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First off, how is he applying quicken at all? At 3rd level he can still only cast 1st level spells. Quicken applies a 4 level spell adjustment and he would need to be 10th level in order to cast a quickened 1st level spell.
That is not correct. You can take a 5 foot step and move action in the same round as long as the move action is not used for actual movement. "You can move 5 feet in any round when you don't perform any other kind of movement". Drawing a weapon is not movement.
In addition, under the description of move actions, only moving your speed is listing as preventing a 5 foot step. This means you can draw a weapon, stand-up from prone, direct a spell, etc., and still take a 5 foot step.
You would be correct. The example in the Core Rulebook involves a 3rd level paladin who can use a wand even though not of a high enough level to cast spells.
I was playing a fighter level 4 made for melee and tanking and there was an opponent flying at a distance, with nothing else I could do I wanted to shoot it with my bow. In my group they say that unless you have the feat "Rapid Shot" then you can't take a full round action to shoot your bow twice. The way the feat describes it's benefits though makes it seem more like the "Two Weapon Fighting" equivalent to ranged attacks. So my question is whether or not you can use a full round action to shoot a bow twice in a round without using "Rapid Shot"?
Yes, as long as your BAB is +6 or more which would allow you to attack more than once as part of a full attack. At 4th level you are limited to one attack.
This is not correct. You can absolutely move then fire your bow or fire your bow then move. What you cannot do without the feat is move, fire your bow, and move again. Think of it as spring attack for ranged weapons.
Specifically, in the Combat section when describing being flat-footed:
Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.
He is the mayor in American Hustle.
Craft Cheese wrote:
I've been playing with it for a while: It's mostly fine, honestly. It means spontaneous casters can make use of Quicken Spell (one of the most important metamagics for prepared casters) and it gives them an extra edge of in-encounter flexibility over prepared casters. Things only break down when you combine this with certain things that assume full-round action casting times for spontaneous metamagic, like Arcane Fusion (and the entire Arcanist metamagic mechanic). But those problems are patched easily enough.
Spontaneous casters already can use Quicken Spell. See Metamagic Feats. Quicken Spell is called out as a specific exception to metamagic feats taking a full round action when used by spontaneous casters.
Will Johnson wrote:
I'm not sure the bomb was errant.
There is no handedness in Pathfinder. The two-weapon fighting penalties only apply if you take an extra attack with the second weapon. In this example, the character can take an AOO with the dagger if someone came close enough to provoke and would not take the two-weapon fighting penalties. See this FAQ entry.
Will Johnson wrote:
It sounded better than "Rabble of Galt..."
Guide to Pathfinder Society Organized Play Version 4.3 wrote:
Select your character’s class and race from the choices offered in the Core Rulebook. You may also select aasimar, tengu, or tiefling as your character’s race with access to the proper Additional Resources book. Additional class and race options from resources like the Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Ultimate Magic, Pathfinder RPG Ultimate Combat, Pathfinder RPG Advanced Race Guide, and Pathfinder Campaign Setting: The Inner Sea World Guide are generally available with few or no alterations, as well.
The only legal race choices are from the Core Rulebook and aasimar, tengu, and tiefling, unless you have a convention boon allowing you to play another race. The section you quoted regarding class and race options refers to things such as archetypes, alternate racial traits, etc. Goblins are NOT legal for play.
The Undead Lord archetype is banned. See Additional Resources.
Pathfinder Roleplaying Game: Ultimate Magic
Anyone playing the magus playtest version must have updated his or her character as of 5/19/11. The following are NOT legal for play:
The store charging is not the issue. It is the store saying charging a table fee is required by PFS organized play as well as saying that the store owner is a Venture Officer when he or she is not. Those are the issues, not charging for a table.
From the conclusion of First Steps, Part I:
First Steps, Part I wrote:
It is clearly intended that the PCs will earn two prestige points as long as they completed three of the four tasks.
I will make the trip as well. As far as locations, you may want to see if a local community center has rooms available or if the library has rooms that could be used for this. Another possibility is a restaurant with a larger "banquet" room, such as Coco's or IHOP. I know from going to networking groups that meet at such places that often you just need to agree to buy dinner and they will give you the room.
Pirate Rob wrote:
I am very much looking forward to it.
We have setup a Yahoo group for PFS members that play at a particular store. I would like to post a copy of the current organized play guide (Version 4.0) in the "Files" section of that group so people can readily access it. Two questions: First, is there a way to get a non-watermarked version of the guide and, second, if not, can I use my personalized version and post it for others to download? I know I cannot do this with scenarios, but am not sure if there would be any restrictions with regard to the play guide.
You can also make an AoO prior to acting in the round if you have the Uncanny Dodge class feature, since you are not flat-footed. See under Flat-Footed.
I know this has been discussed previously, but I was wondering if the developers had changed their minds about not allowing vital strike to be used on a charge. The reason for this comes from the Inner Sea World Guide. Specifically, on page 315, under the Treerazer entry, it states:
Treerazer begins most combats by casting time stop and raising an antiplant shell to prevent plant creatures (including creatures under the effect of his aura of corruption) from approaching. If he has time, he also creates walls of thorns and summons demons (usually four nalfeshnees and 12 hezrous). In melee, Treerazer gleefully takes up Blackaxe and makes full attacks against the closest foe, or Greater Vital Strikes if he’s forced to move or charge.
Either they have changed their minds about Vital Strike and charging (and not told anyone) or this was a mistake and needs to be corrected in a future update. I would just like it cleared up.
I am getting ready to run this on Monday and have one question. It is a DC 17 Perception check to notice the ghast to the left of the entrance to the room he is in. Why wouldn't the ghast, assuming he was aware of the party, move to his spot and then attempt a stealth check while they were trying to open the door? At tier 6-7, his Stealth bonus is +16, I believe. Is it the stench that somehow lowers the DC of the check? Would it be wrong to have the ghast make a stealth check instead of relying on the static DC 17 Perception check?