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Staggered and Unconscious: When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.
Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.
If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.
Above from the Combat chapter of the CRB/PRD.
Heh. Point him toward the iconic archer builds.
None of them would work at all in his game, since they typically use multiple feats simultaneously, even as early as level 1.
Point Blank Shot - +1 to hit and damage against targets within 30'
And so forth....
Choose between Point Blank Shot or Precise Shot or Weapon Focus or Weapon Specialization? Seriously?
Weapon Focus and Weapon Specialization are probably among the poster children for feats that are designed to work together.
The more important thing on this, besides abiding correctly by the limited 1/2 PP purchases; is making sure your PC is fully legal at each level, so build them level-by-level for things besides the gold purchases, otherwise you may need to add costs for retraining, as well, for feats with requirements..
Incorrect. Your PC is still 5th level, but with 2 permanent negative levels. Permanent negative levels can be removed with several spells, starting with Restoration and working up from there.
Energy Drain and Negative Levels
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
Relevant text bolded.
I GM PFS, and have called for both types of rolls.
More amusing, Friday in my online RotRL game, was my 5 Star GM didn't know why I was rolling 2d4 as part of my Disable Device checks, as no one had ever done that before.... Updated my macro to include that the 2d4 was rounds needed for difficult and intricate devices...
And, again, you are assuming something implicit in the rules citations that is just not there. ALL those lines on Adopted in the Gnomes of Golarion do is reiterate that the Adopt trait exists, and, in NO way, override the normal restriction on taking multiple traits of the same type.
The above is NOT what the line states. The line only says that Adopted would allow you to take A Gnome trait, with NO, repeat NO, text saying that the restriction on taking the same type of trait twice is removed.
To be clear:
At the time Gnomes came out, IIRC, the APG had not yet been released, and the author of Gnomes may not have looked deeply into the rules on traits, as they were new, as well, from the pre-release document, the Character Traits Web Enhancement, which previewed some of the Trait rules from the APG.
So, the situation is as follows:
So, without requiring any one-shot rules changes, or making player and GM lives more difficult with unfounded exceptions, is it therefore intended that the Gnome race traits from Gnome of Golarion should, like Rapscallion, have any trait designations removed, other than Gnome race trait?
BTW, all Mike Brock did was confirm that the rules were the rules, and that the text in Gnomes did not, in any way, constitute any sort of exception to the rules, either explicit or implicit.
Rules question, not PFS specific, so flagged to move there.
And probably needs a clarification, as I can see both sides on this one, but tend toward the +4 side as the "correct" answer.
Of course, making it a +5 bow, and +1 Human Bane arrows complicates it further.
Obviously, against non-Bane targets, it is +5 X Bane when it hits, so +5 to hit and damage.
Edit: I assume it would depend on the order of application of Bane's effects, really.
Zach Davis wrote:
I hate to disagree as everyone else seems to be on the same page, but I really don't like the idea. It takes 5 because it's worth 2 of the other boons a few of which can take a few scenarios to complete. I don't think it's unreasonable to ask people to GM five slots to finish a task that's worth twice as much. Dropping it to 3 for 1 might be ok, but breaking it up is kind of worthless as it would still technically be the same number of boxes for the same amount of credit. Also, you can fully complete the Faction cards without the two points from the GM task so it really becomes your choice if those two points that you COULD use, but don't need are worth earning. I've seen plenty of GM's assign pure GM credit for the first couple of levels either to make them more survivable or so they can acquire something they wanted for their concept that couldn't be achieved at creation. So once again accomplishing this task doesn't seem unreasonable. I understand the OP's point here as I spread GM credit around as well, but the whole proposal sounds like a case of "Hey this cool free option you gave me isn't good enough."
No, I think it is more, "Hey, great cool free option. Would it be possible to make it work a little differently for those of us who GM under either restrictions (once a month) or spread our GM credits out amongst lots-and-lots (tm) of PCs?" Or both...
Note: I forget to fill out the cards on either side of the screen, just lazy on it, I guess, but I currently have 38 PFS PCs setup, all but maybe one or two of them with at least one chronicle. Most of them, by now, have enough credit, from before-the-cards, to be at least 2nd level; and many of them have credit from various evergreens, due to local issues.
Took me over a year to find which PC had my GM Stars Boon Chronicle. And I have to go looking again, since I forgot, again. "Which PC number am I using purely to put Emerald Spire GM credits on?" I had to look it up, and it appears to be my -29. Yeesh. Someday I am going to actualy build him further than the "He's a Human Bard." stage...
Murdock Mudeater wrote:
Which would make it a Craft (Gemcutting) skill check, I would think, then.
DR is fairly simple, if a bit arcane in writing.
DR 10/bludgeoning or good means that either a bludgeoning weapon or a good aligned weapon will ignore that DR.
DR 10/bludgeoning and good means that you have to have a bludgeoning weapon that is ALSO good aligned in order to ignore the DR.
Other creatures have similar types of DR options. Demons and Devils are the poster children for this type of thing.
I thought I remembered reading that you couldn't take 10 on opposed checks.
A lot of the pre-written stuff is already using Take 10 for many of those skills.
DC 25 for your Sense Motive to see if that Aspis delegate is lying.
In a combat has started situation, no.
Some skills, even though Take 10 might be allowed, are hard to get that situation available. Can you Take 10 for Wild Empathy? I think it is allowable, but, since it takes a minute, and you would have to be in a situation where there is a hostile or wild animal to affect, but not be actually in combat with it, it would be a rare occurrence. Same as using Diplomacy during a combat encounter to turn it peaceful. Possible, but not easy.
Seeker of Secrets for flawed and cracked Ioun stones, as well as the basic Ioun stone/Wayfinder resonances used in PFS, Method 1, but only for flawless Ioun stones.
Pathfinder Society Field Guide includes a bunch of stuff, including some PFS oriented archetypes, like the Lore Warden for the Fighter, Seeker for some of the caster classes, etc.
Pathfinder Society Primer offers some more Ioun stones, and their imperfect variants, and the standard resonances for them.
Matt Goodall wrote:
If you are mounted, and your ally isn't, he is probably low cover. Same if he is one of the Small races, and you are one of the Medium races.
Deighton Thrane wrote:
To be fair, it doesn't say you can't take a feat more than once. What it says is that unless the feat says so, the effects from a feat does not stack, so if you take it twice, you only get the effects once. So you can take it, but it's useless to do so. So the only feats where it makes sense are the feats where you can select different options, like weapon focus or skill focus. Though most of these feats will also mention you can take them more than once.
Actually, most of the Extra X feats all say you can take them more than once, and that their effects stack. Extra Channel is the only one of them without the special text, and this question/observation has been raised in the past. I remember starting a threat about it, several years ago.
7-20: Out of the Shadows (7-11): The final, and dramatic, reappearance of an old ally/enemy of the Pathfinder Society, along with the reveal that all members of the Shadow Lodge are evil. (Even those who bear a certificate that allows them to remain members of the Shadow Lodge find that there is a Geas in their membership).
As a result, the Society either remains the Pathfinder Society, after defeating the leader of the Shadow Lodge, or the Shadow Society, after the Decemvirate are murdered instead.
Until 5th level, a Gunslinger, without massive hijinx, is weaksauce.
Sure, he can hit fairly well, assuming Point Blank Shot and Precise Shot, but his damage is low, and he fires fairly slowly. If he takes Rapid Reload instead, he will fire more often, but his chance to hit goes down. At low levels, low CR stuff frequently has Touch AC around the same as regular AC.
At 5th level, the Gunslinger's damage goes up, since he now gets Dex-to-Damage. Meh. Keep guns fairly controlled, and use the errata for things like the double-barreled firearms, where they get the choice of firing both barrels, at -4 to hit, as a Standard, or fire the barrels individually, at normal to hit, as regular iteratives.
It is really at high levels, well past where your game is going, that Gunslingers get ridiculous, and most of that is that high CR monsters usually have no Dex mods, and penalties to AC because they are Large or bigger, and use Natural Armor to compensate. CR 20 Red Dragon has a normal AC of something like 39, even flatfooted, and a Touch AC of 5. At that point, with the magical enhancements expected at that level of play, the Gunslinger really shines. But probably not as much as before the double-barrel firearm errata, and probably not as well as a God Wizard.
Many of my PCs have died, usually at a high enough level to afford raise dead. My 5th level Bard, due to dying not long before, was only raised due to the party donating for it.
Many of the deaths have been to having to tank or making a priority target of my PC. My 8th level Rogue died due to being the only one to hit and damage an enemy during the surprise round, but not having enough AC to prevent the last attack from confirming a crit, when he was down to 3 hit points.
My worst death, as a GM, was when a new player built an Elf Witch, and spent no points on Con, then moved up to try and save an ally who was unconscious with a CLW, but got crit by the enemy, going from uninjured straight to Con dead.
Equally, my archer, having to frontline an encounter in a 5-9, was hit by a threat from the leader of a band of enemies, saved from a confirmation by the enemy rolling a 4 (a 5 would have confirmed, only to have the damage be something of an anticlimax, 1d4.
@nosig: Katisha has been extremely lucky, IMO, not to have gone down multiple times. AoEs are a thing, targeting the PC who is healing is a thing, targeting the least armored, or a certain race is a thing. That archer Ranger with Favored Enemy Human, who deliberately targets human PCs, with Rapid Shot, in a 1-5 scenario, is real.That Magus using a keen rapier, with Shocking Grasp[, out of invisibility, against a probable squishy, is a thing.
We won't even go into things like enemies with "see in darkness" who also get Deeper Darkness as an at will SLA, and have sneak attack...
Kyle Baird is not now, nor has he ever been a PFS authority. He is a PFS GM, a scenario author, and, presumably, a PFS player, but his rulings have nothing to back them up.
The closest thing he has to a real ruling, and it is still waiting confirmation from above, is what to do about the missing wand (not on the chronicle sheet) from The Confirmation.
As mentioned, getting a spell cast for you by another PC (the only way for most Martial PCs to get one) is perfectly legal. If the spell is one of the ones explicitly designated as lasting past the current scenario, it remains in effect, whether it is a simple Masterwork Transformation or a Heightened Continuous Flame.
If I ever run into one of the GMs you are warning me about, I will simply leave their table, since they would have to object early on, since I tell the GM about it right out of the box; and pass on the information to their local Venture organization to discuss with them off the clock.
Diego Rossi wrote:
And Humanoid (Goblin) is NOT useful information, because it is something you shouldn't need a roll to get. That little creature has a big head, lots of zits, and has a crazy look in its eyes. After all, does the sub-type include any templates applied to it? And I have seen a goblin in a module which has an added bit, which pretty much renders the humanoid stuff uncertain. Is there a standard write-up for mutant or variant as a sub-type?
And not all type/sub-type information includes enough to make a difference. Undead, as a class, have certain characteristics. Yay. Is it incorporeal? Included in some sub-types, but may not be present in all. Is it intelligent?
Again, from the Knowledge skill write-up, right here on the PRD:
And the reason so many of us use the question-and-answer mode is because we sometimes run for different players, different characters, and different groups.
Even in a home game, what was useful for John's character last week may no longer be relevant, because John retired that PC, or it died, so he is running a totally different PC this week.
In addition, you would need to know a lot about the Knowledge PC to even have a good chance to guess what might be useful. Not just class, archetype(s), and level, but current spell load-out, if applicable, whether they have a golf-cart of weapons or some other way to handle that, and so much more. And that information can change just from adding a level.
Maybe consider going Summoner with your PC, instead?
You get to make an eidolon, so make it a combat monster to support the Ninja and Slayer, something that can take a hit. Then when it goes away from damage, you can spam your SLA Summon Monsters that are always level appropriate and last 1 minute per level, and are only a Standard action to use.
Actually, his characterization is not his own.
From the Pathfinder RPG Character Traits document:
So, going back to the days when Season 1 was starting up, and the only traits available were the ones in this document, before the APG was published, many of us learned that the categories of Combat, Faith, Magic, and Social traits were all Basic traits. It still hangs on. Oh, and the quote above, is from page 3 of the document, which is, even now, the only always available source for traits, besides the campaign (faction) traits, for the Core campaign.
Maybe you should consider how the feat Channel Ray changes Channel Energy, and the words in that feat, as most of them would also be applicable to a Reach modified Cure X Wounds spell:
I mention this because changing a touch spell into a ranged touch spell would seem to carry the same proviso.
Would you require a caster using Reach Spell on Fly to need to make a ranged touch attack on his ally that is not adjacent to him to affect them?
@TOZ: Got a definition, somewhere, for a permanent wound? Closest I could find was about the condition of lameness being caused by a permanent wound.
As to the Tarrasque, it appears that it is missing the sub-type of creature it should be, or the sub-type for it was created afterwards: behemoth sub-type
Interesting, isn't it.
Dave Justus wrote:
Can you cite where it says you can only take 10 on rolls you make? Take 10 means you aren't rolling in any case, doesn't it?
And Take 10, at least, doesn't cite YOU having to make the roll, just instead of rolling a 1d20, you can just settle for a 10.
On skills saying Take 10 cannot be used:
Just as a side note: On at least one of the VTTs, you can do a roll that only the GM sees, not even yourself.
Kahel Stormbender wrote:
A smart paladin uses detect evil before trying to smite. You know how many paladins I've seen people play over the years who forget they have that ability, thus frequently waste their Smite against a non-evil opponent? One guy tried to smite a celestial badger :)
And they finally clarified how the ability works!
Should have summoned a fiendish dolphin, which is on the same SM1 list, IIRC.
Would recommend Celestial, instead. And the "rescue drowning person" would not, IMO, even require pushing, but just a DC 10 Handle Animal check.
From the Dolphin Bestiary entry:
Yes, as Joe mentioned Adopted is a trait with no uses, at present, in Core play. Whether there may be boons on any scenario sheets that give an option for any Race Traits is unknown, I don't recall any. Do keep in mind that it allows the taking of a Race Trait (like the Elven Warrior of Old trait), not a Racial Trait (like the Human Skilled Racial Trait).
As Joe wrote, the faction traits are not the ones in the Faction Guide, but the ones listed in each faction write-up in the Pathfinder Society Roleplaying Guild Guide, currently v7.0, on pages 13-18, listed under the <faction name> Traits headings. Each faction should have 5 traits listed in that chapter, usually as the last item under the faction's write-up.
Rise of the Runelords:
"Hello, my name is Nualia. I am a new member of the Pathfinder Society, recently journeying here from Sandpoint. My apologies for my ... deformities, they were incurred when some mad adventurers assaulted me a short time ago, and, in their madness, drove me form my home, and my father's resting place, in Sandpoint. I do not know all of what they have afflicted me with, so these deformities may increase in the future. Shall we adventure onwards?"
DM Livgin wrote:
My first death was due to weak character builds, combined with robot beat down, combined with bad luck on the dice. It is a blessing in disguise that those characters (mine included) died at lvl 3, so that they did not go on to endanger more experienced field agents. The part that really hurt was that I'd just finished modelling and painting that miniature...
And, this, IME, is one of the most common causes of character death, usually permanent character death.
"Hey, guys, I just finished painting my customized mini for my PC. Let's play!"
Evil overlord list number 5a: Given some heroes' abilities, I know that the only way to not be in a charge lane is to be behind a Wall of Minions (tm).
Charge distances can be, with some builds, well over 100', possibly 200'.
So, with only a little bit of work, you can get a charge distance of 80' with drawing a weapon during the charge, or 160' if already armed. Add in a pounce build, and it is really difficult to stay out of the charge lanes/death zones of some of these builds.
Murdock Mudeater wrote:
Not as uncommon as all that. Color Spray, for one common example, will apply at least one round of stun, at a minimum, if the target fails its Will save, no matter what level the target is.
And Color Spray, as well, is an AoE spell.
5 or more HD: The creature is stunned for 1 round.
There is a way to add in various PFS exception options, using ShadowChemosh's free add-on for HeroLab. It gives a way to add adjustments for feats, races, archetypes, and something-or-other else to a specific PC. Makes most of my non-standard PCs not show errors for boon races, unlocked-by-boon archetypes, etc.
Got it, responded to it. Note that, as my PM says, just because a PC has a retired trait, does not mean the PC is not PFS legal, as many of us have PCs with grandfathered options on them.
I started playing PFS in 2008, and my first PC actually had to be updated from 3.5 rules to Pathfinder rules before I could play him starting with Season 1. However, as he was a member of a national faction, and the trait I took for him from that faction is no longer offered by the non-national version, it was grandfathered in for him.
Also, if you switch factions, you retain any faction trait from your old faction, not your current faction.
Of course, knowing what I know now, I would rather have been offered the option to retain it or change it to a currently-allowed trait...
Note: You may want to put in some form of tracking for factions, where a player can annotate if and when their PC changed factions, either due to personal change, faction retirement (Shadow and Lantern Lodges, and Sczarni), or faction name/focus change (All the national factions to non-national versions, Cheliax/Dark Archive, Andoran/Liberty's Edge, Qadira/The Exchange, Osirion/Saphhire Sages, and Taldor/Sovereign Court), etc.
I found this annoying as my party TPK'd in the last chapter (room F8) before completing all the required sections, thus no chronicles for anyone.
All sorts of possibilities, there.
First, the GM should still have issued chronicles for the completed sections.
Depending on how much of the rest of the monastery was completed, it probably qualifies as 1/3rd to 2/3rd.
The GM could also let you complete it with a batch of new PCs, although that is easier to do without a TPK.
Andrew Christian wrote:
You can run individual, sanctioned AP books for credit as though the sanctioned portion were a module. And you can do this in campaign mode or Normal PFS credit mode.
Note, however, if you are running only the PFS sanctioned portion of the AP book, and the Tier of the section is higher then 7-9, you need to do it with 4-6 actual PFS PCs in the level range, as there are no PFS approved pregens higher in level than 7.
Caveat: You will lose, however, much of the flavor of the whole AP, along with whatever part of the book you are playing the PFS sanctioned portion of, as, nominally, none of the rest of it is legal to play with a PFS PC.