1. The Two-Weapon Warrior Fighter archetype has this:
2. Vital strike can be used with either weapon in your main or off hand, but not both. Vital strike requires the use of the "attack action", which is a specific type of standard action. Doublestrike is a different standard action and they cannot be used together.
3. No, see 2.
I would probably ask for a bluff/sense motive check since I would assume the paladin would wish to know what the spell was and the wizard would have to lie about it. If sense motive beats bluff you'd be into opposed charisma check territory to convince the paladin that it really is a good idea.
Remember, a level 2 wand's minimum caster level is 3, so a wand of invisibility lasts 3 minutes, not 2.
Also, Mirror Image is an excellent wand.
1. It advances according to the chart and is not able to be enchanted through the use of money.
2. Yes, you can use your arcane pool to add further enhancements and abilities to it. For example, a +2 blackblade sword at level 5 could be enhanced to a +4, or a +3 keen, or a +2 flaming shocking sword.
Also remember that although it is good, there's nothing stopping you from buying other weapons, like a +1 spell storing weapon, or other back ups.
I like the risk/reward style for playing up. I've had some incredibly close calls while playing up that made it exciting
Also, as someone mentioned earlier, playing up generally requires more consumable use to make it through, which helps even out the gold anyways. If playing up didn't also increase the gold you'd get a reverse effect where playing up actually nets you higher risk and lower usable wealth.
There's at least one scenario that leaves you with no magic for part of it. Playing a primary spellcaster in that scenario was... less than fun.
N N 959 wrote:
No reason to need a bluff for that, just actually use it. Having the Eschew Materials feat doesn't require you to use it. You are still able to use normal physical spell components.
Use Drow poison, use it on secondary weapons (in Spring-loaded Wrist sheathes, or just in regular sheathes) and use them on creatures and people with low Fort saves.
Pretty interesting when the big bad spell caster falls asleep in the first round of combat.
Stay away from poisons that do ability damage (unless you find them from the campaign). While it can be nice and seem good, as other people said it generally does little in the duration of normal fights, and costs too much otherwise.
This isn't a skill but it's another outside the box solution.
Happens in Skull and Shackles, not much of a spoiler but does describe our solution to a problem:
We knew we were heading to recover information from a shipwreck, so we bought a scroll of Salvage (a 9th level cleric spell) in advance. When we got there we found the ship in 2 pieces, part of it down a trench but within range. Rather than diving down and fighting anything lurking within, we just cast salvage (making the DC 18 caster level check) and brought the ship to us. And then we sailed it back to port and got our money back for that scroll.
I don't know the answer to the first part, but in general outsiders have no souls. If you look at the outsider subtype description in the bestiary it states that unlike natives to the material plane, outsider's "soul" is part of his body. While death on other planes sends them to their home plane, while death on their home plane results in permanent death. The lack of a separate soul means raise dead can't work because the soul is dead too.
Obligatory disclaimer: This is for a PFS character, but it seems like a general rules question so I am asking here. If anyone knows of differences for PFS that help would he appreciated. The character is currently level 3 so a first level retraining is no longer an option.
I have an Inquisitor of Shelyn who grew up in a temple of Shelyn as a simple scribe. He never had much artistic or musical talent but was happy to transcribe the works of various other poets. Recently, he began adventuring with the Society though and found the life of exploration much more to his liking. He met several followers of Desna and found her tenets to actually fit him much better. He's actually good at exploration and finding new things; certainly better than sitting in a musty old room copying other artist's work.
The question is, is it possible for him to part ways with Shelyn and become a follower of Desna? If so, what are the consequences?
1. I assume this would require an atonement spell. Most likely a full 3000+ gold or 8pp version to restore spells, though since he didn't purposefully violate a tenet of Shelyn and the two gods are amicable towards each other there could be an argument for the cheaper variety. I'm fine with either of course, just want to get it right.
2. He would lose his fervor inquisition and would have to select an inquisition or domain from Desna's list.
3. He would lose proficiency with the glaive and gain proficiency with a starknife.
4. He would be subject to Desna's alignment restrictions, though I believe he already satisfies this one.
I think that would be it. As a personal matter he would probably bring gifts of various art pieces that he finds during his travels to the temple of Shelyn where he grew up, but in general would pursue his own goals.
TLDR: Is it legal (including PFS) to change deities as an inquisitor and what does it take to do it?
In general bonuses of the same type do not stack (you get the better one if there are more than one that apply).
Regular (physical) armor does not stack with Mage Armor because both grant an "armor" bonus.
Regular (physical) shields do not stack with the Shield spell, nor do either of those stack with the shield arcana, all of them provide a "shield" bonus.
Amulet of Natural Armor provides an enhancement bonus to Natural Armor, and thus stacks with both an armor bonus and a shield bonus.
A notable exception to this is that dodge bonuses generally do stack.
You don't get a big benefit for starting either way. If you want to start with magic and a weapon, go magus. If you want more defensive start with monk. Keep in mind what feats you want to take because your monk bonus feats may satisfy prerequisites that would allow you to take a particular feat for your level 1 feat (like requiring improved unarmed strike).
Actually if you use mending you can get rid of the scroll's damage. Two scrolls with a 9th level spell on them should get you through most fights then just mend them using the cantrip. and if you shield bash with them they do still lose the 1 hp.
Actually, the ability says explicitly that the damage can't be repaired.
I have plans for a very similar build myself. Was originally going to be a negative energy channeler so I could do my channel force thing more often, but I decided to make that a secondary thing instead.
I'm taking the feather and growth domains so I get an animal companion (tiger) and enlarge person and fly as domain spells. At level 10 I'll be dipping 1 level of mammoth rider and casting enlarge person on my tiger because a size gargantuan tiger companion sounds hilarious. I'll also be picking up the celestial companion aasimar feat to give my giant super tiger DR, resistances and smite evil. And then you know, cleric spells and stuff.
Since you already have UMD, a few scrolls of Mirror Image or Blur (UMD DC23) might not be a bad idea. Use the scroll before you kick in the door and you're good for 3 minutes.
Buying a Scroll of Breath of Life and a Scroll of Break Enchantment might not be a bad idea either, so your friendly neighborhood divine spellcaster can save your neck if things get nasty. If your cleric gets messed up you could even try to save the day with a DC29 UMD check to cast one of those scrolls yourself...
I would probably rule it as a move-equivalent action (about as difficult to strike the match as it is to draw a weapon, or pull a scroll from a scroll case).
Therefore, they could load their special bundle into a Spring-Loaded Wrist Sheathe and spend a Swift action to retrieve it, a Move action to light it (with a free action to drop it) and still have their Standard action available for use.
Edit: Oh, hm. I just reread your post and noticed he has it set up on his belt with sand paper on the belt. I suppose that would be fine as you described it then. I'd also rule it that it is a full-round action if he ever wants to draw one of those contraptions without immediately lighting it.
The group I'm GMing for ran into other problems there.
Actual RotRL spoilers:
My group ran into a nasty set of brambles, failed their saves and got a hefty amount of ability damage going in. Then, they alerted the druid in the brambles who proceeded to step in and out of the walls while shanking them with his flaming sword. He easily alerted the other goblins to their presence and nearly killed 2 members.
After this, the party decided to make a hasty retreat back to town to rest up, stock up on consumable supplies (at my suggestion, they're fairly new players) and come back more prepared. I maneuvered some of the goblins around into more cohesive units so there were fewer, but more substantial fights when they returned. Fortunately, with the addition of a Wand of Mage Armor, a Wand of Shield, and a few scrolls of Mirror Image, they made short work of most of the rest of Thistletop.
They lucked out and cleared the 2nd floor of all enemies before entering the chapel because when they entered there the Yeth hounds feared everyone except for the party ninja/sorcerer... who managed to stand her ground and survive until her allies returned thanks to one of those scrolls of Mirror Image and Shield.
We called it a night after clearing out the second floor completely, and they'll be heading downstairs for the showdown with Nualia next time we meet.
An extra note, if you plan on using nets, be sure to carry a size Large net with you and a potion of Enlarge Person. You'll take the penalty to attack with an incorrectly sized weapon, and you'll have to use 2 hands with it, but with those two combined you can net a creature up to size Gargantuan up to 20 ft. away.
That said, good luck succeeding with the strength check to actually hold on to the rope against a creature that big.
Might want to consider going half-orc with this racial trait:
Some half-orcs have a spiritual kinship with fantastical beasts,capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.
And start with 1 level of fighter. It will give you proficiency with whips and nets, darkvision, an extra feat at level 1 and slightly more hit points.
The down side is it would delay lingering performance until level 3.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Unfortunately, the bolded part makes it questionable whether you can Spell Combat with a thrown weapon. If it's considered a melee weapon (like a dagger) it's arguable, but things like chakrams are considered "Ranged Weapons" so it would need GM approval.
Personally, I wouldn't find a problem with it, but that's just me.
This is the feat you're referring to. Note the bolded text. Also, because you choose to heal or to harm when you use your channel ability, you can safely channel positive energy without harming your Dhampir party member, he just won't benefit from the healing.
Pitborn tiefling gives STR/CHA.
My Skull and Shackles DD is:
Urban Barbarian/Invulnerable Rager 2
He's a complete beast in melee and can intimidate well, but outside of that he lacks much usefulness due to low intelligence. I use the "maw" portion of Maw or Claw to gain a bite attack and my sorcerer bloodline ability to gain claws. I also use my kind points to boost my speed when necessary or to get an extra attack and I use lesser fiend totem to get a gore attack while raging.
Ear piercing scream is 1d6 / 2 levels. You won't get a 10d6 intensified ear piercing scream until level 20.
Someone liked my item :D
I'm happy now. Thanks
The way I tend to build most of my characters leads me to level dip at least one level usually.
Barbarian 2/Ninja 2/Sorcerer 1/Dragon Disciple X. I get 4 natural attacks per round (5 if I spend a ki point) and I have a fairly impressive strength to go with it. This character is a melee beast that can use wands for range when needed.
Heretic Inquisitor 1/Empyreal Sorcerer X. This guy was built on the premise of lying through any situation and the one level dip gives him a huge boost to bluff. The rest of the time he buffs, debuffs and summons monsters.
Gunslinger 1/Myrmidarch Magus X: Magus with a gun. Yup.
Unarmed Fighter 1/MoMS Monk 2/Kensai Magus 2/Sword lord X: This one is fun, the first 3 levels get me all of the crane style feats, snake style, and wisdom to AC, next 2 levels grant aldori dueling sword proficiency, weapon focus, spell combat, spell strike, and 2 INT to AC if unarmored, and the ability to use a wand of shield. Obviously, this is my boost defenses like crazy build...
Oracle X/Witch 1: This one is my necromancer. High CHA allows him to focus on inflicting nasty curses, then using his witch familiar to touch corpses when he casts animate dead. If I lose the familiar I'm out 500 gold, but that's pretty much it, the witch level is primarily for access to Blood Money. I also picked up evil eye and cackle.
That's probably good enough. My point is that there are times when the benefits for 1 or more levels outweigh the benefits if you're trying to build around a theme or to a specific goal.
Guide to Pathfinder Society Organized Play wrote:
Weapon Style: You gain proficiency with one weapon that has the monk special weapon quality (see page 145 of the Core Rulebook).
If so, that's a trait (that is equivalent to a feat, just more restricted). I'd probably just let him have a reflavored version of it, provided you were playing with traits.
Right now he's set up to be human (normal) Gunslinger 1, followed by a minimum of 4 levels of Myrmidarch. If I decide to go EK, he'll go to level 8 or 9 Magus as stated before.
Ability Scores (20 point buy):
Feats: Gunsmithing, Rapid Reload Pistol, Point-Blank Shot
Future feats will follow the standard ranged attacking nonsense.
At level 4 I'll use my arcana to gain a familiar, and turn him into an Imp at level 9, whose job it will be to use a wand of Abundant Ammunition, and other helpful wands.
I haven't gotten too in depth with the build yet, just sketched out the overall goal/start point.