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Organized Play Member. 22 posts. No reviews. No lists. No wishlists. 26 Organized Play characters.




Before the remaster, the Study Shield had the Magical trait. After the remaster, the Magical trait is gone BUT the text of the remastered description is unchanged and still compares it to 'non-magical counterparts'.
Is the removal of the Magical trait an error of omission? Is Magical Crafting required to Repair the shield?


Use case: fighter takes cleric dedication, does NOT take spellcasting, and buys a staff of healing. The character has NO spell slots.

Can the character add charges to the staff during daily preparations? If so, how many? Are the answers to these questions documented in the rules somewhere?


The Guide to Organized Play states:

Characters created 15 November 2023 or later whose class is reprinted in any Remaster rulebook must use the reprinted version of their class.

This is contradictory to the Remaster document that, referring to classes in Player Core 2, states:

This affects the following classes: alchemist, barbarian, champion, investigator, monk, oracle, sorcerer, swashbuckler.
Characters with at least 1 game reported prior to August 12 may be built using the Core Rulebook or Advanced Player’s Guide chassis.
Previously-existing characters with at least 1 game reported may continue their progression using the Core Rulebook or Advanced Player’s Guide chassis. They may not use the chassis in Player Core 2 without rebuilding.

Characters created after 15 November 2023 whose classes are in Player Core 2 are not eligible for a free rebuild. Therefore RAW Guide to Organized Play, contradicting the Remaster document, requires a rebuild. Is it mandatory for players of characters in those circumstances to spend AcP on Evolving Destiny or Career Change?


The Player Core 2 is FINALLY 'up' on A0N

The description of the Barbarian feat Raging Athlete on AoN does not match demiplane. Both sources are listed as 'official'. Which is correct? How long will it take to make them match?


evolving destiny prohibits changing the character's background. However can a choice made as part of the background be changed? Specifically, can the character whose background is raised by belief select a different deity during the rebuild? is the answer to this question documented anywhere or is it just in someone's opinion?


Covid put a lot of 'us' 'on vacation'. I recently (2 weeks) ago found another game (online) after 3 years away. So .... I'm now looking over my PFS Session log and seeing two problems (as if I should care?):

1) only 79 of my 111 sessions are logged - I DO have the chronicle sheets but until I identify the specific missing sessions I won't guarantee that I can read all the GM's PFS#s.
2) I've already noticed that some of the logged sessions are assigned to the wrong characters.

Is there a practical way for me to request fixes? At least for the 'wrong character' reports, I assume that I can click the 'Report a problem' link.


I am posting this for feedback. I'm going to lay out a case for a game mechanic that I wish to play. Ultimately the decision will be up to the GM at the table. But I am posting it to see if and how other players would "poke holes".

Background: In PFS I am playing a Barbarian with UMD. The original intended game mechanic was/is to activate wands that he (a male character) has purchased. It is assumed that because the wands are purchased the command word is known so no property identification is needed. Under the UMD RAW if he rolls a 1 on a UMD check to activate one of these items he has failed so badly that he can't activate that wand that game day.

I want him to be able to activate wands and other magic items found during the adventure. In order for him to do a UMD check to attempt to activate such items "someone" has to identify the wand and determine the wand's function and command word. If another character can identify the wand, all good and I move on to the activate attempt.

But what if he is left on his own to identify the item? He can cheaply buy a potion or scroll (or several of each - they're cheap) of Identify. But can he and, if so, how can he use these potions or scrolls?

The potion game mechanics RAW say the target of the potion is the imbiber. But the RAW for Identify is not explicit about what the "target" is. If he drinks an Identify potion has he imbued himself with the ability to Detect Magic to identify properties at +10? If yes, all good and this is one way for him to attempt to identify a found item.

What about a scroll of Identify? In PFS, magic items can be bought between scenarios with "lots of time" to do "whatever" with them. For example if a Ranger or Paladin buys a scroll it is assumed that they have plenty of time to take Read Magic on a non-scenario game day to decipher the scroll. The UMD Try Again RAW described a "penalty" for Activation but not Decipher. Can it be assumed that a PFS character using UMD to Decipher has plenty of time before the scenario and will "eventually" get that scroll deciphered?

Assuming the scroll is deciphered, on to Activation. My Barbarian will have to both Emulate an Ability and Use the Identify scroll with UMD. Is there a chance for a Mishap? I think not because the mechanics for UMD scroll activation are sufficiently different from the mechanics for activation by a true caster that it appears to me that Mishap is not "in play". But this is another place for you folks to "poke holes". Will a roll of 1 to Emulate an Ability fail that scroll for the game day? Again I think not because the UMD Try Again restriction is RAW to only deal with item activation. Is another roll to Emulate an Ability required for every roll to Use the Scroll? I think not because the UMD RAW describes Emulation actions to only be needed to repeat once per hour. I agree that once the ability is emulated a 1 rolled on the subsequent Use the Scroll attempt makes that scroll unusable by that character for the rest of the game day. But, if all is good so far AND he has plenty of those 25gp Identify scrolls, my Barbarian will "eventually" Emulate an Ability and Use a Scroll of Identify to ATTEMPT to identify a found item. Of course at that point his Spellcraft roll may fail and it will be "back to square one". And, oh yeah, he will need a rank in Spellcraft since Untrained characters can't attempt Spellcraft Tasks.

There you have it. Hopefully I didn't lose too many of you to TLDR.


1 person marked this as FAQ candidate.

I have been in arguments about this for years.

The Core describes the Precise Shot Feat thus: "You can shoot or throw ranged weapons..." My understanding of the English language is that a spell is cast, being neither shot nor thrown. And a weapon is (or is it not?) a material piece of equipment. A ranged weapon is an item from a specific list of weapons enumerated in a rule book, Ultimate Equipment for example. By that interpretation of the language, a spell is not a ranged weapon nor a weapon of any kind.

Furthermore there is a use case which raises a serious related question. The Lantern Archon's only means of combat is a ranged touch attack. Yet this celestial creature does not have the Precise Shot Feat. Does it "make sense" that the gods of good specifically crippled their minion's combat ability so it is less likely to successfully attack an evil enemy in melee?

Those are my arguments to support my opinion on the question.

My opinion aside, isn't this question ambiguous enough that there "should" be a FAQ answer from paizo with a definitive answer AND an explanation for why the Lantern Archon does not have the feat? If such a FAQ exists, I haven't found it. Should it exist? Does it exist? If so, can someone direct me to where it is?