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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 18,304 posts (19,122 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.



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3 people marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Had an interesting player/GM interaction in a recent game and was hoping to get some outside thoughts on the matter of rope trick.

Some background:

Our party has been hounded by will o'wisps for several nights now. Since our characters are only 6th-level the wisps' fast fly speed, natural invisibility, and magic immunity has made it hard for the PCs to do much more than drive them off for a short while.

In the meantime, they have taken to luring other monsters into our characters' camps for their own sadistic enjoyment. So far the heroes have been forced to fight undead bloody skeleton trolls, a young green dragon, a hydra, and a pack of barghests on account of them.

They showed no signs of letting up so I decided to prepare an ambush.

Riva Sarjenka wrote:

"Ha! We won't be seeing the likes of them again now that they know what we're capable of!" shouts Riva, much louder than is necessary for her companions to hear.

After returning to the camp, she casts rope trick and ushers everyone else inside. Riva remains outside and casts see invisibility and silent image.

She then creates the illusion of a crackling fire, using illusory smoke to conceal the dangling rope. She also creates the figment of several sleeping expedition members, left terribly exposed in their seeming exhaustion and overconfident victory.[/ooc]

Riva then lies in wait, pretending to be asleep herself, ready for evil's inevitable return.

This immediately sparked a debate between the GM and myself about one's ability to hide the dangling rope. He seems to think that nothing whatsoever can hide or conceal the rope, as the spell description clearly states the following:

The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

I take that to mean that the rope cannot be hidden by those within the portal, that is, it can't be pulled up into the portal or anything like that. Ignoring the fact that the spell is already internally inconsistent (it says the rope can't be removed, but then immediately gives a method of removing it in the very next sentence) the GM has a much broader interpretation. The one he proposes seems, to me, to be a physical impossibility.

After all, the people on the other side of the planet can't see the rope for all the earth in the way. If cast inside a room at an inn, then surely it is hidden from people outside the room, outside the inn. If I built a fire with choking smoke under it in the forest, then surely the rope doesn't suddenly start glowing through the smoke or something, right? You can't read it in terms of absolutes because the rope will ALWAYS hidden from somebody; hence the physical impossibility of his interpretation.

In short, what does that rule actually mean, and how should it be run per RAI/RAW?

ROPE TRICK:

School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (powdered corn and a twisted loop of parchment)
Range touch
Target one touched piece of rope from 5 ft. to 30 ft. long
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Can a Soulbound Shell arcanist use their Quick Study class ability to change their spells prepared despite their Cemented Mind racial trait?

I guess I'm asking which ability trumps the other as they are both pretty specific.


8 people marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Does difficult terrain effect you if you are not on the ground? For example, say your rogue attempted to jump over a square with difficult terrain in it, or if your unchained monk were performing a flying kick over the difficult terrain.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Can a valet familiar still deliver harmful touch spells?

The archetype says it "modifies" the deliver touch spells ability, but it's not really clear if it is modifying it by limiting it to harmless touch spells, or if it is modifying it by expanding on the existing options and allowing the familiar to move before and after delivering a harmless touch spell in addition to still being able to deliver a conventional harmful spell.


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Is it me or can the spell, creeping ice, cover an insanely large area in ice?

I calculated* that at CL 9, it can coat an area of 81,000,000 square feet under 9 inches of ice in under an hour and a half. By caster level 20, the area would be exponentially larger.

In what ways might this be used effectively or otherwise put to good use?

*:
Though I'm really bad at math, so feel free to double check that.

EDIT: I guess the overall area would still be limited by the spell's maximum range (medium). Still, I suppose you could use metamagic to extend it quite far.


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Yes, it does stack; or no it does not? I recall there was a change to the size stacking FAQ, or an additional entry on the matter.

In any case, I don't recall what the final word was, or if people had even agreed on an interpretation.


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

The rules leave little doubt that you can craft 2,000gp worth of a magical item per 8-hour day if you increase the DC by 5.

They also state that while adventuring, you can only craft for 4 hours, and that you only get 2 hours of crafting (250gp worth) out of it.

My question is simple: Can you accelerate crafting while adventuring? (e.g. - Working for 4 hours to get 4 hours of crafting, or 500gp worth, done during an adventuring day's downtime.) Or are the two options mutually exclusive?

Relevant rules:
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


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Here's a fun hypothetical:

Say you are a rogue with the Trap Spotter rogue talent. You step around a corner into a 20-foot long, 5-foot wide hallway. A magical trap at the far end of the hallway detects your presence and fires an acid arrow at you.

Would you get a chance to detect it prior to moving around that corner? In other words, is the trap considered to be 20 feet away, or within the range of Trap Spotter?


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I've come across several magical items, such as the fogcutter goggles, which take up the "face slot."

However, there doesn't appear to be a face slot. Above the neck you only have head, headband, and eye slots.

Was this new slot added to the game at some point, or is it just a common error? (I mostly see it in splat books.) If it's the latter, what is its slot supposed to be?


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What different methods are there for getting additional swift actions in a round?

The only ones I'm familiar with off the top of my head are the borrowed time spell and the corset of delicate moves (probably best described as a vest for male characters).

I suppose you can do what the game developers did with their glove of storing/gauntlets of the weapon master trick; and essentially stack it with itself several times to get multiple uses per day (it would only cost you an additional 3,000gp for each extra daily use--unless you craft it yourself of course).

Still, I'm wondering if there is more out there for those poor classes that are choked by too many swift action options and not enough swift actions in a round.


9 people marked this as a favorite.
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With all the discussion on the new unchained monk and their severe lack of ki points, I thought I would post this so people trying out the new class wouldn't feel like they were totally without options.

- A big thanks to Luthorn for helping me compile these -

Ki mats, from Ultimate Equipment, can get you a ki point back with 1 hour of meditation.

Faiths of Balance offers the bronze gong as a 100gp channel focus that, when charged with a use of channel energy, allows the person ringing it to regain 1 ki if they worship Irori.

Similarly, the Adventurer's Armory gives us the meditation crystal as a 100gp channel focus that does almost the same thing, save that it takes 1 minute to regain the point of ki. Good for non-Irori worshipers.

There is also the wyrwood special material in Ultimate Equipment, which when confirming a critical hit, lets it gain a point that can be turned into a ki point as a swift action. It can only be used for wooden weapons or weapons with wooden hafts though.

Naturally, there is the Extra Ki feat for increasing your ki pool by +2.

The Ki Channel feat from Inner Sea Gods requires you to have the ability to channel positive energy and worship Irori, but it allows those affected by your positive channeling to choose to instead regain a number of ki points equal to the number of dice that would normally have been rolled to heal them.

The ring of ki mastery from Ultimate Equipment allows you to store 2 points of ki in it that remain until used, which presumably allows you to regain those points normally, effectively granting a +2 bonus to your ki pool, as well as reducing the cost of ki techniques.

The husk dart from Melee Tactics Toolbox is a unique magical weapon; a wushu dart that when it crits against a living creature, has them make a DC 16 Fort save or be under the effect of feast of ashes spell while granting the wielder 2d6 temporary hit points that last 24 hours, treating them as if they had had a meal, and restores 1 point of ki as well. Given that wushu darts are made of wood, you might be able to get a wyrwood husk dart.

The amulet of hidden strength from Ultimate Equipment lets you regain two points of ki as a full-round action once a day.

The ki crystal from the Faction Guide gives you a one-use item for 2,000 gp that stores a point of ki in it that you can use as if it was yours.

The necklace of ki serenity from Ultimate Equipment treats you as if you were 4 levels higher for determining the size of your ki pool.

The master's name from Lost Treasures lets you regain half your ki pool once per day, but this can't go over your maximum ki pool.

There's the ki leech spell from Ultimate Magic that lets you steal ki.

Inner Sea Gods also gives us the replenish ki spell.

There's also the Honored Fist of the Society trait from Faction Guide that gives you +1 ki point if you're a member of the Pathfinder Society.

And finally, you have the monk vows from Ultimate Magic which, if your willing to accept steep penalties, can increase your ki pool substantially.

Are there any other options you guys can think of that might make an unchained monk's ki more manageable?


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When choosing a skill with a subset of choices (such as Craft, Perform or Profession), does an unchained rogue with the Rogue's Edge class ability (Pathfinder Unchained) need to choose only one subset, or does the benefit apply towards any/all of the skill's subsets?

Now, I know that the Signature Skill feat grants something similar, and specifically states one must choose a skill subset, but I see now such language for Skill Unlocks in general, or in the rogue's Rogue's Edge class feature--which is supposed to be more versatile than the feat anyways.


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Can you use Gloves of Arrow Snaring if you don't have the Deflect Arrows feat? It seems to grant you the Snatch Arrows feat twice per day, which is dependent on you using Deflect Arrows, but it says nothing about granting you the Deflect Arrows feat.

Is this item useless to anyone without Deflect Arrows?


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

How does the Improved Damage eidolon evolution from Pathfinder Unchained interact with the Improved Natural Attack Feat and the recent FAQs on size increases to damage?

Improved Damage:

Improved Damage (Ex): One of the eidolon’s natural
attacks is particularly deadly. Select one natural attack form
and increase the damage die by one step. This evolution
can be selected more than once. Its effects do not stack.
Each time the eidolon selects this evolution, it applies to
a different natural attack.

Improved Natural Attack:

Improved Natural Attack
Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

FAQ:
Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?

As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

I'm thinking that my large eidolon would have a 1d8 bite attack normally, 2d6 with Improved Natural attack, and 2d8 with Improved Damage. I wanted to make certain though.

(And I know this has been brought up many times before, but I am so far unaware of the answer, or how the recent FAQ might effect it.)


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I was trying to make an unchained summoner and his eidolon when I came came across this under the "Mount" evolution:

Requirements: Daemon, demon, devil, elemental, or protean subtype; quadruped or serpentine base form.

Does he need to have one of those subtypes AND have an appropriate form, or does he need to have one of those subtypes OR an appropriate form?


28 people marked this as FAQ candidate. 2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

The game's weapons tables have several categories: light, one-handed, two-handed, and ranged.

It seems clear that ranged weapons, by default are not considered light, one-handed, or two-handed weapons. They are their own category.

Some ranged weapons specifically state how many hands it takes to use them, but this in and of itself does not necessarily make them part of the light, one-handed, or two-handed weapon groups for the purposes of rules that deal with handedness.

How then, do ranged weapons interact with rules in regards to handedness? Take inappropriately sized weapons, for example. Could a medium character wield and fire a large bow with no other drawback than a -2 to hit?

Additionally, when a melee weapon within the light, one-handed, or two-handed category is used as a ranged weapon, does it retain its melee weapon category for the purposes of feats, abilities, magic item enchantments, etc?

Please FAQ if you too would like to know how these rules were intended to interact.


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I'll be attending MegaCon in Orlando, Florida this coming weekend. Who else here is planning on attending? Perhaps we could hang out and talk shop.


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Please help me better understand the spending limits for downtime capital.

The way I see it, it isn't much of a limit at all.

Let's say I live in a small town (spending limit of 15/day) and I want to create a magical item with a market price of 100,000gp.

That means I would need 500 magic capital, a lot more than my settlement's allowed limit.

However, creating a magical item, constructing a building, or hiring a team rarely takes just one day. For the example item of the above-listed value, it would generally take at least 50 days.

50 X 15 = 750 capital, half again more time than I needed to get the help required.

Seems like the limits would only really come into play in rare corner cases, like trying to forge an expensive magical ring with capital in a thorp.

Am I understanding this correctly?


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How much does a darkwoord durable arrow cost? How much for a quiver of 20?

The pricing for darkwood doesn't really say what to do for things that weigh less than a pound.


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Will it blend? Does the following combo work? Please explain why it does or does not; I want to make sure I get it right before incorporating it into my build.

Take the feat Slashing Grace (longsword) with a daring champion cavalier. Be sure your longsword has an effortless lace attached to it.

Add your Dexterity modifier plus twice your cavalier level (from Challenge and Precise Strike) to your weapon damage rolls. Also benefit from Weapon Finesse and all your class abilities, even though it is a longsword, and dual-wield said longsword with a spiked heavy shield while taking minimal TWF penalties.


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A friend of mine wants to make a medium character who wields a large bow. Inspired by anime I guess.

Is there any way to pull this off without resorting to actually being large?


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

In regards to the new FAQs on stacking size increases for damage, I wonder where certain rule elements fall: actual size increase, or effective size increase.

Take the monk's unarmed damage, for example. Is that considered an "effective size increase?" If my monk is wearing stonefist gloves, does he gain any benefit? Or does he just take the higher increase from his monk levels?


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

The FAQ gives us yet another martial nerf.

FAQ 1:

Size Changes, Effective Size Changes, and Damage Dice Progression: I'm confused by how to increase and decrease manufactured and natural weapon damage dice when the weapon's size or effective size changes. There's a bunch of different charts, and I'm not sure which to use.
When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.

• If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step.
• If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step.
• If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.
• If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12.
• Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.

Damage Dice Progression Chart
1
1d2
1d3
1d4
1d6
1d8
1d10
2d6
2d8
3d6
3d8
4d6
4d8
6d6
6d8
8d6
8d8
12d6
12d8
16d6

FAQ 2:
Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?
As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

The resizing rules are now more confusing to me than ever. One thing I do understand though, it is now impossible to have more than two size increases on your damage rolls--one actual increase, and one effective increase.

So many cool builds just withered and died. Discuss your thoughts on the matter.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Nearly every penalty your kingdom can receive directly to your three attributes (Economy, Loyalty, Stability) in the Kingdom Building rules is permanent. But why?

Say for example you wanted to remove an unwanted magic item from your kingdom by taking the following option:

The second method is to manipulate your kingdom's economy to encourage an NPC to purchase the item (such as a random adventurer passing through the settlement). During Step 3 of the Income phase, you may attempt one Economy check for each filled slot you want to empty. For every such check after the first one in a turn, your Economy decreases by 1, since these manipulations are harmful to your kingdom's economy and typically only serve to get rid of an item you consider undesirable. If the check fails, nothing happens. If the check succeeds, erase the item from that slot; you may attempt to fill the empty slot as normal in the next Upkeep phase. You do not gain any gp or BP from this sale; the money goes to the building's owner, who uses it to acquire or craft the next item.

I understand the penalty. I just don't know why there seems to be no way to get ride of it. Unlike Unrest, that penalty will continue to effect your kingdom FOR ALL OF FREAKING TIME.

WHY!? Surely there must be a remedy. Why would anyone EVER take that second option if it meant a forever-penalty for their kingdom?

I see this over and over again in the Kingdom building rules. Surely they aren't truly meant to affect your kingdom thousands of years down the line?

This complicates an already complicated system as you must keep a running tally of the always-accumulating-penalties. No doubt you won't even remember what half of them were from before long.

What am I missing?


6 people marked this as FAQ candidate.
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Is it possible to fight defensively or make use of the Combat Expertise feat even when there is nobody available within range to strike?

I see no reason why it must be tied to an attack. Even if it must be, couldn't I just attack a lump of grass or "shadow-box" or something to get the benefits? After all, it's still eating up my action.

Please FAQ if you're curious to know too, or better yet, provide an answer if you know one to exist.


1 person marked this as FAQ candidate.
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How much does a scroll of permanency, or other spell with a variable component, cost? Do you pay the component cost during the creation process, and if so, how much? Or, due to the variable nature of the spell, are you instead forced to pay for it after the item's creation when you make use of it?

I think the latter makes more sense, but there's no support for it whatsoever. There's also no support on what to do in the former scenario. What is the general assumption when an adventurer come across a scroll of permanency, or a wand of restoration, and similar items?

What to do? What to do?


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I just picked up the Melee Tactics Toolbox, and I must say, I'm impressed for the most part. Tons of useful goodies to beef up fighters and other martials. There's even a few things for melee casters and, for some reason, a new metamagic feat that allows for easier underwater casting.

I myself am eager to try out some of the new teamwork feats with the Toolbox's new "mountless" cavalier archetype's hound companion.

I wanted to pick your brains on some of the new options and potential combos that could come out of them. I don't have the book with me at the moment, but I will be sure to post some of my own combos here as they come to me.

Post what you like about the book and, more importantly, how you can effectively incorporate the new mechanics into your games.


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Well? How might you go about building a mythic gunslinger?


36 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

The Expanded Preparation feat says the following: "You gain an extra spell slot of the highest level you can cast."

Does this remain true as you level up? Say I take this feat as a 6th-level arcanist and choose to gain an additional 3rd-level spell slot to prepare another spell. Once I obtain 8th-level and am able to cast 4th-level spells, does that "bonus slot" from the feat become a 4th-level slot? Had I chosen to get two 2nd-level spell slots instead, would they now be two 3rd-level spells slots at 8th-level?

Or is the slot locked in based on when I took the feat, and I need to resort to things like retraining the feat in order to change the selection?

Please FAQ if you're curious to know too.


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WARNING: Kingmaker spoilers:

So we just encountered a hag coven in the forest consisting on sea hag, one blood hag, and a third hag of unknown type that we suspected of hiding in a tree.

They had SIX bloody skeleton trolls. Luckily, we knew about them in advance and came prepared with command undead. In the surprise round and in the first two rounds, we had half of them under our control and grappling the other half.

Then the hags appeared. Opening salvo of freaking fire storm. FIRE STORM! An eighth-level spell! Against 5th-level characters!

Insofar as I can tell, they can do this again and again.

Instant TPK quality material that. What the hell were the writers thinking?


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I'm curious to know what other peoples' table tops look like, particularly their battle maps.

Do you use digital print outs, hand-drawn illustrations, graph paper, purchased products, what? Please share your pics.

If I have to make a map at all, it usually ends up looking something like this. (I actually rolled for forest terrain features for every square at the edge of the clearing; turns out druids and rangers would seriously rock in forests if GMs ever bothered to generate the proper maps.)


1 person marked this as a favorite.

I've seen well over ten threads today each with multiple posts filled with non-functional links that I can't click, and I'm smurfing tired of it.

To make a functional link, all you have to do is type the following without spaces:

[ u r l = Place URL here ] The text you want to display [ / u r l ]

Again, you should exclude the spaces.

If it works, it will look like this: Paizo Inc.

If you don't understand my instructions, please click the "Show" button next to "How to format your text" right below the Submit Post dialog screen. They have some pretty useful info there on how to do all kinds of neat things.

I hope that helps.


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I'm pretty certain that my arcanist, Riva Sarjenka, will be leveling up to level six just as soon as my PbP group finishes this encounter with six bloody skeleton trolls.

I'm trying to decide what 3rd-level spells I should take. I need to pick two. I already have all the core spells of 2nd-level and lower.

What might you recommend?


2 people marked this as FAQ candidate.
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The Ultimate Combat FAQ has this to say:

Weapons: There are melee weapons in Ultimate Combat (pages 131 to 132) with a weight of "—". If these weapons are primarily metal (like the kerambit), how do you calculate the cost of creating mithral versions of these weapons?

Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.

Was it the intent of this ruling to allow people to actually save money on masterwork weapons?
Why would anyone ever get a masterwork kerambit (or any other light weight weapon), when they could get a mithral one for 50gp less that is also considered masterwork? Is every goblin, gnome and halfling expected to wield mithral daggers over masterwork ones now?

Shouldn't objects be treated as a minimum of 1 pound to avoid this incongruity? Please FAQ if you think this should be addressed.


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If you are bonded to an object with sovereign glue, a chair say, could you teleport out of it? Or would the chair be brought along for the ride? Would you have to leave your pants behind?

What if it was a large chair, surpassing your carrying limits mentioned in the teleportation spell?


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It seems to me that every time I attempt to make a character with the new Brawler class from the Advanced Class Guide, it comes out strictly inferior to the monk, which generally has more relevant-to-level abilities, possesses much better defense abilities and values, and has more options to choose from.

Has anyone here been able to make a good brawler that wasn't totally outclassed by a monk of similar build? If so, how did you manage it?


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I noticed the obscuring mist spell says that "A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds." However, gust of wind states that it's wind speed is 50 mph, more than enough to disperse the fog in ONE round. Which spell is correct?

I'm thinking it's the latter, since it only lasts one round, not four. The previous statement could never be true in the case of gust of wind.

I mostly just wanted to bring this to the devs' attention.


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How does one remove a hallow or unhallow effect from an area?

My fellow PCs and I want to cleanse a holy temple that has long been corrupted by evil forces, but there doesn't appear to be a method within the rules that we can find.

Surely such an effect wasn't meant to be completely irremovable.


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So I'm thinking of making an Eldrich Guardian (Familiar Folio) who fights with a spear and a Mighty Battle Cock (MBC) chicken familiar. Perhaps 10th-level with 25-point buy.

I'm looking for advice on how to optimize my MBC so as to have it function as a secondary combatant, if not a primary one.

Right off the bat I'm thinking I would have to give my fighter LOTS of hit points since my familiar only gets half. That means taking the Toughness feat, having a high Constitution score, and pouring all of my favored class bonuses into hit points. Perhaps a gnome for the Constitution bonus too? It seems to fit the odd-ball nature of the overall concept, and he can ride his MBC into battle.

I figure the familiar can also take the Toughness and Mauler's Endurance feats to boost his hit points by 23 or so, which isn't shabby.

At 10th-level, the MBC will have a relatively high strength (especially if I give it magic items), all of my fighter's combat feats, and a full base attack bonus. It's armor class is pretty pitiable though, thanks to its low Dexterity. The leaf armor from Familiar Folio for birds will bring it up a couple of points, but it's going to need more.

Which makes it not worthless. How do I take it from "not worthless" to "awe inspiring" battle engine of destruction?


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It is nearly February and my January subscription shipment with the Familiar Folio and other items has not yet arrived.

Could you look into it, find out what happened, and if necessary, resend it?


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A rogue with the hold breath rogue talent is now eligible to take the Aquatic Adaption feat to be able to breathe underwater.

More powa' to tha' rogue! :D


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Was this ever put into official FAQ or errata? If not, could you please FAQ this thread so that can be the case?

Jim Rudnick wrote:

Thank you to Paizo and all involved; Ultimate Campaign is a superb product.

I posted a quick UCamp Kingdom Building question regarding settlement consumption over in the rules sub-forum.

Question

Unless I missed it somewhere, the new UCamp text regarding Consumption seems somewhat different and potentially less explicit than the Kingmaker text.

Is settlement contribution to overall kingdom consumption still equal to 1BP per district?

Thank you!

Sean K Reynolds wrote:

My reply from the other thread: At one point we had specific district, consumption, base value, and other stats for villages, towns, and cities, but we changed that in development. Add the number of city districts to your kingdom's Consumption (just like the Kingmaker rules).

As written, this is NOT the case, and caused me a lot of confusion when an automated kingdom tracking sheet I was using (Thanks Chemlak and friends!) took into account Sean's ruling, but I couldn't figure out why as it wasn't written anywhere in the book.

This has a HUGE impact on the Kingdom rules, and should go through official channels properly if it is to be implemented at all.


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How are you supposed to handle XP rewards for mass combat encounters, as presented in Ultimate Campaign?

Our PCs want to lead their kingdom's army to clear out a region full of monsters that have been causing problems as of late.

However, the GM seems to think that we as PCs should get no XP for it, or perhaps only a small fraction of it.

We the players feel this is unfair, since we are with the army, not just sending it in alone, and also because there are steep repercussions for us and our kingdom should we fail in this task. The venture is not without significant risks and so we feel we shouldn't be denied proper rewards.

However, when I read the mass combat rules, it doesn't seem to say anything at all about gaining XP, only that the army gains new boons, tactics and morale bonuses. You do earn XP for mass battles, don't you?


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If my (greater) invisible assassin is shooting invisible arrows (that is, arrows that have had separate invisibility spells cast on them) at a target, do the arrows become visible upon impact?

Invisibility says the target becomes visible whenever it makes an attack, but arrows can't make attacks, only characters can. There's also the question of the arrows destruction. Do the pieces of a broken or destroyed item become visible? I suppose the assassin could use durable arrows if they do.


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One of my fellow players asked me tonight if the following was possible:

Use the Leadership feat to get a bunch of magic item crafting followers. Have them work on creating magical items in eight hour shifts, effectively getting 3-6,000gp worth of crafting done every day.

We know an individual can't craft more than eight hours at a time, but is there anything preventing multiple people from attempting the above?

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