supervillan wrote:
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.)
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: 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
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!
Rycaut wrote:
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.
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.
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. 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.
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.
Lau Bannenberg wrote:
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.
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.
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.
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.
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
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.
Mr.Nightray wrote:
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:
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.
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..."
From the PRD, the Core Rulebook, Wizard Class, Arcane Bond: Quote:
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*
My senior paladin got this feat in the early part of season five. It is extremely useful when the circumstance fits.
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.
Lau Bannenberg wrote:
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*.
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
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:
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.
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.
Sin of Asmodeus wrote:
I disagree, and strongly. From the Pathfinder Wiki (original source Gods and Magic): Quote:
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.
Acedio wrote:
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.
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.
Luna Shiratori wrote:
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!
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.
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.
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.
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:
Anonymous Visitor 163 576 wrote:
Scroll of a third level spell, x2
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. Also, John Compton, Campaign Developer also confirms the confirmation
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.
crit confirmed wrote:
Watch out for this one. It can be a killer, too.
Constantine wrote:
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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