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Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.
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An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.

Does this stack and make the bonus an effective +4?


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An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.

[...]

An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.

If an Arcanist, for whatever, doesn't have a spellbook, can they replenish their spell slots without changing their spells prepared, keeping the previous day's spell selection?


Can a SFS character start with items they crafted themselves?


Are there any races descended from humans that have the proper anatomy for reproduction (some Changlings and Planetouched don't) that explicitly are not fertile with humans? Tieflings, Aasimar and Half-Dragons explicitly can, and I presume Changelings and Dhampir can as well since there's sorcerer bloodlines for them. I don't know off-hand anything about Half-Elves being fertile with humans in Pathfinder, but I'd presume they're fertile given their prominence I'd expect it would have been mentioned by now if they weren't.


Has anyone made stuff supporting them?


Any advice on this? Got interested after noticing the following.

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Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).

That unlocks Weapon Specialization, +2 damage per attack, which is a decent feat for archers. This stacks with the damage boost from Inspire Courage. A Tuned Bowstring solves the problem with holding a string instrument and shooting at the same time, though that comes late (but ultimately doesn't matter since the important bardic performances don't care about your skill check, so you can dance or sing untrained).

Thoughts on this build?
1: PBS
1h: Precise Shot
2b: Versatile Performance (String)
3: Rapid Shot
5: Lingering Performance
6b: Martial Performance (Longbow)
7: Weapon Focus (Longbow)
9: Weapon Specialization (Longbow)
11: Manyshot

Any archetypes this would work well with? It wants Inspire Courage's boost high and needs versatile performance left intact, but otherwise doesn't depend on other bard features.


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An amentum is a long leather thong that attaches to a standard javelin. Before throwing, the amentum is wound about the javelin’s shaft. You then throw the javelin while gripping the amentum, imparting spin on the weapon and greatly improving its range. Attaching an amentum to a javelin is a move action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon

That last sentence seems to indicate it's just an accessory rather than its own weapon. Is that correct?


I saw a thread on this for Starfinder. I don't know of any equivalent for Pathfinder, so I thought I'd make a list myself since it's always one of the biggest time sinks in character generation for me. I’ll only use core and UE for simplicity (I’d include the class’s native book if I knew Gunslinger or Occultist well enough to include an example for them).

Basic stuff (45.05GP)

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Grooming Kit 1gp

Pathfinder’s Kit 12GP
Mess kit .2sp
Gear Maintence Kit 5gp
Scrivener’s Kit 2GP
Ink 8GP
Journal 10GP
Scholar’s Outfit (or other extra clothes) 5GP
Poncho .5GP
3 Torches .03GP
3 oil flasks, primed for throwing .3GP
2 chalk .02

Martial contingencies (26.2 GP)

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Alchemical Silver Light Mace 25GP

Sap 1GP
Cold Iron Club Free
Sling Free
20 bullets .2 GP

Stuff to split with group (non-PFS)

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Half medium tent 7.5GP

Donkey 8GP/Number of PCs
Pack Saddle 5GP/Number of PCs
(10.75 GP for group of 4)

Class specific (pick applicable)

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Haramaki 3GP (Arcane caster)

Studded Leather 25GP (Light armor)
Scalemail 50GP (Medium/heavy)
Lamellar 60GP (non-dex based light armor, an option over scalemail if you want a low level martial to move at full speed)
Longspear 5GP (Simple weapons only martial character)
Thieves Tools 30GP
Holy Symbol 1GP
Spell Component Pouch 5gp
Rope 1GP (High strength character that can afford the carry weight)

Your choice of primary weapon (Martial weapon users)

Good options wrote:

Glaive 8GP

Lucerne Hammer 15GP
Longsword+Heavy Shield 22GP
Longbow+40 arrows 77GP
Greatsword/Katana 50GP
Scimitar 15GP
Rapier 20GP

Sample setups

175GP Martial (Fighter, Paladin, Ranger, Cavalier, Samurai, Warpriest, Vigilante)

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Basic stuff

Scalemail
Martial contingencies

121.25GP+cost of chosen weapon

175GP Archer build

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Basic stuff

Studded Leather
Martial contingencies
Longbow+arrows

173.25GP

140gp skill monkey (Rogue, Ninja)

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Basic Stuff

Studded Leather
Martial Contingencies
Thieves Tools

126.25GP

140GP Cleric/Inquisitor

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Basic stuff

Martial contingents
Holy Symbol
Scalemail
Longspear (or favored weapon)

127.25

140GP Magus

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Basic stuff

Martial contingencies
Spell Component Pouch
Studded Leather
Rapier (Scimitar for strength based)

121.25GP (116.25 for strength based)

105GP Martial (Bloodrager, Barbarian)

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Basic Stuff

Martial Contingencies
Studded leather
Glaive

104.25GP

105GP Bard/Skald

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Basic stuff

Martial contingencies
Studded Leather

96.25 (101.25 GP if require an instrument)

70GP Druid (this one is special because of their armor restrictions and weird proficiencies)

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Leather armor

Sling+bullets
Basic stuff

55.07

70GP Wizard/Sorcerer/Arcanist (and Witch even though it gets more GP because it doesn't really need anything else.)

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Basic Stuff

Haramaki
Spell Component Pouch

53.05GP

I didn't miss anything obvious here did I?


These were briefly mentioned in Pathfinder. Decided I'd do a quick writeup.

Before Android emancipation, many Androids were built with bodies that resembled children, but fully developed minds. These Androids were used for purposes such as undercover bodyguards, human interaction, and maintenance crew for narrow areas. Some were even used for subterfuge and wetwork, as their appearance made them beneath suspicion, and most opposition would hesitate to harm them. These patterns are manufactured to this day, either because the foundry that created them continues to produce the same designs it always has, or in areas where android emancipation is not recognized.

A Child Android's ability score adjustments are +2 Dexterity, +2 Charisma and either -2 Strength or -2 Wisdom. Child Androids are one size smaller than normal (minimum small). Additionally, Child Androids nearly always have the Impersonation Matrix alternate trait.


Genie-Touched Companion gives you an animal companion that functions as a horse (so still intelligence 2 and animal type) but gains the special abilities of the genie-touched horse type you pick. For Zefaheen this gives air walk as an SLA to the horse itself. Problem is, per Air Walk's description, an animal companion needs a trick to use air walk.

Does a Zefaheen really need to blow a trick to learn how to use its own ability?


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PFSFG wrote:
Within the Repository’s walls, 66 tongueless criminals purchased from Absalom’s courts labor constantly under powerful geases to transcribe and illuminate approved reports from Pathfinders to produce new editions of the Pathfinder Chronicles for distribution around the world.


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Additionally, you receive a 5% discount on all nonmagical merchandise in your area of expertise when purchasing it in the same city as your shop, rounded to the nearest gold piece.

Crafting FAQ

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How do alchemists and investigators craft in the Pathfinder Society Roleplaying Guild?

Alchemists and investigators can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91-93 of the Pathfinder Roleplaying Game Core Rulebook as well as in the alchemist's Alchemy ability description. Any item created must be properly noted on that scenario's Chronicle sheet. Alchemists and investigators are assumed to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists and investigators may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they've created (so long as the class ability being used allows them to do so). Alchemists and investigators may use Craft (alchemy) to craft items that they gain access to on Chronicle sheets as long as the Chronicle sheet does not limit to the number of times they may purchase those items.

A: Discount applied on raw material for crafting

B: Discount applied to item, then raw material is 1/3rd the discounted cost
C: It doesn't apply.


The intended use of inferior materials (except for gold) is to arm primitive humanoids or to say a piece of treasure is really ancient. Has anyone used them for anything else? Once masterwork Obsidian and Stone are a bit lighter and cheaper in exchange for being weaker against sundering, but carry weight doesn't matter much.


Was how Rahadoum feels on the Prophecies of Kalistrade ever answered? I can find some guesses, but they're pretty old and something may have been printed since then.


What races (and ethnicities in case of human) are capable as consuming milk and cheese?

Dwarves of Golarion says that dwarves harvest milk and consume cheese as a staple. Elves of Golarion says Cheya Dumplings, a magic elf food, use milk in their dough. Halflings of Golarion mentions Halflings cooking with milk, but that's in reference to making it for a primarily human population. Gnomes and orcs have nothing mentioned in their books.

For human ethnicities, there's ample mentions of dairy for Taldane/Chelaxians. Vudrani are listed as consuming dairy in ISWG, Tian-Las consume milk in DEG, Varisians are willing to steal milk in ISR.

I'd expect Garundi, Tians aside from Tian-Las (and maybe Tian-Mins) to lack lactose tolerance, but have no evidence of this beyond real world parallels. I'd find it weird if non-mammals (Kobold, Nagaji) were lactose tolerant.

Anything I missed? Any devs willing to comment? Also: I think "milky white" in books I checked outnumbers references to actual milk.


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If the wearer is a cavalier, these vambraces display the symbol of his order. When unworn or in the hands of a non-cavalier, they appear to be an ordinary pair of steel vambraces.

A cavalier wearing these vambraces is considered two class levels higher for purposes of determining the effects of his challenge class feature. Furthermore, once per day as a swift action, a cavalier with the tactician class feature can increase the area in which he grants teamwork feats. Before the end of his next turn, when the cavalier grants his allies a teamwork feat, he can grant it to all allies within 60 feet, though they must still be able to see and hear him.

Challenge has three level dependent properties

1:"The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level."
2:The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level."
3:The bonus (or penalty in a handful of cases) to challenge gained from one's order, which typically "increases by 1 for every four levels the cavalier possesses."

I can see three ways to argue this
A: They're all increased
B: Only 1 and 2 increase, as they're part of the challenge feature while 3 is part of order.
C: 1 or 1+3 increase because they are effects. 2 does not because it's not an effect of the challenge but a usage limit.

Champion's Banner is similar while explicitly saying 2 isn't increased. Is this reminder text or exception? The banner is slotless for the same price, which should mean it's less powerful, but strictly better items with unusual effects aren't unheard of. It also still isn't clear on if 3 increases.

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A champion’s banner is a cloth flag or standard (typically 2 feet wide and 4 feet long) meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect unless it is mounted properly and a wielder is carrying the object bearing it. It depicts the insignia or heraldic symbol of its wielder; if the wielder has no such symbol, it depicts a heraldic lion.

A character with the challenge class feature carrying a champion’s banner treats his class level as 4 levels higher when determining the effect of his challenge ability. This does not alter the number of times per day the wielder may use his challenge ability, only the value of the bonuses it grants when he does so.


The following line was in the first book of Iron Gods

Fires of Creation wrote:
Child Androids: On the planet of their origin, some androids were created with child-sized bodies but fully realized intellects. These child androids had caretaker “parents” who were unable to conceive, and their true nature was often kept from them. These androids are Small-sized and use the rules for young characters on page 194 of Pathfinder RPG Ultimate Campaign. Child-bodied androids never grow up, and their ability score adjustments remain the same throughout their lives.

Was this ever used in SF, even on an NPC? I haven't really checked the system since launch.


Battle Herald is intended to be entered with a combination of levels in Cavalier/Samurai and Bard (though Bard may now be replaced with Exemplar Brawler, Sensei Monk, Oath of the People's Council Paladin or, GM permitting, Ocean's Echo Oracle). Thing is Bard is an arcane caster and Battle Herald wants heavy armor, so the Bard's spellcasting is largely unusable (though you still can use wands without issue), but they still have two first level spells to pick. What spells work around this best?
My initial ideas:
Undetectable Alignment (cast it before putting armor on and lasts all day)
Fastidiousness (Same)
Unseen Servant (Only lasts an hour, but can help put on armor)

Druid/Range spells via Voice of the Wild:
Endure Elements (another 24 hours spell)

Any other suggestions?


Basic Pyrokinesis wrote:
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
light wrote:

Range touch

Target object touched
[...]This spell causes a touched object to glow like a torch

As I see it, this essentially sets any object on fire, except it's not actually fire and will survive without oxygen. While anyone with this talent will have a better source of damage than turning the enemy's clothes into an electric stove burner. I can't think of anything but abuses for this, since you can't use it for light without fire resistance.


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Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Does a dragon that doesn't yet have casting, such as a very young red dragon, need UMD to activate spell trigger items or is its RHD not a class?


The iconics are intentionally not optimized. Many are anti-optimized, picking badly mismatched styles or bad weapons. What do you think are the strongest despite this?

Sorcerer and Wizard have relatively strong spell selection.
Bloodrager's use of Furious Focus is questionable, but otherwise fairly reasonable.
Warpriest has poor spell selection at higher levels, but otherwise competent.
Kineticist is pretty terrible due to being all fire damage but at first level, Yoon will never encounter significant amounts of fire resistance.

Anti-optimized:
Barbarian: The improperly sized sword is not worth it.
Cleric: Healing domain is a bad choice, and choosing that for a domain spell is bad when you can convert anything else to them anyways.
Fighter: TWF without both weapons gaining weapon training and no gloves of dueling is poor.
Monk: No-archetype chained Monk.
Slayer: Same.


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An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Can a Unseen Servant go through a narrow passage? For example could it go under a door and lift the doorbar out? Pick up the tiny man on the deck of a ship in a bottle?


Non-PFS player reading the Field Guide

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In the event that you are captured and forced into slavery, the faction mounts a rescue operation, freeing you from servitude without any material or physical effect. Any cost or penalty normally associated with being enslaved (including magical effects such as dominate person) is negated at no additional cost to you.

Is there any published 1E scenario (Don't need names, just a confirmation and ideally a number of scenarios you know of that have it) where being made a slave is mentioned as a possible result of failure? It seems like a very unlikely thing to be mentioned, especially if excluding being forced into slavery as a possible result of getting arrested in a slave holding nation.


Can the bonus granted action be used to reload a crossbow? The part about swift actions is clearly a reminder, so is the part that an "ally may then use this move action immediately to move up to his base speed" also? The other movement granting maneuvers lack this mention.


Other than Dampen Presence feat is there any way to make stealth checks against creatures with blindsight or tremorsense?


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Beginning at 3rd level, the pathwalker may expend his psionic focus as part of a charge attack and he may make a full attack at the end of this charge. At 8th level and every five levels after, attacks made during this charge attack inflict an additional 2 points of damage.

Can this ability be used when using a maneuver that calls for a charge attack, such as Bronze Lancet Charge, or when using a maneuver with the Martial Strike feat?


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Benefit: When you charge a creature, you can make a single melee attack against another creature that is adjacent to you at any point during your movement.

Is this an extra attack or just the ability to make an attack before the end of your charge?


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Dead God's Hand Description wrote:
Based on Pathfinder Publisher Erik Mona's multi-year, multi-group office Pathfinder campaign, The Dead God's Hand takes new players and Game Masters on a deadly adventure filled with dungeon exploration, ancient mysteries, and phantasmagoric tests that see them reliving events from the life of Aroden, the dead god of humanity whose murder triggered the beginning of the current age!

(On a side note with Dead God's Hand and the descriptions of the second 2E AP, it looks like we'll learn more about Aroden. Neat.)

Who do you think did it? Why then?

Aroden had a lot of deities who would benefit from his death and many enemies of deity power. Asmodeus gained the most from his death. The Aboleth still have a grudge against Azlant as far as I know. Do they have a deity?

For why then, I think it's just that a god could be literally anywhere, but this time they knew where Aroden would be.


If not, is there a RAW way to do it (short of the crude and cruel flaying skin then healing it)?


Gods and Magic wrote:
Followers are forbidden from using imbue with spell ability (or similar spells that grant spellcasting abilities) on targets who cannot normally cast spells or use spell-like abilities; it is considered an unworthy sharing of blessed magic
Inner Sea Gods wrote:
Priests of Nethys use imbue with spell ability to teach apprentices how powerful magic feels; sorcerers and wizards who worship Nethys may learn it as a 4th-level spell, and bards may do so as a 3rd-level spell. Nethys’s followers are, however, forbidden to use spells that grant spellcasting to share magic with those normally unable to cast spells or use spell-like abilities.

How do Oracles, who are given their abilities, work with this? Does Nethys consider himself above this rule? Does he not have them (like Apsu)?


The Divine Source mythic ability makes you like a deity, which is neat on its own, but also gives one domain spell of each level (up to your tier or tier+1 with Seat of Power) as an SLA. What's good domain picks to abuse the SLA part? The typical way to abuse SLAs with your choice of spell is to pick something with expensive components and/or a long casting time, which isn't common in domains..

Magic with Rites subdomain is a standout. Free Permanency (and Magic Mouth) every day is really good, while the Divine domain gives Bless Water, Resurrection and Miracle. War with Tactics gives free Greater Planar Ally, but comes really late (what are your Planar Allies anyways?). Souls for Repose gives Animate Dead. Luck with Fate gives free, standard action Augury, which is easily abused, and is another source of Miracle. Healing with Resurrection gives some free rezs, but is otherwise useless. Glory with Honor has more standard geas and free gate. Artifice gives Fabricate (which is broken without components, though in which way isn't clear) and Limited Wish with construct. Death gives a bunch of free undead making.

Outside of the standard abuses: Liberation/Strength's Self-Realization gives Paragon Surge without race restrictions, which is pretty good, especially on a spontaneous caster. Nobility with Leadership gives Brilliant Inspiration, which is normally unusable only by 16th+ level bard, and is another source of standard action Geas.

Any I missed?


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Devilbane gazes can be selected beginning at 3rd level as options for the mesmerist’s bold stare improvements. They tend to be more limited in their scope than standard bold stare improvements, but cut to the core of an outsider’s being. When a devilbane gaze is used against a creature with the outsider type, double the hypnotic stare penalty applied by the devilbane gaze improvement (but not the Will save penalty the original hypnotic stare imposes).
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Devilbane Impediment: The target of your hypnotic stare must succeed at a concentration check (DC = 15 + the level of the spell) to activate any of its spell-like abilities (but not standard spellcasting). If the target fails the check, the spell-like ability doesn’t function but is still expended.

What's doubling the penalty here? I'd use doubling the DC since that's the only way this is even a threat to outsiders (who tend to have pretty high charisma scores) with relevant SLAs that auto-pass the default check, but it's not very clear.


How exactly does this work? Nothing about the grappling rules makes sense for doing it telekineticly.


I recall seeing rules for enchanting spellbooks for protection, including waterproofing them, but don't remember where it was. May have been from 3E though.

Anyone know where it was from? Any other advice for protecting spellbooks? It's generally a bad move to target spellbooks (just like sundering anything but component pouches/holy symbols), but I was looking for environmental stuff.


Is Numeria supposed to be cold? It's as far north as Alaska, I vaguely recall (but don't know from where) mentions of smoke and dust blocking the sun, and he environment section for many stat-blocks in Land of Fallen Stars lists things like cold plains or cold desert, but I don't recall any art that showed it as cold. Everyone seems to be dressed for temperate weather at best (most barbarians less so), and never saw a hint of snow.


If a monster is given class levels, do they get gear only on the actual levels or should it be adjusted for their total CR? I know this is just a guideline, but is there a proper answer?


Sapphire Ooze can be worn as a mithral breastplate that grants a +4 against fear saves. Cassisian Angel can be worn as a helmet that grants a lesser protective aura. Spirit Oni can be worn as a mask that grants a +2 insight to perception. Tattoo Guardian can be worn to use it shield other effect.

Are there any other creatures that can be worn as items with special effects (not just mundane items like Raktavarna)?


A pouch with 10 bullets weighs 5 pounds. A belt pouch is half a pound, so each PF bullet weighs over 7 ounces. A quick check of the internet shows Roman bullets were 1.7-2 ounces. I know D&D and PF have some crazy weapon weights (Made a bit better if one assumes they come with a solid wood sheath), but I think this the furthest off in percentage of correct weight.


In the Kingmaker game there's an NPC lawyer who was cursed (infertility) by Pharasma for defending a necromancer in court. While the source of this is very dubious (priest of a chaotic evil deity) there's no option to say it's out of character for her. Is this something she'd actually do? It seems a little petty given the books establish her feelings against necromancy don't effect her when judging souls of actual necromancers.


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Most classes (read: Not Monk, those literally poor fools) have 70-175 GP to spend on starting gear. What do you typically take beyond basic armor (studded leather or scale mail, 25/50 GP), and your main weapon (0-15 GP)? You've got at least 70 GP leftover, so what do you get?

The obvious answers for most campaigns (ones that start urban can skip the bedroll, tent and blanket) are backpack, bedroll, blanket, torches, (half a medium) tent, waterskin and rations. Assuming 5 torches and 5 days of rations that's 19 GP+a few coppers for the torches. I like to add a .5 GP poncho and .4 GP waterproof bag add some weather resistance. Past that I like an extra pair of clothes (~1 GP) and a grooming kit (1 GP, maybe some coppers for more soap) so you don't look like the hobo part of murder hobo. Someone will need the Spark cantrip or flint+steel (.25 GP split).

For any character that isn't a low BAB pure caster, an alchemical silver light mace and dagger at 27 GP. A sling and small pouch of ammo is only .1 GP and adds a ranged option and combined with the Light cantrip it's an effective signal at night. I really like having a bunch of lantern oil (.1 GP each) at low levels. Not necessarily to feed a lantern, but because it's the only effective way to kill swarms. Prerig it for throwing if the GM lets you.

Splitting an 8 GP donkey and 5 GP pack saddle with the party lets you carry 225 pounds of stuff back to sell. Replacing the pack with a cart costs 10 extra GP (5.75 four ways) but can increase capacity to 1125 pounds. That can quickly return its investment if you're facing humanoids, who typically wear armor with very poor gp/weight ratio at low levels that you wouldn't otherwise take. It's slower but still quick against many other foes.

All that is ~53.4 GP. There's still ~20 GP left for goods. A bunch of different colored chalk and sacks of flour have near neglibible cost but help with dungeoneering and invisible foes (plus you can eat the flour if desperate), but past that I'm not sure what to add. Maybe a 12 GP hooded waterproof lantern.


I'm leaning toward yes since Andoran broke away and explicitly abolished it, but is there anything more definitive?


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When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

So what happens if the top of the pit is covered somehow (With Wall of Stone being the first method that comes to mind)?


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Is there a list of all the ways to live forever without the GM handing it to you (i.e., artifacts, mythic)? Undead don't count. Ones I know of

Immortality: Take Wizard all the way to 20 and pick this as your final bonus feat. Easy.
Eternal Youth: Alchemist Grand Discovery that's largely the same. Can be obtained ECL 15 via Natural Alchemist.
Forced Reincarnation: Resets you to Young Adult, but randomizes your body and carries negative levels. Wish or Miracle could restore your body, but neither is on the Witch list. You could use the Arch-Familiar as your capstone to get a familiar with once per day Wish/Miracle SLA (no components needed). Can be taken at level 18.
Contingency+(Cyclic) Reincarnation: Largely the same as the above, but requires finding some way to get them both on the same list (none come to mind).
Many Lives: From Reincarnated Druid. Earliest by far at level 5.
Immortal Legend: The 20th level bloodline ability for the Imperious Bloodline. Can be obtained as early as level 16 with Robes of Arcane Heritage.


Quote:
Celebrity Perks (Ex) (Ultimate Intrigue pg. 11): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular nonmagical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.

Can this talent be used to obtain services? Can the "gifts" include animals?

For that matter, is a slave a valid "gift" (Your evil vigilante is so famous people will willingly enslave themselves to you just to serve under you!)? They're under "Black Market Items" in Adventurer's Armory.


Ideally well designed and not just stupidly OP.
Burst of Radiance has its ups and downs from the (PF nerfed version) of Glitterdust but freeing it from the coin flip doomed/nothing result in particular makes it pretty nice. It's also on the Cleric list and has good flavor to be there.

Blistering Invective gives a two-fold boost of letting you mass-intimidate (while using the actual demoralize action, which lets it stack with some abilities) as a standard action and boosts that debuff by setting them on fire.

Bladed Dash is a spell so well made it should have been reprinted in the APG just to put it on the Bloodrager list.


Despite half-dragon being as iconic a template as half-fiend or half-celestial, they never got a planetouched equivlent, either in D&D or PF. The only reason I know what to call them is one buried in d20 Modern's Urban Arcana called "Dragonblooded Human" (they're OGL). It seems like a easy design space, yet has gone untouched. Anybody know why?

(I'm aware of the Dragon Magic races and Spellscale. They're truebreeding races. Planetouched aren't.)


Problem with low level adventures is most of the cheap stuff is things the PCs may have bought at character creation, expendables very exact items a character sorely needs (masterwork weapon) or junk that's going to be sold at the first opportunity. Any suggestions here?

Two ideas I had
A cane with an alchemical silver head. The head is stylized as an serpentine dragon. It would fetch 35/150 GP as an art object.

Spoiler:
An appraise or perception check, with a bonus for any character proficient with warhammers and further bonus for any feat specializing in them (Weapon Focus ect.), reveals it is in fact an alchemical silver warhammer. A masterwork one if using this at higher levels. Its actual value is 102 GP (sell for 51) or 402 (sell for 201) but PCs may want to keep it because it's a useful backup weapon.

A sturdy wooden box wrapped in cloth. It contains a length of bronze jewelery chain that has hit with continual light.


How does Glamered armor work with hiding objects on your person?

Quote:
Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised.

Alice has a +1 Glamered full plate and hides a dagger under the chainmail "skirt" protecting the waist. She activates the Glamered and makes the full plate appear to be a bikini (to make this example as absurd as possible). What happens to the dagger? Is it still concealed? What if it's a Glamered Haramaki and used to make the armor appear like a pickpocket's outfit? Does it get the bonus to conceal an item?


If Charisma gave you the ability to reroll a save after the roll but before success/failure is revealed once per day per point of charisma bonus (possibly starting at 1 so there is a difference between 8 and 10 charisma), would Charisma be worth taking for non-Charisma based classes? Would this make Sorcerers, Oracles and (especially, since they already have charisma to saves on top of two good ones) Paladins too hard to take down?

Would making it only apply to things with PC class levels be sufficient to contain its use by enemies? There's already things that consider racial HD+NPC levels and PC levels seperate like maximized first HD. Should it just be PCs only like traits and diplomacy immunity?

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