Ballistic101's page

** Pathfinder Society GM. 52 posts (245 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters.

Can anyone explain the concept of militia teams to me. I've read it many times and it just doesn't seem to click.

If my players have one group assigned to building shelters, and one assigned to gathering food, is that two teams? Is it two teams separate from the groups the PC's are running? So PC's go hunting with NPC's as backup, can one team be building shelters, with a 2nd team crafting?

Has anyone been able to tie the various Quahs to the Runelords they served?

Skoan-Quah (The Skull Clan) = gluttony (necromancy)
Sklar-Quah (The Sun Clan) = wrath (evocation)

As for the rest, I've never seen anything that makes me feel strongly one way or the other.


Anyone have any official on where do Thousand Bones and the few Shoanti live inside the city?

If not, where did you put them in you game? Based on Guide to Korvosa, I would probably put them in Thief Camp and East Shore.

I'm wanting to use Spectral hand for buff spells (Resist Energy Communal for example) and want to make sure I'm not violating some tenet I'm not aware of.

Nethys: Spectral Hand.

There are two valid reasons I could see to prevent this:

Can the hand travel that far?
The range for the spell is 100 +10/lvl, so as long as the hand doesn't travel more than that distance total, it should be able to move to everyone. One might argue that it could travel twice that amount, as it can travel that far and back at max range.

Can I have the hand touch multiple creatures?
The Hand touches count as attacks, even though I'm touching allies, so I am limited to touches equal to my iterative attacks.

A forgiving GM might let it go through, but those are the limitations I can think of. Thoughts?

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Anyone have a feel for the total hippogriffs the Sable company has? I'm feeling around 75

Guide to Korvosa says this about hippogriffs: "dozens of which perch within the high aerie of the Great Tower and serve as the mounts for the city’s elite Sable Company." - page 3

Roughly 200 Sable Company marines (about two-thirds of the entire company) - page 16

So there's around 300 sable company, but only a "dozens of mounts" (assume 36) at the main headquarters, It seems that from some of the text that there would be a high number (2 dozen?) also on watch, a group at Veldraine (another dozen), finally, a few for training purposes at Endrin Military Academy.

So at full power, that would mean a mount for about 1/4th of their forces.

Anyone have any thoughts on anything I missed?


I'm mostly wanting to make sure I'm not missing a later errata, especially as I had always thought Rapid Shot didn't work with thrown weapons:

Paizo Errata..

Alchemist: If an alchemist has the Fast bombs discovery, can he use Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, haste, and similar abilities and effects to add more attacks?

As written, yes, all of these apply because fast bombs "functions just like a full-attack with a ranged weapon."

So at 8th level (or soon after to take feats) there is potentially 6 bombs: 2 from BAB, 1 from Rapid shot, 2 from two weapon fighting feats, 1 from haste?


Does anyone have any information about a chronicle for this year's Free RPG Day module?

We Be Heroes?


I created a character before discovering the familiar archetype options.

What would be the prestige cost for adding an archetype to a familiar, or is it even possible?

The Investigator Antiquarian archetype gives up potions for Trinkets that "count as formulae". They then use these trinkets to cast spells as an arcane caster, but does not suffer from arcane spell failure.


When using extracts, standard alchemist/investigators don't require concentration checks, but do provoke AOO's.

From the flavor description, they almost sound like single use activation items, although I don't think that is what they are meant to be.

I would assume that like a standard alchemist/investigators the trinkets don't require concentration checks, but do provoke AOO's.



I've looked for an official response to this and can't find it. It seems to me that the Mending cantrip should be able to repair a broken gun in less time than the gunsmithing feat (10 min vs 1 hr):

Misfire: "When a firearm misfires, it gains the broken condition."

Mending: "If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points... If the target has at least half of its original HP at the end of Mending, then Broken is removed.

A Projectile weapon has 5 HP. It doesn't say nut it would have either 1 or 2 for the broken condition. A roll of 2, 3, or 4 would give it greater than 50% of it's hitpoints and remove the broken condition.

This is really more for flavor, as I realize this only would apply out of combat. Please point out the flaw in my logic.

I'm hoping my wife create her first character. She found the investigator class and asked if she could play someone like Karin Murphy from The Dresden Files.

I said yes, but then realized it was actually a difficult target to build for.

Police detective
Martial arts expert
"Tiny but fierce"
Eventually quite potent with a sword



Do the various items that improve a paladin's lay on hands also improve a pei zin oracle version of lay on hands?


Anyone have a good suggestions for a scenario to run on Valentine's Day? Maybe a find-the-lost love, or a Romeo/Juliet situation?

Apologize for the length post. I'm building a Mounted Fury Barbarian, using the Nagaji race and a boon I picked up which will let me have a Large Chameleon. as a mount. I don't want to be charge dependent, so I'm considering at a build that will allow more animal handling and less ride. Unfortunately Ferocious Beast isn't on the Unchained list. Here's my two current concepts:

--Boon Companion
--Power Attack
--Reckless Rage
--Skilled Rager: Handle Animal
--Raging Vitality
-Rage Powers
--Ferocious Beast
--Ferocious Beast-Greater
--Atavism Totem, Lesser
--Atavism Totem
--Atavism Totem-greater

-Rage Powers
--Accurate Stance
--Contagious Rage
--Ferocious Mount
--Ferocious Trample
--Atavism Totem, Lesser

The unchained barbarian gets the basic unchained improvements and accurate stance, but the companion will often be limited to the contagious rage (rage spell) benefits. The core will have his own bite/ferocity/trample, and the companion will get an upgraded bite and ferocity, as well as full rage benefits. Thoughts?

I'm going to be running a group through Thornkeep, and I'm hoping that someone has some some additional how to run the role-play in the town.

I'm willing to put in the work to develop it on my own, but lazy enough to hope someone's already done the work for me.

Has anyone expanded the area around Thornkeep. Seems to me there is a lot of opportunity there that the material seems to just hint at.

Has anyone seen a mini that's a close fit for a Lizard: Chameleon (Giant)? Looking for a large mini. I prefer to paint myself, but I'm open to any suggestions.

Thanks in advance.

I'm building a Ecclesitheurge cleric and am looking for ways to boost AC. Right now, my current option is a wand of mage armor and a helpful party member.


I'd thought about a dip into Monk or Enlightened Paladin.

Enlightened Paladin.

There's also a feat: Osyluth Guile, that has some limitations, and I'm looking at more low level issues, so it's not that helpful

Osyluth Guile.

Basically just looking for non items or not just picking up a dodge feat.

Thoughts? Thanks in advance.

I'm looking for help on a Sniper build. This will be a Slayer with Sniper and Stygian Slayer Archetypes, Kitsune Race.

I'm building for flavor: ranged sneak attacks. This is for PFS, so I don't want a build that doesn't fully kick in until 10 or later. These are the three builds through 7 that I'm looking at:

Bluff Build - Every Round: Feint and the Sneak Attack (Single Shot)
1) Point Blank Shot
3) Precise Shot
5) Ranged Feint
6) Slayer Combat Trick: Combat Expertise
7) Improved Feint

Stealth Build - Hide and Fire and Hide again
1) Point Blank Shot
3) Precise Shot
5) Expert Sniper
6) Slayer Combat Trick: Rapid Shot
7) Master Sniper
Cons: There are situations where there are no concealment opportunities

Intimidate Build - Scare and shoot (alternate rounds)
1) Point Blank Shot
3) Precise Shot
5) Weapon Focus (Longbow)
6) Slayer Combat Trick: Dazzling Display (Longbow)
7) Shatter Defenses (Longbow)
Cons: The others start working at 5, this one doesn't start until 7, plus negatives for intimidate and retrying.

Please offer any criticisms and thoughts of the play-ability. Thanks in advance.


Its a standard action to reload a single one handed firearm barrel.

Rapid Reload makes this a move action and alchemical cartridges reduces this to a free action.

A pepperbox has 6 barrels, is this a single free action, or 6 free actions? If 6 free actions, is that a move-equivalent action? a standard-equivalent? Without alchemical cartridges, is it 6 move actions, or 1 move actions?

I'm of the opinion that a full-round action should re-load all the barrels, but I'm hardily the expert. I've seen answers that are basically "GM's Discretion" under the general feed, but I was wondering if there was a society rule somewhere.


I want to make sure that I am understanding the rules for this. If I want to use a firearm on a character without the class features, I need 3 Feats:

Amateur Gunslinger - For Grit access
Exotic Weapon Proficiency (Firearms) - for Weapon Proficiency
Gunsmith - For ability to buy ammo/firearms

Basically I just want someone to double-check my thought process.


I had a GM tell me that I couldn't use store an intensified Shocking Grasp inside a Spell Storing Weapon (Playing a magus, have the spell and the feat). I disagree, but will only be able to prove my point with something official.

There are a ton of posts on spell storing and meta-magic, although most seem to be on the use of meta-magic rods. I'm NOT asking about the use of meta-magic rods.

I'm hoping someone has a saved location for a post from a developer or an official errata.

Greenwood and Living Steel both heal items, even from the broken condition.

Do they also restore their magic abilities? Or would that require a seperate Mending/Make Whole spell?

Here is the text for a Staff's Magus's Quarterstaff Defense:

At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature.

My question is would the bonus from Arcane Strike also affect AC?


Are the boons for Pathfinder Tales for the physical and pazio purchases only, or do Audible and Kindle purchases count as well?

If I have a Staff Magus, they get Quarterstaff Master for free:

By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.

My question is what level do I need to take Weapon Specialization in quarterstaff? Do I need to wait until lvl 4, or take as soon as I want?