If she detects evil among the party using an area effect, she doesn't become indifferent, but retains the attitude she had before. According to her tactics she will still stop attacking to parley or to accept PCs' surrender (and could choose to focus for 3 rounds on locating the evil aura). Supposing she is unfriendly, Diplomacy will work on her (DC 22) after a minute of conversation out of combat, and can improve her attitude as far as friendly. I think she could also be convinced, by the scenario text, that the PCs are not proven to be thieves, even if they're suspicious intruders to be watched closely, and would give that a DC 22 also. She will not allow specific requests until improved to at least indifferent. A GM could of course ask pointed (less than friendly) questions and pay more attention to what the PCs actually say in this case.
You can of course cast continual flame on a banner. It's a valid target. The spell will persist until the end of the scenario. If you want to keep that banner past the end of the scenario, you should pay the cost of a banner and note the purchase on your chronicle sheet. If you don't have a published source of stats to say you can buy a banner, you're in GM ruling territory. Your GM or anyone else may not care about the stats or availability of a banner. The availability and game effect of a rune-carved rod might be a considerably different question.
Casting continual flame on an item has no influence on whether you can keep the item after the scenario or not. If you're not able to acquire the item, you no longer own that item with the permanent spell on it and could cast another continual flame on something else. (If it needs to be said, you cast the spell, so the material component was consumed.)
2) Generally the GM or game organiser reports each session. 4) In campaign mode, you use separate characters that can be built and played in any way the GM allows. Their completion of the adventure path volume provides rewards that apply to your SFS characters, similar to those that you get for a typical SFS scenario.
www.yzzerdd.com wrote: I assume when you create the simulacrum, you get to choose all their spells? Simulacrum wrote: It appears to be the same as the original .. It cannot increase its level or abilities The simulacrum has a subset of the spells its original knows, if its class works that way and if you have stats for the original, and has no opportunity to change them. It can use the normal abilities of its class to prepare spells daily, if the class does that.
They have to wait a week anyway, as part of the spell effect. The way around this, if a week's delay is critical, is resurrection rather than raise dead, which obviously costs more, requires a higher-level caster and access to purchase 7th level spells. The PCs can buy material components for their friend to use. As mentioned, if paying an NPC cleric, he will require both the component cost and spellcasting fee.
Furious Focus "Of course I / Why wouldn't I Power Attack" Many GMs will use the same assumption for circumstances like confusion and murderous command, so your party will appreciate Iron Will and Improved Iron Will. Abyssal bloodrager gets enlarge at 4th level, so Combat Reflexes is another natural choice.
Whisperer in Darkness wrote: Will it be okay to have a high Infamy? Obviously scenarios will have to account for that but rewards shouldn't be affected. I mean there's the expectation that the PC has had some issues but they still may be highly effective, just not diplomatic or maybe cooperative. In SFS 1 Infamy is significant (either way - certain boons make it advantageous) and 3 Infamy brings removal from the campaign unless reduced by the end of the scenario.
Bob Jonquet wrote: AcP would have to be tracked online so the system would know how much you have to spend when you try to “buy” rewards. But shouldn't require much if any effort on the GM's / reporter's part, as it only records that the player or GM took part, which the system can record by receiving the participant's PFS number for the session, as happens by default already.
As others have said, the Field Guide is a sourcebook that's getting older. Between vanities, useful items and information on Absalom, there's probably more in it than the typical Player Companion, but that's the sort of comparison. Ioun stone resonance started in Seekers of Secrets, a very early counterpart of the Field Guide. Several elements from these have been revised by later books, as Additional Resources and Campaign Clarifications should explain.
In order to benefit your Day Job check, a bonus must apply to all uses of the skill or specifically to earning a living. No, you are not considered to be stealing items without being noticed as your Day Job. A circumstance bonus is also not on the list you quoted. I would say it's by definition temporary.
Grcles de Cross wrote: I now have a couple of Chronical sheets for my character and need a little explanation about the Section "All subtiers". I understand that the items listed are available to my character to buy. However, it was said that there were "limits as to when I could buy the items". Where can I get more information about what these restrictions are? There are some items that I have the GP for that I would like to buy but am unsure what the limits are. You can buy items, if you have access to them (on a chronicle sheet, Always Available, with sufficient Fame or if you are acquiring them with Prestige Points), when your character is in a town of 5000 or more inhabitants. Elsewhere the GM may allow some purchases, or for spending PP you can increase the cost and get your faction to deliver the item to you. This is in the Guide as mentioned.
Nefreet wrote:
And as far as I can see, those characters would be eligible for the existing characters benefit of Admittance boons from earlier in the season (but not retrospectively: a legacy race character would have to have been "earned" and "in your possession" at the date you applied the chronicle).
Matthew Craver wrote:
Certain characters (FAQ #1, FAQ #2) are allowed to craft poisons, from those types permitted by Additional Resources or as found on the character's chronicles, which do in fact often appear with a purchase limit. edit: Also, gunslingers as below, and they can use the Craft skill to repair their starting gun. Apart from those, crafting is not allowed. Specifically, magic item creation feats are not legal for PFS characters and a PC may never buy, sell or trade items with other PCs.
Choosing to kill intelligent beings to eat when other food sources are available, and desecrating corpses, are usually evil acts. Eating an intelligent being's flesh in some other circumstances might be argued as neutral. The alignment rules in Pathfinder are not cultural choices. They are facts of the universe. If a culture (or a deity, by the way) favours an act that is evil by the game rules, that cultural tenet is evil and a character who follows it commits evil.
A Wisp Ally provides either covering fire or harrying fire, which are circumstance bonuses. Can circumstance bonuses stack in Starfinder and in this case, do two attackers using covering/harrying fire count as from the same source? I don't think it matters that they are from spell effects, as the same question could come up due to characters or NPCs using those actions, or in combination.
Resolve is based on half your character level, rounded down (page 22), so no, he doesn't, but only because his one soldier level doesn't increase his character level to an even number and his STR and DEX modifiers are the same as his CHA modifier. If his next level is Soldier (actually, regardless what class he takes for his next level) he'll gain a Resolve point.
FanaticRat wrote: I know I got a lot of grumbles whenever I tried to play mine, and had at least one GM try to go out of his way to screw me over. As a GM, if tactics otherwise allow, I'll have monsters target the attacker that seems to be the biggest threat and knowledgeable monsters target that creature's weakness. For a scary eidolon, that would often be the summoner. I haven't found it necessary to go out of my way to screw over a summoner. They have distinct failure modes.
BigNorseWolf wrote:
A character in tier, which might be almost as much of a problem in some circumstances. Though having a player swallowed by an eel would be a dramatic turn of events.
Derek Blakely wrote: One thing I'm kind of surprised no one has brought up yet is Teahouse's map. There is no D1 or D2 for the PCs or Scorpion School to sit at. Did you guys just randomly choose a table for them to sit at? The flipmat has what looks like a reception area at one end. I put the Scorpion School at the other end.
It's a little surprising that boon would show up now. I suppose there's quite a bit of tier 3-6 and 5-8 coming out. Regardless, the Pathfinder equivalent hasn't been integrated into reporting, so this might take a while as well. For his first physical chronicle sheet, his starting Reputation for a chosen faction will be 5, unless the boon allows splitting it.
Nefreet wrote:
They couldn't use Weapon Finesse with it, because Weapon Finesse requires a weapon made for a creature of your size category.
To me it's reasonable advice to a player, who will advance Reputation faster with a faction for which he's already approaching qualifying for a tier. A total of 1 or a handful of Rep points for a faction doesn't do much. Awarding and recording the extra reputation seems to be open to misunderstanding in several ways, which I think is a separable issue.
I don't know of any that are restricted by faction. If your character is of the stated faction, they may get a minor special boon at the end. Sometimes this is not a good thing if they do badly. They can expect the events to focus on their faction's interests and lead to visible changes in the future. Other characters can participate for standard rewards and may well enjoy the adventure for their own reasons. Certain adventures go in different directions based on the factions represented, so it can simplify the GM's task if players arrange beforehand which factions to play.
edit: You must own a legal rules source for the item. If an AP is the rules source for an item on its PFS chronicle, you must own the AP volume. If the chronicle sheet contains complete stats for the item, that sheet is a legal source to purchase the item. If it only gives modifications to an existing item, the player must own the source for the unmodified item. If the stats for the item only occur elsewhere in a PFS scenario, check the product thread or GM prep thread for a specific ruling.
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