Seelah

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** Pathfinder Society GM. 1,447 posts (1,720 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 1 alias.


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Silver Crusade

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See the spell Status

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supervillan wrote:
Tineke Bolleman wrote:
Maybe a cup (is the word cup in english? We call it a tock). A masterwork one. If someone ask, say that Sir Lion will never bee kneed in the groin, as that is very un-knightly.
I think you are referring to a codpiece. Or possibly a box (which male fencers and cricketers wear to protect themselves).

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.)

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Wei Ji the Learner wrote:


It is required in PFS to worship a deity (with attendant benefits and drawbacks) to gain 'divine power' for your 'divine class'.

...that hasn't changed, has it?

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:

6. RELIGION
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
Resources document.
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
the star.
• 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
document is updated with new classes, archetypes, and so
on that require the worship of a deity as new Pathfinder
RPG sources become available. As a general guideline, if a
character receives any mechanical benefit connected to a
deity, that character must worship the appropriate deity.
Characters who do not receive powers from a divine
source may worship a deity, be agnostic, or worship no
deities at all.
Regardless of class, each character must have an
alignment within one step of her deity’s alignment.
For characters who can channel energy, their deity’s
alignment determines whether they can channel positive
or negative energy—those who worship good deities
channel positive energy, while those who worship evil
deities channel negative energy. If a character worships
a neutral deity, the character’s player chooses which
energy type her character channels. Once chosen, the
type remains the same for the rest of the character’s time
in the campaign.

Silver Crusade 2/5

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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!

Silver Crusade 2/5

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If it is not 'better swash than swash', then it might be being saved for use as a boon or scenario reward, much like the Thassilonian Specialist Wizard was.

Silver Crusade

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Rycaut wrote:

one rule I use at my tables (which I think is actually RAW) is that dead bodies on the battlefield create difficult terrain (I generally do this for anything that is larger than the PCs - though technically I believe any dead body sized medium or larger by RAW does create difficult terrain)

(of course this is only monsters that leave bodies behind - so no summoned or incorporeal etc)

In play this is generally fairly easy to adjudicate - either leaving miniatures on the playmat or using a flat token to indicate the squares that have bodies - it does slow down combat slightly and creates some tactical options - and it gives some further incentives for flight or abilities to bypass difficult terrain - and it doesn't strain credibility - a dead dragon or ogre should leave a big obstacle that has to be gotten around (or which can be used for cover)

PRD wrote:
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.

PRD link

Silver Crusade

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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.

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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.

Mounted Combat

Movement in Combat

Last question: yes, if one one of mount and rider charges, so does the other.

These questions really are general Pathfinder Rules questions. I have flagged this thread to be moved to that forum.

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You don't get to use a special material for your initial bonded item. See arcane bond under wizard in the CRB.

PRD:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

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Lau Bannenberg wrote:

Well if they're going around fixing up the place, they could have run into it.

But mostly it sounds like a difference in assumptions between you and your players. You assumed they do whatever they say they do, nothing more. They assumed that as soon as they had the place secured they'd thoroughly search/document/pathfinder it.

I'd probably be lenient about this the first time, since I don't like punishing players for misunderstandings. But also tell them that next time they need to be more explicit about what they're doing.

I certainly assume that once we have possession of a site/area, my character, at least, is going to search/document/pathfinder it. It is in the basic tenets of the Society. If we have to run away or the site blows up, or something, we certainly miss out.

I hated 5-09 The Traitor's Lodge.

Spoiler:
What are people doing sitting down studying for hours in an unsafe basement with just a door between them and the unknown? Clear the area so you can study. But noooooo. In this contrived situation, that's impossible. I should still go back and write a review for it.

Silver Crusade 2/5

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Fighters make good archers because they have a very solid to hit score with weapons. Between full BAB and weapon training they can often nail their targets and therefor can afford to use deadly aim regularly. They also can afford the feats necessary to make a good archer, including Point Blank Shot, Precise Shot, the aforementioned Deadly Aim, Manyshot and Rapid Shot. The Fighter can also get Weapon Specialization (after Weapon Focus) which makes up for lost things such as gravity bow. In Core, you will need a variety of arrows of special materials to deal with damage reduction, so you'll need a handy haversack to cover all your reloads.

I also play a Diviner Wizard that follows Murdock's suggestion. His arcane bond is his bow, and the enchantments are affordable that way. With true strike he can target opponents behind arrow slits and other difficult targets, though he doesn't get a high rate of fire.

Silver Crusade

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This is the Pathfinder Society section of the Boards, where no custom material is allowed. I have flagged it to be moved to the Advice or Homebrew sections, where you can get the answers you are looking for.

Good luck to you!

Silver Crusade 2/5

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Treesinger is an archetype of Druid from the Advanced Race Guide. It includes a section on Plant Companions which includes the Treant Sapling.

According to Archives of Nethys, which is usually good about this, Treesinger is a legal archetype for elves. It doesn't say specifically that the companion is legal, but the text of the archetype does.

This takes us to the Additional Resources, a mandatory document to use the Advanced Race Guide as a resource. Under the entry for the Advanced Race Guide, AR states:

Quote:
"Elves: all alternate racial traits, except darkvision; all racial subtypes except arctic and dusk elves, are legal for play; all favored class options, racial archetypes, elven special materials except wyroot, feats, magic items, and spells are legal for play."

So nothing has indicated they are not legal for play, and AR says they are.

Silver Crusade 2/5

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I have a clear spindle ioun stone on my -1 character, a sorceress. I bought it very late (chronicle 24, 9th level) because I didn't have the ring slot for a ring of sustenance. I found out about the resonance power after I bought it. I don't have one on another character. So, I guess I am a counterexample of the reason to get one, and I don't really mind the change. I now have slotted my scarlet and blue sphere for the +1 to Will saves.

Silver Crusade

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I am playing an empiricist investigator in PFS, and one in a home-game AP of Mummy's Mask. They are ninth and eighth level, and pure investigators without the swashbuckler dip. Neither is weak in combat once studied combat/strike came into the picture.

Giuseppe Aldonaldo, level 9:

Giuseppe Aldonaldo
Male elf investigator (empiricist) 9 (Pathfinder RPG Advanced Class Guide 30, 100)
LN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +32
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 57 (9d8+9)
Fort +7, Ref +11, Will +9 (+4 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +3; Immune sleep; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile keen rapier +10/+5 (1d6+4/15-20) or
. . mwk cold iron rapier +10/+5 (1d6+1/18-20) or
. . silver cestus +9/+4 (1d4+1/19-20)
Ranged sling +9 (1d4+1)
Special Attacks studied combat (+4, 7 rounds), studied strike +3d6
Spell-Like Abilities (CL 9th; concentration +7)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Investigator (Empiricist) Extracts Prepared (CL 9th; concentration +16)
. . 3rd—absorb toxicity[UC], bloodhound[APG], displacement, fly, heroism
. . 2nd—acute senses[UM] (DC 19), alchemical allocation[APG], barkskin, darkvision, false life, investigative mind[ACG]
. . 1st—adhesive spittle[ACG] (DC 18), ant haul[APG] (DC 18), comprehend languages, disguise self, expeditious retreat, heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 24, Wis 12, Cha 7
Base Atk +6; CMB +7; CMD 20
Feats Combat Reflexes, Extra Investigator Talent[ACG], Inspired Alchemy[ACG], Technologist, Weapon Finesse
Traits forlorn, student of philosophy
Skills Acrobatics +10, Appraise +11, Bluff +11 (+20 to lie (as a result of using Int instead of Cha)), Climb +5, Craft (alchemy) +19 (+28 to create alchemical items), Diplomacy +16 (+25 to gather information (You can use your Intelligence Modifier instead of Charisma), +25 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +27, Disguise +2, Escape Artist +9, Heal +5, Intimidate +2, Knowledge (arcana) +16, Knowledge (dungeoneering) +12, Knowledge (engineering) +13, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +15, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +13, Linguistics +15, Perception +32, Ride +4, Sense Motive +20, Sleight of Hand +7, Spellcraft +15, Stealth +16, Survival +2 (+7 when tracking), Swim +2, Use Magic Device +19; Racial Modifiers +2 Perception
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan, Terran, Tien, Undercommon, Vudrani
SQ alchemy (alchemy crafting +9), ceaseless observation, inspiration (13/day), investigator talents (combat inspiration[ACG], enhance potion, expanded inspiration[ACG], mutagen[UM], quick study[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 90 minutes), trapfinding +4
Combat Gear boro bead (1st level)[UE], mutagen[APG], oil of daylight, potion of heroism, potion of resist acid 10, potion of resist cold 10, potion of resist electricity 10, potion of resist fire 10, potion of resist sonic 10, potion of shield of faith +2, potion of tongues, wand of create water (50 charges), wand of cure light wounds, wand of endure elements (50 charges), wand of heightened awareness (50 charges), wand of mage armor (50 charges), acid (4), air crystal (3), alchemical grease[APG] (6), alchemist's fire (2), alkali flask[APG] (3), antiplague[APG] (3), antitoxin (3), armor ointment[UE] (3), bladeguard[APG] (3), bloodvine rope[ACG], bloodvine rope[ACG], bloodvine rope[ACG], smelling salts[APG] (3), soothe syrup[APG] (3), soul stimulant[UE] (3), tanglefoot bag (4), weapon blanch (adamantine)[APG] (3), weapon blanch (ghost salt) (3); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 agile keen rapier, mwk cold iron rapier, silver cestus[APG], sling, sling bullets (10), cloak of elvenkind, cloak of resistance +2, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked mossy disk ioun stone, cracked mulberry pentacle ioun stone, cracked scarlet and blue sphere ioun stone, first aid gloves, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], lenses of detection, wayfinder[ISWG], alchemy crafting kit[APG], bandolier[UE], bedroll, belt pouch, canteen[UE], chalk, fishhook, ink, inkpen, journal[UE], masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), skillchip mark iii, skillslot (technology guide 38) (worth 2,000 gp), string or twine[APG], trail rations (6), vial (4), waterproof bag[UE], waterskin, 11,513 gp, 7 sp, 2 cp
--------------------
Special Abilities
--------------------
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+9)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enhance Potion (7/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 13/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Quick Study (Ex) Use studied combat as a swift action.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Studied Combat (+4, 7 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
--------------------
From Oppara in Taldor.

I made him at the beginning of season 6, so he has the technologist feat; you will probably not get that one.

There are six knowledge skills used to identify creatures, so you might only want to put a few ranks in the others. I have found that perception and use magic device are critical skills and I worked hard to get them up. +19 in UMD means that without penalties, wand activation is automatic and no chance of breaking it for the day.

In combat, 3 ranks of acrobatics lets you hit at -4 and and have +3 armor class. You won't have too much difficulty hitting as your 3/4 BAB and studied combat makes you about as good as a fighter. The feat Crane Style can really help there. You have to watch your buffing, and really use those 10-minute per level ones. Time spent buffing in combat seems really difficult to find.

You will find your fortitude save lacking, and have to find ways to improve it. Heroism is a wonderful 3d level extract.

Studied Combat, Expanded Inspiration and Combat Inspiration combine to give you the Inspiration you need to fight. I like to end Studied Combats with Studied Strike pretty often, but it is precision damage. Before Studied Combat, you may find yourself a placeholder in the Line, but you can get your armor class pretty high, making it somewhat safe. I like to maneuver a lot to provide flanks to my team.

These are thoughts off the top of my head. If you have questions, I'd be happy to respond to them.

Silver Crusade 2/5

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Mr.Nightray wrote:

Lau, Thank you for your response, FYI i agree with that ruling i was only playing devil's advocate. I dont suppose theres a ruling anywhere for addressing % issues in PFS? I was attempting to answer the question without any room for doubt.

Kerwin, There is noting in Seeker of secrets, the additional resources or the FAQ that i could find that suggest that.

Here is a post from then Campaign Coordinator Joshua Frost stating that we don't use the variable method for determining resonant abilities. According to earlier posts in that thread he had made a previous declaration that all normal ioun stones have resonant powers. Give me a chance to look it up.

edit:
Here it is.
It was in the Guide to Organized Play back then. Hopefully, it is one of the fixes for version 8.1 of the Roleplaying Guild Guide.

Silver Crusade 2/5

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Season 7 Guide had the description for Wayfinders right there. I believe that's one of the things they are going over.

Silver Crusade 2/5

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5-09 The Traitor's Lodge:

The point that bothered me is that you are expected to do research in a not-yet-safe area. You cannot go through and clear it to make it safe to sit down and do hours of reading. In the very next room there may be horrific monsters and yet, you have to get the information right then.

I was trying to apply what I thought was common sense, in that I wanted to clear the area and then sit down to absorb the many volumes of material. But the scenario is specifically written to punish that method of proceeding. *Shrugs* I hated it.

Silver Crusade 2/5

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Are there wheels?

Silver Crusade

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Nefreet wrote:
"Munster"?

One of the Provinces of Ireland:

Connacht
Leinster
Munster
Ulster.

Province Map

Silver Crusade 2/5

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Much like Nefreet, I haven't gotten around to training away my Investigator's Technologist feat. I am scheduled to play tonight.

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I love the feat Breadth of Experience. I can use any profession I can dream up when it becomes necessary.

"Sure, I used to be a barrister, but it was a long time ago..."

Silver Crusade

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From the PRD, the Core Rulebook, Wizard Class, Arcane Bond:

Quote:


A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

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I feel that the problem being described by the OP is a serious one. I no longer play at a venue in my metropolitan area because of the cavalier hostile, evil and murder-hobo-y attitudes of some of the players there. Yes, I am lucky that I have such a choice.

I would do the same as far as GMing for such players. I just have no desire to spend my time dealing with such people. *shrugs*

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My senior paladin got this feat in the early part of season five. It is extremely useful when the circumstance fits.

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Here is the Blog Post relevant to the question.

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Kurald Galain wrote:
Can we do this without the condescending snark? Thank you.

I fail to see where there is any condescending snark in the post above yours?

d20PFSRD is not a legal source. Use the PRD on Paizo's site here for rules legality on the sources posted. Go to the original text of the book or PDF for actual rules and classifications. This is why the player must provide a copy at the table for the GM to reference when the material is used.

Bloodlines and Bardic Masterpieces are not archetypes; they are class features for the classes that have them. Wildblooded (scroll down to near the bottom) is an archetype that allows some different bloodlines for sorcerers.

edit: corrected site reference.

Silver Crusade 2/5

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Lau Bannenberg wrote:
Andrew Christian wrote:
Kaboogy wrote:
An issue that has bothered me quite a bit is how to read Dragon Totem Resilience. RAW it adds 2 to a barbarian's DR per Dragon Totem rage power (plus some other things), but due to how powerful that would be and the general context of the rage power many think it's a typo, and was supposed to be energy resistance. I know that as is I would feel very dirty bringing it to a PFS table without some official source saying how I should read it.
You read it as written. Just because some feel it's over powered doesn't mean it's ambiguous.

It is somewhat confusingly written.

Dragon Totem Resilience (Su): While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her current DR/— from her barbarian damage reduction class feature; this DR increases by 2 for each dragon totem rage power she possesses, including this one. A barbarian must have the dragon totem rage power and be at least 8th level before selecting this rage power.
Does that mean that when I take it (L8, one previous dragon totem power), I get an additional +4 DR/- while raging? That seems quite a lot, especially if it stacks with invulnerable rager.

It sounds very much like the writer went with a casual usage of what should be very precise game terms again. Many people call energy resistance a form of 'DR', whereas energy resistance and damage resistance are two very different game concepts. As intended, I believe it should be referring to an increase in the energy resistance by two per dragon totem rage power, but as written, it could very well be referring to the damage resistance. *sigh*.

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Ed Reppert wrote:
Where in the rules are "handedness", "primary hand", "main hand", and "off hand" defined? What if the character is ambidextrous?

The rules for handedness only come into play in the section on two-weapon fighting and full-attack actions. Ambidexterity was removed because almost everyone was becoming ambidextrous.

two-weapon fighting from PRD:

Two-Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

Table: Two-weapon Fighting Penalties summarizes the interaction of all these factors.

Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon was a light weapon.

Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.

Table: Two-Weapon Fighting Penalties
Circumstances Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light and Two-Weapon Fighting feat –2 –2

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James Apostolou wrote:
I am :D We have very active GMs in Florida and having been at tables were people are hoarding Certs and using player knowledge to gain all magic items and then watching the new wizard walk away with a bunch of leather armor and the fighter with a Spell Storing +1 Quarter Staff.....
BigNorseWolf wrote:

*headscratch* do your players not normally get all the loot anyway? All the scenario opens up is access to the item ahead of the fame score, which in my experience is pretty useless since you'll have the fame if you have the cash (especially now that playing up is both harder and not quite the treasurebath it used to be)

James is referencing back to the old organized play campaigns where magic items dropped once per scenario, and players were given a 'cert' to show they had received the only instance of that item. He is saying that PFS does it so much better.

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In this example, one must remember that scenarios, when written go through a vetting process by one or more developers. If an author desires to have an NPC use a specialized result of a spell, such as an expanded summons (and hopefully that would show up in the tactics), the controls in place for publishing a scenario should prevent abuse of such a privilege.

There aren't such supports for table GM's, and I think that it might get out of hand if there is too much table variation. Remember, Tonya Woldridge is the Campaign Coordinator, which means the overall GM for the campaign.

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ALL GLORY TO THE HYPNOTOAD!

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Sin of Asmodeus wrote:

One further, Pharasma doesn't like undead, however she has a ton of necromancers as her followers.

It wasn't her inquistors place to judge who dies. That belongs solely to Pharasma. So the player who let that necromancer die is basically a dick.

I disagree, and strongly. From the Pathfinder Wiki (original source Gods and Magic):

Quote:

Worshipers and Clergy

Many of Pharasma's worshipers are those closely aligned with either burgeoning life or terminating death. These include midwives, grave diggers, and morticians. Her priests are typically clerics, diviners, and necromancers that choose not to create undead. Her followers view the undead with hatred and consider them a great abomination. Pharasmins view putting the undead to rest as a holy duty. The creation of undead is outlawed, and commanding undead rather than destroying them is deeply frowned upon as well.

And from Inner Sea Gods, p.120:

Quote:
Pharasmin inquisitors hunt down the undead and those who seek to create such monstrosities, but all priests have a solemn duty to oppose such abominations when they find them.

It is a bit more severe than 'Pharasma doesn't like undead.' The necromancers that follow the god are 'white necromancers' (ISG p. 118) who don't raise the undead.

According to the OP, the necromancer agreed to not raise the undead, and then went ahead and did it anyways. This is the violation of the 'don't be a jerk' rule. The Inquisitor didn't kill the Necromancer, so there was no PVP violation. He did watch to see if the Necromancer was being called to the Boneyard, and didn't interfere with what his Goddess was going to do. No atonement is necessary because the Necromancer was one of the ones the Inquisitor is supposed to hunt down.

OOC, this was discussed beforehand. If that agreement had been followed, I think the problems would not have happened.

Probably it would have been for the best to not have a Pharasmin Inquisitor and a Black Necromancer in the same party. I know I try to choose a character that can work with the others at the table, and I have switched to another character to avoid problems.

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This is a duplicate thread. Perhaps the two can be merged?

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Acedio wrote:
rknop wrote:
The "Fires of Karamoss" sidebar indicates you ignore hardness altogether. But, as far as I know, that's the only place that rule has shown up. Which makes it very troublesome, because players who know it want to use it, but we don't have an actual reference anywhere other than a single scenario.
Oh ok, it looks like we're talking about different things/I misread your post/I don't know how to read. Sorry! Do you happen to have the wording?

From this thread.

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A critical confirmation roll is a type of attack roll. You should be able to spend 2 inspiration points (or 1 with combat inspiration) to add inspiration to a confirmation roll. It is not the same attack roll as the original attack, and so you would have to purchase a new inspiration die, and not use the original one.

PRD on Critical Hits:
Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.

Yikes! Perhaps I am wrong and the original inspiration applies to the confirmation roll as well.

PRD on Inspiration, from the Investigator write up:

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Sorry, didn't mean to go for a derail, but the text seems to say that the inspiration applies to both the original attack roll and the confirmation roll, too.

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Pathfinder Society FAQ

FAQ entry:

What determines if my character can be a “worshiper” of a deity?

As a character, you may choose to worship a single deity or pantheon (the “deity”). If you worship a pantheon, you do not count as worshiping every god in that pantheon; you must choose one deity from that pantheon for the purpose of gaining mechanical benefits.

Your character’s alignment must be within one step of that of the deity he or she worships. Any character with levels in a class that grants spells or other features from a specific deity must worship that deity.

A character may only worship one deity at a time; the character may change which deity she worships between sessions at no cost. If this change requires the character to change alignment, the character is required to pay for an atonement. Any element incompatible with the new deity no longer functions. These elements may be retrained at normal cost using the rules from Ultimate Campaign.

For example, a cleric of Desna with the Travel and Luck domains and the Butterfly Sting feat switches her worship to Shelyn. The cleric may still use the Luck domain because Shelyn grants that domain, but not the Travel domain or the Butterfly Sting feat, because worship of Shelyn does not grant access to those features.

Worshipping a Deity is a closer relationship that revering one. If you are a worshipper, you must be within one alignment step of the deity. If changing the deity requires you to change alignment, then you must pay for an atonement as the entry states.

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Luna Shiratori wrote:


I'm making a Kitsune Void-Touched Sorceress (was going to go human, but when I saw Kitsune were legal without a boon, I just had to make one!) and am thinking of having my first level feat be "Realistic Likeness" out of the Advanced Race Guide. This is legal right?

A good source to check for legality is Archive of Nethys, but it is unofficial. See the the funny 'x' to the left of the feat name? That says PFS legal.

The actual place to check for legality is Additional Resources.

Go down to the name of the book (ARG) and check for the feat you want. In this case, the additional resources for the Advanced Race Guide says:

Kitsune: all alternate racial traits, favored class options, racial archetypes, racial feats, and magic items are legal for play.

So that is a valid choice!

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Technically, Coup de Grace is french originally, and it means 'cut of grace'. This was a mercy killing, so that the victim of some horrible wounds would no longer suffer from them, and die quickly.

It has changed since roleplaying games took it up, I guess, as a way to finalize death, making sure it happened what with easy and quick healing often available.

As with many things paladin, intent has much to do with the rightness of an action. Different gods will have different guides for their paladins, such as Seranrae or Iomedae listed above.

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Archive of Nethys is a fan site that is really good for finding things like spells, feats, traits, classes and archetypes, and magic items. It also is very good at identifying what is available for PFS use, and documenting the sources for such things.

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To clear up the previous two posts:

If you attempt to cast defensively and fail the roll, the spell is lost. It isn't cast but the slot is used up. There is no provocation.

If you cast a spell while threatened without attempting to cast defensively, you provoke an attack of opportunity.

And, from earlier:

If you make a ranged attack while threatened, you provoke an attack of opportunity. This is a separate provocation from the casting of a spell, and so both would apply. An opponent with Combat Reflexes could hit you twice.

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Hermes Longtooth wrote:
I am quite alive and kicking, as they say. Just exited the shadow realm and was none too pleased that none of my arcane sneak attacks worked. Humbug!

Do not kick Chee, Pleez!

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For those who didn't know: Seeker Arc

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Finally! When there is a mini for Nigel Aldain, we can put him on the battle mat and actually put him out of his misery. Wonderful post.

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First, even in CORE campaign, you have to have the source material for the items you acquire. A glaive-guisarme is from Ultimate Equipment, The Adventurer's Armory, or the Advanced Player's Guide, so one of those would have to be possessed.

If you have the material and the chronicle allowing it, then you can use the item normally, including getting feats for it, and enchanting it. Note that the other things done are restricted to the CRB in CORE, as is normal.

Paizo Blog wrote:


For players participating in the Core Campaign, only the Core Rulebook, Character Traits Web Enhancement, and Guide to Pathfinder Society Organized Play may be utilized for character creation.

At no time may any trait, feat, equipment, magic item, skill, animal companion, familiar, or any other character option come from a source beyond these three resources unless it appears on a Chronicle sheet. Race boons found on Chronicle sheets may not be used in the Core Campaign.

If an item appears on a Chronicle sheet, a PC may purchase and use it regardless of the book it comes from, with the exception of a boon that opens up a different character race.

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Anonymous Visitor 163 576 wrote:

For core, there are no shiny new options, so...

Potion of fly, cure serious wounds, remove blindness, lesser restoration
Wand of a 1st level spell
Scroll of a second level spell, x5
MW mighty composite longbow
MW half-plate (usually only after first mod)
MW silver weapon

Scroll of a third level spell, x2

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Joshua Frost (then Campaign Coordinator) made the ruling long ago.

Joshua Frost wrote:
If the chronicle sheet on a Season 0 scenario offers items that don't exist anymore, cross it out. If it offers an item that's changed, replace it with the new item.

Mark Moreland (then Campaign Developer) and Mike Brock (Campaign Coordinator) both verified the ruling is the case.

Also, John Compton, Campaign Developer also confirms the confirmation

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I have a gnome druid named Pai. She wanted to be different, unique, a new experience...

However, her lion did not want to be named something so prosaic. As he has an intelligence of three, and a rank in linguistics so he can speak Taldane, he is Regal Leopald Bonecrusher the Very First. At his own insistance.

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crit confirmed wrote:

Perhaps I could offer a few tidbits.

...

2. Go back and request these easier scenarios: The Confirmation, The Wounded Wisp, The Frostfur Captives, The Temple of Empyreal Enlightenment, and The Glass River Rescue. After the first scenario you will have currency to invest in better weapons and equipment. Also, you should be able to contact the Venture Capt. or Lt. to ask for these.

...

Watch out for this one. It can be a killer, too.

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Constantine wrote:


I do understand. I read the whole thread, and I've read other threads about PFS play as I've been thinking about getting into it. I understand the difference between core and standard. In your post above, you seem to indicate that core is supposed to be some kind of hard mode. Nothing paizo has put out says this is the case. Perhaps its you who really don't understand the difference between core and standard? Regardless, I don't feel core or standard should restrict what you play, as long as you yourself don't have anything on your character sheet that isn't core, you should be allowed to play. And, I certainly don't think that because someone made a mistake and had something non-core on their character sheet, and the gm didn't notice, that all the players at that table should be restricted from core, which seems to be happening.

Let me get this straight--You have never played PFS, and you are arguing about how the CORE campaign is going to be handled?

The CORE campaign has been brought in as a separate, distinct campaign. Never the two shall cross. This is a good thing. Keep them apart.

For long-term players, these scenarios are a kind of replay. There will be some familiarity with the scenarios that have been played before, but that will be somewhat balanced by the fact that the characters will tend to be weaker than characters built with the plethora of options from the legacy campaign.

For new players, the limited amount of books to be purchased and the simpler ruleset will lower the bar for entry, allowing those with trepidation to join more easily. Their characters won't be overshadowed by the existing player base, and they will have less to master to jump in and start running games.

If you have never played PFS before, you have a wide-open scope of what and how to play. You have not 'used up' all of the scenario options, as some who have been playing for six years have. (I have only been playing for three years, and there are dates I have to stay home because of what is offered). You have a choice, Legacy or CORE. Mixing the two takes that choice away from people who have already completed many years of scenarios.

About hard mode, here is an example:

Caster Level is very important for spellcasters. There are no feats to boost Caster Level in the core rulebook, and other effects are rare or quite expensive, like an orange-prism ioun stone. In contrast, my first character started with the feats Varisian Tattoo and Spell Specialization. She was caster level four with a scaling spell at first level. Swarms were never a problem for her parties.

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