Question about the above situation, If as a player or even an npc is grabbed and moved to another square, can Aoo's be done to the one being moved?
example player 1 grabs player2 and moves them to an opposite square, can any adjacent opponents to player 2 perform AOO's on player 2 or does player 2 have to move under their own accord to have AOO's done to them?
If official clarification can be said please indicate it.
thanks.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action
Since using the Ki point is a swift action and the swift action can be used before and after any standard, move, or even full-round action does this mean that the monk can use his extra attack with flurry of blows and declare it after he does his flurry should the target of his flurry not drop as a swift action or MUST it be declared when starting the flurry of blows since using a ki point is a swift action can be used as above before or after a certain action?
Please clarify with ruling authority able to provide actual answer not just someone's opinion, sorry really need clarification.
Hello fellow pathfinder's,
I would like to welcome 2 NEW VL's for southern florida. The first is MONICA ALEXANDER who has been gaming for some years now and has attended many florida conventions and DragonCon in her gaming experience who plans to help bring enjoyment and fun to game events in Miami and beyond.
The second is RENE ALFONSO who has played since he was 18 and still plays an RPG as though it was the first time. He has been involved in south florida's gaming environment and given alot of his free time to helping in children's charities at Megacon almost every year for several years now. He is an avid gamer and has also attended many florida & Georgia conventions.
Please welcome them as they will strive to help increase player induction and participation in florida for all Pathfinder Society play.
(the character in question has a neutral alignment and negative channeling with the feat selective and was ordered by their faction to kill a specific npc in question, yet there were many patrons in the area who were too many for this person's selective to prevent, like in a bar for instance. This PC deceided to channel and killed other patrons aside from the person in question and it took at least a couple of channels to do it. Does this person warrant an alignment infraction?
because, they channeled more than once and continued to kill patrons, faction said kill that NPC and they considered it their most effective way to kill him/her, or didn't care whether patrons died or not.)
Taken from the PFS organized play rules P. 36
Alignment Infractions
Characters who commit potentially evil acts (casting spells
with the Evil descriptor, killing or maiming someone, etc.)
while following specific orders from their faction or the
Pathfinder Society, do not suffer alignment infractions.
These are cases where karma applies to those making
the orders, not their tools. However, “that’s just what my
character would do” is not a defense for behaving like a jerk.
Alignment infractions are a touchy subject. Ultimately,
the GM is the final authority at the table, but she must warn
any player whose character is deviating from his chosen
alignment. This warning must be clear, and the GM must
make sure that the player understands the warning and
the actions that initiated the warning. The PC should be
given the opportunity to correct the behavior, justify it,
or face the consequences. We believe a deity would forgive
a one-time bad choice as long as the action wasn’t too
egregious (such as burning down an orphanage full of
children, killing a peasant for no good reason but sport,
etc.). Hence, the GM can issue a warning to the player
through a “feeling” he receives from his deity, a vision
he is given, his conscience talking to him, or some other
similar roleplaying event.
(The person in question does this every round and is warned about it, then does it anyway, does the GM have the right to make the PC change their alignment one step closer to EVIL? otherwise they are considered evil and removed from play?)
If infractions continue in the course of the scenario
or sanctioned module, an alignment change may be in
order. If the GM deems these continued actions warrant
an alignment change, she should note it on the character’s
Chronicle sheet at the end of the session in the Conditions
Gained box. The character may remove this gained
condition through an atonement spell. If the condition is
removed, the GM should also note it on the Chronicle sheet.
Characters who become wantonly evil, whose actions are
deliberate and without motive or provocation, are retired
from the campaign. This measure is a last resort; there is
more than one way to play a given alignment.
If a character has become wantonly evil as defined
above, the GM should escalate the report to the convention
coordinator, or the local Venture-Captain or Venture-
Lieutenant. If they agree with the GM, then the character
is deemed wantonly evil and considered removed from the
campaign. Again, these measures should be taken as a very
last resort.
In the event of a wantonly evil character, record the
character as “Dead,” and the person who enters the tracking
sheet should check that box as well. If the convention
coordinator, Venture-Captain, or Venture-Lieutenant
decides the character fits the criteria for being wantonly
evil, she will then email the campaign coordinator to
advise him of the situation, including the player’s name,
Pathfinder Society Number, character name, and email
address. She will advise the player of these actions and offer
the player the campaign coordinator’s email address so the
player may present his case.
The Campaign Coordinator will present all facts to
the Venture-Captains and Venture-Lieutenants at large
with all names (both player and character) removed. If the
majority of Venture-Captains and Venture-Lieutenants
feel that the act was wantonly evil and the character is
irrevocably evil, then character will remain removed from
the campaign. If the majority feel the character should be
able to atone for his actions, the campaign coordinator
will contact the player and advise him of such. The email
may be printed and taken to the next game session so the
GM may adjudicate the atonement and document it on the
Chronicle sheet of the that game.
Is this magic item correctly labeled, a new type of unique item or a misprint? and what does it allow for in terms of defense or offense?
item in question, SPOILER!!:
ghost touch bracers of armor +2 (25,000 gp)
Does this mean according to the rules for bracers of defense that gaining ghosttouch armor ability to the bracers allows the wearer to attack incorporeal creatures with improved unarmed attacks and get full damage on them?
see below
Core rulebook P.504
Bracers of Armor
Aura moderate conjuration; CL 7th
Slot wrists; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3),
16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7),
64,000 gp (+8); Weight 1 lb.
Description
These items appear to be wrist or arm guards. They surround
the wearer with an invisible but tangible field of force, granting
him an armor bonus of +1 to +8, just as though he were wearing
armor. Both bracers must be worn for the magic to be effective.Alternatively, bracers of armor can be enchanted with armor
special abilities. See Table 15–4 for a list of abilities. Special
abilities usually count as additional bonuses for determining the
market value of an item, but do not improve AC. Bracers of armor
cannot have a modified bonus (armor bonus plus armor special
ability bonus equivalents) higher than +8. Bracers of armor must
have at least a +1 armor bonus to grant an armor special ability.
Bracers of armor cannot have any armor special abilities that add a
flat gp amount to their cost. Bracers of armor and ordinary armor
do not stack. If a creature receives a larger armor bonus from
another source, the bracers of armor cease functioning and do
not grant their armor bonus or their armor special abilities. If the
bracers of armor grant a larger armor bonus, the other source of
armor ceases functioning.
Core rulebook P. 463
Ghost Touch: This armor or shield seems almost
translucent.Both its enhancement bonus and its
armor bonus count against the attacks of corporeal and
incorporeal creatures. It can be picked up, moved, and worn
by corporeal and incorporeal creatures alike. Incorporeal
creatures gain the armor’s or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects. Strong transmutation; CL 15th; Craft Magic Arms and Armor, etherealness; Price +3 bonus.
What is the official ruling on spread effects centered from the caster?
Quote:
Spread: Some effects, notably clouds and fogs, spread out
from a point of origin, which must be a grid intersection.
The effect can extend around corners and into areas that
you can’t see. Figure distance by actual distance traveled,
taking into account turns the spell effect takes. When
determining
distance for spread effects, count around
walls, not through them. As with movement, do not trace
diagonals across corners. You must designate the point
of origin for such an effect, but you need not have line of
effect
(see below) to all portions of the effect.
Without taking into account walls and corners let's just say it is an open area outside, Where is the grid intersection started from, the grid section in the middle of the caster outwards or regardless of caster size begins spread effect from outside the caster to whatever the spell effect dictates?
for example,
caster is large size and casts anti-life shell for instance does this mean there is a 10' radius around him or only a 5' radius?
or
caster is Huge size and casts anti-life shell for instance does this mean there is a no radius protection around him or does it go outward from caster at its actual 10' radius?
Since the spell indicates a 10' radius shell spread, centered on caster; will the caster being either large or huge when he/she casts the spell be unprotected by it because spread effects begin on a grid intersection centered from the caster?
otherwise does the effect spread begins just outside the caster, please clarify.
Other spells depending on spread radius cenetered on caster are affected similarily.
Core Pathfinder Rule found in the summon monster spell.
"Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
Is there an offical ruling on how much is really considered expensive material components? what is the exact GP value listed at in PFS; to know what summoned creatures spells or spell-like abilities they can use so that one knows what their summons are capable of and not have their summoned creature be neutred by a GM who considers a certain value of GP for a spell to be an expensive material component.
I know that this doesn't come up normally because most play is done at levels 3 -9 in PFS. The problem is when retirement level (12th) and above is played now; certain spellcasters can bring into play powerful creatures capable of casting wishes that costs nothing to gain powerful effects one of them being gaining permanent inherent bonus's to any ability score.
What is to prevent anyone from summoning/casting into play especially a high level caster several instances of creatures with wishes to give themself or others permanent inherent bonus's since they have complete control of these creatures and their use of their abilities?
I know that there is only a small number of players that can do this now and not all of them think that way; but there are those exceptions to the rule so how can control be maintained on that?
Is there currently any actual RULING on this because this will be a way for high level casters to gain inherent bonus's for free!
Flurry of Blows (Ex): Starting at 1st level, a zen archer
can make a f lurry of blows as a full-attack action, but only
when using a bow (even though it is a ranged weapon).
He may not make a f lurry of blows with his unarmed
attacks or any other weapons. A zen archer does not apply
his Strength bonus on damage rolls made with f lurry of
blows unless he is using a composite bow with a Strength
rating. A zen archer’s f lurry of blows otherwise functions
as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when
making a f lurry of blows with his bow.
According to this if I'm not mistaken it means that this class is firing as a ranged attack a flurry of blows? not using the bow as a melee weapon or does it mean it can be done as both melee and ranged?
Can any armor special ability be added to +1 bracers of armor (not including flat gp amount abilities) even if the ability describes it can only be added to certain armor types...for instance "Brawling" says only can be added to light armor. What is the actual ruling on that in terms of clarifying what armor special ability can be added; does that mean those without a specific armor type indicated can be added and those with an armor specific type cannot?
Silly question,
Since the module itself indicates for 4th level characters on it, I heard it can be run for PFS characters level 3 to 5 so whats the actual level rule for it?
Is it only a 1XP module?
Does this mean that all sanctioned modules are not specifically for the exact level they indicate, but can be played by a certain level range then?
I have to ask because this is a point of tension in my group about sniping.
When someone does the sniping action, are they seen then dissapear again or do they stay hidden from sight from everyone if their stealth check roll after their sniping action is higher then their perception rolls?
It is mentioned in the core book that attacking while hidden reveals you, but does that include the sniping action which lets you reroll your stealth check after sniping. Is your location revealed at all or does your reroll for stealth prevent them from seeing where the attack came from?
Some clarification would be great.
Hello,
A question about GM credit in running a scenario:
I happen to have quite a number of scenarios under my belt, but other than a handful of scenarios that were assigned to current characters I have alot of unassigned open slots that were never assigned to any characters; how would it work towards putting those scenarios to another character?
1. After summing up the total # of open GM credit slots not assigned as yet; can one or more characters be created right away and then edit those event logs towards the newly created PC(s) character# 6, 7, whatever, remembering the limitation of time not going below PFS OP# 2.2
Having venture captains for certain U.S. areas now, a number of players have asked me certain questions which only this forum can answer (and YES those players are too LAZY to get online and ask themselves!!!) :-(
1. when a venture captain is assigned an area how far away from their location can they setup events from their location region they are assigned? Because some players just don't have standard transportation(car, motorcycle, etc...)or parents that will not drive a certain distance.
2. Can they run events in other cities/counties not their location?
this excludes other venture captain regions.
3. Must they live in the region/locale they requested for assignment themselves?
4. Is it a requirement to run PFS events in their region of responsibility in a specified time frame, not outside their region/locale?
5. who can be contacted at Paizo, if a regions venture captain has not fulfilled their obligation for their region. (no one in trouble just a question for future reference).
any PaizoCon PFS gaming slots happening Saturday evening and sunday afternoon?
This will be my first Paizocon, I'm just wondering if there are open PFS scenarios being run officially Saturday evening and sunday afternoon?
shimmering moonlight. The 10-foot-wide span touches
the ground at a point adjacent to your position. From
this point it can extend in any direction for 10 feet per
oracle level. The path persists until you have crossed
over the bridge or for 24 hours, whichever is shorter. You
may summon a moonlight bridge a number of times per
day equal to your Charisma bonus. Should the bridge be
attacked, treat it as a wall of force.
I have seen a player use this ability in a way not intended. Could this be clarified by someone in position to spefically put a pathfinder ruling on this.
The character in question was using the bridge to extend around foes to trap them in a force cube of sorts; because of the mention in the ability that once appearing adjacent on the ground next to them ; it could be extended up, down, sideways, etc... and therefore make an entrapment or wall of sorts.
I imagine that this bridge can only touch the ground and extend only over a surface of sorts which means a flat surface to step upon or go over an obstacle but not able to turn itself sideways as to form a wall of sorts.
Just a clarification:
Can any of the faction traits like "Hunter’s Eye" be used for any of the gunslinger weapon's even though it is selected for bows?
I have several players in PFS who have played thru at least half the scenarios out for play and "DRAGONHIDE" has yet to rear it's ugly head in any chronicle or even hint at purchasing it.
It drastically leaves druids with no thought towards higher AC as it is not available; any chance of it showing up in a scenario or even relaxing the "DRAGONHIDE" restriction as I think "ADAMANTINE" and "MITHRAL" are more troublesome to the enemy than "DRAGONHIDE".
always purchase gear from her current or two previous
chronicles and may always purchase the items listed
in Chapter 10 under “Always Available Items.” Prestige
Award simply expands the list of items your character
can purchase.
On table 11.2 you’ll find the specific details for how
to use Prestige Award to gauge when your character can
purchase items above the basic limits. “Prestige Award
Attained” is the total needed to then purchase items
below the “Item Cost” limit in the second column.
For example, Bob’s character has achieved a Prestige
Award of 27 with the Cheliax faction. As a result, Bob’s
character may now purchase any item below 11,750
gp that’s legal for play. Purchasing items in this way
represents your faction’s willingness and ability to find
and sell you new and better gear, equipment, weapons,
and magic items.
does it include enhancements for weapons & armor in PFS?
for example:
Does this mean that as long as we fulfill the requirements for purchasing value such as 27 PA's represent 11,750 gp; that we can purchase for instance a +1 shock or flaming or mercy or even frost (whatever) weapon.
also
Does this mean that as long as we fulfill the requirements for purchasing value such as 27 PA's represent 11,750 gp; that we can purchase for instance a +1 light fortification or blinding or even bashing (whatever) armor.
On table 11.2 you’ll f ind the specific details for how
to use Prestige Award to gauge when your character can
purchase items above the basic limits. “Prestige Award
Attained” is the total needed to then purchase items
below the “Item Cost” limit in the second column.
For example, Bob’s character has achieved a Prestige
Award of 27 with the Cheliax faction. As a result, Bob’s
character may now purchase any item below 11,750
gp that’s legal for play. Purchasing items in this way
represents your faction’s willingness and ability to f ind
and sell you new and better gear, equipment, weapons,
and magic items.
Are weapon & armor enhancements in the core rulebook on pages 461, 463, & 469 included for purchase? ;since the core rulebook is all legal except for certain items.
example: I have 27 prestige awards from my faction which means I can purchase 11,750 gp limit for an item which is legal for purchase.
Does this mean I can purchase a +1 shock longsword or a +1 shock longbow or even a +1 shock "exotic weapon" ?
OR
Does this mean I can purchase the shock enhancement for my +1 weapon as long as it doesn't pass my limit of an item being worth 11,750 gp?
On table 11.2 you’ll f ind the specific details for how
to use Prestige Award to gauge when your character can
purchase items above the basic limits. “Prestige Award
Attained” is the total needed to then purchase items
below the “Item Cost” limit in the second column.
For example, Bob’s character has achieved a Prestige
Award of 27 with the Cheliax faction. As a result, Bob’s
character may now purchase any item below 11,750
gp that’s legal for play. Purchasing items in this way
represents your faction’s willingness and ability to f ind
and sell you new and better gear, equipment, weapons,
and magic items.
Are weapon & armor enhancements in the core rulebook on pages 461, 463, & 469 included for purchase? ;since the core rulebook is all legal except for certain items.
example: I have 27 prestige awards from my faction which means I can purchase 11,750 gp limit for an item which is legal for purchase. Does this mean I can purchase a +1 shock longsword or a +1 shock longbow or even a +1 shock "exotic weapon" ?
OR
Does this mean I can purchase the shock enhancement for my +1 weapon as long as it doesn't pass my limit of an item being worth 11,750 gp?