Herald of Armageddon

Akinra's page

RPG Superstar 7 Season Star Voter. Organized Play Member. 1,654 posts (4,817 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 11 aliases.


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Sczarni

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Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

So again from above:

+14 Charisma
+03 Class Skill
+20 Ranks
+02 Racial
+04 Aid Other (Halfling Cleric)
+06 Skill Focus
+04 Persuasive Feat
+02 Trait
-------------------
55 with only 0 spells, 0 items, and you can shift the attitude 3, not just 2.

Sczarni

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The Aspis Consortium, always looking for the fast and easy power, had a brilliant plan. The Consortim began gathering Pukwudgies from all over Golarion. Through various alchemical and magical means, they managed to modify the base toxin from the shapechangers into a toxin that when ingested, would cause the victim to raise from the dead and continue on with his Aspis mission, or at the very least, prevent the Pathfinders from being able to swoop in and steal the results of the Aspis agents' work.

The toxin went virulent. Those who had volunteered became carriers until death. Those they infected became carriers until death. The toxin had mutated (or so the Aspis now claims) and was being excreted through sweat, blood, and worst of all, through naturally excreted pheromones. Every agent infected everyone who passed within 50 feet of him. Each of those did the same, and so on, and so on. The time it took the toxin to metastasize shrunk dramatically. At first, it took days. Near the end, it took only hours. A single individual could contaminate every single citizen in a city the size of Absolom in under a week.

The first wave was almost invisible. No one really paid attention to a couple dozen extra undead in the world. Most of the carriers were still alive. Slowly, in bits and pieces, reports began trickling in. It had become apparent that everyone who died was coming back. By then, it was too late.

EDIT: Of course, it could well be that the Whispering Way finally managed to get its agents into the Aspis to cause such a plague based on the research of Tar-Baphon among others.

Sczarni

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Today at 3:00 pm MST, I will be running our little group through Dragon's Demand.

The group came together through school, and they all play primarily PFS because their characters are portable that way. The problem has arisen that some get to play way more often than others, and they no longer all fit in the same tiers. So they are all starting at level 1, and using these characters for when they get to play with each other.

The group has 4 players who are here, two siblings, the sister's boyfriend, and the sister's best friend. The usual fifth player is home after finals, but should be back today around 2. She is the perennial caster of the group, but everyone wants to mix up their roles.

The group so far:

The siblings are playing siblings, but cross gender.

The "brother" is a Half Orc Fighter who specializes in maneuvers and criticals. He took Butterfly's Sting and Combat Expertise. His weapon is a Nodachi for the crit range.

The sister is a half Orc Barbarian who dropped her mental stats to get very intimidating physical stats. She took Power Attack. When she power attacks while raging, she hits for 2d6+12 with her earth breaker.

Both of the Half Orcs have taken Shaman's Apprentice and Sacred Tattoo alternate radials, and Fate's Favored to help shore up the will saves v. domination. Both are wearing Four Mirror armor.

The boyfriend made a Human reach cleric of Desna with Luck and Travel Domains. She also wears four mirror armor and wields a long spear. I believe her stats are 17 str, 14 dex, con, wis, 10 cha.

The best friend is playing al elven witch who bumped Int all the way to 20, and took the fleet-footed trait, a greensting scorpion, reactionary, and improved initiative to get a 15 initiative and the slumber hex.

The last 1-2 players haven't e-mailed their characters in yet. They are not answering phone calls or e-mails, which is not unexpected or a bad thing. In order to start on time so we can run all the way through this weekend, we are hoping for some feedback on who you would add to this merry group.


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Question: Can you use combine the Taunt and Enforcer feats to make a free Bluff check to demoralize your target?

================================================================

Taunt provides that you can use Bluff in place of Intimidate.

Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Link

Enforcer allows you to use a free action to "make an Intimidate check to demoralize your target".

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Link

Both feats appear in Advanced Player's Guide on pages 159 and 174, respectively

Sczarni

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Ursa.

or if not that, George. You can love him and hug him, and call him George.

Scarab Sages

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Seven is a lucky number!

Sczarni

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"Before I let you maggots out into the real world, I promised your miserably crying mothers I would make sure you were actually up to the task!" - Drill Instructor

Bootcamp is not a bad idea. Whoever is sending them on a mission just happens to be a retired Paladin (or whatever else super AC/Saves class you like) with an AC of 24 or so. Just design the encounter / mini module to be just beyond the characters non-critical hit range. They should need to work together and to see the importance of teamwork. (+2 Flanking, +2 Aid Other). As an added bonus, the DI figure can actually instruct the group if they are not getting the point.

This will show them the importance of thought and tactics in combat.

To leave the bootcamp, the key is hidden inside the barracks (DC 25 or so). They will need to Aid Other to get past this one.

Have a couple other groups also inside the Camp that the PCs can interact with the get tips and tricks based on Diplomacy (Gather Information), Bluff, or Intimidate as appropriate. . .

Allow the PCs to use K. Local, K. History, K. Nobility etc. to get some level of special insight in to how the camp works and how to meet some of the encounters laterally so they can begin to think appropriately about encounters.

Let the DI have a plethora of beasts with special DR and SLAs and encourage the players to make appropriate Knowledge checks to figure out the weaknesses and strengths so they can prepare.
"Not bad today, recruit, but tomorrow you're up against a pair of Skeletons. Not so easy as the canary you fought today!"

One gruff and rude but friendly NPC, 2-3 hours, and you can have them all up to speed, all in character.

I actually have my one cheat-sheet I use for accomplishing this very thing, if you want just PM me, or I could post to the Guides Section.

As the group progresses, they can have flashbacks to their drill instructor yelling at their incompetence.

Scarab Sages

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Right, so this is the current incarnation of the Wizard.

Link

Or, for those who do not trust links:

Clara Oswald:
++++++++++++++++++++++++++++++++++++++++++

Female Gnome Wizard 1
NG Small humanoid (gnome)
Deity: Lythertida (Neutral Good Empyreal Lord of Idealism, Potential, and Young Death. The Voiceless Tragedy and her celestial agents watch over and console the frighted spirits of the prematurely deceased.) - Chronicles of the Righteous
Init +6; Senses darkvision 60 ft.; Perception +0

====================
Defense
====================
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +0; +2 vs. illusions, +2 bonus vs. fear and despair

====================
Offense
====================
Speed 20 ft.
Wizard Spells Prepared (CL 1st; concentration +4):
1st—comprehend languages, grease (DC 14), ray of enfeeblement [S] (DC 16)
0 (at will)—acid splash, detect magic, read magic

====================
Statistics
====================
Str 5, Dex 14, Con 12, Int 17, Wis 7, Cha 18
Base Atk +0; CMB -4; CMD 8
Feats Command Undead, Spell Focus (necromancy), Undead Master
Traits excitable, sacred conduit
Skills Craft (tattoo) +11, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +0, Sense Motive +0, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (tattoo)
Languages Common, Gnome, Hallit, Osiriani, Skald, Sylvan
SQ arcane bonds (arcane bond [familiar]), bolster, eternal hope, opposition schools (evocation, illusion), specialized schools (undead)
Other Gear haramaki, masterwork artisan's tools, backpack, ink, black, inkpen, journal, spell component pouch, spellbook, 51 gp, 9 sp

====================
Special Abilities
====================
Bolster (+1, 1 rds) (3/day) (Sp) Grant undead +1 to hit and saves, 1 temp HP/HD and +2 channel resistance.
Command Undead (6/day) (DC 15) Channel energy can take control of undead.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Familiar Bonus: +2 Initiative
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Trustworthy +1 on Bluff checks to fool someone.
Undead Associated School: Necromancy
Undead Master Animate and command more undead

====================
Spell Book
====================
Level 0: Acid Splash, Arcane Mark, Bleed (DC 15), Daze (DC 13) Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Scrivener's Chant, Touch of Fatigue (DC 15)

Level 1: Comprehend Languages, Grease (DC 14), Mage Armor, Protection from Evil, Ray of Enfeeblement (DC 16), Sleep (DC 14)

====================
Tracked Resources
====================
Bolster (+1, 1 rds) (3/day) (Sp) - 0/3
Command Undead (6/day) (DC 15) - 0/6
Eternal Hope (1/day) - 0/1


Arcane Familiar:

++++++++++++++++++++++++++++++++++++++++++

About Rhaz, Clara's Arcane Familiar

++++++++++++++++++++++++++++++++++++++++++

Rhaz
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
====================
Defense
====================
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +7, Will +4
====================
Offense
====================
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sudden swoop
====================
Statistics
====================
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Diplomacy +1, Fly +11, Perception +6, Spellcraft -1, Use Magic Device +1
Languages Common (can't speak)
SQ improved evasion
====================
Special Abilities
====================
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

[Spoiler=If the above is TL;DR]
17 Int 18 Cha 8 Wis 5 Str Gnome Wizard of the necromancy school.[/b]

Before I go into anything else, I want to take a moment to thank the following people:

Master of the Dark Triad: Thank you for pointing out the carry capacity limitation, and saves issues.
Ulfen Death Squad: Thank you for noticing that the essential gear was within the carry capacity limitation.
Kazaan: Thank you for pointing out the value of Muleback Cords.
Athaleon: Thank you for reminding me that the Muleback Cords take the Cloak of Resistance slot.
Kudaku: Thank you for bringing up the Arcanist alternative option.
Blapher: Thank you for reminding me of the importance of the Enchantment School.
Tangaroa: Thank you for bringing the Necromancer's Athame to my attention.
Zathyr: Thank you for inspiring me to check on animal companion slots. Sadly, PFS has separate rules from the Animal Archives.
Ilja: Thank you for the information on healing undead, and the thematic ties between Necromancy and Enchantment.
Snorri Nosebiter: Thank you for your input on alignment and Undead. Excellent stuff.
AndIMustAsk: Thank you for a very good list of abilities for a Word Caster, sadly, there is no word casting in PFS.
Iantzkev: Thank you for the helpful link to the Arcanist.

I am all but complete, and the PFS Gameday starts tomorrow -Squeal!-.

So, last minute advice on the character before I begin.

Right now my Traits are:
Excitable (+2 Initiative, Gnome only Combat Trait)
Sacred Conduit (+1 DC to Channel Energy - Command Undead)
Feat is:

Undead Master (I had originally had Improved Channel, but the DC 15 Channel for up to 5 HD is probably better than DC 17 for 1 HD.)
[b]Banned Schools are:

Evocation and Illusion (The Conjuration, Abjuration, Divination, and Transmutation schools were just too good to ban. This left Evocation, Illusion, and Enchantment. Illusion, I see by various threads, has a great amount of table variance, so I banned it. Enchantment has great synergy relating to Charisma, so it just eked past Evocation.)
Arcane Bond is:
Familiar (swoop lizard) just because it is going to become either a faerie dragon or pseudo dragon, and I like the idea of an 'evolution' rather than a flat replacement. I am still tempted to go to a Green Sting Scorpion just for the additional +2 to Initiative.
Skills:
I plan to put each Knowledge Skill to about +1, maximize Diplomacy as well as Use Magical Device, Spellcraft, and (hopefully) Perception. I am also maximizing Craft to help me afford consumables due to my incredibly fragile build.

Feats and Progression:

1st Level: Undead Master and Spell Focus (Necromancy) - Wizard Bonus Feat for PFS in place of Scribe Scroll.
3rd Level: Improved Initiative or Improved Channel - If PFS seems to be undead heavy, I will take the Improved Channel first, otherwise Improved Initiative.
4th Level: +1 Int. Intelligence to 18
5th Level: Which ever Feat I did not take at Level 3. Most likely Improved Initiative. + Heighten Spell as Wizard Bonus Feat to help with DC's since I am a low intelligence (18) Wizard.
7th Level: Improved Familiar - either Pseudo Dragon (no boon required) or Faerie Dragon (boon required)
8th Level: +1 Int, Intelligence to 19
9th Level: Evolve Familiar- Skilled (+8 UMD for Pseudodragon) or Persistant Spell or Extend Spell if I am suffering from my buff's durations being too short.
10th Level: Preferred Spell (by now I should have a clear favorite I use all the time)
11th Level: Unknown... Probably whichever metamagic I did not select at level 9.
12th Level: +1 Int. Intelligence to 20

As you can see, the progression is a little wishy washy, and I do not know if I am missing any true gem type feats.

Sczarni 1/5

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Inside the wonderful Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6) we meet the fabulous rhamphorhynchus, or swoop lizard for those, like me, who don't want to pronounce ' rhamphorhynchus'.

Actual stats:

N Tiny animal
Init +3; Senses low-light vision, scent; Perception +6

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +7, Will +2
Defensive Abilities evasion

OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3–2)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks sudden swoop

STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +11

SPECIAL ABILITIES
Sudden Swoop (Ex)

If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.
Rhamphorhynchus Familiars
Rhamphorhynchuses (also called swoop lizards) make excellent familiars for spellcasters who are looking for a quick and nimble minion.

A rhamphorhynchus familiar grants its master all of the typical benefits familiars grant, but their jittery and quick reactions also impart a +2 bonus on the master’s Initiative checks. A rhamphorhynchus is generally too small to serve well as an animal companion— if a character wishes to take one as a companion anyway, they have the same statistics as bird animal companions.

ECOLOGY
Environment warm coastline or forest
Organization solitary, pair, or flock (3–16)
Treasure none

Pterosaurs are often found in regions where dinosaurs and other prehistoric creatures are commonly encountered, yet they are not dinosaurs themselves. The pteranodon is the most well known and widespread of these flying reptiles, but numerous other species exist, such as the relatively small rhamphorhynchus, the venomous dimorphodon, and the lumbering, giraffe-sized quetzalcoatlus. While the larger pterosaurs are awkward fliers, the smaller ones can be quite agile and quick. Pterosaurs generally dwell on coastlines, along rivers, or near swamps or lakes, for the majority of their diet consists of fish snatched from the water in daring dives. Pterosaurs are quite territorial, though, and most won’t hesitate to swoop down and hiss, shriek, and attack things their size or larger.

This pterosaur is a quick-moving reptile with a 5-foot wingspan, a narrow snout filled with dozens of needle-like teeth, and a long tail tipped with an arrowhead shaped ridge. Males are generally quite brightly colored, displaying brilliant reds, greens, and bright blues, often bearing complex patterns like stripes; females tend to be more drably colored. Although tiny, the rhamphorhynchus is swift and aggressive, and its attack method of swooping down suddenly to attack creatures allows it to bite with increased damage and ferocity. At the end of a sudden swoop, a rhamphorhynchus is typically at a disadvantage, and most won’t stick around to keep fighting in melee, instead taking to the air once more to gain enough height to swoop again in a few rounds. Their tiny size, erratic flight patterns, and swift reflexes make them difficult to affect with area effects. A pterosaur on the ground walks in a quadrupedal gait; the tips of its wings arc up alongside its body, while its lower torso remains closer to the ground than its shoulders and head as it moves.

"Hazzah!" I thought, "This is the best familiar ever!" (no, not really, but I do want one).

So I hastened to the Additional Resources page and found:

"Serpent's Skull
Pathfinder Adventure Path #37: "Souls for Smuggler's Shiv"
Animal Companions: dimorphodon, quetzalcoatlus"

Oh no! Then I thought I could just ask politely, before Con season kicks into high gear.

My reasoning and comparisons:

1) The Swoop Lizard is a dinosaur from the middle of nowhere.

Answer: The compsognathus is much the same, and an allowed Familiar

2) The swoop lizard grants the wizard a +2 bonus to Initiative.

Answer: The compsognathus mentioned above grants a +4, as does the infinitely easier to conceal greensting scorpion, as well as the no-longer extinct dodo birds.

3) The swoop ability is very powerful and handy.

Answer: I agree; however, it is a rare caster who is willing to send his familiar into combat on anything like a regular basis. I think this is even more true when the method of entering combat would be a charge, reducing the Armor Class from 15 down to 13 (or 11 touch). As an example, I ask, "How often do GMs have to worry about the poison on the greensting scorpion, house centipede, or compsognathus?"

4) The lizard has other perceptive enhancers, such as scent.

Answer: True. Again I point to the compsognathus as a +4 initiative creature with scent, the same perceptive enhancer as our dear rhamphorhynchus enjoys. Several other familiars also grant scent or some other nifty perceptive enhancer. The bat, for example, has blind sense.

Conclusion:

Although the rhamphorhynchus does have some nifty abilities, I do not believe it will ever be considered a top tier familiar simply because the bonus it grants (+2) is significantly lower (half) than can be obtained through other sources.

Please consider the mighty swoop lizard as a viable animal companion and/or familiar for those with the appropriate book!

Thank you!

Sczarni

1 person marked this as a favorite.

Divine interference is so amazingly good every divine caster ever should take it.

DM: "Natural 20"
You: "Divine Interference, sacrificing a Cure Light Wounds, please reroll, and subtract 1 from the die roll."
GM: "You know, I really hate that feat."

Sczarni

1 person marked this as a favorite.

There is a wonderful guide posted under the guide to the guides section.

My 2 cents, You only need a Cha of 16, and you only need that at higher levels, if you plan on mainly buffing, which the Summoner is great at.

Pounce is amazing, as is natural armor since your eidolon cannot ever wear any form of manufactured armor.

If you focus on pounce, you will want to take some abilities to bypass the DR most prevalent in your world.

That is about all. You really cannot go wrong, or very far wrong, with a summoner.

Sczarni

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Goal: She will be the ultimate debuff monkey. Slumber will come online as the 4th level hex, but the immediate concern is Evil Eye + Jinx + Malicious Eye, and Cackle.
=====================================================
What is Halfling Jinx?

Halfling Jinx Available as either a Trait or trait
You lose the halfling luck racial trait (and its +1racial bonus on all saving throws) and instead gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC=10+ 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a -1 penalty on all saving throws. This jinx lasts 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind affecting, and does not allow spell resistance, and can affect any kind of creature not immune to luck effects.

Possible Stat Arrays

Stat Array 1: 9 Str, 14 Dex 12 Con, 18 Int, 10 Wis, 10 Cha
Malicious Eye, below, means I don't need Cha anymore for the silly Jinx . . . most of the time. Maybe drop Cha and Str to get to a 14-16 Cha? UMD is nice after all. . .
Stat Array 2: 6 Str, 14 Dex 12 Con, 18 Int, 8 Wis, 15 Cha
=====================================================

The most likely progression for Feats and Hexes

Level 1: Evil Eye + Malicious Eye

Malicious Eye
When a creature fails its save against your evil eye hex, add the effect of your jinx to the effect of the hex. The save penalties from the hex and jinx stack. Using your jinx on another creature does not end the hex or the jinx effect on the hexed target.
Halflings of Golarion

Level 2: Cackle

Level 3) Sluggish Jinx
Your jinx's penalty on savings throws also applies to the target's initiative and attack rolls.

Level 4: Slumber

Level 5) Worst Case Jinxer
Beneficial variable effects on a jinxed target (such as aid, cure spells, false life, the variable ability damage cured by a lesser restoration, and so on) always result in the minimum possible amount for the effect. For example, a 5th level cleric casting cure serious wounds on the target only heals 8 hit points (the minimum for 3d8+5.

Level 6: Flight

Level 7) Improved Familiar (Hey there Faerie Dragon with Wand of Ill Omen!)

Level 8: Scar

Level 9) Accursed Hex (Now when they make their save, they get to try again with the penalties from the first time! err...)

Level 10: Ice Tomb

Sczarni

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I refer you to the wiki entry for dear Maureen, as well as the cover art.

Upon viewing the cover, I suggest you watch this brief film on why female armor sucks.

From the Wiki, if you hate links.

Maureen Birnbaum, Barbarian Swordsperson is a 1993 anthology by George Alec Effinger, with cover and interior illustrations by Ken Kelly. They collect all of his stories about Maureen 'Muffy' Birnbaum, a Jewish American Princess who is magically teleported to various fantasy and science fiction universes, and later recounts the tales to her best friend, 'Bitsy' Spiegelman. Originally written on his own initiative, the character proved popular enough for Effinger to gain several requests from authors to have versions of their work visited by Muffy.
In addition to satirizing and spoofing the various stories, they had a feminist undertone, as Maureen dealt with the often sexist reactions of the inhabitants of the worlds she met, struggled to find the Martian prince she had fallen in love with, and contrasted her adventures with Bitsy, a housewife with an increasingly unhappy marriage.

Sczarni

1 person marked this as a favorite.
Teatime42 wrote:
eakratz wrote:
What's the name of that restaurant you like with all the goofy s&#+ on the walls and the mozzarella sticks?
Oh, you mean Shenanigans?

Well done, Farve.

Moving on, I also recall the rule for casting from book, and I also seem to recall it taking some random number of spells before and after casting in such a way. Regardless of DnD rules, Pathfinder is NOT 1st, 2nd, chain mail, 3.0, 3.5, 4.0, or Next.

The OP and GM referenced by OP should sit down with the unfortunate soul they are cursed to be gaming with, and explain the actual rules, AFTER THEY HAVE READ THEM OVER.

How this would work for me

Player: "My parents were a level 20 arch-wizard, and level 20 High Cleric of Arshea. My grandfather, on my father's side fought in the First Mendevian Campaign as a Paladin. When I was a baby, they each spent 1 year casting miracle and wish on me each day, 9 times a day. I was an only child and when they died . . . "

Me (GM): "No."

Sczarni

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I believe, and this is just how I would rule, the verbiage says you can use "an earthbreaker as a one handed weapon". It does not state that you "treat earth breakers as one hand weapons". Therfore I would rule you get one and only one.

Sczarni

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If you don't enjoy playing, I would speak to the GM about your issue.

Personally, when I get bored with a character it is usually because the mechanics outweigh the personality. A strong background, or at least a strong sense of character motivation, often helps.

2cp

Sczarni

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+1 for having your new player play 2+ characters. I would recommend the Sylvan Sorcerer and Lunar Oracle for a while so the player can get the feel of divine v. arcane casting. As the game progresses past level 7, allow your player to take the Leadership feat to gain access to a couple martial types.

By the end, your new player will be, at a minimum, moderately conversant and familiar with all the standard roles.

Sczarni

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The Celestial Obedience Feat grants:

Obedience Achieve sexual release by yourself or with one or
more partners. Praise the most beautiful aspects of yourself
and any partners aloud, and offer a prayer to Arshea while
still naked. Gain a +4 sacred bonus on Charisma checks
and Charisma-based skill checks when interacting with an
intelligent creature who could be sexually attracted to you.

Please see the thread HERE on how this may interact with things like Initiative.

In addition, if you take the Mystery Cultist PC, you gain

Glorious Aura (Su): Starting at 2nd level, a mystery
cultist can shroud herself in a glorious aura for 1 round per
mystery cultist level. These rounds need not be consecutive.
Her features radiate with divine beauty, but the force of her
presence can be frightening to others. The mystery cultist
gains a +4 sacred bonus to her Charisma score and radiates
a 10-foot aura of terrible awe. Creatures within the aura
must succeed at a Will save (DC 10 + the mystery cultist’s
class level + the mystery cultist’s Charisma modifier) or
become frightened for 1d4 rounds. Regardless of whether
the save is successful, a creature cannot be affected by a
mystery cultist’s glorious aura more than once in 24 hours.
This is a fear effect.

as your level 2 ability from the PC.

** This PC does NOT advance spell casting at level 1. It does advance casting at level 2.

Sczarni

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Restating, refining, and limiting the question and responses.

First, thank you for the many, many responses. I will accept the inform the GM and YMMV.

Second, there is no need for XXX or erotic content. I like my PFS to be PG-13. I plan on handling it in a mature, out of character, speaking to the GM before the game about my characters morning rituals, and offering to NOT RP through those bits.

How often to your players stand up and RP memorizing spells, or praying to their god for an hour? Or do you just let it be assumed they do the requisite actions then move on without a thought?

Finally, sexuality (IMHO) can exist with out any erotic content. A strong sense of sexuality does not mean smutty behavior. Think Merilyn Monroe, not Miley Cyrus. . .

Sczarni

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Introduction
So, I am bored late at night, and I had a concept while working on my Oracle Guide (I am a month off of admitting defeat)! I introduce:

The Breaker Gnome Oracle (Built for PFS, only up to level 12)

1) Race: Gnome, because Gnomes are the rockstars of Pathfinder. (And because Alt Racial advances Curse)

Favored Class Bonus:
Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.

-Advanced Race Guide, Page 33.


2) Oracle (Duh)

3) Dual Cursed

Curses!
(This is where I will lose people)

Wrecker Curse.

Wrecker:
Blue Parenthetical indicates level at which a Gnome will gain the ability if said Gnome puts all favored class bonuses into advancing this curse.

Wrecker: The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.

At 5th level (4th), whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.

At 10th level (7th), any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.

At 15th level (10th), whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 + 1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).

-Blood of Fiends, Page 26

Blackened Curse

Blackened:

This is the curse that will not advance. It is just here to give penalties and to add Burning Hands to spells known. Swarm Control is nice, always. Extra Spells Known for Spontaneous Casters is nice. Always.

Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

-Blood of Angels, Page 26

.
Mystery

Nature. All man made things instantly break in your hands. What more could you ask for as savior of nature? Err... Heavens is also GREAT (See Awesome Display) as are Lunar or Lore. This build focuses on Nature.

The Book of Revelations - or at least section of revelations. . .
1st Level) Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

3rd Level) Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

-and-

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

7th Level) Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

11th Level) Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.

-and-

Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item's value. You may use undo artifice a number of times per day equal to your Charisma modifier.

Notes on Revelations:

Level 1) Oh how I wish I had 2 at level 1 so I could also select Misfortune. Sadly, AC is more likely to save your bum at early levels than one re-roll.

Level 3) Yay! Misfortune at long last. This is SUPER! No save. No SR. Works on Allies. Everyone you know gets a re-roll per day! Re-rolls are amazing.

Bonded Mount. So much goodness. This finally lets you contribute to Melee. Of the choices (Pony or Wolf for Gnomes) take Wolf. Always.

Level 7) Yay! Another re-roll for all allies! you are your ally too!

Level 11) Undo Artifice! Why pick the lock when you can make the door a couple lumps of iron and a pile of sticks? That pesky idol of some horrible god? Back to a lump of Clay! Found the enemies armory? Undo weeks worth of smithing with just a touch. Wow! So nice! Trap found? Poof! Trap dead!

The flat out, automatic, no action needed, save you from ever bleeding to death revelation that is Spirit of Nature is just high end insurance. Prior to level 10, Spirit of Nature is very circumstantial. After level 10, when it works anywhere, it is a phenomenal ability, although circumstantial. You might wish you had another revelation until the first time you get one shot down to -5 hp. Then you will love this one for ever and ever.

Vital Statistics
With the Wrecker curse, you won't be wearing Armor. With the Wrecker Curse AND Blackened, you will not be using weapons. So don't even consider a STR of above 7.

You get Init from Cha (see Scion feat above). You get AC from Cha (See Natures Whispers revelation above) You get CMD from Cha (Again, Nature's Whispers). You will not be using weapons. Period. Still, you need to be able to make reflex saves just like everyone else. Don't dump,

You want to get hit (after level 10 anyhow) so you want as much as you can get while keeping a 19-20 cha. Making Fort saves is also a good idea. Aim for 16 after Racials.

You need some skills. Ride, Handle Animal and Perception at a minimum. Adding Spellcraft isn't bad, and you are Cha based, so throw some at UMD and Diplomacy. At any rate, there are only a hand full of skills you really need/want.. Dump Int if you like, but dump Str first.

Failing will saves sucks. Do not dump Wisdom.

Your spells per day, spell DCs, initiative, CMD, and AC all depend on Cha.

Proposed Stats:

Level 1: 20 point build
Str: 7 Dex: 10 Con: 16 Int: 12 Wis: 10 Cha:19

Not so Smelly Feats:
1) Noble Scion (War)

Noble Scion (War):

Noble Scion
You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

- - - snip - - -

Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

-Inner Sea World Guide, Page 288


Must be taken at level 1, Init Bonuses are always nice. More on this later.

3) Extra Revelation (Self Explanatory)

5) Improved Initiative. (+4 to Initiative)

7) *** Combat Casting (+4 to Concentration).

9) Additional Traits (2 additional Traits)

11) Extra Revelation

*** Antagonize:
At level 7, you really, really want antagonize. By level 10, it would be so fun! Amazing even. Unfortunately, the feat is really, really poorly written, and many GMs who even vaguely follow the forums have outright banned this feat. Regardless. I would swap it out in a HEARTBEAT for Combat Casting. Seriously. See Tactics at the end.
On Traits and Additional Traits:

There are about two dozen traits that are better than a feat. There are dozens that are on par with the 1/2 feat benchmark, then there are a stack of stinkers. I recommend the following:

At level 1:
Beast Bond (Social) +1 bonus on Ride and Handle Animal, one becomes a Class Skill.

[OOC]I know, these are class skills for Nature Oracle. Sadly, you DO NOT GET THEM because you are dual cursed.

Savannah Child (Regional) Choose K. Nature (Meh!), Ride, or Handle Animal. Gain a +1 Trait Bonus to that skill, and that skill becomes a class skill for you.

The bonus from Beast Bond is untyped, it stacks with the bonus from Savannah Child. Let look at the advantage of these two. First, since they are NOT class skills for you, the both grant the value of taking Skill Focus (except as needed for pre-reqs). So this is basically two feat value traits. . . good to get free feats anytime you can!

Seeker, Observant - Perception +1, and class Skill. If you have a sufficiently high (and you should) Cha, forgo either of the preceding and take a Perception trait.

Important the Animal Friend Gnome Racial Trait is better than either of the previous two. It does the same as either of the above, and it grants a +1 to will save. Unfortunately it also stops the Adopted + Helpful trick below. If you don't want to be a gnome raised by non-gnomes, go with the Animal Friend.

As a final note, Reactionary, Focused Mind, and the like are definitely worth a half feat each. But a full feat is better than a half feat, IMHO.

At level 9:

Lessons of Chaldira (Religion): Once per day, after you fail a saving throw, you may re-roll.

Defensive Strategist (Religion - Torag): You are never flat-footed, and you always get to act in the surprise round.

Adopted+Helpful (Racial - Halfling): Only the Halfling Version, not the +3 version... Ick! +4 bonus rather than +2 bonus on Aid Other attempts.

Fate's Favored (Faith) NOT Religion Whenever you are under the effects of any luck bonus of any kind, that bonus increases by 1.

Wow. Re-roll after the result is revealed. That is fricking amazing. Never Flat-Footed, always act in surprise round? Again AMAZING.

Huzzah for never, ever, ever being flat footed. Never loose that precious AC. Always act in the surprise round.

A normal trait is worth 1/2 a feat. increasing the normal bonus from +2 to +3 is a trait, so +1 is a half feat, thus +2 to the same is surely a feat. Yay Adopted by Halflings Gnomes. This also lets you contribute to combat in a meaningful way when you don't want to burn spells. Just buy a long spear at level 10 (If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. . . -4 from blackened = -6. At level 9, you finally have a +6 to hit! Yay! Now with a Str of 7 you are only at -2 to hit. . . not too hard to make up with buffs. This will make it about a 50% chance to let an ally have +4 to AC or +4 to their to Hit roll. Either way, great. Also works on skills... just need to hit that magic 10.)

Fates Favored is only as good as the luck bonuses you can stack with it. Gnomes don't get any special luck bonuses like Halflings and Half Orcs, but they can still get Luck items and spells. Not bad at all. No where near as great as it is when coupled with a +1 to all saves race, but still a phenom.

Asides

What does Broken Mean?:

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

  • If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. You suck at weapons, So just buy Monk's Robes, and forget about anything else.

  • If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills. There is no indication that this applies ONLY to Armor Bonus. It may well halve the Enchantment Bonus(es) as well. Thus, Monks Robe!

  • If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty. So, don't bother with tools. They cost money and this just undoes the penalty.

  • If the item is a wand or staff, it uses up twice as many charges when used. Make sure to hand off your wands (whenever possible) to allies capable of using them.

  • If the item does not fit into any of these categories, the broken condition has no effect on its use. So, in a nutshell, if it isn't armor, weapon, tool, wand, of staff, broken doesn't mean a thing. . .

    Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).

  • Tactics:

    Right. You break things. You cannot wear armor. You suck with weapons. Ugh!

    So what do you do? How do you contribute? Simple you de-buff and buff and disarm traps, and do skill checks, until level 10. Your best de-buff is the combo Ill Omen (Quickened) + Misfortune (If needed) + Oracle's Burden against melee types, and just Misfortune and Ill Omen against others. Feel free to liberally sprinkle with Bless, Prayer, and your other wonderful buffs (Protection from Energy). Summon as appropriate (generally after level 5) and just let the magic happen.

    Oracle's Burden gives the enemy all the negatives of your curses (see broken condition above in the Note on Gear Section) and a -4 to all melee attacks.

    -4 for blackened, -2 for broken on to hit.
    The enemy Armor Class from Armor is halved.
    The enemy Armor Check Penalty is doubled.

    Now is the time for the wizard to cast grease!

    At level 7, you take antagonize in preparation for level 10. Seriously. You want them to hit you. Every time they hit you (Once you are level 10+), they have to make a save DC 10+1/2 Oracle Level + Cha Mod (at level 10, this number should be about DC 22) Reflex Save or their weapon is reduced to dust. Should they make the reflex save, their weapon gets a 2+1/2 CL save to avoid disintegration (assuming magic weapon). The same applies to ammunition with the special caveat that in general, ammunition is NOT magic, the weapon firing the ammunition is. Therefore, the ammunition does NOT, in general, get the second save.

    Notes on Rerolls:

    1 reroll/session - Folio
    1 reroll/day on natural 1 - Gnome Alternate Racial Trait (Eternal Hope)
    1 reroll/day - Misfortune
    1 reroll/day - Fortune
    1 reroll/day - Failed Save (after results!) - Lessons of Chaldira

    Note on Initiative - Rocket Tag!:

    At level 1, you should have an initiative of +4.
    At level 4, the Initiative bonus should advance to +5 for 20 Cha.
    At level 5, Improved Initiative increases the roll to +9. You should be able to get a Circlet of Persuasion bumping Init to +12
    At level 6, you should have a +2 cha item, to get to +13.
    At level 8, your Cha is still +5, but you should be able to afford a +4 Cha item, bringing you to +14.
    at level 12, your Cha increases again, and you can likely spare a +6 Cha item, bringing your Initiative to +15.

    Note on Armor:

    First, don't bother. If you insist on bothering. don't get it enchanted with AC bonuses. See the Broken Items spoiler above. Rather focus on enchantments like Fortification, heat. There may be some value to picking up items for magic vestment if you absolutely cannot tolerate the idea of wearing monks robes.

    Wear Leather Armor (1 AC 0 ACP) and a Darkwood Buckler or Mitral Buckler. (0 AC, 0 ACP). Or you could wear the expensive 2 ac version by buying a Mithral Chainmail Shirt. Although these items provide almost no benefit, they do provide targets for Magic Vestment.

    Note on Spells:

    So this is a short list of one spell per level that I believe are above and beyond. Some are well known, some are not. Without a doubt, they are great in PFS.

    Level 0) Detect Magic. Always a good idea to keep up constantly while awake.

    Level 1) Murderous Command. Take it, love it, use it.

    Level 2) Burst of Radience. Kind of like a weak colorspray that isn't mind affecting. Also does minor damage against evil types.

    Level 3) Dispel Magic. Almost never a day you won't find a use for this.

    Level 4) Blessing of Fervor Choose your own buff! Just amazing.

    Level 5) Dispel Evil. For PFS, this rocks.

    Level 6) Dispel Magic, Greater - So . . . yeah. Don't replace Dispel Magic unless you have a plethora of bonus spells for this spell slot.

    Gearing up:

    Armor: See above in the Armor section. This will cancel out the Monk's Robe though. D'oh!
    Body: Monk's Robe. No need for pesky armor or weapons! Sure it is only as a level 5 monk, but that is a hell of a lot better than you have now, isn't it? To get the AC, you need to be unarmored AND unencumbered.
    Eyes: Deathwatch goggles or Smoked Goggles. Both are good enough. Noting really spectacular for eyes. Either monitor conditions, or bonus to saves. There is no excuse for not wearing the smoked goggles when in doubt.
    Feet: Boots of Springing and Striding or Boots of Escape. Setting specific foot gear may be better.
    Gloves: Gloves of Reconnaissance. Hands down the best choice for cost.
    Head: Circlet of Persuasion. +3 init. +3 Concentration +3 to a hand full of really useful skills.
    Headband: +n Charisma.
    Neck: Nothing outstanding, Hand of Glory for the ring.
    Wrists: Longarm Bracers.
    Belt: +n Con. Hp and Fort. Get as high as you can.
    Shoulders: Tried and true is the cloak of resistance +n. I like cloak of the bat better.
    Other:
    Handy Haversack. Always. Get. One.
    Prayer Beads are fun for the whole family!
    Wayfinder - Insert a clear spindle so you never have to worry about mind control again.

    Sczarni

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    Vampiric Companion
    Just as your undead existence mocks nature, so too are
    you granted a twisted companion that reflects the vile
    nature of vampirism.
    Prerequisites: Dhampir or vampire, nongood alignment,
    10 levels in a class that grants a familiar or animal companion.
    Benefit: Your animal companion or familiar’s type
    changes to “undead.” The creature gains your vampire
    or dhampir weaknesses and fast healing 5. If you are a
    vampire, the creature also gains the following abilities,
    depending on what type of vampire you are.
    Jiang-Shi: If the creature is adjacent to you or you are
    sharing a square, it gains the benefit of your prayer scroll
    ability. The creature crumbles into dust if destroyed ( just
    like a jiang-shi), but is not permanently destroyed unless
    measures are taken that would destroy a jiang-shi.
    Moroi: If the creature is adjacent to or in your square
    when you assume gaseous form, it transforms with you and
    follows you; its transformation ends when yours does. If
    reduced to 0 hit points, it is forced into gaseous form and
    must return to your coffin to reform (or the foot of your
    coffin if it cannot fit within it).
    Nosferatu: If the creature is adjacent to or in your square
    when you assume swarm form, it transforms with you and
    follows you; its transformation ends when yours does.
    The creature can climb as if using spider climb, even if its
    anatomy is not suitable for climbing (such as a horse).
    Vetala: The creature may use malevolence and
    possession as if it were a vetala, but by touch and only
    affecting creatures or corpses that are the same type
    of creature as the animal companion or familiar (such
    as bear, horse, or snake). If reduced to 0 hit points in
    combat, the creature is helpless and its fast healing ceases
    to function for 1 hour (additional damage or desecration
    has no effect); after 1 hour it regains 1 hit point and is no
    longer helpless, and its fast healing resumes. It can be
    permanently destroyed as if it were a vetala.
    Special: If your animal companion or familiar is
    destroyed, dismissed, or lost, you may apply the effects of
    this feat to the replacement creature. If you are destroyed,
    the creature retains its undead type but loses all other
    special abilities from this feat. If you have more than one
    animal companion or familiar, choose one of them when
    you select this feat and apply its effects to that creature.
    You may select this feat more than once. Each time you
    select the feat, it applies to a different animal companion
    or familiar.

    -Blood of the Night pp 28-29

    Sczarni 1/5

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    Matthew Pittard wrote:

    I now challenge you to pick Cheliax as your faction when you make this Paladin character. Do it!

    Also your Paladin must have at least 3 other Archetypes. Make it so.

    challenge accepted!

    Outline thus far:

    Aasimar (angel blooded)

    1) Hospitaler/Divine Defender/Warrior of the Holy Light/Oath of Chastity.

    2) Fey Foundling feat

    3) Clergy Member and Keeper of the Veil (disguise) Traits.

    Background:

    1) raised in brothel by only woman she knew as a mother.

    2) She watched her mothers lovely sisters slowly succumb and die of a mysterious plague that weakened them beyond belief until they wasted away. (see Feast of Sigils)

    3) Joined pathfinders because pathfinders saved the many of the women from her mothers brothel, though not her beloved Momma Feathers.

    4) But for the complete lack of a system of rules and organization, her loved ones would not have been so taken advantage of. Lawful Good far on the side of Lawful. Fervently believes in the need for order above all else.

    5) Like many raised in her environment, paladin follows Arshea.

    6) Unlike most who celebrate with sexual escapades, Paladin proves her love for the androgynous lord by keeping her two gender identities completely separate. By night she is a beautiful woman, by day a fierce male paladin.

    7) To further show her dedication to Arshea, Paladin has dedicated her studies, such as she is able, to the philosophy and abstraction of sexual relations. Delving in from an outside perspective, always abstinent in order to figure out the mysteries of her Lord through unbiased study.

    Sczarni

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    World Wound--Disappeared --Confirmation

    "I will work on my fiery personality, you go finish them!" Jezebel flexes her wrist, and catches a wand of Cure Light Wounds in her hand. Spring Loaded Wrist Sheath

    Sczarni 1/5

    1 person marked this as a favorite.
    Mark Moreland wrote:
    Akinra wrote:
    Also, I am half tempted to just screenshot my downloads page, if that works? A lot less stuff to screenshot that way. . .
    The point of owning a rule's source and bringing it to the game is to the GM can reference, and see the rule in its original, official format in order to make fair adjudications at the table. A screenshot of your downloads page doesn't address that issue. At the same time, we don't allow you to distribute digital copies of our products, so this presents a corner case in the rules that we'll have to discuss and come to a consensus on. Due to other priorities in the lead-up to Gen Con, this may be several weeks off at the earliest.

    I nominate Joseph Caubo to sort it out! (after her relaxes after a busy GenCon)

    Sczarni 1/5

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    Your Eidolon is so stupid. . .
    . . . when asked what the capital of Cheliax was, it answered "C"

    Sczarni

    1 person marked this as a favorite.

    In accordance with the new FAQ which states (for those who don't like links):

    Question: Archetype: If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype's ability count as the original ability for the purpose of rules that improve the original ability?

    Answer: It depends on how the archetype's ability is worded. If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype's ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn't count as the standard ability. (It doesn't matter if the archetype's ability name is different than the standard class ability it is replacing; it is the description and game mechanics of the archetype ability that matter.)

    Example: The dragoon (fighter) archetype (Ultimate Combat) has an ability called "spear training," which requires the dragoon to select "spears" as his weapon training group, and refers to his weapon training bonus (even though this bonus follows a slightly different progression than standard weapon training). Therefore, this ability counts as weapon training for abilities that improve weapon training, such as gloves of dueling (Advanced Player's Guide), which increase the wearer's weapon training bonus.

    Example: The archer (fighter) archetype gets several abilities (such as "expert archer") which replace weapon training and do not otherwise refer to the weapon training ability. Therefore, this ability does not count as weapon training for abilities that improve weapon training (such as gloves of dueling). This is the case even for the "expert archer," ability which has a bonus that improves every 4 fighter levels, exactly like weapon training.

    —Pathfinder Design Team, 07/12/13

    ===========================================================
    According to the PRD on Blight Druids:
    Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.

    Since the Vermin Empathy works as a normal druid's Wild Empathy, and refers to such in the description of Vermin Empathy, a Feat that works with Wild Empathy will effect Vermin Empathy.

    QED

    Sczarni

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    Tier 1-5
    Pathfinder Society Organized Play
    4 Players

    This is a three parter, and we are going to try to blitz the bejesus out of these three.

    This is possibly my all time favorite series, and I STRONGLY recommend you watch the Seven Samurai (1954) to get into the feel.

    This will be PbP, I will be using Google Drive for maps, player handouts, etc.

    I will roll Init, you will roll everything else.

    I ask that if you are holding you lay out your terms, and only roll once.

    Example:

    Borris the Strong and Fair holds his action until the rogue steps up behind the BBEG, resolute to take his action before BBEG, he will imediately take his action if the rogue fails to move into combat.

    "Hey Rogue, what say we tag team that skeleton! One, Two, . . GO!!

    Option 1:

    IF Rogue moves to flank
    Borris charges BBEG upon Rogue taking flanking position

    Option 2:

    IF Rogue does otherwise
    Borris chats up the barmaid.

    Dice:

    1d20 ⇒ 3
    Option 1: +1 BAB, +3 Str, +2 Charge +2 Flank = 11 Attack, Damage if applicable: 1d6 + 4 ⇒ (6) + 4 = 10
    Option 2: -2 Cha = 1 Diplomacy

    Yep, thats all. . .

    Sczarni

    2 people marked this as a favorite.

    I think I would go with:

    Race: Aasimar
    Heritage: Agathion Blooded
    SLA: Summon Natures Ally II (level 2 Divine, Druid Spell list)
    Alt Racial Traits: Exalted Resistance, Scion of Humanity (so 'person' spells will work on you, ignore for defense reasons if you like).

    Stats:
    8 Str, 14 Dex, 14 Con, 12 Int 10 Wis, 19 Cha - All levels to Cha Bonuses

    Traits:
    Wayang Spell Hunter (Color Spray) and Magical Lineage (Color Spray)

    Level 1: Sorcerer, Tattooed (Illusion), Arcane . . . Learn: Color Spray, Silent Image
    Feat: Spell Focus (Illusion) DC on level 1 illusions

    Level 2: Oracle, Heavens Mystery, Awesome Display Revelation, Tongues Curse

    Level 3: Sorcerer, Spell Focus Necromancy

    Level 4: Sorcerer

    Level 5: Sorcerer. Spell Focus Enchantment

    Level 6: Mystic Theurge

    Level 7 Mystic Theurge, Coaxing Spell (Illusions compulsions now affect oozes and vermin)

    Level 8 Mystic Theurge

    Level 9 Mystic Theurge. Thanatopic Spell (Illusions now work on Undead)

    Level 10 Mystic Theurge

    Level 11 Mystic Theurge (Heighten Spell)

    Level 12 Mystic Theurge

    You have a zillion Color Sprays a day, that can affect most anything (vermin, oozes, undead)

    Spend all your money on +Cha gear.

    Spells!

    0th level 7 Divine known (Oracle), 9 Arcane known (Sorcerer)

    1st level 5 Divine known 7/day, (Oracle), 5 Arcane known 7/day (Sorcerer)

    2nd level 3 Divine known 7/day, (Oracle), 4 Arcane known 7/day (Sorcerer)

    3rd level 2 Divine known 5/day, (Oracle), 4 Arcane known 7/day (Sorcerer)

    4th level 2 Arcane known 6/day (Sorcerer)

    5th level 1 Arcane known 3/day (Sorcerer)

    Total spells/day, known

    0th level - -/day, 16 known
    1st level - 14/day 10 known
    2nd level - 14/day 7 known
    3rd level - 12/day 6 known
    4th level - 6/day 2 known
    5th level - 3/day 1 known

    Note, all numbers are based on having a 19 cha, never put another point into it. You will want to put all three bumps in, a +6 headband, eat the wafer, and put anything else you can think of onto cha.

    Sczarni

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    Specific overrides generic.

    Thus all are correct. They count as twelfth level casters for purposes that may rely on caster level. They get six questions. The SLA otherwise functions as the Commune spell.

    Sczarni

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    First Steps I: In Service to Lore:

    Spoiler:

    Prank Trap CR 1/2
    Type magic; Perception DC 15; Disable Device DC 15
    Eff ects
    Trigger touch; Reset automatic
    Effect spell effect (prestidigitation, turns skin blue
    for 3d20 minutes, Will DC 11 resists); multiple
    targets (all creatures within 10 feet)

    If it can do that, it can make just the hair change color for the duration, IMHO.

    Sczarni

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    People are leading you astray. Step 1, read the section on scrolls. If you have the ability score, it is on your spell list, and is the appropriate kind (arcane v. divine) you can save yourself a whole lot of trouble.

    This is super long, because the UMD skill is over a page all by itself.

    tedious stuff:

    UMD Skill reads:

    You are skilled at activating magic items, even if you are not otherwise trained in their use.

    Check: You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment. You make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.

    You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.

    Activate blindly DC 25
    Decipher a written spell DC 25 + spell level
    Use a scroll DC 20 + caster level
    Use a wand DC 20
    Emulate a class feature DC 20
    Emulate an ability score See text
    Emulate a race DC 25
    Emulate an alignment DC 30

    Activate Blindly: [omitted to save space]

    Decipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.

    Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you’re emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check.

    Emulate an Alignment: [omitted to save space]

    Emulate a Class Feature: [omitted to save space]

    Emulate a Race: [omitted to save space]

    Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll’s spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don’t have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.

    [Remainder omitted to save space]

    Ok, that is the relevant text from the Core Rule Book, Page 108-109.

    Moving on to scrolls!

    To activate a scroll, a spellcaster must read the spell written on it. This involves several steps and conditions.

    Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level). Deciphering a scroll is a full-round action. - Core Rule Book, Page 490.


    ....
    Using a 6th level spell for the sake of a sample

    So, Step 1: Read the scroll. DC = 20+Spell Level (6) + 5 = DC 31 UMD check to know what the scroll says.

    Step 2: Emulate the Ability Score. DC is essentially 15 + Required ability Score.
    The math on this comes out the same as your check -15 = Ability Score Emulated so long as all you want to know is success v. failure. You need a 16 to cast 6th level wizard spells, so DC = 15+16 = DC 31.

    Step 3: Actually use the Scroll. DC = 20+ Caster Level Required.
    You cant cast 6th level until you are a level 11 wizard. so the DC = 20+11 = 31.

    So, for you to recite the scroll, you need to make three consecutive DC 31 UMD checks, assuming you do not need to emulate race, alignment, or class features, etc. Each and every emulation has its own check, and each must be made separately.


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    My short guide to Master Summoner:

    Race: Half Elf. All levels with +1/4 evolution Point to Eidolon.

    My Guide in 20 Points!

    1) 17+ Charisma >Dex=Con>Int>Wis>Str.
    2) Print index cards with each and every creature you plan on summoning.
    3) Get lots of d20's to use for attack rolls.
    4) Get lots of percentage dice (2d10's) to use as HP trackers on the index cards.
    5) Get lots of d6's to use as durration trackers.
    6) 1st level feat - Improved Init.
    7) 2nd level, Augment Summoning is free!
    8) 3rd level take superior summons.
    9) 5th Level take Summon Good Monster.
    10) Small sized Eidolon, Serpentine with the following:
    .....a) Small Size.
    .....b) Disable Device as Class Skill (you get 4)
    .....c) Stealth as Class Skill
    .....d) Perception as Class Skill
    .....e) Use Magical Device as Class Skill
    .....f) Skilled (Perception) Evolution.
    .....g) Skilled (Disable Device) Evolution.
    .....h) Skilled (Stealth) Evolution.
    .....i) Limbs Evolution (so your Eidolon can use wands and disable devices)
    .....j) Skilled (Use Magic Device) Evolution.

    You really don't need many feats, so as needed feel free to buy your eidolon evolutions past level 5.

    Finally, invest in Handle Animal so you can actually order your summoned monsters to do stuff. I also recommend investing in Linguistics and learning Auran, Aquan, Ignan, Terran, Infernal, Celestial, etc.

    Good Traits, IMHO would grant Handle Animal as a Class Skill, and traits that would grant bonus languages through Linguistics.

    Half Elf Skill Focus bonus goes to Handle Animal.

    Why? to get your Summoned Monsters (animals only: does not apply to celestials, demons, mephits, elementals, etc.) to do anything, you will need a handle animal check.

    +3 (Class Skill) +3 (Skill Focus) +3-5 (Charisma) +1 (Rank) means you need a 13-15+. Kinda harsh! As you level this will be less and less an issue, but ordering you pet to flank, for instance, will greatly improve their effectiveness. at level 10, your Handle Animal will be +3 (Class) +6(Skill Focus) +5(minimum, Charisma) +10 Ranks = 24, Auto succeed on all push attempts.


    4 people marked this as FAQ candidate. 1 person marked this as a favorite.

    The following question is posed as it relates to a Pathfinder Society Organized Play character. As such, until an official answer is had, I would prefer to keep 'I would house rule ________' responses to a minimum.

    I am aware that RAW, these two do not work. I am seeking information on official clarification.

    Cites, and Links:

    Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.
    -Advanced Player's Guide, Pages 98-99. Link

    -----

    Vermin Heart
    You have a special bond with things that creep, crawl, skitter, and sting.
    Prerequisite: Wild empathy class feature.
    Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.
    - Advanced Player's Guide, Page 173. Link

    -----

    I have checked the official FAQ and Updates and it is silent on the issue.

    It seems to me that this feat was all but made for the Blight Druid archetype. Unfortunately, the Feat specifically calls for Wild Empathy which is explicitly replaced by Vermin Empathy. I have searched the forum via the search tool to no avail.

    Question: Is anyone aware of any PFS official answer on the inter-workings of these two options?

    1/5

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    You know, this reminds me of my first unofficial PFS game.

    I was playing a character that I freely admit I had spent way too much time developing. She was a gnome arcane sorcerer. I read through all five guides to sorcerers. I wrote up a three page back story. I had tweaked and re-tweaked every single aspect of my little gnome. I was seriously head over heels in love with every single aspect of my darling gnome.

    Encounter after encounter she was a force to be reckoned with. Her diplomacy skill was a thing of beauty. She had amazing quirks, and I loved role playing her, especially with the kids in the Auntie Baltwin's encounter. Then we got diverted into an alley. A heavy magical mist descended over us all. I could hear foot steps, so I cast color spray. I had been waiting all day to launch that one little spell. The cleric, unconscious, the rogue also fell to my awesome magical display. Two creatures one shotted by me.

    Then this little, smaller than even my scrawny gnome sorcerer, halfling barbarian appeared in front of me and swung her oversized weapon at my head.

    The GM rolled a natural 20, I cringed. He looked sad and rolled to confirm, and rolled a 17 on the dice alone. I gulped and the gm apologized as he rolled near maximum damage on the raging halfling's critical hit.

    After the game, the GM bought me a cup of coffee and said 'Well, on the bright side, you one shot two of them, and they only one shot the one of you!'

    We laughed, and the following week I played nearly the exact same character in the real version of First Steps I, and the same damn thing happened. We all busted out laughing...


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    The hoof is made of the same stuff as your fingernail, and it hurts about as much as getting a manicure to put shoes on. A good ferrier (a blacksmith who specializes in putting horseshoes on a horse) custom fits the shoes and trims the hooves of the horse to match. It prevents a huge number of issues for your animal, such as cracking hoof walls and hoof overgrowth. In addition, many horseshoes now have a bar the helps stimulate the horses frog (kind of like a shock absorber coupled with a manual blood pump in the foot) to help increase circulation and prevent damage and foundering.

    Horseshoes (when done properly) are your hoses best friend.


    2 people marked this as a favorite.

    Old Animal Tricks:

    Attack (DC 20): The animal attacks apparent enemies.
    You may point to a particular creature that you wish the
    animal to attack, and it will comply if able. Normally,
    an animal will attack only humanoids, monstrous
    humanoids, or other animals. Teaching an animal to
    attack all creatures (including such unnatural creatures
    as undead and aberrations) counts as two tricks.
    • Come (DC 15): The animal comes to you, even if it
    normally would not do so.
    • Defend (DC 20): The animal defends you (or is ready
    to defend you if no threat is present), even without any
    command being given. Alternatively, you can command
    the animal to defend another specific character.
    • Down (DC 15): The animal breaks off from combat or
    otherwise backs down. An animal that doesn’t know this
    trick continues to fight until it must f lee (due to injury, a
    fear effect, or the like) or its opponent is defeated.
    • Fetch (DC 15): The animal goes and gets something. If
    you do not point out a specific item, the animal fetches
    a random object.
    • Guard (DC 20): The animal stays in place and prevents
    others from approaching.
    • Heel (DC 15): The animal follows you closely, even to
    places where it normally wouldn’t go.
    • Perform (DC 15): The animal performs a variety of
    simple tricks, such as sitting up, rolling over, roaring or
    barking, and so on.
    • Seek (DC 15): The animal moves into an area and looks
    around for anything that is obviously alive or animate.
    • Stay (DC 15): The animal stays in place, waiting for you to
    return. It does not challenge other creatures that come
    by, though it still defends itself if it needs to.
    • Track (DC 20): The animal tracks the scent presented to
    it. (This requires the animal to have the scent ability.)
    • Work (DC 15): The animal pulls or pushes a medium or
    heavy load.

    New Animal Tricks:

    Aid (DC 20): The animal can use the aid another action
    to aid a specific ally in combat by attacking a specific foe
    the ally is fighting. You may point to a particular creature
    that you wish the animal to aid, and another that you
    want it make an attack roll against, and it will comply if
    able. The normal creature type restrictions governing the
    attack trick still apply.

    Bombard (DC 20): A flying animal can deliver
    projectiles on command, attempting to drop a specified
    item that it can carry (often alchemist’s fire or some other
    incendiary) on a designated point or opponent, using
    its base attack bonus to determine its attack roll. The
    animal cannot throw the object, and must be able to fly
    directly over the target.

    Break Out (DC 20): On command, the animal attempts
    to break or gnaw through any bars or bindings restricting
    itself, its handler, or a person indicated by the handler.
    If not effective on its own, this trick can grant the target
    character a +4 circumstance bonus on Escape Artist
    checks. The animal can also take certain basic actions
    like lifting a latch or bringing its master an unattended
    key. Weight and Strength restrictions still apply, and
    pickpocketing a key or picking any sort of lock is still far
    beyond the animal’s ability.

    Bury (DC 15): An animal with this trick can be
    instructed to bury an object in its possession. The
    animal normally seeks a secluded place to bury its
    object. An animal with both bury and fetch can be
    instructed to fetch an item it has buried.

    Deliver (DC 15): The animal takes an object
    (one you or an ally gives it, or that it recovers with
    the fetch trick) to a place or person you indicate.
    If you indicate a place, the animal drops the item
    and returns to you. If you indicate a person, the animal
    stays adjacent to the person until the item is taken.
    (Retrieving an item from an animal using the deliver
    trick is a move action.)

    Detect (DC 25): The animal is trained to seek out
    the smells of explosives and poisons, unusual noises
    or echoes, air currents, and other common elements
    signifying potential dangers or secret passages. When
    commanded, the animal uses its Perception skill to
    try to pinpoint the source of anything that strikes it as
    unusual about a room or location. Note that because
    the animal is not intelligent, any number of strange
    mechanisms, doors, scents, or unfamiliar objects may
    catch the animal’s attention, and it cannot attempt the
    same Perception check more than once in this way.

    Entertain (DC 25): The animal can dance, sing, or
    perform some other impressive and enjoyable trick to
    entertain those around it. At the command of its owner, the
    animal can make a Perform check (or a Charisma check if
    it has no ranks in Perform) to show off its talent. Willing
    onlookers or those who fail an opposed Sense Motive check
    take a –2 penalty on Perception checks to notice anything
    but the animal entertaining them. Tricksters and con
    artists often teach their animals to perform this trick
    while they pickpocket viewers or sneak about unnoticed.

    Exclusive (DC 20): The animal takes directions only
    from the handler who taught it this trick. If an animal
    has both the exclusive and serve tricks, it takes directions
    only from the handler that taught it the exclusive trick
    and those creatures indicated by the trainer’s serve
    command. An animal with the exclusive trick does not
    take trick commands from others even if it is friendly
    or helpful toward them (such as through the result of a
    charm animal spell), though this does not prevent it from
    being controlled by other enchantment spells (such as
    dominate animal), and the animal still otherwise acts as a
    friendly or helpful creature when applicable.

    Flank (DC 20): You can instruct an animal to attack a
    foe you point to and always attempt to be adjacent to (and
    threatening) that foe. If you or an ally is also threatening
    the foe, the animal attempts to flank the foe, if possible. It
    always takes attacks of opportunity. The animal must know
    the attack trick before it can learn this trick.

    Flee (DC 20): The animal attempts to run away or hide
    as best it can, returning only when its handler commands
    it to do so. Until such a command is received, the animal
    does its best to track its handler and any creatures with
    him or her, remaining hidden but within range of its
    sight or hearing. This trick is particularly useful for
    thieves and adventurers in that it allows the animal to
    evade capture, then return later to help free its friends.

    Get Help (DC 20): With this trick, a trainer can designate
    a number of creatures up to the animal’s Intelligence
    score as “help.” When the command is given, the animal
    attempts to find one of those people and bring her back to
    the handler, even if that means journeying a long distance
    to the last place it encountered the target creature.

    Hunt (DC 20): This trick allows an animal to use its
    natural stalking or foraging instincts to find food and
    return it to the animal’s handler. An animal with this
    trick may attempt Survival checks (or Wisdom checks if
    the animal has no ranks in Survival) to provide food for
    others or lead them to water and shelter (as the “get along
    in the wild” use of the Survival skill). An animal with this
    trick may use the aid another action to assist Survival
    checks made by its handler for these purposes.

    Maneuver (DC 20): The animal is trained to use a
    specific combat maneuver on command. An animal must
    know the attack trick before it can be taught the maneuver
    trick, and it only performs maneuvers against targets it
    would normally attack. This trick can be taught to an
    animal multiple times. Each time it is taught, the animal
    can be commanded to use a different combat maneuver.

    Menace (DC 20): A menacing animal attempts to keep
    a creature you indicate from moving. It does its best
    to intimidate the target, but only attacks if the target
    attempts to move from its present location or take any
    significant action (particularly a hostile-seeming one).
    As soon as the target stops moving, the animal ceases
    attacking, but continues to menace.

    Serve (DC 15): An animal with this trick willingly takes
    orders from a creature you designate. If the creature you
    tell the animal to serve knows what tricks the animal has,
    it can instruct the animal to perform these tricks using
    your Handle Animal bonus on the check instead of its
    own. The animal treats the designated ally as friendly.
    An animal can unlearn this trick with 1 week of training.
    This trick can be taught to an animal multiple times.
    Each time it is taught, the animal can serve an additional
    creature you designate.

    Sneak (DC 15): The animal can be ordered to make
    Stealth checks in order to stay hidden and to continue
    using Stealth even when circumstances or its natural
    instincts would normally cause it to abandon secrecy.
    Throw Rider (DC 15): The animal can attempt to fling a
    creature riding it to the ground. Treat this as a trip combat
    maneuver that applies to all creatures riding the animal,
    and that does not provoke attacks of opportunity. An
    animal that knows the throw rider and exclusive tricks can
    be instructed to attempt to automatically throw anyone
    other than its trainer who attempts to ride it.

    Watch (DC 15): The animal can be commanded to
    keep watch over a particular area, such as a campsite,
    and raise an alarm if it notices any sizable or dangerous
    creature entering the area. This trick is often included
    in the Guarding purpose.

    Again, my thoughts.

    The animal companion is controlled by the player, but like all things, the GM has the final say.

    How I understand the rules:

    1) Does the action you are proposing the Animal Companion undertake fit the description of any above listed trick?

    If Yes, move to 2. If no, GM discretion and cannot undertake the action in PFS because you cannot make up tricks.

    2) Does the Animal Companion know the trick?

    If yes, Roll DC 10, if No roll DC 25 to Push.

    So how it would work at my table (A Short Play, In One Act):

    Player: I order my AC to attack BBEG.

    Me: Ok, roll Attack trick.

    Player: I have a 9 Handle Animal Skill, +4, I cannot fail.

    Me: Huzzah for a Druid that did not dump Cha! I could almost hug you!

    -Player moves AC into position at BBEG.

    Me: You draw 3 AoOs.

    Player: No, my AC follows this specific path because it is smart.

    Me: Ok. I don't see any trick that allows you to bypass AoO's. Please see the above listings, and correct me if I am wrong.

    Player: I don't see one either.

    Me: I also do not see a trick that lets you specify a path for an AC to follow when making an attack.

    Player: Me neither. -player sighs-

    Me: Ok. That means that Avoid AoOs would be a custom trick, and there are no custom tricks in PFS play. Your AC cannot avoid the AoOs. You could attack the nearest minion, however; without drawing AoOs if you like.

    OR

    Me: Ok. This is not PFS, and that is a custom trick. You will have to Push, the DC is 25.

    Player: D'oh!

    Me: Also, I noticed you placed your AC into flanking position. Does your Animal Companion have the flanking trick?

    Player: No.

    Me: I will need another Handle Animal check then please, because; you will have to push your AC to get the AC to perform that trick.

    Player: Ok, I order my AC to attack the minion nearest her.

    Me: Alright.

    <Round Continues>

    Me: This minion moves to you, in order to attack!

    Player: Ah ha! That minion moved through my Animal Companion's threatened area! My AC gets an AoO!

    Me: Hmm, the flanking trick says, " It always takes attacks of opportunity." Implying normally that an Animal Companion does not normally always take AoOs. Further, ACs know how to execute their feats, do you have Combat Reflexes as a Feat for your AC?

    Player: No.

    Me: I am sorry then, but you will need to train your AC in order to get it to take AoOs, otherwise, I am afraid your AC cannot take advantage of such opportunities.

    The End.

    In short, you control the AC so long as the AC acts in accordance with the rules, but I will enforce the AC rules. All of them. No I don't care that enforcing the rules will make you roll an extra 2-3 dice per round. I let the Zen archer play. . . I let the Summoner play, I can handle extra dice, and after a while, you will just do it all automatically.


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    Fireball:

    School evocation [fire]; Level sorcerer/wizard 3
    Casting Time 1 standard action
    Components V, S, M (a ball of bat guano and sulfur)
    Range long (400 ft. + 40 ft./level)
    Area 20-ft.-radius spread
    Duration instantaneous
    Saving Throw Reflex half; Spell Resistance yes
    A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

    You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

    The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.


    CRB P. 208

    Attacks: Some spell descriptions refer to attacking. All
    offensive combat actions, even those that don’t damage
    opponents, are considered attacks. Attempts to channel
    energy count as attacks if it would harm any creatures
    in the area. All spells that opponents resist with saving
    throws, that deal damage, or that otherwise harm or
    hamper subjects are attacks. Spells that summon monsters
    or other allies are not attacks because the spells themselves
    don’t harm anyone.

    Linkification Please scroll down to Special Spell Effects . . .

    Huzzah, Fireball is (RAW) an attack. Litany (RAW) affects attacks. Therefore Litany affects Fireball (and many, many, many other spells and abilities.)

    or for a breakdown:

    Some spell descriptions refer to attacking.
    (Litany of Righteousness reads: "If the target is evil, it takes double damage from attacks made by creatures with a good aura", we have Litany affecting Attacks, so we are good so far, we are in the right place, but what does it effect? Is fireball an attack? Let's read on!)
    All offensive combat actions, even those that don’t damage opponents, are considered attacks.
    (Well, Fireball seems to fit. It is offensive, and deals damage, so we can even ignore the' even those' section. . . Let's be certain though.)
    Attempts to channel energy count as attacks if it would harm any creatures in the area.
    (D'oh, I can't channel Fireball! This isn't MtG*! No real help in this sentence.)
    All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks.
    (Fireball does have a save (reflex for half)! Fireball does deal damage! (1d6/Caster Level). Fireball does otherwise harm or hamper, it sets things on FIRE "The fireball sets fire to combustibles and damages objects in the area." Huzzah! We have found it!! Litany affects Attacks and Fireball is an Attack! Who knew? Just in case, lets read over the last sentence in case of exceptions...)
    Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.
    (Oh, how I love this sentence. Summoning does not break my Invisibility! Yay! Summoning isn't an attack by definition! Life is good for conjurers.)


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    This is my interpretation of the rules. Since the AC is an Class Feature, I let the player run the AC to the degree they follow the rules as I understand them.

    If you want your AC to do something that is a Trick listed in Core, or Animal Archives, and the AC knows said trick you roll a DC 10 Handle Animal check. If your AC does NOT know the trick, you roll a DC 25 Handle Animal check to Push. If you want your AC to do something that is not a trick listed in Core or the Animal Archive, you are out of luck. There are no allowances for making up your own trick in PFS.

    I make the AC move the shortest distance possible to meet its general objective.

    For example:

    Round 1:
    Druid: I order my AC to attack.
    GM: (GM looks at the creature type, and it is humanoid, monstrous humanoid, giant, or other animal) Does your AC have the attack trick?
    Druid: Yes.
    GM: Please make a DC 10 Handle Animal check, remember you have a +4 bonus because it is your Animal Companion.
    Druid: (Rolls 10). I succeed!
    GM: Right, the most direct path that ends with your AC in combat position is here, roll your attack!
    Druid: But I want my AC here, (points at map) so he can provide Flanking for the rogue.
    GM: Well, on your next turn, you can order your Animal Companion to flank.

    Round 2:
    Druid: Ok, this round I want my AC to provide flanking for the rogue.
    GM: Fine; do you have the Flank Trick?

    Spoiler:
    Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

    Druid: No, but he knows how to attack, and flanking is just an attack from a specific location.
    GM: I understand, but flanking is a specific trick, if you don't know it, you will have to push your AC, DC 25.
    Druid: But all the Guides to Druid told me Cha was a dump stat, so I only have a 7 Cha for -2, and 1 rank in Handle Animal, plus three because it is a class skill for a total of +2!
    GM: Don't forget your +4 because it is your Animal Companion. You will succeed on a 19 or 20.
    Druid: Well, can I aid other then, since I can't flank, how about I have my AC aid the rogue for the +2?
    GM: Your companion certainly can, do you have the Aid trick?
    Spoiler:
    Aid (DC 20): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.

    Druid: . . .

    Round 3:
    Druid: Ok, that target is dead. I order my AC to attack the next creature.
    GM: An ooze is not a normal animal, did your animal companion learn Attack twice, so it can attack any target?
    Druid: No, Why?

    Spoiler:
    Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

    GM: . . .


    1 person marked this as a favorite.

    School evocation [good, language dependent]; Level inquisitor 3, paladin 2
    Casting Time 1 swift action
    Components V, S, DF
    Range close (25 ft. + 5 ft./2 levels)
    Target one creature
    Duration 1 round
    Saving Throw no; Spell Resistance yes
    Calling down a litany of anathema, you make an evil more susceptible to the attacks of good creatures. If the target is evil, it takes double damage from attacks made by creatures with a good aura (from a class feature or as a creature with the good subtype). If the target also has the evil subtype; when it is hit with attacks made by creatures with a good aura, it is also dazzled for 1d4 rounds. If this spell targets a nonevil creature (or one that lacks the evil subtype), it has no effect, and the spell is wasted.

    While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

    [Emphasis mine]PRD Link for those who may want. . .

    Yes, fireball is an attack. Yes Litany applies to attacks. Litany applies to fireball.
    [Rant]
    So I went cruising the Glossary, and oddly Attack is not listed. Go figure. So I looked up Energy Resistance!

    Energy Resistance
    A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type per attack, but it does not have total immunity.

    Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn't matter whether the damage has a mundane or magical source.

    When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.

    Logical conclusion:

    1) Fireball is not an attack, and thus neither Energy Resistance nor Litany of Righteousness apply, or

    2) Fireball is an attack, and thus both Energy Resistance and Litany of Righteousness apply.
    ==========================================================
    Also! Fun fact... Invisibility "If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area." Thus if Fireball is not an attack, it does not dismiss invisibility!
    ==========================================================
    There are several other examples, but I think the point should be clear by now...
    [/Rant]


    1 person marked this as a favorite.

    It is intended as a path towards a goal, not a cookie cutter print and go. Theory-craft v. reality.

    If you need preen, it would look like this:

    Level 1:

    Eleanor
    Female Gnome Sorcerer (Wildblooded) 1
    N Small Humanoid (gnome)
    Init +2; Senses darkvision 60 ft.; Perception -1
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
    hp 8 (1d6+2)
    Fort +2, Ref +2, Will +1; +2 vs. illusions
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Sorcerer (Wildblooded) Spells Known (CL 1):
    1 (5/day) Silent Image (DC 17), Color Spray (DC 17)
    0 (at will) Acid Splash, Mage Hand, Detect Magic, Light
    --------------------
    Statistics
    --------------------
    Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 20
    Base Atk +0; CMB -4; CMD 8
    Feats Additional Traits, Eschew Materials
    Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
    Skills Acrobatics +2 (-2 jump), Bluff +6, Diplomacy +6, Fly +4, Handle Animal +9, Knowledge (nature) +7, Ride +7, Spellcraft +5, Stealth +6
    Languages Common, Gnome, Goblin, Sylvan
    SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), share spells with companion
    Other Gear Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 113 GP, 5 SP, 2 CP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Trail rations - 0/2
    Wandermeal - 0/2
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

    --------------------

    Roxie
    Roc
    N Medium Animal
    Init +4; Senses low-light vision; Perception +1
    --------------------
    Defense
    --------------------
    AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
    hp 9 (+1)
    Fort +2, Ref +7, Will +1
    --------------------
    Offense
    --------------------
    Speed 20 ft., flight (80 feet, average)
    Melee Bite (Roc) +2 (1d6+1/x2) and
    . . Talon x2 (Roc) +2 x2 (1d4+1/x2)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
    Base Atk +1; CMB +2; CMD 16
    Feats Toughness +3
    Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
    Skills Acrobatics +4 (+0 jump), Fly +9
    Languages
    SQ attack any target [trick], combat riding [trick]
    Other Gear You have no money!
    --------------------
    TRACKED RESOURCES
    --------------------
    . . -none-
    --------------------
    Special Abilities
    --------------------
    Attack Any Target [Trick] The animal will attack any creature on command.
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Flight (80 feet, Average) You can fly!
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

    Assumptions at Level 4:
    ~6000 gold.
    ~14 PP

    Level 4:

    Eleanor
    Female Gnome Oracle 1 Sorcerer (Wildblooded) 3
    N Small Humanoid (gnome)
    Init +2; Senses darkvision 60 ft.; Perception +3
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
    hp 24 (1d8+3d6+8)
    Fort +3, Ref +3, Will +4; +2 vs. illusions
    Resist oracle's curses (tongues [celestial])
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Oracle Spells Known (CL 1):
    1 (5/day) Liberating Command, Bless, Cure Light Wounds
    0 (at will) Stabilize, Read Magic, Create Water, Guidance
    Sorcerer (Wildblooded) Spells Known (CL 4):
    1 (7/day) Silent Image (DC 18), Mage Armor, Color Spray (DC 18), Entangle (DC 17)
    0 (at will) Acid Splash, Ghost Sound (DC 17), Mage Hand, Detect Magic, Light
    --------------------
    Statistics
    --------------------
    Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 23
    Base Atk +1; CMB -3; CMD 9
    Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Eschew Materials
    Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
    Skills Acrobatics +2 (-2 jump), Bluff +7, Diplomacy +11, Fly +4, Handle Animal +13, Knowledge (arcana) +5, Knowledge (nature) +7, Linguistics +2, Perception +3, Ride +10, Spellcraft +8, Stealth +6
    Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Sylvan
    SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -6), share spells with companion, woodland stride
    Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Handy haversack (empty), Headband of alluring charisma +2, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Snapleaf - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Trail rations - 0/2
    Wand of cure light wounds - 0/50
    Wand of magic missile - 0/50
    Wandermeal - 0/2
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
    Awesome Display -6 (Su) Your Illusion (pattern) spells treat observers as 6 HD lower than their actual HD.
    Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
    Tongues (Celestial) You can only understand and speak one language in combat.
    Woodland Stride (Ex) Move through undergrowth at normal speed.

    --------------------

    Roxie
    Roc
    N Medium Animal
    Init +5; Senses low-light vision; Perception +1
    --------------------
    Defense
    --------------------
    AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
    hp 16 ()
    Fort +3, Ref +9, Will +2
    Defensive Abilities evasion
    --------------------
    Offense
    --------------------
    Speed 20 ft., flight (80 feet, average)
    Melee Bite (Roc) +4 (1d6+1/x2) and
    . . Talon x2 (Roc) +4 x2 (1d4+1/x2)
    --------------------
    Statistics
    --------------------
    Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11
    Base Atk +3; CMB +4; CMD 19
    Feats Combat Reflexes (6 AoO/round), Toughness +4
    Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
    Skills Acrobatics +5 (+1 jump), Fly +12
    Languages
    SQ attack any target [trick], combat riding [trick]
    Other Gear You have no money!
    --------------------
    TRACKED RESOURCES
    --------------------
    . . -none-
    --------------------
    Special Abilities
    --------------------
    Attack Any Target [Trick] The animal will attack any creature on command.
    Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Evasion (Ex) No damage on successful reflex save.
    Flight (80 feet, Average) You can fly!
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


    Assumption
    ~30,000gp
    [Spoiler = Level 7]
    Eleanor
    Female Gnome Oracle 1 Sorcerer (Wildblooded) 6
    N Small Humanoid (gnome)
    Init +2; Senses darkvision 60 ft.; Perception +6
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
    hp 42 (1d8+6d6+14)
    Fort +6, Ref +6, Will +8; +2 vs. illusions
    Resist oracle's curses (tongues [celestial])
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Oracle Spells Known (CL 1):
    1 (5/day) Liberating Command, Bless, Cure Light Wounds
    0 (at will) Stabilize, Read Magic, Create Water, Guidance
    Sorcerer (Wildblooded) Spells Known (CL 7):
    3 (5/day) Spiked Pit (DC 21)
    2 (7/day) Hypnotic Pattern (DC 20), Invisibility, Hideous Laughter (DC 19)
    1 (8/day) Silent Image (DC 19), Mage Armor, Color Spray (DC 19), Entangle (DC 18), Snowball (DC 19)
    0 (at will) Acid Splash, Daze (DC 17), Ghost Sound (DC 18), Mage Hand, Detect Magic, Dancing Lights, Light
    --------------------
    Statistics
    --------------------
    Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 25
    Base Atk +3; CMB -1; CMD 11
    Feats Additional Traits, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Spell Focus (Conjuration)
    Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
    Skills Acrobatics +2 (-2 jump), Bluff +11, Diplomacy +15, Disguise +10, Fly +4, Handle Animal +17, Intimidate +10, Knowledge (arcana) +5, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +3, Perception +6, Ride +13, Spellcraft +11, Stealth +6
    Languages Aquan, Auran, Celestial, Common, Gnome, Goblin, Ignan, Sylvan, Terran
    SQ animal companion link, illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -7), share spells with companion, woodland stride
    Combat Gear Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Circlet of persuasion, Cloak of resistance +2, Handy haversack (empty), Headband of alluring charisma +4, Ring of feather falling, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 3500 GP, 5 SP, 2 CP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Feather Fall (Constant) - 0/0
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Snapleaf - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Trail rations - 0/2
    Wand of cure light wounds - 0/50
    Wand of magic missile - 0/50
    Wandermeal - 0/2
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
    Awesome Display -7 (Su) Your Illusion (pattern) spells treat observers as 7 HD lower than their actual HD.
    Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
    Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
    Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Ring of feather falling Feather fall activates if you fall more than 5 ft.
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
    Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
    Tongues (Celestial) You can only understand and speak one language in combat.
    Woodland Stride (Ex) Move through undergrowth at normal speed.

    --------------------

    Roxie
    Roc
    N Large Animal
    Init +4; Senses low-light vision; Perception +1
    --------------------
    Defense
    --------------------
    AC 25, touch 13, flat-footed 21 (+4 Dex, -1 size, +12 natural)
    hp 37 (+12)
    Fort +6, Ref +9, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
    Defensive Abilities evasion
    --------------------
    Offense
    --------------------
    Speed 20 ft., flight (80 feet, average)
    Melee Bite (Roc) +9 (1d8+6/x2) and
    . . Talon x2 (Roc) +9 x2 (1d6+6 plus grab/x2)
    Space 10 ft.; Reach 10 ft.
    --------------------
    Statistics
    --------------------
    Str 22, Dex 19, Con 13, Int 3, Wis 13, Cha 11
    Base Atk +4; CMB +11 (+15 Grappling); CMD 25
    Feats Combat Reflexes (5 AoO/round), Power Attack -2/+4, Toughness +6
    Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
    Skills Acrobatics +4 (+0 jump), Fly +11, Stealth +0
    Languages
    SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], stay [trick]
    Other Gear You have no money!
    --------------------
    TRACKED RESOURCES
    --------------------
    . . -none-
    --------------------
    Special Abilities
    --------------------
    Attack Any Target [Trick] The animal will attack any creature on command.
    Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
    Evasion (Ex) No damage on successful reflex save.
    Fetch [Trick] The animal will get a specific object.
    Flight (80 feet, Average) You can fly!
    Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Stay [Trick] The animal will stay where it is.
    [/Spoiler]

    Assumption:
    ~130,000 GP

    Level 12:

    Eleanor
    Female Gnome Oracle 1 Sorcerer (Wildblooded) 11
    N Small Humanoid (gnome)
    Init +7; Senses darkvision 60 ft.; Perception +10
    --------------------
    Defense
    --------------------
    AC 16, touch 16, flat-footed 13 (+3 Dex, +1 size, +2 deflection)
    hp 84 (1d8+11d6+36)
    Fort +10, Ref +10, Will +12; +2 vs. illusions
    Resist oracle's curses (tongues [celestial, aquan])
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Oracle Spells Known (CL 1):
    1 (5/day) Liberating Command, Bless, Cure Light Wounds
    0 (at will) Stabilize, Read Magic, Create Water, Guidance
    Sorcerer (Wildblooded) Spells Known (CL 12):
    5 (5/day) Tree Stride, Summon Monster V, Magic Jar (DC 23)
    4 (8/day) Black Tentacles, Rainbow Pattern (DC 23), Poison (DC 22), Summon Monster IV
    3 (8/day) Deep Slumber (DC 21), Spiked Pit (DC 22), Summon Monster III, Loathsome Veil (DC 22), Tiny Hut
    2 (8/day) Hypnotic Pattern (DC 21), Invisibility, Hideous Laughter (DC 20), Hideous Laughter (DC 20), Glitterdust, Lipstitch (DC 20)
    1 (8/day) Silent Image (DC 20), Mage Armor, Color Spray (DC 20), Grease (DC 20), Entangle (DC 19), Snowball (DC 20)
    0 (at will) Acid Splash, Daze (DC 18), Ghost Sound (DC 19), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 18), Light, Scrivener's Chant
    --------------------
    Statistics
    --------------------
    Str 6, Dex 16, Con 16, Int 16, Wis 8, Cha 26
    Base Atk +5; CMB +2; CMD 17
    Feats Additional Traits, Augment Summoning, Boon Companion (Sorcerer [Wildblooded]), Effortless Trickery, Eschew Materials, Improved Initiative, Spell Focus (Conjuration), Superior Summoning
    Traits Animal Friend, Defensive Strategist, Magical Knack (Sorcerer [Wildblooded]), Savannah Child (Ride)
    Skills Acrobatics +3 (-1 jump), Bluff +20, Diplomacy +20, Disguise +11, Fly +5, Handle Animal +20, Intimidate +11, Knowledge (arcana) +18, Knowledge (nature) +10, Knowledge (planes) +18, Knowledge (religion) +10, Linguistics +5, Perception +10, Ride +14, Spellcraft +13, Stealth +7, Use Magic Device +15
    Languages Aquan, Auran, Celestial, Common, Draconic, Gnome, Goblin, Ignan, Kelish, Sylvan, Terran, Varisian
    SQ animal companion link, fey wings (15 minutes/day), fleeting glance (15 rounds/day), illusion resistance, mutated bloodlines (sylvan), mysteries (heavens), revelations (awesome display -8), share spells with companion, woodland stride
    Combat Gear Quicken metamagic rod (lesser) (3/day), Snapleaf, Wand of cure light wounds, Wand of Infernal Healing, Wand of Mage Armor, Wand of magic missile; Other Gear Belt of physical might (Dex & Con +2), Boots of speed (10 rounds/day), Circlet of persuasion, Cloak of resistance +4, Handy haversack (empty), Headband of mental prowess (Int & Cha +4) (Knowled, Ring of feather falling, Ring of protection +2, Robe of arcane heritage, Backpack (empty), Bedroll, Bell, Candle (2), Canteen, Chalk (2), Charcoal stick (2), Fishhook (2), Holly and mistletoe, Ink, black, Inkpen, Journal, Rice paper (20), Thread (50 ft.), Trail rations (2), Twine (50'), Wandermeal (2), Wrist sheath, spring loaded (empty) (2), 5 SP, 2 CP
    --------------------
    TRACKED RESOURCES
    --------------------
    Boots of speed (10 rounds/day) - 0/10
    Dancing Lights (1/day) (Sp) - 0/1
    Feather Fall (Constant) - 0/0
    Fey Wings (15 minutes/day) - 0/15
    Fleeting Glance (15 rounds/day) (Su) - 0/15
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Quicken metamagic rod (lesser) (3/day) - 0/3
    Snapleaf - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Trail rations - 0/2
    Wand of cure light wounds - 0/50
    Wand of magic missile - 0/50
    Wandermeal - 0/2
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
    Augment Summoning Summoned creatures have +4 to Strength and Constitution.
    Awesome Display -8 (Su) Your Illusion (pattern) spells treat observers as 8 HD lower than their actual HD.
    Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD).
    Boots of speed (10 rounds/day) Affected by haste
    Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
    Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Fey Wings (15 minutes/day) At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level
    Fleeting Glance (15 rounds/day) (Su) Greater Invisibility.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Ring of feather falling Feather fall activates if you fall more than 5 ft.
    Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

    Construction
    Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
    Superior Summoning When summoning more than one creature, summon an extra one
    Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
    Tongues (Celestial, Aquan) You can only understand and speak two languages in combat.
    Woodland Stride (Ex) Move through undergrowth at normal speed.

    --------------------

    Roxie
    Roc
    N Large Animal
    Init +6; Senses low-light vision; Perception +5
    --------------------
    Defense
    --------------------
    AC 31, touch 15, flat-footed 25 (+6 Dex, -1 size, +16 natural)
    hp 63 (+20)
    Fort +8, Ref +13, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
    Defensive Abilities evasion
    --------------------
    Offense
    --------------------
    Speed 20 ft., flight (80 feet, average)
    Melee Bite (Roc) +13 (1d8+7/x2) and
    . . Talon x2 (Roc) +13 x2 (1d6+7 plus grab/x2)
    Space 10 ft.; Reach 10 ft.
    --------------------
    Statistics
    --------------------
    Str 24, Dex 22, Con 13, Int 3, Wis 13, Cha 11
    Base Atk +7; CMB +15 (+17 Bull Rushing, +19 Grappling, +17 Sundering); CMD 31 (33 vs. Bull Rush, 33 vs. Sunder)
    Feats Combat Reflexes (7 AoO/round), Improved Bull Rush, Improved Sunder, Multiattack, Power Attack -2/+4, Toughness +10
    Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick]
    Skills Acrobatics +6 (+2 jump), Fly +16, Perception +5, Stealth +2
    Languages
    SQ attack any target [trick], combat riding [trick], devotion +4, fetch [trick], multiattack / extra attack, perform [trick], seek [trick], stay [trick]
    Other Gear You have no money!
    --------------------
    TRACKED RESOURCES
    --------------------
    . . -none-
    --------------------
    Special Abilities
    --------------------
    Attack Any Target [Trick] The animal will attack any creature on command.
    Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
    Evasion (Ex) No damage on successful reflex save.
    Fetch [Trick] The animal will get a specific object.
    Flight (80 feet, Average) You can fly!
    Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
    Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
    Improved Sunder You don't provoke attacks of opportunity when sundering.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
    Perform [Trick] The animal will perform tricks.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
    Stay [Trick] The animal will stay where it is.

    Silver Crusade

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    Female Gnome HP 29/31 | AC 17/12/16 | F: 6 / R: 2 / W: 8 | Init: +1 | Perception: +15(17) | Diplomacy: +11

    Sounds like we are all on board to continue so..

    Lets make like deodorant, and Roll On.


    2 people marked this as a favorite.
    Buri wrote:
    My witch has my entire party scarred. Distance is irrelevant (mostly).

    Yeah, in a recent campaign, I scarred up our group, bought them pet rats, also scarred up, set up some Scrying Greater, then worked on crafting the wondrous items while the group patrolled. As they ran into beasties, I split hex the pet rats bounced the hexes to enemies within 30' of the rats, cackled a lot, and otherwise enjoyed combat from my comfort of the reflecting pool outside my comfy home in the woods.

    1/5

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    So here is how I see it : BBEG v. Witch and Party.

    Round 1

    Witch Familiar uses wand of Ill Omen , witch hexes Evil Eye (Saves). Roll twice, take worse result. Probably sticks, if not cackle.

    Round 2:

    Witch Familiar uses Wand of Ill Omen, witch hexes Misfortune. Roll twice at -(2 or 4), take worse result. Probably sticks. Cackle as needed.

    Round 3:

    Witch casts 'Save or Suck" (persistent) while once again, the familiar uses its wand.

    Result:
    Roll twice and take the worse result (Misfortune Hex) and;
    Roll 2d20 and take the least favorable result (Ill Omen)

    for a net result of roll 3d20.

    Roll 3d20, each at -(2 or 4). Take the worst result. If the save fails, done, else: Persistent Spell takes effect:
    Roll 3d20, each at -(2 or 4). Take the worst result. If the save fails, done, else: Dual Cursed Oracle Misfortune:
    Roll 3d20, each at -(2 or 4). Take the worst result.

    So, end result is (basically) 9d20 each at -2 or 4, take worst result.

    I think this is what he meant. . .

    Sczarni

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    You can download the PFS Guide to Organized Play for free from Paizo here : Linkification

    Sczarni 1/5

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    Boon:

    Small: You are unusually small for your kind. Regardless of race, you are now a small creature and gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

    [Lots of people wanted (probably still want) to play small sized Tieflings or Aasimar.]

    Best Boon Idea I have EVER Had:

    Release ALL boons made available via Cons to either general play (e.g. Tieflings, Tengu, and Aasimar becoming legal to play) or as boons available in the following year's season modules.

    In short, a Con Boon gets you a one year head start, not permanent advantage. Many of the dedicated PFS players cannot attend Cons. I don't begrudge players who can attend something cool, but I think a one year head start is plenty cool.


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    I am an attorney in the real world, so I love parsing rules. I like reading not just the spell, but the chain of rules relating to that spell. Same for abilities. When I am in doubt, I just check other similar rulings, and use common sense.

    This works 65% of the time. 45% of the time, I am playing PFS.

    Here are my thoughts:
    1) I would love to work for Paizo parsing rules if such a position ever came up. (Had to say it.)
    2) When in doubt I always just follow PFS rulings. Mike Brock does a lot more than the Devs. when it comes to clarifying rules and making definitives statements.


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    ForgottenRider wrote:

    My wizard charges 65%. I see on these messages boards all the time people saying the party should chip in to buy the cleric his first wand of CLW but that has never happened for me. I do it because even though there is little reason for me to cast hast on myself the party loves it when I can pull out a want to cast it on them. So yeah I charge over cost but this way I can have items that you would like for me to use on you when the time comes.

    I do it because I like being the one that's in charge of the party's disposable funds. We are playing kingmaker right now and something just happened that hit our kingdom in the coffer hard and my wizard was able to just give the kingdom 50,000 GP. Everyone else had they're gold spent. I think if I hadn't done this it would have been the end of the campaign.

    Our group always divides the treasure PCs+1 ways. The spare pool of funds is the party funds, all our group healing, buffing, and transportation costs come out of that.

    Why charge the cleric 750 gp so he can have the honor of healing you? (wand)

    Why charge the Wizard so he can recite a scroll of overland flight for you?

    Why charge the Sorcerer 11,250 so she can cast haste on the party? (wand)


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    a spellbook is a cookbook, not a chocolate cake

    Sczarni 1/5

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    My favorite moment so far:

    First Steps, Part I:

    Jezebel has had enough of demons. Yes this is her first encounter with the foul beasts. None-the-less, she is done with the nasty creatures.
    "I believe the proper Chelaxian method of pacification is through brute force. . ."
    To Hit: 1d20 + 6 ⇒ (20) + 6 = 26
    Confirm: 1d20 + 6 ⇒ (1) + 6 = 7
    Folio Reroll to Confirm: 1d20 + 6 ⇒ (16) + 6 = 22
    Damage: 4d6 + 4 ⇒ (1, 3, 2, 6) + 4 = 16

    Glaring at the imp, Jezebel asks, "Are you done misbehaving, or shall I reload?"

    Sczarni 1/5

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    Might be mentioned elsewhere, but; I love time savers:

    Buy and wear spiked gauntlets. You never have to draw them, they don't hurt any skills, casting, etc. but they let you threaten! Woot! Never again waste a move action to draw a weapon. (move action --> no action needed for 5gp)

    Always buy a handy haversack. Never again spend a standard action getting stuff out. Seriously. (standard action --> move action for 2000 gp, and your (non combat) gear weighs 5 lbs. -AND- no more AoOs for retrieving stored items.)

    Spring Loaded Wrist Sheath wands. I like mine for wand of CLW on left, wand of Infernal Healing on right. (move action --> immediate action for 5gp)

    Immediate action: Draw wand of CLW
    Move action: Move to ally
    Standard action: Heal ally

    is a lot better than:

    Move action: Move to Ally / draw wand
    Standard action: Pull wand out of pack (hope there is no AoO - see haversack above)/ Move to ally.
    Swift action: Watch ally die.

    2010 gp, and all your retrieving of items is now quicker and easier. All your emergency healing can be done on the fly. Action economy on the cheep. Know why it costs 35,000 for a Metamagic Rod of Quicken (Lesser)? Because time and actions are seriously worth it. So why be willing to spend 35k, but not be wiling to spend 2.01? Action economy . . . [/rant]

    ==========================================================

    Infernal Healing.