The text for the Stellifera says that they can’t breathe air unless they have artificial life support. What constitutes artificial life support?
The Gill Sheath says that it allows the user to breathe underwater or in the air. Now, normally of course, when I take this augmentation, I'm applying it to an air-breathing character to give them the ability to breathe water. By text as written, this would seem to also apply the other way around. But is it rules as intended? When the core rulebook came out, there weren't any aquatic-only races, and the first one - the Kalo - have their own equipment that allow them to breathe outside the water, and the Morlamaw specifically have the amphibious ability. Stellifera have no such equivalent as far as I can tell.
As for why I'm posting it here, well, for the obvious reasons, mostly - I'm thinking of a Stellifera Mechanic for Society.
Blake's Tiger wrote:
I believe firstname.lastname@example.org is new within less than a year (it wasn't available for 2017 for sure). Before that it was up to convention staff and VCs. So you haven't been reporting to this system for years.
Entirely possible. Let me rephrase, then. I've been using the reporting method on the website for quite a while - whatever that may have been at the time - and gotten no response and no changes. This makes me very leery of those suggesting I use it to get this fixed.
EDIT: Found copies of the messages. Well, some of them. They were reported to email@example.com starting on June 6th, 2017. No responses to any questions, no changes made.
Linda Zayas-Palmer wrote:
Send your unreported sessions to firstname.lastname@example.org and we'll look into it.
Not to be impolite (and I'm quite aware that when someone says that, that's exactly what they're going to be), but bulls***.
See, I've reported errors on my PFS entries for years and they've never been fixed. I've never gotten any responses either. Just now, I checked one of my characters -- #2, to be specific -- and it STILL has misreported factions, non-reported scenarios, and it even has a game I GM'd for Starfinder Society reported on it. I have reported all of these before, and they are still there.
But I will scan in my sheet and send it in. I just don't expect anything to be done about it.
Idle question: what about unreported playtests? We all know that about the issue with unreported scenarios - I have some that are years old and still unreported. In most cases, having the chronicle sheet is proof of play, and I have that (the log sheet) for the 2E playtest, but it sounds like that's going to be useless.
Kevin Willis wrote:
Archives of Nethys is your source for. . . well. . . everything. The Open Road glyph identifies PFS-legal material.
I'm familiar with Archives of Nethys. The problem is that its standard lists list items by name and price, nothing else (like the Caster Level, which would be what I was looking for). The search facility is a bit clunky too. d20pfsrd has a magic item database, but it only lists individual magic items such as unique weapons, not the magic item special abilities.
Robert Hetherington wrote:
Meaning for weapons you need CL 10 for keen.
Yeah, that's what I was figuring.
So.... anyone know where I might be able to get a list of PFS-legal magic weapon special abilities with all their information - including caster level, obviously - that I can import into a database or spreadsheet to then make them sortable?
Just for inspiration's sake. Really. *whistles innocently*
"A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats)."
3) Does this mean that a Wizard (or Arcane Duelist Bard) could buy, for example, a +2 Keen <weapon> at 6th level (for 9,000gp)? Or would they need to wait until 10th - the caster level of Keen?
So, I just noticed the FAQ regarding arcane bonded items, that they are priced at 'cost' instead of 'market price.' I have a couple of questions.
1) If you ended up paying full price for the item unknowingly, can you correct for this (perhaps by making a note on a character sheet and having it initialed by your next GM)? (I fully expect a negative answer for this, but am willing to be pleasantly surprised.)
2) If the item in question is made from a special material that changes the cost of enchantment (i.e. cold iron), is that paid for at full price or half (or even 1/3rd). (Here I expect 'full price' as the answer, so a +1 Cold Iron Longsword would be 3,330gp as opposed to 2,330gp - 30 (cold iron doubles cost) +300 (Masterwork) + 2,000 (cold iron first being enchanted) + 1,000 (enchantment at 'cost').
So, I went back and checked the original source. (AP #128 Songbird, Scion, Saboteur, page 79). I don't know how I missed it, except that it was 4am my time when I first posted, but it's listed right there as a head slot item. And also gives a weight to it, which I didn't have either.
Thanks everyone! (Though I wished I'd been wrong about it - sigh.)
As near as I can tell, none of the relics that aren't weapons or armor that are part of the War for the Crown adventure path indicate where they are supposed to slot.
I'm particularly interested in the Subtle Mask. The way it's described (Fashioned to surround the wearer’s eyes and cover the forehead and cheekbones, this mask is made of porcelain inset with blue and green gems and decorated with golden filigree), it could be the head slot or the eye slot. Or even unslotted. Any ideas to somewhere official to find out for sure?
So, this is mostly for clarification's sake.
When rebuilding a character for 2nd level, they can change pretty much everything, including faction, yes?
I'm presuming that if you change faction in a rebuild, you cannot retain a campaign trait from the original faction?
My final question is the one I'm most interested in, because I'm the most unsure about it. If you rebuild into another faction, what happens to the prestige/fame from the original faction? Are there issues/consequences for having multiple factions listed on the character?
The blades do nothing for bite attacks, they only affect gore. I would be dubious that any humanoid could use them full stop given they are specifically called out as animal gear.
Yeah, I remembered that mentioned after I'd posted (as always seems to be the way). Are there rules specific to that? Saying that animal gear can't be used by non-animals? Because the character in question has both a bite (from Tusked) and a gore (from his race) consistently. (Or, at least, he can - there's no limitation on how long he can manifest the gore.)
Both of these items are legal as of Additional Resources. (Heck, the latter is specifically called out as such.)
Source: Orcs of Golarion pg. 23
Category: Trait (Race)
Requirement(s): Half-Orc, Orc
Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.
Source: Belkzen, Hold of the Orc Hordes pg. 39
Price: 50 gp
Weight: 10 lbs.
Category: Animal Gear
Description: These metal caps must be specially fitted to a creature’s horns or tusks; a blade reminiscent of a sword or axe head projects from each cap. If the creature makes a gore attack (including as part of a powerful charge), the attack deals both piercing and slashing damage, and has a critical threat range of 19–20 (this range can be increased by other effects). Tusk blades can be enhanced as melee weapons; the enhancement is applied to the creature’s gore attack.
Okay, some questions. I've read the other items on the board here, even the one about the use of Tusk Blades in PFS, but I'm hoping for a more official answer here.
1) When you apply tusk blades to someone with the tusked race (and, therefore, eligible for adopted) trait, does it shift to the bite attack instead of the gore attack? [I'm guessing no, but it just seems odd phrasing. I'm just not sure which is a funnier image: biting ones way through stone walls... or headbutting through them.]
2) Can you make masterwork tusk blades? Can you make them out of special materials (like, say, adamantine)? If so, what would the prices be (in general, but I'm looking specifically for a PFS ruling)? [My guess: Despite the wording of the piece of equipment, as a weapon, so 350 for Masterwork, 3050 for adamantine, etc.]
Thurston Hillman wrote:
Characters with any Legacy-race boons prior to the publishing of the Guide can retroactively apply the ability score bonus to a character created prior to this guide update's publishing. The boon no longer occupied a Personal boon slot on your character sheet.
Thanks for the update, Thurston. But, for further clarification's sake:
1) How does this apply to people who have played a relevant scenario but not created a character for it yet?
2) How does this apply to people who have played AND GM'd a relevant scenario but not created a character for it yet?
3) Are the boons for relevant scenarios going to change with the new ruling? (This is why I bolded what I did up there.)
4) As Arc Riley mentioned above, how does this work with the RSP GM Incentive #1 classic race boon?
5) And for the charity boon James Krolak mentioned above, and those like it, which don't have the additional +2, how is that affected, if at all?
(Just trying to put all the questions in one place. And probably failing, but hey, at least I'm trying.)
Glen Parnell wrote:
@James Don't forget that the Legacy Race boon gives a +2 to one of your stats that is under 16, and that boon is the only way you can have that on an Elf, Half-elf, or Gnome.
That is actually something I was going to ask: how does this change reflect changes to those boons that grant access. Furthermore, is there a difference if you've both played and DM'd a given scenario that grants this access.
I don't really have much to say here. It seems fine to me, though I'm more in favor of Doodpants' 'standard' over 'basic'. Though I'd probably phrase it as "Reflex standard saving throw" or the equivalent.
You might simply include a page reference to the glossary definition as well. So, something like "Reflex standard saving throw (nnnn)".
Ah, found it (the strangely-missing posts):
Thurston Hillman 12:05am Jun 14
But that was a month ago, so I figured it was safe to ask now. I didn't know Thurston was on vacation, though, so....
So, I actually asked this several weeks ago on Facebook (https://www.facebook.com/groups/120115198524924/permalink/308142599722182/ ), and I was referred to a post here (http://paizo.com/threads/rzs2urbe?SFS-106-A-Night-in-Nightarch#9). I seem to recall a response on the original thread which indicated otherwise (though they are gone now, strangely enough), so I figured I'd ask here to get clarification.
Can anyone get me confirmation on this?
If you both play and DM a scenario that either grant access to a race or gives a +2 to one of your stats for a character with that existing race, can you apply both (the player chronicle and the DM chronicle) to the same character?
As I mentioned in the facebook post, saying 'yes' (which seems to be what the rules-as-written imply, and I'm, apparently, not the only one who thinks so) seems like an attractive perk to get someone to DM, while the opposite seems to be, well, not quite as nice - the "novelty" wears off after playing one character of that race.
Brunk, the Lord Andabold, Viscount of Drake's Welkin
Brunk is an atypical senatorial candidate. While he dresses well for it, there's no mistaking that he's a warrior, bred and true. Towering over most, if not all, of those of his breeding, he makes no bones about who and what he is. Don't make him angry. You wouldn't like him when he's angry.
An adoptive member (like pretty much every *other* member) of the obscure House Andabold of Absalom, many of his influences seem almost random. His primary weapon - and there's really no hiding any of them considering their size - is a nodachi straight out of Tian-Min, while the greataxe is a sop to his orcish heritage. The designs on his mithral breastplate are of Sargavan origin, and he can easily be convinced to tell stories of when he used to work in that place. Old scars in the form of elaborate tattoos probably preclude the hardening of his features, now more scale than skin.
Oh, and don't mind her. Lisabet, that is. Where a dragon-skinned half-orc came up with an Ulfen warrioress as a personal guard is anyone's guess. Noone's ever heard her speak anyway.
I'm running this this coming Thursday, and have a question regarding infamy. The text on page 8 says:
"A PC who ends the scenario with a negative Fan Favor total earns 1 point of Infamy, but he qualifies for all credits rewards and boons on the Chronicle sheet tied to a high Fan Favor score."
Then page 22 says:
"Finally, any PC who ended the scenario with at least 3 Fan Favor earns the Budding Media Celebrity boon; remember that a PC who received Infamy and had 0 Fan Favor also earns this boon."
"Remember that a PC who received Infamy and had 0 Fan Favor should lose no credits."
So, my question should be fairly obvious. Well, the first one, at least. If they are getting infamy, they have a non-zero (because they have negative) fan favor. These two conditions seem mutually exclusive.
My second question has to do with the credits earned. Say they fail to defeat the goblins in area A. Does a PC with infamy get full credits for that encounter while any other PC does not? Or is that only a reference to the final credit distribution in the conclusion?
(This is likely to be a fairly moot point -- I don't think I've had a party yet that failed to defeat all the parts of the scenario. Always a chance for the first time, though.)
So, the Crossblooded Rager Bloodrager archetype differs from most archetypes in that it doesn't actively replace any of the Rager's abilities. Instead, it makes the bloodrager able to select feats, spells, and powers from both bloodlines instead of one.
So, in PFS, does this constitute replacing all three abilities or not?
Basically, if I was adding this to a character and not changing anything already taken, would it be free (as in taking on an archetype that hadn't had any applications yet)?
If I was taking on the archetype and replacing ONE thing (a power, in this case), would it 5 * level * 10gp? Or 15 * level * 10gp? (With the equivalent PP cost, of course.)
I asked this already on the Pathfinder Society facebook group (https://www.facebook.com/groups/28750893996/permalink/10155535914948997/), but I figured that since I'm getting into minutia, I should probably ask here for a slightly more "official" answer even while waiting for an answer there.
It further does not exclude the afore-mentioned combat style in the section for the Advanced Player's Guide.
The natural weapon combat style says: "If the ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast*, Improved Natural Weapon**, Rending Claws*, and Weapon Focus. At 6th level, he adds Eldritch Fangs* and Vital Strike to the list. At 10th level, he adds Multiattack** and Improved Vital Strike to the list."
1) Does a Ranger (or a Slayer with the Ranger Combat Style talent) who takes the Natural Weapon Combat Style have access to Improved Natural Weapon and Multiattack?
2) If the answer to the above is positive, is that access limited to the levels where it becomes accessible in the combat style? More specifically, if someone takes Natural Weapon Combat Style at 2nd level (either as a Ranger or Slayer), could the character then take Multiattack at 3rd level as a normal feat, instead of at 10th level when it becomes available to the combat style?
So, I've got a bit of confusion here. First, some select text quotes:
5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.
So, which is it in PFS? The part in Intimidate's rogue's edge is the normal rules for Intimidate (i.e. 1 round +1/5 points you exceed the DC). Enforcer changes that to <damage> rounds. Personally, I think it seems more like a general versus specific rule, but I don't want to be caught off-guard if there's some kind of ruling that I've missed.
I've checked the Pathfinder RPG FAQ, the Society FAQ, and Campaign Clarifications, at least as well as I could via searching it, but I'm hoping someone can point me one way or the other.
Nick Wasko wrote:
The PCs always find Ungala eventually (the story would grind to a halt if the PCs continued to fail their checks to track her down), its just a matter of how quickly they accomplish it. Succeeding on the Diplomacy, Knowledge (local), or Survival check at the start of that section indicates the PCs find her expediently, earning no delays. Failing this check indicates the PCs find Ungala eventually, but waste valuable time while doing so, earning them one delay.
No, no, I got that. I'm talking about the other part. Here, let me quote the relevant sentence. It's the paragraph starting "If the PCs show Handout #2" on page 13, just after the listed DCs for the skill checks. (I'm trying to avoid spoiling it completely.)
"The PCs may retry this check, but each attempt earns one delay."
The delay tracking sheet for this aspect only has one box, while the text implies that they can retry ad infinitum. That's why I wanted to know which way it worked -- if they could retry over and over again and it only counted as one, if they only got one retry, or if each retry counted as a delay, and, if so, if there was a limit like if they stayed beyond the overseers raising the alarm.
In this case, it was a moot point. The skald (the one mentioned below, who was also the target of Kemendu's first attack, which he saved against) is a skill monkey and easily made the relevant check.
Nick Wasko wrote:
I have to admit I'm a little surprised Kemendu has been so deadly according to player reports. In my playtest the PCs steamrolled the final encounter, so I was worried he wouldn't be an adequate final challenge.
We did too, when we played it. In this case, it was a set of 'lucky' rolls. The one who died was a half-orc (and therefore counts as human with regards to Favorite Enemy). He took three shots, the last being the crit -- but the crit alone would have put him down, if not down dead dead. Longbow crits are nasty things. 88 total points of damage would have put down my 6th level Bloodraging character, much less a 4th level Hunter.
No, the one that my group stomped was Evrishu. Then again, they had teleporting blocked and ALL of them had good weapons. Heck, it never got to the point where its attacks and AC dropped even by -1. They didn't even start chanting until Evrishu made the first attack... on the cleric, who "happened" to be on the opposite side of the party from the skald doing the chanting. (Well, and most of them won on the initiative scale too.)
Also, in the finding Ungala section, it says that each time they retry the check (to figure out the powers) earns one delay, but the Tracking Delays handout only has one square for it. Does this mean they only get one chance to retry, or no matter how many tries it's only one delay, or is there a maximum (like for if they stick around after the overseers raised the alarm)?
Upon death, how does First World Rejuvenation manifest normally?
I'm asking because of the frog encounter -- if one of the frogs is killed, considering they are NOT actually in the First World, would what happens be different than 'expected'? In the First World, they simply reappear elsewhere. I'm somehow imagining something like something being destroyed/killed in SAO -- dissolve into multicolored sparkles or something?
Which might cause a reaction when it DOESN'T happen...
Another feat to consider: Shadows of Fear from Ultimate Intrigue. It's PFS legal. Requires Hidden Strike +2d8 or Sneak Attack +2d6.
The first time each round that you hit a creature suffering from a fear effect, you can deal hidden strike or sneak attack damage as if you were flanking that creature (unless they have Improved Uncanny Dodge or something else that prevents flanking).
Since Rogues don't get a second attack until 8th level, and they can get +2d6 Sneak Attack at 3rd, a well-built intimidator can be getting sneak attacks every round pretty much on his/her own. And considering some builds where sneak attacks trigger more demoralize...
Okay, first, quotations of the relevant text(s):
"With sufficient ranks in Intimidate, you earn the following. An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.
5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.*"
My character, who, for obvious reasons, has an intimidate build, routinely... well, okay, let's just use averages. On a successful hit with his primary weapon, he does 10 points of non-lethal damage (plus another 7 if he can sneak attack, which he often does). An average on his normal Intimidate (i.e. without taking a Gravelly Tonic) is 31. This routinely beats the standard intimidate DC of a person by 15 or more, which would trigger the Intimidate Rogue's Edge.
Presuming a failure on the opponent's Will save, how long is the opponent frightened/shaken for? Is it four rounds (1 + 1 for every 5 above the intimidate DC), or ten or more rounds?
I've been reading the intimidate rogue's edge as meaning that for all other things being equal, it works just like intimidate normally would -- that the opponent would be frightened for the first round and shaken for the "rest". But the question here is what the 'rest' is.
Truthfully, it's a somewhat moot point -- because most combats don't LAST five or more rounds for an individual enemy -- but I'd like to know if I'm doing it right. I guess it's more a question of what has priority - a skill sub-ability, a feat, or a class ability (he also has the Frightening ability - I just didn't include it because it doesn't really contribute anything here.)
Okay, this isn't the first time this has come up for me, but it's the first time someone else actually spoke up about it, so I thought I'd ask...
A member of the Exchange faction playing an older module. Which of these is true?
1) The character gains any boons intended for the Qadira faction.
2) The character gains any boons intended for the Sczarni faction.
3) The character gains any boons intended for either faction.
4) The character gains NO boons intended for either faction.
I've already checked the roleplaying guide. It says that Exchange members treat Qadiran faction missions as Exchange missions, and to ignore Sczarni missions.
But that doesn't say anything about boons on the chronicle sheets. So, any kind of 'official' answer to this?
If it matters any, the character who inspired this is more Sczarni than Qadiran, but I didn't start play until season 7, so that was never an option.
So, Starfinder Society has pregens at 1st level, 4th level, and 8th level.
The third Adventure Path, Splintered Worlds, is tier 5-6.
I am one of the few people in my area that seems to have a character in that range. Have there been any suggestions for how to get a table off for Splintered Worlds, or do I just have to wait?
Jeff Morse wrote:
It says under shape change ability it is a polymorph effect. With that in mind, would say no.
Yes, it does. But, as I said in the initial post, despite the fact that it is the same name, it's NOT the same ability.
The change shape monster ability is defined as: A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities.
In short, it's a full-body change.
The change shape *skinwalker* ability is defined above. It is NOT listed as a polymorph ability. This is the primary source of my confusion. About the only niggle I can really see is the part that reads "A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits." Of course, that's easy to get around -- just take 'bestial' form before wild shaping.
As near as I can tell, you CAN stack the skinwalker's change shape and the druid's wild shape. But I'm looking for some kind of "official" word on the matter so I can decide on whether I want to go this way with my next character. And, for official word, well, this is the best way for me to get it, as far as I know.
TL;DR Can a Skinwalker Druid use Wild Shape and Change Shape at the same time in Pathfinder Society?
Despite its name, the Skinwalker's Change Shape ability is not the same thing as the standard monster ability. Instead of being a full-body polymorph, it merely adds some animalistic features. Actually, let me just quote:
A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect.
<snip out standard Skinwalker versions of this, because there are a bunch of other options>
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
The Druid's Wild Shape works like Beast Shape, Elemental Body, and Plant Shape, all of which have the polymorph subtype. The definition of this subtype states "You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell." Which means that if the Skinwalker's Change Shape is a polymorph effect (which it doesn't say one way or the other), both would not stack.
So, any ideas? The PFS FAQ does not appear to say anything about skinwalkers or polymorphing. Additional resources does have references to both, but nothing about this particular items.
So, my Barathu is now a legal character (by which I mean that I hit section 12 on the Alien Archive boon tonight). I will be playing him for the first time the day after tomorrow, on the 31st.
So I'm hoping I might be able to get some answers by then?
Have you heard back from the guys in design, Thurston?
GM Blake wrote:
They ought to have Darkvision regardless as all NPC early stage and mature barathu have darkvision.
All NPC barathu also have a slam attack and the amorphous ability, which I'm fairly certain PC versions don't get. It says they do get the Early Stage Adaptation and refers to the NPC section, which would seem to exclude it, along with Along for the Ride, which is listed in the same part of the stat block for the NPC version.
My point is that the PC section specifically does NOT mention that (the slam and amorphous), but DOES specifically say that it is an aberration without any further qualification. The question then becomes 'okay, what does Aberration mean?' Since there is no definition, I think it defaults to what it is defined as in the book, but I want to know for sure because I don't want to feel like I was cheating.
Thurston Hillman wrote:
I've raised the issue up the flag pole to some of the Starfinder design folks, as I don't want to make a unilateral ruling without checking what the intent is.
Thanks, Thurston! I appreciate it, and I'm guessing others playing Barathu (and any other race that might suffer from similar issues) will appreciate it too.
My big problem is that I want to play this character, and soon. So I need to know one way or the other. The darkvision isn't that big of a deal -- I can use an augmentation to add that if necessary, or add it to the armor, but I'd prefer not too since it might interfere with other augmentations I'm considering.