Grimhorn

Ningth's page

37 posts. Organized Play character for DubiousYak.



Dark Archive

I tried to order some Starfinder products on both Friday and Sunday. I never received any emails about them so I assume the orders failed.

If you could please let me know what the problem was so I can rectify it.

Dark Archive 2/5

4 people marked this as FAQ candidate. 1 person marked this as a favorite.

I started researching if Alchemists get their bonus to crafting Alchemical items to day job checks and I found this post.

In summary, in April 2013 RainyDayNinja formally asked for a FAQ on this and Paizo marked it as "Added to FAQ" at some point after that. I cannot find the exact question in the FAQ, so I expect that they answered a related question and understanding that should set some light on this.

If you search for "Day Job" in the FAQ there are three entries. Two entries were added in August 2013, the third in 2012. If you search "Alchemist" in the FAQ all entries are from earlier than April 2013 so we can rule out their relevance.

This is assuming that "Added to the FAQ" means they, you know, added something to the FAQ after the question was asked.

PFS FAQ wrote:

So we are left these two as being relevant to this question:

Are shirt rerolls are allowed on day job checks?
Yes.

posted August 2013

PFS FAQ wrote:

Do Eidolons add to day job rolls?

The Eidolon is not a permanent effect, therefore does not apply to day job rolls.

posted August 2013

I don't see a relationship between shirt re-rolls and the alchemist bonus to crafting alchemical items, so I doubt that is relevant.

It is a permanent bonus, so now I'm leaning toward that interpretation.

Do you guys see something in the FAQ that I missed? Something that is relevant to this question?

Dark Archive 2/5

So I'm interested in the strict PFS RAW environment if the descriptive text of an ability conflict with the crunch, what wins?

I have two examples, and I want your opinion on them. I would come to differing conclusions on these so I want your opinions.

You are a Slyph Alchemist with Cloud Gazer feat and Smoke Bomb Discovery.

Does Cloud Gazer work on the Smoke Bombs? It functions as Fog Cloud, and Cloud Gazer should let you see three times as far. But Smoke Bomb says it is Smoke in the first sentence. I'd rule they did not work together, but others have disagreed with me.

Now there is the Crypt Breaker archetype.

Quote:
Alkahest Bombs (Su): A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of force damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.

My understanding is that for PFS we ignore RAI (and James Jacobs comments) and go with RAW - just do Force damage to all other creatures even though the two conflict.

Both of these circumstances are description conflicting with crunch and I'm not sure the proper way to rule these now. What do you guys think? Are there precedents of this to inform this decision?

Dark Archive 2/5

I suspect I am missing something. We played this with a paladin, cleric, rogue and necromancer. We might have been doing something wrong but we were pretty soundly beaten.

1-D: Crusader's Assemble:

Using the deck list from Guardpost, build a number of Guardpost locations equal to the number of characters. When you close a location, do not flip the Guardpost card over.
Treat the henchman Brimorak as if it is the henchman Corrupted Soldier.
When you acquire a boon from a location deck, put it facedown in a boon pile next to the scenario. When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. When you fail to permanently close a location or defeat a henchman, banish a random card from the boon pile; if the boon pile is empty, instead banish the top card of the blessings deck.

When you permanently close the last location, summon and build the location Laboratory, and shuffle Ylyda Svyn into its location deck. If Ylyda Svyn is undefeated, banish her; the next character summons and encounters Ylyda Svyn as the first exploration of his turn. To win the scenario, defeat Ylyda Svyn.

The way I understand it, if you are going to close the Guard Post you will have to fight three of the Corrupted Soldiers: The location says that at the beginning of the turn you encounter a corrupted soldier, the the henchman is a Corrupted Soldier and after beating that Corrupted Soldier, in order to close the Guard Post you fight a third Corrupted Soldier. We found this to be incredibility resource draining on the party.

We would help each other, but then by the time our turn came around we had very little we could do and the strain of having to fight three of them in one turn - for each location - was a too much for the party to handle.

Am I not reading something correctly? Do you guys have any suggestions?

Dark Archive

Shield Champion - Under Throw Shield wrote:
At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack.

I thought I figured this out - since it is an "attack roll" by definition it is against the opponents AC, however see below.

I thought this meant all the "Improved Combat Maneuvers" don't apply bonuses to the Throw Shield ability as they all say "add +2 on checks made to..."

Combat maneuvers are special instances of attack rolls:

Core Rulebook under Combat Maneuvers wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.

This strait up says that combat maneuvers are attack rolls, which means when you are adding your bonus to trip due to Improved Trip you are adding it to an attack roll. These feats don't say "add +2 to your CMB when attempting a trip..." - doesn't that imply they would work with Throw Shield?

This also makes me question if the attack goes against go against the opponents AC or CMD?

Does anybody have anything to clear this up?

If you don't know please hit FAQ.

Dark Archive

So I want to make sure I'm interpreting this trait from the Pathfinder Society Field Guide correctly.

Insistent Benefactor Trait wrote:
Pathfinders of different backgrounds don’t always realize what’s best for them, and you have perfected the art of forcing your magical boons on your allies. Whenever you cast a harmless spell, you gain a +2 trait bonus on caster level checks to overcome spell resistance, and the saving throw DC of the spell (if any) is increased by 2.

The RAI seems to be in order to get past other PCS who has Spell Resistance or other defensive abilities they can't control. So what are Harlmless spells? Some things make sense - like Bull's Strength, but what about Sanctuary? That does not harm the anybody, but it can have an effect on someone. It is harmless?

Does Insistent Benefactor increase the save DC for Sanctuary? If it does not, please explain.

Dark Archive

I reread the combat section of the PRD and I think I understand the difference so I'm going to post it here. Please provide any corrections or concerns.

My understanding is that a players turn is a subsection of a round.

After the first turn, A round consists of all the players turns and the NPCs turns, so the structure of the turn is like this:

Round Begin

Player A turn begin
Player A Actions
Player A turn end

NPC 1 turn begin
NPC 1 Actions
NPC 1 turn end

Player B turn begin
Player B Actions
Player B turn end

Player C turn begin
Player C Actions
Player C turn end

Round ends, restart from Round Begin

This matters because there are some abilities that fire and the beginning or end of your turn. So if player B takes an action then something fires at the end of Player B's turn, it would happen before Player C gets to even start their turn.

Please let me know if this is incorrect and any other details that might be relevant.

Dark Archive

If you use your caster level when using staves, do feats like Spell Specialization change the effective caster level?

I can't see a reason why not, so I thought you guys might be able to come up with something.

PFSRD wrote:
Using Staves: Staves use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of the staff if it’s higher than the caster level of the staff. This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spells, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming spell resistance.
Spell Specialization wrote:
Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Dark Archive 2/5

0-4A: A TALE OF TWO ALCHEMISTS wrote:
Each character gains a skill feat and, during any one encounter in this Adventure Path, gains 1 skill feat.

Does this mean you get the skill feat only during that adventure, or that you get it permanently?

Dark Archive

Keen Recollection wrote:
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Technologist wrote:
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

When you look at the wording it seems pretty clear cut that the Investigator can make Technology related Knowledge checks untrained.

What about other limited knowledge checks? We played "The Devil you Know Part I" last week and there was a knowledge check that could only be made by characters from Taldor.

Should Investigators be allowed to do those untrained? It falls under all knowledge checks but I thought I'd check with you guys.

Dark Archive

A Wood Elementalist adds spells to "your wizard spell list" and "Yuelral's Blessing" (Champions of Purity) says that any spell on the Druid and Wizard spell list gets an additional +1 DC.

So the question is are the spells on "your wizard spell list" the same as "the wizard spell list" or more specifically do the Wood Elementalist's bonus spells count for Yuelral's Blessing?

This would be for a PFS character please include as much information as you can on why or why not.

Thanks!

Dark Archive

If using 'funky' in the in the title does not get you guys to read this, you guys need help.

Let's say I'm playing with a fighter with the Cleave feat and using a pole-arm, and wearing cestus.

Enemy A is adjacent and enemy B is 10' away. Both are threatened - A by the cestus and B by the pole-arm.

I understand that you can use a free action during another action, and grabbing or letting go with one hand of a two handed weapon is a free action.

Does Cleave activate in the both following scenarios?

1. Smack A with the cestus activate cleave, then with your free hand grab the polearm and hit B.
2. Smack B with the pole-arm activate cleave, with one hand let go of the pole-arm and hit A with the cestus.

Dark Archive

If I have a character with Riving Strike and is wearing Gloves of Arcane Strike and he strikes something with two adjacent enemies and all three take damage, do they all get the -2 saves vs spells and SLAs?

Riving Strike:

Riving Strike wrote:
Benefit: If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a –2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round.

From Gloves of Arcane Strike:

Gloves of Arcane Strike wrote:
When the wearer makes an attack using Arcane Strike and hits, enemies adjacent to the target take damage equal to the wearer’s Arcane Strike damage bonus. This damage is of the same type as the weapon’s damage (bludgeoning, piercing, and so on).

I'm thinking the answer is no, as the gloves are doing the damage not the weapon. This game has a lot of subtle rules that I'm still trying to pick up on so, so thanks for your patience!

Dark Archive

My apologies, as my Internet skills appear to have failed me.

If I play a Wizard of an Elemental School am I forced to take a Spell Focus of the usual type (Evocation, Illusion, etc.) or is there another option?

As in PFS we don't get Scribe Scroll and instead have to choose Spell Focus this is pretty important to a character that does not follow a usual school.

This thread asked if they get Elemental focus instead and the post says it is erratted. I can't find it in the errata in Advanced Players Guide.

Is it in another book? Can someone point me in the right direction?

Dark Archive 2/5

I know this seems simple, but for PFS do you need to get a exotic weapon proficiency in an eastern weapon that is listed under the Martial Table in Ultimate Combat?

Eastern Weapons and Armor

I'm guessing that they fall under martial they are covered under the martial weapons proficiency that many classes have.

I have no doubt that weapons on that same page under Exotic require a proficiency, it is just the other ones I am not sure.

Dark Archive

When you switch between modes with the Meteor Hammer does it provoke an attack of opportunity?

Dark Archive 2/5

I GMed Silverhex Chronicles: Mists for my brother and his family last night and it was incredible fun.

Silverhex Chronicles is pretty clear the players can only apply this to a first level PFS character.

As for my chronicle sheet, I understand I can basically check any of the quests off.

The instructions for GM credit are not really clear on the following:

Do I still get exp, prestige and gold according to the number of Silverhex Chronicles that I GMed or do I get to choose that too?

Am I also required to apply these to a 1st level character or can I apply these to any character?