Fadil Ibn-Kazar

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Goblin Squad Member. Organized Play Member. 6 posts. No reviews. 1 list. No wishlists. 4 Organized Play characters.


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Shadow Lodge 1/5

So this may just be a case of failing to read properly but I figure I would ask

Quote:
PATHFINDER SOCIETY ICONICS The Pathfinder Society Organized Play program has a few special restrictions on certain feats, class abilities, and equipment in order to make sure the worldwide campaign goes smoothly. If you’re using one of these iconic characters as a PC in a Pathfinder Society game and the PC has one of the restricted options, you can’t use that option in the game. See the Guide to Pathfinder Society Organized Play (a free download from paizo.com/pathfindersociety) for more information on these restrictions. The restrictions should have a very minor impact on the iconic PCs, and the characters are otherwise ready to use in Pathfinder Society

Am I correct that they are simply saying that you can use them as a template for a new charecter or are the NPC codex 1,7 and 12 iconics legal for PFS play?

I checked the additional resource page but NPC codex just came out today so imagine it has't been updated

Shadow Lodge

This one is been the best that I could find for the Kitsune.

Shadow Lodge

7 people marked this as FAQ candidate.

I recently got my Freebooter to level 4 and almost immediately I ran into some questions I couldn't really get clear answers on

Freebooter's Bond (Ex) wrote:

At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability.

This ability replaces hunter’s bond.

A couple of questions came up

  • When does this ability end? Is it at the end of the encounter or is in till I decide to use the ability again affecting a new group of allies?

  • Do all allies affected by the ability need to stay within 30 like bard song? What happens when the leave then come back into range?

Shadow Lodge

Hmmm the fly skill makes this a lot less clear.

Quote:

You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.

I am going to change my thoughts on it this and agree with Hogarth. The fly spell and the wings discovery are just simply a means to gain flight. It still uses all of the same flight rules except where the spell says otherwise. I would now say that the fly spell is subject to the same 10 foot drop after damage given the way the fly skill is written.

Shadow Lodge

The discovery is pretty clear that it functions as the fly spell but as a
extraordinary ability. So I would say to follow the fly spell.

Quote:

Wings (Ex)

Prerequisite: Alchemist 6

Benefit: The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Special: An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability.

Quote:

Fly

Spoiler:

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

See Falling Damage if something bad happens!

Shadow Lodge

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So I have been playing my Alchemist in PFS for a bit and wanted to see if anyone had some answers to some issues that came up while playing.

1. In the Alchemist class features, It says when using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. Does this bonus affect Day job checks?

2. The Grenadier Alchemical weapon says

Quote:
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

Does this provoke an aoo? Also do I have to have the alchemical item in hand to be able to infuse a weapon?

The Explosive Missile Discovery has brought up a number of questions

Quote:
Benefit: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.

3. I am currently making the assumption that the shot is against whatever defense stat a bolt, arrow or bullet normally hits against. Is that correct or am I using it wrong?

4. If I confirm a critical with the shot, is it a critical for the bomb damage as well?

5. Does the explosive missile shot still do splash damage on hit? Does that mean it can be affected by bomb admixures?

Thanks for any answers people can provide