Rerednaw wrote:
Yes, they're treated as 1/2 level (min 1) for abilities, hit dice, evolution pool, etc. So he'll have to choose wisely in his selections. Luckily he chose to be a half-elf summoner which gets to add an evolution point every four levels.
Master Summoners are amazing and I'd be glad that your GM would allow it.
I've run the Harrowing for my VL's group and it was fairly easy to convince them since it was a simple rescue mission to save this important Taldan scholar with a rich noble family background which I had the region's favorite VC, Drendle Dreng, give them the news in the wee hours of the morning. As long as no one tries knowledge nobility right at the start then you should be fine in hooking them in. (italics for those who've played it before)
No, because the surprise round activates if the party is not aware/ready for combat. Although, the wizard could go invisible or have a high enough stealth to attack against flat-footed but he does not gain a surprise round while attacking a party that is in combat with something else. Casting the summon monster spell would be considered the surprise round in most cases if the attackers are not aware of them.
Tremorsesense is better explained that it senses things that are moving as well as the creature emits very high frequency waves (undetectable by things without tremorsense) from its body through the earth to pinpoint things around it such as creatures and objects to avoid. Just think of echolocation but through the earth instead of through the air like a bat. This is just how I personally interpret it and it has worked well for me so far.
I wouldn't let them, because it makes sense to copy the spell from a found scroll since it is written on it in the language of magic but a wand has no writing on it, or at least not enough for the entire description of the spell, to use as a spell completion since it is only a spell trigger item for someone who knows how to use the spell or has the capabilities through UMD.
I think it's more of a time saver, especially at cons, mostly due to trying to explain all the factions to a new player takes away such precious time. If an experienced player has a per-determined faction he wants to play then I'd say let him play it. I'm sure any faction would gladly accept the points right around now with all the speculation going around.
Pretty much what Lab rat said. In our region we had one guy with the archer fighter build and another who had the inquisitor. Yes, the inquisitor couldn't get the shear damage output but the AF was useless in the role-play sections where the inquisitor would shine with discern lies so that we had an easier fight when an NPC turned out to be not who she said she was.
Also, to be safe you can carry a potion or give another divine character a scroll of lesser restoration. The ragechemist's penalties are temporary so once that gets popped on you, you return to your regular intelligence and will save but no longer get the +6 strength boost as the mutagen ends when lesser restoration is placed on you.
Yep, that's right because none of the bonuses stack so a ragechemist/barbarian, which I also have one, can get you to 30 strength. Granted, a word of caution, the saves you'll have to make each time you get hit for being a ragechemist can be deadly especially if you go comatose in the middle of a fight and get coup-DE-graced.
Level 8 half-elf wizard (conjuration)
2. A +1 morningstar that he bought, even though he's not proficient with it, but because he found it in one of the scenarios he decided to "keep" it. 3. I know a fire sorcerer that will only carry alchemist's fires that he uses to bath himself every morning.
-Like it says, it changes with hit dice based on your level. If you look on the d20pfsrd.com under the bones oracle it has links to the zombie and skeleton templates and in theme they have 1HD skeleton and 2HD zombie examples you can go off, but most of the creature's stats comes from what level the bone oracle is.
Adam Mogyorodi wrote:
Ah, then my GM called it incorrect. I'll be sure to correct him when I play one of my alchemists again.
Yes it is 1/3 the price but it vanishes at the end of the scenario/module if you don't use it. If you're going support either get a wand of cure light wounds OR a wand of shield with 2 PP, you can use these as an alchemist without using UMD. Save up your gold for better things when your fame reaches it, such as a headband of intelligence.
It may have been best to have the Raise dead character to introduce that that is the way he does things in adventures or to tell the paladin that one of his team members gives off a sort of necrotic aura from having raise dead prepared/handy. Otherwise you handled it as best you could. As long as the characters are CN/N/LN casting the spell it shouldn't knock them down any on the alignment scale as long as they don't use them for evil acts, such as evil acts like killing a helpless NPC, or use it to raise another PC who has fallen in the scenario without full consent prior from the other PC. Our GM/VL has two of these characters, as well as command undead, that run higher tiers, one of which he had a hand in creating. He allows them to keep up to the HD limit beyond the pet/familiar rules because the majority of them are mindless and don't need handle checks, though occasionally charisma checks when the undead are under the control of an NPC or they have intelligence high enough to deny them. We have had where the things they wished to raise got so destroyed and didnt allow the two to raise the creature such as when our ranger/fighter hit a critical vs a Bullette (random encounter). I hope I helped somehow.
Welcome to Pathfinder Society! 1. yes, traps can be fairly prevalent especially in certain modules and scenarios. It's never not a bad idea to have someone be basically your dowsing rod for traps and it's best to have someone that's able to disable them. 2. Probably one of the more enforced codes as not abiding to them can hold serious consequences during and after scenarios for the paladin. 3. That's up to your GM's discretion. If you're a chaotic character he/she may let it slide quite a few times as long as it does not threaten the other players lives. And a quick laugh among the group may be needed sometimes. 4. Personally, learn all the prestige point/fame point rules and how they can help you and restrict you. That part has led to the most confusion on my part.
you can't use it to pay for you to rise within the scenario/module but you can use it to res yourself after your party completes the mission or flees after completing your faction mission. Unless, you somehow have the time for your party to drag/carry your body to your faction headquarters where they will resurrect you for the PP. |
