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This post shows that it was answered in the FAQ, but no FAQ entry exists, as far as I can tell.
The questions are essentially as follows: ---- No, this is not intended to reopen debate on a question already debated to death in too many other threads. I only want official references, not opinions. My own questions are:
--- I'll just add my personal opinion, for whatever little it's worth, that the "magic parachute" can always be deployed successfully when relevant, barring extreme circumstances such as an anti-magic field. RAW may disagree.)
New to PFS (long time player otherwise).
The Concordance - Not really bad, just not entirely sold on it.
So... Concordance, Liberty & Sages are the only three I have even marginal interest in being a part of.
This is long, sorry! One member of my gaming group, the only other one still remaining from our original group. (Others have left, new ones have joined...) has a tendency to railroad when she runs the game.
A few sessions later we'd somehow incidentally rescued him anyway, despite no other PCs knowing about this quest and mine having already made it clear he didn't want it to happen. Probably would have actively worked against it if I'd been given any hint that we were on track to freeing him regardless while on what I believed, until after we'd suddenly freed him, was an entirely different and completely unrelated quest. This second example ended in a literal ragequit.
Anyway, at one point one of the PCs, a tiefling, contracts a vampirism curse. She'll not actually turn into a vampire until she actually drinks blood, so the rest of the party, as a whole, did their best to keep her from doing so until we could find a cure.
Anyway, now to modern day. New campaign, different GM, this person is now a player.
In our last game, the boss fight we'd been making our way towards for the last several sessions, her actions amounted to turning invisible and going to play with a distraction (a 'baba yaga' type hut on spider legs). That made the rest of the combat safer for the rest of the party. By the player's own admission, she was going to go try starting a forest fire (keeping in mind we're in the middle of said forest) until the distraction was pointed out.
I had talk to the GM about my issues in the week before last session. After last session I talked to him and gave an ultimatum: That character is removed from play or I leave the table. This will be discussed next session with the other players and which character leaves the party will be determined then. Things will be a bit awkward, if it's me, since we game at my mother's house. It's the only place between us that's free, quiet, and has a large enough table for a battlemap! If this doesn't go my way, I am most likely never going to play another rpg involving that person in any capacity, which is sad as she's one of the first friends I made in this city. We'll still have our board game nights though (we alternate PF/board games week to week). For the record, I kept quiet as long as I did mostly with the memory of my ragequit in mind and not wanting to cause another scene. Also hoping the GM would himself actually call her out on her evil acts and tell her to stop. .. and now done. To those who read through: Thanks for your patience!
While the animate objects spell specifically states that the object attacks whatever you designate, there is no such ruling for those created using Craft Construct. Furthermore, I can't find any general ruling that states constructs are controlled by their creator, only specific (and differing) instances as per the spell or in their own descriptions. So by RAW as I see it, crafted animated objects are just mindless creatures with no direction and not much incentive to do anything. Should they be somehow goaded into attacking (I can't see why they'd initiate combat), they wouldn't differentiate their creator from any other creature. Similarly, those created by the spell, which seem to have only one command, attack: What do you do with those made permanent? Designating new targets requires actively doing so with a move action, so leaving them alone to guard would have no effect, and hauling them around would be annoying at best, with no incentive to follow you unless you designate yourself as their target. (And without a 'stop' command you'd have to designate a rock or something else pointless for them to pulverize to stand down.) Can anyone prove me wrong?
As per the Animated Object rules they have AC 14, touch 10, flat-footed 12 (+4 natural) I'm not understanding how it's losing 2 points to its flat-footed AC.
Was reading through the campaign clarifications, and under Legacy of Dragons there are two conflicting entries for page 4.
With or it would mean either one works. The and would mean that a weapon must be doing both types to bypass DR. Given and would effectively give DR/— (does anyone have a hurlbat?), I would assume or is correct. Second, for page 22
A Drakerider is an archetype presented on page 24. Don't understand the presence of 'rider' above (I assume this is simply an error). I don't understand the final part at all. What it seems to be saying is that, so long as the drake remains stupid with it's starting Int of 4 and never boosting it through any means (typically through the ability boost every 5 levels) it has more HP, and that as soon as its intelligence increases, that bonus HP is lost.
So I was looking through the community use products list and noticed a few items that aren't mentioned at all, in either section. There's the full block here:
Plus:
PZO9282 - Giantslayer Poster Map Folio (Although later ones are available) PZO92105 - PCS Taldor, the First Empire (even though every other chronicles/campaign setting book, except the last unreleased, is on the list) A few others, but they're all at the end of their respective lists and in part unreleased.
Also many PFS scenarios, most notably a gap starting with #6-17 then continuing with #7-00. Although my guess is there are campaign reasons for that. (Okay, so maybe I went a little overboard with my "looking through" the list) |