In your link the manta ray companion doesn't show any indication that it is aquatic.
The amphibious subtype doesn't mean that the creature lives on land. It means an aquatic creature can breathe air.
The shark (CRB and directly below your second link) doesn't have the aquatic subtype either. We could infer that these all are supposed to carry over those subtypes from their Bestiary entries, but I'd prefer to see them in the companion stat block, since there are a number of possibly ambiguous cases. A dolphin, for example, has a swim speed and no land speed, but shouldn't (and correctly doesn't) have the aquatic subtype. Other aquatic animals should show clearly whether they are amphibious.
The GM receives everything that the character to whom they apply credit could have received with full success, at the subtier of that character.
If the GM credit character is in the lower subtier or between subtiers, it only gets access to lower-subtier items. If a boon is faction-specific the GM character must be of that faction to get it, and so on.
Another question (a lot. we are starting tomorrow), we are doing the Intro I and after completing each request it says the PCs earn X amount of gold for completing this. Do they just get that gold or does that all count towards the amount gained at the end when they get the chronicle sheet?
Each amount is part of the total that they earn on the final chronicle sheet. Their characters have no other way to receive gold than on a chronicle. It's spelled out in case they fail any encounter, the GM can remove the proper amount from the total.
When you earn chronicle sheets can you only purchase the items between scenarios? I know you have to wait for the chronicle sheet you are earning while playing the scenario that you are on, but with older ones you have already collected can you buy those items whenever?
I believe you have access to those items at any time that you can purchase items generally (in a settlement of 5000 or more inhabitants, or otherwise if your GM allows it).
Aaron Mayhew wrote:
No to the second - therefore no to the first. Both access and value remain on the chronicle for items found and consumed in a scenario.
The extradimensional space is closed and the familiar, not being the user of the haversack, can't get it to open. The master would have to open the haversack, most likely as a move action, and later get the familiar out before it suffocates. I agree, though, that a familiar could certainly decide to go inside without any sort of check.
PFWiki Scribe wrote:
In setting it probably should be Cyclops.
First World combined with Elysium - not much, unless a PC or creature has game abilities related to the First World. Possibly there would be less distinction between magical beasts and spiritually-empowered animals, allowing more magical beast companions and supernatural abilities for animal companions.
Material Plane replacing the Boneyard - Where on your Material Plane is Pharasma's audience hall? I'd expect this to have pretty significant effects on raise dead, etc. spells and incorporeal undead, since the souls or spirits involved are now travelling a certain distance (and maybe passing through some described locations) rather than plane-shifting.
1. If you have a spell component pouch, drawing and using a material component is part of the action of casting the spell and uses the same hand that you use to perform the somatic component. A spell with a material (or focus) component requires one hand to reach and use that item even if the spell has no somatic component.
2. The rod must be held in one hand when casting. You can't perform a somatic component with the hand that's holding the rod. By default, casting using a metamagic rod requires two hands.
3 and 4. It's a separate action to take the item from where it's stored.
As to identify the creature.
edit: The more I think about it, the greater the wealth of information it gives about the target. Sometimes it's the only answer a character needs in combat.
The obviousness or simplicity of the answer varies greatly by the creature. For some monsters, looking like a different type than they are is pretty much the point of their existence.
Victor Zajic wrote:
The main argument against you could be that luck bonuses are specifically called out in the book as luck bonuses. Absolutely nowhere in the dozens of books paizo has published is a single bonus called out as a "+x strength/dex/con/int/wis/cha bonus".
I've quoted on another thread the first stat block in the Bestiary (here it is again), which calls out a +1 Dexterity bonus to its AC in the same format as its natural armor bonus and its size bonus.
Silly question, where does it say I can't charge a Wizard for the spell, in the CRB it states "wizards often charge for this" but I can't recall of find something saying "you cannot charge for X" or can't make money off people!
Mechanically you can't receive the gold for it. Is it a gold reward for a scenario? Is it a day job result? Is it selling an item you own for half what you paid for it? Is it a rebuild? It's none of those things, therefore it doesn't appear on your chronicle sheet, thus your PFS character doesn't have it.
There is indeed a FAQ:
Pathfinder Society FAQ wrote:
As usual, you need the resource for the spell to use it in play.
To me the suggestion is not too complex, but it might be too strong and described badly. The spell implants a single passing thought, not an entire change of attitude.
You don't have to word the thought aloud, since what you're trying to impart is a mental impulse that's not necessarily expressed in words (it's just easier to shape a complex idea if it is). A creature who makes a saving throw against a spell knows he's been targeted by a hostile influence, but not what the spell was trying to do.
I would love to be able to do this. My character -2 can cast resurrection and character -10 was sponsored into the Society by him, applying two boons that I'm unlikely to get on any other character. However, for good reasons, wealth can't pass between characters and especially those belonging to the same person.
I suspect you mean 2 skill ranks.
If he's a human, the human favored class bonus is available to him. If he's a halfling, the halfling favored class bonus is available to him. Each level, he either selects one of them, or one of the standard favored class bonus options.
In PFS, for an item outside the player's core assumption (the core rulebook and the Guide to Organised Play, which contains stats for one item that I know of: the standard wayfinder), you must provide, if your GM requests it, either a hard copy of the book or a PDF of the book with your watermark on it (printed out or immediately visible on a device), as well as the current Additional Resources list. Websites, including the PRD, are not legal sources for additional rules.
Consulting an actual book on the subject (a Pathfinder Chronicle, for instance) doesn't usually get you more than a +2 bonus, so I don't think assistance from people who know less than you do can give more than a general +2 circumstance bonus in total.
Even though it's DC 10, in order to aid another you must be able to make the same check, so it would still be trained only.
Guide to PFSOP 5.0 page 7 wrote:
A character .. must be younger than venerable .. A character that ages past venerable, for whatever reason, dies of old age and is removed from the campaign. Characters do not alter their ability scores as a result of this choice.
A character can't start as venerable and retires due to old age if he reaches venerable. He takes neither penalties nor bonuses to his ability scores due to age. Since the boon says that he takes mental bonuses for the next age category, but he's not permitted to, I believe the boon can't be applied.
Can I choose to have a Bastard Sword still count as an One-handed weapon, even when wielded in two hands?
It counts as one-handed for some purposes, not for others. I doubt there is a circumstance in which you can choose, edit: and in general for most qualities that can change from one-handed to two-handed, it would go by the way you're wielding it.
So: One-handed for what purpose?
p. 470 wrote:
As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon
You can only allocate the enhancement bonus if you use the weapon in that turn. Wielding it is necessary to use it, but not sufficient to activate defending.
There are two separate game mechanics that have similar names.
A racial trait is listed under the race's entry in the core rulebook, Advanced Race Guide, Bestiary or other source of the race's statistics. Later sourcebooks have alternate racial traits that can be swapped for these.
A race trait is one category among the traits that are listed in the Advanced Players Guide chapter 8, web enhancement and in other sourcebooks. You can only have one trait in each category, so only one race trait. Certain game abilities, such as a half-elf's Elf Blood, the Racial Heritage feat and the Adopted trait allow you to choose a trait from a different race.
Unfortunately certain published sourcebooks get this wrong, but it should be reasonably clear in context.
3: It depends on the item and what it does, but we can make some general statements.
A charmed or dominated character truly, inwardly, in his individual will, wants to get out of the effect, even if his conscious mind thinks otherwise. He takes Will saves against the controlling effect, or in this case doesn't take one against an effect that counters it, regardless of the enchanter's wishes or commands.