Kardswann

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Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



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Is there anyone who can help me figure something out? Is there a replacement option for getting a familiar by giving up one of your arcane powers you gain from an arcane school if you are a Wizard? I swear I read something about it but I can not seem to find it. I know a Sorcerer can gain one by replacing a bloodline power. If anyone knows of one that would be most helpful. Thanks.

Dark Archive

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Hello All,
I was wondering if someone could help me out with this question. It would be awesome if someone could point me to something official as I can't seem to find it. It has come up in both of our last two gaming sessions and is actually making things a bit tough. Here is why... We had a character with Mummy Rot and Infernal Wounds inflicted by a Bearded Devil. (Council of Thieves Adventure Path) In both cases it states you need a certain Caster Level Check to be able to heal if the player is inflicted with these conditions. Now, this was a tough roll to make for our Cleric but they figured they would just get around it by Channeling Positive Energy since it is Supernatural not a Spellike ability. Not wanting to bog down the game I made a call based on what I interpreted as the "Spirit of the Rule." Since it seemed it was supposed to be tough to heal and if you can just overcome it by channeling that would be to easy, I made them make a caster level check. It made things tough, it was a close call, but the good guys won and they are all fine but I promised I would look into this more and try to get this one solved before future encounters.

It also came up again when our other Cleric that channels negative energy was doing this to effect a creature with Spell Resistance. That was easily solved since it specifically mentions it under the Spell Resistance section, "only effects Spells or Spell Like abilities."

Any help would be greatly appreciated. Thanks.

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Sorry Everyone,
I have been looking up answers to my questions for a few hours and I found most of them but I am stuck on a couple of things. Played D&D for 32 years and I feel funny trying to figure out these mundane topics but I just started Pathfinder Society play and I have a 3 questions still.

If I use bolts for my crossbow during a session and I find bolts on dead guys, can I take these to replenish stock but they disappear after the session? Or do they stay since most of the equipment rules seem to center around magic items? Also, how do you mark off that you used a potion during a session and no longer have it? And finally, do you sell mundane or magic items you find for half price to get up to the max gold for a scenario or is that spot on tracking sheet for "sold items" just referring to, "I don't want this +1 chainmail I bought 2 sessions ago anymore so I sold it so I can afford my +1 platemail?

(I don't care about the whopping 1 gp ammo will cost me and I know I can just erase the potion from my sheet. I am just trying to figure out mechanics and this money/item system just seems so foreign to me. I am trying to get out of campaign mode where these money questions are meaningless)

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I was hoping someone could help me figure out what to do for poisons on say a spider or scorpion as it increases its size category? I know the save DC goes up just from HD, but it seems the poisons potency should also increase and the Beastiary does not seem to show that at all. When looking in Beastiary 2, it shows larger spiders and a super large scorpion with higher ability damage/missed save so I was wondering where I could look to find what it should be? I can always house rule it, but I was hoping for something a bit more official. Thanks.