So, looking at what I want to do regardless of which way I go, I'm at least taking Skill Synergy and Weapon Focus on both builds. Looking at the math, at level 10 (this will be a SFS build, so that's where I tend to look at getting to play the "full" character)
Feats for both include Skill Synergy, Weapon Focus, Power Armor Proficiency. Techno has to spend additional feat on Versatile Specialization. So there is an additional feat tax on that build, but otherwise:
Mechanic is hitting at +16 (+4 Dex, +2 Weapon Focus, +10 BAB w/Tracking) for 2d10+2d6(overcharge)+10. Once per day, can increase to hit and damage by +2 for Miracle Worker.
Sold/Tech is hitting at +16 (+4 Dex, +2 Weapon Focus, +7 BAB, +3 Empowered Weapon) for 3d10+3d6+10. Obviously Empowered Weapon depends on Spell Slots, but can be downgraded over the course of the day.
So basically it comes down to whether the Mechanic's extra tricks measure up against the Technomancer's Spell List. I understand that if I'm using spell slots for Empowered Weapon I'm not using them for spells, but even keeping that in mind, I've got the Magic Hacks for additional utility. Technomancer also gets +10ft movement and +4 Initiative which kind of makes up for the lost feat. The Mechanic gets all the extra doodads of Drone Mods and also picks up a free Skill Focus. Most of the Mechanic Tricks are taken up by the Overclocking/Overcharge line, but they also get all the cool wireless hacking and Overload seems super cool.
TL;DR: I guess I'm asking, when boiled down, just how good is the Technomancer spell list?
I'm building my first Starfinder character and I want to be playing an Android rolling around in Heavy Armor with (at least) Longarms that is also a knowledge/skill monkey type character. For whatever reason, I'm into smart guys with big guns.
With that, I keep going back and forth between two ideas and I'd like your help making a firm decision. I'm torn between:
Scholar Exocortex Mechanic taking Skill Synergy for Culture/Mysticism
Blitz Soldier 1/Technomancer X with the requirement of Versatile Spec.
Any thoughts? Pros/Cons? I know casters shouldn't dip and I can take feats and whatever, but I think I'd rather just pick up the 3 free feats (Heavy Armor, Longarms, Heavy Weapons) for the 1 level dip, especially as more of a weapons guy than full caster type.
Does the 1st level ability of Armor Storm Soldiers mean that you threaten with your unarmed strikes, since they're considered Battlegloves?
Hammer Fist (Ex) 1st Level pg 113:
Spoiler:
You treat any unarmed attack you make while wearing
heavy or powered armor as being made with a battleglove
(see page 187) with an item level equal to or lower than your
soldier level, and you calculate damage for these attacks as
if you had the melee striker gear boost (see page 112). If you
have the melee striker gear boost, you gain a +2 bonus to
damage rolls with your unarmed attacks when using this
ability. These unarmed attacks don’t benefit from other
abilities that apply specifically to unarmed attacks (such as
the Improved Unarmed Strike feat).
How does the Shadow Oracle's Stealth Mastery Revelation function in Pathfinder Society play?
According to Additional Resources:
"The shadow eidolon (page 11), shadow oracle mystery (page 12), shadow bloodline (page 16), shadow psychic discipline (page 17), and shadow blessing (page 17) are legal for play."
With no clarification on whether specific revelations are legal or not, it leaves this specific revelation available. However, the 8th level part of that revelation is:
"At 8th level, you gain Signature Skill (Stealth), even if you don’t meet the feat’s prerequisites."
However, again, according to Additional Resources:
"Skill Unlocks: the skill unlocks and Signature Skill feat are only available through the rogue's edge class ability."
Does the Stealth Mastery Revelation grant an alternate feat in place of that part of the ability, does it not give anything at 8th level, but retains the other parts, is it a specifically not legal Revelation at all, or does it supersede the Additional Resources restriction?
Does the Living Grimoire archetype's Holy Book feature work similarly to a Wizard's Bonded Item for enchanting as a Magic Weapon, treating the Inquisitor as having the relevant Item Creation feats, or is it just clarifying that since it is being treated as -not- an improvised weapon it is just capable of being enchanted? Additionally, does counting as a Cold Iron Light Mace also mean that it costs more to enchant, per Cold Iron weapons?
Spoiler:
At 1st (level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon.
When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon.
He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
It's fairly obvious that this is intended to be a Swashbuckler focused prestige class. However, it seems as though a pure Swashbuckler won't actually qualify for the prestige class unless they (fairly uselessly) take the actual feat Weapon Finesse, since Swashbuckler Finesse only counts as Weapon Finesse for feat prerequisites.
Is this intended, or an oversight?
It seems as though a pure Swashbuckler won't actually qualify for the prestige class unless they (fairly uselessly) take the actual feat Weapon Finesse, since Swashbuckler Finesse only counts as Weapon Finesse for feat prerequisites.
The only thing that additional resources specifically allows are the alternate racial traits for the heritages/ethnicities, not the heritages/ethnicities themselves. That's where my confusion lies. I think the general *assumption* is that if the alternate racial trait is allowed then the heritage is allowed. PFS doesn't run on assumptions though.
The traits don't require the ethnicities. The ethnicities are simply a package combo of traits that can be taken seaprately. You can take "Child of the Sea" without being a Mordant Half-Elf. The Spire is not the only source of aquatic elves.
The traits DO require the ethnicities, though. The Jungle Affinity alternate racial trait is specifically legal per Additional Resources, but one must be a Wildborn Half-Elf to take that trait, and that ethnicity is NOT specifically legal per Additional Resources. Basically, per PFS rules, NONE of the traits in Bastards of Golarion are effectively legal because one can't be of those ethnicities. Now, if the ethnicities ARE legal, and certain traits are NOT allowed, such as Thinblood Resilience and Mordant Envoy, then I could still be of those ethnicities, but NOT able to take those traits, which is exactly what I'm asking and where the ambiguity lies.
Are Spireborn Half-Elves allowed as an ethnicity? None of the half-elf ethnicities in Bastards of Golarion are called out as legal, but ethnically restricted traits are called out as legal with some exceptions. That leads me to believe that the ethnicities are allowed. The ethnicity doesn't change racial stats or traits in any way, but does change the languages to Azlanti and Elven rather than Common and Elven. I know in the case of Tien ethnicity humans, they are given Common as an additional language for PFS despite Tien ethnicity replacing Common with Tien. I'm just super confused as to whether I can actually have the ethnicity. I don't want to take any crazy traits or use it to qualify for anything, I just want it for flavor. I can also just take Azlanti as a language and say I'm a Spireborn without having it on my character sheet, but I'm weird and particular.
Equipment: None of the equipment is legal for play;
Why is this being suggested it is legal in PFS?
It appears to me strictly not legal, since there are no technology weapons in the game at all. So a mindblade can't make one.
Am I missing something?
There are certain chronicle sheets that unlock certain Technological weapons, such as these. These chronicle sheets can also be obtained at a very low level.
I disagree wholeheartedly. I REALLY like where the class is now as far as base proficiencies, skills, etc. I like that it's sort of a midrange variable class that can be built to do a wide range of things. I think 6 skill points pushes it further into the investigator, spellcasting sit in the back type which is exactly what I don't want to see. There are enough of those and I think this class fills a design space that's been sort of missing.
Are the various Half-Elf/Orc Ethnicities listed in Bastards of Golarion legal for play? Additional resources states that racial traits are legal if the character matches the ethnicity but does not clearly state those ethnicities are legal. In contrast, Human ethnicities are listed out as being legal in the Inner Sea World Guide entry of Additional Resources.
In the text for this, it lists A Thread of Silver as being able to be "purchased from the Chronicle Sheet" but the Chronicle does not list it as available for purchase in either tier.
Is this an error? Does the "Reading the Threads" boon count as making it available?
Looking at a new archetype from Advanced Class Guide, here's Lil Man. He is 100% PFS legal.
Details:
Spoiler:
Lil Man
Halfling Cavalier (Daring Champion) 10 (Pathfinder RPG Advanced Player's Guide 32)
CG Small humanoid (halfling)
Init +9; Senses Perception +1
--------------------
Defense
--------------------
AC 28, touch 21, flat-footed 19 (+5 armor, +2 shield, +6 Dex, +1 size, +1 deflection, +3 dodge)
hp 84 (10d10+20)
Fort +13, Ref +13, Will +8; +3 Morale bonus vs. fear when beneath banner, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 falcata +21/+16 (1d6+9/17-20/×3 +10 Precision)
Special Attacks deed: opportune parry and riposte, deed: precise strike, for the king, challenge, low blow, panache
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 14, Int 8, Wis 12, Cha 16
Base Atk +10; CMB +8; CMD 28
Feats Exotic Weapon Proficiency (falcata), Extra Panache, Improved Critical (falcata), Outflank[APG], Precise Strike[APG], Risky Striker[ARG], Slashing Grace, Weapon Focus (falcata)
Traits absalom hotspur, reckless
Skills Acrobatics +22, Bluff +16, Climb +1, Intimidate +16, Knowledge (local) +13; Racial Modifiers +2 Acrobatics, +2 Climb, lion's skills
Languages Common, Halfling
SQ banner, champion's finesse, deed: dodging panache, deed: swashbuckler initiative, tactician, lion's call, orders (order of the lion)
Other Gear +1 champion mithral shirt, +1 buckler, +3 falcata, belt of incredible dexterity +4, champion's banner, cloak of resistance +3, handy haversack, ring of protection +1, 577 gp
--------------------
Special Abilities
--------------------
Absalom Hotspur You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Deed: Dodging Panache +3 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +3 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +20 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Fearless +2 racial bonus vs Fear saves.
For the King +3 (1/combat) (Ex) As a swift action, allies in 30 ft add +3 to att and dam for 1 rd.
Greater Tactician (Outflank or Precise Strike, 8 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Lion's Call +3/+1 (Ex) Grant allies +3 save vs. Fear, +1 to attack, new save vs. fear.
Lion's Challenge +14 (4/day) (Ex) +14 to damage target, -2 AC vs. others when used, +3 Dodge AC vs. the target of your challenge.
Lion's Skills +5 (Ex) +5 to Knowledge (Nobility) checks relating to sovereign.
Low Blow +1 to critical confirmation rolls against larger creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Risky Strike -1/+6 Subtract from your AC to add to damage vs foes 2 sizes larger.
Slashing Grace (Falcata) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
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Calculations will be made with no challenge, no panache use; challenge only; and both. I will also include a calculation with both vs a Large target for a "stars align" situation. Granted, we have 4 challenges a day, 5 panache points that refresh on crits/kills.
Also of note is that AC increases by 5 against a Challenged Target, making him quite the tank.
[u]Baseline[/u]
+1 to Attack is worth 2.5 though only from the first bonus given the already high attack, after which it quickly declines.
+1 to Damage is worth 2.21
Extra Attack is worth 25
I have not yet calculated what the various bumps are worth in other circumstances.
I also haven't calculated what his bonuses would be with a prep round for Tactician and Order of the Lion.
I'm sure he could be further optimized with Killer or various other minor damage boosts.
I had asked that question as a GM, so I would know what to do if someone shows up at the table and wants to do that. I just wanted to have some sort of rules based backing to stand on.
Using the mythic boon, giving a character 3 mythic tiers and choosing Legendary Item as one of the paths, can a character, during Part 3, use the Upgradeable legendary item ability to get a one time half-price upgrade on an item?
I would just make him a Tiefling, flavored as a Drow that has received the blessings of their Demonic patrons. No Racial Heritage shenanigans necessary for the Fiend Sight feats, and you still have Darkness as an SLA.
Seize the Moment The first time the Slayer attacks his Favored Target, if that target is flanked or denied his Dex bonus to AC, the Slayer may make an attack with a weapon in each hand as a Standard Action.
Acrobat's Opening If the Slayer makes a successful Acrobatics check to move through his Favored Target's square and ends his move in a flanking position with his original square, that opponent is treated as flanked until the end of your turn.
Distracted Target If the Slayer's Favored Target is flanked by at least two of the Slayer's allies, he may take a -2 to hit on all attacks this round to treat that creature as flanked by the Slayer, though he does not receive the attack bonus associated with that condition.
(This one could probably be worded much better)
Fleeting Advantage Whenever the Slayer makes an attack of opportunity against his Favored Target, he may take a -4 to AC until his next turn to treat that opponent as flat-footed for that attack.
Just some ideas. Some are probably highly abusable, but I wanted to work on some things to tie the FT and SA together.
Killer Memory When a Slayer with this talent deals Sneak Attack damage to his Favored Target, for the next round he may deal Sneak Attack damage against that target even if the target is not flanked or denied Dex bonus to AC.
Talent idea. This way if a Slayer gets the jump on a target, and continues to go after that target and hit, he continues getting that SA bonus. Alternatively, he has a flanking ally for one round, the following rounds that ally can move on to other targets without denying use of SA. This allows the Slayer to do his job of slaying one target, without allowing him to have "always on" sneak attack, as he both has to hit, and has to set it up again on the next target.
EDIT: Changed to include Favored Target as per Scavion's excellent suggestion.
I feel like the Slayer is much better off as far as "role" numbers are concerned now, but I've realized I have a new concern now.
Before the most recent revision, I was pretty happy with the Slayer as a mash up of Rogue/Ranger, given that several other classes were basically mash ups as well. Now, though, most of the other classes have something unique they're doing. Arcanists are almost entirely unique, Investigators have the Studied Combat and Inspiration, Brawlers have Martial Maneuvers, Hunters have the Animal Focus, Warpriests have Fervor; the others are slightly less unique but still have a lot of NEW things. The Slayer is basically just a straight mash up of Ranger and Rogue, with the only semi-unique feature basically just being a reprint of a Ranger archetype ability.
Like I said, prior to the latest revision, I think I was fine with this because so many of the other classes were basically the same. I think that because the Slayer was better off than a lot of them in the first release, it got skipped over for a lot of the "interesting" parts of adjustment.
^ Nicely summarizes the biggest issues with the class. It also points out something I hadn't even thought about; how do two classes that get Evasion/Improved combine to create one that gets neither, outside of an advanced talent for the lower version?
I did mention that it's assuming legality of two non-core books, but that's because I was already heavily weighting the distinction towards the Slayer to try and make up the gap. Obviously the Slayer's DPR drops considerably if they're not getting that sneak attack.
As far as Double Slice, it depends on the interaction with Agile. Agile states you can apply your Dex modifier to damage instead of your Str modifier. Double Slice changes the amount of Str modifier applied to your off-hand weapon, and if that's being replaced by Dex due to Agile, it's arguable that the modification applies as well.
Either way, this is a test run to heavily weight things in the Slayer's favor and it's STILL losing out to the Ranger that has had things weighted against it.
The Ranger has 2 extra Str on the basis of not needing to meet qualifications for ITWF, and Ranger's Focus is giving +6 at this level vs the Favored Target giving +3.
In DPR terms I'm not sure if you're actually doing the slayer justice with a STR focus. Weapon Finesse is essentially a free feat. High damage per hit due to SA means that from an optimization perspective you need to prioritize your to hit and you can do that better with a Finesse Build. When doing DPR for Rogues Power Attack will oftentimes lower your DPR this might also be the case for a Slayer.
Building two builds for two different classes with exactly the same feats is usually not gonna be a fair comparison as you should try to compare two optimal builds. What is optimal will vary from class to class...
Now, this build was done with Point-Buy vs Elite Array, as well as assumed legality of Agile enchantment and Piranha Strike feat.
It STILL loses out to the previously built Ranger, in the same situation.
Ranger DPR, with Flank, Ranger's Focus = 114.9
It also STILL loses 2 skill points per level, by virtue of being human and affording the 8 Int as well as all the other inherent benefits of Rangerhood, given the previously limited build.
EDIT: If desired, I can also do an uninhibited Ranger build, complete with Point Buy, Animal Companion and Spells.
I think staying even with Ranger Favored Enemy would be perfectly fine. Yes, that means that we are better across the board against even his Favored Enemies. That does, however, disregard all the other things a Ranger gets access to that we don't. I'd actually be alright with the loss of Animal Companion and Spells if it meant we were basically always fighting against a "favored enemy". As far as in relation to the Fighter, we'll always be losing out on versatility and armor compared to them, and I think I'm alright with that being their schtick. They're going to be able to invest in TWF as well as tripping/disarming/critting/whatever while being able to wear heavy armor and, with armor training, able to apply just as much of a Dex bonus.
Also, as a post-edit to my previous post about a Dex build, using the same "elite array" that I used for the previous builds obviously wouldn't change much, so I will use a 15 point buy, though this also allows for more specialization that will skew results. Just forewarning.
The Ranger has 2 extra Str on the basis of not needing to meet qualifications for ITWF, and Ranger's Focus is giving +6 at this level vs the Favored Target giving +3.
In DPR terms I'm not sure if you're actually doing the slayer justice with a STR focus. Weapon Finesse is essentially a free feat. High damage per hit due to SA means that from an optimization perspective you need to prioritize your to hit and you can do that better with a Finesse Build. When doing DPR for Rogues Power Attack will oftentimes lower your DPR this might also be the case for a Slayer.
Building two builds for two different classes with exactly the same feats is usually not gonna be a fair comparison as you should try to compare two optimal builds. What is optimal will vary from class to class...
When I get home this evening, I will work on a Dex build to see if the numbers are any better. My initial thoughts are that the SA dice don't progress fast enough for an improvement. Rogues often need to prioritize to hit much more than full BAB classes to actually ensure they are connecting, especially given their lack of in-class means of boosting that number.
I mentioned the skill bonuses of FT, but I don't think it at all outweighs the other utility you're losing from Ranger, and again that's assuming you're giving up Spells and the Animal Companion to make them "more equitable."
This test was heavily weighted to the Slayer by being run in a flanking position to allow Sneak Attack and taking the limiting Ranger archetypes. The gap is even wider if the Slayer can't get SA.
The Ranger has 2 extra Str on the basis of not needing to meet qualifications for ITWF, and Ranger's Focus is giving +6 at this level vs the Favored Target giving +3.
So, I ran some numbers, making the closest approximation of a Slayer I could with a Ranger to compare DPR numbers. Please feel free to check my math.
I used a Guide/Trapper Ranger (to approximate Favored Target, no Animal Companion, no Spells) and a Slayer for the comparison, taking basically the same feats, using WBL, same weapon/race, against CR 10 average AC of 24, and stats starting 15, 14, 13, 12, 10, 8.
All DPR numbers are calculated assuming they
1) Have a flank
2) Are using Favored Target/Ranger's Focus
Feats:
Weapon Focus
Power Attack
Improved Critical
Two Weapon Fighting
Improved Two Weapon Fighting
Double Slice
Step Up
Two-Weapon Rend
Endurance
Skills:
Stuff
Gear:
+3/+3 Orc Double Axe
Belt of +4 str
+1 Breastplate
Cloak of Resistance +1
Ring of protection +1
Slayer DPR, again with Flank, Favored Target, Sneak Attack = 93.15
Ranger DPR, with Flank, Ranger's Focus = 114.9
Granted, Favored Target is unlimited vs the 4/day right now Ranger's Focus, but this is taking in to account the spell/companion limitations placed on the Ranger, the assumption that the target is able to be SA'd, and 2 fewer skill points per level for the Slayer.
Also granted it ignores other class features:
Woodland Stride, earlier Swift Tracker access, Trapfinding for the Trapper Ranger, the traps available, favored terrains, terrain bond, Ranger's Luck, Wild Empathy, and Ranger's Focus being Swift from lvl 1
vs.
2 available Rogue Talents (having taken weapon training and combat trick), and the ability to FT 3 targets at once, and the skill bonuses from Favored Target
For the class designed purely to be the "take out one target with maximum prejudice", I'm having issues seeing why I would ever take it over a similarly made Ranger.
I feel like a lot of people in this thread are underestimating the non-damage spells of the Magus list. Magus also has access to things like Shield, Mirror Image, Blur, etc. These are the spells I am looking for with the Bloodrager.
It's directly in line with Paladin/Ranger where the spells are mostly utility/buff type spells. I want to be getting in to combat, casting my Mirror Image, and then charging in as a Barbarian that is harder to stop. Casting Arcane spells in Medium Armor is huge and the amount of defenses this class can layer while still being a giant bruiser is incredible.
If you want to be swinging and casting offensive spells, play the Magus. That's not what this class is.
I would like to see something other than DR and Uncanny Dodge on the class, to bring more of the Sorcerer flavor as right now it's basically just trading Rage Powers for More Different Rage Powers from a bloodline, particularly with certain ones. Draconic Bloodline felt like a Beast Totem Barbarian, getting claws, then natural armor. Arcane Bloodline felt amazing and exactly like the kind of things I want to be getting with these. Likewise with Abyssal, it really feels like a demonic outburst of power.
Right now, it feels like Ranger and Paladin have a TON of fluffy, relevant, but not necessarily Combat oriented abilities, and I'd like to see something like that here. Maybe Detect Magic as an SLA similar to the Paladin's Detect Evil; or bonuses against specific schools of magic in a manner similar to Favored Terrains.
For anyone not following the Brawler thread, it was ruled that Brawler level counted as both Fighter levels and Monk levels for feat prerequisites.
I don't know if that is applicable to all of the hybrid classes or specific to Brawlers. If it is across the board though, it means the Warpriest qualifies for Weapon Specialization, and the Greater feats, which is huge for distinguishing from Cleric and Paladin, in my mind. It also opens up access to things like Disruptive and Spellbreaker.
Again, not sure if it applies, but if so I'm much more interested in this class.
What I'd really like to see is access to Rogue Talents as well as Ranger Combat Styles. With the Hunter losing out on combat styles, it seems like a perfect fit for the other Ranger hybrid class to have access. As is, it seems like you can make a more damaging and higher skill class using plain Ranger Str build ignoring pre-reqs on TWF.
I'm also very confused as to why the Investigator gets higher Sneak Attack progression than the Slayer. If Investigator is supposed to encompass the skill base of the Rogue, why is it also out-doing the combat focused Rogue Hybrid?
I love focusing on Wis as a secondary attribute, and definitely think basing the capstone as well as Assassinate/Slowing Strike on that would feel more cohesive. I see Slayers not necessarily going off of cunning and smarts but off of awareness and attentiveness to the way a target moves and fights, rather than the introspective side of Wis.
So, in this example, my roommate will be playing with me. He lives in my household, I have the PDFs. Is this now legal?
As a follow up, assuming that situation is legal, how does one verify cohabitation? We are in the military, and therefore our Driver's Licenses have vastly different records of address on opposite coasts of the country.
If it has to be a family member, is it okay if it's a sister with a different last name; a half-sister; step-sister?
I suppose I just don't understand the distinction between "guy I know and hang out with" and "lives with me" when it comes to that. Either way the PDF is watermarked and has been directly paid for. I can loan a book I bought to some guy that lives down the street, why not a PDF?
have a copy of the rules for said item from a legal source. A legal source includes the physical book, or a print-out of a watermarked (with your name on it) PDF.
I was under the impression it could have anyone's name on it, as long as it did, in fact, have a watermarked name. Is this no longer the case? It seems to me that if one player can bring a book and share it with his friends playing the game, he should also be able to share any PDFs he may have with them.