The Scribbler

kaisc006's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 853 posts (858 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters. 1 alias.



Lantern Lodge

Can someone explain how RAW works regarding grappling a creature at range with the gill hook? Are you able to continue attacking that creature and or other creatures?

I’d like to use this weapon in PFS but couldn’t find any clarification on how ranged grapples worked. Thanks!

Lantern Lodge

I’m new to PF2E and building a champion. From guides I’ve seen people mention that the redeemer’s exalt ability to protect against Area effects is really nice… but I don’t see an instance where it would occur? Why would any enemy choose to not just negate damage against the single target? In that way they’d avoid all your negative status effects and the exalt ability protecting your allies…

Lantern Lodge

Hello! I'm a new player for PFS2E but was a long time PFS1E player. For my first character I wanted to play a character from the Home Region "Tian Xia" but the player's guide was specific on what option were available:

"This is also the stage at which you should choose your character’s home region (Core Rulebook 420-429), and in the case of human characters (or other ancestries with multiple ethnicities), your ethnicity. (Core Rulebook 430-431)."

I didn't see Tian Xia listed on those pages and looking online it seemed people said you needed the World Traveller Boon to access it since the region isn't listed in the CRB 420-429. I purchased it for my character but now when presenting it to the GM for my first game they said the boon isn't necessary for access to the katana / wakizashi and that anyone can select that home region... Is there a way to delete the boon / get a refund for the 20 points?

Thanks!

Lantern Lodge

It's my understanding that different Panache Pools from two sources essentially "stack". Normally this occurs because they both operate on the same rules. So my question is if I was a Paladin (Virtuous Bravo) 4 / Swashbuckler (Inspired Blade) 1. The Virtuous Bravo operates like a panache. The Inspired Blade alters normal Panache.

Per RAW would I then still get panache points for a killing blow since the Virtuous Bravo adds that option?

Thanks!

Lantern Lodge

Sorry I can’t seem to find a way to become legendary or master in light armor? It appears the fighter is class locked to heavy armor, a problem I’d like to address in a different thread, so I figured the rogue would get boosts to light armor but don’t see anything?

Lantern Lodge

Has anyone run numbers on how having modifiers to your attack rolls affects damage? It seems to me that anything giving you a + bonus to attack will be prioritized since it also translates to more damage / protecting against critical failures.

Do you guys think high level play as a fighter will drop behind casters even more? Since their action economy is staying roughly the same (they get more powerful spells for the same action cost) while martials used to get extra attacks for more damage but now they will have the same number of attacks and roughly the same attack bonus as casters (assuming there are spells that increase their attack bonus ).

For magic items, will all martials just stack + x weapons rather than elemental/ other effects? In PE1 it was better by a slight degree dpr wise for +x weapons but against low AC opponents elemental pulled ahead. In PFS play it was pretty evident for players to focus on the “core” + x attack/armor/saves/ability score magic items. Now you’re even more incentivized for just + x gear (armor included to protect against critical successes, saving throws to get critical successes more often, etc). Also resonance further restricts you from branching out for more colorful magic items.

I guess what I’m saying is it’s strange to include beating the AC by 10 as a critical hit or have effects on critical failures of 10 or more. It changes the math significantly to the point where I think you only want to focus on buffing attack where as before there was a point where too much attack was a bad thing. Also, now abilities that subtract from your attack or AC have a much higher “cost” associated with them, squisher classes are exponentially squishier (low hp and low AC plus easier crits against them), etc.

Lantern Lodge

Can someone explain what happens on a critical failure with an attack roll? Is it like a miss and you lose an action(or a reaction if you have no more actions on your turn) or is it something crazy like a weapon breaking or dropping your weapon? I haven’t had the opportunity to playtest and the forums / videos that I have seen are vague on the subject.

Thanks!

Lantern Lodge

Hello everyone!

I wondered if anyone could suggest items / feats / traits that increase HP? This is for my PFS character who has levels in fighter. I already have toughness.

Magic Item Slots available:
Head, Vest, chest, body (can this be used on top of armor?), and wrist.

Thanks!

Lantern Lodge

1 person marked this as a favorite.

Who decides what additional resources are valid for PFS play. Is it a paid Paizo official, a group of venture captains, a combination of both?

Also, what is their basis for what stays and what is banned?

Lantern Lodge

Limb Climber:
When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.

This ability replaces trapfinding.

1. Is Limb Climber it's own standard action (like most EX abilities) or since it calls for a climb check does that make it part of movement? I have seen many claim it's part of movement, which I agree, but does that mean I have to move from my initial square to trigger it? What is it's movement cost?

2. If limb climber is done as part of movement, can it be done as part of a 5 ft. step if I have a climb speed? Like I stand in my same square but spend 5 ft. of climb to attach myself?

3.If this is done as part of movement, if I'm a mouser and use Underfoot Assault as part of that 5 ft. movement can I attempt to limb climb?

4. I'm assuming when you are hanging on it means you move with whoever you are climbing on. Does this mean I can climb on an ally, hold onto them while they move, then when it's my turn take my turn as normal?

Thanks!

Lantern Lodge

How do they interact? Maybe GMs have been ruling it wrong but normally if I have a speed of 30 ft, I thought you could move 10 ft. and climb 5 ft. as part of the same move action (since you climb at 1/4 speed). Or if you only have 10 ft. left to climb and you do an accelerated climb (to move at half speed) you would still have 10 ft. of movement after the climb. Is this correct?

How does this work with climb speed? Take the monkey goblin for instance. They have a speed of 20 ft. but a climb speed of 30 ft. If a monkey goblin moves 10 ft. then starts to climb, how far can it go during the same move action?

Lantern Lodge

The Mouser archetype's Underfoot Assault ability seems cool.

Underfoot Assault:
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

However, it's useless if the opponent can just 5 ft. step away and avoid the entire purpose of the ability (to occupy their space to provide flanking / penalties if they don't target you.) Sure you get an attack of opportunity but if you're banking on that then this is just a sub-par parry & riposte.

The thoughts I had don't seem to work.

Step Up:
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Doesn't work in this context because it says you must end up adjacent. Within their square is not adjacent.

Stand Still:
When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

I could be wrong but it doesn't work because the attack of opportunity triggered by Underfoot Assault not from the defined attack of opportunity triggers. This also seems rather difficult to pull off as a small character.

So are there any feats / rogue talents / strange abilities that could help with this?

Lantern Lodge

2 people marked this as FAQ candidate. 1 person marked this as a favorite.

To present both cases how I understand them:

The Yes argument:

Spoiler:
Natural 20 and Natural 1: On attack rolls and saving throws, a natural 20 is an automatic success and a natural 1 is an automatic failure. But should I treat them differently than other results when deciding if a roll succeeded or failed by 5 or more, when comparing two opposed attack rolls to see which is a higher result, or other similar situations?
No, unless a specific rule tells you otherwise, treat a natural 20 or natural 1 result on an attack roll or saving throw the same as any other result when comparing the total result to other numbers. For example, if a fighter rolls a natural 1 for a total of 31 against the wizard’s AC of 33, the attack misses by 5 or less and destroys one of the wizard’s mirror images.

So since the Swashbuckler is comparing their result to the Opponent's, both results follow the rules for opposing attack rolls, and can therefore treat the natural 20 as "any other result", not an automatic success. Swashbuckler Parries the attack.

The No argument:

Spoiler:
Opponent is making an attack roll, the swashbuckler is making an opposed attack roll.

Attack Roll: ... A natural 20 (the d20 comes up 20) is always a hit...

Since the Opponent is making an attack roll, subject to all rules of the attack roll, then if the opponent rolls a natural 20 it must hit. The swashbuckler cannot parry.
The swashbuckler is making an opposed attack roll, or at least a variation of a normal attack roll. Therefore his natural 20s are treated as "any other number" and don't auto parry.

I'm firmly in the yes camp, but in PFS play there seems to be a split among GMs.

Lantern Lodge

I'm surprised I couldn't find an official ruling on this. Every forum I see goes with the idea of specific trumps the general rule (Meaning the Swashbuckler can parry a natural 20 by the attacker). However the GM at the table said I needed to provide a FAQ that says a Swashbuckler can parry a natural 20.

Does someone know if this has been clarified for society play?

Lantern Lodge

12 people marked this as FAQ candidate. 3 people marked this as a favorite.

Swordmaster's Flair (Blue Scarf): The user can spend 1 panache point as a swift action to increase her melee reach with light or one-handed piercing weapons by 5 feet for 1 minute.

Slashing Grace: When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon

Per RAW it looks like Slashing Grace doesn't work with the Blue Scarf for Swordmaster's Flair?

Lantern Lodge

Hello Everyone!

I stopped playing pathfinder for almost 2 years due to splat. However, I'm itching to play in some local society games again and maybe at GenCon.

I have a level 5 society character that I'm cashing a rebuild cert and would like any help available! Needing resources isn't a problem as I'll pick those up when necessary.

Character concept: Merchant prince from Qadira who fancies himself a reformed bandit. I'm not interested in spells but looking for a damage dealer who can hold their ground. I like the swashbuckler but want to even out my saving throws.

Build: Paladin (Virtuous Bravo X) / Swashbuckler (Noble Fencer) 5. Although I think the Virtuous Bravo is a very cool class/flavor, its class skills / skill points are horrible. This would let me have the best features of the swashbuckler (Weapons spec & weapon training) while giving the character longevity since the swashbuckler benefits slow down after level 5. I will probably rebuild to Virtuous Bravo 4 / Swashbuckler 1.

Ifrit with alternate trait wildfire heart for +4 init(I have a cert for this)

Str: 13
Dex: 18
Con: 12
Int: 12
Wis: 6
Cha: 16

Build:
Traits:
Indomitable Faith (+1 Will)
Extremely Fashionable

1st (Swashbuckler): Weapon Focus (Scimitar)
2nd (Virtuous Bravo)
3rd: (Virtuous Bravo): Slashing Grace (Scimitar)
4th: (Virtuous Bravo):
5th: (Virtuous Bravo): Power Attack
6th: (Virtuous Bravo): Doing this for weapon bond so I can have keen
7th: (Swashbuckler): (Iron Will or Toughness or Furious Focus?)
8th: (Swashbuckler):
9th: (Swashbuckler): Weapon Specialization (Scimitar), (Iron Will or Toughness or Furious Focus?)

Do you guys think this is a good mix or do the classes mix too much? Should I just do a single dip into swashbuckler? I'm also open to any feats that have been released in the past two years.

------------------

Are there any must have items for members of the society aside from the basics? I know a particular Ioun Stone was just FAQ'd but was curious if anyone knows of some other items great for a swashbuckler.

Thanks!

Lantern Lodge

I remember a while back there was a FAQ that if your race gives you the ability to cast second level spells, that can qualify your for Prestige Classes which require second level spells.

Does the wayang's alternate racial trait qualify for this since it "works like invisibility"?

What about the kitsune's Change Shape ability?

Thanks!

Lantern Lodge

2 people marked this as FAQ candidate. 1 person marked this as a favorite.

I have a few questions regarding the Fast Healer feat. This is assuming at 3rd level I dip Unbreakable Fighter and pick up Fast Healer. This is for a PFS character so looking for RAW.

1. Does the Spelleater's Blood of Life ability trigger Fast Healer? It's supernatural which I thought supernatural equals magic.

2. If I have infernal healing and blood of life going, do they both count as separate effects to trigger the fast healer feat? Such as if I get +3 healing from the feat, would I then have two fast healing 4 to effectively equal fast healing 8?

Lantern Lodge

Currently I'm torn between a few builds for Deadpool (must be PFS legal) and wanted some opinions.

One is the Urban Barb - Inv. Rager X / ninja 2 forgetting about guns all together and using two wakizashis. I know dual wielding is sub-optimal but of course he has too. Also, Urban Barb is for his healing factor with renewed vigor and regenerative vigor.

The other is the Urban Barb - Inv. Rager X / ninja 2 / mysterious stranger 1. The gunslinger dip is simply for flavor and for a ranged weapon on the off-chance he ever is forced to use one.

Finally would be ninja 2 / gunslinger (pistolero) 5 / fighter (weapon adept) X. This would be for a switch hitter but may be too feat intensive. Any thoughts? Here are his stats:

Str 10
Dex 18
Con 16
Int 10
Wis 8
Cha 12

Lantern Lodge

A sohei can select mounted feats regardless of their requirements. So at 1st level I pick up Spirited Charge and 2nd Mounted Skirmisher. Does this mean after my mount makes a charge I can flurry of blows to have all my attacks deal double damage (and at level six do so with a lance for triple damage on all attacks)?

I looked across the boards and can't find a consensus on how mounted combat works. It seems when a mount charges, you gain the benefits of a charge without taking a charge action.

Lantern Lodge

Would Disruptive Spell combined with Acid Arrow cause additional saves with the follow up damage?

Also, though the spell doesn't have a saving throw Disruptive uses whatever the spell's level is for the saving throw (can't find a link for it but it's detailed under the magic section of the CRB).

Lantern Lodge

2 people marked this as FAQ candidate.

It seems per RAW both shots would benefit from Vital Strike. Is this true?

Lantern Lodge

Any hope they'll waive the alignment restriction on assassins? You can join an assassins guild so why can't you play an assassin?

Lantern Lodge

This came up at a PFS game the other day and I was curious. The guy had an Eidolon with two bite attacks and two other attacks listed as primary attacks. He was a 4th level summoner so 4 natural attacks were the max. Since they are all listed as primary attacks do they all use full-BAB during a full attack?

Lantern Lodge

Is there a trait legal for PFS that makes Acrobatics a class-skill?

Lantern Lodge

Hello all my new wizard for PFS is named and stylized after Jace Beleren, a Blue Mage in Magic the Gathering. He specializes in counter spelling and mind control. I've never seen a good counterspelling wizard so thought I'd try my hand at it. I'm new to spellcasters in general so would like some critique please :) I'm open to any and all ideas that will make him more efficient at counter spelling or mind control spells but do not involve a martial class.

BUILD:

Human, Wizard (Abjurer: Counterspelling)

STR: 7
DEX: 14
CON: 12
INT: 20 (+2 race)
WIS: 14
CHA: 7

Feats:
Spell Focus (Enchantment) [replaces scribe scroll in PFS]
Improved Initiative
Toughness

Traits:
Reactionary
Strong in the Faith

Opposing Schools:
Not sure here... Originally I wanted Evocation and Necromancy but in order to use improved counterspell I must memorize a spell one level higher from the same school and these two schools are most likely to be encountered. Tough picks here :/

Lantern Lodge

Anything preventing me from purchasing barding for my Owl? Also, I know that the armor bonus is halved. Do I round down or up and does this affect magical enhancement bonuses as well?

Lantern Lodge

So this came up in a PFS game today. A wizard used a feather token whip and grappled an opponent. Under the feather token whip, it states it operates like a dancing weapon except: It uses it's own attack bonus, deals it's own damage, and has it's own CMB with an additional +5 when grappling. Shouldn't it also have it's own CMD? The reasoning behind this is the feather token costs 500 gp and is designed to grapple opponents using built in modifiers separating it's capabilities from that of the wielder. Without having it's own CMD, the item becomes relatively useless in the hands of non-martial classes.

Lantern Lodge

1 person marked this as a favorite.

Hello all I'm looking for some advice on must have single/multi-use items. My PC just hit 8th level and at high tier play I know single/multi-use items are key to success. Here is what I have so far:

-x1 Soothe Syrup
-x1 Soul Stimulant
-x1 Twitch-Tonic
-x1 Anti-Plague
-x2 Anti-Toxin
-x3 Holy Water
-x3 Alchemist Fire
-x1 Potion of Fly
-x1 Potion of Gaseous Form
-x1 Oil of Bless Weapon
-x4 Tracer Bullets
-x1 Wand of Endure Elements
-x1 Wand of Cure Light Wounds
-x1 Wand of Infernal Healing

Damage Reduction is not a problem. Off the table is the Dream Journal of the Pallid Sear because I do not own the book it comes in.

Although I'm looking for any advice, I'd really like items to combat invisibility, darkness, or mind-control/fear. Thanks!

Lantern Lodge

18 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

I was searching to find a ruling on this. So far with my lvl 6 PFS gunslinger it hasn't come up but I'm curious what the official ruling is. My question: Does the misfire chance count when confirming a critical hit and if so does it mean the attack automatically misses or a misfire occurs? Thanks!

Lantern Lodge

At 6th level the Sohei gains Weapon Training. If he chooses to multiclass 3 levels of Fighter (Weapon Master), would his weapon training stack with the Sohei's?

Lantern Lodge

4 people marked this as FAQ candidate.

I'm a heavy PFS player and it seems the community is still confused over the ruling regarding use of double firearms. I've searched for a thread with a dev response and cannot find one so please could someone provide a link or a dev respond? Is it two seperate attacks at a -4 penalty or a single attack with double damage just -4 penalty?

To me RAW implicates two seperate attacks since it would have been simple to virtually copy/paste the wording regarding manyshot and avoid confusion.

Single Attack with Double Damage
Pros: Expediates play
No chance of weapon instantly exploding

Cons: On misfire must clean two barrels

Two Seperate Attacks
Pros: Double the chances of rolling a critical
Stacks with the Deadshot deed

Cons: Double the chance of misfire
Weapon can instantly explode due to forced second attack

Lantern Lodge

So in our local PFS group we're trying to let one of the players who's missed a few session catch back up. Rather than enter the slow track I'd like to bring back an old character that I haven't played for over a year. Unfortunately I must have misplaced his chronicles and can't find them. However every session is recorded online. Could someone please suggest what I can do to get this character up and running again?

Lantern Lodge

3 people marked this as a favorite.

There has been some debate on the forums as to how Prestige Classes would fare as Archetypes. This is an attempt to take all the Prestige Classes from the Core Rulebook (except Eldritch Knight and Dragon Disciple) and transform them into balanced, viable Archetypes. Please offer any feedback in this thread. Thanks!

Prestige Classes as Archetypes

Lantern Lodge

Are there any spells or techniques that would work on a natural/infected Lycanthrope that's in human form to tell if they are afflicted with Lycanthrope?

Lantern Lodge

1 person marked this as FAQ candidate.

So since this ability replaces flurry of blows, am I correct in assuming that the monk can execute a flurry of manuevers regardless of the weapon he/she is wielding? So finally I can now play a monk who, by lvl 2 (1 multi with free-hand fighter), is disarming his opponents and killing them with their own weapons!?

Lantern Lodge

I haven't really used the brace feature. However, my new build for PFS focuses on the Nodachi and taunting your enemies into charging. Of course this brings in various metagame problems and questions about brace itself. I have searched the boards and can't find any defining answers for these questions. I'm searching for the most definitive answer possible so as not to get ruled down at a PFS game. Thanks!

1. What gets multiplied with "double damage"? Previously during multiple PFS games and homebrew I have seen the feat Spirited Charge allow STR damage to be multiplied as well. Just want to make sure this is correct.

2. When readying a brace, must you specify a "charging character" rather than "the first enemy to enter my threatened area I attack" in order to receive the brace bonus? It seems pretty lame that if you ready a brace, and they don't charge just move next to you, the attack doesn't go off... Of course you get no brace but not getting an attack makes no sense...

3. Can the enemy tell you are bracing with the Nodachi? What's interesting about the Nodachi is its brace feature isn't derived from physically bracing the weapon, but that it's designed to counter cavalry. So someone "bracing" the Nodachi is essentially just assuming a "high guard" or whatever stance with the sword which looks perfectly normal for a swordsman meeting their foe.

Lantern Lodge

First of all let me say that I didn't come up with the original idea to give ninja's access to blindsight. Someone else on the boards did but I apologize for not remembering your name and the search isn't leading me to the thread. It was only mentioned though and not fully discussed/interpreted into a trick. This would be a master ninja trick.

Sense the Unseen: Whenever a ninja uses the darkvision ninja trick, she also gains blindsight of 30 feet. She may only take advantage of blindsight when she closes her eyes. A ninja must have the darkvision ninja trick before selecting this master ninja trick. If the ninja's race naturally has darkvision, then she may take this trick as if she already possesses the darkvision ninja trick.

Of course this would replace the See the Unseen ability. You guys thoughts?

Lantern Lodge

This ability seems weak for a 10th level trick and is highly depends on how your GM role-plays the monsters. It's basically just a trick from Halo Reach. Though neat, it should be a normal ninja trick not a master one. Instead, and in lieu of the video game references, this ability may work better. It is based off the original Ninja Gaiden II:The Dark Sword of Chaos and the orange ninja clone power-up.

Shadow Double: This trick allows the ninja to create an illusionary double of herself that mimics her attacks. This functions as Shadow Conjuration with the following exceptions: The conjuration is of the ninja herself, only has access to the ninja's sneak attack and no other abilities, has a saving throw DC of 10+1/2 the ninja's level + the ninja's Charisma modifier, and persists for 1 round per level of ninja or destroyed. The ninja can use this ability once per day for fee. Each additional use of this ability uses up 1 ki point.

What do you guys think of this as a substitute?

Lantern Lodge

If you look at the monk's ki extra attack, it states a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. . This reflects the monk who focuses his ki into a quick succession of strikes, i.e. one of the monks prime traits. The Ninja should focus his ki to exploit weaknesses in his enemy, i.e. Sneak Attack. His ki additional attack should only be allowed when making a full attack action and performing a sneak attack.

Lantern Lodge

I looked through some old boards from december and didn't find a definitive point stating if haste and ki can or cannot stack. If there is already an errata on this then please could I get a link to it and I'll delete the thread. Regarding the extra attack, under haste spell it states The attack is made using the creature's full BASE attack bonus. It also says that haste is not cumulative with the speed property. Speed uses the same wording as haste regarding the extra attack. However Ki works differently. For Ki: A ninja may make one additional attack at her highest ATTACK BONUS.

So lets say a ninja uses furious focus to negate a -2 power attack penalty on his first attack, which has a bonus of +10. If he uses haste his attack becomes +10/+8. But with ki it is +10/+10. So they work differently. If the developers intended ki not to stack with haste then why not word it the same as a speed weapon? Could we get a ruling?

Lantern Lodge

I just read through the ninja again to make sure and it appears none of the ninja's abilities are restricted to light armor. All a ninja has to do is take two feats or dip one level and he can wear full plate armor and not lose any ninja abilities. Although I don't think ki should be completely restricted by armor, the bonus to acrobatic jump checks should be light or no armor. Also I think "Light step" speaks for itself.

Lantern Lodge

In the APG, the Monk of the Sacred Mountain gains an Ex ability which grants +1 natural armor. If I take the feat Twisted Flesh from the PF Campaign Setting which also grants +1 natural armor, would these two bonuses stack?

Lantern Lodge

The Prestige Award system is an integral part of the game. Not only does it give players that spend them different benefits but it more importantly sets the max item cost. During season 0 one in 3 adventures awards you 2 PA while all the season 1 adventures award you 2 PA. I believe that this difference in PA award leads to a huge difference in player power and lowers the demand for a scenario only offering 1 PA. It begins innocent at first, but let me give you an example.

Player 0's DM is taking them straight through season 0. Lets say he completes 20 adventures and earns maximum PA. His final tally of PA will be 26. This sets his max item cost to 8,000 gp.

Player 1's DM on the other hand takes him through season 1. He also completes 20 adventures and earns maximum PA. His final tally of PA will be 40 with a max item cost of 31,000 gp.

Comparing both the players, Player 1 has a max item cost 23,000 gp higher than and almost 4x the amount of Player 0!!! Not to mention the fact that most season 1 adventures award more gold than season 0. So when Player 0 attends a convention his character will be completely inferior to others.

As a DM, I know I will only be putting my player's through scenarios that give 2 PA because it is way too detrimental for their characters. I'm not going to purchase any scenarios that award only 1 PA. Does anyone else feel the same way?

Now, there is a simple fix to this problem. In the v2.2 rules, simply state that all season 0 scenarios that only award 1 PA are now worth 2. You won't have to make any new faction missions or even touch the old ones, just state that they are now worth 2. Players who have already completed them instantly get the extra PA. This gives DMs a reason to play these adventures and not be hurting their players. I think it's still balanced too because instead of having two chances at gaining PA the players must go all or nothing.