

Inner Sea Races introduced a PFS-legal feat called Artillery Team which allows two small/medium people to work together to use a large crossbow or musket.
Artillery Team wrote: Together, you and an ally can operate an oversized and unwieldy weapon.
Prerequisites: Proficiency with light crossbow, heavy crossbow, or musket; size Small or Medium.
Benefit: When you’re adjacent to an ally who also has this feat, together you count as being Large for the purpose of using Large light crossbows, Large heavy crossbows, and Large muskets. Firing such a weapon this way requires your ally to support the barrel or bow of the weapon. You must be able to trace a line from your space to the target’s space in such a way that the line passes through the ally’s space. The ally doesn’t provide soft cover to your target. Your ally uses her actions to load the weapon, and you use your actions to make attacks. Similarly, your ally’s feats and abilities apply to reloading, while your feats and abilities apply to making attacks. This feat does not allow you and your ally to act simultaneously on the same initiative.
I am wondering if the introduction of this feat means that the restriction on purchasing large-sized firearms in PFS might be revisited, or if we'll only be able to use this with crossbows in PFS.
Additional Resources: Ultimate Combat wrote: Equipment: No Large or larger firearm is available for purchase.
If I had a climb speed but no land speed, can I climb along the ground, or do I have to stick to walls?

A hunter can teach their companion hunter's tricks from the ranger skirmisher archetype.
PRD wrote: A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier. Is this intended to mean that the tricks work as normal, but take up trick "slots" on the companion, and uses/day are based off the companion's stats instead of the hunter's stats?
Or does the companion actually perform the trick?
If so, how do tricks like Sic 'Em work?
PRD wrote: Sic 'Em (Ex): The ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack. Can we switch "ranger" and "animal companion" in this, to mean that the animal companion can activate this to give the hunter an extra attack?
Or would it do nothing since the animal companion has no animal companion?
I am having a hard time understanding how this class feature works.

Animal Companions can only take a few specific feats until they've raised their intelligence to 3.
PRD wrote: Animal Feats
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.
The Animal Archive introduced several new feats "for animal companions", like Extra Item Slot and Narrow Frame.
Animal Archive page 18 wrote: EXTRA ITEM SLOT
You are able to wear magic items more easily than other
creatures of your kind.
Prerequisite: Non-humanoid body shape.
Benefit: Choose one magic item slot not normally
available to creatures with your shape. You can now use
magic items in that slot.
Animal Archive page 19 wrote: NARROW FRAME
Your excellent coordination allows you to maneuver
better in close quarters.
Prerequisites: Escape Artist 1 rank, animal or magical beast.
Benefit: You do not take penalties on your attack rolls
or to your AC for squeezing through a narrow space that
is at least half as wide as your normal space, though each
move into or through a narrow space still counts as if it
were 2 squares.
Normal: You take a -4 penalty on attack rolls and a
-4 penalty to AC while squeezing.
Are these feats available to an animal companion right away, or only once they reach 3 intelligence?
They are listed as "Animal Feats" (the same term used for the feats that animal companions of any intelligence can take).
Animal Archive page 18 wrote: ANIMAL FEATS
This section presents new feats for animal companions and familiars, as well as for PCs that make use of these animals.
But is an "animal feat" an actual game term, or is this heading just flavor or a coincidence? Could an animal companion take Narrow Frame without 3 intelligence?
Is the bonus to perform from the Tome of Epics usable on day job checks? I know that an effect should be permanent to contribute toward day job checks, but Tome of Epics can be studied an unlimited number of times and has a duration of 24 hours - the same as a CL1 Crafter's Fortune, which is usable.
PRD wrote: Tome of Epics
This hefty book is bound in oilskin and decorated with scenes of glorious combat between ancient heroes and ferocious monsters. It contains several tales of valor, defeat, and victory, all with brightly colored illustrations. After consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Perform (oratory) and Perform (sing) checks and a +2 circumstance bonus on Knowledge (nobility) checks pertaining to heroic lineages.

In the PFS FAQ it says:
FAQ wrote: Can my animal companion or familiar wear or use magic items?
It is intended that animal companions or familiars can not activate magic items. An animal companion could benefit from an item with a continuous magical effect like an amulet of natural armor if its master equipped the item for the animal companion. Animal companions of any type may not use manufactured weapons.
Animal companions are also limited by their individual anatomies. In Pathfinder Society Organized Play, animal companions always have access to barding and neck-slot items so long as they have the anatomy. For example, a horse and pig can always have access to barding and neck-slot items. A snake does not have access to either. However, an item called out to be used by a specific animal is usable by that animal regardless of slot.
Additionally, animal companions have access to magical item slots, in addition to barding and neck, as listed on the inside front cover of the Animal Archive so long as they select the Extra Item Slot feat. The Animal Magic Item Slots table found in Animal Archive is not a legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature’s anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items.
An animal or familiar has to have an intelligence of 3+ to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, they may not activate an ioun stone.
The brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars, granted by the Improved Familiar feat, use the Biped (hands) section of the chart. The carbuncle and voidworm protean, familiars granted by the Improved Familiar feat, uses the Serpentine section of the chart. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items.
As-written it only notes that animal companions always have access to the barding and neck slots. It doesn't mention familiars always having access to these slots.
Has there been any clarification on this? Is this intentional or an accidental omission? Do familiars need to take the Extra Item Slot feat to gain access to these slots?

The Eldritch Guardian fighter archetype and the Carnivalist rogue archetype both gain familiars as a wizard of the same level.
What do they do if they take a Figment familiar?
Familiar Folio page 10 wrote: Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 the master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment’s master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day... Since neither character archetype has spells to regain or prepare, if they fall unconscious, sleep, or enter an anti-magic field, does their familiar disappear forever?
Could regaining uses of a spell-like ability count for this purpose?
Familiar Folio page 10 wrote: If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. Is it possible to direct your familiar to commit suicide if it ever sees that you are about to sleep or fall unconscious so that it can come back with 1 hit point instead of disappearing forever?

Are you allowed by RAW to carry your familiar around in combat by some means, such as by wearing a familiar satchel...
PRD wrote: Familiar Satchel: This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water. ...or in some other way, like in a pocket or letting it sit on your shoulder? If so, how does it impact the actions that the familiar is able to take?
Can we apply the mounted combat rules in this situation, meaning that the familiar is able to take a move action and a standard action, but can't full attack?
PRD wrote: Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move...If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Should it be making ride checks? Or does this not apply since a mount is a creature you 'direct', and the character is in charge, not the familiar?
It seems reasonable that the mounted combat rules would apply whenever a creature is voluntarily allowing another creature to carry it around - or else you could drag or bull rush your allies to help them get in position for full attacks. But I'm wondering if anyone knows what the RAW on this is.
In the core rulebook, prices are given for small, medium, and large weapons.
PRD wrote: Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
I am wondering if there are rules or a FAQ that describe the prices of weapons that are larger than large or smaller than small.
I know there is a table for the prices of all sizes of armor, but does an equivalent one exist for weapons somewhere?

It is my understanding that the terms "light", "one-handed", and "two-handed" can only apply to melee weapons.
PRD wrote: Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon. (Emphasis mine on melee weapon.)
However, there are also ranged weapons that normally require two hands to use.
PRD wrote: Crossbow, Heavy: ... Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls... If only a melee weapon can be classified as "light", "one-handed", or "two-handed", then how do ranged weapons scale between sizes? For determining if a character can wield the weapon at all, the text specifically references the "light"/"one-handed"/"two-handed" terms and nothing else.
PRD wrote: The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all. Has there been any specific ruling I can reference on this? Is a character able to use an oversized bow or crossbow (at the normal -2 penalty) in PFS? Is this explained with stricter language in another book?
Pathfinder Society Field Guide page 19 wrote: Master of Trade (Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components. How does this interact with the generic prestige award "Free purchase up to 750 gp"?
Guide to Pathfinder Society Organized Play page 26 wrote: Once per session, you can acquire any single item of this cost or less from your faction by spending the appropriate number of Prestige Points. Items purchased this way are worth 0 gp and cannot be sold. Can I spend 2 prestige to acquire an item that costs 833 gp or less, since it actually costs 833gp*0.9=750gp for me? Or would it be 2PP*0.9=1.8PP for an item of cost 750gp or less? Or do they just not interact at all?
When you mount a horse (or some other animal), can you do it from a square adjacent to the horse, or do you have to first spend an action to move into the same square as the horse?
Similarly, when you dismount, do you end up in a square adjacent to your mount, or do you end up in the same square as your mount and thus have to spend more movement to stop sharing a square?

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My question is about the Tengu Swordmaster's Tiger Trance.
PRD wrote: Tiger Trance (Ex): The swordmaster pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a swordmaster can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against that opponent. Ignoring the fact that there are a several other not-yet-officially-answered questions about its action type, penalty for failure, etc, I am wondering about bonuses/penalties for the combat maneuver check, and the definition of "ranged".
I understand that a prone opponent receives -4 to AC against melee attacks and +4 to AC against ranged attacks, and that this -4 to AC against melee attacks also means -4 to CMD against combat maneuvers like trip, grapple, etc. that are performed in melee.
Since the Tiger Trance combat maneuver check must be performed "within charge range", i.e. at least 10 feet away, does that mean it is "ranged", and thus a prone target would receive +4 to their CMD against it?
If so, does that mean that the feat Trick Shooter would work here?
Ranged Tactics Toolbox wrote: You gain a +2 bonus on ranged combat maneuvers. When you attempt to perform a ranged combat maneuver, you can refrain from damaging the target at no penalty. Or is a "ranged combat maneuver" meant to be something more specific, like the Ranged Disarm feat?
Ranged Tactics Toolbox wrote: As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the disarm attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You cannot be disarmed by failing this disarm attempt.
If an Unchained Rogue chooses Profession as their skill for Rogue's Edge, the description says:
Pathfinder Unchained Page 86 wrote: 5 Ranks: When using Profession checks to earn income, you
earn gold pieces equal to the result of your check each week.
Meanwhile, the normal Profession skill says:
PRD wrote: Check: You can earn half your Profession check result in gold pieces per week of dedicated work. It seems to me that the 5-rank skill unlock for Profession exactly doubles your gold gained from Profession checks.
Does this double your day job gold in PFS, like the Street Performer's Gladhanding ability, or does it not work?
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