Elan

Paul Griffith's page

**** Pathfinder Society GM. 132 posts (199 including aliases). 2 reviews. 1 list. 1 wishlist. 33 Organized Play characters.



Dark Archive

So my psychic sorcerer is now level 8 and getting closer and closer to hitting level 9 and getting the Undercasting Prodigy ability, will copy and paste that here for you all as reference;

Undercasting Prodigy (Sp)
Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.

So this is awesome, all these lower level bloodline spells get upgraded and I can still just undercast them, but do I get new spells as well? I am losing a lower level spell known to gain the higher level versions of these spells, and normally if you learned a new higher level version of a psychic you would replace the older lower level one with a new one. But these are bloodline spells. So I am wondering if I would or would not learn a new spell to replace the ones that I lose? I know I am instantly gaining 3 4th level spells, but do I get new 1st, 2nd, and 3rd levels as well? I am guessing I likely do not as that would be a bit crazy, but I believe it never hurts to ask. Anyway, thank you for reading, any insight you can give, and have a wonderful day.

Grand Lodge

I am running a particular adventure path and my characters have looted a really interesting item. It is a 20 lbs mammoth tusk and carved into it are what are essentially 3 scrolls. They include Bull Strength, Ice Storm, and Phantom Steed. Now determining the price for the scrolls in and of itself is rather simple;
Bull Strength = 150 gp
Ice Storm = 700 gp
Phantom Steed = 375 gp
So they have a total in scroll value of 1225 gp. But then they still have 20 lbs of mammoth ivory all in one huge piece. I can not find an official source for how much this giant chunk of mammoth tusk should be worth, sans the scrolls. Can anyone provide me with a good suggestion at what the price should be or point me to an official source to tell me the price?

Grand Lodge

Hey everyone, I have a couple of really cool race boons that I am gettingready to use. But I want to do something really cool with them. I have a Grippli and a Ratfolk boon. I am planning on making a musket master with the Grippli and an alchemist with the Ratfolk. But I want to make sure that these are both awesome. So, if anyone has any ideas for the classes I mentioned or something completely different for these special race boons please just let me know. Thanks for any advice, and I hope you have a great day.

Silver Crusade

So, I have been looking all over and have seen several different answers to this question but I want to be absolutely sure so this is all PFS correct and legal.

As I understand it you can not use weapons blanch on alchemical cartridges because they are paper wrapped around a bullet and black powder, and blanching requires exposure to heat that would set off the powder and plus it would destroy the cartridge if you were to take the bullet out and crafting is not allowed. Blanching is the usual answer when dealing with ranged weapons for me, my inquisitor loved the ghost salts for his arrows. But yeah not going to work with this.

But I have heard that you could purchase alchemical cartridges with adimantine, silver, and cold iron bullets as well as bullets that were already blanched with ghost salts before hand. The problem is that I have never found a price, just people saying that you need to calculate it normally and I am unsure how one would do that considering would I use the blanch price or the actual material price or what?

So do I have this right or was I reading the wrong thing? If I was right, how much would it cost? Sorry if I am completly wrong, and hope y'all have a great day.

Grand Lodge

Alright, so I have a home-brew sort of game going, and in an upcoming part we run into a bunch or werewolves. Some of them are rangers with the favored enemy (humanoid [shapechanger]).
I had to fill a spot left by a player recently who had to drop from the game, but found another player that was willing to take his place. They presented me with a character and asked to play a changeling that was pretending to be another race because well changelings are not really well liked by most. I said alright, but then I remembered the rangers in the upcoming part.
In the D20PFSRDsite it states on the page for creating changeling characters as follows:
Type: Changelings are humanoids with the changeling sub-type.
But I can not find a full listing of all the sub-types oh humanoids, and I just am not sure if changelings count as shapechangers?
Also, since these werewolves all have the scent ability, and if changelings are indeed of the shapechanger sub-type, then would they recognize the changeling as a changeling instead of what the character is pretending to be? The player has an endgame in mind and I am unsure if that might get derailed since there wolves might out her if the scent ability would give her away. So yeah, just looking to see if I could get some opinions on that. Thanks and hope y'all have a great day.

Grand Lodge

Hello everyone. Having a little problem understanding how Maximized and Empowered spells work exactly. I am about to run a game where an NPC wizard has both Maximized and Empowered Magic Missiles prepared. Now I have looked up both metamagic feats and will copy paste them here:

Maximize Spell
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +3 (a maximized spell uses up a spell slot three levels higher than the spell's actual level.)

Empower Spell
Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell's actual level.)

I think it is just the wording, but I am a little confused by what all would actually happen. With Maximized I would think that my 7th level wizard would shoot 4 missiles each doing max damage (1d4+1), so 5 points each. No dice need be rolled. Empowered, I think I would still roll the 1d4 for each missile, and then take that result (1d4+1) and add 50% for that missile. I want to make sure I have this right because this game I am running can lead to a TPK if I am doing things wrong, and I want to make sure I play it fair. So if I have this right, awesome, if not, well then if someone can clear it up for me I would really appreciate it.

Grand Lodge

Hello and thank you for reading. I recently received a boon to make a Grippli character. I did not want to do a combat character with it seeing as how they are small and weak, but was not sure what sort of caster I wanted to make. Then I looked at the Occult Classes and saw the Spiritualist, and it looked really neat. My problem is that I have always had problems with building eidolons, familiars, and animal companions, and the phantom is sort of throwing me for a loop. And with it being tied to the spiritualist's shared consciousness ability it has me confused a bit on the actual spiritualist's build. As for the phantom, well I am just unsure what to go with on this to basically make a huge beat-stick and tank that gets support from his frog master. But yeah that is what I am basically looking for. I will post what I do have for the moment, but it is just a rough outline:

Name: To be determined but for now Froggy McGhost Friend
Race: Grippli
Alignment: CG
Deity: Not picked yet
Stats: STR 9 DEX 16 CON 14 INT 12 WIS 16 CHA 12
HP: 14
Skills: Bluff, Spellcraft, Use Magical Device, 2 Knowledge's to be determined
Feats: Toughness
Traits: Not picked yet
Racial Abilities: Darkvision, Toxic Skin, Weapon Familiarity
Speed: 30 feet climb speed of 20 feet
Languages: Common, Grippli, Sylvan

As for the phantom I am totally lost. :P

Any help at all in this build would really help. I rarely run into any of the Occult classes, and I am not overly familiar with them. So yeah all help is appreciated. Thanks to everyone who has read this far and to all that will offer advice. Have a great day and happy gaming.

Dark Archive

WARNING SPOILERS FOR 8-01 PORTENTS PERIL, PLEASE DO NOT READ UNLESS YOU ARE OKAY WITH A BIT OF SPOILERS!!!!!!

Spoiler:

Okay so I am running this game this Saturday and I want to apply this credit to my magus. In the chronicle sheet you gain this one boon that lets you take a psedodragon as a familiar. I will copy it here, omitting certain parts to reduce how spoiler filled this is, just so y'all have all the info from it:

Draconic Sidekick:
As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon’s sting counts as silver for the purposes of bypassing damage reduction.
Alternatively. you may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario.

Now my character is 5th level, and after this game it will be 6th level and as a magus is a spellcaster. Also he is CN which is not the normal alignment needed for this sort of familiar. So I just want to make sure that I can properly apply this to my magus. I really want him to have this awesome little magic friend. Also, does he need to take the Familiar magus arcana or does the way the boon is worded just make it unnecessary? Anyway, I have never really built a familiar before and could also use help doing that as well. Here is what I have so far:

Character level 6

Pseudodragon
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception ?
DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 natural +3 more, +2 size)
hp Half the Magus' hit points (6 hit dice)
Fort +6, Ref +4, Will +6
Immune paralysis, sleep; SR 12
OFFENSE
Speed 15 ft., fly 60 ft. (good)
Melee sting +8 (1d3–2 plus poison), bite +8 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
STATISTICS
Str 7, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Base Atk +4; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse, Alertness, (any more feats ?)
Skills ?
Stealth (improves to +8 in forests)
Languages Draconic; telepathy (60 ft.)
SPECIAL ABILITIES
Improved Evasion (Ex)
Share Spells
Empathic Link (Su)
Deliver Touch Spells (Su)
Speak with Master (Ex)
Poison (Ex)

Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.


So yeah I am not sure how to do the skills and if it gets any other feats. But everything else I think is right. If I have most of it right that is cool, just some advice would be cool.

Grand Lodge 4/5

I must be missing something because I can not report a game I just GMed. And I have reported plenty of stuff already in the past for this gaming group with no trouble but now I just am stumped. So here is my problem.

I go into my account and go to Pathfinder Society and click make changes.
I then click GM/Event Coordinator. This takes me to events I'm organizing
I click the report option for the group.
The group name is already in there so no big deal, and the select the date thing is fine. But then it has select a scenario, and that is where I hit a wall. The game I ran is not an available choice. So I can not go any farther it seems. So how do I ad a scenario to this list? I must be missing something because there has to be a way to add scenarios. Can anyone tell me how to do this or what I am doing wrong?
Thank you and happy gaming to you all.

Dark Archive

So I am planning out my new Magus and I want to give him the Arcane Deed ‎Magus Arcana‎ ability to add Precise Strike to my Magus. Here is the info on the ability:

Arcane Deed (Ex)

Prerequisite(s); Flamboyant arcana

Benefit(s); When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. Even if he gains a panache pool through another means, the magus is not considered to have at least 1 point in his panache pool for the purpose of deeds selected with arcane deed, and his effective swashbuckler level for determining such a deed's effect is 0.

A magus can take this arcana multiple times, each time gaining a new deed.

So the last line in the benefits paragraph says that the effective swashbuckler level for determining such a deed's effect is 0, but does that mean that since Precise Strike adds precision damage equal to your swashbuckler level that it would be useless, or is it just in reference to that last bit about gaining actual swashbuckler levels? I just want to clarify this so I do not do something silly in the future.

Sovereign Court

Ghiv here is level 7 and about to be level 8 very soon. He is an Inquisitor that naturally specializes in using a bow. He has an Efficient Quiver full of arrows coated in various blanches to overcome DR of just about any creature he comes across. But a question has arisen with his soon to be acquired Body of Ice ability. Here is what the ability says:

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.

The thing I am uncertain about involves the part that says "you can transmute your body and equipment to ice for a period of time." If my equipment is transmuted into ice, does that mean my blanched arrows all become just ice and lose their blanch or do they retain it? Anyway, thanks for any help and happy gaming to you all.

Grand Lodge

So this is what I have so far:

Eidolon
Name: Ghargh Je
Protean type
Alignment: CN
HP: 2 hit dice
Form: Serpentine (bite, grab [tail slap], tail, tail slap)
Size Medium
Speed 20 ft., climb 20 ft.
AC: +4 natural armor +3 Dex +2 bonus = 19
Saves:
-Fort +1, Ref +6, Will +3
Attack: BAB +2, Max Attack 3
-*bite +4 (1d6+1)
-tail slap (1d6)
Ability Scores Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Evolution Pool: 2
Evolutions:
-resistance (acid)
-grab (bite)
-Improved Natural Armor
-Bite
Abilities:
-Darkvision
-Link
-Share Spells
-Evasion
Skills: 8
-
Feats: 1
-Weapon Finesse

I am sure I have messed up some stuff and need to fill in a bit I left out. Any help would be greatly appreciated. Thanks and happy gaming everyone.

Silver Crusade

Okay so the first question I have is about the Buckler Gun. My Gunslinger has a level of Warpriest and can wear Bucklers with no problem and I want him to have one of these. The problem is I am having a hard time figuring out how his attack bonus for it should be calculated. Here is the text for the Buckler Gun:

The front of this buckler is fitted with a small, double-barreled gun that can be shot while wearing the buckler. Unlike with a double-barreled pistol, you can only shoot one barrel at a time.

You must remove the buckler to reload the gun. Each barrel of a buckler gun uses a bullet and 1 dose of black powder or single alchemical cartridge as ammunition. Because of its awkward construction, a buckler gun is always considered an off-handed weapon.

Since it says it is always considered an off-hand weapon would it always a penalty even if you were just firing it that round? I believe that I can shoot it normally if that is all I am doing, but I want to check and make sure. That whole "always considered an off-handed" thing just has me a little confused.

Also I have a feat question. On d20pfsrd looking up the feats it has this little bit at the bottom:

* This is a combat feat and can be selected as a fighter or gunslinger bonus feat.

And Weapon Specialization has the asterisk next to it. Here is just a link to the feat tree:

http://www.d20pfsrd.com/feats/feat-tree

But I have been told that I can not take Weapon Specialization as a bonus Feat for my Gunslinger. Is that true or can I actually take it? It would seem from the stuff in the link that I can. Just want to make sure on this as I am close to my first Bonus Feat and want to take that feat if I can.

JUST FOR CLARIFICATION I AM ASKING IF THAT ASTERISK (*) ON PFSRD'S FEAT TREE PAGE THAT I LINKED MEANS THAT WEAPON SPECIALIZATION COUNTS AS A FEAT A GUNSLINGER CAN TAKE AS IT SAYS AT THE BOTTOM OF THE PAGE OR IT IS JUST AN ERROR. I AM NOT TRYING TO USE MY ONE WARRIEST LEVEL TO TRY AND GET A FEAT. I AM ONLY TALKING ABOUT MY GUNSLINGER BONUS FEATS.

Grand Lodge

So my Tengu Shaman has a chicken as his Spirit Animal and I was hoping to get someone to look over things and make sure I did it all correct. The shaman has 16 hit points at level 1 so I believe that give the chicken 8 hit points to start, and I am not sure how skills work for a spirit animal.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Yeah not sure how all that works. Anyway, here is what I have for the Spirit Animal so far;

Ms. Clucker-Bottoms:
HP: 8
Tiny Animal True Neutral
Low-Light Vision
AC: 13, touch: 12, flat-footed: 13 (+2 size, +1 natural)
Fort: +3, Ref: +2, Will: +1
Speed: 30 ft., fly: 20 ft. (clumsy); drift
Melee: bite 0 (1d3–4)
Str 3, Dex 11, Con 12, Int 6, Wis 12, Cha 13
Base Atk: +0; CMB: –2; CMD: 4
Skills; Fly: –4, Perception: +7
Special Abilities: Drift (Ex), Alertness, improved evasion, share spells, empathic link

Any advice would be greatly appreciated. Thanks for your help and happy gaming to everyone.

Grand Lodge

So I am wanting to do a Tengu Shaman. Stats would be as follows;
STR: 10
DEX: 16
CON: 12
INT: 14
WIS: 16
CHA: 10
I wanted to do the Flame Shaman Spirit option. I understand how to build him and all and I have everything planned out to how I want him, but I can not figure out how the Spirit Animal thing works fully. I just sort of do not get the concept with that sort of thing. It works like a familiar it says:

At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Animal

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

So it should grant the same boons as a regular familiar if I am not mistaken? If so I want my Tengu to have a Chicken and get the bonus 3 hit points. Also bird so yeah.

Anyway, I just sort of am a bit flummoxed with all of this and was wondering if anyone could help me figure out how my chicken spirit animal would stack up. Sorry if I am completly being dumb and wasting anyone's time. I just really can not seem to get my head around building familiars and summoned things and all that. Thank you for any help y'all can give me and happy gaming to you all.

Grand Lodge

So, I have a player that has made an elf rogue. She wants to use an Elven Curved Blade. But I think there is a problem.

Here is the text for an elf's weapon familiarity racial ability;
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

And here is a rogue's weapon and armor proficiency class ability;
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

The problem that arises is that elves treat weapons with the word "elven" in the name as martial weapons. And unfortunately rogues are only proficient with simple weapons and a few select other weapons.

Since my player does not have the Martial Weapon Proficiency feat, would she not be able to use the Elven Curved Blade? That is how I read it, but still she is playing an elf. An elf should be able to use an Elven Curved Blade. It just makes sense to me that logical way too.

Any input on this would be appreciated. Thank you and have a great day. Happy gaming to you all as well.

Liberty's Edge

So I was curious about the mithral heavy shield. Here is what it says in Ultimate Equipment:

Mithral Heavy Shield
Aura no aura (non-magical); CL —; Weight 5 lbs.; Price 1,020 gp
DESCRIPTION
This heavy shield is made of mithral and is thus much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty.

It says that the shield becomes lighter but I was wondering about how the shield would be classified. What I mean is, does it still count a a heavy shield? I am fairly sure it does, but my question comes from the description of Mithral itself;

When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light.

Now it says that armor is counted as one category lighter. So, does this mean that a heavy shield made of Mithral would be counted as a light shield because that is the category below it since there is no medium shield? If it does count as a light shield this way then I should be able to use Weapon Finesse with it then. But that is a big and unlikely "if" in my opinion.

Anyway, I am basically 99.99% sure that it would still count as a heavy shield, but there is like that .01% chance I am wrong. Anyway, thanks for any information y'all can give me, and thank you. Hope everyone has a great day and happy gaming to you.

Grand Lodge

So I have a question posed to me about Gunslingers and their bonus feats class ability. Here it is as wrote on d20pfsrd:

Bonus Feats
At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

As I read it, a Gunslinger can only take Combat feats or grit feats they they qualify for. But a friend says that since it says combat or grit feats that it can be any combat feat even those that are fighter exclusive. He wants to take Weapon Specialization for his pistol as his 4th level gunslinger bonus feat. But it requires you to be a fighter, and since it does not explicitly say that your gunslinger levels counts as fighter levels I say that you can not use it. But I told him I would be a good sport and ask. So guys can I get an official call on this one. Fairly sure it is going to be a nay, you can not do it but heck never hurts to ask. Thanks everyone, have a great day and happy gaming.

Liberty's Edge

Hello everyone. Recently got the Aasimar boon and decided to make an Azata-Blooded Aasimar Swashbuckler. But I am a little confused on how i determine the DC for her Glitterdust Spell-Like Ability. Here is the Spell-Like Ability section for a regular Aasimar:

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

And here is the section for the Azata-Blooded Aasimar:

Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.

Now Glitterdust is a level 2 spell and and Daylight is a level 3 spell. Now as I understand it, the DC should be 10 + spell level + ability modifier associated with casting. So would the Glitterdust Spell-Like ability have a lower DC than the Daylight Spell-Like Ability?

Anyway, thanks for any help or information you can provide. Have a great day and happy gaming.

Grand Lodge

So I have an elf rogue in our GM only Reign of Winter campaign. And I want to give him the Stabbing Shot feat. Here is the feat information:

Stabbing Shot (Combat)
You can clear the way to continue using your bow.

Prerequisites: Rapid Shot, elf.

Benefit: When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.

The question I have about this is whether or not there is a size limit. From how it is written you hit with your arrow for a stab and it gets pushed back. But it does not mention what would happen with a creature much larger than yourself. I am unable to find an errata or anything on this and would like to know if there is a size limit for what can be pushed back in this way.

Also since we are on the subject what kind of weapon would a single arrow be considered and what sort of damage would do? I figure it is a light one handed piercing weapon that can be finessed, but I could be wrong. And I have no idea what sort of damage it would do. Would it do 1d4 like a dagger or 1d6 or 1d3? I have no idea but I am sure there is a rule somewhere that I just have not clue about. Anysay, thank you all for reading and for any advice you might be able to provide.

Sovereign Court

Looking up Teamwork Feats for my Inquisitor and I was wondering if the bonuses stack. They do not mention what type of bonus they give so I am not sure. Here are the feats I am talking about:

Coordinated Shot
http://www.d20pfsrd.com/feats/combat-feats/coordinated-shot-combat-teamwork

Enfilading Fire
http://www.d20pfsrd.com/feats/combat-feats/enfilading-fire-combat-teamwork

Friendly Fire
http://www.d20pfsrd.com/feats/betrayal-feats/friendly-fire-betrayal-teamwor k

If these bonuses can stack that would be awesome. If they don't stack, oh well. Just curious if they do or don't. Any help that can be provided would be very much appreciated. Hope everyone has a great day and happy gaming as well.

Sovereign Court

My Undine Inquisitor has the Ice Domain which grants him the Icicle ability at level 1.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

My inquisitor also has the Point Blank Shot feat. My question is since the Icicle is not a ranged weapon but a ranged attack, would it or would it not get the +1 damage bonus from Point Blank Shot? I am fairly sure it would not, but I am not an expert yet and just want to get some feedback from some other players on this. Thank you all for any help and happy gaming.

Silver Crusade

I am doing my first Society Gunslinger character and I have only applied GM credit to him so far (2 games I ran at a convention). And I have a question about the starting firearm a Gunslinger gets and what I can do with it. Here is the text for the Gunsmith class ability:

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

My question is about getting a masterwork pistol for my character. From the text here the max I could get selling the gun back is 40gp. But from what I understand in Society you can sell items back before you reach level 2 at full price. So how would this all work? Would I be able to sell the starting pistol I get back for the full 1000 gp it costs to buy new then pay that and 300 gp more to get a masterwork pistol, would I only be able to sell it for 40 gp and have to pay the other 960 + 300 gp to get a masterwork pistol, or would I have to roll 4d10 and go from there to get a masterwork pistol? Anyway, thanks to anyone that is able to answer this little question for me. Hope you all have a great day and happy gaming to everyone.

Dark Archive

So my question is about this section of the description on Sorcerer spells:
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A friend of mine said I could use this to forget Bloodline Spells for other spells that are more useful, since it does not explicitly say that you can not use this ability to forget a Bloodline Spell for another spell. I don't think it works that way, but I am not a rules expert and could be wrong. So I was hoping to get some input from all of you on this. Any help on this would be greatly appreciated. Thank you and happy gaming everyone.

Dark Archive

So here is the description for Cloak of the Hedge Wizard:
This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.
Abjuration: at will—resistance; 1/day—endure elements, shield
Conjuration: at will—acid splash; 1/day—mage armor, unseen servant
Divination: at will—detect magic; 1/day—detect secret doors, true strike
Enchantment: at will—daze; 1/day—charm person, sleep
Evocation: at will—light; 1/day—floating disk, magic missile
Illusion: at will—ghost sound; 1/day—color spray, silent image
Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

I just got a Conjuration version of the cloak and just want to clear one little thing up. Does the cloak get you 1 use per day of both the spells listed, or do you just get to use one of them once per day?

Thanks for any help everyone, really appreciate it. Hope you have a wonderful day, and happy gaming.

Grand Lodge

First off here is the text for Skill Mastery from Pathfinder Unchained;
Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. The rogue selects a number of skills equal to her Intelligence modifier. When making a skill check with one of the selected skills (or any of the skills selected through the rogue's edge class feature), she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

My question here is are any skills not allowed to be selected? I mean I know that some skills you can not take 10s on. My current Rogue that I am running in our Reign of Winter game just leveled up and I am considering taking Skill Mastery because well it sounds awesome. Not to mention I have selected with Rogue's Edge; Acrobatics and Knowledge, and I could select another 5 which I could take 10, but can I take 10 on a Knowledge check or Use Magic Device with this Talent? I know Use magic Device says you can not take a 10 in it's description, and Knowledge I really can not find a definitive you can or cannot take a 10 on it ruling by searching the skill. But does this Talent circumvent the no taking a 10 on certain skills like Use Magic Device? Sorry if I have just missed something obvious, and thanks for any help you can provide. Hope you all have a wonderful day and happy gaming to you all.

Grand Lodge

Okay so I am looking to get this character to level 4 and give him Healing Bomb so he can use his infused cure extracts to simulate Channeling energy. He is a so called Cleric or High Priest of Razmir, and this is his little way of trying to fool people.

Anyway here is the text on the discovery:
Benefit: When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

Anyway, I have a few questions that I just want to confirm the answers too. First off, from the text it seems that the extract needs to be an infusion to work properly, meaning I first need the Infusion discovery to properly use this, unless I want to keep spending gold on potions. Anyway, just want to confirm this.

Second, I believe I can just auto hit myself with a bomb thus getting the full benefit of the bombs healing, correct? Or do I need to actually make a touch attack roll against myself? Or is it not possible to hit myself with a bomb, which I think sounds silly as hey I am holding this bomb why could I not smash it to my chest? Anyway, this is one of the bigger things I want to make sure I have right and would really appreciate an official ruling on.

Third, do I add my intelligence to the healing? I know Alchemists add their Int to splash weapon damage, it is a class ability, but from the text of the discovery it does not seem to allow that and would only heal it's minimum as splash. Just wanted to confirm this one way or the other.

Anyway, thanks for any input anyone has on this. Hope everyone has a wonderful day and happy gaming to you all.