I have a character who is multiclass Fighter/Warpriest. To qualify for Weapon Specialization he will be required to qualify as a 4th level fighter. When he gets to 2nd level fighter/3rd level Warpriest, could he use his Warpriest bonus feat to take Weapon Specialization? The final sentence of Warpriest bonus feats states: PRD wrote: Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level. This reads as if the levels would not stack, and I would only count Warpriest levels, but it seems counter-intuitive to me, so I am trying to get a firm ruling. This is for a Society character, so I do want to make sure that I am not running into too much table variation if I decide to take Weapon Specialization at level 5
A quick question about Risen Guards of the Osirion faction. Since they are sworn to the Ruby Prince, do they remove themselves from the society since they are forbidden to switch factions, do they automatically join the Scarab Sages as that is the evolution of their faction, or does the radical shift in the nature of their service allow them to choose a new faction?
I have a related question regarding Variant Channelling and Versatile Channelling that this seems like a relevant thread for. If I select Variant Channelling does it apply to both the negative and positive uses of Channelling with Versatile Channel, or can I choose to apply Variant Channel to the Negative Energy Channels and have my Positive Channels work normally. Alternately, can I apply one Variant Channel power such as Rulership to Negative Channels, and the Sun Variant Channel to Positive Channels if I worship Ra? In another thread peoples seemed to think that option 2 made sense, but I would like other opinions, and perhaps some sort of ruling for PFS
First up, there is an encounter scaling note on p.11 that references an encounter that doesn't seem to exist, and there are no scaling notes for encounter B. It looks like an encounter was removed in editing, and they removed the wrong scaling note. Second, for the Andoran and Quadira faction boons, it says you get the benefit for free; does that just refer to the GP cost, and you still pay the Prestige, or does free mean you pay neither GP or Prestige? That is all I have found so far, but it looks like this will be a lot of fun to run next week. Thank you for bringing back Miss Feathers, she is a treat to run.
If you don't have a high Charisma, or have used it as a dump stat, then the Conversion Inquisition is a good way to go since you can use your Wisdom in place of Charisma for Bluff, Intimidate and Diplomacy checks. Cleric Domains have some amazing first level powers, but it really depends what you want. Travel domain gets you an additional 10' of movement, Liberation Domain gets you 1 round per level of Free Action a day, which can be a lifesaver if you are grappled or any number of other things. There are a ton of other awesome powers, but those are 2 of my favorites. For the cost of basic ammo, as long as you have one rank in Craft:Alchemy and your free Gunsmithing Bonus Feat you can buy bullets, pellets and Black Powder at 10% of cost, and Cartridges at half price, so regular shots will only cost you 1.1 gp each, and regular Cartridges at 6 gp each. If you search the PFS Boards there are some threads with the price breakdowns of various ammo types.
You don't really need to buy alchemical cartridges at first level; it can wait until you have the possibility of firing multiple shots in a round, either through haste, high BAB or Snap Shot. With a pistol and Rapid Reload you can reload as a Move action and fire as a Standard. You only need the cartridges if you want to be moving more than 5' every round. For the feat issue I have used a 2 level Monk dip, and a 2 level Fighter dip on a human. The second level of Monk isn't that useful since there is a limited selection of feats, but for my Snap Shot build the Combat Reflexes was worthwhile.
Edenwaith wrote: Anyone who is repeatedly pulling both triggers at once are due for a nasty surprise when the both barrels misfire causing the weapon to explode. My ruling on this has been somewhat different. As I read the rules, if you fire a pistol with the broken condition and it misfires the weapon explodes; since both barrels are being fired at the same time, the weapon does not have a the broken condition, and therefore does not explode. Another interesting example was when I fired both barrels and misfired on the first one I was resolving. When I rolled to hit with the second barrel I rolled within the misfire range if my weapon now had the broken condition, however, since the attacks were simultaneous, the weapon was not yet broken, and did not misfire. It took us more time than it should of to work out the sequence, but I think that is the correct reading of the rules.
I had a fair bit of fun with a Monk - Pistolero, with the Feat "Deft Shootist Deed" which lets you reload and fire with out provoking AoO. It takes a few feats (which human helps with) to get it, but being in the middle of melee unleashing a hail of lead is fun. You have to be lawful, but monks aren't too bad at sneaking, and you can forgo armor and get other nice monk bonuses with a 2 level dip. It might work with your character concept.
I just checked the Additional Resources, and it says Culverin and Double Hackbut are not allowed,but from what I see, the Pepperbox is legal. That being said I have to agree with BNW that getting free action reloads is a must. A pistol with Rapid Reload and Alchemical Cartridges, or a Musket Master with Alchemical Cartridges should do the trick, and in the long run is more reliable than a Pepperbox Double Barrel Pistols are getting a bad rap right now. The ability to take a -4 to hit to double the number or attacks in a round is powerful, especially since it stacks with Rapid Shop to get an extra attack at full BAB -2. Your hit numbers suck, but you are hitting touch ACs, and sheer volume of fire helps, but will potentially slowing down your turn to a crawl as you resolve 6 attacks to everyone else's two attacks. Carefully weigh the benefits and costs of buying a double barreled weapon.
I don't know if this is question should be asked here, or maybe its own thread, but I'll start it here. Regarding GM credit and the Osirion faction boon; if I have GM Credit for a previous Osirion related mission this season, and then GM this module, do I qualify for the boon reward for the character that I apply the credit to? Also, if I now apply credit for this module to a character, and down the road GM an adventure in Osirion, can I gain the Osirion Item boon from this sheet?
I am making a cleric of Sun Wukong, and am thinking about taking the Ale/Wine Variant Channeling ability. The only PFS Gods that have Ale or Wine as an Area of Concern are Cayden Cailean and Halcamora; Sun Wukong has Drunkenness, which is not represented as a variant channel. Is it reasonable to take Ale/Wine with him and have it work at most tables, or should I expect that many GMs will object? In another thread James Jacobs stated that Besmara and one of the Eldest - The Lantern King would have access to Ale/Wine, so there is precedent for it, even though the Ask JJ anything thread is not official I would expect it to carry some weight. Sun Wukong's portfolio of Drunkenness, Nature & Trickery is more compelling than Besmara's Piracy, Sea Monsters & Strife or Lantern King's Laughter, Mischief & Transformation as an argument for the Ale/Wine ability.
I like the look of your list Nefreet, and am in the same situation with my Gunslinger upgrading my +1 Reliable Double-Barrel Pistol to Greater Reliable. Tacking another 5000gp on to the cost of upgrading seems like an unreasonable expense, especially when the enchantment is explicitly the same bonus at an increased value. There is the additional flavour cost of giving up a weapon that our characters have been wielding for 15 to 20 scenarios. For some of us that is a significant sacrifice. Thank you for putting this forward and doing the work. I have FAQ flagged this as well.
I just wanted to add a couple of lines to this list, and get a confirmation that Alchemical Silver bullets are indeed different from Silver Bullets (which cost 25gp/12.5gp and auto confirm vs Lycanthropes) Alchemical Silver Bullet: 3gp (3sp) Alchemical Silver Cartridge: 14gp (7gp) I also have a question about the pricing of the dry-load cartridges; shouldn't the cost be 42gp (36gp for gunslingers)? The base cost of the cartridge, plus the cost of the enchantment. My reading of Dry-load also is that it can be added to any cartridge for 30gp, thus allowing for dry load Cold Iron or Adamantine cartridges. The downside to this being that if the cartridges are thus enchanted, they can't be used with Abundant Ammunition.
I just want to confirm that you can get credit multiple times for WE BE GOBLINS. On the chronicle sheet is says "As always, each player may receive credit for each module once as a player and once as a GM in either order." Is that over-ridden by the rules governing Level 1 adventures, or is the instruction on the Chronicle handout correct?
At my tables it has been standard practice that you retain your place in initiative, but once you have been restored to positive HP, your initiative drops to immediately after the effect that healed you, provided you have had an action between when you were dropped and when you are healed. It might not be strictly RAW, but for our table everyone seems to agree that is a reasonable sequence of actions.
The Circlet of Persuasion
Charm of Wisdom granted power of the Conversion Inquisition
Does anyone have an official ruling on whether you could use the Circlet in conjunction with the Conversion Domain. My argument is basically that while you are using your Wisdom Modifier in place of your Charisma Modifier, it is still a Charisma based check, and therefore you do receive the bonus. There is one other thread on the matter, but it was brief, and I don't think it properly addressed the issue.
I have a player that asked this question at my table earlier this week, and we were unable to find an answer. James Jacobs posted Here that it isn't intended to work that way and that it would be addressed in the FAQ, but that was over three years ago, and I couldn't find it in the FAQ. The searching I did turned up a few different conflicting answers. My first thought is to disallow it, saying that the two abilities are separate and he can choose one or the other, but I don't want to exercise GM fiat on a PFS character. Does anyone else have a link to an official ruling, or have a PFS authorized answer?
I have a similar character in a Kingmaker Campaign, and I went with Irori, which fit well with a 2 level dip into Monk (for the Saves, Evasion and AC while not wearing armor). I think the Spellbreaker is a decent choice for an Inquisition, but as stated above conversion is very nice as well; the social skill bump in Society play is very useful. I went with the Spell Killer Inquisition, which sadly, is not PFS Legal. For useful abilities, I have to agree that the 10' of extra movement is the best of the lot. My character is a pistolerro, which made Longshot a great spell; extending my touch AC threat range by 50% is well worth it. It's less important with a musket, but worth thinking about. Divine Favor isn't too bad; losing 1 round of firing for +1 to hit and damage can be worth it depending on the encounter. Depending on your gear and whether or not you take Spellbreaker, Protection from Evil is nice for the AC, Saves and protection from mind control. I also took Expeditious Retreat since being able to get into a good firing position can make a world of difference.
I just ran this last night for my group at tier 1-2, and I have a question about the total gold. I could only find the 2 encounters that gave a reward: 29gp for the 2 Traffickers and the Jinkin and 433gp for the final encounter and recovering the treasure, for a total of 462gp, while the chronicle sheet has 519 listed as the max gold. I did some quick math and it seems that tier 4-5 is out a bit of gold as well. If the characters were thorough, completed all of the encounters and searched most everywhere, should they have gotten the 462gp, or should they get max gold? Or am I just clueless, and missed something really obvious?
Has anyone else gotten a case with bizarre distribution? I opened mine last night, and didn't get a single Caedimus, and only one Medium Water Elemental. I was expecting 4 of each common, so to only get a single of one, and none of another was strange. I think there were 7 Clockwork Soldiers and 6 Earth elementals. For Rares, there are three that I am missing; Amiri,Ardanthus and the Large Air Elemental, but I have 3 Grey Maiden Commanders, 2 Lem, 2 Dullahan, & 2 Mesmalatu. Looking at other reports it looks like a case normally yields one full set with no duplicates, but I have 3 missing Rares with 5 duplicates, including 2 extra GM Commanders, so it looks like I got 2 extra rares out of the deal. How many rares are typical in a case? My Uncommons were also a little off, since I only got 1 Shreixyx and 1 Ravenous Ooze, but for uncommons that doesn't seem too unlikely. I just can't believe that out of 32 boosters I didn't get one of a common figure. As an aside I also had 4 broken figures: Mite on Spider with broken arm, Grey Maiden Commander sheared off at the knee and Xin who broke off at the feet. Nothing super serious, but it might be nice if they worked on better plastic or packaging; it seems like the larges getting loose in the case do most of the damage. |
