Illeol
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The 3.0 Guide to Pathfinder Organized Play says its legal, but how do I track this equipment??
Do I need to have a GM sign off??
Prerequisite: Halfling.
Benefit: Once per day, when confronted with a
situation that calls for a particular mundane item of
equipment, you may make a Sleight of Hand check with
a DC of 10 plus the item’s cost in gold pieces to “happen”
to have such an item on your person. For example, having
a crowbar would be DC 12, whereas a flask of acid would
be DC 20. The item must be something you can easily
carry—if you are on foot and have only a backpack, for
example, you could not have a large iron cauldron. You
cannot have magical items using this feat, nor can you
have specific items, such as the key to a particular door.
If you are stripped of your equipment or possessions,
you lose the benefits of this feat until you have at least a
day to resupply and “acquire” new items. You must pay
of these items normally.
Special: At the GM’s option, a character can substitute
the Survival skill for Sleight of Hand with this feat. Such
a choice is permanent.
| Enevhar Aldarion |
This is James Jacobs' official answer from a thread about this in the regular rules forum for how it is supposed to work.
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Just mark it on the items purchased column on your chronicles when the session ends. The advantage here is you can 'shop' for a single item in the middle of a dungeon.
As a side note this feat is nice at low levels but doesn't scale well. Getting a 40 gold piece item at 10th level is generally not worth a feat.
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I think the value of this feat is very dependent on the player and ways to come up with ingenious ways how to use day-to-day items.
I've seen some of the best role-play by using a ration or a bedroll in an unconvenient manner and saving a whole encounter.
Just yesterday a whole encounter was saved by a simple smokestick - okay - this one is out of reach for the Feat with a DC of 30. But its use prevented a potential TPK.
There is a similar (but a lot stronger) version granted for a Pathfinder Chronicler - Deep Pockets. You will have to come up with good usages of common items to make it work. But a great use of such a feat will stick much more in memory as an ordinary hit to a monster because of a feat you have that gave you some advantage to hit it or to hit it harder.
So go ahead and report back about the useage of the feat in game play (use spoiler tags if necessary).
Thod
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As a follow-up, what would be the PFS ruling on the statement: "Special: At the GM’s option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent."
Since the GM's option in this case is the OP Guide, and I don't recall seeing anything about it, does that mean we can't use survival?