Sheyln (Symbol)

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1 person marked this as FAQ candidate.

On its own it seems fairly clear how it functions. However, there are several interactions I'm unsure of.

First of all, how does it interact with Lingering Performance? Can you spend two rounds, stop playing, and rely upon Lingering Performance keeping the effect going for two more rounds to get the actual effect?

Secondly, can you use a tuned bowstring to pay for each round of performance cost after the first?

Thirdly, can you keep the performance active for more than four rounds to get the spell effect off every four rounds all as one bardic performance?

Thank you for your time and consideration.


I hope that this is in the right place; my apologies if it isn't.

Are there any rules that can be used to create a clockwork sea vessel or creature w/cargo/crew space? If yes, which ones would you advise using?

Thank you for your time and consideration.


Under what circumstances is Dalenydra fine with/approving of violence?

Hunting animals for food?

Hurting/killing an attacker to protect self or a non-combatant?

Destroying (non-sapient) undead?

Laying a haunt to rest?

As an unavoidable side-effect of combat training?


There are several magical weapon/armour abilities that have a necromantic or enchantment aura, and thus are themselves pretty clearly viable subjects for Haunt Scavenger material components.

My question is if, by including one in the equipment, the entirety of the equipment gains that aura and thus if Haunt Scavenger materials can pay for all of the material costs involved.

Thank you for your time and consideration.


The Pathfinder Society is supposedly about exploring things and sharing the information discovered, but there's a startling level of censorship and restrictions on the entire "sharing" part.

First, reports to Venture-Captains are read and then passed on at said Venture-Captain's discretion; any amount of information can be covered up here with any number of excuses.

Second, what's passed on to the Decemvirate has only a small fraction released in the Pathfinder Chronicles; this is the first point where a general audience has the chance to read what others have been doing, and it's already been through two layers of censorship!

Third, the Pathfinder Chronicles aren't even meant for distribution outside of the Pathfinder Society itself! (Though there are inevitably leaks, possibly intentional in nature).

Unless there's something very important I'm missing, the Pathfinder Society blatantly ignores its supposed goal through its basic organizational structure.

Possible mitigating factor: Are Pathfinders allowed to write books/share reports with groups outside of the Pathfinder Soceity without censure or penalty?


Working on a kobold community; here's a rough draft.

History: (Clan-name) was a relatively typical clan of kobolds living in nar-voth (relative location undecided). Unfortunately for them, the local drow, and the demons they'd called, started attacking them frequently and the clan was steadily losing. In desperation they called upon Erastil for help who agreed, provided they made several changes to their community and followed his rules of war. (Including, but not limited to, pushing the drow back hard enough that they ceased attacking but not so hard that the drow found themselves threatened into a war of survival).

Naturally, this was a fairly harsh transition and many traditions are applied very differently than with surface-world humans. Amongst these differences is that children are still primarily communally raised even if they have monogamous parents they can always turn to, some animal other than the elk is particularly important to them, and they need to use large quantities of permanent flames and lots of nature magic to grow most of their crops. The entire "season" and "month" thing is naturally almost entirely irrelevant to the kobolds as they rarely walk on the surface at all. Due to a kobold's muscular weakness they rarely, if ever, make use of bows instead of crossbows.

Life expectancy in the clan has skyrocketed due to the massive increase in divine magic and mandated changes, including preventing cannibalism of the "weaker" kobolds by the "stronger" ones. Teamwork is heavily encouraged, primarily because kobolds are already fairly well-inclined to do so already and doing so encourages positive social bonds which they dearly need. Overall, the clan is lawful good with a significant number of lawful neutral kobolds. Other alignments are much rarer, especially chaotic ones.

Combatants are very frequently crossbow-style rangers with animal companions to keep enemies far away from them (favoured enemies generally huamnoids (elves) and outsiders (evil)), with hunters and shamans being frequent backup. Combatants generally have the shoulder to shoulder racial trait.

Any questions/comments/etc?


If you have a druid archetype that reduces your effective druid level in regards to wildshaping, is there any means of bringing that wildshape back up to "normal" levels?

One method I thought of: Take a one-level dip in a non-druid class (maybe a prestige class) and then take the Shaping Focus feat. The clause that the druid must be multiclass is now satisfied, so to the best of my knowledge the wildshape would then equal their druid level. Does this work?

Thank you for your time and consideration.


Temporary hit points are something that are very clear about what they're doing, mechanically, but what about fluff-wise? How does it feel to get stabbed with a sword but have all of the damage taken out of temporary hit points? What does it look/sound/smell like?

How does it feel to be on death's door but then receive a boost of temporary hit points so you're mobile again?

This is excluding an aether kineticist's temporary hit points from their defensive power since that's very clearly deflection, unlike other temporary hit point sources.


If you take the half-elf's Investigator's favoured class bonus (+1/4 bonus on Inspiration rolls), does that count for purposes of making a 6+ Inspiration roll and recovering Luck points?

For example: Level 8 Investigator rolls a 5 with Inspiration. Normally that's not enough to get a Luck point, but the +2 from the FCB would push that result up to 7. So, +1 Luck?

Also, if you roll multiple inspiration dice at once and add them together, does the FCB apply to each roll individually or is it only added once?

Thank you for your time and consideration.


Are any of a rose warden's insurgent techniques meant to be acquirable more than once? If not, there is very little choice involved in them as there are only two more options than there are times you can select them.

Also, if you're a rogue 5/rose warden 10 and gaining a sixth level of rogue, does the "advanced insurgent technique" class feature allow for acquiring advanced rogue talents, or must you wait until rogue 10 (and character level 20)?

Thank you for your time and consideration.


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First of all, utterly brilliant archetype, I think; makes the Medium extremely interesting.

However, I am a bit confused; is the spirit a Fiend Keeper bonds with different from the astral echoes that a Medium normally bonds with beyond being a single individual? (With each of the six Legends being different aspects of the entity in question for the Fiend Keeper, as the fluff says) If so, how different? Are they actual fiends (like, say, a daemon, div, deivl, etc)?

Thank you for your time and consideration, and I hope that this is the right place for this.


Are there any notably useful ways to get a player character to have an at-will supernatural/spell-like ability that require a touch attack that are worth the price of Conductive?

Right now, the best method I can think of is using planar ally and using a conductive weapon as part of the bargain price of a suitable outsider and letting said outsider use the weapon to great effect before going home with it, and that's not really in the spirit of what I'm looking for.

Thank you for your time and consideration.


1 person marked this as a favorite.

I'm really confused by this. Even good and chaos-aligned individuals seem to have no problem making/using golems of various types despite them being utter abominations requiring the long-term enslavement of a sapient being (an elemental). To make it worse, I remember seeing a bestiary entry about what happens when a golem is destroyed: that most of the elemental spirits are killed as well, while a small number are maimed. If anyone could point out where this is it'd be appreciated; I haven't found it again yet.

Given what I know, I'd rate the creation and usage of golems as far worse than the creation and usage of mindless undead from non-sapient creatures. A skeletal goat is a lot easier to stomach fighting beside than a golem.


Several abilities refer to making a killing blow (defined as dropping them to 0 hp or below with an attack, like a Swashbuckler's Panache or the Recovered Rage feat) in order to trigger regaining a resource. However, when looking at the "Whirling Dervish" archetype for the Swashbuckler I found a very interesting rule: "A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal."

This seems to indicate that inflicting sufficient nonlethal damage to drop an opponent is meant to count as a "killing blow" for the purpose of these abilities. Can anyone confirm that this is RAI? It certainly seems to be Rules-As-Makes-Sense as at least most the time knocking somebody unconscious should have basically the same effect as putting them into a position where they're unconscious and bleeding out (or even just staggered and barely into the fight if they're dropped to precisely 0 hp, as rare as that'd be), and it's just worded that way because "trying to kill the opponent" is the default assumption.

Thank you for your time.


Question #1: If I gain a feat from the Qinggong Power Ki Power, do I count as having it when it comes to prerequisites?

For example, if I gain Power Attack using that Ki Power, am I allowed to take Jabbing Master (Presuming all other prerequisites are met, of course)?

Question #2: This is my understanding of having Jabbing Style and Jabbing Master:
First hit on a target: No effect
Second hit on a target: +2d6 damage
Third+ hits on a target: +4d6 damage each

So with four total hits on the same target the feats would give a combined +10d6 damage.

Is this understanding correct?

Question #3: If I hit an opponent with Punishing Strike to force said opponent back five feet, would Jabbing Dancer allow for me to move five feet with them and continue attacking them?

Question #4: How, if at all, do retraining options that add to the character instead of replace things relate to Wealth By Level Guidelines? For example, if a character would have spent 900 gp on +hp retraining, does that consume 900 gp of that character's Wealth by Level?

Thank you very much for your time.