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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 20,174 posts (21,255 including aliases). 1 review. 2 lists. 1 wishlist. 4 Pathfinder Society characters. 11 aliases.



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

I was thinking of getting a Kindle Fire that's on sale as my first tablet. The thought was to use it as a roleplaying tool that will allow access Pathfinder rules apps, Pathfinder PDF books that I own, and Microsoft Word/Excel documents of character sheets during roleplaying games.

What I want to know is, for those who own one, what has your experience been like? Does it read PDFs at all? Is it smooth and easy, or clunky and troublesome with the Pathfinder PDFs in particular?

Is it compatible with Microsoft Office documents? Can I view them? Edit them on the tablet? Can I easily sync them back to Microsoft OneDrive or elsewhere on my desktop computer?

I read somewhere that you can get a Microsoft Office app for an android device if you had an Office 465 subscription; is that true?

Is this a purchase you would recommend for this purpose? Or would you recommend something else instead? If so, what and why? (I prefer not to spend more than $150 or so.)


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

Shouldn't the Hidden Blade ability of the Knife Master rogue archetype say "(minimum +1)"? All other class abilities with similar wording say that, which leads me to believe it was omitted by mistake. Otherwise, you're giving up a 1st-level ability for an archetype ability that does nothing for you at level 1.


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The Leadeship feat says that your cohort gains a fraction of the XP you do. Does that remain true regardless? Or does this assume the cohort is adventuring with you all the while?

If your cohort stays at home and crafts, for example, does it ever gain any XP at all?


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

Are there any rules out there for reducing a shield's armor check penalty? Or perhaps for increasing a fighter's armor training bonuses?

I'm trying to get my tower shield's armor check penalty down to 0. So far I've managed to reduce it by 9, but I don't see how I can do better without gaining three more levels in fighter.

This is what I've got so far:


  • -3, armor training 3 (8th-level fighter with sash of the war champion)
  • -3, Tower Shield Specialist feat* (Armor Master's Handbook)
  • -2, darkwood tower shield
  • -1, Improved Shield Focus feat (Armor Master's Handbook)

* This feat also allows me to apply the armor training bonuses to the tower shield

I could simply wait three levels and armor training will take care of the penalty for me, but I want to get rid of the penalty entirely at as low a level as possible.


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Is it just me or is the oft-repeated phrase "...against foes who are unaware of his presence" the only thing that is really keeping the vigilante from being on par with other classes?

Half of the vigilante's abilities are basically relegated to once per combat (assuming ideal conditions in the first place!) because of those abominable words, essentially allowing the class to stay competitive with other classes' DPR for all of one round before becoming patently worse than some NPC builds I've seen.

I have yet to show the class to a single friend who was impressed with it. What don't you like about the class and why? What redeeming qualities do you think it possesses?


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So I've just updated my playtest vigilante, Caybun Weer (aka, The Dark Knight) to the real deal, and I gotta say...I'm not terribly impressed with it.

The Dark Knight, 12th-level human masked vigilante

Breakdown/Strategies:

The Dark Knight specializes in hunting down and ambushing his foes, preferably with hit and run tactics. If enemies are alone or far apart from one another, he maintains his stealth, moving in and dragging each enemy quietly into the shadows before dispatching them, one by one.

To do this, he uses his Pull Into The Shadows vigilante talent to approach an enemy from hiding. He then strikes the target for his unarmed damage (1d8+12) plus his hidden strike damage (6d8). Once struck, he makes an Intimidate check to demoralize his foe as a free action with his Frightening Appearance class ability. Once the target is demoralized (and possibly frightened as well) he also suffers from an additional 6d4 nonlethal damage and may be dragged into the shadows (per the combat maneuver). The Silent Dispatch and Throat Jab vigilante talents ensure none of the target's allies hear what is happening to their lone companion all the while.

When facing a group of alert enemies in a tighter area, the Dark Knight may rush in, attacking the nearest foe from an area of darkness, as above (creating darkness by destroying torches beforehand with his stylized chakram if need be), but having his Frightening Appearance and Twisting Fear abilities damage and debuff all other foes within 10 feet of the target as well. Against enemies who can't see in the dark, he simply repeats the hit and run, dragging enemies into the shadows to beat them to a pulp. Against enemies who can see into the darkness, he instead relies on Spring Attack to break line of sight, allowing stealth checks, and to keep his enemies on their toes and preventing them from making full attacks against him.

Being able to deal 60ish damage at 12th-level under ideal conditions seems rather lackluster to me--especially since that can only happen when the enemy is wholly unaware of me. After that surprise round, DPR takes a serious nose dive.

Does the vigilante class leave much to be desired, from a combat perspective, or did I just do something really wrong in my build?


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If the rules say that an eidolon gains X ability, but doesn't mention the evolutions, does X ability duplicate the relevant evolution?

Take the serpentine eidolon base form for example; it has a tail slap attack.

Does this mean it also has the tail and tail slap evolutions? Or just a natural attack? If it is the former, then there are skill bonuses towards Acrobatics; if it is the latter, then only the natural attack is gained.

This might also make a difference for things that effect evolutions (as opposed to just free abilities) or for evolutions that limit how many times you take them.


1 person marked this as FAQ candidate. 10 people marked this as a favorite.
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STEP 1: Concealing the casting FX

In order to conceal the (unwritten-in-the-rules) magical emanations of spellcasting you need the following:

- Cunning Caster (feat)
- Deceitful (feat)
- Bluff (skill)

This allows you to make a Bluff check opposed by all nearby observers' Perception checks in order to conceal the "magical floating...things" that appear when you cast--you know, those things that aren't mentioned anywhere in the rules, but the developers insist are a real thing.

There's a catch, however. You take a cumulative -4 penalty to said Bluff check for each of the following:

- Focus/Divine Focus
- Material Component
- Spell possesses an obvious effect (such as fireball or summon monster)
- Somatic Component
- Verbal Component

That means, you have to absolutely max out your Bluff skill to have any hope at all. Max ranks, Deceitful (which you already have since its a prerequisite), Skill Focus, racial bonuses, high Charisma, circlet of persuasion, a viper familiar, etc.

You will also need the following feats: Eschew Materials, Silent Spell, and Still Spell. These will allow you to ignore most of the penalties if you happen to be high level with lots of high-level spell slots to spare for lower level spells.

Without these things, the crippling penalties make it not even worth it.

STEP 2: Conceal the Spell Components

You will need the following:
- Bluff (skill)
- Conceal Spell (feat)
- Deceitful (feat)
- Disguise (skill)
- Improved Conceal Spell (feat)
- Sleight of Hand (skill)

Conceal Spell lets you cast a spell while concealing the Verbal or Somatic components behind mundane gestures or common speech. The spell's casting time (if a standard action) is increased to a full round or, if longer, doubles.

To discover your ruse, a creature must succeed at a Perception, Sense Motive, or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + your number of ranks in Bluff or Disguise (whichever is higher) + your Charisma modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.

If your spell has a somatic component, any creature that can see you receives a Perception or Spellcraft check (whichever has the highest bonus) against a DC equal to 15 + your number of ranks in Sleight of Hand + your Dexterity modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.

So not only do they get to choose the higher of multiple skills with which to beat your static DC, they get a bonus equal to the level of your spell and they (most likely) get to make two checks, either of which, if successful, will totally ruin your day.

The Improved Conceal Spell gets rid of their bonus equal to your spell's level, making it an essential feat. Without it, they will see through the ruse more often then not, outing you as a criminal and ending your character's career early.

Hurray for feats that not only don't work well, they get your character retired.

STEP 3: Stop the Mental Ping

If you're using enchantment spells, and somehow manage to successfully conceal the spellcasting and the spell's components, a particularly strong-willed individual still might make their save and receive a "mental ping" that lets them know they were just mentally attacked. Furthermore, they can make a Knowledge check to identify what spell they were just targeted by. In order to prevent that from happening, you need the following:

- Deceitful (feat)
- Spell Focus: enchantment (feat)
- Subtle Enchantments (feat)

There's yet another catch, however. This feat doesn't eliminate the mental ping exactly. There's a static-you-can't-do-anything-to-improve-it 50% chance that it still occurs. Why? Hell if I know. Maybe the game developers simply delight in player characters going to prison or being lynched, or for GMs to be wholly unable to do anything in front of the PCs while keeping them unawares.

Final Thoughts

So in order to really make it work, all you really need is the following:

- 10 feats
- 3 maxed out skills
- Really high Charisma and Dexterity scores

I might be able to pull this all together at around 11th- or 13th-level or so with a human sorcerer. However, odds are I'm still going to fail the attempt more often than not, defeating the entire purpose.

Discussion Topic
Why is it so difficult to conceal spellcasting in Pathfinder? What do the developers have against scheming wizards and conniving sorcerer viziers who might want to use their magic discreetly?

I can understand stiff prerequisites and a short feat chain, but 10 feats and nearly your entire skill investment (if a sorcerer) only to have to face umpteenth hurdles anyways? Such a high level of investment combined with a low success rate kind of makes the whole concept/execution pointless, no?

EDIT: Here is an excerpt from my Crazy Character Emporium thread, in which I attempted to make this build work at as low level as possible:

Ravingdork wrote:

NEW CHARACTER

Rafaj, 11th-level human snake charmer - A grand master of subtle magic.

Rafaj is a manipulative snake in manskin who is capable of concealing all of his spells' components, suppressing any outward displays of his magical casting, and preventing his enchantment spells from alerting their respective targets of the mental assault. This allows him to subtly control those of lesser will, out in the open, without their knowledge.

As a master manipulator, Rafaj prefers to manipulate others into doing his bidding from behind the scenes, even casting concealed spells out in the open if need be. Against particularly powerful foes, he uses his viper or a friendly handshake to lower his foe's saves with bestow curse before following up with control spells.

If forced into combat, Rafaj relies on defensive spells to buy himself time while he puts his fighting minions to work (most of whom might not even realize they are being controlled until the first order is given). When more direct methods are called for, he instead uses hold monster or deep slumber to disable his attackers (preferably the former as it is faster and allows him to gloat as he slits his victims' throats). He is also fond of conjuring pits of acid in order to dispose of unwanted bodies or other evidence of his wrongdoings.

He is currently statted as a serpentine bloodline sorcerer, but I am considering also writing up a mesmerist version of this character.

Let me know if it effects your own thoughts on these feats.


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Does this thing come painted? Or do I have to paint it myself?


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The spiritualist's spells known table seems to conflict with the text:

A spiritualist's selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist's choice. At each new spiritualist level, she learns one or more new spells as indicated on the Spiritualist Spells Known table. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on the Spiritualist Spells Known table are fixed.

Whereas the table shows her knowing 4 1st-level spells and 2 2nd-level spells. I'm thinking the table it wrong, as that shouldn't be the case for a 1st-level character.

Also, why would her spells known effect her Wisdom score???

EDIT: I see now that the table header is misaligned.


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Ultimate Intrigue features some interesting new feats:

Improved Bravery, which lets a fighter apply their bravery bonus on all mind-affecting effects, and Inspiring Bravery, which lets the fighter apply their bravery bonus towards all of their allies within 30 feet (including against mind-affecting effects if you have Improved Bravery).

I intend to stack this with a sash of the war champion, so that his bravery bonus treats him as having four more levels of fighter than he already has.

Is there anything else I could stack on top of this to boost not just his own Will saves, but those around him?


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  • How to adjudicate charm person.
  • How to adjudicate interacting with illusions.
  • How to adjudicate certain aspects of simulacrum.
  • How to handle divinations at low to high levels.
  • How to handle numerous other "game-breaking" spells at low to high levels.
  • What the Bluff skill can and cannot get a target to do.
  • What happens when someone tells an implausible truth.
  • How to handle the Bluff skill in a group setting (such as when the rest of the party is present, but aren't themselves good liars).
  • How to handle lies that are actually true.
  • Determining surprise rounds when combat breaks out during social interaction.
  • Diplomacy is not mind control.
  • How to adjudicate a call for a cease fire in the midst of combat.
  • How frequently to oppose Disguise checks with Sense Motive checks.
  • What happens when someone sees through your illusion/transmutation, but not your Disguise check result.
  • How to explain negative consequences with logic, using Intimidate without relying on inducing fear.
  • How to better adjudicate Perception/Stealth skill interactions.
  • The differences between "unaware", "aware of presence", "aware of location", and "observing."
  • How to properly get a "hunch" using the Sense Motive skill.
  • Sense Motive is not mind reading.

What did you learn from this wonderful, wonderful book?


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As it turns out, the SPELLS OF INTRIGUE section of the newly released Ultimate Intrigue book, is probably the most valuable section in the whole book! It finally lays to rest how to adjudicate a great many complex and vague spells, such as charm person, or a large variety of illusion and divination spells. Any GM considering banning spells from his game NEEDS to read this section first.

I'll post direct quotes from the book once I know it's safe to do so. In the meantime, consider picking up a copy for yourself! :D


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My GM had a few questions he was hoping the forums might have the answers to. Please copy and paste the below questions when answering to help avoid confusion.

Does a kineticist need to accumulate burn specifically to activate his defense wild talent? Or does any burn cause the defense wild talent to activate?

If the it is the former, what is the action, if any, to accumulate burn to boost one's wild talent?

If it is the latter, and the kineticist has multiple defense wild talents, are they all increased by the accumulated burn?

Even if it is the former, are all of your defense wild talents increased by the accumulated burn, or do you need to pump them individually, at great cost in burn?

That's all I can recall for the time being.


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I've observed that in parties consisting of four gunslingers, the two with the lowest initiative never really get to go, as the encounter usually ends before they can even act.

Two gunslingers can (usually) do what a more traditional party of four can in combat--and in less than half the time. One gunslinger alone can often manage in the same amount of time as a more traditional party can.

What are your own observations on a gunslinger's combat balance? What do you think could/should be done to fix them?

I for one think that they should not be permitted to use the Deadly Aim or Clustered Shots feats.


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How is treasure officially meant to be handled in the Pathfinder Adventure paths?

Do the PCs only get what is expressly stated, do I need to roll randomly for those creatures whose stat blocks say things like "standard," or what?

How is the GM expected to handle doling out the goods?


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If you used Greater Steal to swipe the spell component pouch of a spellcaster (or the holy symbol of a cleric, or the alchemist's kit of an alchemist, or something similar), and the spellcaster attempted to cast a spell that was dependent on the stolen item, would they lose that action? Or would they, upon realizing the item was missing, simply be able to use their action for something else?

This has been coming up quite a bit lately on account of a rogue PC I've been gaming with.


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Can you take a 10 on disguise checks, or with other skills that are generally rolled by the GM?


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Some of my fellow players were wondering: Can you drink a potion or an extract defensively so as to avoid attacks of opportunity?


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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.


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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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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)?


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

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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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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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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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.)


2 people marked this as FAQ candidate.
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There are several rules in the game that give you bonuses to Strength checks made to lift objects. Some examples:

ARCANE DISCOVERY
Knowledge Is Power (Ex) Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

ADVENTURING GEAR
Block and Tackle Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.

However, nowhere can I find a rule that says you must make a Strength check to pick something up. Instead, it always comes down to a yes/no proposition based on your encumbrance rating.

Where and when could I actually take advantage of things like the above? There has got to be something somewhere in the rules.


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In a recent game the GM killed a fellow player's character when his NPC crit with his flame blade spell, dealing double damage. The GM claimed that it had an 18-20 threat range, like a scimitar. I argued the point saying that it does not say that anywhere in the spell.

The GM then pointed out the following:

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

He took that to mean that you use the mechanical rules for scimitars except where specifically contradicted by the spell; that is, it has an 18-20 threat range and can benefit from things such as Weapon Focus, Weapon Specialization, etc.

I took it to describe the flavor of how one is meant to wield it (like how burning hands describes how you hold your hands out--even though you could cast the spell with one hand tied behind your back), not the mechanical properties it possesses; that is, in your hand, swinging it at your enemies like you would a scimitar. In my experience, spells with a crit range or crit multiplier higher than 20/x2 specifically say as much, like aspect of the falcon, Geb's hammer, or a mage's sword, for example.

Has there been any official clarification on this point? A PC's life may well depend on it!


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Say my arcanist is being held prisoner in a dungeons cell, and is chained to the wall. The chains aren't too short, allowing some mobility around the sparse cell.

Could I open up a rift within the chain's reach, step through it, then have the rift close, severing the chains? How this work in the RAW?

Regardless of RAW, how might you run that in your games if a player posed it to you?


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Got a GM who is instituting a house rule: Any arcane spellcasters casting spells will need to make a Fortitude saving throw (DC 10 + spell level of the spell being cast) or gain the fatigued condition. I guess he's accustomed to spellcasting being a taxing affair, like it is in many tropes, such as Raistlin from Dragonlance.

So, how do I beat fatigue? Advice?


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Atarlost wrote:

Reliance on pets is no good thing either. RAW you can only directly control an animal with the ride skill.

Tricks are very narrowly defined as of Animal Archive. You need one trick to attack, another to flank and take AoOs, a third to use combat maneuvers, and you need to take attack twice to be able to fight anything but humanoids, monstrous humanoids, giants, or animals. You need defend to allow animals to act on their own initiative. You need down for them to break off combat. You need heel just to get the animal into the dungeon. That's seven tricks. An int 2 animal only gets six. The only one that isn't absolutely necessary is maneuver. You get a bonus trick at level 7 as a hunter, but you probably also want someone to have track and someone to have detect and someone to have seek and someone to have watch.

You also need to spend move actions to command the animal even though talking is a free action and most commands are verbal.

Is it true? Can your animal companion really not even benefit from flanking bonuses, attacks of opportunity, or combat maneuvers, unless you teach it a specific trick for each of those things? (Or else make a high DC handle animal check.)


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How are multiple flight effects meant to be stacked, if at all.

Say I am subject of both the gaseous form and fly spells. Does this mean I can fly 60 feet as a move action with perfect maneuverability?


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Where do I go to find information on past subscription packages?

Insofar as I can tell, I received my November shipment VERY late (in early December) and have not yet received my December shipment at all (even though it is now early January).

I would like to look into it further (or have it looked into) to see if I just got confused somehow, or if something is going VERY wrong on Paizo's end.

EDIT: Found my Order History. Looks like I received two packages, one submitted on December 1st (Order 3786257) and another submitted on December 4th (Order 3780419). Am I to take it that these were my November and December orders, respectively? If so, getting them so close together, and so early in December would explain my confusion. I normally receive the packages towards the latter half of a given month, not at the very start. Would you please confirm if this is the case?


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Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% Ă— her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

The first sentence says you get X at 6th-level. The third sentence says you get Y at 11th-level. The second sentence however appears to be a distinctly separate thought. Does this mean you get the "fortification" against crits and sneak attacks as early as 3rd-level (when you first gain elemental overflow)?


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Someone told me this weekend that, unlike ability damage, if enough ability drain accumulated that it matched your ability score (any ability score, not just Constitution), you would die.

They also said that if you accumulated one less than full ability damage (so 9, if your score was 10, for example) and then gained 1 point of drain, you would die in that circumstance too.

I can't seem to find the rules text to support that though. Were they mistaken? Or am I just blind?


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

In your opinion, what class combinations (of four) are most likely to ROFL-stomp nearly any Paizo published adventure path or module?

I'm thinking a quartet of summoners; or a cleric, kineticist, summoner, and wizard.


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

I'm standing at the end of a 5-foot-wide hallway. There was an enemy there a moment ago, but he has since turned invisible. I shoot an arrow (or a kinetic blast or whatever) down the hallway in the hopes of hitting the invisible target.

Do I really have to pick a single square for this, even though the arrow would logically keep going until gravity dragged it down to the floor or it hit something?

Not being able to pick a line of squares in this case seems totally silly to me.


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

Earlier in tonight's game one of our characters was killed, and two more were temporarily knocked out by color spray. The rest of us went into full retreat mode, attempting to drag the bodies of our comrades behind us. We might have picked them up, but none of us were terribly strong.

The GM ruled that we had to, as a standard action, make drag combat maneuver checks in order to move them a few squares at a time.

I asked him why it wasn't simply a matter of encumbrance, to which he responded "the drag maneuver is the only rule that I know of that covers this kind of situation."

Therefore we would like to know what rules there might be for dragging fallen comrades. After all, there must have been something before the drag maneuver, which wasn't released until well after the Core Rulebook.

What kind of action is it to drag someone? How does it effect your speed? Do you need to make a combat maneuver check? How is it meant to be adjudicated in the RAW?


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

Rereading the darkness spell made me realize that it is not specifically called out as an emanation, burst, spread, or anything of the sort really. It simply "radiates darkness."

Does that mean that the rules for emanations, bursts, and spreads don't apply? Can it then go through walls and other barriers?

The spell says that "If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed." However, it doesn't state what happens when the spell is NOT cast on a small object, but rather on a creature or a point of space. It seems that by omission, it would go through walls. (Otherwise, why call out small objects specifically?)

If I cast darkness in front of a door on a point in space, would the other side of the door also be shrouded in darkness?


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

I think I know the answer to this one already, but I was asked to pose it to the boards anyways:

Do ongoing spell effects end if the caster who created them is knocked out (less than 0 hit points) or killed?


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

One of my fellow players attempted to use color spray in an area of magical darkness and the question was raised if it would work against someone incapable of seeing it.

Patterns, Magic Chapter wrote:
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Color Spray wrote:
Sightless creatures are not affected by color spray.

The GM ultimately ruled that it would work, since the target was within the area, and was not a sightless creature (such as a morlock), but rather was a sighted creature who was in magical darkness.

Did we handle it correctly?


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

The Overwatch feats from the Melee Master's Handbook allow you to ready more actions than normal.

My fellow players seem to be under the impression that the below list of scenarios are all legal uses of these feats. Does the feats' wording prohibit any of the following?

1) Ready as many as four attacks against a single target for the same triggering action.

EXAMPLE: Shooting a spellcaster four times for casting a single spell.

2) Ready as many as four attacks against multiple targets for the same triggering action.

EXAMPLE: Shooting four different spellcasters once each for casting spells.

3) Ready as many as four attacks against a single target for different triggering actions.

EXAMPLE: Shoot the spellcaster if he moves, attacks, casts a spell, and/or fails to surrender.

4) Ready as many as four attacks against multiple targets for different triggering actions.

EXAMPLE: Shoot the wizard and cleric if either of them speak, shoot the rogue if he moves, and shoot the fighter if he attacks.

Based on the wording of the Overwatch feats, which of these would be allowed? All of them? My players argue that the text in the feats isn't technically exclusionary, but I wanted to double check.


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

...then how do spells like mislead work?

Seems to me the FAQ about spellcasting broke more than it fixed.

Speaking of which, where is it? I can't seem to find it now. Was it taken down?


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

Some fights and scenarios are SO bad or SO brilliant we will likely remember them for the rest of our lives. What are some of your experiences?

My CE pyrokineticist was recently killed after rampaging across the countryside for several weeks, burning and pillaging as he went. The people had finally had it, and decided to do something about it--one wizard in particular--a wizard whose daughter had allegedly been blinded by one of my character's wildfires.

So what did he do? He lured my pyro into a dark cave. Determined to punish his attacker, my character pursued him down into the dark depths with murderous intent. Only too late did my character see the stone golem emerge from the wall behind, to collapse the shaft, cutting off all hope of his escape. The wizard laughed, welcomed my character to his tomb, before setting his stone soldier to new orders and teleporting away.

My character's fire burns hot enough that he could conceivably melt through solid stone walls, allowing an escape, given enough time. Time the golem was not interested in giving him, sadly. Instructed to keep my pyro from escaping and little else, my character simply ignored the would-be jailer and cast light so he could get to work on finding a way out.

The cave turned out to be an abandoned coal mine, long retired due to the dangerously flammable vapors within.

The moment the spell was cast, the resulting explosion burned away my character's skin, caused several more collapses, and burnt away all of the oxygen in the tomb, depriving my pyro of a fuel source for his fire.

It was a slow, agonizing demise I'm not like to forget.

I'm told the golem later delivered my character's body to his master for proof of death, then on to the people, where it was further mutilated by those that my character had terrorized.

What stories do you have to share?


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

1) Can my bloodrager use the destined strike ability of his destined bloodline when not bloodraging? There is no rule saying you can't use bloodline powers outside of a bloodrage, but it does seem to indicate that bloodline powers end when your bloodrage ends.

2) How does rage and bloodrage interact/stack? Naturally, the morale bonuses don't stack, but what about duration and other effects?

3) A bloodrager who is too low level to cast spells can still use spell trigger items with bloodrager spells, like a ranger, right?

4) If I have levels in both barbarian AND bloodrager, and I take the Extra Rage feat, does it increase my rage rounds, my bloodrage rounds, or both?

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