King Zuuga

HoloGnome's page

***** Pathfinder Society GM. 190 posts (307 including aliases). 2 reviews. No lists. No wishlists. 31 Organized Play characters.

Grand Lodge

What is the expected ETA to complete OP reporting for GENCON 2018?

Grand Lodge


Recently, both of our local game store events have inadvertently reported PFC sessions as RPG, resulting in an (unwanted) permanent switch of all PCs at the table from PFC mode to RPG mode. It's a bit of a headache to address, generates errors for all future reporting, and there's no easy way to fix the resulting impact without posting help requests to

The following change should help address this issue:
1. Add a button or mini-form to the OP Player tab labeled "Core PC Checker" or "PFC Audit" - something like that.
2. Upon hitting the button (or using the mini-form), the player would enter the ID of the PC they want to check, hit "Audit" or "Go," etc.
3. The code would check to make sure that all reported sessions for that PC ID were reported as CORE, and, if so, permanently set the designation of that PC to PFC (and undo any unwanted conversion or RPG contamination).
4. Alternately, if it finds sessions that have not been reported as PFC, it can give the player an audit list so that they can correct the problem(s) locally or otherwise.
5. Once they correct the problem(s) with coordinators, they can re-run the check and fix their PC.

1. No more customer service overhead to fix incorrectly converted OP PCs (a very common problem).
2. Does not affect PFC characters that intentionally play RPG or receive RPG GM credit to undergo one-time RPG conversion.
3. Users can audit their own PCs and correct problems quickly and easily.

Everyone wins, and it should be a very simple thing to add, requiring minimal code, most of which already exists, since it is used to pull and display the session list for individual PCs.

On that note, there are 2 issues with the session list:
1. It doesn't show whether the game was reported as PFC or RPG.
2. The ID column doesn't show the PC ID suffix (-X) for GM credits.

Thanks - I hope these suggestions are useful.

Grand Lodge

1 person marked this as a favorite.

Since you are in the midst of reporting/layout changes, there are a few problems with PFS reporting that I would like to add:

1. If you enter a GM PC for a reported session and save the session, then go back and change the GM name because of a mistake, etc. It never properly resets the name for the assigned PC, where the wrong name is propagated in the GM session list and the specific play session list for the -x PC.

For example, from PaizoCon 2017, my GM credit for Bluebeard Alefist (-3) character shows up as "Jim Davis 747" because of a saved, then corrected, entry error on Solstice Scar. In addition, another game I ran (House of Harmonious Wisdom) was assigned to a player at the table instead of me, so a credit for "Sortox the Mad" (my -23) shows up as "Colby Chedderington" (which is an awesome name, but not the one belonging to the PC assigned for my GM session).

Solution: Make sure the code resets the GM name and PC assignment fields when they change in the reporting session, and you probably also want to run a batch query against the database to clear out all the wrong names that have been saved over time.

By the way, the same thing happens when changing the name of a PC. The name changes have never propagated properly.

2. On the "Player" tab for Pathfinder Society info, when viewing the list of reported sessions for a specific player PC, the "-x" number doesn't show on all the entries. At first, I thought it was a field width issue, but in looking at the page source, the -x numbers are not there. So, when you do a query from the database to show the PC's play history, the -x number is either missing from the source field or getting deleted for some entries along the way prior to final display.

If I want to grab all my player sessions for a particular PC, I have to always edit the PFS IDs, since some number of them don't include the suffix.

3. On the reporting side, when saving sessions that have player counts of less than six, the blank entries are now being stuck in the middle of the list after saving by the newly-changed reporting code (recent change). So, if I enter Player 1, Player 2, Player 3, Player 4, then save it, when I look at the session afterwards, I see Player 1, Player 2, Blank, Blank, Player 3, Player 4, etc. Saving PFS sessions should preserve the list order and put the blank entries at the end. And again, you may want to run a batch query with a date after the recent changes to globally eliminate the blank space.

Thanks. It would be great if you could fix these issues.

Grand Lodge

How is it that a babau demon's statblock shows a full attack of longspear and bite? Is he presumed to be taking a 5' step back-and-forth between weapon/natural attacks? I don't see any other way it could work.

For example:
1. Bite, 5' step back, 2 longspear attacks
2. Next Round - repeat if foe stepped in to 5', or if foe still at 10', 2 longspear attacks, then 5' step in and bite
3. Next Round - repeat #1, etc.

He can't be adjacent and attack with the longspear (reach weapon) and his natural attack only has 5' reach. Or, is the combination just a statblock error?

Grand Lodge

Players have life bubble and message cast on them and are submerged in 10' of water. Does message still work within the spell range back to the caster, who is not submerged in water, since a PC with life bubble can whisper underwater?

Per RAW, message states that it is blocked by: magical silence, 1' of stone, 1" of metal (or thin sheet of lead), or 3' of wood or dirt. Simple RAW would be that since it doesn't say water, water doesn't block it.

However, the list of things that block it are things that block propagation of sound through material into the adjacent air (as would 10' of water). So, does water belong in the list?

Also, other than the fact that water acts as a melee barrier, cover probably doesn't really enter into it, since a closed door (or even a familiar satchel) that is not 3' of wood or 1' of stone provides total cover, but does not stop message per the spell description. While sound does travel through water, albeit attenuated by water's density, it does not travel well through water into the air (and certainly not into the air at any great distance or with any clarity).

(Also, to prevent any confusion from a possible "finger-pointing" discussion, which I would prefer to leave out of this discussion, the assumption is that the finger-pointing aspect of message is to initially cast the spell at the targets to which you point, and is not required to whisper the message to/from active targets. Message says: "To speak a message, you must mouth the words and whisper." (nothing about finger-pointing there) )

Thanks - interested to hear your replies. In the heat of the moment, I ruled that it didn't work, but I'm not sure I would rule that way after thinking about it, since RAW states otherwise, unless the list were to include water (which maybe it should) along with other liquid/viscous materials (lava with fire resistance/immunity, air or life bubble and message, etc.).

Also, if anyone knows of a ruling on this issue, please link it! I wasn't able to find anything. Thx!

Grand Lodge 5/5

Hi All -

FG CON 10 on Fantasy Grounds is coming up this weekend, and we are offering 18 tables of PFS across 4 slots/day with a chance to win player boons and gift certificates!

Click here to browse the full list of PFS offerings!

Click here to see a list of PFS tables that currently have 3 or fewer players!

For FG CON weekend, anyone can play for free using the Fantasy Grounds demo if you don't already own the software! Also, you will need to have your character in Fantasy Grounds xml format. You can use the demo client to set up your PCs and/or for those of you who use Hero Lab, there is a converter for .hlfg files that will help get you started. Your table GM should also be able to help resolve any questions.

In addition, various pregens are available and ready-to-go in FG xml format if you'd just like to play without worrying about PC conversion.

Click here for more information about PFS at FG CON 10

Click here for a full list of all sessions (multiple gaming systems) at FG CON 10

Click here for more information about Fantasy Grounds

Click here to download the demo

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Thanks! Hope you can make it!

Grand Lodge

I have a question about the Efreeti stat block. Here is how I am reading it:

Efreeti (Bestiary, p. 140) have the Quicken Spell-Like Ability feat (Bestiary, p. 315) and their stat block states that they have quickened scorching ray. However, the base Efreeti is only CL11 and the feat requires CL12 in order to quicken 2nd level spells: (CL12/2)-4 = 2.

So, the only Efreeti that should theoretically be capable of using a quickened scorching ray per the feat text would be a Malik, since they are CL15 (or some other custom CL12 version). Technically, I guess Maliks could also use quickened fireball in that case, since (CL15/2)-4 = 3.

This combination would seem to make Maliks particularly dangerous, since they could unleash a quickened fireball followed by a regular one, dealing 20d6 worth of AoE damage in their opening turn, plus delivering 1 more quickened fireball for the 3x/day fireball limit followed by scorching ray, then a quickened scorching ray (for the 3x/day feat limit) followed by a normal scorching ray on turn 3. The total max damage across 3 turns would be: 66d6 (barring saves & misses, of course, average @ 198). Or, even if only using at-will scorching ray, assuming all attacks were to hit each round (3 swift, 3 standard). So, a CL15 Malik (not a regular CL11 Efreeti) would get a max of 24d6 each round if all 6 attacks hit. 9th and lower PCs are at significant risk...and I am not implying that any GM should ever do this to a party or individual PC, despite being possible, or at least not without fair warning about very dangerous fire encounters.

Am I misreading/misinterpreting? Why does a base, CL11 Efreeti get a quickened scorching ray if it doesn't meet the feat prerequisite for the required caster level? Is it intentional or just a Bestiary stat block error?

Thanks in advance for your replies.

Grand Lodge 5/5

I am starting a new thread for the topic of prestige retraining fees, since it seems a bit off-topic for the OP's question and I am interested to hear what others think.

HoloGnome wrote:

On the point of prestige cost [for retraining], I dislike the heavy prestige tax for retraining in Pathfinder Society. The sentence in the Guide on this point is nonsensical.

Guide 8, p.35 wrote:
" well as 1 Prestige Point per day of retraining since time between adventures is undefined."

The well-defined rebuild cost in Ultimate Campaign already includes a daily gold multiplier, and I'm not sure what difference it makes (or what the relevance is) if the time is undefined. For example, it shouldn't cost 5PP to move 1 skill rank in addition to all the gold. The same is true in your case. 10PP seems excessive in addition to the gold.

Also, considering that a PC is paying gold++ to retrain, it's not really calling in a favor from their faction. So, spending additional prestige has no real bearing on anything, except to tax the player and make it more difficult to retrain (which is counter to fun and flexibility). I love that retraining is allowed, however.

If the mechanic in PFS were to allow players to use prestige instead of gold to retrain, that would make more sense to me. Or, it could also be used to reduce the retraining time and required gold, which might be handy at higher levels where the cost increases. Maybe factions have experts that can streamline retraining for notable PCs. But, an arbitrary "undefined time" prestige tax makes no sense to me. YMMV. (original post)

DesolateHarmony wrote:
In the rules in Ultimate Campaign, there is a requirement for a teacher/trainer when you are retraining. The prestige cost in Pathfinder Society is to cover that requirement since roleplaying finding and convincing a teacher is beyond the scope of general downtime. (original post)

Hey DH! Thanks. Yes - that's true. My concern is that it doesn't seem like the right solution and/or is an unnecessary mechanic that detracts from fun and, in some cases, might hinder player engagement with the campaign if they don't like their character and it's too hard (or unreasonable) to change. Wherever possible, the rules should foster engagement, connection and player satisfaction (given that PFS is organized play).

Do you think that gold should be sufficient to recruit a teacher, especially at the rates that retraining costs?

Searching for/finding a teacher should not require prestige, since the PC is paying for the privilege. Otherwise, why not add PFS prestige taxes to find any skilled hirelings anywhere? Or, charge players PP in scenarios when they are looking for things they have to find. It's always a skill check made in the presence of a GM. Downtime doesn't need additional burdens. For example, per the CRB, a PC can hire a skilled local guide for a few silvers who should be able to find anything.

Further, do teachers, whose job it is to teach, need convincing other than to say: "here's a huge pile of gold - teach me some stuff!" (again, vs. skilled hirelings that cost on the order of sp/day)? And, presumably, in a city like Absalom, the City Center of Golarion, PCs can find and pay just about anyone to do anything without having to pull in faction favors to do it (which is the only relevance for faction-based prestige).

Hey DH - I bet I could convince you with a pile of gold! ;-)

In terms of the mechanic, the challenge of finding a master at the appropriate level with the requisite skill seems to be covered by the level multiplier in the retraining fees. Issues relating to time are similarly covered by the time/day gp multiplier.

If there is a further need to prove that PCs, for example, orbit through Absalom in their downtime (and they did not conclude an adventure there), then maybe retraining could be easiest when playing a PFS scenario that ends in Absalom or some other big city center. That kind of rule might make some sense.

Otherwise, PCs could make a Diplomacy/Knowledge (local) skill check with level scaling to locate training at the appropriate level if they are not in Absalom, pay extra gold to find a teacher, OR pay a prestige finder's fee (but not a daily prestige tax, which makes no sense). But, even at 1PP (150gp), that's a pretty high fee to find a local resource.

Prestige should be a substitute for gold to grease the wheels of success and probably shouldn't be used as a tax or excessive fee.

Similarly, if there were a PFS rule that said that PCs spend their downtime wherever they conclude an adventure (or as modified by vanities or boons that confer estates, or maybe at their declared home), that would also be a very reasonable approach. At that point, the population/location would determine what resources are available (if not Absalom, for example) based on the rules in the CRB.

There's no need to try to use a prestige tax to force a mechanic on top of some perceived issue with downtime that doesn't really seem to be an issue in the first place (at least not to me). And that observation is especially true when the tax is disproportionately high vs. the activity taking place (as in 5PP to retrain a skill rank or some other relatively minor character attribute).

Retraining is a great conceptual mechanic -- I really like it -- but the PFS prestige tax needs some revision.

Grand Lodge 5/5

Hi All -

There is still time to sign up for PFS at FGCON 9, the semi-annual Fantasy Grounds CON, which will be happening this weekend!

For those of you that have not tried the Fantasy Grounds VTT software, you can find out more information at Fantasy Grounds and the FGCON site.

Check the PFS availability here: FGCON 9 PFS Sessions/Availability

You do not need to own Fantasy Grounds to play in the CON. All GMs are being upgraded to an Ultimate License, so players can play for free as long as they install the basic/trial client.

In addition to some of the new Season 8 scenarios, we will also be running other specials, including the special event from Season 3, Blood Under Absalom.

FGCON 9 is a Paizo-supported event and there will be CON roll-off boons and other prizes at the tables.

Thanks for your interest in Fantasy Grounds and FGCON 9 - it's a great opportunity to get your feet wet with the Fantasy Grounds VTT and should be a very fun weekend of PFS! So - don't be shy - take the plunge! :-)

I hope you can make it!

Venture Agent
planetinanimate at gmail

Grand Lodge

Hi All -

PFS bookings are now open at the FGCON8 site! FGCON is a digital/Internet CON using the Virtual Tabletop software Fantasy Grounds!

If you've never used Fantasy Grounds before, come on over and give it a try with a 30-day free trial!

Here is the index of PFS events:

Friday, April 8th:
PFS#7-14: Faithless and Forgotten 1: Let Bygones Be (1-5, CORE)
PFS#3-07: Echoes of the Overwatched (1-5, NORMAL)
PFS#7-07: Trouble in Tamran (1-5, NORMAL)
PFS#4-10: Feast of Sigils (7-11, NORMAL)

Saturday, April 9th:
PFS#4-05: The Sanos Abduction (3-7, NORMAL)
PFS#7-10: The Consortium Compact (1-2, NORMAL)
PFS#7-16: Faithless and Forgotten 2: Lost Colony of Taldor (1-5, CORE)
PFS#4-20: Words of the Ancients (7-11, NORMAL)

Multi-Table Special:
PFS#6-97: Siege of Serpents (1-2, NORMAL, *SPECIAL*)
PFS#6-97: Siege of Serpents (3-4, NORMAL, *SPECIAL*)
PFS#6-97: Siege of Serpents (5-6, NORMAL, *SPECIAL*)
PFS#6-97: Siege of Serpents (7-8, NORMAL, *SPECIAL*)
PFS#6-97: Siege of Serpents (10-11, NORMAL, *SPECIAL*)

PFS#7-15: The Deepmarket Deception (3-7, NORMAL)
PFS#7-18: Faithless and Forgotten 3: The Infernal Inheritance (1-5, CORE)
PFS#5-09: The Traitor's Lodge (3-7, NORMAL)

There should be something fun and interesting for everyone! Hope to see you there! Remember - space is limited! :)

The Exchange

2 people marked this as FAQ candidate.

The following diagram applies to my question: Splash Miss Diagram. Please look at it before reading.

Additional Reference: Splash Weapon SRD (Combat Page)

Throw Splash Weapon SRD wrote:
"If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares."

The above paragraph about missing the target has the following issues:

1. It does not adequately explain what "indicated direction" means
2. It does not specify the 1st square to start counting from when using the thrown range increment as a miss modifier
3. I am curious to know what is supposed to happen on vertical splash weapon attacks (not covered by the SRD)

Regarding #1: The SRD says that 1d8=1 miss roll falls short towards the thrower, and the implication from that minimal text is that misses are modified outward/radially by the range increment (rather than in the direction of the throw, for example). Assuming the radial interpretation is correct, the SRD should include a diagram that actually indicates a direction (similar to the one I have posted). Also, this interpretation means that corner misses travel farther because they are on the diagonal - not a problem, really...just a slight anomaly.

Regarding #2: The SRD does not say which square is the first counted square when modifying the miss location by a number of squares equal to the throw's range increment. However, given the assumption of outward radial miss adjustment, the only way that splash damage will ever hit the target is if the weapon is thrown in the 1st range increment and the squares immediately surrounding the target square are the first squares counted as part of the adjustment.

Otherwise, if you modify the miss location outward by 1 square for a first range increment miss from the resulting 1d8 roll square, then the miss location will be at least 2 squares away from the target (again, radially) and the target will take no splash damage. So, which is it? Do we start counting on the numbered squares in my diagram above as the 1st square of the range increment miss adjustment or do we use the next square beyond?

Regarding #3: What happens when missing with vertical splash weapon attacks (throwing at a target above you, such as a flying enemy or one in a tree, etc.)? Do you assume the same horizontal plane in space with the target in the center or do you rotate the plane 90 degrees and treat the miss vectors (shown in my diagram) as #5 pointing straight up and #1 pointing straight down? One corner case with a vertical miss grid interpretation would be that if the miss goes above the target, then it potentially falls down on them if there's no upper point of impact. It seems that the best and most consistent interpretation might just be to use the same horizontal grid, but elevated. However, again, if there is no point of impact, then the splash weapon should probably fall straight down until it hits something. Then it can detonate.

I have seen some other threads on splash weapon miss and they were not helpful to me in resolving my questions and do not seem to be completely correct according to my implied reading of the SRD. So, I hope this post will help FAQ the splash miss rules, because the wording would benefit from improvement and additional specificity to help eliminate ongoing confusion, whether mine or someone else's.

The Exchange

Can someone help me understand the Handle Animal Seek command? It seems very ambiguous to me and I wonder if I'm missing something since I am new to Animal Companions.

Seek Command(DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

So - a druid gives their animal companion the command to go forward and seek...maybe where the druid can no longer see/command it...and then what happens?

- Returns to master?
- Alerts the master at a distance with some loud animal noise?
- Attacks what it finds?
- Sits and points?
- Takes some other action?

Is the implication that the druid is supposed to be within line of sight and will know its companion has found something? (Drug-sniffing dog model)

It seems like the description for Seek might benefit from additional specificity about success/failure. Seek...and do what?

The Exchange 5/5

I have seen the FAQ item regarding animal companions and intelligence:
Improving Animal Companion's Intelligence to 3 or Higher

Unfortunately, the FAQ is not very clear on the specific point of INT 3 + a rank in Linguistics. I have also seen what looks like related house rule/opinion on this issue in various posts.

But - per the rules, what is the exact benefit of boosting the animal companion to INT 3 combined with taking a rank in linguistics? The FAQ text indicates that the companion will then understand a language. So, where/what is the corresponding impact on getting the animal to perform special actions or reductions in push DC's, etc.?

For example, with INT 3 and linguistics, can a druid:
- command an animal to fight defensively or use total defense?
- command an animal companion to charge a target?
- give the animal companion compound commands for tricks it already knows?
- reduce the DC of pushed actions?
- be able to tell it to do other complex things that are not on the trick list?
- teach it new tricks more easily in shorter time?

Also, why can't an animal companion speak a language like Fey or Draconic or something appropriate to their type if, for example, they are a dinosaur/reptilian, even if they were to speak it in a halting/rasping manner reflecting their minimal intelligence and physiological limits?

Something more concrete in the domain of linguistics would be great so that PFS players and GMs might better understand how to modify the behavior of the companion once it can understand a specific language at INT 3. Learning 3 new tricks per point of intelligence doesn't adequately explain the language/linguistics benefit.

If there are any clear rulings on these issues other than the FAQ I have already indicated above, please let me know! Thx.

Edit: Also - the other obvious point of collision is with the Speak with Animals spell, where an animal will do a favor or service if it is friendly towards you (no tricks required). So, with INT 3 + Linguistics, isn't that like a permanent Speak with Animals? (where no tricks would be required, possibly counter to what the above FAQ states)

The Exchange 5/5

Note: Trying to avoid spoilers below, but the supplied info should be sufficient to understand the question.

What is the right way to adjudicate a scenario's proximity trap that has no trigger distance specified? It just indicates "proximity" as the trigger type.

Is the GM supposed to infer that the Alarm spell is being used as default and give it a 20' radius as the spell?

For example...

Traps SRD Says: wrote:

Proximity: This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.

The proximity trigger used most often for magic device traps is the alarm spell. Unlike when the spell is cast, an alarm spell used as a trigger can have an area that's no larger than the area the trap is meant to protect.

Note: In this case, the room is about 40' wide and at least 80' long and the altar to disable is 30' in from the door to the room, straight ahead. Alarm might be appropriate, or it might also be appropriate to interpret blocks adjacent to the altar as the proximity.

What is the correct approach?

When I ran this scenario, I used any 5' square around the altar because I hadn't read the Traps SRD. But, relying on Alarm might make more sense from a mechanics/challenge standpoint and might have been taken for granted by someone with lots of trap design experience (the scenario author).

The Exchange 5/5


I have read through the Guide, searched and seen some of the threads relating to running previous missions, but I still have a question.

Do we give PCs with prior, non-retired factions missions for their older factions AS IS (from earlier season scenarios) or do we update the faction in the mission to one of the Season 6 factions (excepting Shadow/Lantern Lodge) even if the PC has not yet been updated?

For example, say I have an Andoran Faction PC at my table. When I hand out the faction mission from the prior season scenario I am running, should it be labeled as coming from Liberty's Edge (since the faction has changed) or should I leave it as Andoran?

It's just for flavor (vs. prestige), but still fun. I am inclined to issue the faction mission from the newly organized faction (since the leadership has changed) to the PC with the previous faction (especially so that there are no conflicts with old/new versions of the faction in the same party - ie. Andoran + Liberty's Edge), but would like to know if there is a ruling for how to handle this situation. ( in the new management providing the not-so-subtle hint - "hey - the times are changing, bud, and we want you to be part of the new order...")


The Exchange

I have looked over the forum and rules and don't really see an exact answer to my questions regarding damage from targeting a square vs. an enemy with a splash weapon such as alchemical fire or oil. Maybe I'm just not finding it...don't know.

With regular oil, you can coat a smooth 5' square and set it on fire. It will burn for 2 rounds and deal 1d3 each round (but no save specified). Similarly, it is possible to target a square as a ranged touch attack vs. AC5. These two rules are somewhat clear.

However, my questions are:

1. What is the damage from _thrown_ oil or alchemist's fire that targets a (smooth/level) occupied square @ AC5? Is it 1 point of splash damage for enemies in that square (+surrounding splash, of course) or is it 1d3 for 2 rounds for anyone in that square, similar to the rule for coating a square with oil? The latter would seem to make more sense, since the square is on fire and the enemy is in the square.

2. Assuming a successful hit on a square (and ignition (50%)in the case of regular oil) or the case where you coat a regular square with oil, is there a rule for a saving throw for the fire damage (vs. the case where you attack an enemy directly and they have to try to extinguish the flames to avoid round 2 damage @ +2).

For example, would it be a DC5 Dex check to leap out of a burning square to another one that is not on fire & not occupied, where success would be 1/4 or 1 point and failure would be 1d3? Presumably, since the square is on fire, they would get a 2nd save the next round if they stayed in the square (or could just move out of it and not have to do the 2nd save, unless circumstances prevented them from moving - surrounded, etc.).

3. Finally, when targeting a square with a thrown splash weapon, is it possible that everyone in the main & surrounding squares gets 1 point of splash damage and anyone who remains in the successfully targeted (or randomly d8 failed) square then gets 1d3 per 1d3+1?

If there are no clear rules for these scenarios, I would be inclined to think there should be 1 point of splash for everyone, then DC5 save to move out or 1d3 for staying in the burning square each round for up to 2 rounds. Or, if the square is coated in advance (regular oil only), then no splash, just the 1d3 for up to 2 rounds and similar save/move options.

So, is there a previous ruling or any other clear interpretation based on a collection of rules somewhere that explicitly covers these issues?

Any obvious errors?

Thanks for your help.

The Exchange 5/5


Does anyone know if the bone dice from the Cellars (Level 2) of Emerald Spire should be on the chronicle sheet? There may be an oversight.

I emailed paizo customer service, but did not receive a reply.


The Exchange


Maybe a PFS ninja can help me out with a formal ruling or pre-existing solution, since I am having trouble interpreting the docs relating Conjuration:Teleport and, for example, the implications of Magical Knack, as in the title above. I searched and didn't see anything - but maybe I missed it.

Question 1:
Does a trait like Magical Knack modify the CL (+2CL, CL not to exceed total hit dice) of the Shift Supernatural Ability? Sadly, since shift is an ability and not a spell ("AS IF using Dimension Door"), I suspect that the answer here might be that it does not. However, since the rest of the adjudication clearly tracks dimension door (including post-teleport action restriction), I thought that the CL boost from Magical Knack might also apply and would make sense.

Question 2:
Regardless of Question 1, is the correct interpretation of the Shift distance of 5'/2 "wizard levels you possess" the same as that in Magic Missile, where the increment is every 2 levels BEYOND Level 1. Or, is it literally EVERY 2 LEVELS, where CL1-CL3 (divide, then round down) is a 5' shift and CL4 is required for 10'? The Magic Missile interpretation would seem to make the most sense, unless the first increment is supposed to be 3 levels.

Thx. Appreciate it. The wording in both of these areas could be more clear, IMHO.