Peren Ambergross

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Organized Play Member. 216 posts. No reviews. No lists. No wishlists. 59 Organized Play characters.




I just wanted to make a few notes regarding the Adventure No Good Deed (which begins here).

I playtested levels 1 and 4 because there are some changes beginning at level 4 during scenario C. I figured the most challenging scenarios would be the lowest level for each version. I created a party of four new characters - Core versions of Merisiel, Kyra, Ezren, and Harsk, each playing with only their respective class decks (with the allowed Core/Curse substitutions for like-named cards).
For each level from 2-6, I "leveled them up", giving them a feat of each type per level and 3-4 deck upgrades per level - but not always of their most optimal card types - to simulate normal advancement. (Even though I only used the level 1 and 4 versions in this playtest, I saved versions for all 6 levels in case I need them for future testing.)

The scenarios were rough, but I didn't fail any. Scenario D was a bit easier because it uses the Raid the Stronghold scenario type, which I think is a bit easier for larger parties. I did make a couple changes to things I thought were too hard. I'd been leery since playtesting scenario A with a couple of other players who said they found it too hard. (That was at level 4.)

After completing both levels of the adventure with that foursome, I played them again with three of my characters - level 1 with three new characters and level 4 with three freshly-level 4 characters. These characters do utilize Ultimate decks or adventurer packs, so they may have been stronger. I had a bit less trouble completing the scenarios with these groups, but I still wanted more data points.

I tried to pick thematic wildcards. One could easily make the scenarios harder by picking worse wildcards. I thought the difficulty level was reasonable in the end, but if anyone plays it, I'd love a message sharing how difficult you found it!


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CannotCon wrote:

Welcome to the CannotCon!

For many years there has been a gaming convention in Canberra over the Australia Day long weekend called CanCon. This year that convention is not happening, and the venue is half taken up with a walk-in clinic for Covid-19 testing. So the organisers of Pathfinder Society Organised Play in Canberra have decided to hold an online alternative, featuring mainly PF1, PF2 and Starfinder Society games.

CannotCon will run online from Friday 22nd of January through to Tuesday 26th January 2021. Games will be on Astral, Roll20 or another VTT, so just check the game when signing up to make sure you get the VTT you prefer.

General Discord Link: https://discord.gg/jH8UdzR

- VTT games in 5 hour time slots 09:00-14:00, 14:30-19:30, 20:00-01:00 (e.g. PF2 and SFS scenarios)
- VTT games in 2 hour time slots at 09:00, 11:30, 14:30, 17:30, 20:00 (e.g. PF2 quests)

PF1, PF2, SFS, and PACS are all being offered!

Notice that those times are Canberra local. The convention runs Thursday, January 21 through Monday, January 25 US Eastern Time. Time slots begin at 5 p.m. Eastern each day and run through the night!
Go to Warhorn Event Agenda to sign up.


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(I thought of other names than "Tangents", but everything seemed to have been used previously. Feel free to suggest better!)

Some players like the idea of creating their own adventures, but are daunted by the magnitude of the challenge. I've started working on a new AP, and it's tough! Kudos to those who have made unofficial APs or even single adventures!

If an AP, or even an entire adventure, is a bit much, how about just a single scenario, especially if one is given some guidelines? The final scenario of Dragon's Demand (The Wandering Way) does just that, providing guidelines to create one's own scenario, and this can even be used in Organized Play due to the sanctioning document.

I will write at least one such scenario, and I challenge others to do the same. Think up an interesting plot, select an appropriate theme and scenario type as instructed, and either select your locations, story banes, and wildcards randomly or (preferably) choose them to match the theme of your story. It would be great to eventually have a collection of these scenarios covering all levels and all base sets.

Almost every adventure in Years 6 and 7 have only had 4 scenarios. How nice would it be to have side quests to run at each tier to enjoy those new power feats and maybe get an extra deck upgrade? I’ll get things started by sharing a scenario I have written. I will add at least one or two more in time!

Please remember Paizo’s Community Use Policy. I will include the CUP notice in my scenario and will register this thread in the Community Use Registry. Remember, according to the CUP ( Paizo Inc. Community Use Policy ), “As long as you comply with this policy, you may descriptively reference trademarks, proper names (characters, deities, artifacts, places, etc.), locations and characters from products listed in Section 1 of this list.” This list includes “Pathfinder Roleplaying Game books”, “Pathfinder Society products”, “Pathfinder Adventure Card Game products”, and “Pathfinder Adventure Card Society products”. Please notice this doesn’t include plots, stories, etc.


Attack of the Twice-Born wrote:
Adventure Reward: For the rest of the Adventure Path, after you rebuild your deck, you may banish a card from it to choose a card from the vault whose level is #-2 (minimum 0). Adventure Card Guild players choose the card from their deck box instead.

Is it intentional that the card must be level #-2 instead of maximum level #-2?


7-2D wrote:
For the rest of the Adventure Path, when you avenge, all characters ignore effects on the bane that happen when it is undefeated.

May I please have clarification that this prevents the initial defeat that I am avenging from causing damage as well as causing any other "If undefeated . . ." powers to take effect?

Does this also prevent me from taking damage or causing such "If undefeated . . ." if I fail in my attempt to avenge?

Thanks!


On page 9 of the Pathfinder Adventure Card Society Guide, we're told:

Quote:
If you are rewarded with a card from the vault, instead take a random card of the same type that is not already part of your deck from your Class Deck box.

This mainly applies, I believe, to older adventures. As early as Season 4, we now had rewards worded differently. The reward for 4-3C reads, in part:

Quote:
Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario.

I don't recall seeing it specified, but we always assumed that if you added an Ultimate deck to your class deck, you were treating the combined cards as your deck, and for those earlier scenarios, we'd take a random card from the combined decks. I also assume that if one uses adventure packs, either in place of or in addition to a class deck, those are also now considered part of the deck.

With the advent of adventure packs and being forced to play online these days, these older rewards are very difficult to manage. I don't HAVE a physical deck to randomize. (I'm playing multiple characters in multiple campaigns, with overlapping adventure packs. Some day, I will be buying duplicate Core and Curse sets, but that's not feasible right now.) Other players aren't currently even required to own the sets themselves. Is there any consideration of changing older rewards to align with the newer rewards? In the meantime, I'm curious whether anyone else has developed an easier way of handling this.

Thanks!


The instructions for Season of the Runelords scenario 2-4B (The Tormented Trolls) reads

2-4B wrote:
During setup, if you have more than 4 locations, use Bandits as proxies for additional Tyrant Trolls. Treat the henchman Bandit as the henchman Tyrant Troll.

I don't understand the "If you have more than 4 locations" part. There's only one copy of the Tyrant Troll included in the PDF, and there are no other Henchmen (or villains) listed. In just the previous scenario, we were given the more standard wording:

2-4A wrote:
Treat the henchman Bandit as the henchman Stone Golem.

It seems there must be a reason for the unique wording on 2-4B, yet I'm not getting it.

Any help would be appreciated!


I know Adventure Packs were created with Society play in mind, but WE use them outside of Society, so I thought this question might help a more diverse audience.

Can anyone provide a link to a concise list of the packs and their cards? I'd like to print out a list to make sorting the cards into packs easier. I found a link to some cool box inserts someone made, which could suffice, but they hadn't been updated. Right now, I'm working off the blog post (Go to Paizo Blog post), but copy/pasting that format is a mess.

Thanks!


I'm borrowing a post from the "ACS at PaizoCon Online" thread . . .

Mark Koopman wrote:

The PACS TTS mod has been updated to change how the class decks are loaded. There is now an external website where you can build your decks, and then easily import them into TTS. This will be a huge advantage, especially if you take your character from one table to another, since you'll be able to set up your character almost instantly every time you join a TTS game. The website is here: PACG deck builder and you can see a tutorial video on how to use it here: Youtube tutorial.

Character sheets are still in that "New Class Deck Characters" bag.

The PACG Deck Builder site is awesome! Including substitutions is much appreciated too!

We're getting ready for GenCon Online, where we'll be playing PACS. I can create a character on the PACG Deck Builder site to match my character from our PACS campaign, but I can't figure out how to import that to Tabletop Simulator. The video tutorial, while very helpful for deck creation doesn't cover this.
Please help! Thank you!


My kids and I want to play PACS Special : 6-99 Tyrant of the Harrow at GenCon Online, which will be played using Tabletop Simulator. We haven't played PACS (or PFS for that matter) remotely, but I've been studying Tyler Beck's amazing guide to playing via Tabletop Simulator (Go to PACS on Tabletop Simulator Instructions. )

Since Tabletop Simulator only allows use of Adventure Packs, any current PACS characters we have using class decks seem worthless. We'd like to play characters of a higher tier, because we feel tier 1-2 adventures are a bit of a slog, but there's a time crunch trying to play new characters up to a higher level before the con. In the PACS Guide, the rules for starting a higher-tier character are harsh.

PACS Guide page 7 said wrote:
Use cards from your Class Deck that have a level at least 2 lower than the # of the adventure you’re about to play. Your character can check a number of feat boxes of each type equal to their Tier –2. If your character is Tier 5 or higher, also select a role for your character.

So, we thought we might play pregens. This post: Go to Paizo Inc. seems to be the official source, but these pregens naturally use class decks, not Adventure Packs. Is there an accepted method for conversion? Can you play a pregen with decks containing cards of level # like you used to, or are you stuck with #-2?

Thanks!


One can get sets of cards printed and shipped from DriveThruCards.com for the custom cards from the early Adventure Paths. One can buy the custom cards from Seasons of Shackles, Runelords, the Righteous, and even Goblins. Having bought some of these sets, as well as Runelords errata cards and many custom cards I've made or ones posted by other users, I know that these cards are high quality (and more consistent color on the cards than my Core Set!)

I'm wondering whether there will ever by similar sets offered for the custom cards presented in Seasons of Plundered Tombs, Faction's Favor, Tapestry's Tides, and (Year of) Rotting Ruin. Any knowledge out there? Thanks!


My family and I have played through seasons 0, 1, and 3 (Seasons of the Shackles, the Righteous, and Plundered Tombs, respectively). We played a couple adventures of season 2 (Runelords), but we were finding it too easy and lost interest. (Some day, we may revisit and increase the difficulty).

For anyone who's played the later seasons, I'd like to know how seasons 4, 5, and 6 (Factions' Favor, Tapestry's Tides, and Rotting Ruin (as much as is released)) compare. What was their difficulty level? For us, it helps to know going in what to expect. That can also help inform character choice. ("I'll play the stronger-looking character in the tougher AP and the weaker-looking character in the easier AP.")

I'm similarly interested if anyone has played a homebrew AP. We also played through the excellent Godcallers of Sarkoris by Ron Lundeen. It was an excellent story and a perfect challenge level for our party.

Thanks for any insights!


These insights are always fun and informative!
Lem was my first Society character. Unfortunately, we were playing Wrath of the Righteous. The Bard class deck's arcane spells are mostly poison or electricity . . . to which all those demons are immune!


1. Mavaro from the Mummy's Mask set has the following power:

Quote:
You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence until the end of the turn. . . At the end of the turn, recharge the displayed cards.
Core Set Rulebook, page 6 said wrote:
End Your Turn: First, apply any effects that happen at the end of your turn. . . . Then, if you have any cards in a recovery pile, do whatever they say to do during recovery.

Mavaro does not have the Arcane or Divine skill. If he displays a card with Arcane or Divine in the check to acquire, he recharges the card during the "At the end of the turn" phase. This means the cards are gone during the recovery phase. Does he still have those skills, or must he banish any spells he played during that turn?

2. Mavaro from the Occult Adventures deck has the following power:

Quote:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Intelligence skill.

If he plays a spell during his turn, perhaps because he has an Arcane or Divine card faceup, but then something makes him discard that top card or shuffle his deck or something, it seems he, too, could be forced to banish any spells he played during the turn.

He does have a power on his role card:
Quote:
You may discard a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

I'm guessing he could use this power during recovery to put a card with Arcane or Divine check on top of his deck to allow him to keep his spell(s)?

Thanks!


Thank you for sharing! It's always interesting to see the evolution of a character like this (as well as insights into how certain powers are meant to represent RPG or story-based powers or attributes).


White War Paint (Item 2 from Curse of the Crimson Throne) said wrote:

Display. While displayed:

* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Vic previously said,
Viv said wrote:
As of MM, playing a card means using a power on that card by performing an action with that card that is specified by the card itself. Choosing to activate a power on a displayed card also counts as playing it.

What we'd like to know is whether the first power on the White War Paint (add 1d8 to your checks against Undead cards) is a power in the traditional sense, in that using it counts as playing an item. Since this power doesn't say, "You may", making it optional, it seems to be a different case.

Thanks!


We have a disagreement about the reward for Dragon's Demand 3c: The Wandering Way.

The Wandering Way wrote:
Reward: Each character gets a new boon of any type.

Does this mean each character selects a type of boon, such as weapon or spell, and draws a random card of that type from the vault, or does the player get to choose any boon of that type?

Thanks!


The Spirit Walker mesmerist archetype gets some fun, flavorful features, but gives up the touch treatment class feature. Can anyone who's played a mesmerist (or played with one) tell me how significant the touch treatment ability has proven to be in practice? Do you use it or see it used a lot? How often have you seen mesmerists need to use this ability on themselves to overcome fear effects?

Thank you for any input!


Familiar Folio said wrote:

Sage familiars are masters of useful facts, able to recall them for their master's benefit, though this leads many to become haughty and proud.

Class Skills: A sage treats all Knowledge skills as class skills.

Dazzling Intellect (Ex)

A sage's Intelligence score is always equal to 5 + its level, but the sage gains the additional natural armor increases of a familiar only half its level.

This ability alters the familiar's Intelligence score and natural armor adjustment.

Sage's Knowledge (Ex)

A sage stores information on every topic and is happy to lecture its master on the finer points. A sage can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, a sage gains 2 skill ranks at each level.

Its maximum number of ranks in any given skill is equal to its level.

This ability replaces alertness and the familiar's ability to share its master's skill ranks.

I'd like to know, how does the familiar "lecture its master".

Must one take a talking familiar to use this?
Otherwise, is it useless until level 5 when a familiar gains Speak With Master?
Must/can the character do something at level one to be able to speak the animal language of her familiar?

I love the notion of my (viper) familiar being a know-it-all that sits on my shoulder hissing in my ear, but I don't want to roll this character and be told it's useless for my first 12 scenarios. (I play PFS, but this question doesn't seem PFS specific.)

Thanks!


First of all, am I missing something? I find no FAQ related to the Seasons rules, nor even many posts. We've run across questions we're surprised nobody else has had. For example, from 2-2D, The Idol of Sycorius:

The scenario instructions read . . .

Season of the Runelords Adventure 2 wrote:

Using the deck list from the Throne Room, make a number of  Throne Room locations equal to the number of characters + 2.  When building locations, set aside the henchmen, monsters, and  barriers, then shuffle them into a robber deck. When you close a location, do not flip the Throne Room card over. For your exploration, draw and encounter the top card of the  robber deck as if it came from your location deck; henchmen  defeated during this scenario do not allow you to attempt to close  the location they came from. If this card is undefeated or evaded,  shuffle it back into the robber deck. When you are dealt damage, if the damage is not reduced to 0,  banish the top card of your location deck and each unoccupied  location deck; when a location deck has no cards, you may close  that location automatically. To win the scenario, defeat all of the cards in the robber deck  while at least 1 location is open.

This sounds like we just go through the robber deck, never encountering the boons. If only your first exploration is meant to be the robber deck, nothing says that. How do you encounter any cards in your location decks? Why even have them?

Defeat all the cards in the robber deck while at least one location is open? No problem! Just don't close any locations. Nothing makes you close a location deck.

What are we missing here???


Compel Hostility wrote:
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.

(emphasis mine)

Since the summoner can already cast personal spells on his eidolon:

Share Spells (Ex) wrote:
The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

So, the bold text above must call out summoners for some other reason. How does the spell's power allowing a summoner "choosing his eidolon as the target" differ from the summoner simply using Share Spells to cast the spell on his eidolon?

1. Is it because the range is no longer touch? Can the summoner thus cast the spell and simply compel the target to attack his eidolon? (If so, I would guess the target would have to be threatening them both.)

2. Does it simply mean that the summoner, once he has cast the spell (by touch) on his eidolon is the one who then uses his immediate actions to compel hostility, but that the eidolon is the one attacked?

3. If #2 is correct, does that mean that he can use Share Spells rather than the spells power of choosing his eidolon, and then the eidolon uses its immediate actions?

I want to make sure that I use this spell correctly (or as close to correctly as can be estimated without input from Paizo).

Thanks!


Core Rulebook wrote:
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Rather than also include the long quote for Countersong, just know the wording is almost identical. Just substitute "sonic or language-dependent magical attack" for "illusion (pattern) or illusion (figment) magical attack" (and the types of performance are different). For this inquiry, I'll use Distraction as an example, but I hope any answer would also apply to Countersong.

My question is whether a bard can ready an action to start the appropriate type of performance if he successfully identifies (using a Spellcraft check, I assume) that an enemy is casting an illusion (pattern) or illusion (figment) spell. This makes sense to me.

The bard is eyeing the enemy wizard, ready to start his Distraction the moment he sees a spell of the appropriate type being cast.

The wizard begins his verbal and somatic actions. (The spells duration is instantaneous, but the casting time isn't; it's a standard action - about six seconds).

The bard succeeds a Spellcraft check, identifying that the wizard has begun to cast, let's say, color spray. He immediately begins his Distraction performance (perhaps a dance).

His distraction benefits his allies. They may use the bard's perform roll in place of their own saving throws, if the former is better. This reflects that the bard was able to avert their eyes from the deadly illusory spray.

Hardly overpowering, since the bard is giving up his action on the chance that a narrow range of spells will be cast. Any reason this is contrary to the rules?

Thanks!


In a separate (admittedly non-PFS) thread (titled Occult Adventure Spiritualist and Phantom), someone stated,

someone wrote:
On page 77 there is a chart. This chart shows you EXACTLY how many hit dice your phantom has at each level. For PFS play the phantom gets max HP (so 10) plus con at level 1, then half (averaged at 5 or 6 alternating) of the maximum for each additional HD. It's hit dice have a 15 HD cap at level 19, or 15d10+con.

(Emphasis mine)

I have found nothing to support this, but the thread continued and nobody refuted the claim. I figured phantoms would get 1\2 HD for HP (5 + Con mod) at all levels, including first, but if I'm wrong, this makes a big difference. Will someone please clarify?

Thanks!


This is a bit of discussion, but I'm asking rules questions (in bold, if someone just wants to comment on those) too, so please comment on the spell, help with the rules issues, or both!

Occult Adventures wrote:
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn't change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.

Some have dissed this knack as worthless, but I think it can be handy for these reasons:

  • 1. If you primarily use a melee weapon, you don't have to drop it and draw a ranged weapon if a situation arises when you want to hit something at distance. (Granted, short range)
  • 2. It gives you a way to attack even if you are tied up or unarmed. (Yes you may have other spells for this, but maybe not.)
  • 3. The spell says target, but not living target. Locked in a cell? Any reason you couldn't target the cell wall with the keys hanging on the wall? (No damage to either, but the keys are inside the cell now.)
  • 4. I see nothing indicating where the "thrown" item must be, other than within your range. If someone is between you and your target, as long as your target is within range, couldn't you avoid cover by flinging a pebble on the ground that has nothing between it and your target? This still wouldn't avoid penalty if the target is in melee, but it would help.
  • 5. Others have mentioned "throwing" something like a thunderstone for additional effect, but I don't want to repeat every item discussed in other threads.
  • 6. If an ally causes an enemy to drop a weapon (disarming them, stunning them, etc.), you can "throw" their weapon at a wall or blank square as far from them as possible so they can't pick it up again.

Any reason these uses wouldn't work? Thanks!


Occult Origins wrote:

Your phantom is impressionable and easily influenced by contact with new spirits.

Prerequisite(s): Ability to cast speak with dead, phantom class feature.

Benefit(s): When you cast speak with dead, you can choose not to gain any of the normal effects of the spell, instead temporarily merging the summoned spirit into your phantom, exchanging your phantom's current emotional focus and all related abilities for a new emotional focus of your choice. This new emotional focus persists for 10 minutes per class level you have, after which your phantom's original emotional focus returns.

(Emphasis mine)

I am wondering just what "all related abilities" entails.

1. For which skills the phantom gains skill ranks or grants Skill Focus?

2. Which saves are good and bad?

3. Bonus feat (or additional power some get in place of a bonus feat)?

4. All the powers listed as (Su) or (Ex)?

The simplest way to rule is just the (Su) and (Ex) powers. Otherwise, there's a lot of recalculating to do. However, I want to be sure, because each emotional focus is a well-crafted package, and slapping the powers on a phantom which doesn't have the accompanying skill focus or feat (like Intimidate skill for the Fear phantom) may lead to poor mixes. Also, some of the powers listed separately and given instead of feats are also important to the phantom's theme, like the Despair phantom's:

Occult Adventures wrote:
Power from Despair: The phantom gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.

It's hard to imagine the Despair emotional focus without this. But this is in place of a bonus feat, so if this is allowed, it seems the bonus feats should be allowed as well.

I was unable to find this covered yet, so any help or input is appreciated!


Hi, all,

Can someone please tell me what font typeface is used for the standard Pathfinder character sheet (for example: Times New Roman, Arial, etc.)? I want to use similar font for sheets I create for my own use in game play.

Please forgive me if I have not selected the correct forum!

Thanks!


We have played that when you defeat the villain, and he has nowhere to escape, the game ends immediately, and the final location's When Permanently Closed effects do not trigger.

If this is correct, would the same be true if you end a scenario without villains (one which requires closing all locations) by clearing the last location (or defeating the last location's henchman) and successfully meeting the "When Closing" condition? Or, because we had to actually close the location ourselves, would it trigger and then end the game?

Thanks!


If a Medium chooses the Archmage spirit to channel, his lesser spirit power, gained at level one, states,

Occult Adventures wrote:
Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the Sorcerer/Wizard spell list to add to your Medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components.

At first through third level, the Medium gets no first level spells known or spells per day. Does the Medium get the number of spells KNOWN from the Mesmerist table, or only number per day able to cast?

If the latter, this means the only first level spell he gains during levels 1-3 is the single spell he gets from the Sorcerer/Wizard list, but he casts it a number of times as the Mesmerist would?

Does the Medium get bonus uses of spells per level if his charisma (Medium's spell-casting stat) is high enough?

Does the Medium still use charisma as the casting stat for the arcane spells he gains?

I assume wearing armor exposes the Medium to spell failure chance for these arcane spells gained.

I know some of these questions must seem obvious. Sorry, but I figured as long as I was asking the first couple, I might as well make sure none of my assumptions were wrong.

Thanks much!


Occult Adventures wrote:

A medium can invite his allies to participate in his seance—shared seance and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.

. . .

At 2nd level, a medium can share his channeled spirit's aid with his allies. All allies who participate in the medium's seance gain the channeled spirit's seance boon for 24 hours.

Can an animal companion (if it has an Int at least 3)? An eidolon (starting Int = 7)? A Spiritualist's phantom (ditto)? An NPC ally?

These are all allies, but the first section throws the term "characters" in, but then it also says "creatures" and calls out an intelligence score of 3, which makes it sound like they were thinking of such things. Any help?

Thanks!


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Hi, all!

In Pathfinder Unchained, regarding the Flying Kick style strike, it says:

"The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal." (pg 19)

The CRB tells us:

"You can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10."

Since the free movement part of a flying kick provokes an attack of opportunity "as normal", may the monk use acrobatics "as normal" to avoid the AoO? Since when using acrobatics to avoid an AoO (with a DC of the threatening creature's CMD), you move at half speed, does this mean the monk may only move a distance equal to half his fast movement bonus as the free movement part of the kick?

May the monk "as normal" increase the DC of his acrobatics check by 10 to be allowed to move "full speed", or in this case his full fast movement bonus as part of the kick?

I couldn't find this addressed, and I hate to assume anything. I want to ensure I understand how this works before I decide whether to consider taking flying kick.

Thanks!!!


Skulls & Shackles Lem has the following power:

"When you would recharge a card, you may shuffle it into your deck instead."

What happens if he must recharge more than one card? (Example: the location Fog Bank says that when closing, "Recharge your hand, which must contain at least 1 card." Obviously, it could easily contain more than one.)

My understanding is that if you must recharge multiple cards at the same time, you may recharge those cards in any order, making it seem you are recharging them one at a time. This would lend credence to the idea that multiple cards could be shuffled into Lem's deck when recharging. I just don't know if "a" card needs to be read as "one card". I would go with whatever was intended, if I knew, but this seems open to interpretation unless I have missed something.

Thanks!


I'm embarrassed to ask this, because on one hand the answer seems so obvious. On the other hand . . . .

On the Brigandoom! scenario card (Rise of the Runelords base set), it states, "If a monster's power causes you to recharge one or more cards, do so, then draw the same number of cards." The scenario's villain and henchmen both, coincidentally, require you to recharge cards before your encounter with them. It's all they do. It seems that the scenario rule is chosen with the villain and henchmen in mind. That would make sense.

However . . .

The old rule says, "If it isn't called something, it isn't that thing." This appears on page 22 of the RotR base set rule book, and I'm sure it's appeared elsewhere. By this rule, neither the villain nor henchmen are "monsters". Neither have the Monster card type (Villain and Henchman, respectively) nor "monster" trait (both are listed as "human").

It seems if the scenario rule about recharging was meant to apply to the villain and henchmen, this issue would appear in the errata by now, or I would have found info when I searched for this topic. But it just nags at me due to the obvious synergy between this rule and the sole power of each, requiring cards to be recharged. So, forgive me, but I feel I must ask.

Of course, being outside of society play, we can home rule this, but I wondered more officially. Thank you for helping ease my mind one way or the other!


Ever since I got the Harrow Handbook, I have wanted to make a Harrow-themed character. I created a witch that I plan to see through the Harrower prestige class. I had also planned on making her a Cartomancer (Harrow Handbook, pg 15), but I'm having serious reservations. The more I compare what I'm giving up for what I'd get, the harder it is to justify. I'm hoping that someone (or preferably multiple people) can provide feedback on my train of thought.

The real benefit of a Cartomancer that I see is being able to deliver touch spells at range. The first problem is that there are a limited number of touch spells, especially worth focusing on, and are they worth it? I'm giving up the benefits of a familiar - most notably the special ability (in my case it would be the scorpion's +4 to initiative) and the alertness feat (+2 to Perception and Sense Motive). I wouldn't plan on letting my familiar out, so that's about it familiar-wise.

Next, I surrender my 2nd level hex, and realistically I think two of my early feats (to take Point Blank Shot and Precise Shot). Otherwise, I fear I won't be able to rely on hitting, and thus wasting precious turns. However, those feats could have helped me in other ways - most notably I could take two more hexes.

So, I'm trading Perception and Initiative - possibly taking me out of a surprise round or delaying how quickly I can help in battle - and a couple of hexes, all so I can more easily deliver a few spells (when I could just choose different spells anyway).

I should note that I play PFS, so if the answer is that Cartomancers make these trade-offs for benefits at higher levels, than maybe the answer is that it's just not for PFS. However, I hope to get a broader range of opinions than just those playing PFS.

Am I missing something here? What do you think? If you have played a Cartomancer or played with one, PLEASE tell us how you saw the archetype working! Thank you!


I am trying to decide how to spend limited funds on pdf's, and hoped for some advice.

I play 2-3 times a month in PFS, starting a couple of months ago. I am most interested in learning more about the campaign setting, so when a place (like the Worldwound) or group (like the Cheliax) are mentioned in the setup, it means something. I am also interested in learning more about the main deities, both for the sake of playing a cleric or inquisitor, or adding flavor for a character. I don't necessarily need new spells or feats - I don't mind them, but I'm looking more for understanding than power. Also, I don't need info as a GM, only as a player.

My questions:
1. Does the Inner Sea World Guide add enough more than the Inner Sea Primer, or does the Guide just cover the same info in a more wordy way or throw in unnecessary stuff to pad the page count? (Even though the pdf is only about $5 more for the Guide, that's another Player Companion I could have bought.)
2. Do Faiths of Purity and Faiths of Balance provide better info for one wanting cleric/inquisitor flavor than the Inner Sea World Guide?

I already want Halflings of Golarion (my main character is a halfling bard, but I have almost no background) and Demon Hunters Handbook (I want to make an inquisitor who's primary goal is battling demons - but it's mainly for flavor because I still want a character good at anything that comes our way). I need to decide on the two Faiths books and the Primer versus the Inner Sea World Guide.

Sorry to ramble on, but I hoped that illustrating where I'm coming from might help.

Thanks for any advice offered!


The only reference I have seen regarding rerolls for wearing a Pathfinder shirt to a PFS event is in the free PDF "Guide to Pathfinder Society Organized Play" version 6.0 which is currently available on Paizo's website. It says, "As a way of rewarding players who show their support for the Pathfinder Society Organized Play campaign by purchasing and wearing special shirts featuring campaign insignia, faction logos, or Pathfinder branding, a player wearing any of the shirts listed below during a Pathfinder Society event may reroll one d20
roll during the course of that scenario." It also says, "The following Pathfinder Society Organized Play shirts are currently available" and lists about 25 shirts.

I want to know if these are the ONLY Pathfinder shirts which officially allow a reroll, or if any official Pathfinder shirt with the brand name (such as the "We Be Goblins" shirt or "Beginner Box" shirt) suffice.

These shirts are available at my local game store and in my size, so I'd like the option to use them. If this matter is officially covered somewhere, please note where I can find the information in case asked.

I can understand Paizo insisting on an official Paizo shirt for the rerolls, but don't understand why some of their branded shirts would be allowed and others excluded. I'd like the option to select the shirt I like best, which is in Paizo's interests because I'd be more likely to wear it outside of PFS events and give them free advertising.

Thank you!


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