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This may or may not be cool, depending on if it works how I think it does.
An alchemist takes the Eternal Potion discover.
He makes and permanances a potion of Amplified Elixir.
Does this make all of his Extracts empowered? It says "potions and elixirs" under amplified elixir. Did it mean extracts? If it didn't, what exactly is an elixir?

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This may or may not be cool, depending on if it works how I think it does.
An alchemist takes the Eternal Potion discover.
He makes and permanances a potion of Amplified Elixir.
Does this make all of his Extracts empowered? It says "potions and elixirs" under amplified elixir. Did it mean extracts? If it didn't, what exactly is an elixir?
Elixirs are effectively potions that are pretending to be wondrous items like the elixir of love, elixir of hiding, and elixir of swimming.

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let's do this in order:
My wizard knows what the air on another planet tastes like.
My magus realized that he was broken as all hell (sorry ruby phoenix and academy of secrets!) and retired to do something.....magusy.
My barbarian knows that not all creatures with tails are monsters now.
My oracle knows that Razmir is an evil god, and Torch is a jackass (it's been a bad year for him, all around).
My monk knows the power of a fully armed and operational martial artist archetype.
My cleric bard knows that he's definitely not a worshipper of Rovagug. No matter what some people think.
My swashbuckler knows that apprenticing under a new venture captain is awesome.

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Here is my attempt to consolidate the potion/oil list
Exactly which spells can be potions and / or oils?
Obviously some feel that silence shouldn't be on that list.

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This mostly applies to newer players but I've learned that PCs should always do something in combat.
In combat, even against foes that you "can't do anything" against, you should always do something on your turn. PCs win a majority of encounters (especially at lower levels) due to their greater action economy alone.
Action economy is a term tossed around by gamers that basically means "making the best use of your time in combat," or something similar. PCs have an advantage in that there are typically more PCs than NPCs in any given fight. And since each character can only make a swift, move, and standard each turn (NPCs included), since PCs are more numerous (most of the time) they have an advantage in combat. However, this advantage is wasted when PCs do nothing on their turns.
Even if it's just using the aid another action, picking up dropped weapons, making an Intimidate check, drawing a wand/scroll/potion for a friend, or manuevering around the battlefield, you should never do nothing on your turn. Even try something creative—"I cast acid splash on the cavern roof to try and dislodge some rocks!"—just do something. Good GMs reward genuine creativity.

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Expanding on and repeating on what Walter said, it wouldn't be a bad idea for casters to carry some form of reach weapon so they can aid another from behind the beefy fighter. That's a plus 2 buff for minimal danger. For bards (or anyone willing to take the -4 non proficiency penalty) the whip has a 15 foot reach. Similarly, an intimidate check in combat is a -2 debuff. After level 1, these are often more valuable uses of your time than the minor damage from an acid orb or crossbow. There's also a very good guide by Ashiel on how to make cheap one shot items into valuable tools. It's in the "Guide to the Guide" thread that's stickied in the advice forum.

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Last night I learned just how much PFS has grown in the last few years.
My first game was in May of 2011—event number 5,872. I just GM'd last night and had the event number 41,000. That's over 35,000 games in less than three years, people. That's insane.
Well done, everyone.
Also, I (re)learned that a critical hit from an enlarged dwarven barbarian with an oversized dwarven waraxe is always enough damage to kill whatever it hits.

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Last night I learned just how much PFS has grown in the last few years.
My first game was in May of 2011—event number 5,872. I just GM'd last night and had the event number 41,000. That's over 35,000 games in less than three years, people. That's insane.
Well done, everyone.
Also, I (re)learned that a critical hit from an enlarged dwarven barbarian with an oversized dwarven waraxe is always enough damage to kill whatever it hits.
Walter, that is events. not games.
I have three event numbers, one I have been using since I got it, several years now, with about 60+ sessions on it, for gamesta a local FLGS. I have another I use for my online games, when someone else isn't organizing it. And a third, still virgin, that I will be using to record sessions from my home game.
So, probably, especially since some of those event numbers would have been for events like GenCon, PaizoCon, recurring game days, other cons of varying sizes, including several online game days, that 35,000 is probably less than a third, if not even smaller a percentage, of actual games run.

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Something cool......hmmm
Don't have a Damphyr boon?
Try approximating one with an Aasimar with the Deathless Spirit alternate racial trait. It worked out well for my Inquisitor of Pharasma. I also gave him the traits Inured to Death and Hard to Kill. Not exactly the same abilities but a lot of the same flavor.

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I hadn't considered that. That's even more mindboggling. So if we said it was more like 100,000 sessions (not events) in almost 3 years, that's still almost 100 tables of PFS a day.
Pretty outrageous.
If you want to take that math further and assume that an average session takes 4.8 hours (for easy math, 5 slots per day), that would break down to 20 games of PFS being run at any given time.

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I just think it's amazing how much PFS has grown in a few short years. That's why I posted those numbers above.
I'm still shocked to see people with PFS numbers that are 6 digits—that's a lot of different people that have played a game of Society.
...or to collect the sign-in sheet and see that everyone has a six-digit PFS number...

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Walter Sheppard wrote:...or to collect the sign-in sheet and see that everyone has a six-digit PFS number...I just think it's amazing how much PFS has grown in a few short years. That's why I posted those numbers above.
I'm still shocked to see people with PFS numbers that are 6 digits—that's a lot of different people that have played a game of Society.
at a sub-tier 7-11 table...

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Walter Sheppard wrote:...or to collect the sign-in sheet and see that everyone has a six-digit PFS number...I just think it's amazing how much PFS has grown in a few short years. That's why I posted those numbers above.
I'm still shocked to see people with PFS numbers that are 6 digits—that's a lot of different people that have played a game of Society.
Twice I have had people tell me I messed up my number on the sign in sheet since I only wrote down 4 digits. :P

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Twice I have had people tell me I messed up my number on the sign in sheet since I only wrote down 4 digits. :P
I love it when that happens. It's also fun finding other 4-digit Pathfinders and seeing who is lower.
Of course, I have a friend whose RPGA number is only 3 or 4 digits, and THAT is a rarity.

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Durable arrows, from the Elves of Golarion book, are sold in a lot of one. That means you can buy a small quantity (less than 20) of durable adamantine arrows so you can bypass hardness on those rare occasions when you need to.
Then again, in that situation, I would probably break out my abundant ammunition, as well.

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You can be an Arcane Trickster with no arcane levels, and still progress in spell levels. Unlike most other "arcane" PrCs (Arcane Archer, Dragon Disciple, et al), progression is not only for arcane spellcasting.
-Racial SLA for the 2nd level req.
-Haunted Curse (if Oracle) or Magical Talent or a Rogue Trick to get Mage Hand.
Effectively, for those races, a 1 level dip trades your Rogue Tricks for spell progression & arguably some nicer tricks (and low BAB, but that's why there are touch spells.)
Also neat, you can use Magical Talent to gain Arcane Strike. Not so great for non-casters, but for your martial divine caster the CL progresses with yours. +2 damage to all attacks at 5th can be pretty nice with a claw/claw/bite Druid, and it bypasses DR/magic.

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Finally actually read the rules surrounding Rake (and Grab, etc).
So, here's what I gathered (but for now, let's leave Pounce out of the discussion).
Starting with Rake:
Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
From this, we know that the critter has to start the turn grappling (again, ignoring Pounce).
Then, we look at Grab:
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Format: grab; Location: individual attacks.
Ok, we know that it is a Standard Action to maintain a grapple, but with the Grab ability, you get to deal the damage from the grappling attack (often a Bite)... and with Rake, you get the Rake attacks. What you do not get are the other attacks that a creature would have.
Example: A Lion has Bite +7 (1d8+5 and grab), 2 claws +7 (1d4+5). It also has Rake (2 claws, +7(1d4+5).
So, it gets its initial attack, let's say it has to move... so it gets the bite... and it hits, and succeeds on the grapple. Next turn, it keeps the grapple, allowing it to deal the bite damage, and attempt the two rake attacks.
Because it is a Standard Action to maintain, it cannot use all of its attacks (which would require a full attack action).
Does this make sense?

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Ahhh, got it.
It seemed so directed.
It is cool. I'd thought it was all 5 attacks each round during grapple.
So with pounce it's claw/claw/bite/rake(s), the second round bite/maintain & rakes if successful
Without pounce it's claw/claw/bite no rake even if grapple starts, the second round bite/maintain & rakes if successful.
(Though, yes, a claw w/ grab could be used to maintain for some critters.)
So, outside of pounce, rake just keeps them even while still being able to hold their foe. None of that "drop the baddie to get full attack" stuff that happens, often with bears. Felines still might want to drop the baddie to go pounce on somebody else though. :)
Thanks.

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Ahhh, got it.
It seemed so directed.It is cool. I'd thought it was all 5 attacks each round during grapple.
So with pounce it's claw/claw/bite/rake(s), the second round bite/maintain & rakes if successful
Without pounce it's claw/claw/bite no rake even if grapple starts, the second round bite/maintain & rakes if successful.
(Though, yes, a claw w/ grab could be used to maintain for some critters.)So, outside of pounce, rake just keeps them even while still being able to hold their foe. None of that "drop the baddie to get full attack" stuff that happens, often with bears. Felines still might want to drop the baddie to go pounce on somebody else though. :)
Thanks.
Exactly.
Came up in a game Saturday (where I was GMing, and Andy Christian was playing. He helped me through this rule set, and thus I came up with the right ruling, I think). Yes, I think that is mostly so grabbers can keep up their damage while grappling.

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I don't think thats the right ruling. Unless you have a link to something official, it doesn't fit the raw or rai at all. Pounce specifically says you get the rakes, not with any conditionals.
Linky, pounce is a full attack
There's a pretty thorough deconstruction of that argument here

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I don't think thats the right ruling. Unless you have a link to something official, it doesn't fit the raw or rai at all. Pounce specifically says you get the rakes, not with any conditionals.
I agree. I was talking about rakes in cases other than Pounce (in fact, I repeatedly stated I was not talking about Pounce)
So, yes, when Pouncing the Lion gets five attacks, though I believe he still needs to land the grab to get it... Because although Pounce says you can get the rake, Rake itself states it is "a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe." I remain unconvinced either easy on this one... The two rules seem fuzzy (just read them from bestiary 3 and the PRD).
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
This doesn't say the the rakes require grappling, nor does it eliminate the requirement.

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This is highly specific, but I have recently been converted to the awesomeness that is the Headband of Ninjutsu for sneak attacking characters.
At 15,000 gold, it's a late game PFS item. With that said, it gives +2 to attacks, allows you to attack both partial and full concealment, and gives a 1/day feint or reposition as a swift action. You know what that means? That means you can buy the headband and retrain your Shadow Strike feat to Blind Fight. Now you're adding sneak attack damage to full concealment as well as partial, AND rerolling your concealment chances a second time if you miss. AAAAWWWWWWWWWWWW YEEEEEAAAAAAAAAHHHHHH.

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Clerics may be preparation-based spellcasters, but they don't need to specify their spells when their spell slots refresh. They can prepare spells into available spell slots at any time of the day.
so can wizards and alchemists (I guess others could too?), and while it takes 15 minutes minimum for wizards and clerics, it only take one minut for alchemists...."hold 'em off for 10 rounds guys, while I mix up this formula!"

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deusvult wrote:Clerics may be preparation-based spellcasters, but they don't need to specify their spells when their spell slots refresh. They can prepare spells into available spell slots at any time of the day.so can wizards and alchemists (I guess others could too?), and while it takes 15 minutes minimum for wizards and clerics, it only take one minut for alchemists...."hold 'em off for 10 rounds guys, while I mix up this formula!"
What combat lasts 10 rounds?

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deusvult wrote:Clerics may be preparation-based spellcasters, but they don't need to specify their spells when their spell slots refresh. They can prepare spells into available spell slots at any time of the day.so can wizards and alchemists (I guess others could too?), and while it takes 15 minutes minimum for wizards and clerics, it only take one minut for alchemists...."hold 'em off for 10 rounds guys, while I mix up this formula!"
Well, 15 minutes without the right arcane discovery from UM.

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The Toaster wrote:What combat lasts 10 rounds?deusvult wrote:Clerics may be preparation-based spellcasters, but they don't need to specify their spells when their spell slots refresh. They can prepare spells into available spell slots at any time of the day.so can wizards and alchemists (I guess others could too?), and while it takes 15 minutes minimum for wizards and clerics, it only take one minut for alchemists...."hold 'em off for 10 rounds guys, while I mix up this formula!"
long ones? ;)

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The Toaster wrote:What combat lasts 10 rounds?deusvult wrote:Clerics may be preparation-based spellcasters, but they don't need to specify their spells when their spell slots refresh. They can prepare spells into available spell slots at any time of the day.so can wizards and alchemists (I guess others could too?), and while it takes 15 minutes minimum for wizards and clerics, it only take one minut for alchemists...."hold 'em off for 10 rounds guys, while I mix up this formula!"
Diplomacy combat!
Speaking of Diplomacy, not all combats can be prevented with Diplomacy. If the enemy's intention is to harm you anytime in the future, Dimplomacy will not work (i.e. Bandits commanded to shoot on sight). Moreover, the Diplomacy attitude ajustment only lasts 1d4 hours. So if your party is resting up inside an enemy's encampment for a few hours and about to fight the leader, those thugs that you talked to a while back at the entrance might join in on the fray to stop you.

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Finlanderboy wrote:Diplomacy combat!The Toaster wrote:What combat lasts 10 rounds?deusvult wrote:Clerics may be preparation-based spellcasters, but they don't need to specify their spells when their spell slots refresh. They can prepare spells into available spell slots at any time of the day.so can wizards and alchemists (I guess others could too?), and while it takes 15 minutes minimum for wizards and clerics, it only take one minut for alchemists...."hold 'em off for 10 rounds guys, while I mix up this formula!"
I have actually had a mook swinging on me for 10 rounds while I talked to him about giving up... so the judge gave me a Diplomacy roll (which I failed)

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Durable arrows, from the Elves of Golarion book, are sold in a lot of one. That means you can buy a small quantity (less than 20) of durable adamantine arrows so you can bypass hardness on those rare occasions when you need to.
Then again, in that situation, I would probably break out my abundant ammunition, as well.
I dont know what page those are listed on, but the AR page has this to say about Elves of Golarion:
"Equipment: clustershot, healer's sorrow, and sparkfly crystal arrow weapon qualities and alchemical archery items, except trip arrows, on pages 22-23 are legal for play"
If durable arrows are on one of those pages and arent an 'alchemical archery item', they arent legal. :(

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The Toaster wrote:What combat lasts 10 rounds?deusvult wrote:Clerics may be preparation-based spellcasters, but they don't need to specify their spells when their spell slots refresh. They can prepare spells into available spell slots at any time of the day.so can wizards and alchemists (I guess others could too?), and while it takes 15 minutes minimum for wizards and clerics, it only take one minut for alchemists...."hold 'em off for 10 rounds guys, while I mix up this formula!"
The one where you need to stall until he finishes the formula before you can win.

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kinevon wrote:Durable arrows, from the Elves of Golarion book, are sold in a lot of one. That means you can buy a small quantity (less than 20) of durable adamantine arrows so you can bypass hardness on those rare occasions when you need to.
Then again, in that situation, I would probably break out my abundant ammunition, as well.
I dont know what page those are listed on, but the AR page has this to say about Elves of Golarion:
"Equipment: clustershot, healer's sorrow, and sparkfly crystal arrow weapon qualities and alchemical archery items, except trip arrows, on pages 22-23 are legal for play"
If durable arrows are on one of those pages and arent an 'alchemical archery item', they arent legal. :(
Bleeding Arrow, Durable Arrow, Dye Arrow, Lodestone Arrow, Pheromone Arrow, Raining Arrow, Slow Burn Arrow, Splintercloud Arrow, and Tangleshot Arrow are the Alchemical Archery items.