Jeff Merola's page

Goblin Squad Member. RPG Superstar 9 Season Star Voter. **** Pathfinder Society GM. 3,063 posts. No reviews. No lists. No wishlists. 27 Organized Play characters.


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Grand Lodge

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Diego Rossi wrote:
willuwontu wrote:

It's a valid choice.

Referencing the material the source is said to be from, in that book it is a specific monster, however that monster is based on a creature that's pre-existing with a line indicating the material it is from [Male two-headed troll (Tome of Horrors Revised 353)]. This indicated that the creature is from page 353 of Tomb of Horrors Revised (a 3.5 supplement). However, given that the only ToH Revised for 3.5 I know of doesn't mention troll and is only 36 pages long, I'm unsure of what they were actually referencing.

In anycase, the creature is not a template, nor a unique creature, and is therefore valid to take. However, I am unaware whether PFS restricts sources for wild shape and the like, and thus whether this is PFS legal.

Tome of horrors, not Tomb.

A third part product, so I don't think it is PFS legal.
Maybe if the player has Pathfinder 32: Rivers Run Red, where the stat block is published, but I doubt it as it is only a stat block, not a complete monster entry.

Only Bestiaries 1 through 6 are listed as legal sources for polymorph effects in PFS. The only things legal from Rivers Run Red are the spell tracking mark and the customized summon list.

Grand Lodge

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Darigaaz the Igniter wrote:
Scrapper wrote:

maybe go as high as a +3 on bow, but save the real enhancement for Arrows, a +5 Arrow counts as magic/silver/holy/adamantine for bypassing damage reduction, while a +1 to +5 bow only makes arrows count as magic for bypassing damage reduction. Still investing in assorted arrow head types is a cheap alternative, a few cold iron, silver, ect..

Arrows can have elemental damage added or bane. Your mixed bag of tricks.
Eh, I find it easier to bypass material DR with weapon blanches. My fave is silver blanch on cold iron arrows, but having a quiver full of adamantine-blanched arrows is also a good idea.

It's also good idea to have some Durable Adamantine arrows to go along with the blanched ones, since the blanch doesn't help at all with hardness.

Grand Lodge

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While procuring these may be difficult given the circumstances, see if you can get a hold of either of the following:
Bottled Sunlight. 200 GP alchemical splash weapon that makes natural sunlight for 1 round upon breaking.

Garlic Tablets. Four hours of requiring a DC 25 will save to be approached by a vampire.

Grand Lodge 4/5

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It's a combination of A and B.

Each chronicle can be applied to the appropriate leveled character, applied to a character that isn't yet appropriately leveled and held for the right level, or reduced to a level 1 chronicle applied to a level 1 character with the gold changed to 1398 gp (699 gp for slow track) and with the boons delayed appropriately.

Regardless of what you and your players choose, if they choose that boon the downside won't kick in until they hit level 15 (or higher if they apply the sheet to a character already 16 or 17).

Grand Lodge

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Stay inert. It specifically explodes when a save is failed and there's no save to be failed.

Grand Lodge

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Black Tentacles doesn't allow a save, so Persistent Spell does nothing for it.

Grand Lodge 4/5

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Disk Elemental wrote:

I mean... you don't know there will be no race retirements. Given the debacle with Aasimars and Tieflings, they may announce the retirement the day it goes into effect.

Personally, I'd like to see Tengu, Wayang, Kitsune, and Nagaji rotate back out, all of those races (particularly Kitsune) are rare enough that it doesn't make sense for them to be always available.

They were asked directly if they would be retiring races and they said no. Not saying anything is one thing, but outright lying would get a lot of people to quit due to lack of trust.

Grand Lodge 4/5

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Avatar-1 wrote:
For an online game, this sort of thing relies completely on trust, so while I'd still allow passing along a re-roll, I'd limit it to one re-roll per player regardless of how many shirts/folios that player had purchased, otherwise it'd open the door to cheating too easily.

You're supposed to limit it to one per person anyway, per the Guide:

Quote:
No player may receive more than one free reroll per session.

Grand Lodge

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Snowblind wrote:
Starbuck_II wrote:
wraithstrike wrote:
Reincarnate doesnt work because with outsiders the body and soul are one unit.

The spell doesn't say that. but it does say: Constructs, elementals, outsiders, and undead creatures can't be reincarnated.

Are there non-outsider elementals? Because I thought they all were. Why repeat that?

Wasn't elemental a separate type from outsider in 3.5 or 3.0?

Yup. Elemental was a separate type in 3.5 (as was Giant). It's just one of the many copy+paste errors in Pathfinder now.

Grand Lodge 4/5

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1) I wouldn't consider it ridiculously broken (at least not after the change that you noted happened), but it's pretty much guaranteed to work if you've at all put effort into your Diplomacy or Intimidate.

2) I'd personally consider certain provocations to trigger that clause, but not others. The big guy who cut a mook in half in one go? Danger. The scrawny guy with a dagger who can't hit the broad side of a barn? Probably no danger.

3) If they're immune to fear effects but not mind affecting in general it's probably worth it (this FAQ states that ALL uses of the Intimidate skill are fear effects, not just the ones listed in the core book. Expect some table variation on that one.), otherwise no, the Intimidate one is probably always better.

Grand Lodge

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thorin001 wrote:
TriOmegaZero wrote:
A merciful weapon is a weapon that deals nonlethal damage while the enchantment is active. Jeff and Chess have it right. Sneak Attack works.
All Merciful says it does is remove the -4. According to Bludgoner that is not enough to allow Sneak Attack.

What? That's not what merciful says at all:

Merciful wrote:
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).

Merciful just flat out makes the weapon nonlethal (unless you suppress the ability), it doesn't merely remove the penalty for using a lethal weapon nonlethally.

Grand Lodge

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QuidEst wrote:
Jeff Merola wrote:
I can't answer the other two, but as for the first question: Irrepressible and Tower of Iron Will don't work together, as per this FAQ.
They work fine together. Irrepressible allows you to use your charisma modifier in place of wisdom. It's not granting a bonus, which Towering Ego is.

This has been done to death and no, it doesn't work the way you think it does. You cannot get an untyped bonus from a stat to a save twice, and the base stat you roll with counts.

Grand Lodge 4/5

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MisterSlanky wrote:
Jeff Merola wrote:
I know you're being sarcastic, but Celestial Healing isn't even remotely "something new" it's just "something badly made."
What you call badly made, I call a deliberate design change that wouldn't surprise me if/when it shows up in the next printing of infernal healing.

It can be both, you know. And removing Infernal Healing (or changing it to match Celestial Healing) won't make people use Celestial Healing. They'll just move back to wands of CLW (or even potions of CLW, which are more cost efficient than a Wand of Celestial Healing).

Grand Lodge 4/5

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Walter Sheppard wrote:

All joking aside--I would like to thank whoever is on the team that published this errata.

One of the reasons why 3.X died out was because of it's copious levels of rules bloat. By having so much material present and no system for issuing errata (shy of releasing a new edition), 3.X suffered from numerous "overpowered" options that were in dire need of a touch up. And as Paizo continues to release content, Pathfinder becomes bloated with things in need of fixing. Fortunately for Pathfinder, there have been several erratas, updates, and FAQs that have combated this burgeoning bloat.

Uh, what? Except towards the end of its life 3.5 definitely issued a bunch of errata, and didn't even restrict it to only being issued when a new printing was being run.

Grand Lodge

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To answer your secondary question, yes.

Grand Lodge

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No. You don't make a check, therefore you cannot beat the target number by 5 or more. Always successful is not the same as always successful by 5 or more.

Grand Lodge

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Overrun only knocks a target prone if you beat their CMD by at least five. You don't roll vs CMD to trample, therefore you can never beat it by 5 or more.

Grand Lodge 4/5

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DM Beckett wrote:

Just wanted to try to toss this in once again, but a Lite or Printer Friendly version would be great.

andreww wrote:

Could you please fix the wording about what happens when you are at X.5APL. Currently I says:

Quote:
Divide the total number of character levels by the number of characters in the party. You should always round to the nearest whole number. If you are exactly at 0.5, let the group decide which subtier they wish to play.

Preferably could we do away completely with the .5 portion, which I find very confusing, an instead replace it with "half" or "mid point", or "in between". (By confusing, I mean that you are using numbers to explain a concept that is already using a different set of numbers and calculations, which inadvertently implies that the ".5" portion is referring to the decimal part of the unmodified APL calculation rather than the level gap between subtiers. It might also be a good idea to point out, if this is actually the intent, that in this case when you are referring to rounding, it is not referring to the otherwise universal rule in the game of always rounding down.)

For example: You should always round to the nearest whole number. If you are exactly in between two subtiers, let the group decide which subtier they wish to play.

andreww wrote:
The last sentence is wrong. For example, if you are at APL1.5 it doesn't matter which way you round, you are playing tier 1-2.
** spoiler omitted **...

Er, no, you've misunderstood the system. The "0.5" of a Tier 1-5 isn't APL 3 (for an APL of 3 there's absolutely no choice for the party, unless they're playing a Season 0-3 with 5+ people of which no one is level 4+), it varies based on party numbers. For instance a group of 4, 4, 3, 3 is APL 3.5. They can choose to round to 3, and thus play down (in Season 4+ they get no adjustment for size), or round to 4 and play up (in Season 4+ they get the 4 player adjustment, obviously). A group of 4, 3, 3, 3 just plays down (APL 3.25) and a group of 5, 4, 3, 3 just plays up (APL 3.75).

The problem is that the sentence should say something like "If you are at exactly 0.5 and rounding up would result in a different subtier than rounding down, let the group decide which subtier they wish to play." As it is you could erroneously conclude that any X.5 allows the subtier to be chosen by the table, which isn't correct.

Grand Lodge 4/5

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While this won't apply for VampByDay, since his character already exists, you can still pick up Dangerously Curious and switch UMD to Int by using Clever Wordplay instead of Pragmatic Activator.

Grand Lodge 4/5

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Drahliana Moonrunner wrote:
Kasuri of Daikitsu wrote:
I have characters who have high intelligent score but I don't know what languages are legal? Is there an official ruling on ethnicity and what Ethnicity is available to player?

First... check your race. Not all races have unlimited choice for filling out those slots.

Then check Additional Resources to make sure the choices you want are legal.

While not unlimited, all characters in PFS can select from the list of Modern Human Languages (ISWG 251) in addition to their normal racial options.

Grand Lodge

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Nefreet wrote:
If you miss, there's a 50% that it's lost (including Durable).

Er, that's incorrect:

Durable wrote:
Durable arrows don’t break with normal use, whether or not they hit their target; unless a durable arrow goes missing, an archer can retrieve and reuse it again and again.

Edit: Nevermind, apparently the rule is 50% destroyed or lost. Boy that's frustrating.

Grand Lodge 4/5

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I'm personally looking forwards to the Year of Thursty.

Grand Lodge

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Conjuration is usually the best for battlefield control. It has the fog spells, the pit spells, and black tentacles, just to name a few.

Grand Lodge 4/5

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It's less that they don't fit into Golarion (they do) it's that the way they're written in Golarion makes them extremely secretive and even more xenophobic than they are in other settings, so they don't have much opportunity to show up. If I'm remembering correctly, the surface elves are even waging an information war to keep knowledge of the drow hidden.

Grand Lodge

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Drahliana Moonrunner wrote:

Immediate actions can only be taken in response to appropriate circumstances, as they are by definition out of turn actions. They can not be taken in turn.

You can cast Feather Fall as either a standard action or as an immediate action to save yourself from falling.

Not that it really matters in this particular case as I do believe that Feather Fall can be cast as a swift action spell, which would still trigger the PC's readied action.

Incorrect. Any immediate action spell can be cast on your own turn, provided you meet the requirements to cast it (for instance Timely Inspiration only works if someone's failed an attack or skill check, so that would have to happen on your turn for you to cast it on your turn).

Quote:
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn.

Grand Lodge

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For making it harder for the guy to identify what's being cast, remember that spellcraft is modified by anything that modifies perception:

Quote:
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.

But yeah, readied actions don't have to be used in response to any particular trigger, and the guy who readies could theoretically ignore dozens of triggers before taking the readied action (assuming the trigger was something that could happen dozens of times in one round).

Grand Lodge

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It's a separate power that is not replaced. Enjoy your free Cloak of Resistance.

Grand Lodge

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Er, it's nothing like using an item or feat to qualify for an item or feat. Archetypes have an entire further set of restrictions on top of them.

As for your cleric example: No. That's expressly forbidden by archetype rules. You can't combine archetypes that even modify the same ability.

And no, this isn't from a power perspective. I'd let it work in a home game under the acknowledgement that it's a house rule. Personally I think it's silly that you can't use most of the familiar archetypes with Improved Familiars, but this is the Rules forum, not the Advice forum.

Grand Lodge

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Terminalmancer wrote:
Claxon wrote:
Terminalmancer wrote:
The change in bonus types also makes it a plausible interpretation that undead or construct barbarians who aren't affected by emotion or mind-affecting effects can benefit from rage.
The simply changed the rules for how undead work to say that they benefited from rage and that instead of a con bonus undead got a bonus to cha.
Did they? I don't think I ever saw anything about that, and I can't find it in search. Sigh. :( Got a link?

It's in the Monster Codex. They introduced the following ability:

Quote:

Undead Barbarian

An undead creature with the ability to enter a rage gains the morale bonuses from rage despite being immune to morale effects. The bonus to Constitution from the rage applies to an undead creature's Charisma instead.

Grand Lodge 4/5

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That refers to that specific exception, it was not meant to refer to pseudodragons. And the difference is that faerie dragons are sorcerers while pseudodragons aren't.

Grand Lodge

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Incorrect. The Double-Barreled Pistol was changed a while ago to be a standard action to fire both barrels. As a result it can't be combined with any form of full attacking, including TWF.

Source.

Grand Lodge

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You can't flank with ranged attacks.

Grand Lodge

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There's actually something you can do with it, but it requires another item. Using a Mnemonic Vestment you can cast one of the spells from the spellbook each day as if you knew the spell yourself (it still has to be a spell you could learn yourself, so no using it on Wizard only spells, or other strange things that might have been added due to an archetype or whatever).

Grand Lodge 4/5

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Michael Eshleman wrote:
Sammy T wrote:
As a GM I've only had two players ever use DT on a regular basis and I only thing I required was that they explained how they were enacting the DT (i.e. if they said "I blind it with DT" and I would simply ask "how are you blinding it with DT?" and 99% of the time accepted the explanation unless it was undoable against the creature
IMO this is just like requiring a player to describe how their character uses Disable Device to disable a trap. It shouldn't be done.

Except that Dirty Trick explicitly calls out the GM to arbitrate what can and cannot be done with it. Disable Device doesn't.

Grand Lodge

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Uh, Summon Monster doesn't require concentration.

Grand Lodge

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darth, you're incorrect. Share Spells does two things: Let's you cast personal spells on your Eidolon, and cast spells that normally don't work on Outsiders on your Eidolon. Both are completely separate from each other. When share spells was originally written there were a total of 0 spells that were both Personal AND cared about creature type.

Grand Lodge 4/5

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Sammy T wrote:
Jeff Merola wrote:
...a whopping -4 Initiative.
"You wouldn't believe how fast I am...when I'm not wearing this stupid armor."

It's mostly the shield, really. Only -5 from the armor while the darkwood tower shield is -8.

Grand Lodge

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You designate handedness at the start of your attacks. If you're not using a weapon it doesn't factor into that, even if you're holding it.

Grand Lodge 4/5

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Andrew Christian wrote:
Wei Ji the Learner wrote:


Wasn't this thread brought up a few weeks ago? I'm getting a serious sense of thread-ja-vu here.

What's stopping folks from going "I'd like to put you on retainer for 'x' time period while I'm in 'y' dungeon, please?"

That effectively removes the 24-hour window. Might cost some gold, but for some parties, that'd be money well spent.

PFS doesn't allow retainers to join you in the dungeon. So that would be a no go.

I don't think he meant bring them along, but rather go up to them and say "Hey, I might need X spell tomorrow. I'll pay you upfront to make sure you'll be here and with the spell ready to cast if I show up."

Grand Lodge

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Tindalen wrote:
Sissyl wrote:
And of course, it is a good thing to study the aligned spells ability of the deity in question. IIRC, you can only cast spells that are not a) opposed to your alignment, AND not b) opposed to your deity alignment. Meaning, a CG cleric of Sarenrae would have a NG aura, and be unable to cast Lawful spells, letting them summon NG (std action with Sacred Summons), CG, N, and CN... But CN contains no monsters.

This is incorrect. The idea behind it is that the diety will not grant you spells opposed to their alignment, a CG cleric of Sarenrae could in fact cast circle of protection vs chaos.

PRD wrote:
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).

Magic Circle against Chaos is a [Lawful] spell and thus cannot be cast by a cleric that is Chaotic or worships a Chaotic deity, as per what you yourself quoted. Using a Summon Monster spell to summon a [Lawful] creature is also a [Lawful] spell, and thus also couldn't be cast by a cleric that is Chaotic or worships a Chaotic deity.

You literally posted "That is incorrect, here is the piece of text that shows you are correct." The text doesn't say "her own deity's" it says "her own OR her deity's".

Grand Lodge 4/5

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Nefreet wrote:
You can Take 20 in the morning when nobody's looking, too.

Not unless you want to blow through Disguise Kits. They're 50 GP for 10 uses, so Taking 20 would use up two full kits.

Grand Lodge 4/5

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BigNorseWolf wrote:

Armor Check Penalty: Any armor heavier than leather, as well as any shield, applies an armor check penalty to all Dexterity- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.

I was wondering why i'd never seen an armor check penalty to init. :)

Er, Cao Phen is right. Page 150 is what he quoted from, and does indeed state both ability and skill checks if you're not proficient. Initiative is a dexterity based ability check.

Grand Lodge 4/5

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Jason Avery wrote:
I thought Adam Swinder was already a VC in VA...

He stepped down due to planned events that turned out to not happen. Now he's back.

Grand Lodge

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andreww wrote:
Mark Seifter wrote:
Right now, the main options are buying a bunch of different bardings for every form you choose or wild. Mage armor also works as a cheap solution for +4 and seems to be a favorite that I've seen for druids with weird and non-barding friendly wild shape choices (like elementals).
Can't elementals wear armour? They turn up wearing it in at least one PFS scenario.

That PFS scenario notes that they've been given special training to do that. It's not a normal elemental thing.

Thomas LeBlanc wrote:
Mark, how exactly would a witch use water lung to sleep? She can't use cackle to extend it to keep water lung going until she falls asleep. Although I like the imagery of that. Does it just turn on automatically? Or does she begin sleeping when she drops unconscious from drowning and it activates auto-magically?

Easy. The hex says the witch can extend it, so she can. You don't need to think into it any further than that.

Grand Lodge 4/5

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From what I remember, if you actually check the numbers the vast majority of all Pathfinder content is PFS legal.

Grand Lodge

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The final test is to compare it to other CR 24 monsters to see how its abilities stack up to them.

Grand Lodge

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Duiker wrote:
Even if you are going to argue that the monk is more specific, it's a feat for monsters, it's explicitly not for PCs.

That's not actually correct. Here's what the book says:

Quote:

appendix 5: Monster feats

Most of the following feats apply specifically to monsters, although some player characters might qualify for them (particularly Craft Construct).

They're designed for monsters, not restricted to monsters.

That said, Unarmed Strike definitely cannot take Improved Natural Attack (which is a departure from how it worked in 3.5, where there was even an item that specifically granted it).

Grand Lodge

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My Self wrote:
So wait, this is just a long way of saying all untyped bonuses stack, unless they're both untyped bonuses derived from a stat modifier.

Pretty much, although it's specifically ones derived from the same stat.

Grand Lodge 4/5

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Daniel Myhre wrote:

Doesn't look like 3 Int gives a familiar or animal companion extra tricks. How do I know this? The wordcasting sorcerer I'm tinkering with for a non-PFS game has a monkey for a familiar Familiar has an Int score of 8, still only six tricks.

Course, hero lab could be wrong. But I'm thinking in this case it's something that's been out for a while. So probably not.

Familiars and Animal Companions use different rules (familiars aren't even animals, they're magical beasts).

Anyway, in PFS at least Animal Companions definitely get more tricks.

Edit: Also, Hero Lab is not a rules source. They do occasionally get things wrong.


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