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I will not have access to the Remaster until the pdfs become available next week.

Our home group is starting a dual class campaign soon and want to use the Remaster rules.

Are there any significant changes to how dual classing rules work in the Remaster?

Any help would be appreciated.


First, thank you to everyone that has commented about this.

Second, I am glad to see that our table was not alone in seeing nuances in the application of the rules here.

Here is another impulse that the player could have used that would have brought out similar issues:

Winter's Clutch

Traits: Cold, Impulse, Kineticist, Primal, and Water

Source Rage of Elements pg. 32

Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.

Both Winter's Clutch and Winter Sleet have the cold trait. Winter's Clutch could potential deal cold damage, Winter Sleet does not deal damage.

As I'm seeing from the tread to this point, I believe all are in agreement that any direct damage with the cold trait is completely negated by the immunity to cold.

It seems the nuanced part comes in with what is effecting what. In both cases, these impulses effect the terrain in some way, either making it difficult terrain, slippery ice, and/or uneven ground. The terrain does not have immunity to cold so these take effect to the terrain.

The terrain then has a potential impact on the Graveknight. Guaranteed difficult terrain or requiring a balance check and auto off-guard status. The Graveknight does not have immunity to any of these effects.

So here is where the nuance comes in at, and is also where we hoped there was a clear rule on how that interacts with immunity. Does the cold immunity become a blanket immunity that stops all potential effects that were initially created by via a cold trait but that do not actually target the Graveknight specifically; or does the immunity only impact damage and effects directly targeting the Graveknight?


Need to ask for some help with understanding the rules. This is probably something simply that we missed regarding traits and immunities.

The situation is this:

Player uses Winter Sleet Kineticist Impulse.

Winter Sleet

Traits: Cold, Impulse, Kineticist, Primal, Stance, Water

Source: Rage of Elements pg. 32

Description: Bone-chilling, swirling sleet surrounds you, cruel as deepest winter. Surfaces in your kinetic aura are coated in slippery ice. A creature that moves on this uneven ground immediately falls unless it Balances (DC 15). A creature is off-guard on the ice, as normal for uneven ground. You're immune to these effects.

If a creature on the ice is critically hit by one of your water impulses or critically fails at a save against one, that creature is slowed 1 until the end of its next turn.

Mob is a Graveknight with these immunities: cold, death, disease, paralyzed, poison, unconscious.

We have two views at the table and are unsure of how this interacts. So we ultimately picked one choice for the remainder of that session with agreement to research further.

Option 1 - The Graveknight has immunity to cold, so is not effected by Winter Sleet or anything (natural or created) that has a cold trait.

Option 2 - The Graveknight has immunity to cold, so cannot take damage from cold but could be impacted by effects (natural or created) with the cold trait and would still be effected by the slippery ice created by Winter Sleet.

Option 3 - something else that we missed completely.

Ultimately, we are confused about the interaction of the cold immunity verses effects (natural or created) with the cold trait.

Any help with understanding the interaction and pointing to appropriate rules would be greatly appreciated.

1/5

My search skills must be off today.

Is Druidic Herbalism form of Nature Bond found in Healer's Handbook a legal choice for PFS?

Thanks!


Need to ask for some help. What am I missing here?

It seems like the Guiding Blade power of Daring Teamwork is an upgrade on normal panache. I am reading this that the Swashbuckler would regain panache every time one of his teammates brings a creature to zero hit points. It doesn't address what happens on a critical hit, would that function like normal for panache recover?

Since it is limited by available panache and not once per day, it also looks like the granting of teamwork feats is an upgrade over a Cavalier's tactician ability.

Assuming I'm understanding this correctly, why wouldn't other grit/luck users take a one level dip to get the panache recovery upgrade and the psuedo-free bonus feat for all?

Daring Teamwork:

A guiding blade uses her panache to inspire her allies to heights of teamwork they could never reach alone. At 1st level, a guiding blade gains a bonus teamwork feat. She gains an additional teamwork feat at 4th level and every 4 swashbuckler levels thereafter.

As a standard action, she can spend 1 panache point to grant a teamwork feat she gained from this ability to all allies within 30 feet who can see and hear her. They do not need to meet the feat's prerequisites. She can use this ability multiple times to grant multiple teamwork feats. This ability lasts for 3 rounds + 1 round for every 2 swashbuckler levels she has, but if the guiding blade ever fails to have at least 1 panache point, all of these durations end immediately. At 7th level, the guiding blade can activate this ability as a swift action. At 15th level, she can grant two teamwork feats each time she activates this ability, and she can grant any teamwork feats she possesses, not just the teamwork feats she gained from this ability.

A guiding blade regains panache whenever an ally reduces a creature to 0 or fewer hit points, instead of when she herself does so. She still doesn't regain panache from unattended objects, helpless or unaware creatures, or opponents with low Hit Dice.

This ability replaces bonus feats and the swashbuckler's 1st-, 7th-, and 15th-level deeds, and it alters panache.


1 person marked this as FAQ candidate.

While reviewing the Havocker Witch archetype from Magic Tactics Toolbox I am intrigued. I have very little experience playing a Kenticist and a couple of questions have come to mind regarding playing this archetype with a two level (or more) Kineticist dip.

1. Havocker cannot accept burn but sacrifices prepared spell to power infusions. How would this interact with gather power from a two level dip in Kineticist? Would you only be able to use gather power on infusions from Kineticist levels or all infusions?

2. Would the damage of your blast stack (assuming same blast) or would you have two separate blast damage dice?

3. Would you be able to use gather power and sacrifice a prepared spell slot to power the same infused blast?

Thanks in advance for your assistance.


Chess Pwn wrote:

It's sad you got told to go over here, because we'll just send you back. Nothing you're asking is PFS specific, you're asking if something is legal and all PFS cares about is rules legal with very few houserules, and most of those are just on what is allowed to be played.

Question is, is alchemist fire a ranged weapon? I think not.

Chess Pwn - thanks for your thoughts on this. I was concerned that this wasn't truly just a PFS question.

I agree that alchemist fire is not a ranged weapon; but that isn't really the question. The question is alchemist fire (and splash weapons in general) a thrown weapon.

The definition of Thrown Weapons indicates that the wielder applies his STR modifier to damage dealt by thrown weapons (except for splash weapons). This seems to indicate that splash weapons are a type of thrown weapon but not one where STR is applied...which would then make the concept work.

Just looking for a little help because the last thing I want to do is take a character concept to game just to find out it doesn't work.

Thanks.


Need some rules assistance. I posted in the rules forum and it was suggested to post here since the character would be PFS.

Looking for an option of combining 2 levels of Rogue Underground Chemist archetype with something else to get multiple splash weapon attacks per round.

At 2nd level Underground Chemist gets Chemical Weapon. An underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her INT modifier to damage dealt with splash weapons, including splash damage....

Far Strike Monk modifies flurry of blows to say that a far strike monk can make a flurry of blows as a full-attack action as long as he's attacking with thrown weapons.

Would this combination allow a multi-classed character to flurry of blows with alchemists fire for example (assuming quick draw feat). Or is the thrown weapons mentioned a specific category of weapons rather than the action you are taking with the weapon, and splash weapons would not qualify?

Thanks in advance.


2 Levels of Rogue (Underground Chemist) unlocks Chemical Weapon (EX)...at 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon.

Question: Since the Far Strike Monk gets Quick Draw at first, would this allow a Far Strike Monk to make a flurry of blows with splash weapons (assuming he has at least a two level dip in Underground Chemist Rogue.)

Would something else be required to make this legal - such as Throw Anything?

While not the most optimized, I am looking at a concept for PFS and would appreciate any help.


So working on an Archer concept. Will be a PFS question. Wanting to make sure I get Gravity Bow access through a wand and concentrate on ranged damage with a bow.

If I take two levels of Ranger (no-archetype). I would be able to use a wand of gravity bow without umd. Suppose I take the Crossbow Combat Style and select Deadly Aim as the feat at Ranger 2.

If I then go up Slayer from there. Is there anything that would stop me from selecting a different Ranger combat style as a Slayer talent at Slayer 2,6,10? Say go Archery for example and pick appropriate feats from that list.


Extra Hex feat on page 147. Reads as:

Extra Hex

You have learned the secrets of a new hex.

Prerequisite: Hex class feature.

Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

Special: You can take this feat multiple times. Each
time you do, you gain another hex.

Possible error - it does not reference generic Shaman hexes available to all Shaman. This limits the choice of selectable hexes for Shaman to those granted by the spirit only when taking the extra hex feat.

Errata changed Unsworn Shaman archetype so that they can technically take the extra hex feat but now they simply can not select anything with it once they take the feat. This also impacts Spirit Guide Oracle archetype in the same manner.


Quandary wrote:

The Feat says: "Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit."

How does this work for Unsworn Shaman? Is the intent merely to exclude wandering spirits' hexes, thus Minor Spirit Hexes are OK?

Would love to see a FAQ on this. Unsworn Shaman has a ton of potential but it doesn't appear that the errata has clarified if extra hex is available and if it is what hexes/minor spirits the Unsworn Shaman can pick from.

1/5

Trying to read on my phone, am I seeing that they fixed unsworn shaman archetype so you can take extra hex now?


Has there been any clarification regarding the skill unlock language for heal from Unchained? I've pasted below and 10 Ranks does not specify anything about healing ability damage. It looks like that it is likely a printing/editing error but does anyone have additional info?
Thanks.

With sufficient ranks in Heal, you earn the following.
5 Ranks: When you treat deadly wounds, the target recovers
hit points and ability damage as if it had rested for a full day.

10 Ranks: When you treat deadly wounds, the target
recovers hit points as if it had rested for a full day with
long-term care.

15 Ranks: When you treat deadly wounds, the creature
recovers hit point and ability damage as if it had rested for 3 days.

20 Ranks: When you treat deadly wounds, the target
recovers hit point and ability damage as if it had rested for
3 days with long-term care.

1/5

I'm confused and need to ask for some clarification about the Core pregens, Specifically, level 1 Sajan.

At first level he has a temple sword. That seems to be outside of the Core universe (I may be missing something here).

If it is the case that the temple sword is not Core legal, should we expect a new Sajan pregen for Core only? Do we just remove it from the sheet? Do we let the player use it as is even though it may not be legal for another level 1 monk that built their own character?

Little help please and thanks.


1 person marked this as FAQ candidate.

Do the new Hybrid classes count as their 'parent' classes for the purpose of using magic items? For example can a Shaman use a Cackling Hag's Blouse that is currently witch specific?

Is there a difference in PFS?

Thanks in advance.


Good catch Sammy T

It's too bad Shaman don't receive a synergy with either parent class.

1/5

1 person marked this as a favorite.

•Substitute the term "shaman" anywhere the term "druid" appears.

Any thoughts on why Shaman does not have a retraining synergy with either of the classes they are hybrid of? I know in playtest that the druid spell list was used but since that was changed why would the class have retraining synergy with either witch or oracle?


Okay - thanks for the quick responses.

So essentially once the character retrains the first level of Witch into Shaman and since they took Shaman as their second level class, they would then get the ability to pick up any hex they wanted now that they are a second level Shaman...essentially giving them Evil Eye, Misfortune, and Chant (if they so chose) as a second level shaman.

I couldn't find anything, but has Shaman been giving a retraining synergy with Witch so that it will only cost 5 Prestige in PFS?

Thanks again for all the help.


I have run into a situation in PFS that I'm unsure of how to resolve. Here is the summary version:

Level 1 - Character is a human witch. With the class hex they select Cackle. They then take extra hex twice selecting Evil Eye and Misfortune.

Level 2 - Character takes one class level of Shaman and selects Chant as their hex.

After acquiring enough prestige (I'm unsure if it would be 5 or 7 for PFS), the character wants to retrain the first level of Witch into Shaman.

Where I am stumped is what happens to the two extra hex feats the character took at first level. As a witch this would be legal but Shaman do not get the hex class feature until level two.

The character is maintaining that since they are now a level two Shaman and have access to Hex at level two that they should be able to keep the extra hexes as shaman hexes.

Is this correct or should something else happen to those feats spent at first level? If it is correct, it is a very clever way to speed up hex progression for a shaman by spending prestige.

Any help would be appreciated.
Thanks.


2 people marked this as FAQ candidate.

Quick questions regarding Shaman and changes made to Extra Hex in ACG.

Here is the new explanation of extra hex:

Extra Hex
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.

Benefit: You gain one additional hex. You must meet
the prerequisites for this hex. If you are a shaman, it must
be a hex granted by your spirit rather than one from a
wandering spirit.

Special: You can take this feat multiple times. Each
time you do, you gain another hex.

Question #1 - It appears that the Unsworn Shaman Archetype does not benefit from extra hex since it only gets Minor and Wandering Spirits? I'm I missing something here? If this is correct then unsworn shaman are basically limited to a total of 3 hexes by 9th level.

Question #2 - For the base Shaman class, this rewriting of extra hex seems to indicate that a Shaman can only take non-spirit hexes at granted class levels but could only use extra hex to pick up spirit (not wandering spirit) hexes.

I hope that I'm missing something here with extra hex...I had really hoped to create a shaman that played very similar to a witch for Society play but it doesn't look like that is a viable option with RAW.

Thanks in advance for any clarification or advice.