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Thinking about making an extra tail using kitsune with the 9 tailed scion trait. Because this is for PFS, the only way to crank out all nine tails seems to be fighter.
1UC rogue 1 Feat: EWP elven branched spear
Does anyone know if there's a fighter archetype that gets any use out of charisma?
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.
DR Type Weapon Enhancement Bonus Equivalent
Now, I've always thought that in pathfinder it had to be the actual plus or something that increases the actual plus (like bane) , but the chart says weapon equivalent (the exact same term used for pricing magical enhancements like flame, shocking etc). Did they ever clarify this anywhere?
Herald caller + Sacred summons +Lawful Good Cleric + Lawful neutral god (Abadar)=?
I'm getting a null set. I wanted to double check my math.
For PFS, so i believe the expanded summoning is out.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Now since the cleric has a lawful good alignment , anything he summons marked with an * has a lawful good alignment as well. The resolute template (like the celestial and fiendish templates) Does not change this (oddly enough).
There doesn't appear to be anything LN on its own to summon. So they can't summon anything unless they forclose on a few orphanages and hop over to LN?
One of the hardest things about getting into PFS is finding a game. I constantly hear people asking where the games are and.. I don't know. If they live in a major city i can direct them right to the PFS, but if they live in between major urban areas, not so much.
The password to edit locations is shadowlodgeforlife with the for snarkily replaced with the number. Original I know.
Mouse over Additions. click add marker detailed. Put in the venue. Throw on some contact information , a rough idea of when you play, and you're done. If you don't see your venue? Add it.
We're pathfinders dammit. We need a map.
Many of the feats in ultimate intrigue (I've counted at least 4 so far)
Determining that two people have a relationship is just a sense motive check, not sense motive and 2 feats. Knowing whether a fib is going to be outrageous or easy is something the player/character should have some idea of before they start spinning their yarn. Aiding someone's disguise with a bluff is just a creative aid another, not a feat. Telling if someone knows how to use that sword at their hip is something fighting types know. Getting your opponents to surrender in combat is an ad hoc diplomacy check at the DMs judgement...not 2 feats a high ability score and the DM's ad hoc judgement.
One of the reasons people complain about caster/skill disparity is that the expanding system has expanded the capabilities of magic. "Abilities" that already do what the skill does constrains skills, contracts skills and makes just getting a spell to do it an even better option.
This is effectively adding a HEFTY feat tax to get skills back to what they were doing before, rendering skills pointless, which was the exact opposite of the intent of this book.
When the flank trick was introduced it was no big deal, people just took the flank trick and kept doing what they were doing before. These feats bring up the same problem, but they aren't 1/7th of a capability of one of your class features, these things are taking up a quarter of your feats assuming you even make it to level 11. Now when players try to make basic use of their skills they're going to be hit with "nope can't do that you don't have the feat"
Step 7: Cross out any treasure items the party didn’t find
Not that it usually matters, but I'm reading that as you get access to the chronicle loot of the tier the game was run in, rather than what level the character is correct ?
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
So if I'm reading that right, a kitsune with Fist fist bite and two weapon fighting is at -2 -2 -5 , because two weapon fighting penalties don't apply to natural weapons because they're not made with the main hand?
What happens to an animal companion / familiar when their Biped dies?
1) It remains unchanged
One of the biggest barriers for new players is finding games.
The current system where you look for a venturecritter and then look nearby only works if you have local venturecritters. In all likelihood if someone sees that the nearest person is 3 hours away you stop looking.
Even if the new person asks, the ventire captain needs to find the persons location on a map (Where the heck IS Bnajomusic Upstate new york anyway?) then find where the nearby games are, possibly directing them into the next state.
The game recorder already gets a location. If that information was used, people could see where PFS was played in the last few months to know where to look for a game.
Alternatively, people could just give me a list of where and when its played and i could put something up on scribblemaps or something.
Since psychic spells don't require somatic/material components I thought I'd take advantage of that pretending to be someone's "useless familiar" and turn them all into my slaves.
STR: 5 DEX: 16 CON: 14 INT: 12 WIS: 12 CHA: 18
1 Realistic likeness (or start the magical tails?)
On the other hand, i already have access to most of the magical tail spells, so I could just skip those.
5 Bouncing spell
1 Gift of will (use my will save)
The tricks seem awesome, but there's a real bottle neck in only having 1 or 2 usable at a time.
Any tips/tricks/ideas about how a mesmerist works that might help?
I recently picked up Some make your own dungeon stuff and was wondering how you actually make it work for a table
I was thinking about Casting a few wall pieces with tacks/nails in it, lining up the tiles on some 12x12 cork tiles , and holding them in place with the wall pieces. Anyone ever use this stuff for a game?
Fly: You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
In a normal campaign the fighter can ask his buddy the wizard for a fly spell every day. Can pathfinders do this, or do they not get thrown out of buildings, windows, mountains and flying mounts often enough to pick it up?
Can you cast magic weapon on a peasants fist?
No: Unarmed strikes, natural weapons, and manufactured weapons are three different things. Being treated like a weapon is a big part of a monk/brawlers class ability.
Yes: Unarmed strike appears on the weapons chart as a light weapon and counts as one for purposes of effects that add to weapon damage rolls so its a weapon.
1) Urban Barbarian Feat: Tribal Scars: Raptor scale
Build basics: turns into a tiny fox, enters peoples squares and flanks from there, gaining sneak attacks and debuffing. Just being in the square makes a -4 to hit anyone but Grrr. Debilitating injury will take that to -6 (and a -4 to hit grr) and the Vexing dodgers dirty fighter means i can give up one of his (probably 3) sneak attacks to blind
I may swap raptor scale out for Agile manuevers at 7 , just to not bother with the table variation on whether putting a tail over the opponents eyes uses strength or dex.
After 5 levels of UC rogue there doesn't seem to be anything to keep someone in the class, so i was considering some multi classing to up the saves if nothing else.
Psychic has a neat way to cast in form, as well as the self perfection one adding a nice AC bonus. (and kitsune are magic anyway)
Magus... doesn't seem to be able to spellstrike with claws.
Another level of rogue to grab trapspotter?
Snakebite Brawler: More sneak attack now and +s to fort save
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
I see magi trying to use this with any magus spell, including web and bladed dash. Am I missing something or or do those not work because the magus spell has to have a range of touch?
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
From the ARG additional resources
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).
Pathfinder Player Companion: Dragon Empires Primer
Archetypes: all archetypes on pages 22-23; Feats: kitsune feats on page 5 are legal for kitsune characters; all feats on pages 24-25;
Some character builds are like a finely tuned watch. You change a gear and the whole thing stops working.
What actual characters/builds were impacted.
What will the rules let you change, and what needs an exception (either on an individual basis or as a policy change)
Whats hurt, and whats broken beyond all repair?
This is a list for stuff that a solution to the advanced class guide errata would need to fix for PFS
Animal companions reduced below their previous level and have shrunk (solution, let people sell back the armor for now)
Some oracles don't qualify for channel revival anymore: Or they bought a headband of charisma when they now need a phylactery of positive channeling.
What if someone took extra channel mostly to have enough for channeled revival?
Dex monks relying on a style to make their hands qualify as piercing/slashing for fencing grace can;t flurry with fencing grace anymore. They probably bought an amulet of mighty fists other than agile. Since the style feats didn't change they can't retrain them, even if the reason they took them at all doesn't exist.
How does stacking an archtyped parent class work with one of the hybrid classes?
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).
As an urban barbarian I've traded out my fast movement and altered my rage. What happens if i take a level of blood rager?
Rage would presumably just add rounds of the rage that I normally have? Add a new set of rage?
Fast movement would.....?
Skill Unlocks: All psychic skill unlocks on pages 194-197 are legal for play.
Are these abilities
1)freely available for anyone with the skill and the pre requisite psychic spell abilities or psychic sensitivity feat?
2) just for rogues as their skill unlock (if they meet the pre reqs of psycic spell abilities or the psychic sensitivity feat)
Does a 5 foot step count as movement for a stealth check?
Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Yes: Movements movement and its not an action.
No: the game means movement like a move action. Sniping would be kind of pointless if you could just 5 foot step stealth.
Usually this comes up for roguey types with hide in plain sight or hellcat stealth who want to sneak attack step and sneak attack again.
What kind of action is it to make a distraction to hide?
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.
As there's no listed action it defaults to standard.
The Heretic inquisitor has it as a move action as a special ability, implying that its at least a standard but it would be pretty useless as a full round action.
So how i think this should work.
Standard action LOOK! A MONKEY!
Bluff vs Sense motive
Move to cover or concealment
Stealth check at -10 because you have to move fast Vs Perception.
Maybe stealth needs a blog....
I want to use Helm of the mammoth lord on a character that makes extensive use of fox shape: mostly for the gore attack. Does this work?
Option 1: Shapeshift with the helm on.
Gear and polymorph effects:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
This will work because: The tusks, like the other abilities, are a permanent magical effect Permanant magical effects. You turn into a whatever with tusks.
It won't work because: The tusks rely on the gross physical features of the helm and the helm is subsumed into the fox form.
Shapeshift and then put the helmet on.
This will work because...
A shapeshifted character is not an animal companion or familiar. They do not use the same rules for item slots.
Shapeshifted characters can wear armor, including a helmet. The fox can be put in a full suit of plate armor (though it would only give a +4 armor bonus because he's tiny), including the helmet.
This won't work because.... according to the chart claws/paws critters don't have the anatomy to wear a helmet.
Does a tiny creature using a 5 foot step to enter an opponents space provoke an attack of opportunity when it does so?
Take 5-Foot Step
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity.
Tiny, Diminutive, and Fine Creatures:
Yes: Entering the square is what provokes the AoO , not the movement out of the previous square. (This would imply that a creature with combat reflexes could get 2 AoOs from a tiny creature approaching a medium one with normal movement: one for moving out of the square and 1 for entering the square)
No: A 5 foot step never provokes. The rules were written assuming normal movement.
I'd like to propose something to make finding PFS groups easier. Currently if you live in between venture officers listed in the guide it can be a little tricky and possibly offputting to ask around to where the games are, as VC's tend to cover some pretty huge and and always intuitive swaths of territory.
When you report a game it comes with a location. That location gets saved somewhere . This part already happens.
What would be nice is if you can input your location and see where past games have taken place and how long ago they were to see where/how active the groups are and who's playing. If you see that there was a PFS at Bookend Comics last week there's a good chance of an active group. If you see there was a game played there last year you know there might be a group you can dust off.
Whats the best way to hold/organize all of this paperwork? Between boons, Characters, ITSs, chronicle sheets, redacted project bluebook reports, my multiple small binders with plastic covers system is starting to get a little stressed out. Whats an alternative... besides a filing cabinet on wheels with a padded top that converts into a bench?
Is the sensor on a magical trap part of the trap that can be detected and disabled, or do you need to be able see the sensor itself to detect the trap or reach the heart of the trap itself through the sensor field somehow to disable it without setting it off?
All too often i see dms trying to be clever and placing the Trap around the corner, or under something so that the trap can't be approached without going through the sensor. The problem is that it completely negates the ability to detect and disarm traps that are supposed to have perception and disarm dcs.
Grrr de'Bonaire. Kitsune
Concept: Run into someone's square and pile hit penalties on them like crazy, then evicerate them with multiple sneak attacks.
I'll be starting this guy off at level 3 anyway for fox shape, so he doesn't have to work before then.
1st: Urban Barbarian 1 Feat: Feat: Pirhana strike (retrained)
Gear Priorities : agile amulet. Wand of mage armor.
When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although the vexing dodger is holding on to the creature, this action isn't a grapple; it doesn't provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.
This ability replaces trapfinding.
What kind of action is this to use? Standard because you're making a kind of grapple thingy or a part of movement because you're climbing?
Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
I cannot for the life of me figure out what this does.
There's no opposed check for charisma based skills, its just a DC
When you charm someone its a charisma check to goad them, not a charisma based skill check.
A GM may apply credit for running a scenario, module,
So does that mean that, like a level 1 who had played as a pregen 3-7, I could apply it to a level 1 character?
Does the feat Extra item slot require a 3 intelligence to take?
Note: The Animal Magic Item Slots table found on the inside front cover of the book is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source.
Argument that it does require a 3 int: Its not on the list of feats animal companions can take without 3 intelligences. The additional resources statement changes how the feat works, but not how one gets access to it.
The feat is clearly intended to be taken by animal companions. From the animal archive "This section presents new feats for animal companions and familiars, as well as for PCs that make use of these animals"
We all know that it can be a little hard for each character to get the spotlight time, or customize the adventure for them the way you can in a home game. One of the things I like to do at the start of the adventure is let their introduction say more about them than what they look like by having them do/react to something.
So, how do you go about letting the players introduce their characters in interesting ways? Something to chivy them into a better description than 5th level fighter with blond hair?
What is your character doing at the ungodly hour that the venture captains look for them? The scene where kirk wakes up with blaring rock music, bottles of tequilia and two aliens in bed tells you a lot about him in a short period of time. Are they already up and praying/going for their 5 mile run? Jumping out the window as the jealous husband comes home? Just dragging themselves in from a night of partying?
If doing a travel montage ask the the player for an obstacle or encounter they're particularly well suited for and how they overcame it
If the adventure starts off in a particular location, ask what they did to wind up there. Why someone's in detention in the archives says a lot about them.
Start off with a cinematically resolved combat: no daily abilities are used, no spells are actually burned, but it still gives your party members an idea of what you can do so they can adjust their tactics accordingly (and know when to duck)
Venture captain ____Sending you on the adventure____ is ____emotion_____ with you. Why?
Hmmm. Need to make a pathfinders against humanity card deck for this...
Meal time. Is your character a caydenite with a liquid lunch? A tree hugging elf snacking on granola, or eating pork limbs right off the stick?
Holiday: it takes a little work but golarion has a lot of holidays. Pick the one closest to the real life date and see how the characters celebrate it.
Dolomite: Dwarven Arcanist (Blade adept)
A mountain dwarf from the frozen north. His Grandmother was killed trying to kill a monster plaguing the Raptor scale people. A botched resurrection attempt by their shaman put her soul in her axe. Dolomite has joined the pathfinder society in hopes of learning enough arcane lore to fix the problem himself, because that's the only way to do it right.
And there's no way he's explaining this to grandpa.
Traits: Accelerated drinker, Magical Lineage shocking grasp (boring but practical)
1st: Tribal scars: Raptor scale (+6hp and 5 feet of movement)
The basic plan: I'm going to be hit anyway. May as well have the HP for it until I can throw up Mirror Images.
I really don't care if the build is optimal, just good enough to have some fun with. I'm deliberately picking a bad archetype just to see what I can do with it.
Spells: (Axe works as an arcane bond to pull something out of the spellbook 1/day)