Is it possible to use PP in order to purchase expensive spell components? I'm looking at Stoneskin, and I would like to use 2 PP to buy a giant jar of granite dust(worth 750gp) which I could then use to cast the spell 3 times. I'm not sure how this fits into the rules legality though.
On the one hand, this could be considered purchasing a single item(the jar of dust) with multiple uses, not unlike buying a scroll with duplicate spells, wand with multiple charges, or a bottle of sovereign glue.
On the other hand, it could be considered 3 separate items(3 separate spell components), which just happen to be the same type of item that is stuffed into a single container.
I was working on prepping for a session I will be running this weekend where I was going to have the party ambushed by a group of monstrous humanoids. After looking at the statblock for Gnolls, Hobgoblins and Bugbears though, I noticed a... discrepancy.
The stats for all 3 of these monsters are very, very similar. Similar HP, similar attack, similar damage... but not similar CR. Hobgoblins are CR 1/2, Gnolls are CR 1 and Bugbears are CR 2.
What am I missing that is supposed to make a Bugbear as challenging as 3 Hobgoblins? I think a hobgoblin would stand a good chance 1v1 with a bugbear, so one of these monsters must be mis-CRed.
Since whips are traditionally made out of leather, are these any special materials you can use to make them? It seems like whipwood is the only one which seems like it could work, but even then that's almost a houserule since whipwood is in fact a type of wood, and whips aren't generally made from wood.
I've got a Fetchling character with 3 levels of GM credit on it that I never actually built in PFS, and I think it's about time to do so. After much deliberation I'm sure that I want to go into the Shadowdancer PRC, but I'm not sure how I want to get there, so I would like some opinions from you guys.
My background story is going to be that I was an enforcer for the Onyx Alliance, then while on a mission in the Shadow Plane found the banished fae Count Ralnac. The Count caused me character to embrace freedom and reject the slave-trading Alliance, so he joined one of the Alliance's rivals - the Pathfinder Society.
Right now, the options I have considered are:
1) Monk -> Fighter -> Shadowdancer
This takes care of most of the feat requirements for Shadowdancer, allowing me to spend my other feats on more useful combat abilities. I had considered going for the Moonlight Stalker feat chain as it works well with the Fetchling's Shadow Blending, and I think this is the only way I would actually have enough feats to do it.
2) Ninja -> Shadowdancer
This has more of a focus on stealth, and as long as I'm picking up Dodge/Mobility being able to benefit from Sneak Attack when flanking could be nice. Pressure points synergies moderately well with the shadow's strength drain attack, too.
3) Summoner -> Shadowdancer
Sadly the Shadow Caller archetype isn't allowed in PFS, but I could still use my eidolon as a flank-buddy up until I get my shadow, then focus on buffing/support spells while my shadow melees. Here I would be directly contributing less, but have more versatility.
What do you guys think? Anything I haven't considered?
I have a Maneuver Master Monk in PFS with the Moonlight Stalker feat chain, and I regularly make use of Feinting in order to deny opponents their DEX versus my attack. However, I was recently told that Feint isn't actually a combat maneuver since it doesn't use CMB/CMD, and thus I can't use it with Maneuver Master.
Is this correct? It seems utterly bizarre to me, but a cursory reading of the rules doesn't find anything to contradict this...
Cleric's two main stats are WIS and CHA. WIS is used for spellcasting, and is most commonly the 'primary' stat for clerics, while CHA is used for channeling energy and is most commonly the 'secondary' stat.
How you will want to allocate your stats will depend on what kind of cleric you want to be. A couple suggestions:
'Vanilla' Party Support Cleric:
Melee Crusader-Style Cleric:
Hmm... okay, so question. If you have a Myrmidarch Magus who uses his Ranged Spellstrike through a scatter weapon such as a Dragon Pistol, what happens? Does the spell affect all targets in the cone(Such as the Holy Gun's Smiting Shot?), or does it only affect one target(chosen before or after the attack rolls?) or something else entirely?
It would be good if you tell us what the other encounters are so we can see what you are aiming for.
Evocation - Puzzle-Room with a constant elemental storm(Bolts of fire, ice, lightning and acid flying everywhere).Necromancy - Wight with 2 Ghoul servants.
Transmutation - Terrified rat, polymorphed & buffed with magic into something more fearsome.
Conjuration - Bound outsider the PCs can either fight or negotiate with.
Illusion - Series or trapped hallways.
Abjuration - Variety of magical sigils, glyphs and wards.
I'm running a campaign where the PCs are currently in Nex and will be entering a tower devoted to magical research. I'm planning on having eight rooms, one for each school of magic, with an appropriately-themed encounter inside of it. I've got one for the most of the schools, but I'm having trouble coming up with one for Divination and Enchantment rooms. The party is currently level 5.
Sean K Reynolds wrote:
Huh. Is that why I've been having so much trouble painting my Bones? Good to know. I'll have to do that in the future...
Robert A Matthews wrote:
At earlier levels yes, but later on the prices shift dramatically.
To scribe a 4th level scroll such as D. Door, it costs 240gp.
You can scribe 3 4th-level spells for the price of 1 4th-level scroll.
Sidney Kuhn wrote:
Stars are completely pointless in my opinion. They're a small image that shows up in a restricted part of the forums(I spend far more time in Advice than in the PFS forums) and don't really differentiate anything other than 'this guy has been around longer'.
Andrew Christian wrote:
Hmm. I definitely see your point here. Maybe allowing re-run credit isn't the best way to solve the GM problem. At the same time, when you're planning on having three tables on Friday night and enough players show up for four, someone who was not prepared will need to step up and run. Maybe that GM was planning on playing that night, but because he saw the need to sacrificed his slot and brought out an old scenario the newbies hadn't yet played.
He did this because he couldn't bear to send those players home because there was a lack of GMs, but even though he would have done it regardless, wouldn't it be nice if he got to keep one of those chronicle sheets as a 'Thank You' for stepping up in a time of need?
Andrew Christian wrote:
At my lodge there is a shortage of GMs available. I would be willing to GM more, but I have a need to get a certain amount of credit in a limited timeframe, which actively disincentives me from GMing. In a system where GM availability is limited, is a system which further reduces this availability a good one?
Andrew Christian wrote:
Wouldn't allowing credit for rerunning scenarios actually help fix this very problem?
Lets say that you're GMing 9 times. If you run 9 different scenarios, all 9 scenarios are likely to go on a single character, giving you a 4th-level character you have never played. However, if you run 3 different scenarios 3 times, you will end up with 3 2nd-level characters that you have never played.
Re-run credit would actually push players to play their characters more than GM them, because they can't apply the same chronicle to a character twice.
Andrew Christian wrote:
This is true. There may be reasons we are yet unaware of which make allowing re-run credit a bad idea, but is it really worth it to shy away from a making a change which has clear, concise benefits of which we are aware, all because of a potential unknown?
Additionally, if we want to be cautious we can always roll out changes like this slowly. We certainly do not need unlimited GM credit. It would not be difficult to start off by only allowing 2 GM credits per scenario, just to see what impact it has on the game. If one of those potential unknowns does rear it's head and has a negative impact on the game, we can always roll back the changes.
I apologize if my OP came off this way, but I did not intend to ask for special dispensation. I did not have my immediate convenience in mind when I made the OP, and I certainly didn't suggest this change without considering the long-term ramifications of Organized Play. I love Pathfinder Society, and would never suggest a change I felt would harm PFS as a whole, even if it benefited me personally.
Rather, I believe that allowing GM credit for re-running scenarios would have a positive impact on the society as a whole for all players, as the benefits we could gain would outweigh the of downsides of this change.
Doug Miles wrote:
Ah, I wasn't aware. A cursory search turned up nothing.
Even reading through those threads, I still don't see any reason why credit shouldn't be given for running multiple times; rather, several reasons were put forward why re-running scenarios is a good idea, yet re-running scenarios is currently decentivized due to a lack of tangible progression when doing so.
As is, I have 5 characters, 4 of which are mid-to-high level. Would it really have a negative impact if 2 of them had a GM chronicle from Jester's Fraud rather than just 1?
Jester's Fraud and the Heresy of Man series are perhaps some of my favorite scenarios ever, even after running them over 4 months ago. A new group of PFS players has just reached the 5-9 tier at my local PFS lodge, and I was contemplating sharing these excellent scenarios with the new players, but actually found myself held back by the upcomming PaizoCon, as I have a level 5.2 character that I need to get to level 7.0 in a limited number of sessions in order to play in the 7-11 scenarios I want to at PaizoCon.
Granted, I understand why Paizo wants to incentivize GMs to run their new scenarios, but unfortunately my work has been really busy recently and I don't have time to run through and prep a brand-new scenario. Would it really hurt that much to give credit for running a scenario multiple times, as long as it was several months apart?
I'm not sure if it's really worth it to take the Blackened curse. Fireball, Burning Hands, and Wall of Fire are already on your spell list from the Flames mystery, so the only good spell you're getting from Blackened is Sphere of Flame...
Speaking of which, I don't think you can actually do that with Sphere of Flame. Because you get it from your Curse and not your Mystery, you won't get the metamagic reduction on it.
Dark Tapestry Oracle, or Battle Oracle.
Hmm... Oracle would be interesting. I don't really like Dark Tapestry since it's more alien/cthulhuesque than Shadow Plane, but Battle could work.
Now, in PFS, most players will have no way to deal with Darkness, other than getting rid of it.
And therin lies my problem. Most of the cool Fetchling abilities rely on being in a situation that would harm the rest of the party.
Shane LeRose wrote:
Is the Advanced Race Guide allowed in Society play? If so, then Summoner with the fetchling archetype that adds shadow beasties to your summons list. It's silly good and super thematic.
Alas, Shadow Caller is the only thing in the ARG that is banned for Fetchlings - otherwise I would be all over that.
It's been almost a year since last PaizoCon, where I won a boon for a Fetchling character in PFS. I still have yet to make a character for him, as I can't come up with any ideas which truly capitalize on a Fetchling's abilities.
I can't really make a Darkness fighter because you can't rely on your allies having Darkvision in PFS, and if you forgo Shadow Blending/Darkvision then a Halfling is almost always better at stealth. I just don't know what else to do with him.
So using your example, after 4 hours the 9th-level spell vanishes if it hasn't yet been used, but the extra 6th, 7th and 8th level spells remain?
If so, would it be possible to purposefully extinguish the candle after memorizing spells, losing the 9th but keeping the 6/7/8 spells and only using up part of the candle?
I was looking over new magic items for my 8th-level Cleric and came across the Candle of Invocation. I had previously only noted the item for abusing broken Gate shannanigans, but the second ability of the candle actually intrigues me:
How exactly does this work? The item description isn't very clear, but it seems like this could either be very useful if you can start the day by burning it while prepping some higher level buffs up to 4 times, but it could also be almost worthless if it is a one-use item where the spells only function during a 4-hour window.
While Color Spray is certainly that revelation's schtick, I wouldn't say the rest is garbage. I played with one who made EXCELLENT use of the levitation and moon bridge powers.
As a cleric you won't have the raw power of any of the martial classes, so you will need to focus on buff spells; especially ones with a long duration or ones which affect the whole party. Prayer, Blessing of Fervor, Magic Vestments, and Greater Magic Weapon are all great choices.
I would highly recommend spending 3,000gp on a Metamagic Rod of Reach. With it, you can pull from pack(move) and cast(standard) to stick your whole party with any of the Communal spells(Protection from Evil, Resist Energy, etc.) in a single turn. This can be a lifesaver; when you suddenly find yourselves fighting a magma elemental, or when you get ambushed by a dominate-happy vampire, this can be the difference between victory and a TPK.
I do have to question why you have no shield. You could drop your Amulet of Natural Armor down to +1, then use the gold to buy a +2 Buckler, netting an extra 2 AC. You can still cast with a buckler on, and you can even wield your longspear with it on if you have to.
EDIT: One thing of note, one advantage of a cleric over a paladin is when you hit level 12 you will be able to stick a +3 bonus on your weapons and armor with Greater Magic Weapon and Vestments, respectively. These both last 1 hour/level, meaning a single casting will last you 12 hours. It's MUCH more efficient to cast these at the start of each day, and put the money you would spend on enchanting your weapons/armor into something else(Deliquescent Gloves are good for a damage boost).
I have a Cleric in PFS who is really good at bluffing(Trickery Domain), but terrible at forgery. I want to focus on shoring up this weakness. As I see it, the only real way to make believable forgeries is with the Linguistics skill. This is problematic for me, because as a Cleric who dumped INT, I start with an intrinsic penalty and don't have many points to put into it.
So, are there any other ways I can create believable documents, or ways to quickly boost my Linguistics check? Something like, I dunno, magical paper which makes people believe whatever is written on it?
always wondered why folks have dwarves use axes so much--for people associated with earth and stone as often as they are, wouldn't the pick or hammer be more fitting (which they get as well, dont get me wrong)?
Because axes are the most effective weapon when fighting against the Dwarves' ancient ancestral enemy, a fearsome creature with a tough skin and hardy flesh. Those towering behemoths can reach heights of over 300 feet, and the largest have a girth of 100 feet! Picks barely make a dent against these creatures, and hammers simply bounce right off; you need the strong, chopping motion of an axe to fell these terrible beasts. I am talking, of course, about the dreaded tree.
I would strongly disagree with the statement that 'always-on' feats are stronger than feats which you can activate, for the simple reason that feats you actively use give you options - options which can completely turn the tide of a battle.----------
With something like Lightning Reflexes, you have a 10% increased chance to make a reflex save, which is usually v.s. an AoE effect or breath weapon that does 1d8/level. In other words, at level 4 that feat will stop you from taking 10 damage a mere 10% of the time.
Thus, Lightning Reflexes will save the OP an average of 1 damage/round(10 damage x 10%), but only when fighting something that uses these attacks; against a melee grunt, the feat is worthless.
Thus, Power Attack will give the OP an extra 4 damage/round(6 damage X 90% - 15 damage X 10%). He can use this feat every round, or if fighting something with high AC, simply chose not to use it.
Assuming an average creature does 10 damage/attack(not unreasonable, since the OP can do 20 on average), a tripped enemy takes an extra 10 damage/round(10 damage X 5 party members X 20% hit bonus) and deals 2 less damage/round(10 damage * 20% miss chance).
Thus, when you trip an enemy with Improved Trip you 'save' on an average of 12 damage/round, compared to Lighting Reflexes where you 'save' an average of 7 damage/round.
Slatz Grubnik wrote:
This is critically important. A large majority of the responses in this thread accept that the mathematics posited by the OP is correct, and attempt to justify the weapon via flavor or cost reasons, when in fact the math isn't correct.
Let's extrapolate some, shall we? Assume you're a Level 1 Warrior with no STR score, and you hit a monster with the following rolls:
With a Longsword, you will crit on both the 19 and the 20, while with the Battleaxe you will crit only on the 20, while the 19 will be a normal hit:
It's the same. Even when you add flat damage bonuses such as from enchantments or strength, they scale the same. Heck, let's even throw in a Flaming Burst enchantment, to really complicate things!
+1 Flaming Burst Longsword:
+1 Flaming Burst Battleaxe:
• larger spikes in damage(battleaxe), useful against single targets or creatures with DR or Resistances.
I've done some more research on the Darklands, and come up with a solid path going from the surface to Orv utilizing the Endless Gulf... so I guess that takes care of #1 and #3.
I still need help with #2 though. There's a couple cities in the Darklands such as Hagegraf, which tend to be trade-focused and thus would allow PCs in, but once you get deeper I'm still at a loss for how to handle this.
I will be starting a new home game this Saturday, and I want to run it where the players begin on the surface and slowly work their way down into the heart of the Darklands. The concept for the game I have is that something is causing the Black Blood of Orv to spread, which is pushing the creatures spreading out to Sekamina, pushing creatures living in Sekamina to the surface, pushing the ones displaced even further, up until creatures such as the Derro are forced out of their homes and begin attacking surface settlements en-mass. The PCs need to find out why.
That said, there are several parts I need some help figuring out.
1) Setting. I've never done an underground campaign before, so I'm exploring new territory here. I've read the section on the Darklands in the ISWG, and I'm looking through the Pathfinder Wiki now, but I would really appreciate recommendations of resources to look at.
2) Rest Stops. I get the impression that the Darklands tend to be overwhelmingly hostile; as such there won't really be any stereotypical 'village with an inn' for the PCs to stop at between adventures. I want some sort of area where the PCs can rest to regain their bearings, purchase supplies & sell loot, or fall back to as a last resort. What should I use for this?
3) Ecology. I know there's a lot of weird, crazy monsters in the Darklands, like the Intellect Devourers and Neolithids, but I'm not exactly certain what fits where.
Thanks in advance for your help!
For anyone who is building a new pugwampi character, here are the stats for creation:
Pugwampis recieve Toughness and Weapon Finesse as bonus feats.
Pugwampis have a +4 racial bonus to stealth
Pugwampis have the following ability:
Unluck Aura (Su)
A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.
Additionally, video games often *do* fudge on the die rolls. I would be surprised if a Pathfinder GM fudged more than any video game. Why? Because you can't see any of the dice in a video game.
When the BBEG in a Pathfinder game rolls four 20s in a row, players chalk it up to terrible luck and continue on.
When the BBEG in a video game 'rolls' four '20s' using it's internal random number generator, players feel cheated and give hell and high water about how the game is broken or rigged, even though the roll was completely fair & random. The best way to stop that is to actually rig the game to never roll more than one '20' in a row.
Point is, the dice rolls in Pathfinder only really work because the GM establishes a covenant of trust and fairness with his players. That covenant is lacking in a video game, which is why video games end up fudging the dice to make the game feel more fair than a true random would be.
There's a Staff in Ultimate Equipment known as the Staff of the Master. The book says there are 8 different staves, one for each school of magic, but an example is only given for one of them(Necromancy). That particular staff allows the wielder to cast three Necromancy spells: Ray of Enfeeblement(1st), Spectral Hand(2nd), and Vampiric Touch(3rd).
It seems like for most games, Staves for the other 7 schools can be created simply by picking a 1st, 2nd and 3rd level spell from the school of the staff, which the staff can then cast. For PFS however, this seems to tread dangerously close to the custom magic items line.
So, how would this work in PFS? The Additional Resources states that all staves on pages 192–203, except the unholy staff, are legal for play. That means the Staff of the Master should be legal, but what spells to we use? Can we chose what spells we want the staff to cast? Will someone create a list of spells specifically for this staff we can use? Or is only the Necromancy staff available, because it's the only example given?
James Jacobs wrote:
why should a club made of silver take a penalty to damage? It's a silly rule.
It doesn't, actually. The CRB includes this lovely line:
On a successful attack with a silvered slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage).
That said, I do agree that even for the piercing and slashing weapons it's an unnecessary tidbit which over-complicates things.
This is what I was going to recommend once I saw the stats:
• It's an interesting, versatile class.
For those reasons, I would suggest the Forgemaster over all the other suggestions in this thread. Any character with a half-decent DEX and WIS can be an Inquisitor or Gunslinger; any character with a good DEX and INT can be a Magus. Forgemaster stands out as something that is uniquely suited to the particular stats you've rolled.
Probably due to the high prerequisites. At it's core it isn't that great(Let's spend 3 feats for a -4 to hit and 2 DR) but it gets better if you combine it with Combat Expertise or Crane Style(though 5 feats for a -2 to hit and 4 DR isn't what I would call game-breaking either).
I would even say it's probably not worth it unless you can grab the prerequisites as bonus feats(From Unbreakable Fighter, as the OP did, or from Monk of Many Styles).
Mathwei ap Niall wrote:
I believe that is incorrect. From the Magus class:
The extra attack from using Spell Combat/Spell Strike function as an extra attack from Two-Weapon Fighting, NOT as an extra attack from an ability such as Haste or Speed. As such, Haste/Speed abilities stack with Spell Combat.
I have a Cleric of Urgathoa running through the Thornkeep dungeon who just hit 3rd level. She took the Alternate Channel for food, so living creatures who fail their will save versus her channel become Fatigued from starvation.
I took Selective Channel for my first level feat OFC(don't want to be fatiguing the party), but I'm not sure about my third level feat. I was considering Shatter Resolve to make enemies who fail the save Shaken as well as Fatigued, but we have run into several undead so far so Command Undead would be really nice to have as well.
Which one would be better?