Summoner and PFS Rules questions, need official ruling


Pathfinder Society

Scarab Sages

5 people marked this as FAQ candidate. Staff response: no reply required.

I'm sorry to be dredging up old questions, but doing a number of searches has yielded few results, if any of these questions have been answered BY PAIZO STAFF in another thread, please do not say it's been answered in another thread, instead link the thread so that I can find it.

These questions arose during a pathfinder society event, with the Australian Venture-Captain in the room. As a result we're looking from an official ruling from Paizo's staff.

These questions concern the Sythesist Summoner:

1. Natural Armour Evolution at 1st level: I am aware of Joshua Frost's ruling on this but as this comment was made on the playtest and he was not a member of Paizo's staff, there is still some doubt, can the Summoner take the Natural Armour Evolution before 5th level.

2. Eidolons and Antimagic fields:
Quoting from Ultimate Magic: Page 80, Fused Eidolon:
'Neither the synthesist, not the eidolon can be targetted separately as they are fused into one being.... In all other cases, this ability functions as the summoner's normal eidolon ability.'

Quoting from Advanced Player's Guide: pg 55, Eidolon:
'Eidolons are treated as summoned creatures....The eidolon cannot be sent back to it's home plane by means of dispel magic, but spells such as dismissal and banishment work normally.'

Quoting from Pathfinder Core Rule Book: pgs 242-243, Antimagic Field Spell:
'this barrier is impervious to most magic effects, including spells, spell-like abilities and supernatual abilities.... Summoned creautes of any type and incorporeal undead wink out of existance if they enter an antimagic field. They reappear in the same spot once the field goes away.... (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only it's result)... Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned.'

Points of note:

Eidolon and similar abilities have no type and are therefore not Supernatural or Spell-like (This is not a typo as the 3 archetypes that modify it also have no type, meaning 4 instances of the eidolon having no type)

Eidolons are treated as summoned creatures, but the ritual to summon them likewise falls outside the barriers and thus there is dispute as to whether the conjuration has summoned them.

In the case of the synthesist, there is not even a summoned creature, but another set abilities labelled as an outsider, and whether this counts as a summoned creature for the purposes of the antimagic field.

In this senario the field is permanent, and so upon entering it, if the Fured Eidolon counts as his summoned creature, he would lose it, as it would be left behind at the field's edge and could never be retrieved.

What happened during the game: The summoner entered the field and the eidolon disappeared, but reppeared on him when he left.

Whether the Eidolon counts due to his life bond with the summoner, or even more in the case where there still is only one creature, as something that can be banished by the field is uncertain.

RAW: Eidolons can be used freely in an antimagic field
or
Eidolons are removed and irretrievable until the spell ends

Possible Middle: Eidolons can be used in the field but they cannot be summoned by any means while the summoner is in the field.

3. Sythesist Armour and Normal Armour:
Quoting from Ultimate Magic: Page 80, Fused Eidolon:
'The Synthesist uses the Eidolon's base attack bonus, and gains the eidolon's armour and natural armour bonuses.'

There have been conflictions over this. If the Synthesist is wearing armour can he still use his own armour bonus instead of the eidolons. GMs have said no you must use the Eidolon's armor bonus, but then Mage Armour gets cast, which does the same thing, despite them ruling you use the Eidolon's armor bonus. A few even said they stack.

This also goes to interactions with bracers of armor and amulets of natural armour.

4. Augment Summoning and the Eidolon
Augment Summoning has been acknowledged as working on the Summon Monster ability and though I have heard anecdotally that it works on the Summon Eidolon Spell I would like official confirmation. I've also been told that on this board is a thread that says Augment Summoning works on the Eidolon when summoned by ritural.

Is that true?

Thank you


Two is easy at least.
The Eidolon isn't a "summoned" creature. Dispel Magic affects creatures summoned using a Summon X spell because it dismisses the magic keeping the echo of them on the plane. Dismissal and Banishment force the creature to return to its home plane if it has literally shifted itself to the same plane as the caster (it has no effect on Native Outsiders [or, presumably, any creatures otherwise on their home plane when targeted]). The AMF can't remove the Eidolon for the same reason Dispel Magic can't.

Three is as well.
Armor bonuses don't stack. If the Summoner has a greater armor bonus, it supersedes.

Four.
Augment Summoning only works when the Eidolon is summoned with the spell. Not the ritual.

Scarab Sages

Cartidgan, I thank you for your input, but the GM has asked me to seek an official ruling from a member of Paizo's staff as mentioned above.

If this was a home game all would be good but this is the Pathfinder Society, and so the requirements for ruligns need to be a little stricter


Mechafox wrote:
Cartidgan, I thank you for your input, but the GM has asked me to seek an official ruling from a member of Paizo's staff as mentioned above.

Three and four. ARE the official rules. Unless Paizo wrote in ANOTHER exception for the rules for the Synthesists and the Eidolon's armor, a higher armor bonus ALWAYS takes precedence because it doesn't stack.

Quote:
If this was a home game all would be good but this is the Pathfinder Society, and so the requirements for ruligns need to be a little stricter

A PFS GM should at least know the basic rules where he seems not to.

There are PFS forums, go there. The staff doesn't like to answer actual rules questions here because, I presume, it discourages "deference" to GM decision.

Scarab Sages

Ok, I understand your point but only part of 4 was answered by that, the part that wasn't explained was whether Augment Summoning applies to the Eidolon when it's summoned using the 1 minute ritural that A. Is not a Summon Spell in the usual sense, and B. Technically isn't magical (even though we know it is). Please point me to where in the books that is cleared up.

As for the PFS forums, good idea, I'll cross-post.


Mechafox wrote:

Ok, I understand your point but only part of 4 was answered by that, the part that wasn't explained was whether Augment Summoning applies to the Eidolon when it's summoned using the 1 minute ritural that A. Is not a Summon Spell in the usual sense, and B. Technically isn't magical (even though we know it is). Please point me to where in the books that is cleared up.

As for the PFS forums, good idea, I'll cross-post.

Augment Summoning does not affect the Eidolon when the Eidolon is summoned using the normal ritual for doing so.

The chance this is in the book is roughly below 0. It was answered on the forums and MIGHT be in the official FAQs.

*

The natural armor evolution is given to a level 1 eidolon in UM, so I think that answers that?


Varthanna wrote:
The natural armor evolution is given to a level 1 eidolon in UM, so I think that answers that?

Could be an exception, given all the other exceptions... Probably not, though.

Dark Archive

Varthanna wrote:
The natural armor evolution is given to a level 1 eidolon in UM, so I think that answers that?

That poses even more question. Would it be possible for a character with an aquatic eidolon to chose the natural armor as a first level evolution?

Paizo Employee Director of Brand Strategy

Please do not cross-post rules questions to the PFS forums. Since this is a question of interpreting the rules in general and not for a specific PFS corner case, discussion should be conducted here.

Liberty's Edge 1/5

Jason Bulmahn has said that staff posts in the forums are not official. The design staff communicates rulings that should be deemed as official through more formal and durable means that don't require searching the forums. Past experience is that reliance on forum posts can be problematic. There is no FAQ or Errata for the material that you have posted that I can find, but some of it just requires applying the rules that exist; when the rules are clear, the designers are generally not inclined to provide additional statements about them from what I have seen. Your GM's request for a staff member ruling is all nice and fine, but he should be prepared to rule on it himself, perhaps by understanding what is common if he isn't sure.

There will always be areas that are grey. In normal play, your GM makes the final decision. In organized play, there are areas that are related to design decisions about your character and there are items that are transactional in nature at the table. The first group generally takes more care; your decisions about how to address them should reflect a conservative approach or you should be prepared for variance from table to table. For transactional matters (how a given spell or interaction between rules elements), expect some degree of table variance. Mark and Hyrum have indicated that their statements regarding how something works in PFS should be taken as a guideline and not a rule. Rule changes and PFS specific rulings appear in the PFS guide to play (title escapes me at the moment). Even this then leads to some degree of "is this only for future stuff or does it invalidate old rulings..." type of discussions. See the PFS General discussion boards for more info.

Regarding your questions:

1. With respect to the Improved Natural Armor evolution, it states, "This evolution can be taken once for every five levels the summoner possesses." This language is generally used to indicate you need at least five levels to take it. There is some ambiguity given the context of the language in other evolutions. If you take it with fewer than five levels, be prepared for some variance. If you play with only a single GM, use his ruling; otherwise, be prepared with two versions of your Eidolon.

2. This is a transactional type of issue. If the GM got it wrong or right, that sort of thing happens. If the GM makes a decision you don't like, make your pitch as far as why it should be different, he either sticks with his ruling or changes it due to new information, and moves on. The subject itself looks pretty complex and I don't know how I'd handle it personally.

3. As Cartigan has said, armor bonus doesn't stack. You get one or the other. Normal rules on this stuff are that the higher applies. The specific rule for synthesist fusing means there may be table variance. This is sort of in the middle of the character build stuff and transactional. I'd expect the normal ruling would be that the higher applies.

4. Augment Summoning: "Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it." It works with any spell that has the word summon in it (summon monster, summon nature's ally, summon swarm, etc.) It it doesn't have the word summon in it, or if it isn't a spell, don't expect it to work. This is a transactional decision by the GM; if you're happy enough to get it sometime with your summon ritual, then take the feat. If you don't find it worth it if you don't get the benefit on your ritual, don't take it.

****************************************

You will always find things in organized play that have some variance. This is more true when dealing with complicated topics. If you set yourself up to always require an official ruling, you're setting yourself up for disappointment. Same for your GM.

Good gaming!

Contributor

Moved thread.


Mechafox wrote:

These questions arose during a pathfinder society event, with the Australian Venture-Captain in the room. As a result we're looking from an official ruling from Paizo's staff.

I'm not that familiar with the society, but I'd think that venture captains would have some way to get rulings on things like this, or at least fast-track a request for clarification.

Lantern Lodge 4/5

Mechafox wrote:
These questions arose during a pathfinder society event, with the Australian Venture-Captain in the room. As a result we're looking from an official ruling from Paizo's staff.

Just to be clear, Venture Captains aren't necessarily any more authorative on rules matters than any other GM, or player for that matter. Convention planning, organising regular local gamedays, not to mention a full-time job, means many of us have little time for much else, including playing our own characters - after all, the best way to learn about Summoners (or any class) is to play one yourself.

I haven't played a Summoner myself yet, though I've had a few play at my table now and then, and the questions Mecha raised refer to Archetypes in Ultimate Magic that are barely two weeks old. GMs aren't even required to carry Ultimate Magic to a game, that's the player's responsibility. Mecha already knew more on the topic than I could without spending the time to sit down and look the rules up.

I'm happy to talk characters and rules with players, but I just wanted to point out that having a Venture Captain in the room isn't a magic bullet to all your character or rules questions.

If there's time out-of-game, then ask the GM at your table, or other Summoner players who may already have considered the same question, or post on the boards to find a resolution before it becomes a problem at the table.

Or approach me and I'll help if I can, but I don't have all the answers in my head, in fact I often learn more from the players at my table, because they bring such a varied range of character builds, with options I may have seen for the first time, but that's the nature of the game, and good way to expand my own knowledge of new rules.

Just trying to "demystify" the Venture-Captain role here, we're just regular Pathfinder fans, exploring the game much like anyone else.

Cheers,
Stephen (DarkWhite)
Pathfinder Society 4-Star GM
Venture-Captain, Australia

Grand Lodge 3/5

Waitaminute.... this game has rules???

;)

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
K Neil Shackleton wrote:

Waitaminute.... this game has rules???

;)

Only one!!!

Play, Play, Play!

Grand Lodge 3/5

Dragnmoon wrote:
K Neil Shackleton wrote:

Waitaminute.... this game has rules???

;)

Only one!!!

Play, Play, Play!

That's odd, I don't remember you at one of my tables...

More seriously, to the OP - IMO the answers above are correct (mostly from Cartigan).
By RAW, you need 5 levels to get Imp NA evolution (tho in general, Josh's posts are still valid unless changed by Mark or Hyrum; this post was based on the playtest)
An AMF would not send an Eidolon away, but would prevent one from being called.
Armour bonuses do not stack, greatest one applies.
Augment Summoning works on Summon SLA and Summon Eidolon spell, but not on ritual.

2/5

I had some problems with this as well, but I know some things got answered:

Mechafox wrote:
1. Natural Armour Evolution at 1st level: I am aware of Joshua Frost's ruling on this but as this comment was made on the playtest and he was not a member of Paizo's staff, there is still some doubt, can the Summoner take the Natural Armour Evolution before 5th level.

You take it at 1st, 5th, 10th level etc.

Mechafox wrote:

3. Sythesist Armour and Normal Armour:

Quoting from Ultimate Magic: Page 80, Fused Eidolon:
'The Synthesist uses the Eidolon's base attack bonus, and gains the eidolon's armour and natural armour bonuses.'

There have been conflictions over this. If the Synthesist is wearing armour can he still use his own armour bonus instead of the eidolons. GMs have said no you must use the Eidolon's armor bonus, but then Mage Armour gets cast, which does the same thing, despite them ruling you use the Eidolon's armor bonus. A few even said they stack.

This also goes to interactions with bracers of armor and amulets of natural armour.

A synthesist cannot wear armor, as the eidolon is prohibited on wearing armor, but, quoting from the APG: Armor bonus: This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner.

So, you design all to be natural armor, thus Mage Armor stacks with natural armor and bracers of armor should work. As barkskin stacks with nautral armor, it should also work by RAW.

Liberty's Edge 5/5

PeteZero wrote:
A synthesist cannot wear armor, as the eidolon is prohibited on wearing armor, but, quoting from the APG: Armor bonus: This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner.

Actually, the synthesist says:

Quote:
While fused with his eidolon, the synthesist can use all of his own abilities and gear. In all other cases, this ability functions as the summoner’s normal eidolon ability...

I would interpret this as meaning the synthesist could wear armor.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Tristan Windseeker wrote:
PeteZero wrote:
A synthesist cannot wear armor, as the eidolon is prohibited on wearing armor, but, quoting from the APG: Armor bonus: This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner.

Actually, the synthesist says:

Quote:
While fused with his eidolon, the synthesist can use all of his own abilities and gear. In all other cases, this ability functions as the summoner’s normal eidolon ability...
I would interpret this as meaning the synthesist could wear armor.

The problem is that it doesn't make sense for the synthesist to benefit from armor that he is wearing when he summons his eidolon around him. Enemies will be hitting the eidolon, not the summoner who is wearing armor *inside* the eidolon.

It makes sense for other items (such as bracers of armor or an amulet of natural armor) to work since they just apply magical bonuses to the person using them rather than physically protecting him.

Liberty's Edge

The translucent form of the Eidolon is not specified as "the only thing you can touch" in the synthesist.

The synthesist is a surprisingly poorly written dude for so many rules exceptions that he generates. He seems designed specifically to make you have to houserule him correctly.

I believe, as written that:

1)- This is not really known. By wording, you have to be 5th level. Plenty of people have differing opinions. My Eidolon in society play does not take this because of the terrible wording.

2)- I actually think this was played correctly. The "Eidolon" isn't a seperate entity here, and it's pretty clear that the location of the Eidolon is entirely based on the location of the synthesist. Furthermore, I don't see anything in the text for Eidolons that lets them enter an AMF without winking out normally. Also worth pointing out is that while a normal Eidolon would wink out, you could of course summon to get him back- he wasn't reduced to 0 hit points, and can be summoned normally. This is, of course, something not covered when AMF was written, and should have been handled by the Summoner class, and definitely by the Synthesist.

3+4)- Cartigan is correct I think.

Note that Eidolons normally can redistribute their bonuses between natural armor and armor when you level up. So in normal society play, you pick this all to natural armor, and a wand of mage armor (or casting mage armor) gives you a nice +4 AC to your Eidolon. But if, for whatever reason, you had an amulet of natural armor +8 or something insane like that, you'd want his stuff to be an Armor bonus instead.

Anyway, as written it seems like the synthesist can wear armor normally, and then apply his Eidolon bonus as natural armor. This should give him a pretty beast unbuffed AC (assuming you don't count his summoned Eidoself as a buff).

Liberty's Edge

I will also point out that the "translucent form" business is as stupid as it gets. Here's why:

1)- My summoner has a quadruped. She's 3rd level, so this can't be any bigger than medium.

2)- A medium quadruped couldn't be much bigger than a big dog. Even a large quadruped, such as a horse, if superimposed over you, would have forelegs and hindlegs. Now, your legs either line up with the forelegs (meaning that it has an Eidolon-face sticking out of your chest) while you have a centaur-esque rest of you, or it's the hind legs, meaning that you appear to have an entire Eidolon growing out of your middle (Eido-dong jokes aside). Or, maybe it's around you in the middle, so you appear to have it on both sides. If this is a dog sized creature, then that's even sillier.

3)- It's pretty clear that this was envisioned as being a biped. You're, say, a 5'10" human, your Eidolon is a 6'5" beefy muscular demon-form wrapped around you, and you are inside it.

Am I missing something here? Anything in the rules actually state that you can't run a quadruped or serpentine form unless you yourself are a pony or a snake?

So the translucent thing fails most visualization tests.

This doesn't effect gameplay. Though I might suggest some "is that an Eidolon in your pocket, or are you just happy to see me" cracks.

2/5

And another question is, do you still get your own action, as it is nowhere mentioned that you cannot hold a weapon as a synthesist and also attack. Or to cast a spell in the same round (might need to make a concentration check, but nevertheless).

Sovereign Court

As far as question one is concerned this has been officially answered a long time a go. The evolution is available at 1st, 10th, 15th and 20th. What was not clear is that you have to wait from 1st to 10th to select again. Why would EVERY OTHER EVOLUTION clearly state - beginning at X lvl you may select this evolution and then this one single entry be different. The other entries clearly state the minimum level. This entry does not state a specific minimum starting level.

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/paizo/eidolons&page=1#29

Liberty's Edge 5/5

Howie23 wrote:
3. As Cartigan has said, armor bonus doesn't stack. You get one or the other. Normal rules on this stuff are that the higher applies. The specific rule for synthesist fusing means there may be table variance. This is sort of in the middle of the character build stuff and transactional. I'd expect the normal ruling would be that the higher applies.

Generally I'd agree with you, however with the Fused Summoner archetype, it specifically says you use the Eidolon's armor bonus. You also use the Eidolon's physical stats. In other words, you basically transfer your consciousness into the eidolon's body. Therefore, you'd use the Eidolon's AC always, no matter what the Summoner is wearing. If the Eidolon were to wear something like bracers of armor, then yes, you'd get to use that bonus if it is higher than the Eidolon's armor bonus.

Liberty's Edge 5/5

Harkaelian wrote:
As far as question one is concerned this has been officially answered a long time a go. The evolution is available at 1st, 10th, 15th and 20th. What was not clear is that you have to wait from 1st to 10th to select again. Why would EVERY OTHER EVOLUTION clearly state - beginning at X lvl you may select this evolution and then this one single entry be different. The other entries clearly state the minimum level. This entry does not state a specific minimum starting level.

All you have to do is look at how spells are handled that allow multiple things to happen based on level.

If you get 2 rays for every 3 levels, and its a 1st level spell, you still get 1 ray at 1st level.

All the part that says you can take it once every 5 levels is saying, is that you can't take it 20 times and get +40 AC. Its a limitation that it can only be taken 4 times maximum up to 20th level.

Liberty's Edge

Yea, good point.

"The synthesist uses the eidolon’s base attack bonus, and
gains the eidolon’s armor and natural armor bonuses and
modifiers to ability scores."

The intent seems to be that you'd use the Eidolon stats. As worded, it could be read as, "you gain" (because that's what it says). So if the Eidolon has an Armor bonus of 1 and a natural armor bonus of 3, and YOU have an armor bonus of 6, you could argue that it would result in an armor bonus of 6, an armor bonus of 1 (does not stack), and a natural armor bonus of 3, for 9.

2/5

True, but why should the eidolon have an armor bonus of 1? You neer give it any.

cfalcon wrote:

Yea, good point.

"The synthesist uses the eidolon’s base attack bonus, and
gains the eidolon’s armor and natural armor bonuses and
modifiers to ability scores."

The intent seems to be that you'd use the Eidolon stats. As worded, it could be read as, "you gain" (because that's what it says). So if the Eidolon has an Armor bonus of 1 and a natural armor bonus of 3, and YOU have an armor bonus of 6, you could argue that it would result in an armor bonus of 6, an armor bonus of 1 (does not stack), and a natural armor bonus of 3, for 9.

Liberty's Edge

PeteZero wrote:
True, but why should the eidolon have an armor bonus of 1? You neer give it any.

I chose "1" instead of "0" for the example of what happens when you have a nonzero armor bonus. You certainly are able to split your Eidolon's bonus between armor and natural armor whenever you level. Most Summoners logically choose natural armor.

However, pretend that you had an amulet of Natural Armor +15. Then you'd make the bonus an armor bonus!

The point isn't that you should do it, the point is that you can.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

cfalcon wrote:
However, pretend that you had an amulet of Natural Armor +15. Then you'd make the bonus an armor bonus!

Except that I'd still put it into nat armor, since an amulet of Nat Armor provides an enhancement to natural armor, so they'd stack... But I think that's really beside the point. I'm the camp where you get your armor bonus still since no where does it say you lose it.

Liberty's Edge 1/5

Mechafox wrote:

1. Natural Armour Evolution at 1st level: I am aware of Joshua Frost's ruling on this but as this comment was made on the playtest and he was not a member of Paizo's staff, there is still some doubt, can the Summoner take the Natural Armour Evolution before 5th level.

Now in FAQ:

What's the minimum level for a summoner to take the improved natural armor evolution an eidolon?
The description of the evolution says, "This evolution can be taken once for every five levels the summoner possesses." Unfortunately, that text is unclear.
A summoner can select this evolution once for levels 1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20.
This wording will be clarified in the next update document and print run for the APG.

Grand Lodge 3/5

cool.

Liberty's Edge 5/5 **

Bobson wrote:
I'm not that familiar with the society, but I'd think that venture captains would have some way to get rulings on things like this, or at least fast-track a request for clarification.

In my experience, Venture Captains are usually less knowledgeable about the game and its mechanics. Venture Captains are organizers and figureheads. They often don't know anymore about the game than anyone else.

Don't get me wrong, some of the VCs I've gamed with are the funnest people to play with around. Unfortunately, these same people still have a hard time understanding how Vital Strike works. =/

Knowledge/experience with the game is not a requirement for the position.

Grand Lodge 4/5 5/55/5 ***

Gallard Stormeye wrote:


In my experience, Venture Captains are usually less knowledgeable about the game and its mechanics. Venture Captains are organizers and figureheads. They often don't know anymore about the game than anyone else.

Don't get me wrong, some of the VCs I've gamed with are the funnest people to play with around. Unfortunately, these same people still have a hard time understanding how Vital Strike works. =/

Knowledge/experience with the game is not a requirement for the position.

I agree that VC's are not more knowledgeable just because of our position, but I disagree that we are less knowledgeable. An in-depth knowledge of the rules is an expectation of the VC's, but no one can know all the rules, all the time. In the real-time environment of a session, players/GM's alike are known to mis-apply a rule.

We are just as fallible at misquoting rules as anyone else unless the actual text is being directly. I've experienced this myself. But I haven't really seen a case where it could be said VC's are generally less knowledgeable about the rules.

I see a lot of occasions where VC's (or others) are called wrong simply because they interpret an unclear ruling different that someone else.

The largest area where I feel the issue exists is when the VC's use RAI knowledge gained thru direct contact with authors/developers/etc. to answer a ruling regarding unclear RAW. Too often, the recipient of said knowledge refuses to accept (even with multiple supporters) the "ruling." That creates a situation where the VC's "appear" to be wrong by the strictest adherence to RAW, but are correct based on the intention of the designer/developer.

The enormous nature of an RPG means that there will be rules issues as material is published. Refusal to accept RAI in lieu of a future FAQ/errata can be just as troublesome and irritating as the original unclear language.

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