Fadil Ibn-Kazar

Hunterprime's page

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



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

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

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

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