pioneer society: in the Absalom initiation adventure, should missions from the 4 districts be assigned to the PCs?

You should make only one roll on the random missions table, then read the location of each of them. It is designed so that each of the four locations is used once. So, if you take a 1, faction leader 1 gives you the search for location A, 2 for B, 3 for C, 4 for D (the four locations used), but if you take a 2, those locations change, p . 1-> B, 2-> C, 3-> D, 4-> A.

Some combinations are not used: the leader of the first faction will never give a search for the fourth location.

There are nine possible combinations; In a roll of 10 you roll again.

That way, the group will always visit the four locations, but the missions they have in each are determined at random.

Pioneer 1e – Do well-aligned gods curse creatures when they get angry to a significant degree?

In Golarion, which is more or less the default configuration of Pathfinder 1e (and explicitly the default configuration of 2e), the answer is "Yes." Unfortunately, this is what we have of the canon. I warn you, it's terrible. Also, I warn you that the following contains spoilers for Wrath of the Righteous, but since that adventure is horrible, I don't know how much it should matter to him.

Towards the end of the adventure, the adventurers are dragged into the divine kingdom of the legitimate goddess Iomedae, who supposedly embodies honor and justice. She asks them three questions. These are all misleading questions, where she judges not her answers but how they respond, and if they respond in any way other than the exact ones I was looking for, An invisible choir of angels attacks the party for massive sonic damage, without salvation. If they fail to be respectful enough to her despite this treatment, they are subject to permanent deafness, without salvation and permanent mute in DC 40 Fortitude save. None of these conditions can be cured by anything other than divine intervention. If the PC protest this treatment or try to defend their position, this increases until they are permanently blinded, changing their alignment to chaotic (or chaotic evil if they try to defend themselves physically or magically), the loss of any divine spell for anyone who worships and casts it. to some random corner of the material plane. In other words, that character may well be out of the game, period, and a new character must be rerolled. TO Level 15 after likely real life years of play to get to this point.

In other words, James Jacobs is not a great writer or world builder, and this particular example of his writing and world building is a parody. You shouldn't play Wrath of the Righteous, and you must take this precedent with a large grain of salt.

Seriously, to put the problem here in clearer terms, Iomedae literally kidnaps the PCs, illuminates them with a bright light and starts questioning them, and if he doesn't like their answers or other behavior, he subjects them to pain and mutilation. . We have a word for that: torture.

That said, the well-aligned gods who curse people do not have to be so badly justified; Better writing can achieve scenarios in which a curse may seem good and justified. After all, good gods are not all gods of mercy and forgiveness, and a curse may very well be a way of dispensing justice and / or protecting others from depredations from which he has been cursed. Justice mark It is a "necromancer (curse)" spell that appears in the subdomain of the law domain, a domain that probably possesses most of the good legal deities, and most of them probably fulfill that title better than Iomedae. If they can dispense the spell to their followers, one would expect that they can certainly use it themselves.

pioneer 1e – Can angels, demons, eons change what they are only through magic or also through the change of alignment?

After reading about Enryies (spelling?) And some other inhabitants of the different planes, I wonder. Is there any magic behind an inhabitant of an airplane that becomes another, or is it a simple change of alignment all that is needed (and if so, is it possible for a succubus to become a legal good?)

Pioneer 1e – Mythic Arcane Cannon and Multiple Energy Spell

If I cast a mythical arcane cannon and use its driving ability when casting a spell with multiple types of energy, let's say a shocking understanding that has been metamagined to make half the electricity and half the fire. What does cannon damage become?

If half is divided between the types of energy, it would be normal 3d10 and 1d10 of electricity and 1d10 of fire (due to the rounding of the search engines).

If half is equally given to both other half is energy damage of the spell’s type, it could become 3d10 without type and 3d10 electric and 3d10 fire.

But which option is correct when a spell has two (or more) energy descriptors?

pioneer 1e – The wandering spirit of the Lore Shaman grants additional arcane spells, is there a spell level limit for the spells that can be chosen?

The wandering spirit of the Lore shaman grants additional arcane spells, is there a spell level limit for the spells that can be chosen?

The hex says:

Arcane Illumination (Su): the shaman's native intelligence grants him
the ability to take advantage of the arcane tradition. The shaman can add a series of
spells from the sorcerer / wizard spell list equal to your Charisma
modifier (minimum 1) to the list of shaman spells you can prepare. TO
casting these spells must have an Intelligence score equal to
at least 10 + the spell level
, but the salvation throwing CDs of these spells
They rely on their wisdom rather than their intelligence. When she throws these
spells, they are treated as divine rather than arcane. Every time he
Shaman earns a level after taking this hexagon, she can choose to replace
one of these spells for a new spell in the wizard / sorcerer spell list.

The emphasis is mine.

The only limit seems to be to cast the spells. Does this mean that you choose all high-level spells, but are you limited by the level of spells you can cast as a shaman?

Pioneer and paypal

I have some money in my Pioneer account. I want to transfer them to my PayPal account. Knowing that it is a small amount £ 14.5.

Pioneer: Do frames made for small or small cyclists weigh less?

Similarly, do mounts made for larger or larger creatures weigh more?

It seems to me that they would fit like the armor would, but I can't find anything to verify that information.

Weight: this column gives the weight of the armor sized for an average user. The armor equipped for small characters weighs half and the armor for large characters weighs twice.

I'm not so worried about the price right now, since changing from Medium to Small doesn't change the price anyway, but if you find information on whether that changes for pairs outside the usual size range (such as a huge mount or a small mount rider) it would be useful to know it too.

pioneer – Is the Survivor dowry useless (half)?

The Survivor feat says the following:

Prerequisite: With 13, Diehard, Endurance.

Benefit: You get a +5 bonus on all Constitution checks made to stabilize while you die. Once a day, if he receives a critical hit or a sneak attack, he can take immediate action to deny the critical or stealth attack damage, making the attack a normal hit.

Survivor has Diehard as a prerequisite, which says:

Prerequisite: Resistance.

Benefit: When the total life points is less than 0, but you are not dead, you stabilize automatically. It is not necessary to verify the Constitution in each round to avoid losing additional hit points. You can choose to act as if you were disabled, instead of dying. You must make this decision as soon as it is reduced to negative hit points (even if it is not your turn). If you do not choose to act as if you were disabled, you are immediately unconscious.

When you use this feat, you are staggered. You can perform a movement action without hurting yourself more, but if you perform any standard action (or any other action considered strenuous, including some quick actions, such as casting an accelerated spell), you receive 1 damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you die immediately.

Normal: A character without this feat that comes down to negative hit points is unconscious and dies.

The emphasis is mine. Does the fact that Diehard make you stabilize automatically make the first part of Survivor completely useless? Is there any circumstance in which I would control the Constitution to stabilize while dying where Diehard would not apply?

pioneer – Is it better to fly or be better to overcome spell resistance?

The flight is better for a colossal margin.

"When you cast a spell of bloody rage or sorcerer that causes damage," it is already a very special case: you should not do it very often. Sorcerer's spells are much more effective in controlling the battlefield, damage or improvement than in direct damage. Hurry Usually, it will offer much more damage than any explosion, for example. You might want a explosive spell among your known spells, but probably not more than one, and you will generally have better things to do with your spell actions and spaces.

On top of that, reducing resistance to spells and energy is not as valuable. It is much better to use more reliable spells that are SR: No and do not inflict energy damage at all. For that matter, whenever possible, favor spells that have no salvation; a touch tactile attack is easy and some spells don't even need it. There is nothing a typical creature can do about it. solid fog, for example. Also, even if you want to do damage to energy, spell resistance and energy resistance are not as common. All that adds to this class characteristic that is not used much time.

On the contrary, flight is one of the most important skills of the game. If you have it while your enemies don't, you have literally-infinite options like them. It can move to positions that simply cannot. You can dictate a lot about the battle. And, on the other hand, if the enemies have flight, you need it a lot, because otherwise you are the one with infinite fewer options. Each character needs to find some way to get on the air by medium levels. Even in dungeons with low ceilings, the flight still protects it from traps, the most difficult or dangerous terrain, pressure plates, etc.

Honestly, my biggest concern with the wings of heaven is to wait until the ninth, you should get fly to 6th level, and then change it to the tenth. You will want to use the flight as much as you can. You will feel limited by the limitations of use of Wings of Heaven, wish you had more. At some point, some permanent form of flight could reach the wings of the sky, and that will be a shame, but the perforation of blood will not be something that I miss much even at that time.

The only reason to consider blood perforation in this situation is if you are consciously avoiding the flight, as part of a gentlemen's agreement between the players and the GM that the PCs will not fly and the GM will design the matches accordingly. Such a campaign has much merit, because the flight is messy, complicated and incredibly powerful in ways of warping the game.

Pioneer: Does Resist Energy accumulate with racial traits that grant energy resistance?

Spell resistance and racial energy do not accumulate.

As specified in the rules on energy resistance:

A creature with energy resistance has the ability (usually extraordinary) to ignore some damage of a certain type per attack, but has no total immunity.
(…)
This resistance does not accumulate with the resistance that a spell could provide.

Therefore, in your example, racial resistance will be replaced by Resist Energy for the duration of the spell.