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According to the druid's animal companion table, a wolf advances to become Large size at 7th level so it seems like it should be possible since it would become an appropriate size. If not, would it become possible if I took the Undersized Mount feat from the Advanced Class Guide? Or is that feat inapplicable to Cavaliers and Samurai for some reason? Sorry, I'm just very confused about how mounts work in PFS and what the actual available options are. I just think a wolf would be slightly more cool than a camel or horse. Please advise, and if possible, cite appropriate sources. Thanks.
Can we please update the Improved Unarmed Strike feat so that it includes giving unarmed strikes the "Operative" property? So that Operatives can use the trick attack class feature with them and others can use their DEX for attack rolls with them? It just makes sense and seems like something that was overlooked and unintentional. Thoughts?
For this divine fighting technique, how would crit damage be resolved? It says that you don't apply ability modifier damage on a hit and instead apply that as bleed damage. The only fair thing to do on a crit would seem to be to apply the crit multiplier to the bleed damage. Also, is this bleed damage only for 1 round or continuous until it is healed? Just looking for clarification. Thanks. Quote:
Has there been any kind of update regarding the Divine Fighting Technique feat? It appears in both the Weapon Master's Handbook and Divine Anthology, but each time with slightly different prerequisites. Does the description in Divine Anthology overrule the one in Weapon Master's Handbook since it came out later? Or does the description in Divine Anthology only apply to the divine fighting techniques listed in that book, and the description in Weapon Master's Handbook apply only to the divine fighting techniques in that book? Without further word from Paizo, it seems like the latter ruling seems to be what needs to apply. Thoughts? Feat Prerequisite in Weapon Master's Handbook: Same alignment as chosen deity. Feat Prerequisite in Divine Anthology: Must worship a single patron deity that has an established divine fighting technique.
I'm specifically wondering how this would work for a Pathfinder Society character, but this would be good to know in general for Pathfinder games. Anyway, I've taken an interest in the various pit spells from the conjuration school, such as Create Pit, Spiked Pit, and Acid Pit. Normally, this allows for a Reflex save to avoid falling into the pit, but would creatures who have already failed their Reflex saves vs. a tanglefoot bag still get this save? A creature that fails such a save is stuck to the ground in a particular spot so it seems like they wouldn't get a save if a pit spell was cast to appear directly beneath where they happen to be stuck in place. In a home game, I would probably rule that they wouldn't get a save against the pit spell, but for RAW, how would this work? Thanks.
I'm not sure how these two things interact with one another. Do you pick 9 cards and decide what alignment to be treated as after the spell is cast or do you choose when you use each given bonus? Or does this spell somehow not let you choose? I couldn't find any existing threads on this subject. How should this combination work? Beyond Morality: Spoiler:
Beyond Morality: As long as you are neutral, you may choose to be treated as the most favorable alignment when affected by spells whose effects vary based on alignment (such as holy word). If you are neutral in relation to evil and good, you may choose to be treated as good or evil. If you are neutral in relation to chaos and law, you may choose to be treated as lawful or chaotic. You may only choose to be treated as one alignment type along a single axis at a time (for instance, if you were within the area of both a magic circle against evil spell and an unholy blight spell, you would have to choose to be either evil, good, or neutral for the purpose of determining the spells' effects). Harrowing: Spoiler: School divination; Level bard 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time 10 minutes Components V, S, F (a Harrow deck) Range touch Target one creature Duration 1 day/level or until fulfilled You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, “hunting down the pirate king,” or “traveling to Viperwall to search for a magic sword”) that the target of the spell intends to undertake at some point during the spell’s duration. If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards. Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card’s alignment matches the target creature’s alignment. If the card and target’s alignments are identical, that card provides a +2 luck bonus on the associated suit’s check. If the card and target’s alignments are of the opposite alignment (see below), the card inflicts a –1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit’s check. While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can “spend” at any time to modify that card’s associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack. Once you spend all of the bonuses granted by a harrowing, or once the spell’s duration ends, the spell ends and the penalties are removed. A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails.
The Mask from Divination spell from Arcane Anthology has a mask as a focus component. According to the spell, this mask cannot be removed from the target's face by physical force or hidden in any way from creatures that observe the target. Would this prevent the target from also wearing a head slot magic item? Quote:
There's a new arcane discovery in the Magic Tactics Toolbox that allows you to prepare one spell from the list of domain spells for a domain of your deity per day as follows: Quote: Benefit: Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell's actual level. This is cast as a divine spell. Would taking this arcane discovery add the domain spells of that domain to your class list of spells for purposes of using spell completion and spell trigger items like scrolls and wands? For example, would taking Faith Magic for the Healing Domain allow a wizard to use a Wand of Cure Critical Wounds or a Scroll of Breath of Life?
I just want to make sure I'm doing the math right. A large scythe will cost double the price of a medium scythe (2 x 18gp = 36gp), and you add +3000gp to the cost of an adamantine weapon, so an oversized large adamantine scythe will cost 3036gp total. It's already considered masterwork for being adamantine so I don't have to pay the 300gp that normally costs. And I believe you only have to add in the +3000gp cost for adamantine once, not twice (which would be +6000gp). Even though it's an oversized weapon, you only double the cost of the base weapon itself. Is that correct? Also, I'm not aware of any rule barring oversized weapons from being legal in CORE. This will be a hefty purchase so I just want to be sure. Thanks.
The Amulet of the Blooded (Aberrant) can increase the reach of melee touch attacks by 5 feet. The 3rd-level Ectoplasm bloodline power does the same thing. As such, would the two effects complement each other to provide a reach of 15 feet for melee touch attacks? I'm just not sure if the two effects would stack or not. Thanks. Amulet of the Blooded (Aberrant): This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). When making a melee touch attack, the wearer's reach increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item, blur, enlarge person. Ectoplasmic Reach (Su): At 3rd level, you can exude small tendrils of ectoplasm that can be used to make melee touch attacks as part of a spell with a range of touch. You can make melee touch attacks as if you had an additional 5 feet of reach. You must have a free hand with which to direct the ectoplasm.
I'm just wondering if there are different rules for this. I know during a regular session, you can scribe spells from other wizards at the same table during the play of a scenario. However, during a special, there are multiple tables with groups of different levels all participating in the same mass event with the results at each table contributing to the overall effort. As such, when participating in a special, can you scribe wizard spells only from another wizard at the same table as you? Or can you scribe from another wizard at any table participating in the same special as you? Thanks.
As one of those players who is running out of scenarios that he can still play, I can appreciate the reasons behind starting CORE. It gives me an additional option when there's nothing regular available that I can still play, but filling out tables with the legal minimum number of tables is still a problem a lot of the time. Anyway, I had an idea. What do people think about making scenarios replayable with pre-gens all the time? No single character would be able to have the same scenario applied to it more than once, but as long as you're playing with a pre-gen, why not allow a scenario to be played over and over again as long as it gets applied to a character who hasn't benefited from it yet? And as an extension of this, why not allow any scenario that has been played with a CORE pre-gen be applied to either a CORE or non-CORE character who hasn't had that scenario applied yet, regardless of which version of the scenario had been being played. As I see it, this would make it so that more people can participate in and either fill out or balance tables more effectively while keeping CORE simple to run for new GMs and allow players more options for advancing new characters in the non-CORE game. Thoughts? Please discuss.
The Eldritch Heritage chain of feats is supposed to give you Sorcerer Bloodline powers as if you were a Sorcerer of your actual level -2. So for example, if you took this feat as a 9th-level Wizard for the Arcane bloodline, you could also gain a familiar with the powers of a 7th-level Wizard through the Sorcerer bloodline. Does that mean your familiar would have its powers calculated as if you were a 16th-level caster? Thoughts? You're not actually multiclassing, and the ability isn't supposed to grant you access to both a familiar and a bonded object so I can't see any other possible benefit to taking Eldritch Heritage (Arcane) if you belong to a class that already grants familiars.
Just a dumb question about a situation I haven't encountered before. I was playing a 9th-level bard in an encounter with an advanced Wight. Most of my bard powers were useless against something immune to mind-affecting so I decided to use my new Inspire Greatness bardic performance to help buff my melee ally before he got in the Wight's face. Would the temporary hit dice from the Inspire Greatness effect get drained first when encountering level draining effects? There's nothing in the description of the ability to say that it would, but they are supposed to be the equivalent of extra hit dice so it seems like it might. Just looking for clarification, thanks.
I was thinking about picking up the Delayed Bomb discovery on my alchemist. He has max ranks in Sleight of Hand anyway so I was wondering if it would be possible to use Sleight of Hand to place delayed bombs on enemies while an Invisibility extract was active? It seems to me that it would be possible to do this without negating the Invisibility as long as my Sleight of Hand check beats the target's Perception check to notice. Is this workable, or am I interpreting the rules incorrectly? Also, is it still possible to use Precise Bombs with Delayed Bombs? There's nothing in the rules against it, but it seems like it shouldn't work since people may have moved around after the bomb has been planted? Thanks in advance for any clarification you can offer. EDIT: I recognize that this will probably be less effective than just throwing the bombs although it might be easier to get a successful Sleight of Hand check than a successful touch attack. Not sure. Just think this might be fun for flavor.
I was also thinking about taking the Alignment Channel and Elemental Channel feats. If I take those, does it mean I can choose to either heal/harm elementals or outsiders or would that be dictated by whether I channel positive or negative energy, such that I could only heal with positive energy and only harm with negative energy? Just looking for clarification. Thanks.
Quote: Blinding Bomb: When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. Since this discovery is a light effect, it seems like it should be possible to use it to dispel magical darkness. I think the bomb, a supernatural effect, would be treated as a spell of half the alchemist's level, but I can't seem to find that written anywhere. Can anyone clarify or confirm? And if you could point me out to where the information comes from, that would be great. Thanks.
Do you apply the 10% Master of Trade discount before or after making a determination as to whether your Fame is high enough to purchase a particular item? For example, if I had a Fame of 22, the rules allow me to purchase a magic item with a maximum gold piece value of 8000 gp from my faction. The normal cost of a +2 mithral breastplate would be 8200 gp, but with the discount, the cost would only be 7380 gp. As such, would having the Master of Trade vanity allow me to purchase this item with a Fame of 22 or not? I checked the FAQ, but didn't see anything covering this and a search of the messageboards turned up nothing. Any help would be much appreciated. Thanks in advance.
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The wording of this Shaman archetype ability has me confused, specifically the second sentence: "Regardless of her alignment, she can only use this ability to harm undead creatures." Is this just reinforcing that the Spirit Warden can only channel positive energy and not negative energy? Or does it mean that they can only channel positive energy to harm undead and cannot use it to heal living beings? If the latter, then can it still be modified by feats that would allow a cleric to channel energy to harm elementals or evil outsiders, etc.?
Just wondering whether the Heartseeker magic weapon property would allow a character to sneak attack creatures who have concealment. If I'm ignoring the miss chance, then it seems like I should also be ignoring the inability to sneak attack while striking a creature with concealment, especially if my weapon is "being drawn unerringly toward beating hearts," but it's not exactly clear. Thoughts? Quote:
In the Additional Resources for the Inner Sea World Guide, it says that humans begin play knowing all listed languages for their chosen ethnicity as racial languages. Since half-orcs and half-elves are considered humans, does this mean that they also get these ethnic languages from their human half, since they are supposed to be considered humans?
It occurred to me recently that a collapsible plank made of darkwood would only weigh 5 lbs. and could therefore be manipulated into place with a Mage Hand spell. Could be useful for getting across pits or even barring doors shut. The rules for darkwood say that you have to add 10 gp per pound to the cost of a masterwork version of an item, but there are no masterwork collapsible planks. So what would the cost be? Most other masterwork items that aren't weapons or armor seem to default to 100 gp in cost.
This is an item from Ultimate Equipment. Based on my reading of it, this would make any weapon I wield gain the corrosive weapon special ability, including ranged weapons such as bows. And it seems like I'd also be able to make attacks of opportunity with a 1d6 melee touch attack. Is that correct? Seems too good for something that's PFS legal. Quote:
I was playing a scenario the other night where we were fighting a creature with Greater Invisibility up. I got lucky with an Explosive Bomb and set the creature on fire for a round. While the creature is on fire, does being on fire negate its concealment from Greater Invisibility or maybe reduce it to a 20% miss chance? We were able to get through the encounter without any party member deaths anyway without having to rule on this, but I'd like to know for future reference.
I'm considering playing an Urban Ranger in Pathfinder Society, but I'm not sure how the Favored Community archetype class feature would work. Would it refer to specific named towns? Or would it refer to nations? For example, could I pick Absalom as a community? And if you had to choose, what two (or more) communities would you pick? I'm leaning towards Absalom and the Worldwound, if those are applicable choices. Quote:
This staff says it can be used to cast spells using any metamagic feats known by the wielder without increasing the spell's level. Does that mean any spell or only the three spells listed for this staff? Quote:
Do skill bonuses for skill checks that you are replacing with your Bardic Versatile Performance also apply to your Performance checks? For example, an Azata bard would have a +2 racial bonus on Diplomacy checks. At 2nd-level bard, he chooses to apply Versatile Performance to his Performance (strings), which allows him to make Performance (strings) checks in place of Bluff and Diplomacy on Bluff and Diplomacy checks, respectively. Would that +2 racial bonus on Diplomacy checks be added to his Performance (strings) when using it to make a Diplomacy check?
In Pathfinder Society, do your faction and region have to match? For example, if you wanted to be part of the Andoran Faction, could you still pick up regional trait from Sargava, such as Citizen of Eleder, such that your character was born and raised in Eleder but later joined the Andoran faction? I can't seem to find anything specific about this. Note: This is just an example. I'm not actually looking to pick up this trait. Just wondering if the desire for a particular trait will force me to pick up a particular faction at character creation. Quote: Citizen of Eleder: You live and work in Eleder. You gain a +1 trait bonus on all Knowledge (local) and Knowledge (nobility) checks regarding Eleder.
I was looking at this archetype and didn't see anything about any costs for creating these traps. Does the Trapper just create traps for free, limited only by his Wisdom score? What about the magical traps that have a scroll of a particular spell as a component? Are these scrolls consumed when their traps are triggered? If there is text that makes this more clear, please tell me where to find it. Thank you.
This is an example from the Ancestors Mystery. The power says that it provides an armor bonus, not an enhancement bonus to armor or any other wording that might be more clear. Does the bonus provided by this power not stack with actual armor worn? And if so, what's the point of this? Any medium armor will be better than this power and able to be cheaply enhanced with magic faster than the given progression rate. Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
I recently discovered the False Focus feat from Inner Sea Magic. Would having this feat also allow you to add the effects of using Alchemist's Fire as a spell component (and other alchemical components as detailed in Adventurer's Armory) for free? Quote:
So far, I'm juggling between Elemental, Intensified, Piercing, and Selective Rods. Is there a good item I don't know about besides the Glove of Storing or Handy Haversack for easy storage on these types of items? Maybe one of the Efficient Quiver compartments? I keep thinking there must be some kind of belt or bandolier designed to cover this sort of item.
What book would I find the rules for creating a 12th-level character in? I'm supposed to create a character at 12th-level following Pathfinder Society rules in order to play a specific module, and I'm not sure where to find things like total gp value for treasure, etc. Or if prestige points are applicable and how. Anyway, if someone could post that information here or let me know what sourcebook or supplement to find it in, it would be much appreciated. Thanks!
My character recently got a +2 Profane Bonus to Intelligence in a Pathfinder Society module. I'm guess that just gives me the stat increase and the bonus spells but not any skill points, but I wanted to check and make sure. It is only a temporary bonus, not permanent, but it will last for 1 year. Just looking for clarification, thanks! |
