1 Dagger (sorcerer to threaten)
Rogar Valertis wrote:
Don't forget the 5 prestige points cost to retrain the feat. But yes, this is the legal way to have power attack as a level 2 warpriest.
A cup is, in fact, a piece of athletic equipment designed to protect male genitalia when participating in sports. (Among other uses of the word, such as drinking vessel.)
Ferious Thune wrote:
Ah, ok. Hmm... Could you still enhance it as a weapon to get Agile, but use the enhancement bonus from the shield in place of the +1? Since he's boosting dex anyway, it seems like at some point it would be worth spending 8,000 gold on that.
I believe you would have to get the +1 weapon enhancement to get the agile property. So, your cost estimate of 8000 is right on.
Ferious Thune wrote:
The Shield Master feat from the CRB allows you to use just the enhancement bonus on the shield as a weapon enhancement bonus, but it comes online very late.
For an archer, I usually buy a MW Composite Longbow made of darkwood, with a STR rating of +3. This would be 730 gp price, but it is definitely worth spending 2 prestige points to get. Vary as you need for your character's STR.
Some people go with a greenwood bow, but I believe that only allows a +2 STR rating.
edit: Note that purchases made with prestige points do no get limited by fame, either.
If saves are a real issue, look at UMD and scrolls or a wand of bestow grace, which is a paladin spell. A wand is expensive at 6000 gold pieces, but a scroll can be manageable.
As pointed out above, more spells known really help with covering bases. Pages of spell knowledge, mnemonic vestment and human favored class bonus can make you feel like you have most situations covered.
edit: fixed link
Marc Radle wrote:
The PFS rule is allowing to familiars to exchange the pitifully few feats that familiars get for extra item slot, not about allowing them any more feats. Some familiars have weapon finesse to trade out, and my own has agile maneuvers, at 14th level.
It is my understanding that the use of fist, knee, foot and elbow for unarmed strike is only for monks (and later, brawlers). It doesn't mention that in the Unarmed Strike weapon or in the Improved Unarmed Strike feat, only in the class description for monks (and brawlers).
Natural weapons do not work the same way as unarmed strikes or manufactured weapons. You can attack once in a full-attack action with each of your natural weapons. With Unarmed Strike and manufactured weapons, you get attacks as per your base attack bonus, and as modified by two weapon fighting. (Magic not included here.)
You can also get all of your natural attacks with a full-attack using manufactured weapons, but then all of the natural attacks are secondary attacks.
Yes, you have to buy Weapon Focus for each kind of natural attack. Look at the feats for the Dire Lion which has Weapon Focus (Claw).
tl;dr Manufactured weapons, unarmed strikes, and natural weapons are three different categories. Monks (and brawlers) are better at unarmed strikes than others.
James Krolak wrote:
My -1 Sorceress went down to two of them, and only survived because of a boon increasing her CON limit before death. The rest of the party persevered, though. Yay, team!
Wei Ji the Learner wrote:
Some classes, such as the Oracle, are not required to worship a deity. In the Oracle's case, the character might not know the source of the divine casting ability.
Character Creation Appendix of RGG, season 9:
Characters can worship any deity listed in the table of
gods in the Core Rulebook, Pathfinder Campaign Setting: The
Inner Sea World Guide, Pathfinder Campaign Setting: Gods
and Magic, or any other source listed in the Additional
Characters with any number of levels in any of these
classes must select a deity.
• Clerics, inquisitors, paladins, and warpriests.
• Cavaliers and samurai who belong to the order of
• Any character who chooses a feat or trait tied to a
religion or deity.
• Any character who chooses a class archetype or prestige
class that specifies a deity in its prerequisites.
This list is not exhaustive, and the Additional Resources
This page here has most of the links you need to play PFS.
The Guide to Organized Play is the rules of the campaign, with how to get started and do most things. The Additional Resources tells you what is legal from all the Pathfinder books, but you don't need any of those to play. You can do quite well with just the Core Rulebook; there is a subset of the campaign that just uses the CRB. The Campaign Clarifications explains the rules and includes how things work from the Additional Resources.
Here is the PRD, the online component of the rules. These are official, but do not count as having the rules you need to build a character.
Here is a great guide for getting started in PFS play.
Hope this helps!
Oracles vary wildly, due to the differences in mysteries. What is it you would like to do? Melee combatant? Ranged Combatant? Buffer? Debuffer? Battlefield control? Blasting?
Here's a guide that is a little dated but has good information for you.
If you would like specifics, perhaps the Advice forum might be a useful place to ask?
Opponent: You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.
That's an incredibly good point, and may have been the end result of my thought process I was heading for in my previous post.
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.
If having the scroll's spell 'on your class's spell list' is the same as making it a wizard spell for a wizard, then it should use INT to cast it.
I am saying that the cost is paid by the character to whom the sheets will be assigned. Crown of Fangs is a module to be played at 16th to 18th level, and by that time, a character may have lots of prestige.
As I posted earlier, the Fate of Many Things chronicle, the eigth chronicle with the harrow deck draws, is only issued at the completion of the CotCT adventure path. So, a character who has completed the whole thing (character as in who was awarded all the chronicles) will be at least 16th level, and will have completed considerable material beyond CotCT.
It is possible to have a 16th level character with not much prestige, but my 15th level oracle who has played mostly modules (and thus gotten less fame than scenarios) has 46 prestige. Admittedly, deaths can cut into that, but there is a good chance that you have a considerable amount of prestige at that point. And, as you pointed out, it is close to running out of playable content at that point, so spending prestige is not that bad.
Edit: Ok, I think I see the disconnect. When I mention 'original character', I am referring to the PFS character who is receiving the chronicles, -not- the campaign-mode character that you played. That campaign-mode character has no standing whatsoever in PFS, and nothing really applies to it. It could be a manifestation of the PFS character who receives the chronicles, but it could be a character from a different rule system entirely.
Breath of Life is a 5th-level cleric spell. So, a 9th level wizard with scroll savvy can cast it as if the spell were on the wizard's list, and 9th is a high enough caster level to cast a 5th-level spell.
Having a 15 wisdom (or charisma as an oracle) is a different consideration, not covered by this boon.
Since all scrolls in PFS are arcane, divine and psychic, the required ability score may not be necessary, or covered by the wizard's intelligence score.
The eighth sheet is:
Fate of Many Things chronicle sheet wrote:
This means when it is used your characters are much higher level and potentially have far greater prestige to spend. The prestige is taken from the character that actually played CotCT.
It is the seventh sheet that is awarded at the same time as the first.
Edit: added the prestige target
The difference between a horse and a heavy horse in the bestiary is the advanced template (simple template). In the listing for horse, pony it also mentioned that there are tougher ponies (though not called heavy ponies) with the advanced template, too.
In the writeup for the paladin class, under divine bond it mentions that the paladin often gets a heavy horse. "This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin)..." But then, it goes on to say that: "This mount functions as a druid's animal companion, using the paladin's level as her effective druid level."
So, I believe Fynnle's question might be related to "where's the advanced template, which can make the pony into a war pony?", since most interpret the 'functions as a druid's animal companion' means that you cannot add the template to a paladin's mount.
In Paizo terms, the Designers work for the Pathfinder Design Team, aka the rules guys. Developers work on lots of different books.
From Organized Play Guide, season 9:
Lead Designer • Jason Bulmahn
Senior Developer • Robert G. McCreary
That is very much how the Arcanist Class from the Advanced Class Guide works, but it uses arcane magic. They prepare spells in their available slots, but then can spontaneously cast from those prepared slots.
This is -not- how Clerics, Wizards, Rangers, Paladins and other prepared casters work. The reason is how magic and casting worked from the earliest days of D&D, from Jack Vance's Amber series of books.
Personally, I like that style, but it just isn't how the rules are written. As a variant or house rule, it seems great.
Note: This is a necromancy of a two-year-old thread. Perhaps starting a new one would be better?
Never played a swashbuckler, but upgrading from a +2 to +4 headband of alluring charisma is 12000, or 14000 if you have to buy a new one and sell the current. A +2 DEX belt is 4000.
As a PFS player, saves are very important. 4000 for a cloak of resistance +2.
A Ring of Resilience is 15000 for a chance to remove a condition when you regain a panache. It could be really useful. (Again, I've never played a swashbuckler.)
Humans in the Advanced Race Guide have the alternate racial trait:
Eye for Talent:
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.
The PRD is the online resource for rules that Paizo provides. It isn't enough to use material in PFS, but it is a good way to find what books you might want to acquire in either dead-tree or PDF form.
To get your charisma to 19 before level 9, you can use a headband of alluring charisma. In PFS, you'll have the fame by level 7, or sooner if you succeed a lot. You can use an 8000 gp ioun stone if you really want that phylactery of positive channeling, or at higher levels a Rod of Splendor for the +4 to charisma.
If you really want healing, consider the Oradin which is a mix of paladin and oracle. Oracle dips of Lore or Nature can allow you charisma instead of dexterity for armor class and other things.
Mount class feature from Cavalier:
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
From Organized Play FAQ:
How can I teach tricks to an animal using Handle Animal?
You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97-98 of the Pathfinder Roleplaying Game Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained on the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.
With a base INT of 2, a wolf can know 6 tricks, such as combat riding. You also get a bonus trick (from the chart in the Druid Class in the CRB) with which you can get Attack a second time, thus allowing it to attack any creature.
Edit: fixed links
My -1 is a human sorceress with an original CON of 14, and it is now an 18. She was put down with a pair of Cone of Cold spells and only a boon giving additional hit points before death from negatives saved her. She was also hit by a pouncing bulette from surprise... the GM rolled 3 attack dice, 20, 20, 20. (GM had a reputation for rolling low.) Hit Points are sometimes a real necessity.
That said, I have an elf wizard with a 10 CON (now belted up to 12 at 12th level). Going first is very useful in controlling what might happen to you.
My very favorite paladin spell is Hero's Defiance, and I would never think of trading away Lay On Hands.
I haven't played a Rogue, but if you are planning on mixing it up in melee, some way of keeping yourself alive when circumstances are all arrayed against you is very important. Hit Points are the safety net when your protections get circumvented.
You can train an animal companion a number of times equal to your ranks in Handle Animal between scenarios.
Druid Class wrote:
If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
This means you can replace an animal companion between scenarios, and there is no cost for a Druid. For other classes, you will have to refer to their write-ups.
Driving Actions: A driver can, at the start of her turn, before taking any other action, take any of the following actions (except the "uncontrolled" action) to control a vehicle. If the driver does not take an action, takes another action, or delays or readies an action, she loses control of the vehicle and the vehicle takes the "uncontrolled" action.
Accelerate (standard action): With a successful driving check, the vehicle's current speed increases up to its acceleration (in 5-foot increments; minimum 5 feet), but no higher than its maximum speed. The vehicle can move forward or forward diagonally. In other words, each time a vehicle enters a new 5-foot square, it can choose any of its forward-facing squares—the ones directly in front or either of the squares directly forward and diagonal. This allows the vehicle to swerve. A driver who fails her driving check can only move into squares directly in front of the vehicle's forward facing.
Decelerate (standard action): With a successful driving check, the vehicle's current speed decreases by a rate up to its acceleration (in 5-foot increments; minimum 5 feet). On a failed check, the vehicle does not decelerate. Either way, the vehicle can move forward diagonally. If deceleration reduces a vehicle's speed to 0, some amount of inertia will continue to move the vehicle forward. The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop. Having the Expert Driver feat reduces this distance by 10 feet (minimum 0 feet).
Keep It Going (move action): With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.
Reverse (standard action): A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.
Turn (standard action): The driver takes this action to turn a vehicle's forward facing 90 degrees. The vehicle moves its current speed. If a vehicle's current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle's movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle's former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.
Uncontrolled (no action): When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver.
So, some actions are standard actions, and some are move actions. With the 'Keep it going' action (move action), even if you fail the check, the vehicle can continue in the same direction at the same speed. Trying to actively change where the vehicle is going is usually a standard action.
If the rider doesn't take a penalty to full-attack action shooting, the mount can't make a full round move. The penalty is inherent to the movement. So, if the penalty is not taken, the mount cannot continue moving.
These questions really are general Pathfinder Rules questions. I have flagged this thread to be moved to that forum.
I've found this guide on the dragon disciple to be a good way to focus my thoughts on being one.
Note that you can go from Bloodrager to Dragon Disciple, and your bloodline powers (Draconic) do advance from the prestige class.
As for sorcerer, it's pretty hard to cover all four elements. Elemental Bloodline (no DD for this) allows you to switch to your element. For a Wizard, the Admixture subschool of the Evocation school will cover your needs.
Wei Ji the Learner wrote:
Is there a rule against having multiple archetypes of the same class?
Ferious Thune wrote:
It's not allowed if they replace or alter the same class feature. Otherwise, you can have multiple archetypes.
Alternate Class Features
Most of the options presented on the following pages include a host of alternate class features. When a character selects a class, he must choose to use the standard class features found in the Core Rulebook or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
A lot of archetypes for rogue modify or replace only a single class feature, so they are easy to stack. Other classes often have a more difficult time. Here's a Guide from before the Advanced Class Guide that figured out possibilities. It is pretty good.
Slim Jim wrote:
I have an initial purchase query: In PFS, can you pay 50% extra for a wondrous item made to occupy a different slot than is normal for it? (Or is that a not-legal house-rule I heard about somewhere?)
The source of that cost is from the CRB, where adding an additional ability to an item with a location slot costs extra:
Adding New Abilities:
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
This is not allowed in PFS, because as BNW pointed out, it makes a custom item. However, for house rules in some games, people extrapolate that using a different slot makes the item cost 1.5 times the gold amount to craft.