This is something I have wanted for a long time is the guide to be the definitive place for some one to get answers on questions on how to do basic things like how to determine your animal companions hit points, how a wizard, witch, classes with a spell book like thing can pay for access to spells in the guide. All these things are in the faq or the forums, but should be placed in the guide to make it easier to find. When a ruling that effects how to build or level a character is made, those rulings should eventually be put in to the guide.
Naal wrote:
I feel you are spiritual correct that a phantom should get 6 skill points per HD, -2 because of int and 2 chosen for them, but that is not what the text says. Text says 2 + int for phantoms which leads me to think they get 1 skill point a level you can pick, or you just get the 2 points in the skills of the emotional focus. The table kind of points to the phantom getting 2 skill points that you choose where they go and 2 you put in the emotional focus skills.I wish some one would clarify for pfs sake. In a home game the GM could answer the question and move on.
BigNorseWolf wrote:
I will admit that I am complaining. I feel that complaining is a waste of time. I have been in Living Campaigns since 2000 and quickly realized that complaining rarely does any good. I find that I just have to work around the faqs and errata, but it does upset me that I get a new splat book, wait for the content to be approved, then before I settle into the new content to use, the content gets change to things that I feel are just about useless. Example from above: Page 27—A character with the restoration spirit specialization hex shell of succor may use the hex once per day, plus one additional time at 11th and 19th levels. In the book this is 1+cha modifier times a day. This feature can only be used by a pure shaman according to the book, and at that many times a day I feel is useful, but with the errata I would never take that hex. Just my complaints. Take them for what they are, an opinion.
Linda Zayas-Palmer wrote:
I feel like every time I look at one of these clarification documents, I feel the document should be renamed house rules for pathfinder society.
So it seems the answer to one of the questions of the new faq indicates that no familiar, improved or otherwise can use a wand. So I am guess my question is can improved familiars with Use Magic Device still use wands? Question and Answer that I am referring to: Can my animal companion or familiar wear or use magic items?
Note: This FAQ entry reflects the current rules. It will receive an update in the near future to expand the list of options. It is intended that animal companions or familiars cannot activate magic items. An animal companion could benefit from an item with a continuous magical effect like an amulet of natural armor if its master equipped the item for the animal companion. Animal companions of any type may not use manufactured weapons. Animal companions are also limited by their individual anatomies. In Pathfinder Society Roleplaying Guild, animal companions always have access to barding and neck-slot items so long as they have the anatomy. For example, a horse and pig can always have access to barding and neck-slot items. A snake does not have access to either. However, an item called out to be used by a specific animal is usable by that animal regardless of slot. Additionally, animal companions have access to magical item slots, in addition to barding and neck, as listed on the inside front cover of Pathfinder Player Companion: Animal Archive so long as they select the Extra Item Slot feat. The Animal Magic Item Slots table found in Animal Archive is not a legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items. An animal or familiar has to have an intelligence of 3 or higher to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, it may not activate an ioun stone. The brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars, granted by the Improved Familiar feat, use the Biped (hands) section of the chart. The carbuncle and voidworm protean, familiars granted by the Improved Familiar feat, uses the Serpentine section of the chart. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items. What abilities do vanity-purchased NPCs have on play (for example, the NPCs on pages 60-61 of Pathfinder Campaign Setting: Pathfinder Society Field Guide)?
What the text of the clarification says is, "Instead of gaining a +4 bonus to a specific ability score at 4th level, an ancestor eidolon gain the ability increase evolution for that ability score at 4th level. ". The problem with this is there is no +4 to ability score at 4th level in the quick rules.
Quick rules of the Fighter, Rogue and Sorcerer from the prd:
Fighter Quick Rules: +2 on all rolls based on Str; gains a bonus combat feat and an additional bonus combat feat for every 4 HD (to a maximum of 10 feats; a fighter creature is considered a fighter with a level equal to its HD for the purpose of qualifying for combat feats). If the creature has 3 or more HD, it gains armor training† (the bonus increases and penalty decreases for every 4 HD the creature possesses thereafter, to the class feature's normal maximums). If the creature has 5 or more HD, it gains weapon training† (the creature gains only one weapon group, and its bonuses increase by 1 every 4 HD thereafter, to a maximum of +4). Rogue
Sorcerer
Nowhere in the quick rules is a +4 to ability scores. So, I can not replace what they are asking for me to replace. My point over all this is I do not think this archetype need clarification. Perhaps the rule of you cant use feats to circumvent the restriction in the archetype but that was it.
Ivo van der Werff wrote:
I think you are correct. Which means that at 4th level you would gain an ability score bump and a +2 to all rolls for ability score as noted in the quick rules. I am beginning to think some one thought we used the rebuild rules, but that is not what the text says at all.
Quote from above:
Linda Zayas-Palmer wrote:
I do not understand the need for a clarification. If you leave the archetype alone not change anything, you get to the same place. So, my question is why the change?
So I am a bit confused at the clarification for the Ancestor Eidolon subtype. You take away the racial adjustments to ability scores, but later on you give +2 then +4 to an ability score back. I mean according to the text of the book. At 4th level, the ancestor eidolon chooses one of the
Then looking at monster codex. The quick rules make no mention of a permanent ability score bonus, just a +number to certain rolls. So I am not sure what you are going for here or why the need for a change.
My understanding is reduce word or page count to make the document not so daunting. My point of putting things in the guide is so that these rules I know to be true like animal companions taking average hp per hit die, is to make it a one stop resource for new players to find information. The three things I mentioned are Core campaign concepts that should be in the guide for all players to find when making a character.
Still missing from the guide.
I felt these were things that should have been added to the guide. I feel the guide should be the place that I go to to make sure I am doing everything right with my characters. I should not have to spend a half hour looking through the forums for unclear answers and searching the faq to see if my answers lie there. I realize the guide has a page count or word count limit, but since we added a glossary, perhaps we should have added a faq to the back that could have mentioned my above notes and others that I have not thought of.
My reasoning for upgrading to be more clear is when I went to look on the forums I found two different answers to my question "Can I upgrade a rod of lesser metamagic feat to a rod of metamagic feat?". Then when I went to the guide to figure this out, I was still unsure whether I could or not, and if I am unsure and I have been doing this for awhile, I am sure a new player could be frustrated at this as well. I also like to occasionally check behind myself to make sure I am doing things correctly and when I last tried to do that I could not easily find all the rules and procedures to do that in a timely manner. I would just like the guide and the clarification documents to be able to answer most of my questions.
I would like to take the time to expand on the above post and include other rules and rulings that I think need to be in the Role Playing Guild document that are not currently in the guide. 1. How to figure hit points for Eidolons and Animal Companions. Agree with a poster above.
I realize these things can be found on the website somewhere, but i feel these need to be in one place and the guide to organized play seems like the best place for rules like these.
Wayang Rogue
gold spent 350 dex +3
+60 stealth while standing still. I am sure there are traits to help but I am lazy.
So I believe this thread brings up a topic that needs clarifying. I mean I understand that the Ultimate Magic evolutions are not really overpowering and are generally in line with the list evolutions available in Unchained, but are they allowed for an unchained summoner's eidolon? I am unsure. I would like for the UM evolutions to be open to give the class more ability to differentiate itself from others. I personally do not want to have a similar build to others and would appreciate more variety. Other's in this thread have mentioned spell list of the unchained summoner, this should also be clarified. A spell that is on the original summoner's list is Infernal Healing. Should unchained summoner not be allowed to cast this spell or should unchained summoners only have access to spells that are specifically mentioned in unchained and sources after unchained was released? I would allow unchained summoners to have spells from sources before unchained at my table while gming but I can see others not allowing this. I do not know about everyone else, but I like to avoid table variation rules.
Imbicatus wrote:
This problem can be avoided by doing the work ahead of time and knowing the digital root of every spell you can cast. Like Summon Monster if you do a little work ahead of time, you save everyone at the table a headache.
redward wrote:
Warpriest: To utilize a blessing, a character must be a worshiper of the listed deity. The only deities listed in the Advanced Class Guide underneath the Blessings are Core Deities.
Can you fix the spell Malfunction so that the spell works as intended because at the moment the creatures that the spell target are immune to the spell effects. The reason for this is that the spell requires a fort save and Constructs are immune to any effect that requires a fort save and that does not effect objects. Also since most construct are spell immune you should change the spell resistance to no. "Construct trait
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