1. If you speak the command word in conversation and activate the item, you just took a standard action. If you're not in initiative, this doesn't usually matter.
2. Activating each enchantment is a standard action.
2a. edit: Your GM might agree that the energy doesn't damage the weapon's bearer or his gear (such as its scabbard when sheathed). Unless she rules that you are only the "wielder" for this purpose when the weapon is drawn and used to attack, there's no need to spend so much time on this.
3. Flaming, frost and shock can all be active on the same weapon at the same time. "Until another command is given" means that you can use a command word (it might be the same word, or different) to deactivate the flaming enchantment.
Adopted doesn't give you racial traits (the kind listed in the Races chapter of the CRB), nor allow you to swap them. It only fulfils the prerequisite for race traits (the trait category in the last chapter of the APG).
This doesn't change if you use Adopted for a variant of your own race (though it came up in a recent discussion that you might be able to, if that variant was a prerequisite for a race trait).
It's a sonic effect, so silence prevents it. The victim is still affected for one round, as if the harpy had stopped singing.
edit: If he hears the song again within that round (probably because he moved out of the silence towards the harpy on his turn) he is still captivated so the effect continues while the harpy keeps singing. If he ceases being captivated after one round but then is exposed to the song again, he hasn't successfully saved within 24 hours so he must attempt the save again.
It can't attack at all with the two-handed weapon in one hand, any more than it could do so when not grappled.
A claw attack only requires one hand. edit: Taking two claw attacks is a full attack action and it requires both hands to perform that action, so the barbarian couldn't do it. It could take a claw attack and a bite attack, if it had one, since that full attack action doesn't require more than one hand.
a. Probably the wrong forum
b. What are the hit points/inch of snow? Is it vulnerable to fire? I might suggest about 1/10 those of ice for the first part, and yes to the second. Thus each point of fire damage melts (1/2 x 1/3 x 10 x 1.5), or 2.5 inches thickness of snow. Alchemist's fire does full damage to one 5' x 5' square and I wouldn't count splash damage for any significant effect. Snow doesn't catch fire.
c. Multiple townsfolk with shovels would be a lot cheaper and probably more effective.
They are listed in your other source that grants access to them. I'm not aware of any such source for a paladin or nature oracle at this time.
I know that the <Animal Companions> from other bestiaries and animal archives are allowed
Neither the Bestiaries nor Animal Archive extend the selection of mounts allowed for these classes.
If you haven't accounted for the weight of 4000 coins, you don't have 4000 coins on you if it should come up in a dungeon somewhere.
You own that wealth in some form, somewhere in the world and can spend it between scenarios, or when you have unlimited access to possessions that you could have brought along and left in a safe city location.
Why is it a bad house rule it seems very mathematically improbable you will roll 3 in a row
The empire of Ninshubar assembles a phalanx of 8000 archers. (Yes, I know. If a phalanx composed of archers is good enough for Taldor, it's good enough for their ancestors.)
They each fire an arrow at the Tarrasque.
Rare events happen if you make a sufficient number of trials. 1 in 8000 is not particularly improbable.
Dennis Baker wrote:
Yep. You deflect it and take no damage from it. Death is not damage (see, for example, vampires and non-magical wooden stakes) so ask your GM whether it kills you anyway.
It still provokes an attack of opportunity, just as using a spell-like ability would (or, to put it another way, you're still distracted and offer enemies an opportunity to hit you). People can see that you're concentrating on the target and not taking any visible actions.
A caster couldn't use Spellcraft to identify the spell, since he can't see or hear the spell's components, but I'd allow Spellcraft to oppose a Bluff check.
Detect magic won't help, since the caster won't detect that a new magic aura has appeared until at least his initiative count (that's if there are no other magic auras within his detection cone, otherwise two rounds). Arcane sight might.
A Bluff check is appropriate to pretend that the caster is doing something other than casting. If the caster doesn't particularly draw attention to himself as an attacker (say, if he's in a crowd) opponents might need Perception checks to notice that he's doing anything.
The summoned monster is not trained for riding and normally would attack the summoner's enemies, or if there are no enemies, do nothing. The summoner must communicate with it (the method depends on its type and intelligence) and command it to carry the cavalier. The summoner could also tell the monster to obey the cavalier's instructions, in which case the cavalier would also need a means of communication.
If the summoned creature is an animal, Handle Animal checks work as communication, DC 25 as a full-round action for pushing a non-companion animal. I've argued elsewhere that a summoned animal should effectively know the attack trick, making that a move action at DC 10 (ensuring the cavalier doesn't apply his bonus for handling his own mount).
As long as the monster's carrying capacity is more than the weight of the cavalier and his gear, it can carry him, though see other threads about creatures flying with wings carrying more than a light load. It might incur a -5 penalty to Ride checks as an unsuitable mount if its body shape or size is not appropriate for the cavalier to ride it. It's also not saddled.
The cavalier must make Ride checks and the monster must make Fly checks for the activities that normally would require them. Provided the monster is commanded to obey the cavalier, he doesn't have to make Ride or Handle Animal checks to guide the creature's movement, since this normally doesn't require an action or check.
Riding it into combat seems like a bad idea unless it's intelligent, understands a language that the cavalier speaks and he has a pretty good Ride skill.
The monster acts on the summoner's initiative when summoned. If commanded to obey the cavalier's instructions, it probably can delay until he gives such instructions, thereafter acting after the cavalier on his initiative count.
Michael Talley 759 wrote:
I'm not entirely sure of your question, but your first paragraph is not correct. The cleric must choose either to heal the living or harm the undead. The burst has no effect on the other group.
Hm. Good to know. At the PFS event I've been going to I was told by the organizer that I could transfer a sheet from my Ninja ( level 1) to my paladin ( Level 1 )
It could happen in limited circumstances. A chronicle for an adventure could be applied to another character if the ninja was an official pregen or a home-game character in a sanctioned adventure path. Some boons (special abilities on separate sheets) can be applied to or removed from a character as part of a 1st level rebuild.
Braer Bear wrote:
Personally I would think such a character would also be allowed to either choose a human racial appropriate language or get it automatically. If your family grew up speaking Varisian or Shoanti (for example) as much as they did Common, that would make sense... especially since you aren't constantly distracted by hearing the chatter of angels.
A GM might allow him to give up his bonus racial language for being an aasimar and take a human ethnicity's language instead. He shouldn't get both.
Since he counts as humanoid (human), he should be able to decide it's humanoid (human (Varisian)) for the purpose of qualifying for traits and such.
For flavour I wanted to have a paladin of calistra but there is some confusion of whether I can or not because of the above rule. But no where does it say that a paladin can't workship any god they want.
I can't really agree with either of these statements.
Guide to PFSOP page 10 wrote:
Clerics, inquisitors, paladins, cavaliers of the order of the star, and samurai of the order of the star must choose a deity as all classes in Golarion that receive spells and abilities from a specific divine source receive their powers from a deity. Druids, oracles, and rangers are the exception to this rule.
A paladin must have a deity.
Guide to PFSOP page 10 wrote:
Characters can elect to worship any deity listed in a table of gods in the Core Rulebook, The Inner Sea World Guide, Pathfinder Campaign Setting: Gods and Magic, or any other source listed as an official Additional Resource. Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity.
That deity must be within one step of her alignment, so must be NG, LG or LN.
So does this still apply to a Chaotic or Neutral god or a CN god like Calistra?
Why would it not?
Greg A. Vaughan wrote:
Scorned is currently number 2 in my queue behind an adventure by Dane Pitchford (also of these messageboards) called "Curse of Shadowhold" that I'm nearly done with development on. I'm still finishing out the last bits on Tsar also, but Scorned is definitely a 2012 release, and maybe even a summer release depending on how fast things go through the printer.
Will "Curse of Shadowhold" be sold through Paizo? I notice it's up at DriveThru.
(Apologies for necro'ing a barely related thread, this was the only search result)
Your companion's statistics are fixed at 1st level. When the creature gets increases to ability scores at 4th, 9th, 14th and 20th level, you can decide where to put them. You also have a choice what to do with its advancement at 4th or 7th level.
PFS uses the published rules. See the Druid class for an animal companion's statistics. If you want to do something different to those rules, you need a source that allows you to vary them.
It means if anything happens that might break your concentration as per the Magic chapter - notably, if you take damage or are affected by a spell - you must make a concentration check or lose the spell.
Can a spell caster who is continuing the concentration take other actions such as attacks of opportunity?
An attack of opportunity is not an action. Otherwise, an interesting question. I think RAW would allow it.
If it has tricks available, yes. For example, an INT 2 dog could be trained for guarding (4 tricks) and also know the seek and track tricks.
So a Three trick pony could essentially learn: Combat training general purpose as one, Flee, and Get help.
That is 8 tricks. A standard pony with INT 2 can learn 6 tricks. Are you getting that example from somewhere specific?
A general purpose replaces the same number of tricks as it grants:
Handle Animal wrote:
Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor.
Your animal companion with 2 INT can have combat training plus its bonus trick.
They happen as part of the same action. The action of casting harm can't reduce the target below 1 hit point. The spell has worked that way since 1st edition, so since there is ambiguity, we shouldn't invalidate the intent of the spell by a questionable wrinkle introduced by a new class ability.
I also agree with previous posters that the attack hits/is successful, then as a result, the spell effect discharges.
You're not required to use additional resources, so a human character doesn't have to have an ethnicity. If he does, it must be one listed in a legal resource.
If such a mixed ethnicity was to occur, I believe the character's languages would use the ruling for People of the North: if an ethnicity has two favoured languages, a PFS character chooses one of them plus Common (but Tian characters get their ethnic language, Tien and Common).
edit: OK, I read the skill description. To use a scroll, make a DC 20 + spell level UMD check to emulate having that spell on your class list. Since you use your class list, you also use your casting statistic. A bard with 20 Charisma can cast a 5th level bard spell. Done.
If your bard's caster level is less than the CL of the scroll, I believe you'll also need a caster level check. UMD has no usage that allows you to emulate a higher caster level.
#0-1, Silent Tide is a PFS scenario that currently gives you up to 2 PP. (The name is on the chronicle sheet. You did keep the chronicle sheet?) It sounds as if you completed your faction mission, so you got 2 PP. This leaves you with 4 XP, 6 Fame and unless you spent some, 6 PP.
You can buy
Some attacks you really should shut down as soon as possible. If the nastier enemies are not too much nastier and you think the party can deal with them before they kill you, it can be smart to thin out attacks, open flanks on the worse threats and prevent them on your party or just hit the enemies you think you can hit.