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Adherer

Mavacas's page

Pathfinder Society Member. 27 posts (79 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 2 aliases.


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Putting up a thread here to see if anyone has any good jokes to say as they cast this spell. I'm playing an enchanting sorcerer at the moment, and I wanted to RP this one up a bit. So here I am trying to pick people brains :)


paladinguy wrote:

Played a game with a new DM today. Walking through the woods. See some humans off through the trees. DM makes everyone roll initiative as soon as we spot them. I get highest roll and charge and attack.

After session is over, DM is like "why the f#~! did you randomly attack people in the woods?"

I wouldn't have, but the "roll initiative" completely put me in the "BATTLE" mindset.

Is rolling initiative like that when no one has said they are going to fight a normal thing to do? Seems like it would put many players into a battle mindset when they otherwise wouldn't be...

I had a similar encounter with a GM of mine, The NPC's approaches the group, and after some abysmal discussion the NPC shouts a threat and draws his weapon. We all roll initiative, I get the highest result, I'm a Paladin at the time, and the GM said I had attacked an innocent person and as such I should lose my powers... Needless to say I had a discussion about it then that lasted a while :p

I would say that if you encounter people in the woods, and the DM calls for initiative, a fight is breaking out.

Using initiative for social interactions is fine I suppose, but let the people know first.


Hello everyone, I've recently got my creative juices flowing and wanted to start framing up an adventure for some of my friends just incase our DM needs a break.

So I wanted to create an adventure that goes to some crazy locations, and with weird creatures. (and when I got here I saw the Spellgate thread so I might be stealing that lol)

But, there is a catch, Evil Outsiders are totally overdone by my group as either the BBEG or the Saturday morning cartoon evil-guy needed to fill out adventures.

Looking to probe your minds to see if any of you can think up some cool encounters on a different plane, the monsters themselves, and maybe even some sort of planar-political intrigue that doesn't involve the Hells, or the Abyss.

One Idea I had was once the characters get to plane hopping, Go to the Plane of air and do some cloud fighting. the twist is the enemies are fighting amongst themselves, Air elementals vs mephitis, the heroes choose who they want to help and go from there, the twist is they are on moving clouds, and can move to larger or more stable clouds through whatever means they have. etcetc. Another one is maybe sailing the astral sea and maybe fighting some followers of Besmara.

You guys have any idea you're willing to share?


This seems interesting, I'll submit a character for this shortly. :)

Edit- Considering an Alchemist, I was wondering if Craft(Alchemy) would be sufficient as a replacement for the profession requirement?


2 people marked this as FAQ candidate.

I'm currently DM'ing for a group and a question was asked about FLesh golems and their Immunity to magic trait.

PFSRD wrote:

A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

The question was do magical attacks of the elements listed bypass the immunity even if they allow Spell resistance?

My current thoughts are that either the attacks have to come from an enchanted weapon or come from a spell that does not allow SR.

The player wants all Cold, Fire, and electircal damage dealing spells to work on the Flesh Golem, SR or not.

Anyone have any thoughts on this?


GM Sean wrote:
Oh... and as far as actions go, the plan so far looks like to have Noran shoot at the thing with Jareth and Filios on either side of the doorway with readied actions to attack. Sound right?

Yup, good to ge here.


Filios Philandril wrote:

Filios stands to the side of the open door, and stealthily attempts to take a position in hiding from the spider should it exit through the door.

He slow draws his Curveblade to ready an attack when the spider comes within range.

Jareth does likewise, but taking the opposite side of the door.

Stealth 1d20 - 2 ⇒ (2) - 2 = 0

Attack Roll should the spider approach. 1d20 + 4 ⇒ (10) + 4 = 141d6 + 4 ⇒ (2) + 4 = 6


GM Sean wrote:

Ok - my idea is that the fewer posts that are required from me, the better. Instead of waiting for me to tell you if you hit and if the damage you did dropped something, I just give you the stats to figure it out yourself so the next person can plan their action accordingly.

If you have any ideas to make things less confusing, feel free to let me know! :)

That sounds good to me. I'll make sure to type out my init count when I post in combat.

I like the Idead of updating the monster status when you post their actions. It will Keep down on meta-math going on for rounds. But other than that I got nothing, so far so good.


Noran Kekmore wrote:
Your icon had gotten resized on the map to cover all of us :)

...Cool. lol

Too bad I didn't see it!


3 people marked this as a favorite.

My most epic character death was a Faerun game a while back, with my rogue.

I was a Rogue/Swashbuckler/Avenger, started with petty thieving, repented to a Cleric of Lathander, afterwards I played him as an impulsive do-gooder, who turned to foolish and daring if you threatened the well-being of his friends and interests. His motto was 'The only way is all the way." And he got in so much Hyjinx trying to make sure the party and town were protected from threats and spies I'm surprised my character lasted to the end of the campaign.

The term Justice-Ninja was used synominously with my character...

It was the BBEG battle, and his army of orcs marching on our beloved town.

The party had just re-grouped from each dealing with their own threats in the war. (Mine was usurping the enemies spy network, draft them into the war and send them to fight their own armies... getting themselves massacred in the process. It was a high-magic campaign, and I had a mindbender cohort.)

Anyways, We were on a bridge watching the BBEG (a super-wizard with an artifact that gave him infinite spell slots...) and our party wizard was counterspelling him a lot and was running out of juice.

Needless to say we were boned once our wizard ran out of spell slots.

The DM mentioned that we had to destroy the artifact to really have a chance (It was a visible medallion), However outright destroying it would cause a catasrophic explosion.

I had some abilities to Dimension door, and a cloak of the mountebank. Which also D-doored. Both abilities could carry more than just me...

I did some math with my Warblade partner, figured out that I could bring him with me if I teleported right to the BBEG. He dropped some gear and readied an action ;)

We looked at each other, nodded, and I bamfed us towards the wizard.

My Warblade friend managed to sunder the artifact, and the resulting explosion damaged my partner, and I somehow was unscathed (YAY improved Evasion!) Only problem was we were now some undisclosed distance away from the ground.

That was when my DM mentioned I couldn't use any magic... I was like "wha!?" as I was crossing out the spellslot for Featherfall.

apparently I was supercharged from the artifact, and using my magic would cause another mini-explosion.(An avenger is a good-aligned Assassin...)

The Warblade hit the ground, made his massive damage check.

I rolled a 1. The only number I could roll to fail a DC15 fort save.

Seeing it, I tell my DM that I wanna go out with a bang....

I use some acrobatics checks to move myself while falling, and go above the river that ran through the town we were defending, which was being frozen over by the BBEG and allowing another attack vector into our town. (One we hadn't considered. It was a loose end we didn't know how to deal with. Our resources had been taxed to the extreme.)

I use my 2 or 3 actions I had to move over the Ice, and start to nova my magical powers. I timed it to when I hit the Ice.

The DM was lenient, and when I mentioned, I want to hit the ice so hard, and with the explosion, I want to break up the ice. He let me charge into the Ice in my own personal Dragonball death sequence.

This resulted in a whole legion of orcs to fall into the waters. Most of them drowned, the ones that made it were easy pickings for our archers...

A few days passed and my character was regarded as a hero by the town. Atmos the Saint!

I then had a conversation with Lathander and my Fey Grandma(Heritage feats...), Lathander was impressed with me, and asked how far I'd go to protect what you love? (a running theme for my character was the "To hell and back" meme-thing) I said I would go to the furthest depths of hell to save them.

Lathander smiles, next thing I know, I'm walking out of a beam of light from the heavens smack dab in town square...naked.

Atmos the Saint has been ressurected by Lathander himself... With the Saint template. :)

And, as luck would have it. Our groups reincarnated Hell-reaver paladin's soul was being contested by the courts in the nine-hells(this is a whole other story Arc.).

One way tickets were offered as a safe passage... The way out was to be left to us...

I let out a heavy sigh that session lol.


HP:12, AC 18(T:11, FF:17), Fort +3, Ref+1, Will+4

Jareth moves from U13 to Q12, getting ready to take Filios' flank should the Dogs surround him.

Action:
Jareth moves 20ft, readies Standard action to attack any dogs that enter his threated range.
Attack Roll: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 4 ⇒ (2) + 4 = 6

EDIT- Critical Confirmation: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 4 ⇒ (4) + 4 = 8


Hey sean, I just realized I don't have a Holy symbol. Is it alright if I add a wooden one to my Character sheet?


Understood. First post is up! :D


GM Sean wrote:

Post here with your aliases when they're all finished up and I'll check over them to make sure everything looks good. Also, let me know what your PFS numbers are (or if you don't know how to get one) along with your character number.

As for posting/rolling conventions, I'll be following Noran's advice with rolling what I can:
- I'll roll the group's initiative and post the turn order at the start of combat
- I'll give you monster AC, saves, and hp. If you do something that requires a save from a monster, go ahead and roll it (I'll do the same for you). Rocks will fall on the heads of metagamers. :P
- Might experiment with other rolls (Perception, Knowledge checks, etc.). I've seen a couple methods.

Something like...
** spoiler omitted **

or...
** spoiler omitted **

** spoiler omitted **

I'm not sure what this PP stuff is, So it doesn't really matter to me. :p


Javell DeLeon wrote:

@Macavas: Just a thought on going switch-hitter. There is this feat: Point Blank Master, that allows you to fire your bow in melee.

Which would actually do away with having to fight with a melee weapon. The only issue is, you have to have Weapon Focus in preferred range weapon and you wouldn't be able to take said feat until 6th level as a combat style feat.

Just thought I'd throw that your way. Of course, if you're build is going to be more of a melee guy and the Archery combat style is just to take care of ranged issues, then just ignore this in its entirety. :)

Thanks, Javell. But as far as combat is concerned, I see the character as more of a swiss army knife. Switch-Hitter seems to grasp that well enough.

I was going through the archetypes again, and skirmisher seems rather interesting. Channeling divine magic doesn't seem to fit in with the concept.


cynarion wrote:

Only a few queries, namely:

  • In a realm where name and prestige mean an awful lot, how did Willhelm find acceptance as a bastard? It would be unusual for a bastard to take his father's name (see Jon Snow for comparison), and almost as rare for him to find acceptance amongst the aristocracy.
  • Have you considered taking the guide archetype?
  • My experience with the sword & shield type of martial character is limited, but the one successful version I've seen did require a whole bunch of feats--and his shield bash wound up dealing more damage than his weapon. It's effective, but needs to be planned well.
  • Willy never really tried to work his way up the political ladder. His father was a good man, and cared for him as a father should despite cultural reasons to abandon him. Willy loves and respects his Father, but the life style Willy wanted clashed with his Fathers.

    Despite his heritage and status in the family, Willy's father (through charisma and Gold) got Willy into a University. Afterwards, Willy set out on his own, living the way he feels best suits him. He introduces himself as Willy, without the family name on purpose. Willy wants to befriend others on his merit, and not because of whatever his families name has attached to it.

    Also, Willy strongly dislikes seeing people use their political power to bully others.

    Edit- If I had to comapre Willy, to Jon Snow (Whose character I know only from the Game of Thrones TV series ;p) Is that Willy isn't preoccupied with having to prove his worth to the scores of Nobles, he's proud to live the life he makes for himself. Willy considers worth (or Value) as directly tied to actions, not on the happenstance of birth. However, he is his Father's son. And is not ashamed of it. And if he thinks tossing his family name around would get him an advantage of a sort, he would only do it under emergency conditions, or for the sake of someone elses well-being.

  • I looked at it. But I want to keep the Hunter's bond (I'm planning on taking a companion. Also, I'd rather keep Favored Enemy.
  • I was looking at it more closely today, it does seem Like a lot of feats, I think I might go for the Archery mastery, and use my general feats for more flavorful things. Perhaps go for the switch-hitter I've seen on these forums. (However, if you have sugestions to make Willy a better fit in the world itself, then by all means.


Hey there!
5d6 ⇒ (1, 6, 5, 3, 5) = 20
I have a character to submit for your game, cynarion. I am new to the PbP system, Although, I am familiar with Pathfinder as a whole. And I've even lurked in some other In-game threads to see what's up.

As far as posting, I'm capable of posting anyday at least once (Most likely much more :p )

The character I've drawn up here is a Half-elf Ranger. I was planning to take Favored-Enemy(Undead). But from what I've seen Undead seems to be a central focus of this campaign. So I'm not sure if you would be okay with that. If not, I can fit somehting else easy enough. (Any reccomendations?)

Please let me know what you think :)

Willhelm Thedas Garhand - Story:
Willhelm Thaedys Garhand (aka. Willy) Chaotic-Good, Half-elf Ranger
Physical.)
Willhelm stands at about 6"0 and weighs aprroximatley 215 pounds. His height is mostly dictated by his legs, and also has long arms. His lankey Elven frame rests in contrast to his wide shoulders. However, this lean and lanky build, coupled with his natural strength and agility. Lead to an unnerving gracefulness in his movements. Having a slender face with bright-blue eyes. Accentuated with his rounded elven ears, topped with a fair brown hair that goes down to his neck. Willhelm also looks like, and acts like, a person in his late teens. However, this is mostly attributed to his elven hertiage; He is actually in his late 20's.
Personality.)
Willhelm is a kid at heart. Enjoying the simple things, and always tries to take time and smell the roses; so to speak. He is Light hearted and always tries to see the brighter side of things. He treats life as a game to be played -- and enjoyed. Taking pride in the things he does, and takes the extra effort to do the things he chooses to do well. Willhelm is also fiercely independent, always prefering to get things done under his own merit. Although he does enjoy company of most sorts. He never gets too attatched to any one person, and most people mesh well with Willy's easy-going attitude. These people readily calling Willy their friend, and is almost oblivious to any of Willy's past, or anything about his current goals. Let alone the fact that he's part elf. This is unintentional from willy for the most part. He has always been trying to find the next thing to put his mind on, even if it requires him to move on to other parts of the world... He enjoys people who have a clear focus on their goals and standards, who are driven. And who understand that there is always something greater to look forward too. Willy dislikes monotonous tedium. And people who would use status or rank to gain pull to threaten others with their apparent political power. Also, having delved in the work recently. Willhelm has developed a distaste for most mercenaries. Considering the 'Anything for gold" mentality as ultimatley pointless, and a forfeit of ones life to whomever has the biggest gold-sack.
History)
Willy was born into a family of minor nobles. he was a bastard son born from his Fathers mistress, he was raised to obey rules and follow decorum, however that didn't take. Willy resisted the confines of noble life, and took every opportunity to leave his home, and travel throughout Ustalav. The one thing Willy had appreciated about his family name, was his ready acceptance at Lepidstadt University. This is where Willy had met Professor Lorrimor. Lorrimor had instantly seen Willy's fondess of the outdoor regions, and lands beyond, and nurtured that interest in him. The years had passed, and Willy had kept Lorrimor in high regard.
As time had passed, Willy had grown into an adult and began his life on his own terms, he shrugged off the 'fine' things in life. He lived on his own, always staying close to the wilds and eventually found work as a Guide, hunter and protection for travelers along the roads. To his surprise, a correspondance from Lorrimor asking for his services filled him with Joy. Lorrimor requested Willy to escort him to a long forgotten ruins. With Lorrimors maps and descriptions, Willy had quickly pointed out the best paths and trails to take.
The travel to the ruins was more eventful than Willy had anticipated, he had never seen so many free roaming undead in the forests. During rests at camp, Lorrimor would explain that this increase in Undead activity was the reason for his quest towards the ruins. Lorrimor taught Willy about the unnatural things that reside in the forests, and Willy gladly accepted his lectures.
The trek was harrowing, however their travels were a success. Willy left with a new appreciation for the dangers the more esoteric locales could posess. Willy knew he was a capable combatant, being trained formally when he was young, and his experiences thus far. Willy had made it a point afterwards to investigate and track down these threats. After this decision, Willy had felt a contentment he hadn't felt before, he helped people while still living the free life he longed for. And he owes that life to the teachings of Professor Lorrimor...

I am thinking of taking the Weapon and shield combat mastery. What do you think?

Willy's Crunch:

Chaotic Good Half-elf Ranger 1

STR 18 (16+2 bonus)
DEX 14
CON 14
INT 10
WIS 14
CHA 10

BaB +1
Fort +4
Ref +4
Will +2

Initiative +4
Speed 20ft
HP - 16 (10+Con+ Favored Class +feat)
AC - 18 , Flat-Footed 16, Touch 12.

Skills - Know(Religion), Know(Nature), Perception, Survival, Stealth, Handle Animal,

Traits and Abilities
Teacher's Pet (Religion)
Elven Reflexes

Favored Enemy (Undead) +2
Track
Wild Empathy

Feats -
Skill Focus (Perception) (Racial)
Toughness

Equipment(200gp)
LongSword 15
Heavy Wooden shield 7gp
Dagger 5
Heavy Mace 12
Hide Armor 15
Longbow 75gp
Blunt Arrows 2
Arrows 1
BackPack 2
Bedroll 1sp
Chalk 1cp
flint and steel 1gp
5 days Trail rations 20 sp
Hooded Lantern 7gp
2 pints of oil 2sp
50ft of hemp rope 1gp
Waterskin 1gp


I'm interested!

I'm new to the PbP system, but I've played a few campaigns with my friends so I'm familiar with the Pathfinder system, (if not with the specifics of the PFS rules) and I'm looking for a way to get my feet wet.

I'll be able to post at least once a day. And probably then some.

Jareth's 'Crunch':

Here is a quicker version to skim through, If you need more details (or you choose him for your game, I'll work out the details and specifics fully)

Level 1 Half-Orc Inquisitor of Sarenrae.
STR 18 (+2 Half-Orc)
DEX 12
CON 12
INT 10
WIS 15
CHA 9

HP - 12 (d8, +3 Feat, +1 Con)
BaB - +0
fort - +3
Ref - +1
Will - +4

Traits-
Armor Expert
Illuminator

Domain - Glory (Heroism Subdomain)

Equipment - Scimitar, and a Shield. Shortbow and some medium armor plus some adventuring goods if there is any money left. . (I'll work out gold values later, this may change.)

Feat - Toughness

Skills 7 (Favored Bonus+1) - Bluff, Inimidate, Perception, Know(Religion), Know(Dungeoneering), Know(Nature), Stealth.

'Jareth's 'Story':
Jareth 'Grim' Grimald
Level 1 Inquisitor, Half-Orc, Chaotic Good.

Backstory.
Jareth is the son of Amelia, a Paladin of Sarenrae . He was the by-product of an unsuccesful offensive against an orc Incursion where his mother and her squad were captured and held for weeks. Some Templars 'served' the Orcs like Jareths mother, some just killed, and others eaten...

Growing up in a home of a Paladin is somewhat of a unique experience, he was trained is some weapons by his mother, and taught the ways of the Paladin of Sarenrae. Jareth however did not successfully undergo proper training to become a Paladin as his mother wanted. Facing discrimination due to his Half-blood hertiage, and more than once succumbing to his own primal anger. Jareth was expelled from the teaching houses made for bringing up Paladins.

Jareth became jaded with just living a normal life, an extreme feeling of boredom, pressing on his mind like a vice, threatening to consume his soul and leave him an empty shell of a half-man. He refelcted on himself, and his faith, and how when undergoing training, and even the heated fist fights in the Paladin school against his peers, was the only time he felt Content, and strangely, at peace with himself. He realized he needed an Outlet.

Since then He endlessly travelled the lands on his own. During his travels he aimed to carve out his own good in this world in the name of Sarenrae, Paladin approved or not. He adventures to find relief from his constant depression and from a genuine desire to do good by destroying the beasts and monstrosities that live on the outskirts of civilization and to root out the evil that breeds within it. He aims to improve himself and to find relief from his Orcish hertiage by diving headfirst into any adventure he undertakes.

Now, Jareth has been wandering for as long as he can remember, but the one constant, the one thing he could depend on. His blades had always led him back to conflict. It was the only routine Jareth found acceptable, the chaotic reality that is battle.

Personality.
Jareth is brusque and does not honey his words. He has accepted the life of an adventurer, and seeks jobs constantly, his motivation is both his good nature and his Orcish predisposition for violence. Jareth however is not bloodthirsty, he has been known to lose his temper, however he knows when to pull his punches.

When not traveeling and not currently on a job, Jareth becomes agitated, not used to having nothing to do. He becomes impatient and reclusive, often feeding his boredom with alcohol. Inversely, when currently under a mission he becomes completely motivated and determined, Jareth is also apt at working in conjunction with others of like minds. Being able to adapt readily to a changing situation.

He genuinely enjoys the lifestyle an adventurer has to offer.


Franc Crosses wrote:

A druid which is wild-shaped (elemental body) into an earth elemental has the ability "earth glide". I have a couple of questions regarding this:

- If he's inside of a wall, can he see/hear what's happening in an adjacent room?
- Can he cast (while he's inside of the wall) into an adjacent room?
- Can he emerge(what exactly that means?), cast a spell and then go back inside the wall?

Thank you
Franc

1) I would say not without a difficult perception check.

2) No, while within the wall, the Druid would have no line of sight, or Line of effect to any targets. Can he cast on himself? That's up to the GM...
3) Well, if the Druid uses his move action to leave the Wall, and uses his Standard action to cast. I would say no, he's got no movement left to return into the wall. (I have had players try to do similar things with 'peeking' around corners. It got silly, so they can only see without their 5 foot square now.)


**EDIT= I type way too slow.


I was going to head to bed, but I got up did some walking around, and now I can't sleep... lol

So, I typed out the background for an Inquisitor. It's not the most proof-read thing I've done, but it should be bearable.

I'll have the character sheet ready after tomorrow for you to look at and consider, Tareth.

Spoiler:
Jareth 'Grim' Grimald
Level 1 Inquisitor, Half-Orc, Chaotic Good.

Backstory.
Jareth is the son of Amelia, a Paladin of Sarenrae . He was the by-product of an unsuccesful offensive against an orc Incursion where his mother and her squad were captured and held for weeks. Some Paladins 'served' the Orcs like Jareths mother, some just killed, and others eaten...

Growing up in a home of a Paladin is somewhat of a unique experience, he was trained is some weapons by his mother, and taught the ways of the Paladin of Sarenrae. Jareth however did not successfully undergo proper training to become a Paladin as his mother wanted. Facing discrimination due to his Half-blood hertiage, and more than once succumbing to his own primal anger. Jareth was expelled from the teaching houses made for bringing up Paladins.

Jareth became jaded with just living a normal life, an extreme feeling of boredom, pressing on his mind like a vice, threatening to consume his soul and leave him an empty shell of a half-man. He refelcted on himself, and his faith, and how when undergoing training, and even the heated fist fights in the Paladin school against his peers, was the only time he felt Content, and strangely, at peace with himself. He realized he needed an Outlet.

Since then He endlessly travelled the lands on his own. During his travels he aimed to carve out his own good in this world in the name of Sarenrae, Paladin approved or not. He adventures to find relief from his constant depression and from a genuine desire to do good by destroying the beasts and monstrosities that live on the outskirts of civilization and to root out the evil that breeds within it. He aims to improve himself and to find relief from his Orcish hertiage by diving headfirst into any adventure he undertakes.

Now, Jareth has been wandering for as long as he can remember, but the one constant, the one thing he could depend on. His blades had always led him back to conflict. It was the only routine Jareth found acceptable, the chaotic reality that is battle.

It was inevitable that he would be drawn to the River Kingdoms. Jareth's blades would not be still. He made a perilous journey forward. He could feel a darkness threatening to consume the region. He planned on helping to forge a new land, and to increase the prosperity of all civilization, even if he could not, at the moment anyway, see himself living within it.

Personality.
Jareth is brusque and does not honey his words. He has accepted the life of an adventurer, and seeks jobs constantly, his motivation is both his good nature and his Orcish predisposition for violence. Jareth however is not bloodthirsty, he has been known to lose his temper, however he knows when to pull his punches.

When not traveeling and not currently on a job, Jareth becomes agitated, not used to having nothing to do. He becomes impatient and reclusive, often feeding his boredom with alcohol. Inversely, when currently under a mission he becomes completely motivated and determined, Jareth is also apt at working in conjunction with others of like minds. Being able to adapt readily to a changing situation.

He genuinely enjoys the lifestyle an adventurer has to offer.


Posting to show interest!

I'll have a character and a Background up after Christmas. I'm thinking maybe an Inquisitor or maybe a Ranger.


Yes, craziness can ensue. Which is why I'll limit accidental discharge to valid targets of the spell, or for plot oopsies. So if someone hits him with a sword, or arrow, nothing will happen.

If I decide to be mean, Reflex saves for the allies when the magus walks through his allies squares. mwaha! :p

Anyways, Thank you all for helping me out. I have a much better handle on touch spells now :)


Ok, although I still think it's really hazy (The spell itself more than the general rules). I would have to agree upon the distinction between 'Allowing to touch multiple targets,and allowing multiple touches.'

So, here is how I see it working with a level 3 Magus.

-Magus uses Chill touch in concert with his spell combat.
-Casts Chill touch.
-Takes a 5 foot step towards enemy.
-Makes free attack granted by Touch range spells with a -2(spell combat) using spellstrike.
-Makes attacks based on his Base attack bonus -2.

If enough charges are being held, any hits he creates with his weapons will release a charge. So, assuming all hit, the magus will use 2 charges.

Any misses results in no charges being lost.

I am ruling that once spellstrike is activated (declared when casting), the 'caster' includes the character and his weapon. So the rule about accidental touching, and so on apply if things hit him or his weapon.

He cannot choose to not discharge a spell when using his weapon.

**Another quick question on accidental discharge. Can a charge only be involuntarily discharged if the object interacted with is a valid target? Chill touch specifies creatures touched. So being pegged by an arrow, or being whacked by a sword wouldn't release a charge would it?)


Hmm, Ok. I think I'm getting it now.

This is how I think I will rule it, unless somehting I missed gets pointed out.

Chill touch doesn't allow you to make multiple touches in the round you cast it. You still only get the one free touch attack as per normal. Which can be delivered through spell strike by the Magus.

If the magus gains any more attacks, whether through her BaB and Spell combat, AoO's and the like. The Magus can swing her weapon and subsequently release a charge of Chill Touch. (Up to the maximum touches allowed by the spell.)

Holding these charges do not go beyond the round the Magus cast it (So out-of-turn attacks such as AoO's may still deliver a charge of Chill touch. If made before the Magus's next turn.)

Okay, I think that is how it's supposed to be.

@ProfPots

I think it's interesting what you mentioned about that line of text not being applicable to Chill touch and its Ilk. And I will think/read more about it.

However, my knee jerk reaction is that is false. The rule cited covers touch spells that allow you to touch multiple targets(Chill touch says Target: creature/level). However, there is another rule that says you can only touch so many people as a full round actions

'Holding the Charge' wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

I believe the bolded refers to spells such as Communal Energy Resistance. Whereas the one quoted in the OP refers to spells like Chill touch, and possibly Also Communal Energy Resistance. If you fail to use the charges, then the spell is wasted.

These rules are separated, one is under the heading of Combat, the other under Durations. So they seem to both apply in this instance.


@Grick

Thank you for your time in posting those links.

'Grick' wrote:
Why not? He hasn't discharged the spell, so he can hold the charge until it is discharged or he casts another spell. That has nothing to do with Spellstrike.

I got this from the rule 'Touch spells and holding the charge'. Which was in the link you posted for me.

'Touch spells and Holding the charge' wrote:

Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

So, with chill touch as an example, a Magus(or anyone) would not be allowed to hold the charge of the spell beyond the round it is cast.

But this is not really what I'm having trouble deciding on.

It's really how many free weapon swings does he get for casting it.

I skimmed the other link, Grick, and it seems a Creative Director says making more than one touch a round is a nono if you don't have the Base Attack. (I don't have time to really research it atm, but I will later tonight.)

But if that's true, why have the CasterLevel touches at all in Chill Touch?...

Any other insights would be appreciated.


1 person marked this as FAQ candidate.

Hello, everyone. I have been lurking and DM'ing(A first timer) a Pathfinder game recently, and I had some questions about the ability 'Spellstrike' from the Magus class and how it works with multi-touch spells. Mainly Chill-touch...

'Spellstrike' wrote:

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.

'Chill Touch' wrote:


Chill Touch
Range touch
Targets creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes

From the reading I have done, I know my player cannot hold the charge beyond the round he casts it.

My player came to me and made the argument that in the round he casts the spell, he can make all attacks (Lets assume caster level 3) that the spell allows through his weapon. So he can target 3 different creatures with this spell and deliver all 3 touches with his weapon.

But the wording in Spellstrike suggests that using your weapon to deliver the touch attack would limit him to one swing. (in fact the wording in general seems to completly lack elaboration with what to do with multi-touch spells.)

So, how would you guys rule this?

1) Does Chill touch actually grant CasterLevel amount of touch attacks in a round?
2) If so, Does spell strike allow the player to replace all these touches with weapon strikes, OR is the player limited to one weapon strike. OR can the player make one touch with a weapon, and then the rest as normal? (Which is what I suggested to my player, he wasn't happy about that.)

Also, I get this nagging suspicion that the touches allowed by the spell are limited by his Base Attack. However, this might be an artifact from my 3.5e days. Since I cannot find this rule at the moment in the Pathfinder Core rulebook. Because Chill Touch seems to be a pretty natch spell for a magus for a level 1 slot.

I would greatly appreciate any insights on this topic from any viewpoint.


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