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Gear array seems to use your level only when determining your list of major and minor forms. If you use a Gear Array as your secondary array with Manifold Array, are you limited only to form gear that's on your known forms lists AND 4 levels lower than your class level? Or can you make any of your known forms as normal? ![]()
If you're creating a Nanocyte starting at a level higher than 1 (be it for the SFS Playtest or a home game), how do you determine legal forms for your character? Normally while leveling you would have a current Investment value as you gained a level, and use that value to determine what forms you could choose. How does this work if a game starts at, say, level 4 or 8? ![]()
With at least 2 knacks centered on Disguise, it seems like Disguise should be a class skill. The Medicine chain gives Con to Medicine in place of Intelligence, but Disguise doesn't get this either (we do get a half level negation of DC though, so that helps), but without Disguise as a class skill at least, I feel like this is going to be a miss, and a sad one at that. ![]()
Is a Vanguard's Entropic Strike "wielded in a hand"? I'm looking at the Android feat "Arm Extensions" which takes a penalty to attack when you attack with a "weapon wield in your hands". By my way of looking at it, since an Entropic Strike clearly states it doesn't take a hand, it can't be wielded in your hand, but this interpretation has been met with some resistance by others. I mean, in theory, arm extensions extend your reach, which I believe applies to all attacks, and thus could even be made with a kick, but that seems weird to me. I just figure that the whole wielded line was purposeful or it would just say a -2 to all attacks. Anyhow, I'd love your input. While making an attack without the -2 is strong, it does prevent the use of weapon fusions or traits on your attack. ![]()
A few questions about using Polymorph in SFS: 1) What sources are legal for taking Racial Traits from? The Alien Archives? Core Rulebook? Pact Worlds? What about alternate racial traits from the Character Operations Manual? How about races from scenarios provided as boons (and do you need to slot the boon for that?)? 2) The Additional Resources says: "No ability that is not explicitly called out in the spell description can be gained from this spell." Does this mean that trample, compression, breathing, breath weapon, and amphibious are disallowed? The polymorph rules say that those options are always open. Is the intent of the quoted line to override that? 3) What racial traits do you lose if you polymorph into a made-up form? What about if you transform into a specific creature form? 4) Do you apply Weapon Specialization to your Natural Attack damage? What about if you have Versatile Weapon Specialization? Does taking the Natural Attack Racial Trait (say of a Vesk) give you their 1.5 x level Weapon Specialization. If any of these Weapon Specialization scenarios is valid, do you use the CR of the form, or your level, to determine damage? ![]()
I'm trying to figure out how a Large Power Armor suit treats 'your hands' vs. those of the suit. For example, will a Called (fusion) weapon appear in your armor's hands, or in yours within the cockpit? Can you cast a touch spell and deliver it while wearing powered armor? Etc. In other words, while it is clear that my hands and the armor's are not physically the same, do effects revolving around my hands use the armor's instead? Likewise, if an ability lets me teleport, does the armor come with me (it IS armor after all), or would it stay behind like a vehicle? Thanks! ![]()
The spell Telepathic Message says it can be used to send a message to a computer if it is designed to receive messages. What is needed for a computer to be designed thusly? Is it a user interface option? Does it need to be given Range (though I thought that was more for controlling other devices, not accessing the computer)? Does it need some sort of a control module? I'm assuming an Artificial Personality would be useful for such a setup, given the 10 word per round limit on the communication (assuming that still applies to computer targets)? Help and insight would be greatly appreciated, as it is relevant for a Technomancer I hope to play tonight. Thanks! ![]()
Could someone please clarify what can and can’t be made with the Fabricate Tech magic hack? Is it only things in the “technological items” table? Or pretty much anything non-magical that fits the other criteria? Are you truly intended not to be able to fabricate things like flashlights because they use charges, or is the line about charges/uses only intended to limit consumables and items that provide power/uses to other items (as in the examples given after that line of fuel, batteries, etc.? It seems that if it is just that table, and nothing that uses power, then you’re looking at maybe a half dozen options at most (counting toolkits as a single option)? ![]()
First off, my apologies for the lack of links. I am phone posting and have not found a good way to make that work without losing my posts mid-writing. The Spellslinger wizard archetype has abilities (arcane gun, mage bullets) that seem to be generally accepted to work with spells from other casting classes, due to the FAQ covering sorcerous bloodlines and the note that the general ruling from that FAQ (per the FAQ) is that a class ability modifying spellcasting affects all of your spells from all classes unless otherwise specified. By that logic, it has been said that a spellslinger 1/sorcerer x could therefore cast sorcerer spells from his gun for the bonuses that provides. My question is if Mage Bullets is also useful in that way? It lets you 'sacrifice a spell' to enhance your gun. Normal wording on such sacrifices tends to be 'sacrifice a prepared spell' or 'sacrifice a spell slot'. This is not technically either of those (although wizards, of course, prepare spells). So can a spellslinger 1/sorcerer x sacrifice sorcerer spell slots (unused ones, of course) to power his Mage Bullets ability? I feel like there may have been a similar wording issue with a prestige class somewhere that was determined to work with both, but I could be off on that. ![]()
Which of the following is the correct way to handle earned faction card rewards that are duplicates of rewards previously earned on other cards: 1) You count as +1 goal completed for all cards, including both when calculating the effect of abilities dependent on how many goals you've completed AND when figuring out if you qualify for earning the next ability based on total goals completed (for each card). 2) You count as +1 goal completed for all cards, but only for calculating the effect of abilities dependent on how many goals you've completed. You cannot unlock new faction card abilities earlier via duplicate reward earning. 3) You count as +1 goal completed for all cards, but only for calculating the effect of abilities dependent on how many goals you've completed, and ONLY for the rewards you have earned duplicates of. 4) Something else that is not one of the above options. Thank you! ![]()
The PFS guide says that "Half-human characters (aasimars, ganzi, half-elves, half-orcs, ifrits, oreads, sulis, sylphs, tieflings, and undines) can choose a modern human language instead of the language of their nonhuman heritage. If they do not normally start with a language associated with their nonhuman heritage, they may still choose a modern human language." Two questions on this: 1) What is meant by "normally"? That is, if I lose the nonhuman language due to a trait like "Scion of Humanity" or "Mostly Human", do I get a modern human language (to represent the people I grew up with)? Or is that not considered "normally" since it is an alternative racial trait? 2) If the answer to '1' allows a modern human language to a character with such a trait, and I had a character with one of those traits prior to Season 8 when that rule came out, can he be granted such a language retroactively (or choose an alternate language choice for a linguistics rank he may have previously taken to gain said language)? Is the answer impacted by whether or not the character has already been played since
Thank you! ![]()
When choosing a class list to choose spells from as a Samsaran with Mystic Past Life, what classes do you choose from if you're playing something like a Psychic Bloodline Sorcerer (whose spells are Psychic, rather than Arcane)? Do you choose from an Arcane spellcasting class list or a psychic spellcasting class list? There are other archetypes for various classes with the same spell-type changing phenomenon, and the rule would presumably apply across the board, but I thought it best for simplicity to pick a single specific example to discuss. Thank you. ![]()
I know that the House of Harmonious Wisdom can be played multiple times as a 1st level character but only once as a higher level character. I am currently signed up to play this soon, and was planning to bring a new level 1 character, or possibly a pregen 1. I have already played it once with a higher level character. Based off of sign-ups, it looks like the table is going to go high tier. So here's the question: Can I play this with a level 4 pregen if I use the "apply to a new level 1 character" rule? If not, am I allowed to play with a level 1 pregen even if the tier is 4-5 (and are there any such pregens likely to survive such an arrangement)? If the answer to both of these is 'no', then I'd like to know ASAP, as I'll need to build a new level 1 character to play. Thanks! ![]()
So there are spells (such as Carry Companion) and feats (such as Narrow Frame) that are specifically meant to work with animal companions, and that mention "animal or magical beast" as prerequisites or targets. I have been running under the assumption that these options all exclude Vermin Companions (even if made not-mindless by upping Int). Is this assumption true, and if so, are there any tricks to get around that limitation? ![]()
My search-fu may be failing me, because I could have sworn I'd seen this covered already somewhere, but it is what it is: If I want an implanted ioun stone in PFS, how do I go about that? I understand there are rules in the Seekers of Secrets book, of course, and that the Additional Resources don't specify any exception to those rules, but with an unlimited amount of time in between scenarios, can one just automatically get stones implanted so long as they can make the checks on 20's? Is there an implied number of attempts per session (that must therefore be rolled at the table), in the same line of reasoning as to how PFS handles teaching animal companions tricks? Also, what if I can't make the checks on a 20? The charisma one is necessarily self-only, but since you theoretically could fast to (effectively) lower the DC to 15, nobody should be able to fail that on a 20. But what about the skill checks? Can an NPC healer or scholar be handled to make the check? Or can a party member spend however much time is needed to succeed on the check at the end of a session? Sorry for the thought-dump, but I figured I'd try to get all aspects I've considered into a single post when presenting the question. Thank you for your time and help! ![]()
I am making a human character from South Western Garund. I'm unsure if the proper ethnicity for the humans there would be Garundi, Mwangi, or something else. Likewise, what language would be spoken there? I'm thinking South of Sargava, North of Droon, along the coast. Unless those two regions touch? ![]()
Are there special rules or penalties for "Heavy Weaponry" (technological weapons like Rail Guns)? I haven't been able to locate any in the Technology Guide or online, but a post or two have made vague references that make me think I might be missing something. Lacking exotic weapon proficiency (heavy weaponry) I would generally expect to take a -4 to use such a weapon. Are there any other penalties or rules associated with either non-proficiency or general use? Thank you! ![]()
On a module such as the Gallows of Madness where you get a fourth sheet if tou play through the complete module and apply all three sheets to a single character, do you need to play in campaign mode (that is... the WHOLE module, and not just the sanctioned stuff)? Or do you just need to play all three sanctioned portions and apply the sheets to the same character? ![]()
We have a number of cons coming up. Which Modules can reasonably expected to take 1 slot in such an environment? 2? 3? I'm mostly interested in 2-slot games, but I thought it might be useful to compile everything in one list in case others were planning cons too. Assume 4 hour slots to be safe, although some slots may be 5 hours. Thanks for the help! ![]()
When was the first day for Season 8 as far as rules, faction cards, etc? Was it the first day of GenCon, or slightly before that (when the PDFs were released)? Asking because the question came up about the Scotty's Brewhouse games the day before GenCon, and whether or not they qualified for using the Season 8 Faction Cards. Thanks! ![]()
I have the opportunity to play Serpent's Ire, but have not yet been able to play Serpent's Rise. Based off of plot/rp connection and potential boons lost (if any, no spoilers please), is it worth playing Ire now? Or should I sit at a different table and hold off on Ire until I'm able to play Rise? Thank You for the insight! ![]()
This question is in regards to the Force Ward defensive wild talent of the Aether Kineticist: PRD says wrote: "You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss..." 1) If you are attacked with a non-damaging attack, such as the touch attack to deliver Bestow Curse or Ghoul Touch, then does the Force Ward automatically make the attack a miss and thus make you immune to the delivery of such spells until the ward is depleted? 2) It is my assumption that spells like inflict light wounds that do damage would still work (although non-damage effects would be prevented if the damage wasn't enough to bypass the ward) because the spell damage is the attack's damage. This does, however, beg the question as to whether such a melee touch attack spell (that is, one that did damage plus some other effect) would or wouldn't maintain it's charge since it effectively 'missed'. I think the intent here would be that the spell is still lost, but RAW may not agree with that. Ideas? Opinions? ![]()
Can the feat Steam Caster be used on SLAs? Steam Caster:
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Does using Spirit Symbiosis change your spell list / spells known gained from Emotional Conduit? ![]()
I know that Augment Summoning works with a summoner's Summon Monster SLA. It is my understanding that Spell Focus (Conjuration) will give +1 DC to a Glitterdust SLA. Does this mean that the Affinity for the Elements trait which reads: "Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship. ...." will (if worshiping the elemental lord of fire) give a +1 DC to your Burning Hands SLA? I'm leaning towards yes, as I'm fairly sure the Spell Focus works and the only difference between that wording and the one from the trait really seems to be the word "cast", but I'm not positive, and would like to know for sure prior to selecting the trait for an upcoming character I'm working on. Thanks! ![]()
I am planning a Sensei character who will likely splash ninja for expanded Ki abilities. I have run into some questions as to how this works. First, some quotes (all can be found in Ultimate Combat): Advice class ability:
"Advice (Ex): A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion." Mystic Wisdom class ability (relevant part):
"Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. ..." Forgotten Trick ninja trick:
"Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses." Now, the questions: 1) How do I use the Mystic Wisdom ability? For example, do I do it while maintaining my advice? Do I use up both ki and a round of advice? How long does it take action wise? Examples would be very useful! 2) Does lingering performance change any of the above? 3) When using Forgotten Trick, do I activate it and the gained ability (say, Shadow Clone) at the same time (paying 3 ki for the use), or does using Forgotten Trick simply enable me to spend 2 ki to be able to use Shadow Clone (or whatever) on my next turn (for the ki cost of that ability)? What if the gained trick is always-on and ki-less (like Combat Trick)? 4) When using Forgotten Trick with Mystic Wisdom: Can it be used to give someone a Combat Trick for 2 ki? If I want to use it for something like Shadow Clone, do I pay 3 and the other PC gets cloned, or do they get the ability to make clones of themselves (and thus must have their own ki pool to benefit)? Obviously 3 and 4 (and 1 and 2 to a lesser extent) are tied into one another closely. Examples are extremely welcome. I'm mostly interested in the capabilities (what I can/can't grant), the resources used (ki points and advice rounds), and the actions needed (what steps are combined into a single action, which will require multiple actions (standard/standard, or standard/move), likewise which require actions/resources not only on my part but also on the benefactor of my Mystic Wisdom. Thank You! ![]()
How much is an attached tumor familiar a tumor, and how much a familiar? 1) Does an attached familiar have the ability to take actions? Can it attack someone (if it can reach them)? 2) Can an attached familiar be attacked? Can it be targeted? Is it subject to area effects? 3) While attached, can your tumor familiar use abilities like scent, or darkvision? ![]()
In other APs I've played, I've understood that if you were in campaign mode, you still received chronicle sheets as you played through the various sanctioned sections. In the Dragon's Demand, the wording seems to suggest that campaign mode sheets are only awarded once the entire campaign has been completed. I'm beginning a campain-mode run of the Dragon's Demand as a GM, and the game will likely be played over a year or two. Should my players and I be receiving sheets after each sanctioned section, or only at the very end. I understand that waiting (or applying them all to an unplayed character) is likely best anyhow, since there's a bonus sheet that gets applied to a character receiving all of the others, but I still want to make sure I am giving my players the appropriate information and options. Thanks! ![]()
I'm not familiar with the unchained Summoner, so this refers to the original Summoner class if the answer differs for them: The Aspect ability lets you direct to your summoner up to 2 evolution points from your eidolon for his own evolutions. These evolutions must, by the class feature, be ones that your eidolon could take. The question: If my eidolon has an evolution that can only be taken once (e.g., flight) can my summoner ALSO take that evolution via Aspect, or is that evolution denied to the summoner because the eidolon could not take the evolution (again)? ![]()
I've now skipped a game day because Blackros Connection (?) was the only offering I hadn't played, and coming up is a day where the only one I haven't played is Trouble in Tamran (?). I've not yet played the 6-98 special, but intend to when I can find it offered. In the meantime, is it worth missing game days to play these missions (which recommend bringing your 6-98 chronicle with you) to play them after 6-98? Or am I missing game days over no real big deal? ![]()
I have some questions about one of the encounters and two of the maps in this scenario. 1) I'm unsure how to deal with the differences in descriptions vs the layout of the first and last maps. The first description makes no mention of buildings and talks about the water level of the swamp. I'm assuming that we are to run with the building... Does the swamp make for difficult terrain? Also, where have people been starting pc's on the map? 2) The description of the last area talks of a square room with pillars, whereas the map is rectangular with no pillars and with bones all over the ground which look like they should be difficult terrain. Do I go with the description or the map for these various descrepancies? 3) For the second encounter, the cleric casts consecrate turn 1 and then channels to harm on turn 2 from what I can gather. Does the -1 penalty to undead dice rolls apply to the PCs? I'm guessing not, and assume that qualifies at lowering the religion check DC for him to notice something amiss. 4) How do people handle the religon check? Roll anew each time there's new evidence to drop the DC? Or roll once and keep fighting until he DC is lowered enough for that result to succeed? Lastly, 5) The second encounter talks about making sure you include the penalty for using diplomacy in combat. Is there such a penalty (I couldn't find one), and if so, what is it? Thanks! Bonus Question) Do you have any tips/tricks/insights on running this scenario to make it as fun and memorable as possible? ![]()
A couple of questions about the Envoy of Balance prestige class and channeling: 1) If I have the Spiritual Equilibrium endowment and the Command Undead feat, do my Envoy of Balance levels count as cleric levels for determining the effects of that feat? 2) How does Twinned Channeling work with the variant channeling effects for the harm portion of the channel? Clearly you would treat yourself as 2 levels lower before halving the damage and when calculating the DC, but do you count as 2 levels lower for your channel bonus/penalty amount? I would think the intent would be yes, but the wording differs from the wording on Versatile Channel (which lowers your effective level for all effects). I've always assumed that a Phylactery of Positive/Negative Channeling doesn't change the channel bonus/penalty and the wording of Twinned Channeling seems more like the wording on those items than that of Versatile Channeler. ![]()
I'm trying to decide on human vs wayang for an alchemist. I like the idea of the latter, but feats are tight. The bonus feat for human would be Precise Shot, but I've heard some claim this isn't a necessary feat for alchemists. So Wayang would be +2 to hit over the human for targets that aren't in melee, but -2 to hit compared to the human for targets in melee. The Wayang gets some other advantages in areas of stealth, AC, and darkvision (and a couple of others), whereas the Human would have 30' speed. I've not played an alchemist before, how bad off will I be without precise shot but getting the +2 to base hit bonus (size and dex)? |