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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 19,922 posts (20,948 including aliases). 1 review. 2 lists. 1 wishlist. 3 Pathfinder Society characters. 9 aliases.


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Using feats, abilities, and other tricks and mechanics, what is the lowest level we can get a character to cast a widened fireball?

I have a 6th-level character with the Spell Specialization (fireball), Varisian Tattoo (evocation) feats, the Gifted Adept (fireball) trait, the half-orc bloodline, and a goblin fire drum. This allows here to deal 10d6+20 fire damage with her fireballs. I'm looking to...expand on that...and do it at as low a level as is possible.


The inner voice within your ear
Vallisa wrote:
hey guys i am sorry its been so long. got a ton of stuff going on. what have i missed

Didn't find much in that abandoned town except for a book and a bunch of spriggan. Oh, and a pair of succubi, a creepy little girl who leads them, and their hoard of skeletal undead.

They wanted to take us to see their leader, the dread lich, Vordakai. We refused.


The inner voice within your ear

*Looks at battle map*

*Bursts out laughing in disbelief*

Do you think these used to be the villagers?


The inner voice within your ear

I think it's the best bad idea we've got. Let's roll initiative! :D


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Drahliana Moonrunner wrote:
Imbicatus wrote:

Again, the issue with C/MD IS NOT COMBAT. In combat martial characters shine. The issue is the vast power of narrative altering power that the casters can bring out of combat. Invisibility, Flight, Teleport, Wish, Create Demiplane... They can tell the laws of physics to sit down and shut up.

That is something that until very recently could not be replicated at all by martials, and that is the problem.

Without the same narrative power, martial characters are really nothing more than glorified NPCs, you act as bodyguards for the casters who do all the real work of moving the plot along.

If it's really that way in your games, than try eliminating all the spells you just mentioned as well as magic items that use those spells. or any spell that gives a caster narrative power that a martial does not ever get. And see if it's that much more enjoyable. Fantasy in which magicians don't have the most commonly mentioned spells in threads like these is real and viable.

So basically, all spellcasters would be kineticists. Just blast and move on and everything else risks granting narrative power.

If I wanted that, I would just play a video game.


The inner voice within your ear

In that case, I think we should fight. I'm happy to go along with the rest of you though if you guys would rather talk it out.


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Yeah, but don't you have to choose the starting point AND the target at the time you set it up? If the target moves even one square, you've pretty much wasted it.


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Is it possible, via the rules, to use up all of your actions moving up to and mounting a mount, then having the mount move to get extra distance?

Or perhaps having the mount take the run action, then hopping off and moving further yourself?

Seems odd that a guy jumping on/off his horse can be (briefly) faster than a man simply riding his horse the whole time.

I had a player move up to a horse (move action), fast mount (free action), take the run action (horse's full round), then fast dismount (free action), then move away from the horse into cover to stealth (move action).

That seemed somewhat abusive to me.


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Lemmy wrote:
Arachnofiend wrote:
Sorry Lemmy, but the Kineticist exists for people who don't like the resource pool system. There are plenty of other classes to play if you can't handle burn management.
Burn is still a resource... Only it's a terribly designed mechanic.
Lemmy wrote:
Burn is still a resource pool... Only it's one that kills you. And makes no sense. And is an unnecessary balancing factor with poorly implemented mechanics.

Could you please provide some evidence or support that backs up your claim? Just because you keep saying it doesn't make it true. I've played plenty of kineticists since their release and it's a perfectly fine mechanic.

The Mortonator wrote:
Speaking of, Delayed Blast is much, much better than it has been given credit for.

How so? What am I missing?


The inner voice within your ear

Are we attacking or surrendering everyone? We are kind of beat up.


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That's kind of what I meant; you would identify them by their paraphernalia and quite possibly their mannerisms. (Does he walk like a soldier, or like a pompous noble?)


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I do think it is important for the GMs and players to clarify how the search is taking place.

If a PC is standing in the middle of the room, because he's afraid of traps, he's not likely to see the sign on the other side of the door. If he's tossing the room, however, he becomes exposed to possible traps and hazards, and will likely find the sign behind the door.

As has been said, it is really a matter of communication than rules.


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Jiggy, can you further backup that your interpretation is the correct and intended-by-the-developers course of action?

Our group had a GM who withheld vital information from the party (a sign) even though we beat the room's Perception DC, all because the sign was on the back of the door we entered from. The lack of that information lead to mass confusion and a TPK later on in the adventure. That GM got reamed him out for it and hasn't done anything of the sort again.

I simply can't believe that adding that level of complexity to a simple search check is the intent of the designers.


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Wouldn't you use Knowledge (religion) to identify someone as a cleric? And Knowledge (arcana) to identify someone as a wizard or sorcerer?

These would be separate checks from those to identify the creature itself, of course.


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There is no price increase, just an added prerequisite: The GM's permission.


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So what would you do, James, if one source says a given spell is an oil and another says its a potion?


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Conceptually speaking, why would a person's concentration be X for one thing and y for another? Isn't a person simply good at concentrating or not?


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I'm reviving this thread for FAQ purposes. I've seen contradictory stat blocks; some that have different Concentration modifiers, and others that just use the best modifier across the board.

Which is it?


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In nearly all cases, you use your primary spellcasting stat for Concentration checks, which is Charisma for an oracle (you use Charisma in the case of spell-like abilities that don't say to do otherwise).

If you have multiple classes or abilities that grant Concentration checks (such as a cleric/wizard for example) you either keep each class' Concentration check modifiers separate, or you use the higher one. Official stat blocks have done it both ways, and which method is RAI and RAW is unclear at the moment.


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Doomed Hero: Which link are you using? Is it from a thread post? Those are generally unreliable, especially the older ones. It's always best to go to the OneDrive directly, which is linked to in the original post as the "master link."

Shiroi: I'm not at all smartphone-savvy, but I imagine that if you can't access it on the phone directly, you could just download it to a computer and then transfer it to your phone via cable or wireless sync.


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I did something similar with my "Mighty Battle Cock of Doom!"

This is what I ended up with.


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Did nobody mention the fact that those few skills that the Kineticist gets are easily THE BEST SKILLS IN THE GAME? Not to mention Acrobatics, Fly, Escape Artist, and Stealth all rely on one of the kineticist's primary attributes!

The kineticist is strong; strong to the point where I have GMs who are beginning to ban them in their games. The ONLY thing it is lacking is additional support material. Give it a few books and it will be amazing.


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Good job guys. Real good. Wait till you hear what I did today. :

The derro have come for me! :
My character heard that there were derro in the sewers of the city and that they were responsible for a recent string of kidnappings. Knowing little to nothing about derro, the party had no means of countering their darkness spells. My character was the only survivor to have (barely) escaped that damnable tunnel maze--never having actually seen what a derro even looked like.

Years later on a wholly unrelated mission against unrelated foes, the (newish) party was once again trounced by the enemy. My character, having happened upon the bodies of her comrades near the end of the battle, only ever saw a roiling globe of darkness (a tiefling this time). My character shouted "The derro have come for me!" and fled, only to be knifed in the back.

I hope I didn't brain my damage. :
A player immediately after coming to, having been knocked out by another player's cudgel. (The player, not his character.) The latter had been doing a Kata, and the former walked up behind him only to take a nasty back swing to the temple.


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Jiggy wrote:
The rules for oils are lumped in with potions, with the only specified difference between the two being that oils are applied externally via smearing instead of being ingested.

There are mechanical differences beyond what you describe. For example, unlike potions, the person using an oil is considered the caster, but not the target. With potions the drinker is both the caster and the target.


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Lepidstat shifter looks awesome!

It was my understanding, though, that AoMF didn't help you bypass DR.


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One important difference that I've noted is that with potions, the imbiber is treated as both the caster and the target. With oils, the applier is treated as the caster, but the receiver is treated as the target.


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Very interesting idea Taenia!


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I'm guessing it probably should have gone as Snowblind indicated.


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The spell was from a wand, as I said in my original post, so the DC was 13.

The level of the wild talent I was attempting to use was 1.


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I'm pretty sure they knew about that. I must be misremembering the situation.


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Can you flank an enemy if you cannot see the ally opposite you? How might the situation change if the enemy you're attempting to flank can or can't see one or both of you as well? Does it make any difference if you are aware of your ally's presence and position (but still cannot see him)?


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I recently had my kineticist caught in a sorcerer's web spell. I was told that, since I was grappled, I would have to make a Concentration check to use my kinetic blast and other spell-like abilities.

I said "fine" and rolled a 22. The GM told me that I had failed.

Later on I looked up the web spell and realized that there is no mention of CMBs, CMDs, or anything of the sort in its text. It's "Reflex save or be grappled." To escape you must make a CMB check or Escape Artist check against the DC of the spell (13 in this case, since it was cast from a wand).

However, without a listed CMB, I can't figure out how the GM (or indeed anyone!) could determine what the Concentration DC to cast in the web would be.

So, in short, what is the DC for Concentration checks for casting while grappled in a web?


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KingOfAnything wrote:

Curious why this came up. Were you dropping the wand before moving?

I would let the charge be held in the wand.

If I remember correctly, an ally was trying to heal another ally who was threatened by a foe while avoiding attacks of opportunity. I told him he could cast, then move, then touch, in order to avoid the attack of opportunity from the enemy.

The people seemed familiar with the touch spell rules, but they didn't seem to think it applied to wands.


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I was under the impression that many potions could be made into oils and many oils can be made into potions. However, it was recently pointed out to me that this may not be the case after all.

Can someone who is crafting a potion choose for it to be in potion form or oil form? Or is it generally assumed that it MUST be the form listed in the book/module?

For example, can barkskin be a potion or an oil, or does it have to be a potion (like it is listed in many books)?


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When using a wand to cast cure light wounds on an ally, can you cast the spell, move up to your ally, and then touch them, per the rules for touch spells?

Do you need to touch them with your hand, or can you poke them with the wand itself?

I recently had multiple people tell me that (if I understood them correctly) you could not do this, since the charge was in the wand, not you, and was not held. If you didn't use it immediately, it was lost. Ergo, you could not cast, move, touch. Furthermore, it was argued to me (briefly) that the charge, being in the wand and not in you, that you HAD to touch the target with your wand, not your hand.

They referenced the touch spell rules which all state "when you cast." It was their stance that the wand was casting the spell, not you, so those rules didn't apply.


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Do they stack? If I have a t-shirt and a character folio do I get two rolls?

Is it a one-time thing, or is it once per game?


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I heard that there are meta things you can do to get free rerolls in PFS.

What all can I do to get that? Is there anything that I could do TODAY? (I have a game in an hour and I'm anticipating some make-or-break rolls.)


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The arcanist, being a spontaneous caster, is right out.


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MichaelCullen wrote:
Look at possessing a meat shield type monster via magic jar, possession, or suggestion+marionette possession (doable at your level). Then you can use your transmutation buffs to make the possessed creature even better. Your half BAB matters less when you are running around in a Hill Giant's body with 25 base strength (before your buffs).

I've run a magic jar focused character with this GM before. I don't think he's going to let me pull those hijinks again.

Chess Pwn wrote:

Why are you playing a wizard if you want to be a martial?

Also I feel sorcerers do this better with DD and crossblooded with Orc or Abyssal.

Polymorph into things with lots of natural attacks, like a dragon, so you have more chances to hit.

Since half of this group is new to roleplaying, I've specifically been asked by the GM to "not steal the show." Due to the campaign setting, there are a lot of other restrictions as well, such as no spontaneous casting (it literally hasn't been "invented" yet in this Age of Dragonlance).


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BaconBastard wrote:

@rysky I attempted multiple times to point this out, but I seemingly need more proof that picking the emotional focus doesn't GIVE you the full emotional focus all the time, including the bonus feat the the phantom gets and other stuff.

I hate that I have to post this because I'm aware that it's wildly incorrect, but apparently I need back up in saying that not only is that interpretation wrong, but that part of the class feature is clearly you choosing the focus that your later abilities will be based off and doesn't give you the emotional focus as it applies to phantoms.

You're the GM. Your job is to make the final ruling when things are unclear. You've even shown him clear evidence of the game designers' intent of the rule. Grow a spine and put your foot down on this one. If the player doesn't relent, then he's just being a jerk and the interpretation of the archetype is the least of your worries.


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Ravingdork wrote:
I've asked the GM for permission to switch out the Desperate Resolve trait for the Magical Knack trait. If he allows it, that will help lessen the caster level hit.

This has just been approved by the GM.

Blakmane wrote:

Have you had a look at how the BAB compares to the lost spell level? You may gain relatively more from having access to a level higher in polymorph spells.

On top of this, I get the impression polymorphing will get worse as you continue to gain more levels, to the point where you will regret multiclassing as you are eventually forced into a more stereotypical wizard role but at a spell level behind.

Ultimately the EK is only giving you roughly +5 to hit by level 20, which doesn't seem like a particularly fantastic tradeoff to me given you don't care about iteratives anyway.

The difference in a single spell level in polymorph spell is usually +2 to the ability scores (+4 Strength vs +6 Strength, for example) and a few minor racial abilities.

That's not worth losing 5 points of base attack bonus. I may not get iterative attacks (with some forms), but I need to do anything I can to keep the accuracy up. Getting 8 natural attacks is worthless if none of them can regularly land. More so, if they don't deal halfway decent damage.

Sure, I can get an amulet of mighty fists, but why not up my base attack bonus AND find other ways like that to increase accuracy and damage?

That's one of the reasons why I'm building the character up for Combat Maneuvers too. In the scenarios where sustained DPR just isn't efficient, I can rely on trip, grapple and other disabling maneuvers to better allow my fellow party members to win the day.


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I've asked the GM for permission to switch out the Desperate Resolve trait for the Magical Knack trait. If he allows it, that will help lessen the caster level hit.

I think I want to take an 8th-level of wizard, since the base attack bonus goes up at that level anyways. 9th-level will likely be something like barbarian (urban barbarian) or bloodrager (urban bloodrager) so that I can tack on rage on top of my polymorph and other spell buffs. After that, it will pretty much be Eldritch Knight the rest of the way. By the time I'm 19th-level, I will effectively have 3/4 base attack bonus. I will be two levels behind in spellcasting, but I will still have a full caster level and will retain my ability to cast 9th-level spells some day.

Advice? Thoughts?


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My polymorph specialist build only works in mythic games unfortunately, which this is not. Doing it it well without mythic rules is...difficult. Maybe impossible.


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I am currently playing a 7th-level human wizard (exploiter wizard) with a penchant for transmutation. I want to be able to turn into big beasts and tear my enemies apart. Sadly, playing a class with half base attack bonus makes that extremely difficult.

How might I optimize this moving forward so that it remains effective throughout my adventuring career?

(If it helps, I'm playing in the Dragonlance Campaign Setting, and so armies of weak minions and tremendously powerful dragons are going to be fairly common place.)


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Mark Seifter wrote:
Gilarius wrote:
Mark Seifter wrote:
Gilarius wrote:
Tiny Coffee Golem wrote:
I always liked having to have a piece of the creature. It severely limits what you can make.
Yes. I'd apply that if any PC ever wanted to try it.
Yeah, that is one of the things listed in the currently-still-in-draft-stage simulacrum blog FAQ.
I'd like to see any additions/clarifications to Simulacrum to explicitly state that special abilities/spells/powers/etc/etc are at the GM's discretion and all need to be approved or the default position is that the simulacrum doesn't have them.
Also in the draft, with examples of one GM going through the process.

Shouldn't simimulacrum just be a template, similar to animated objects? I think that would be a fine way to both clarify what it does, how it behaves, and keep the balance in check.


The inner voice within your ear

An odd question, considering everything is recorded and easily accessible in the thread. (Glad to have you back! :D )

We were exploring the town around the keep. We were nearly eaten by nearly a dozen rat swarms, but they're dead now.

We found some interesting written materials (more about those in the thread).


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Drake Brimstone wrote:
Castilonium wrote:
Tiny Coffee Golem wrote:
I guess you could be an elf and not dream.
Elves in Golarion sleep and dream. They even have a Dreamspeaker alternate racial trait. The whole "elves trance instead of sleep" thing is only in the Forgotten Realms setting, which was the official setting for D&D.

Actually, Elves in Golarion do NOT sleep. This referenced in the description of the Nightmare spell, but is made very clear in the book Elves of Golarion.

Please note, the Dreamspeaker alternate racial trait removes elven immunities. These are the rare few who do sleep.

I think I remember reading somewhere that, that was wrong, and that the developers made a mistake and/or were planning to errata that.


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It's generally good form to link to the rules you are refering to in these kinds of discussions.

Darkness bomb

Darkness Bomb wrote:


Darkness Bomb: When the alchemist creates a bomb, he can choose to have it suppress light sources on the target. This extinguishes nonmagical light sources carried by the target and dispels magical light sources for 1 round/level as deeper darkness.

I'm of the opinion that ambient light qualifies as a non-magical light source, and thus would be snuffed out as well, effectively creating an area of darkness.


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mind blank


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Chess Pwn wrote:
Three people say you're wrong and you still don't believe. Oh well, here's the FAQ

I have had upwards of 200 people tell me I was wrong on forums before, only to have the developers step in and prove me right. No one can ever be truly certain of anything.

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