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Organized Play Member. 5,803 posts (5,805 including aliases). No reviews. 1 list. 1 wishlist. 4 Organized Play characters. 1 alias.


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There's no official ruling on this. And there probably won't be because it's not a simple question.

Longbows should have never been martial weapons. That thing is well within the realms of being exotic.

Cevah wrote:
Fourshadow wrote:
In addition, when you get this at 3rd level, it does 2d8 (1d8/2 caster levels) to a target. If undead, it does 3d6 (1d6/caster level) and those undead vulnerable to bright light 3d8 (1d8/caster level). It will get to 5d8, 10d6, 10d8. As the only character to get this as a 1st level spell, sounds better than Magic Missile to me. Intensified, it would be a 2nd level spell. Nice.

Nope. Searing Light is 1d8/2 levels, which means you don't get that second die until level 4. Remember to round down.


It may also mean it doesn’t even deal damage to normal creatures until level 2.

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Thanks for the list. I think there are some cool feats and weapons in there too.

Basically, she’s the reason martials get nice things.

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I’m pretty sure she did the butterfly blade slayer and the kinetic knight kineticist. Both really cool and interesting archetypes.

I’m sure there are others, but I’m not aware of which.

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

At very low levels, I don't think you'd see a big difference, because of the cost of firearms. But the benefit of armor would quickly be diminished, encouraging most martials to go dexterity based and not caring much for strength.

Fourshadow wrote:
But it's a 1st level spell...that you're getting at 3rd level. Shouldn't that bump it? Or that would only be for undead? Hmmmm....

I'm not sure what you meant. Your caster level is your caster level. The level of the spell is only relevant for DCs. Though the assumption would be for the spell to be treated as a 1st level spell in all ways for the sorcerer.

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avr wrote:
Looks like we need a "filter by Isabelle Lee" option on Archives of Nethys. I was looking at this just this morning, and yes it's interesting.

She does have a habit of giving us a bunch of really cool archetypes. It'd be interesting to see a full list of the ones she's done.

D20pfsrd isn’t an official source though. Their concept of what a score represents isn’t necessarily true.

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Sheahan wrote:
The problem with comparing 7 and 14 is 7 is as low as you can go, while 14 is still four points away from the highest.

The world is assumed to be based on the average person rolling 3d6 for their stats, so 3s aren't that unusual. Point buy just has that 7 limit to keep people from being too munchkin. Heck, the default low in Starfinder and 2E is 10. Does that mean that 10 is now really stupid?

20 is just the level 1 cap. A level 4 expert wouldn’t be too unusual.

The bell curve cant be determined for humans because we don’t know what percentage put their floating ability bonus in intelligence.

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baggageboy wrote:


Char 1
-Student of philosophy (int instead of cha for the attitude aspects of bluff and diplomacy)

Char 2
-Empathetic Diplomat (wis instead of cha for diplomacy)

A 7 isn't really "that" low, so I wouldn't go too far off normal to play it. The 7 is no further from average than the 14. One gives -2 and the other a +2. So, the 7 would be as much of an idiot as the 14 would be a genius.

Char 1 might be bookish. He's usually conscious enough of others to know if he is annoying them, but can't quite figure out how to reliably make people like him either.

Char 2 might be stoic. He's too busy listening and paying attention to bother talking most of the time. The average person won't pay much attention to him, but those who know him, always hold his opinions in high regard.

ogmius wrote:
I always envisioned an IQ of 8 was forrest gump, whereas an 18 was albert einstein

It’s odd to me that people think of something as high as an 8 as being that low. Consider that the 8 is as far from average as the 13.

The feat is the only "cost" required. It lets you choose a single creature and apply the template to that creature. The creature type chosen must be a fey or outsider and available as a choice with the improved familiar feat. But the creature summoned is not itself a familiar, and wouldn't have the abilities and limitations attributed to familiars.

The creature can "level up" as you can cast higher level summoning spells, but that just keeps pace with the other creatures that can be summoned at that higher level. The feat is mostly just to give you a signature summon unique to your character, but it does have a couple of advantages. Since the creature is always the same creature, it can be useful for scouting, as you can have your summon infiltrate, and then just summon it again to have it report on what it saw. And the creature lasts for minutes per level, instead of just rounds per level, which is great for those who summon using spells instead of using SLAs, which tend to already have a minutes per level duration.

This feat is a pretty good choice for summoning-based clerics, as you can choose a creature that will always work with the Sacred Summons feat.

doomman47 wrote:
I have played in several groups were iq = int x 10 no idea if its an official rule but that's the way we played it.

It’s just the easiest way to do it, and is reasonably close to the answer you’d get if you did a lot of work.

Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

Magic missile scales up at the same levels. At 3rd level Magic Missile also increases to 2d4+2 for an average 7 damage. Searing light would do 2d8 for an average of 9 damage. So, a pretty small difference. Meanwhile, magic missile doesn't have to roll an attack to hit the target, so it's super reliable.

I'm not saying Searing Light is terrible. Against undead it's pretty good. But it doesn't seem like a big deal to get it at level 1. Maybe if you knew you were playing in an undead heavy campaign, it'd really shine.

I've requested a FAQ for various bonus spells before, but it's a surprisingly thorny problem. Consider the odd cases, like archetypes that change the levels at which you gain bonus spells. Or oracle FCBs that can drastically change the level at which a curse gives you bonus spells.

I'm missing something. What's so great about that spell? It's pretty good against undead and has a decent range, but in general, it seems less useful than magic missile.

Probably... That text looks poorly thought out, mostly because it is difficult to determine what is a beneficial effect.

It would certainly negate the strength bonus. But the size increase could be considered a neutral effect instead of "beneficial".

-A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances.

-A bard cannot have more than one bardic performance in effect at one time.

Getting spells at unusual levels happens a lot in bloodlines and patrons and the such.

It’s usually 3rd level for things like clerics. The intention would be for it to count as a 1st level sorcerer spell.

Funny thing is that going from radius 30 to radius 40 almost is almost double the area, because of how area works.
A= π * r^2

You can parry when flat footed, because nothing says you can’t perform that action while flat footed. But you wouldn’t be able to reposte since it requires an immediate action, which being flat footed prevents.

Rogues also do better, the more your party crowds the field. A friendly summoner can really help the rogue shine.

Fast Healing is like natural healing, but it is not natural healing. This is the same as how spell-like abilities are like spells, but they are not spells. The eidolon can benefit just fine from fast healing, in all its forms.

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As for the actual rule:

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.

It sounds like someone is looking at the number of future sneak attack dice without considering how hard those attacks are to land. Not only does the BAB scale slower for the rogue, but the accuracy penalty from two weapon fighting and the penalty of the iteratives drive the chances way down for most of the rogue attacks to hit. And if the rogue should get really luck sometimes, then great. It’s not worse than the wizard ending the combat instantly, with some save or die spell.

It’s really not “that” powerful of a spell. It’s 4th level. It’s mind effecting. And it is pretty easily dodged by smart enemies.

Compare it to confusion, which can get the job done faster and deadlier.

The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.

The spell jumps until it can't find a valid target.

Even if the creature makes its second save, it is still dazed on its current turn. The second save is for seeing if it's dazed "again".

You can't make a save when dead, so the spell would just sit there until its duration ran out. I suppose if the creature came back to life while the duration still lasted, it'd go back to needing to make its save.

The rust monster and rusting grasp spell merely deal hitpoint damage to the creature. So natural rust should probably be the same. Just start the golem with less hitpoints, depending on how rusted it is.

I’d recommend just living with low AC and going with ranged options so you don’t have to get into combat. Sanctuary can help keep you alive if you aren’t going offensive.

The spell can’t do direct damage, because it doesn’t list damage. You could possibly lift the dagger above them and release it, which then requires the falling object rules.

The game doesn’t have facing so everyone is assumed to be facing in all directions simultaneously.

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I’d say the arcanist is still “Vancian” casting. Just with a small but highly impactful quality of life enhancement.

I’d be for a complete changeover to that style though. It’s so much more fun and so much less stressful when picking your spells for the day.

PCGen easily gets confused when dealing with skills. Did you try adding all of the skills for one level, before adding the next level?

Agénor wrote:
As an analogy, if something of this quality was served at a restaurant, I'd either not eat it or return it, depending on my mood but certainly not make use of it as is.


If you're looking for house rules, I'd try to replace the SLA with another SLA. And the SLA should probably be conjuration-based to fit the theme. So, maybe an Instant Weapon SLA that's always effected by Greater Magic Weapon, for level scaling, and only available if your Eidolon isn't summoned.

"Suffer" can also just have a meaning of tolerate. In that case, tolerating the ability in any way would mean that you can't be affected by it again.

"Misfortune" could actually just be translated as Divergent Luck, thought that is far from the common interpretation.

Sapient wrote:
However, it also says "the creature must take the result of the reroll, even if it's worse than the original roll," which hints that the target may have been expecting their fate to improve.

That's an interesting point. If you weren't meant to use this on allies, then I can't think of why that text would be there.

I don’t think permanent is possible. The shape changers gift spell may be what you are looking for.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire.

So, both the spell and the creature must end for the creature's spells to expire. So, a killed summoned monster's spells should still be in effect until the spell that summoned it ends. But the point still stands, because the summoning SLAs are written in a way to end the spell, not just the creatures.

If this ability is used again, any existing summon monster immediately ends.

Sapient wrote:
But I think what really has to potential to bother other players is the amount of table time you can fill up. I personally only rarely field more than one summoned creature, and when I do I hand out stat sheets to the other players so they can control them.

I have a houserule of only one summon at a time. If you summon from a lower level list you can instead apply the advanced or giant template to it.

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The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

It's funny, because the ability doesn't even mention carrying gear, so one extreme ruling would have the arcanist always arrive naked. But my reading relies on, "This counts as 5 feet of movement", which I can interpret to mean that if you can do it with 5 feet of movement, you can also do it with this ability. So, if you can move 5 feet while carrying a body, then you can also move that way with this ability.

I do think it's a small "problem". Using a bow in melee combat should be dangerous, but I don't know of a good way to do that without giving everyone the attack of opportunity power. I can't see a good reason for that not to be a universal power though. Just make the fighter better at it.

That’s a big thread necro. If it’s not for PFS, check out the Summon Guardian Spirit feat. It can give you a good reliable option starting at level 5.

If you are going to get by without a healer, then you need to be able to shut enemies down very quickly. So, that's either going to be with extreme amounts of damage or strong control options.

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I doubt there’s much of an expectation of people playtesting this soon anyway. The books need time to be absorbed by the average group. This is probably going to be a long playtest, likely with a second pass.

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