the permitted standard types of poison.
You make a good point. The text really should say explicitly if the brawler's levels count as monk levels for the effect of feats and items. The only support I can see for this is the examples selected - but in both examples, the only difference in their function for a monk is that they scale with monk levels. I think it's poorly written and needs clarification.
The Guide to PFSOP, pages 21, 25 and 36 describes how to adjust XP, PP and gold for the slow track. The Guide says nothing about altering the day job result - instead it says (pages 21 and 36) to enter the result from table 5-1 in the day job box.
edit: as others have said, providing a citation/quotation for a negative is pretty tedious.
That's an unhelpfully vague description of Martial Training. A brawler counts her levels as monk levels for the purpose of qualifying for feats, and to determine what options apply for feats that work differently for monks and non-monks. Otherwise the character has 2 levels of hungry ghost monk and 3 levels of a non-monk class.
Punishing Kick knocks an opponent back 5 feet, as it would if the character was a level 5 hungry ghost monk. She can use it twice per day.
Elemental Fist does +1d6 damage and she can use it twice per day.
Should they? Not a rules question. If you want a character who is less than the minimum age for an adventurer and your GM is prepared to allow this departure from the rules, I would think you should be prepared to use the mechanics for that choice. Otherwise, a half-elf can take PC class levels at 20 years and if you want to claim you're 11 for some roleplaying reason, the game world will draw its own conclusions.
Abadar, Appearance in relation to Worshipers, Theology, and Worshipers that are not Human.Fluff and Character Help needed.
It's pretty long, to be honest.
If the character was introduced to Abadar by a Tien merchant, he might recognise the Tien aspect first, until he develops enough personal understanding of theology (say, high ranks in Knowledge (religion) or cleric levels) to make his own speculations. However Abadar is an ancient god and appears to different cultures in their own guise. I expect he has draconic and cyclops aspects, for example.
The church would probably advise the character to integrate into Katapeshi civilised society more than to preach to his own tribe, unless perhaps he had an opportunity to convert almost all of them at once.
They might pull out a few of their captives to do that - particularly if the PCs destroyed specific undead servants and were well suited to replace them, such as Luscilia's zombie and the party included a strong fighter, or Dalirio's huecuva and a cleric - but most of the slaves are either shipped off for cash sales in other nations, or sold to the derro for purposes revealed in Part 4.
ALSO - druid question. Im playing a game right now with a Druid with a Wolf companion. Do they both roll initiative? Do they both get to attack? Does the Druid need to roll to command the wolf?
Different GMs treat initiative of companions in different ways. I've given the player the option of either rolling once with the lowest initiative modifier between them, or rolling separately. Either way, if the companion is an animal and has no orders that seem to apply, it will delay for orders.
Both the druid and the companion get full rounds of actions.
You use the Handle Animal skill to control an animal companion. To summarise, the player needs to know what tricks the animal has been taught from the skill description. Commanding an animal companion to perform a trick that it knows is a free action, Handle Animal DC 10 with a +4 bonus for the Link ability. If it's not his animal companion, isn't trained for what he wants it to do, or is injured, it becomes more difficult.
1) You can run scenarios from any season, unless the scenario has been retired.
2) Use the current character creation rules, Additional Resources and rulings.
3) That's fine, they don't get any extra faction boon but get prestige for the primary and secondary success conditions and other rewards that are not tied to a faction. In the last couple of seasons this has not always been as clearly described as it should be.
4) See the Secondary Success Conditions for seasons 0-4 to assign PP for primary and secondary success conditions. The Season 6 guide gives equivalent factions to receive faction-specific boons, but you don't give out any Lantern Lodge, Sczarni or Shadow Lodge specific boons. All characters get XP.
5) Some boons are not tied to conventions. There have been boons for owning novels, playing in a certain period around a holiday, earning sufficient prestige over a season, earning GM stars and no doubt others.
Jeffrey Fox wrote:
Adamantine longsword. I assumed the item had some extra hit points as for a magic weapon, so there was some question whether the sword would get through it before the character fell over from the damage he was doing to himself on top of the constriction and strangulation.
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die.
As Orfamay quoted, ability damage doesn't reduce your ability score, so you still qualify.
If a creature ability isn't listed in the spell description (descriptions, for beast shape II and higher) or general polymorph rules (Magic chapter), you don't get it.
Not sure about the galvo. If you become a jackalwere, you don't gain its Change Shape ability, so you take the natural form of a jackalwere, which is a jackal. Jackals don't have hands and, strictly following the statistics of a dog, wouldn't be able to speak or perform verbal components.
The ISWG has more mechanics than you might think, some rather widely used. The one you're after starts on page 10:
Inner Sea World Guide wrote:
On Golarion, humanity is further divided into many different, unique ethnicities .. Twelve human ethnicities are detailed on the following pages
Note only eleven are PFS legal. The Dragon Empires Gazetteer and later products offer more.
Chapter 2 describes "locations", nations, empires, frontiers and wildlands, but I believe the most consistent rules term would be regions. They aren't ethnicities and don't dictate what ethnicity your character can have.
It's in the ACG
Advanced Class Guide wrote:
Fine etchings spell out the alphabets of four languages around the inside of this finely crafted silver band. The wearer gains the ability to speak and understand the four languages whose alphabets are inscribed on the ring. Normally the languages are Common, Dwarven, Elven, and Gnome. Less often, such rings are attuned to Giant, Goblin, Orc, and Undercommon, and rings with different sets of languages might also exist. The wearer retains the ability to speak in these languages even if she assumes a form normally unable to do so (such as a druid wild shaped into a wolf). [!]
and some further abilities.
For any creature, not just a PC and regardless what attitude you achieve, "some requests automatically fail if the request goes against the creature's values or its nature". Of course, the GM may make note of what you claim to be your character's values or nature, in case you should later be charmed or dominated. Further, "if a request is refused, the result does not change with additional checks".
But, yes, Diplomacy explicitly works on NPCs.
An ioun stone does nothing unless it has been activated - either orbiting his head, implanted, in a wayfinder on his person, or using another game ability that applies the stone's enchantment.
Pathfinder Society Primer wrote:
Your soul can be absorbed into a pale orange rhombus [sic] ioun stone only once per 24-hour period.
The additional stones are pale orange rhomboid ioun stones, so the character's soul's ability to enter one is limited by this note, regardless that they are not the same ioun stone that activated first.
An ability that allowed him to stabilise automatically would reduce his danger.
Zach Klopfleisch wrote:
--No, the only requirement to gain XP in PFS is completing three encounters (and being alive at the end of the adventure.) Prestige is the same for modules like Master of the Fallen Fortress. You cannot take XP or Prestige away for poor roleplay.
If a character actually refused to take part in an encounter (and wasn't doing something else that creatively helped the party), it might not count towards XP. If they were present, they completed the encounter.
Bear in mind that gaining XP moves the character towards higher level, which, if the party doesn't do well and loses gold or prestige for a scenario, can sometimes not seem like a benefit.
The Amateur Investigator feat doesn't grant the inspiration class feature, so it doesn't meet the prerequisite for Inspired Alchemy. If the prerequisite was "inspiration pool" or specifically included Amateur Investigator, or if Amateur Investigator said "you gain the inspiration class feature", it would qualify. See the Extra Inspiration feat, which lists Amateur Investigator and the inspiration feature as two different prerequisites.
I'm planning to play my first session as an investigator this weekend. For what it's worth, I don't see what stops an investigator neutralising poison in a creature that's already affected by it. That's what the spell neutralise poison does.
He would, of course, have to physically examine the poison (which probably means he must have an exposed, unused dose of the poison) to identify it, then make a check to neutralise it, taking at least 2 minutes before the affected creature received any benefit, more if it had been poisoned more than once.
Improved Uncanny Dodge is not relevant, since the barbarian is not flanked.
Uncanny Dodge and Surprise Attack seem to conflict directly. I would read it: During the surprise round, combatants are flat-footed until they act on their initiative count. Surprise Attack causes an opponent to count as flat-footed to the rogue as if they had not acted. A character with Uncanny Dodge cannot be caught flat-footed ever, including if she has not yet acted in a surprise round. Therefore, the barbarian is not flat-footed.
The character with the chronicle you mention may scribe spells into a spellbook or formula book or teach them to a familiar that can store spells, no one else.
If the bard could scribe spells, he could scribe them into his own book and allow other characters playing in any scenario with him to copy from his book. Since he is not a character who prepares spells, the boon is of no more use to him than to my brawler, who also had the chance to take it.
Choose a specific grid intersection at the centre of your space. If the centre of your space is a grid square (as it is for most PCs), pick one of its four corners.
edit: It looks to me as if emergency force sphere's 5' radius hemisphere centred on you places you in your choice of the four squares that the dome takes up.
This is not one of the listed abilities of prestidigitation. It could perhaps make some sort of blobby coating, but since materials made by prestidigitation can't count as a spell component, I doubt they can modify the effect of a spell component either.
If a holy symbol was reshaped by something other than a 0-level spell, that certainly might prevent it functioning.
Thinking about where each individual would have to move, it should be at least a full-round action, after the troop moved adjacent to the ladder. If the GM allowed the troop to use any of its damage-dealing abilities while doing so, it's more like two full rounds. They might choose to fire crossbows through the trapdoor instead.
1. The primary effect of the haunt is fire damage to the target creatures. A haunt can't cause the room actually to catch on fire, because rooms are objects and immune to mind-affecting effects.
Rules for magic oils are in the Magic Items - Potions section of the core rulebook, pages 477-478.
You make them using the Brew Potion feat.
Applying an oil is a standard action to smear the oil on the target (note, throwing does not work) or a full-round action to apply an oil to an unconscious creature. The person applying the oil is the caster and the thing receiving the oil is the target. Despite some wording in this section, you can apply an oil to a creature if the spell can target creatures.
No. A creature that's not an appropriate mount for you can only benefit from an exotic saddle and if it doesn't have one, you take a further -5 for riding bareback.
A military saddle has its listed effects and is probably better suited than a standard saddle for unusual forms of movement. Whether it needs to be exotic depends on the mount.