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So, I have yet to find a ruling against this. That said, I have only been searching for a half hour ish, including time to come up with the idea.
While in Society play, you can not craft a homunculus yourself, are you able to purchase one?
I am currently playing a Bladebound Kensai Magus. Damage tends to be highly damaging and I am looking for ways to help the party vs this.
Because of this, I am looking for ways to get healing. One cheesy way I found was buying a homunculus with the Improved Homunculus variant. Specifically, spell like ability (Cure Light Wounds). By the rules as I am reading them, this would allow it to also use wands of CLW with out Use Magic Device.
Basically, I want to know if I have missed a rule somewhere where I can not buy such an item/creature or if there is a specific law preventing this.
(Yes I am aware this will cost me 2550 gp for the homunculus and an additional 750gp or 2pp for the wand)
Thank You

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You missed the part of the Bladebound archetype's description which prevents it from having a familiar of any kind, even from another class. The PFS FAQ allows homunculi as improved familiars only.
The typical way for magi to contribute with healing if the Infernal Healing spell from the Inner Sea World guide.

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You missed the part of the Bladebound archetype's description which prevents it from having a familiar of any kind, even from another class.
I was aware of this. If I could get a familiar, I would go for a silvashee. The lay on hands like a paladin ability will trump the constant buy a wand of CLW
The PFS FAQ allows homunculi as improved familiars only.
This is the part I needed. So it seems I can not do this, sad but those are the rules.
So, I have yet to find a ruling against this.
if you start a conversation that way, the answer is most likely no.
Well, there are a number of things not legal in Society play that simply boggle my mind, both as a player and GM.
No Evil character. I understand for CE ones, but I see nothing wrong with LE and NE people joining. They are the ones more likely to be grave robbing to begin with.
Speaking of grave robbing, no Undead Lord clerics or Gravewalker Witches. Undead are servants, useful ones. Additionally, with the number of dead bodies Pathfinders leave in their wake, you would think a clean up crew would be appreciated.
Race restrictions: This I honestly do not understand.
Some of this is right in the guide. Other bits are less obvious, like the archetype restrictions.
Anyway, I will need to find another healing source then.
Thanks all

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BigNorseWolf wrote:Well, there are a number of things not legal in Society play that simply boggle my mind, both as a player and GM.So, I have yet to find a ruling against this.
if you start a conversation that way, the answer is most likely no.
The important thing to remember is that Society Play is actually a campaign, with an ongoing storyline in a specific version of the world. There is a "head GM" and a group of writers who create each encounter within the guidelines from that "Head GM".
No one denies a "normal" GM the right to say, "My world, my rules, and this [class/race/archetype/magic item] doesn't fit in my world." The "GM" for PFS has the same right.
Some of this is right in the guide. Other bits are less obvious, like the archetype restrictions.
Everything is laid out on the Additional Resources list. They can't constantly update the guide as new material comes out, so they refer players to this list. If it's listed as legal here, you can play it. If it isn't, you can't.

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Well, there are a number of things not legal in Society play that simply boggle my mind, both as a player and GM...evil...grave robbing...race restrictions...
Most things that are banned are typically because the campaign leadership has decided they fall into one of three categories; (1) not appropriate for the campaign's style/theme, (2) not balanced for community-based play, and/or (3) too much ambiguity in the rules leading to exploitation of "loopholes" and heated disagreements at the gaming table.
There will always be people who disagree with the decisions of the campaign leadership (you cannot please all the people all the time), but we place our trust in them to provide us with the framework for a stable, balanced, fun campaign. Sometimes, we have to give up a particular shiny that we personally like to maintain the continuity of the game.
Jason Wu |

I will say this.
Virtually zero "official" campaigns sponsored by the company who makes the game will ever allow "evil" alignments of behavior.
I don't care what game it is or who the developer is. They can't afford the negative press that allowing player to run evil characters would inevitably accrue.
I can see perhaps a tiny indie developer allowing it, or one where the game itself has "being evil" as a primary component, but not really any other case.
-j

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I will say this.
Virtually zero "official" campaigns sponsored by the company who makes the game will ever allow "evil" alignments of behavior.
I don't care what game it is or who the developer is. They can't afford the negative press that allowing player to run evil characters would inevitably accrue.
I can see perhaps a tiny indie developer allowing it, or one where the game itself has "being evil" as a primary component, but not really any other case.
-j
You do realize that the Organized Play campaign for 5e allows Evil PCs (LE only)

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No Evil character. I understand for CE ones, but I see nothing wrong with LE and NE people joining. They are the ones more likely to be grave robbing to begin with.
I doubt the British thought of themselves as evil when they plundered India or traded slave in the New World. Grave robbing doesn't require you to be evil, it requires you to be irreverent.
The real reason why Evil characters should never be allowed is that a few evil characters can ruin the experience for countless others. Inevitably, some players will feel that their character is not truly evil unless he or she does something to screw over a fellow player, or several. Over time, this will drive off players. The amount of people who want to play in a game of evil characters is trivial compared to the numbers who want to be free relatively free from angst, tension, and dysfunctional gaming. Yes, some of that exists now, but that is not by design. Allowing evil characters is to invite PvP, something that I think the overwhelming majority would rather not have.
On a personal level, the lack of evil characters in the Society is far more believable. Why would any non-evil society tolerate evil characters to comprise any of its members? Since characters can detect alignment, I would never willing join a group with even a NE character.

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Why would any non-evil society tolerate evil characters to comprise any of its members?
Depending on when your going off of, I'm not sure the society is "non-evil". While Current campaign leadership has been steadily moving away from this, pretty sure at one time the society was INDEED evilish. My take is overall its True Neutral, so why would a neutral organization allow good but not evil? As long as your goals were aligned. From an organized play perspective it makes total sense, but not so from within the campaign world.

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"I'm evil" is not a justification for being a greifer/troll, but plenty of people would justify it as so. Better to remove that element completely.
Besides, if evil is fair game, who would be the antagonists? Angels? Paladins? Clerics of Desna? That wouldn't sit well with the majority. All to justify Timmy's griefer negative channelling STR penalizer?

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N N 959 wrote:Why would any non-evil society tolerate evil characters to comprise any of its members?Depending on when your going off of, I'm not sure the society is "non-evil". While Current campaign leadership has been steadily moving away from this, pretty sure at one time the society was INDEED evilish. My take is overall its True Neutral, so why would a neutral organization allow good but not evil? As long as your goals were aligned. From an organized play perspective it makes total sense, but not so from within the campaign world.
** spoiler omitted **
Since the Catholic Church is not regarded as evil, then an organization can authorize it's members to commit objectively evil acts while still not being evil itself.
I am not well versed in Society lore and history, so I suppose it's possible that the Society was officially evil at some point, though I am skeptical. I would more likely believe they were led by an evil leader.

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They are led by a group of ten, the decemvirate, and so wouldn't have a monolithic alignment outlook.
Nah... I think the Ten are actually dragons...think about it. The Society is always gathering achient treasures and locking them away somewhere in a vault, so that they can be "studied". We are doing this for ... shadowy unknown persons who we realy don't know. We have been doing this for a long time - longer than most persons live... (longer than most PFS agents anyway!).
Clearly some anchient dragons have come up with a way to "gather treasure" without risking themselves... in fact, so that they don't ever have to leave the loot...errr... "research material" they already have.
Perhaps they are several different alignments...

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I think it's inevitable that the Ten have evolved over the years in their outlook/approach to the world.
When you're a small, ragtag group of amateur archaeologists, your actions don't have a lot of impact on the world as a whole, so you can go wild and do whatever you want. (Chaotic neutral, chaotic evil, whatever! Live it up!)
When you're starting to accumulate enough power to get enemies and want allies, you actually need to abide by treaties and contracts, or else you're going to get you ass kicked. (Lawfulish, at least--behave yourself or get in trouble.)
Once you've become a global power, your actions start to have serious consequences. Hopefully, you have enough foresight to realize that blowing up the world means that you don't have anywhere to live anymore, and that all your power is kind of pointless if you turn Rovagug loose in your house. (Lawful-ish neutral-ish? maybe? Don't mess up your own good thing, is really the point.)
It's likely that the Society is kind of "actively" True Neutral overall. When the demons swarm out of the Worldwound and drag the rest of the world towards evil, the Society shifts towards good to counteract them. If the rest of the world swings towards good to the point that the Ten feel their power is threatened, they might step the Society towards evil to balance that out.
(The Pathfinder Society is really a limited liability corporation, when you think about it.)

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Honestly, some of the Ten, may be evil, some may be good, some may just want to be left alone. As far as my character who has played EOTT thinks, the ten are probably not actually in charge and if they are, they are so incompetent, or at the very least, uncaring about those they employ as long as they get the "job" done. What their end goal and motivations are is a completely different situation.