Sharn Cutthroat

Callarek's page

1,143 posts. Organized Play character for kinevon.


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Liberty's Edge 4/5

UndeadMitch wrote:
Nefreet wrote:
Dragonhide Breastplate and a Darkwood Composite Longbow (up to Str +3) are popular 2pp purchases for new characters.
The Darkwood Comp Longbow has become a staple 2pp purchase for my characters with nything resembling a strength score.

Mea culpa, mea maxima culpa.

I am not 100% positive I was first, but that was what my -1 bought during my third game with him, the first game after we switched to Pathfinder rules, and got the free rebuild. During Season 0, he was a Halfling Rogue. As of Season 1, he became a Human Fighter with-a-bow, and, with the PP from the rebuild rules, he got his longbow at the start of that game.

And, for some reason, a reputation as the local heavy hitter. And he didn't get Rapid Shot until second level, and Deadly Aim sometime after that. PBS, PS, WF:Longbow for first level, so only 1d8+3, +4 within 30'. Not what I call that heavy, but I think it may have been his accuracy that made it seem that way, with an 18 Dex, so +4, +1 BAB, +1 WF, +1 MW = +7, +8 within 30'...

Liberty's Edge 4/5

Actually, while you can't change the name he shows up by, you can still change the Full Name field, so that someone who actually follows the character link will see the actual name for the PC.

Verified by updating the "Full Name" field for the profile posted under, which is well and truly locked into the name.

Liberty's Edge 4/5

Waldergrave wrote:
"Once we get within sight, I will fly over to make sure that the pirate ship can't flee with strategically thrown bombs to cripple their masts and their helm if necessary."

"No, no. No need to damage the ship, let's just keep our eyes on the prize, and make sure that the helm remains unmanned."

Callarek's longbow lowers, as the last of his shot arrows causes the latest helmsman to fall over.

Liberty's Edge 4/5

Yeah, I know. Probably gonna go into the archives before I ever find enough players and a GM for this in Las Vegas.

Still, I thought I would at least put it out there.

My PC:

Callarek, Fighter 10, Cleric (Desna) 1, Ranger 1
Archer but not the archetype
Not a frontliner

Marty

Liberty's Edge

The only thing I regret is that I shall not have much more time to do good in Andoran's name.

Liberty's Edge 4/5

Thod,

Potential example from one of my actual PCs:

He has a Handy Haversack, which is almost always running on full, nearly 100 pounds of equipment in it, between travel gear (bedroll, tent, etc.; consumables of use like tanglefoot bags and alchemist's fire; stored consumables like arrows above and beyond the amount in his quivers (in the original quivers to protect the Handy Haversack), etc.)

As an archer, he also has two Efficient Quivers, which he uses for whatever he can.

As a Fighter/Cleric/Ranger, he also has several wands he has picked up during the course of his career. Wand of Cure Light Wounds, Wand of Protection from Evil, Wand of Endure Elements, Wand of Gravity Bow, off the top of my head.

I tend to play him as having the wands hanging from his belt, but I could easily see them as being stored away, somewhere, just to unclutter his image.

Liberty's Edge 4/5

Okay, there are lists of legal Animal COmpanions, Familiars, Mounts and such. Unfortunately, I don't recall seeing any such list for legal base creatures for the Undead Lord's Corpse Companion.

Now, there are two questions involved here.

1) What creatures from each Bestiary are legal to use as the source for a Corpse Companion in PFS?

Obviously, any of the Core races should be available, but are wolves, riding dogs, otyughs, etc. available?

2) Besides plain vanilla Skeletons and Zombies, what variants are legal for PFS Corpse Companions?

Flaming or acid, probably, alchemical probably not, but how about Bloody Skeletons?

Liberty's Edge 4/5

Thod wrote:

Callarak

You make the same mistake as many posters before. All spells with Duration instantaneous will last. Raise Dead is instantaneous. raise Dead and similar spells like Cure Light Wounds, etc. are not effected by the current ruling even if this is brought up here again and again.

To reiterate: ALL spells with duration instantaneous do carry over. These are the cure, resurrection, etc.

Buzz. Incorrect. What is the duration on Animate Dead? That spell has an instantaneous duration, but is definitely called out as NOT extending past the end of the module.

There, indeed, sits a spell that says that instantaneous is not the panacea you seem to believe it is.

==================================================

On a side note, how do you handle damage on an eidolon after a scenario ends? Do you wave your hand and claim that any eidolon will start a scenario/module fully healed, or do you have the damage carry over unless it is healed at the end of the previous scenario/module?

Liberty's Edge 4/5

Thod, part of the problem is that, while crafting in general is banned, crafting in a specific case is allowed (arcane bonded items), which includes the crafter being allowed to make non-standard items.

But the ban on crafting currently in effect also disallows items used as examples of things that can be made (Ring of Protection +2 with Invisibility).

But the control on PC-cast spells ending at the end of the scenario is a bit ... indefinite.

Did my 11th level PC die at the end of Blood Under Absolom because the Raise Dead that was used on him earlier in the scenario was cast by another PC? Is the Scroll of Raise Dead, the two scrolls of Restoration, and the 7,000 GP worth of diamond dust he owns and carries with him a waste of money because, if used by a PC, the recipient dies again at the end of the scenario when PC cast spell effects, even instantaneous ones (Continuous Flame is explicitly called out as ending), end?

Wizards who take an Arcane Bonded item are already going to be ahead of the WbL curve, even before they start enchanting it. Afterwards? Whee.

Liberty's Edge

StreamOfTheSky wrote:
And in my first post I listed an array of options to use to challenge the player instead of using this broken feat.

SotS: The feat is not broken. Even in a setting with an insane number of Rogues, it is barely worth considering.

At low levels, you don't even need a feat to shut down that spellcaster with a single attack. Using an "okay" build for a two-handed weapon wielder, (Str 16, say, no PA, not a Barbarian/not Favored Enemy, just a regular attack) that is a +4 to hit against Wizard/Sorcerer AC 12-14, and 2d6+6 damage against 8 hit points. Bam, spellcaster shut down for not just the round, but likely the whole fight.

At levels where the spellcasdter can survive that damage, the meleeist is likely, if built to be an anti-spellcaster, to have the Step Up feat of chains. That will remove the ability of the spellcaster to just 5' step back and cast, he'll either have to take an AoO or attempt to cast defensively.

There are plenty of ways to easily "shut down" any build.

Meleeist? Fly, high speed, high AC, ways to make the meleeist deal with miss chances and/or decoy targets.

Ranged user? Wall of Force, Wall of Air, various other air movement spells, cover, concealment, etc.

Spellcaster? Damage them while casting, or remove their ability to cast. Silence, readied attacks, Blindness/Deafness, etc.

The feat is seriously not overpowered because it is so conditional. It only affects one target per HIT. You have to hit your target to shut down their Flanking ability. At first level, that means one enemy. His flanking buddy still gets his flank, since the hit target, if he survived, still threatens. It won't protect your party Wizard or Sorcerer, it actually reduces their protection. Why? Because the Rogue ain't gonna waste his time on the party tank, who he cannot sneak attack, when the Wizard is fully vulnerable and worth dropping on his own.

Liberty's Edge

BBT, Rapid Reload (appropriate firearm) is what you are looking for. That turns reloading from a stanjdard action to a move action for a one-handed firearm.

Or the alchemical cartridge, which would do the same when used on its own.

If used together, that would actually reduce the reload time to a free action, which is what you would want by the time you either take Rapid Shot or get iterative attacks....

Liberty's Edge

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1) As mentioned Gang Up won't work to grant a ranged attacker flanking, so, no, it doesn't help a ranged attack get his sneak attack in. See the pointer earlier in the thread to the FAQ entry that explicitly disallows Gang Up from working for ranged attackers.

2) Spiritual Weapon's write-up explicitly says it does not flank nor provide a flanking bonus to any ally, so it wouldn't count for the purpoises of Gang Up

3) With the proper feat tree (Snap Shot and its children, a ranged attacker can help provide a different character with Gang Up benefits, since Snap Shot allows a ranged character to have a threatened area. Improved Snap Shot is where that really comes into its own, though, when the threatened area enlarges to 15'.

4) Since whips are explicitly disallowed from taking AoOs, unless the wielder has Improved Whip Mastery, he could not get the benefit of Outflank without the appropriate feat tree, and standing close enough to threaten his opponent (for a medium creature with a normal whip with the feats, that is a 10' range.)

Liberty's Edge

Odraude wrote:
Imagine your Gm's face when your fighter identifies that the BBEG has Mage armour or something else on. It'll throw him for a loop.

Make your Fighter a Lore Warden, and Spellcraft becomes a class skill for you, as well.

(Can anyone tell I really like the Lore Warden archetype?)

Liberty's Edge

Goldenbraid wrote:
p.s.: yeah every party loves haste. I used to buff blessing of fervor both on my cleric and on my oathbound: revenge pally and I believe it was never a bad spell to cast!

Oh, yess. Played an 11th level module recently, and we had two spellcasters in the party, one usually started the encounter by casting Blessing of Fervor, and the other started with Haste. Now, some of the options in BoF won't stack with Haste, but I think it is still a fairly good combo.

Liberty's Edge

I believe there are rules for targeting squares, in the splash weapons section, IIRC. Something like hitting AC 5, plus range modifiers.

Liberty's Edge

Goldenbraid wrote:

thank you! however I believe this will bring in more disadvantadges than advantadges ):

Honestly I was thinking the same but I was looking for an obscure rule to save me. So I better buy feats, be invisible, on higher ground (flying) and all if I want to land a spell on my targets. Le sigh.

A few things that can help:

Use your ranged attack spells against targets who are not threatened in melee. That Wizard/Sorcerer standing behind the front line is a good target. ;)

Take feats that improve your attack rolls (Weapon Focus: Rays, for example)

Remember that, especially as you go up in level, touch AC is usually easier, if not significantly easier, to hit than regular AC. There was a whole debate about Gunslingers (who attack touch AC in their first range increent) and Dragon AC (around 35 at that level) and Dragon Touch AC (still around 10 at that level). Remember that most defensive modifiers don't affect touch AC. Armor, shield, natural armor, just to name the biggies.

And, last but not least, avoid spells with attack rolls. Either specialize in a single school, and take Spell Focus, Greater Spell Focus, Spell Penetration, etc., to up the DC of the spells' saves, or work with party buffs, where saving throws will pretty much not matter.

Haste, for instance, is seldom a bad spell choice. At the intermediate levels, stay with the +4 stat buffs, and move up to the mass versions, at least until your party has them covered with items.

And, of course, there are the spells with saves that still can be handy even when saved against, like Glitterdust (even if it saves against being blinded, preventing the target from using Invisibility is a good thing.)

Liberty's Edge

Ranged touch attacks, like the various ray spells, do indeed suffer the -4 penalty when used to attack someone who is in a threatened square.

And, equally, Precise Shot negates said penalty.

And, also, for ranged attack spells that do actual hit point damage, they can benefit from the effects of Point Blank Shot. Ranged attacks spells that do not do hit point damage can still gain the +1 to hit from PBS, just not the damage boost.

Note that spells like Magic Missile gain no benefits from either Point Blank SHot or Precise Shot, since it does not have an attack roll.

Liberty's Edge

Mergy wrote:
If you also want a composite longbow, you can use 2 prestige points to get one worth 750 gp or less (This accounts for a strength 16 masterwork composite longbow, or a strength 14 darkwood composite longbow).

Mergy, for 2 PP you can get a Darkwood Masterwork Composite Longbow (Str +3).

Composite Longbow: 100 gp
Masterwork: 300 gp
Str +3: 300 gp
Darkwood: 30 gp

Total: 730 gp, which is 20 gp under the 750 gp limit.

And I have a nominal (when my group finishes the module they are playing) 12th level PC who has had one of these since the beginning of his third scenario (which was played after converting him from D&D3.5 [halfling rogue] to PFRPG [human fighter], way back when)...

Liberty's Edge 4/5

Walter Sheppard wrote:
Jiggy wrote:


Don't confuse "evil" with "things paladins aren't allowed to do". Infernal healing has the evil descriptor. Poison is totally natural...

I'm picturing a bard in a drum circle somewhere in Absalom, passing a mild dose of poison around.

"It's alright baby, this stuff ain't evil, it's totally natural."

That's okay. I just realized yesterday that the cleric I was playing would register as being evil to anyone doing a Detect Evil spell, even though my PC is LN.

This, by the way, would hold true for anyone in PFS running an XN cleric of a XE god.

Core Rulebook, page 39 wrote:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Liberty's Edge

Enevhar Aldarion wrote:

Actually, Int does come into play, from the quote by the OP:

Quote:
The user must have the requisite ability score.

If you have a wizard with an 11 Int, then that wizard will never be able to use a scroll with a spell higher than 1st on it. That is why I used the 18 Int example, as 18 is required to cast 8th level spells.

And yeah, I was tired, and still am, when I made my last post, and I read the rules and then the rules did not click in my head because the fourth requirement was not properly grouped with the other three. lol

Actually, if the Int 11 Wizard is trained in UMD, and can make the requisite UMD roll, he can still use a scroll which he doesn't have the requisite ability score to handle.

UMD, Core Rulebook, page 109 wrote:
Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you’re emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check.

So, if he can make a UMD roll of 27, he could still cast 2nd level Wizard spells... Of course, he probably has a high enough Charisma that he wouldn't need to roll the check, anyhow. ;)

Liberty's Edge

Cire,

In general, non-inherent bonuses that are permanent (in terms of the game), can be used to meet feat prerequisites (there have been multiple discussions on this, specifically in regards to the Gloves of Dexterity/Belt of Incredible Dexterity being used to meet the Dex requirement for Improved Precise Shot), so, if the wayfinder/Ioun stone combo is considered a permanent bonus, then it would meet the requirements.

Note, however, that a magical bonus needs to be in effect for 24 consecutive hours, and remain in effect, in order to be considered to be permanent.

Apparently, a belt or headband is considered to be something that can be worn even while sleeping. As a wayfinder is unslotted, I am not sure it can be considered something that can be maintained continuously non-stop.

Liberty's Edge 4/5

Enevhar Aldarion wrote:
No character can have a gun without having a level in gunslinger first. This is a PFS-specific rule and trumps all other ways to get a gun.

Incorrect. No PFS PC may have a gun unless they have the Gunsmithing feat. You don't even need the Exotic Weapon proficiency for the gun, just the ability to "craft" it.

Liberty's Edge 4/5

Magus can, as long as it is on he Magus spell list.

And vice versa.

And an Alchemist can learn formulae from the Magus' spell book, as well.

Liberty's Edge 4/5

thoynan wrote:

You could use a Large light weapon, which is a 1 hand weapon for a medium creature. Or, a Two handed small weapon, which is a 1 handed weapon for a medium creature.

Large dagger, large rope gauntlets, small falchion, small great sword... but it's still a D8/d6 with a -2, making a long sword look swell.

Can you make an already intelligent sword your black blade? Or an enchanted weapon you already own?

None of those would be legal, according to either the rules for blackblades, or statements as given by previous posters.

For the large size light weapon, it is still a light weapon, it is just wielded by a medium creature as though it were a one-handed weapon with penalties.

For the small size 2-handed weapon, it is just a 2-handed weapon being wielded in one hand with a penalty.

And using a previously enchanted weapon, intelligent or not, would be a bad thing. The blackblade is setup so that, at 17th level, it can be, effectively, a +10 weapon, so there is no room for "outside" enchantments on it.

The only places where there is any question on it, as far as PFS is concerned, is whether it can be anything besides a plain vanilla weapon (mithral, darkwood, silversheen, cold iron, adamantine, etc.) and whether the Bladebound Magus PC gains a new weapon for free in PFS when he gains that class feature.

And the second question is because of the mechanics-as-written for the blackblade, given the options, is it a freebie?

And, on reflection, I would say that it has to be a freebie, just like the Wizard's Arcane Bonded item, or the Gunslinger's initial weapon. And, like an Arcane Bonded item, is either masterwork or considered masterwork. Which also would mean that it has to be a standard material weapon of that type.

On a different (?) note, the Bladebound's arcane pool should have had a separate write-up for the changes in it, instead of being included as an afterthought in the Black Blade entry.

Quote:

Arcane Pool: The Bladebound Magus has an Arcane Pool equal to 1/3 his level (minimum 1) plus his Intelligence bonus instead of the normal Magus Arcane Pool.

Black Blade(Ex): At 3rd level, the bladebound magus gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. This feature replaces the magus arcana gained at 3rd level.

Liberty's Edge

Douglas Muir 406 wrote:
Weapon Finesse counts towards CMB? I did not know that. Is there a cite somewhere?

Yes, it is in the FAQ for the Core Rulebook: Weapon Finesse

Oh, and I am running a pure Lore Warden, using a whip, and he hasn't had much issue with only having light armor proficiency, yet.

Liberty's Edge 4/5

Jiggy wrote:
Ryan Koetsveld wrote:
combat scarb
I'm not sure what that is, but I want it!

Maybe it is an Osirion weapon? The combat scarab?

Liberty's Edge 4/5

5) Wizard rethinks his placement of the spell, and gets most of the enemy, and only includes the Rogue who is confident of his ability to survive.

Liberty's Edge 4/5

David Bowles wrote:
Where are the rules covering maximum stats allowed in PFS? I can't seem to find them.

Starting stat limits are listed in the Guide to PFS page 5:

Quote:
Pathfinder Society uses the “High Fantasy” choice of 20 points, allowing you to build a solid PC at 1st level. Please remember that no score can be reduced below 7 or raised above 18 using this method. Racial modifiers are applied after the points are spent, so it is possible to begin play with a low ability score of 5 and a high ability score of 20, depending on your race choice.

Those maximums are, of course, only at start, and can be modified further during play.

Permanent:
+1 at every 4th level.
+2, +4, or +6 from an appropriate stat item (Belt for physical, headband for mental)
+1 to 5 from a tome, if you want to spend the money for it.

Temporary:
+4 enhancement from the appropriate stat spell (doesn't stack with the belt/headband enhancement)
Other spells can provide temporary boosts to one or more stats, as well.
For example, Strength can be boosted by Enlarge Person, Rage, Divine Might, etc.

Overall, if you want to spend the money on it, and manage to get to 20th level, your highest stat could be a "natural" 36 (start: 20, +5 from level bumps, +5 from a tome, +6 from an item), and still be boostable by certain spell effects to go higher.

Liberty's Edge

Alternative: Go for the Lore Warden archetype for Fighter. That gives you Combat Expertise at 2nd level as a free feat, so you can swap in EWP: Fauchard.

Remember that you need to take EWP before you can take that weapon focus, so:

L1: EWP: Fauchard
F1: Power Attack
LW2: Combat Expertise
F2: Cleave (Yes, you still get the standard fighter bonus feat at 2nd level)
L3: Weapon Focus: Fauchard
F4: Furious Focus
L5: Improved Trip
F6: Lunge
L7: Greater Trip

Note: Lore Wardens give up medium & heavy armor proficiency. And they don't get Bravery until 6th level. But they get a scaling bonus to CMD & CMB as they go up in level, which is a terrific thing for a combat maneuver specialist.

Also note all the extra skills that are class skills, and the extra skill points to use on them...

Liberty's Edge

If traits are allowed, consider Accelerated Drinker.

It may take you two rounds, one to pull the potion, the second to drink it, but that makes potions of Remove Sickness useful, and allows you to use other potions when staggered without knocking yourself out...

Liberty's Edge

On the Fighter levels, if you decide to stay with them, I would advise the Lore Warden archetype.

You give up the medium & heavy armor proficiencies, which you wouldn't use anyhow, for extra skill points and all Int-based skills being class skills (not a big deal for a Bard, I would think), but you also get a bonus feat at the second level, Combat Expertise, along with the normal second level fighter bonus feat. I think second level Lore Warden is where the first CMD/CMB bonus kicks in, as well, a +2 to both.

Bard 1 gives whip for free.
Human: Combat Reflexes
L1: Weapon Focus: Whip
Lore Warden 1: Weapon Finesse (which also counts for CMB when using a finesse weapon)
Lore Warden 2: Combat Expertise, Whip Mastery
L3: Improved Trip
Bard 2: No feat
Bard 3/L5: Piranha Strike or Serpent Lash
Bard 4: No feat
Bard 5/L7: Improved Whip Mastery

IMO, use the DD bonus for trip

BAB: +6
CMB: +6 BAB, +4 Dex, +2 LW, +2 DD-trip or keyword-disarm, giving a +16 trip (+2 feat), +14 disarm.

And then you add in the masterwork/magical enhancement from the whip, and if someone can give the standard +1 or +2 morale bonus from Bless or Prayer...

And only disarm them after you've tripped them, for an additonal +4 from them being prone...

Just make sure you are prepared for untrippable and/or undisarmable opponents, too. Animals, monks, oozes, swimmers, flyers, etc.

Liberty's Edge

Jeff Winger wrote:
How many archetypes can one character have? The rules seem hazy about whether you are locked into a specific archetype.

One PC can have a bunch of archetypes, depending on a couple of things.

1) You can only take multiple archetypes for a class where the archetypes do not replace the same abilities. For example, there are very few Fighter archetypes which can be stacked.

2) You can take an archetype (or archetypes) for each class your PC has, so a multiclassed PC can have anywhere from zero to however-many-don't-replace-the-same-feature archetypes.

Jeff Winger wrote:
Can I pick and choose which class features to switch out and which I don't?

For most archetypes, no. I believe the Quigging Monk archetype offers some customizability, but I haven't realkly looked deeply into it.

Jeff Winger wrote:
Where do I record the archetype on my character sheet?

Most of us just record it, as Jeraa and Mort mentioned, as Class (archetype 1/archetype 2) level. That is also how programs like HeroLabs will show it.

Jeff Winger wrote:
Can I multiclass into the same class with a different archetype?

Nope. You cannot multiclass into the same class. If you consider Ki Pool, Barbarian Rage pool, Arcane Pool stuff, some of the reasons behind it should be fairly obvious. Just as a reminder, you also cannot multiclass between a class and an alternate version of the class, like rogue and ninja, or paladin and anti-paladin.

Jeff Winger wrote:
Why am I asking so many questions?

Inquiring minds want to know?

Liberty's Edge 4/5

Kydeem de'Morcaine wrote:

Oh, yeah, they can use anything well. I've made one (haven't played it yet) using a horsechopper.

But when I think of one in my mind, the whole protector of information thing, makes me think of a guy that disarms and trips. Chain just seems like the right way of doing that.

I disagree. But then again, my own LW PC (currently 4th level) uses (and abuses) the standard whip for his weapon.

Str 20, Dex 14, Con 12, Int 14, Wis 12, Cha 7 (have to get those points from somewhere, might not have a 14 Dex, working from memory, not my character sheet)
Human Fighter (Lore Warden) 4
H: Combat Reflexes
L1: EWP: Whip
F1: WF: Whip
LW2: Combat Expertise
F2: Whip Mastery
L3: Power Attack
F4: WS: Whip

Future:
L5: Improved Whip Mastery

His CMB with disarm is +14, IIRC, and trip is +12. Beause of the blog post on combat maneuvers, his whip can also be used (like any other weapon with the Trip ability) to do drag and reposition maneuvers.

Because a whip has a 15' reach, he can easily get away without the rest of the feast chains. Because at 5th level he will gain the ability to take AoOs with the whip against both adjacent opponents and opponents within his 10' reach, he can still get away with some combat maneuvers without provoking, due to being out of his target's threatened area...

And at 5th level is when he puts the dagger away, and starts wielding the whip two-handed, giving him 1d3+10 damage (1d3+16 with PA) with it. And the choice, on the fly, as to whether to do lethal or non-lethal without any attack penalty...

Actually, to be honest, I started the character as an "Indiana Jones" ripoff, but the lethal/non-lethal aspects of the whip with the feat chain made me reconsider the level of Gunslinger I was going to take for him at 5th level...

Liberty's Edge

CptTylorX wrote:
Are Quasits available? All of this mumbo jumbo, and I cant figure it out. >.> Not an Imp fan. But a quasit.. Mmm Quasit

Page 127 of the CRB lists the basic Improved Familiars, and yes, Quasit is on that list.

Of course, since Quasits are CE, you have to be either CN or NN to have a quasit familiar in PFS.

Liberty's Edge 4/5

Dragnmoon wrote:

I have seen a lot of rule questions that are in no way related to PFS questions and should be in the Rules Forums instead.

So I am curious so we can figure out why we are seeing this a lot recently and may be address it so they don't pop up anymore.

Why do you think there are different rules for Bladebound in PFS compared to the Regular Bladebound rules in the PF game in general?

Is it because you are not aware of the Additional Resources that go over these things? Could Additional Resources be made clearer as the resource to see if there are rule difference?

Or is it something else?

In General if it does not state in the PFS Guide, Additional Resources, or PFS FAQ that the rules for something is different for PFS then they are for the PF RPG, then the rules are exactly the same.

This is not a criticism against you, this is just me trying to see where the disconnect is.

In this case, it is something else, in someone tryiing to understand the specifics of how something interacts with the PFS rules, and where there are disconnects that need to be resolved.

Is the Bladebound weapon free, as one response says, and have to be a plain vanila masterwork weapon, or, as another response says, does the maguis need to pay for the bladebound weapon, and therefore can have it made of special material, or even have an enhancement (as wasteful as that is).

Note that a free weapon is a rarity in PFS, mainly being the Wizard's Arcane Bond item, and the Gunslinger's starting weapon.

Liberty's Edge 4/5

Kyle Baird wrote:

I hope that certain boons, like Eyes of the Ten for example can only be achieved once. If someone GM's the entire arc they can take the boon of their choice from Part 4. However, if they then play it, they aren't eligible for the boon they already received since achieving that boon becomes much easier. If you play the arc and then GM it, you'd only be eligible to receive the boon you didn't get when you played it.

Thoughts?

This probably deserves its own thread.

I suspect that there are a significant number of people, myself included, who have no idea what the boons are, nor what the requirements to gain them are.

On the other hand, since the GM sheets and the player sheets have to be applied to two different PCs, whether they have the same boon or a different boon is probably fairly moot.

Liberty's Edge

Nephril wrote:
any ability that requires a standard action to activate but has the "at will" attached to it can be maintained permanently so long as you are conscious. at the beginning of the game. "every x minutes i renew my detect evil"

Really, other than the rider (move action benefit), all the ability does is give the Paladin an orison.

So, you think that orisons and cantrips can be kept up all the time with no cost past the initial cast?

Liberty's Edge

RuyanVe wrote:
Callarek wrote:
Ummm. Not necessarily. Both Detect Evil & Invisibility take a Standard action to cast.

It even gets better, because the paladin actually only needs to spend a move action to detect evil on an object or creature - (s)he still has a standard action left to [insert most advantageous action here].

Ruyan.

Hmmm. You might want to take a closer look at the Paladin's ability. As far as it looks to me, they need to activate Detect Evil as a standard before they can bounce it to the three-round mark as a move.

Quote:
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

So, they can use Detect Evil as the spell, which means a standard action to activate.

Once activated, they can use a move action to concentrate on a single target and zip to the third round equivalent knowledge level for that target.

Nowhere do I see any way for that to take less than a standard action and a move action to do. Now, if the Paladin is already detecting evil, then he could just concentrate (move action) on a single target to get the third round knowledge.

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Seraphimpunk wrote:

Besides to waste the gold of any player willing to buy it?

So what's the point? Why have magic ammunition in the first place?

To put on enhancements that cannot be put on ranged weapons, like Ghost Touch. Weapon blanch ghost salt bypasses a lot of that, but specific Bane weapons, as discussed, and certain other types of nhancements you don't want/need all the time...

Axiomatic for occasional use by the CG bowman, or Anarchic for the LG bowman, as examples.

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TriOmegaZero wrote:
Because you can't have a Lore Warden learning about spells at the same time he's learning about dragons?

But both skills are Int skills, so they are both on the Lore Warden's class skills list....

And, to the one going on about wand of cure light wounds not being Bard, I think you need to check RAW. A wand of cure light wounds is no longer Arcane or Divine, you just have to have the spell on your class's spell list to be able to use it (discounting UMD), so aBard and a Cleric can both use the same wand of Cure Light Wounds...

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DrDeth wrote:
Callarek wrote:
DrDeth wrote:
Does a PC who is unarmed also threaten?
IIRC, only if they have IUS or have a held charge from a spell that is a melee touch spell.
That's what I thought but where does it say that?
Core Rulebook, page 180 wrote:
If you’re unarmed, you don’t normally threaten any squares and thus can’t make attacks of opportunity.

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DrDeth wrote:
Does a PC who is unarmed also threaten?

IIRC, only if they have IUS or have a held charge from a spell that is a melee touch spell.

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Kelish & Jistka can be of benefit.
Thassilonian, as mentioned. Sounds like it is going to be the go-to language for Season 4.
Tien and dialects for Season 3 (Ruby Phoenix is in Tien)
Ancient Azlanti (lots of places)
Ancient Osiriani (We are tomb robbers, you know)
Draconic for kobolds
Goblin for goblins

As mentioned, the language appropriate for the template attached to any summons you do.

Liberty's Edge 4/5

For the additional characters page: Add some place to put in either player name or PFS number, just in case the loose sheet falls free.

Scenario list: Season 1, scenario 55 is not part of The Devil We Know series, it should just be [li]The Infernal Vault[/i].

I am currently working my way through the form, putting in all the information for my characters, and will report any other typos or ideas as I come to them.

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One option is to go for a whip build, using the Whip Mastery feat chain, which, for a full-BAB build, allows the whip wielder to do damage against targets, either lethal or non-lethal at will, no matter how much armor they have, starting at 2nd level.

At 5th level, BAB +5, with Improved Whip Mastery, the charcater gets to take AoOs with the whip with a reach of 10', given a normal size PC, and still be able to attack at 15'.

Improved Trip, Improved Disarm, can help you bounty hunt.

Lethal lets you deal with those (hopefully rare) targets that need to die, rather than be captured.

Going Lore Warden Fighter would reduce the skill point loss, add a bunch of free feats (Combat Expertise for free at 2nd level, in addition to the normal Fighter bonus feat? Sweet!) All knowledge skills being class skills would probably be useful for a bounty hunter type.

1st level (human): EWP: Whip, Weapon Focus: Whip and Combat Reflexes (whip in one hand, sap in the other to take AoOs with)
2nd level: Combat Expertise (Free LW), Whip Mastery (Lethal/non-lethal, does not provoke anymore, ignore the armor)
3rd level: Power Attack or Improved Trip or Improved Disarm
4th level: Weapon Spec: Whip
5th level: Improved Whip Mastery (take AoOs at 5' + normal reach, put the sap away and two-hand the whip for improved damage from both Strength and Power Attack)
6th level: Greater Trip or Greater Disarm, if you took the Improved one earlier; Cosmopolitan or Dilettante might also be useful

Needs enough Strength to have some damage potential, and enough Dexterity to get extra AoOs from Combat Reflexes, and at least a 13 in Intelligence for the Trip/Disarm chains.

Remember that Lore Wardens get a scaling bonus to CMD & CMB, and, with the right positioning and weapon, he can still do combat maneuvers from outside his opponent's reach, so provoking wouldn't matter...

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Mergy wrote:
Callarek wrote:
zean wrote:
Admiral Swagger wrote:
zean wrote:

Can my Raven Familiar help out a bit more since it speaks Common? Can it listen around, make Perception Checks, make Knowledge Checks, and Sense Motive and the like?

Also, what do you usually do with your Familiar?

Greetings traveler! Tired o' that raven? Lookin' to expand yer actions in combat with yer very own Portable Wand Dispensing servant? Might I be suggesting Improved Familiar? If ye make the wise decision an' grab yerself a wee little imp minion (and have ranks in UMD), it'll be making fer tons of fun on the side.
Oh I totally will, once I reach Level 7.
Just remember, if you get an Imp familiar, don't play with Paladins, or other anti-evil outsider types.

Or just tell your imp to stay invisible when the paladin is looking.

Besides, how many paladins do you know that have Knowledge (Planes)? By the time the paladin got off a detect evil, the imp has gone invisible again.

Ummm. Not necessarily. Both Detect Evil & Invisibility take a Standard action to cast.

Imp does something to become visible, which will usually qualify as some sort of attack, which usually uses the Imp's Standard action for that round. Visible.
Paladin's turn comes up, Imp is still visible. Paladin burns his Standard to turn on Detect Evil, and spends his Move action to move it up to 3-round equivalency.

Imp can then, on his turn, go invisible, but the Paladin will likely be set to do nasty things to the imp the next time it becomes visible, if he isn't attempting to do so while it is still invisible.

And, just to be contrary, don't forget that Cleric's can get alternative Channel Energies, like maybe one that can be used to harm evil outsiders?

Now., I don't much care, but someone, in another thread, pointed out that there are some equally useful Improved Familiars available from Bestiary 3 that are not evil....

And don't forget that Imps would only be available if your alignment is LN or NN; and Quasits for CN & NN...

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I had previously posted a list of adjusted prices to verify them, at one point:
Bullet Pricing

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nosig wrote:

4th level cleric spell...

Blessings of Ferver -

"Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Make one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

I was going to mention this. It was one of the spells that was active during the game I played of Ruby Phoenix. Very useful.

Then again, I wish there were more spellcasters in my local group. I can count the number of times my 11th/12th level PC has had Haste cast on him/his group on the fingers of one hand. :(

Heck, to be honest, I am fairly sure that my 11th level build for Ruby Phoenix had Haste used on him more times during that module than my "real" high-level PC has had Haste cast on him in his entire play history.

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Mergy wrote:
The only characters who get a pass for using someone else's wand is if they are brand new or failed their first faction mission; if you have 2 fame and you don't have a wand of cure light wounds, you had better have brought a stock of potions for yourself.

Well, sometimes, it works out differently. My sorcerer used his first two PP to buy himself a wand of magic missile, then used his second two PP to get the wand of CLW.

In situations like that, I, at least, will be a little more lenient. Same for the archer specialist who uses hir first two PP to get their Masterwork Darkwood Composite Longbow (Str +X). Maybe that dragonhide breastplate for that Druid, I dunno.

And my Sorc at least has a potion or two of CLW....

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Michael VonHasseln wrote:

Show me the cost for the "extra ability", please. If you can, then it can be built as a barding. Otherwise, it cannot, no more than one can purchase Rhino Hide armor made of Adamantine.

And no, Mithril Chain is an example of how chain mail is made using Mithril... it is no different in function or cost than purchasing chainmail made out of Mithril.

Does this need to be added to the PFS FAQ?

Yes.

And you do know that a mithral shirt is a different animal than a mithral chain shirt?

They both cost 1,100 gp, they both have mostly the same stats.

But, and this is a fairly significant but, the weight is different between the two items.

A mithral chain shirt, because mithral reduces weight to 50% of the original item, weighs 12.5 pounds. A mithral shirt, as a named item, weighs only 10 pounds.

That makes them two different things. And don't think that "only" 2.5 pounds isn't much of a difference. It is, for charcaters with low Strength scores, or characters working to stay within light encumbrance limits, even with "good" Strength scores.