Black Dragon

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* Pathfinder Society GM. 108 posts (112 including aliases). No reviews. No lists. 2 wishlists. 10 Organized Play characters.




Blessing of Fervor wrote:
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn...

If I cast Blessing of Fervor and I include myself in the spell, do I have to wait until the beginning of my next turn to be able to benefit from it?

Because, other than casting a spell, I could benefit from the increased speed or any of the other benefits.

Thanks in advance!

1/5

CRB wrote:
You transfer some of your currently prepared spells, and the ability to cast them, to another creature...

I've been asking around and I see table variance. By RAW I guess this is a no go, but given this spell appears in the CRB, when Oracles didn't exist yet, it might be just bad wording that never got corrected.

Any official response for this one or is it just plain not usable for PFS Oracles?


Simple question, can you select "Specific Archetypes Only" Aspects (e.g. the Cetus aspect from the Pelagic Hunter Archetype) using an Aspect Mask?

If not, why not?

Thanks in advance!


Just to be sure:

1. Do I have to pay spell casting services to add a spell to a brand new Ring of Spell Knowledge?

2. Once I've got the ring with a spell inside, is the spell spent once I cast it for the first time?

3. If I remove the ring for whatever reason (e.g. to lend it to another spontaneous spell caster) is the spell that was inside lost?

Now, I would say 1. yes, 2. no, 3. no. But some of the guys in my group disagree, so I decided to ask here to see if I can get an unbiased opinion.

Thanks in advance!


Just to be sure:

1. Do I have to pay spell casting services to add a spell to a brand new Ring of Spell Knowledge?

2. Once I've got the ring with a spell inside, is the spell spent once I cast it for the first time?

3. If I remove the ring for whatever reason (e.g. to lend it to another spontaneous spell caster) is the spell that was inside lost?

Now, I would say 1. yes, 2. no, 3. no. But some of the guys in my group disagree, so I decided to ask here to see if I can get an unbiased opinion.

Thanks in advance!

1/5

I'm running this scenario tomorrow and I've got a couple of questions I didn't see answered on the spoilers thread.

THERE BE SPOILERS:

First, in order to identify the bell in the church as the actual Bell of Obedience, the chronicle asks for a Bardic Knowledge check, which no longer exists. What check should I ask for instead? (the best I could come up with is a DC30 Spellcraft check, but that seems a bit high for a low level party).

Second, the chronicle doesn't mention whether the bell is usable at the time the players find it, or if it is within the 8 hour recovery period, nor does it mention the material of the bell's yoke (I'm assuming oak, as it is previously mentioned that the bell has a "soothing ring". Also, it is located inside a prison).

As I'm writing this question, I've come to realize the chronicle is from 2010 while the book where the actual item appears if from 2014. So, I'm guessing back in 2010 the item was rather just a concept.

Still, any advice is welcome.

Thanks in advance!

1/5

First off, I'm fairly new to PFS, so please bear with me.

I recently played Scenario 30: Cassomir's Locker with a party of mostly newly created companions, so we played the lowest tier (1-2). I played with a lvl 3 character.

The Max Gold by Tier table goes like this:
Tier 1-2 505
Tier 3-4 1,266
Tier 6-7 3,172

How much gold should have I gotten for this scenario?

Thanks in advance!


1. Can I get Compel Hostility to work on my Animal Companion via Share Spells?

Share Spells (Ex) wrote:
The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

2. If so, does the Animal Companion take the immediate action to attempt to redirect the attack towards him or does the caster take the immediate action?

3. Assuming the Animal Companion takes the immediate action to redirect the attack. Do I need to teach the beast to use this spell via Receive Spell?

Receive Spell wrote:
The companion has been trained to be the recipient of a specific spell (chosen at the time the animal is taught the trick), allowing it to fully take advantage of the spell’s effects. The spell should be one that grants the companion an ability it might not normally be intelligent enough to make use of or one that it might not even realize it has (such as air walk ). The companion is able to recognize when it has been affected by this spell and can take full advantage of the spell’s effects. At the GM’s discretion, a companion can also be trained to receive certain nonspell effects, such as those granted by an elixir of fire breathing. The companion can be taught this trick multiple times; each time it learns this trick, it becomes trained to utilize a different spell effect.

Thanks in advance!


I’m playing a Human Sylvan Sorcerer (currently lvl 7) with a Big Cat as Animal Companion.

Her Stats are:
STR 7
DEX 10
CON 16
INT 9
WIS 14
CHA 19

I took the Eye for Talent alternate racial trait, so I didn’t get any extra feat at first level. For lvls 1 and 3 I took Boon Companion and Totem Beast (Bull).

I also took Reach Spell at lvl 5 and I was planning on taking Distant Spell Link at lvl 7. But so far I’ve had little use to extend the reach of my spells, so I’m having second thoughts on it. I’m even thinking about retraining my lvl 5 feat.

The idea of the build is pretty obvious. She starts by casting Haste on the party and sending her Juggernaut to the front row and attack. On the following turns she stays away from the battlefield but in range for close range spells and keeps buffing the beast with spells such as Shield, Fly, Vine Strike, False Life, Protection from Evil, ect. She also uses Shield Companion to serve as an extra energy tank to the cat. If someone gets close or attempts to attack the Sorcerer, she tries to get away via Mirror Image, Invisibility, Dimension Door (eventually) or the like.

I’m considering keeping Reach Spell for emergencies and taking Spirit's Gift (Life Spirit) as my lvl 7 feat to heal the beast out of battle; not being a divine caster, she doesn’t have easy access to cure spells.

I’m still indecisive as to which feat or chain of feats to take. Any suggestions?

EDIT: Oh, I forgot to mention, please keep it PFS legal.

1/5

Usually, Extraordinary Abilities don't provoke.

Extraordinary Abilities (Ex) wrote:
Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity.

The thing is, Self-Repair (the one that appears in the Gearsman Robot) is actually a full-round action.

Self-Repair (Ex) wrote:
A gearsman’s nanites heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice (4 hit points per hour for most gearsmen). Up to once per day, as a full-round action, it can heal any robot it touches of 4d6 points of damage—if a gearsman uses this ability on itself, it automatically heals the maximum amount: 24 points of damage.

Emphasis mine. Would this specific Extraordinary Ability provoke?

Thanks in advance!

1/5

I'm running this scenario tomorrow for a mid tier (3-4) group. They're fairly experienced and I doubt they don't take the hint...

Hint:
that the PC controlling the cold iron golem should focus its attacks on the angazhani champion and avoid attacking the charau-ka

...however, if they don't take the hint, this could result in a swarming of apes, and it has TPK potential if they go this way.

Am I reading this correctly?

Page 13, Top Paragraph:
...For each time the champion does this, make the PCs battling the charau-ka fight yet another encounter with them.

I mean, do I add another group "each time"?, resulting in possibly more than three groups per wave.

Or should I add just one extra group each wave, notwithstanding the're focusing on the wrong thing over and over again?

Granted, the same paragraph also mentions:

Description:
Any time the PC controlling the iron golem spends a turn fighting the charau-ka instead of the angazhani champion, describe the champion smashing defenses and laying waste to entire groups of Pathfinders and camp defenders.

I suppose if I emphasize this, it should disuade them from focusing on the wrong thing, but who knows...

Thanks in advance!

1/5

I'm running this scenario tomorrow for a mid tier (3-4) group. They're fairly experienced and I doubt they don't take the hint...

Hint:
that the PC controlling the cold iron golem should focus its attacks on the angazhani champion and avoid attacking the charau-ka

...however, if they don't take the hint, this could result in a swarming of apes, and it has TPK potential if they go this way.

Am I reading this correctly?

Page 13, Top Paragraph:
...For each time the champion does this, make the PCs battling the charau-ka fight yet another encounter with them.

I mean, do I add another group "each time"?, resulting in possibly more than three groups per wave.

Or should I add just one extra group each wave, notwithstanding the're focusing on the wrong thing over and over again?

Granted, the same paragraph also mentions:

Description:
Any time the PC controlling the iron golem spends a turn fighting the charau-ka instead of the angazhani champion, describe the champion smashing defenses and laying waste to entire groups of Pathfinders and camp defenders.

I suppose if I emphasize this, it should disuade them from focusing on the wrong thing, but who knows...

Thanks in advance!

1/5

Lets suppose your medium sized PC has a way of attacking mid-movement (e.g. Spring Attack, Circling Mongoose, etc.). Can you move into an ally's occupied square, attack and then continue moving?

Thanks in advance!

1/5

Does the Thieve's Guild Membership Vanity's bonus for stealing with Sleight of Hand applies to Day Job checks?.

This appears in the Pathfinder Society Field Guide.

Since you're joining a Thieve's Guild, I'm assuming you're stealing as a Day Job.

My PFS GM claims that since this is a circumstance bonus and not an untyped bonus, it does not apply to Day Job checks.

Thieves’ Guild (4 PP):
Nearly every community, from the smallest village to the teeming metropolis, has a criminal underground, and most have one or more thieves’ guilds to look out for the interests of those on the opposite side of the law. As a member of one such thieves’ guild, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make Day Job rolls.

PFS Guild Guide:
Permanent bonuses from the following list affect your Day Job check as they would any check for the rolled skill. Temporary bonuses from sources other than crafter’s fortune do not affect Day Job checks.
• Equipment
• Feats
• Racial bonuses
• Class features
• Traits
• Familiar bonuses
• Crafter’s fortune spell

Thanks in advance!

1/5

Can I upgrade a pair of Slippers of Scampering to Slippers of Spider Climbing by paying the difference?

Sounds to me like they're basically the same item with different duration.

1/5

Given that the Gloves apply to melee touch attacks, weapons and unarmed strikes, I don't see any logical reason they would not apply to Claw Attacks. Then again, some rules are not meant to be logical, but to bring balance.

I did some digging and found this thread about considering Natural Weapons wielded weapons. To be honest, there seems to be a lot of variance in opinion, so I don't know what to think.

Later I was pointed out that both the Deliquescent Gloves and the Poisoner's Gloves have a similar wording but do specify they can be used with Natural Weapons. Therefore, given this precedent, the Demonic Smith's Gloves may not apply to Natural Attacks.

Deliquescent Gloves wrote:
...If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.

Finally, I noticed both the Deliquescent Gloves and the Poisoner's Gloves appear in Ultimate Equipment, whereas the Demonic Smith's Gloves appear in Inner Sea Combat, and maybe that's why the wording is slightly different, but the intention may be the same.

But that's a bit of a stretch, whats your take on this?


Do the Demonic Smith's Gloves work with Natural Attacks such as Claws?

Thanks in advance!

1/5

Lupine Robe appears on the Wondrous Items section in Inner Sea Races, which begins with:

Inner Sea Races pg. 228 wrote:
The following wondrous items are generally available only to members of the indicated race or ethnicity

However, at the end of the item's description it states:

Inner Sea Races pg. 233 wrote:
If the wearer is a kitsune, he can spend two of the robe’s daily uses to add 1d10 on a skill check instead of 1d6

Can a human or any other race purchase such item in PFS?. My halfling sure could use one.

Thanks in advance!


A = Empty space
B = Enemy
C = Me, an intellectual

First Question
If I want to move from C to A, passing through B (an enemy's space) using Acrobatics to avoid provoking attacks of opportunity, do I have to:

A) Make one check (Move through an enemy's space)

or

B) Make two checks (one for moving through a threatened area and a second one for moving through an enemy's space)

Second Question
Taking the example above. Lets suppose I don't stop at A and I want to continue advancing, thus leaving the threatened area. Do I make one, two or three (or more) checks?

I would argue that in both cases, granted I have enough speed and I successfully beat the DC, one check for moving through an enemy's space should suffice.

Thanks in advance for taking the time to reply!


I'm about to create a Sylvan Sorcerer for PFS and I want these to be her starting ability scores:

STR 7
DEX 10
CON 14
INT 12 (13 at 4th lvl for Spell Specialization)
WIS 10
CHA 20

She will be focused primarily in her Animal Companion, with only a couple of offensive spells (Daze, Burning Hands, Fireball/Lightning Bolt). The Sorcerer will be far away from combat whenever possible, using cantrips and commanding her AniCom into battle, and eventually using spells like Fireball (selective) to help from behind; so I don't expect her to be in direct danger most of the time.

I will be avoiding any kind of touch attack or ranged touch attack spells for obvious reasons (most of my slots are occupied with Abjuration or Transmutation spells anyway).

Most full casters are doomed to have low AC and also bad REF and FORT saves anyway, although, the low initiative will probably hurt.

How detrimental do you think a low DEX score will be?

Thanks in advance!


1 person marked this as FAQ candidate.

When I take the Favored Maneuver vigilante talent, can I choose a "Improved Feat" without meeting its prerequisites?

Spoiler:
Favored Maneuver (Ex): The vigilante selects one type of combat maneuver to be a favored maneuver. He gains the Improved feat corresponding to that combat maneuver (if one exists). He gains a +2 circumstance bonus on combat maneuver checks with that combat maneuver against a foe that is unaware of the vigilante’s presence at the start of his combat maneuver. A vigilante can select this talent more than once. Each time, it applies to a different combat maneuver.

Thanks in advance!


I'm playing a PFS unchained rogue and I'm thinking about eventually taking the Spell Storing rogue talent.

The idea would be to buy a scroll of whatever could come in handy at the start of each adventure and store the spell in myself before we depart (hoping I don't roll a natural 1) so I can use it during the boss fight.

If I have to spend the spell before the boss fight, I'll just ask the party's cleric to help me store a cure spell or whatever, so I always have something up my sleeve.

The rogue is rather combat inclined. Which spells would you recommend me to store before a combat?

Off the top of my head I can think of:

* Shield (I already have a wand, but a low CHA score)
* Mirror Image
* Cat's Grace
* Cure Light/Moderate Wounds

Bear in mind that I can store spells from any spell list so long as it is a "...single targeted harmless spell of up to 2nd level. The spell must have a casting time of 1 standard action".

Thanks in advance!

EDIT: modified the post to be PFS legal.


I did a bit of digging and couldn't find anything in the forums nor the FAQs to satisfy my curiosity regarding this issue.

Okay so, I get that when you first don a Headband of Vast Intelligence, it grants you a number of ranks in a skill associated with that headband equal to your total Hit Dice.

I also get that you do not get additional retroactive ranks (other than the above mentioned ranks for the associated skill) due to the increase to INT.

Now, lets say I have a 2nd level Halfling Rogue with a INT score of 12 who just found a headband of vast intelligence +2 with the swim skill associated to it. Luckily he hasn't invested ranks in that skill so far. The Rogue dons the headband and is granted 2 retroactive ranks specifically to the swim skill and, after 24 hours, his INT score permanently increases to 14. So far, so good.
A few adventures later, the Rogue reaches 3rd lvl. How do I calculate the new ranks he gains? (for this example, he assigns his favored class bonus elsewhere)

a) He gets 10 ranks to be assigned to any skill of his choosing.

b) He gets 9 ranks to be assigned to any skill of his choosing, and 1 additional rank that has to be invested in the swim skill.

c) He only gets 9 ranks to be assigned to any skill of his choosing.

Thanks in advance for taking the time to answer!


Just wondering. I know the general rule states that:

Rogue Talents wrote:
"...A rogue cannot take a talent more than once, unless the talent states otherwise..."

However, the Knife Master archetype lists these as complementary rogue talents: befuddling strike, combat trick, offensive defense, surprise attack, underhanded, and weapon training.

The ones I highlighted are already on the rogue's list. Does this mean I could choose to take any of these once more?

I'm inclined to say "no" because, what would be the point of taking "surprise attack" twice?. But also, what is the point of mentioning these if they're already on the rogue's list?

Your input is much appreciated!


If my Animal Companion (or any character) has a CON of 9 (-1) and at some level it manages to get it up to 10 (0), does it retroactively gain HP from previous levels?


Both the Pickpocket's Outfit and the Pocketed Scarf grant bonuses on checks to hide small objects on your body, although, their description is a bit vague about the kind of items one can hide with these garments or their size (as opposed to the Wrist Sheath which is very specific about the kind and size of the items it can hide).

Now, this may sound a bit of a stretch and I feel silly even asking this but, the Sleight of Hand skill lists light weapons as examples of small objects, so:

    1.- Do the bonuses granted by the Pickpocket's Outfit and the Pocketed Scarf apply to concealing light weapons on your body?

Given the description of these items (garments outfitted with concealed pockets) you could simply say that's not their intention, but the text on both the items and the Sleight of Hand skill are vague enough that I had to ask your take on this.

Now, regardless of the above:

    2.- Do the bonuses granted by these three items stack? (for hiding small objects, not necessarily weapons)

Thanks in advance!


Usually, when attempting to use a scroll that was crafted by herself, a spellcaster simply activates it, as she can read her own runes without a check involved and she also already meets all other requirements for the activation of the scroll.

Requirements for activation:
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

  • The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
  • The user must have the spell on her class list.
  • The user must have the requisite ability score.

If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check.

Now, let's suppose that, instead, a Cleric and a Wizard collaborate in order to meet the requirements for crafting a Mage Armor Scroll. The Cleric provides the Scribe Scroll Feat, and the Wizard provides the Mage Armor Spell, including all needed materials to cast it; after a couple of hours, they're done crafting the scroll.

My question is, when either attempts to use the scroll they crafted together does she get to freely activate the scroll or is there any check needed?. I would rule it like this:


  • The Cleric should be able to read the scroll with no checks involved as it was she who wrote the spell on the parchment. However, she would need a UMD check to use the scroll, as the spell is not on her class spell list. Additionally, she may need to perform a second UMD check if she does not have a high enough intelligence score.

  • The Wizard should initially need to perform a UMD check to decipher the scroll. However, after this, she should be able to activate the scroll with no additional checks needed, as she meets all other requirements.

Did I miss anything?. I get a little confused with the bit stating that, in order to use a scroll, "the spell must be of the correct type (arcane or divine)...". Can UMD be used to bypass this, or does this point prevent the Wizard from using that scroll altogether?

Thanks in advance!


Some background:
I recently GM’d a game where my party was attacked by Giant Crabs (Dad-a-chum?). One of the party members is a lance user, so the sneaky bastard would get 5 (10?) feet away from one of my crabs and attack it; then, when the crab attempted to get close (thus leaving his threat area) he would perform the corresponding AoO; the next turn he would just step back taking a 5-foot step action to avoid provoking an AoO, wash, rinse and repeat (my crab did get to connect a couple of hits tho).

Now, the situation described above got me thinking, what is done differently when performing a 5 foot step, as opposed to just moving 5 feet?

I mean, I understand its a tactical movement to avoid provoking AoO but, why would restricting your movement to 5 feet per turn prevent your enemy from attacking you?; do you move slower than normal?; are you more mindful of your opponent’s movements thus preventing him taking advantage of your movement?

I ask this because I want to know if it would be logical for any creature (my crabs) to take advantage of this benefit, regardless of its intelligence or its strategic training (or lack thereof).

The action as described in the PRD does not assign any special qualities or requirements for this action nor does it require any feat or minimum ability score.

I might just be overthinking this, but I don't want the behavior of my Giant Crabs to be unrealistic (yeah, I read what I just wrote >.<)


I'm probably reading too much into this but I can't seem to find the answer.

The description for the Hat of Disguise mentions that it "[...]allows its wearer to alter her appearance as with a disguise self spell."

The Disguise Self spell mentions that "A creature that interacts with the glamer gets a Will save to recognize it as an illusion."

So my questions are:


  • Will a creature interacting with someone wearing a Hat of Disguise get a Will save to recognize it as an illusion?
  • In case you answered positively to the previous question. What would the Will save be for this item?
  • Will it be enough to interact with the creature wearing the hat or would they have to interact with the hat itself to get the Will save?

Since none of this is addressed in the item's description, I suppose it is not meant to work exactly as the spell and the hat may just give a fixed, unaltered +10 bonus to disguise.

What's your take on this?


7 people marked this as FAQ candidate. 1 person marked this as a favorite.

So, I was reading an old thread (tbh I don't even remember how I got there) and I noticed someone mentioned the next line in the Acrobatics skill:

CRB p.87 wrote:
If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

This line appears in the paragraph that explains how to use Acrobatics to move on narrow surfaces and uneven ground without falling. HOWEVER, because of the wording, it makes it sound as if this applies to the skill in general.

Once I noticed this I started looking for similar threads and found that, although the issue created much controversy, it was never addressed by the design team.

Now, someone attempted to solve it by referencing this FAQ. However, said FAQ doesn't address what happens if you're actually hit by the attack of opportunity.

I myself, being a big RAW fanatic, would rule it applies to any use of the skill.

Example:


  • Ney, a nimble halfling rogue, tries to move past Generic Enemy Orc (that's his name) using Acrobatics to avoid provoking an attack of opportunity... and fails epically.
  • Generic Enemy Orc, taking advantage of Ney's carelessness (aoo), swings his greataxe to harm little Ney and lands a powerful hit.
  • Ney, having taken damage, now has to roll a second Acrobatics check at the same DC to avoid being knocked prone... and fails once more. This is not her lucky day.

What's your take on this? am I being too strict?

If that's the case it would be nice if they could fix the wording to mention this second check applies only when attempting to move on narrow surfaces and uneven ground without falling.

Here are the previous threads for context:

Yet another acrobatics question (this one has 16 FAQ requests)
Consequences for failing a tumbling check

Knocked Prone after fail to move by an opponent w acrobatics check?


I recently learned that you can attempt certain combat maneuvers (disarm, trip, and sunder) in place of an attack of opportunity; this led me to ask myself the next dumb question:

Lets say that, in place of my attack of opportunity, I attempt to disarm/trip/sunder a target who is moving out of a square I'm threatening and I don't have the proper Improved Feat. Does my disarm/trip/sunder attempt provoke an attack of opportunity from my target?

I know I may be overthinking this and the answer is quite probably "no, your attempt doesn't provoke an attack of opportunity even if you don't have the proper Improved Feat", but still I would love to read what you guys think about this.

Thanks in advance.


I understand the reading of the spell by RAW does not mention any mechanical change in the animal's attitude. However it does mention that the spell "...soothes and quiets animals, rendering them docile and harmless".

Calm Animals:
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Would it not be logical then to assume that the attitude of a 'hostile' animal affected by this spell would improve to at least 'indifferent'?

Thanks in advance for your comments!!