Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Chained Spirit

Sitri's page

RPG Superstar 2013 Star Voter. FullStar Pathfinder Society GM. 897 posts (899 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters.




I just recently started using Invisibility Sphere, but I found that keeping a couple party members inside of it was rather awkward. I suggested everyone ready an action to move with me as I moved, but this seems very clunky and inefficient. Is this how it is supposed to be done?

*

I was told that after the playtest ends, Hybrid classes would not be playable in PFS until their official release in August. This is not what is sounds like to me by reading the Additional Resources or the Email about them, but the person who told me did seem very certain of himself. Is this true? Am I missing something somewhere?


boon companion

Spoiler:

PFS Legal Boon Companion
Source Animal Archive pg. 18, Seekers of Secrets pg. 16
Your bond with your animal companion or familiar is unusually close.

Prerequisites: Animal companion or familiar class feature.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

This feat doesn't care about druid levels in the prereq, but then references them in body. I know a lot of classes reference druid levels when talking about ACs, but familiars could care less about druids most of the time.

I have a player in an upcoming game wanting to take this to raise his "familiar" higher than his level. A closer reading of the text leaves me a bit uncertain whether or not this is doable.

Any ideas?


If your soul leaves your body (Familiar Melding, Magic Jar, Astral Projection, Skinsend, probably other options) does the body still require air? Does the spell that is used to cause the the soul extraction change the answer any?

*

Something came up in a game and there were essentially three different takes on it; I was looking for clarification.

A tiefling was killed by a Mohrg. The Mohrg has an ability that states: Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control.

Traditionally Tieflings are Outsiders (native) not humanoid, so that led to opinion 1: The tiefling does not get turned into a zombie.

But there is the FAQ that says tieflings are half human, which led to the second opinion: Tieflings are humanoids for the purpose of PFS.

And there is the line in Outsider native that says "An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be." That led to the third opinion that being turned undead is close enough to being raised, reincarnated, and resurrected that it should count.

I would love some official clarification, but I would be happy with anyone's insight or links. I searched the boards for a while and couldn't find anything official.


In a few levels I had planned to have a character spend most of his life inside of a familiar via the Familiar Melding spell.

I am looking to up my survivability by keeping my normal body close at hand but protected. Does anyone have some suggestions about how to best accomplish this?

My first instinct was bag of holding, but I think the extra-dimensional space would count as out of range for me to pop back in on death. If I were to rig it to have the head sticking out, I think the body would be subject to AOEs.

Anyone else have any good ideas, or experiences with something along these line?


I have heard several players state that you don't know the results of other's saves with absolute conviction. Where does this idea come from? I can't find a book speaking on it, but it seems like I have ran a scenario where the tactics require the enemy to know if a will debuff worked, and I am certain for Mystic Insight and Saving Finale to work as intended you must know this information about your peers before the effect takes place. Is there a written basis for the meme that you don't know unless a physical reaction is described in the spell description, or has the absence of text led to a house rule that has been repeated so many times that many people think it is a rule?


Last weekend I had another player ask me what book an item came from that I was using. I opened up my printouts to find the item to be able to tell him. It was then that I noticed the names of the actual book was nowhere on the page.

This led me to the thought, having a printout doesn't really verify anything, even with the additional resources page printed out. A person could say....on accident of course....this is page 19 of Mediocrity: Land of Average Stuff when it was really from page 19 of Broken Ass Equipment.

Adding the title to the watermark would fix this for future books.


Can a prepared caster UMD a Ring of Spell Knowledge to get a spell not on his list?

Ring of Spell Knowledge

Spoiler:
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. EMPHASIS MINE

Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.

Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).

Use Magic Device

Spoiler:
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).

Is the italics line able to be bypassed with UMD? If so, the rest of it reads like a prepared caster could use it.

Thanks


1 person marked this as FAQ candidate.

Beast Bonded Witch

Familiar Melding

1. What exactly is gravely injured for the purpose of triggering Twin Soul? Half life? Zero? Negative? Any lethal damage?

2. If you are in your B-B familiar and it dies, what happens to you? Sent back to your body? Lost in limbo? Will transfer back to your body if someone makes the two of them touch? Magic jar out of it?

3. What feats do you keep while in your familiar? There isn't a hard and fast rule for what are mental or physical feats. (This question also applies to Familiar Melding)

4. For PFS, if you have taken over your familiar's body, does it require Extra Item Slot feats for you to use magic items? (This question also applies to Familiar Melding)

5. Is it intentional that you lose your 8th level ability and hex with improved familiar and beast bonded?

Thank you


Does Alter Self open up Paragon Surge to be used by any race?


Touch Spells and Holding the Charge wrote:

In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

Most spells you would ever want to use this for have the range listed as touch. What if you have a spell that doesn't have the range listed, but has the target listed as "<something> touched"? I think this should still be ok, but a friend of mine pointed me to the difference when I was discussing a potential build with him and I wanted to check and be sure.

Thanks

*

Can any familiar with over 3 intelligence activate any Ioun stone? According to the FAQ: An animal or familiar has to have an intelligence of 3+ to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, they may not activate an ioun stone.

More specifically, could any basic familiar with a headband of vast intelligence cast the spell in a vibrant purple stone?


I can't remember the last time I played a good aligned PC, in fact I have even said before that I don't particularly like even having paladins in my party. But I have been toying with the idea lately of stepping out of my pragmatic comfort zone and creating a character who is Lawful Stupid on crack.

The basic idea is that this would be an older grizzled man who had his livelihood and family destroyed by Aspis. He is a broken, jaded man seeking to extract vengeance on all things evil. I had planned to go Mysterious Stranger/Paladin (I have never played either of these classes as a player). I want him to worship Dranngvit, the LN goddess of vengeance.

Now I have seen many times on these boards that paladins who kill wrongdoers that are say incapacitated or who have surrendered should fall. I am wondering if worshipping Dranngvit should buy me any wiggle room in this endeavor. After all, punishing those who have wronged others is her MO, and it seems like she would be less likely look harshly on this behavior than gods geared more towards mercy and redemption.

I do have PFS in mind so I am sure YMMV is the most correct response, but I just wanted to take the pulse and get an idea of about how often I could play such a character. I would of course make sure the GM was on board before pulling this one out.


I have always operated under the assumption that if you have two people standing on the edge of an obscuring mist (one inside and one outside) both get a 20% miss chance.

I have run into two GMs lately that interpret it that the person standing in the mist gets a 20% miss chance when attacked, but they can see out of the mist just fine and attack with no penalty.

I have read the spell a few times and logically this doesn't make much sense to me, and I am really on the fence as to whether or not RAW supports it. Is there anything official on this.

I tried to do a quick search but didn't find anything remotely official, in agreement, or even focused on this case.

Thanks


Backstory you probably don't care about but may influence some of the options available. It was previously in spoilers but I ended up just repeating it.

For a PFS game yesterday, I needed to make a new level 1 character. I have been thinking of a witch for a while but holding out on a potential Wayang boon that was to be given away on those boards. As of now I have given up and the character will be medium sized unless I happen upon the boon prior to this character getting 2nd level. At any rate, I think a mount would help the cackle hex a lot.

At the same time, my wife thought she would like to play an archer for the first time, another class that would be aided by moving without using her move action. She is most likely looking at a medium sized fighter build.

The short of it
Combat trained mounts that don't level up seem like easy targets that could get expensive over time and you may be without them for periods of time when you would want them. Moving a non-combat trained mount while in battle really sucks. Do you have any suggestions to make mounted movement for traditionally non-mounted classes work well?

While looking through books and rules I saw the combat trained bison is only 75 gp, which triggered party favors in my head. I looked for any mention of errata or mistakes and couldn't find any. But when comparison shopping, I am utterly convinced that is supposed to be a 750 item.


I just picked up a Decoy ring, which can trigger some nice effects when you withdraw or go unconscious. I am looking for ways to trigger it at a distance from people if need be (i.e. go unconscious) but suffer minimal side effects from it. So I think I am close to something but not sure of the legality. Logically it seems good, but RAW I don't know if it would fly.

If I polypurpose pancea myself, I can go to sleep immediately for an hour or until woken. So I am thinking I would like to either line my outfit with caltrops or wear armor spikes inside out. This way, when I fall asleep and hit the ground I will take some minimal damage but wake myself up.

Is this legitimate? Is there some better way to accomplish this goal? I am using a sorcerer so I do not have a familiar.


1 person marked this as a favorite.

I had this typed up in hopes of seeing r2 of rpg superstar. I felt compelled to post it somewhere. Originally I named it Ghiest Driven, but seeing as how I was struggling to make word count I changed it to Indepted. All comments welcome.

Indebted (Witch)

Indebted (Witch)
Some argue the Black Sisters of Gyronna not only become stronger in death, but will barter for this power. Desperate, disenfranchised people go to great lengths for power, and to the indebted her soul is a tradable commodity.
A witch of Gyronna, or with no religion, having a patron relating to death, darkness, deception, or insanity can take the indebted archetype.
Charisma Dependent: An indebted uses Charisma instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known, and any effects of her hexes normally determined by her Intelligence.
Gheist (Su): At 1st level, the indebted is haunted by a malevolent spirit. The gheist manifests when the indebted communes for power. Her gheist acts in all ways like a witch’s familiar for the purpose of preparing and gaining spells. The gheist is perceivable only by the indebted and only while manifesting; it may not otherwise be interacted with.
When the indebted casts a spell granted by her class, the gheist will manifest itself for a number of rounds equal to the level of the spell cast; casting more spells adds extra rounds to the total. While manifest, some gheists try to claw through to the material plane, some whisper portents of the indebted’s torturous fate, and some simply stare ominously.
No matter how the spirit behaves, its presence is so unnerving as to give the indebted the shaken condition (DC 15 Will negates, +1 for each consecutive round the ghiest is manifest.) Once affected, the indebted remains shaken for the duration of the manifestation. Nothing in life compares with this horror and the indebted is otherwise immune to fear effects.
This ability replaces familiar.
Damned (Ex): At 1st level, when an indebted dies, her gheist instantly claims her soul. Any character attempting to resurrect a slain indebted must succeed at a caster level check equal to 10 + the indebted’s level or the spell fails. That character cannot attempt to resurrect the indebted again until the following day, though other characters can attempt to do so if they please.
Horror Kin (Ex): At 2nd level, an indebted’s repeated exposure to horror physically warps her. She gains a bonus to intimate checks and penalty to diplomacy checks equal to half her class level.
Concentrate Terror (Su): At 8th level, the ghiest bond becomes strong enough to channel its essence. When using the demoralize action, an indebted may increase the fear level generated by increasing the DC of the check by 10 for each step desired. Creatures repeatedly targeted by this ability receive a cumulative +5 bonus to resist.
This ability replaces the witch’s 8th level hex.


1 person marked this as FAQ candidate.

From the site http://elderwyrm.com/alchemist.html it states that an alchemist can use Polypurpose Panacea and Touch Injection for a no save sleep spell. Is this correct?

Polypurpose Panacea

Spoiler:
This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use polypurpose panacea, choose one of the following effects.
Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally.

Touch Injection

Spoiler:
You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. If you miss, the substance remains in the magical sac for you to use later.

Infusion

Spoiler:
Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

I am unsure if this works because in PP "you" must refer to two different people to be effective. It would need to be "you alchemist" that decides which effect to use, but "you victim" that enters the sleep. Could the victim just decide to get a resistance bonus or one of the other effects of PP instead?

This same question really applies to all the uses of touch injection mentioned there.


1 person marked this as a favorite.

In the past I have been using Command Undead Spell thinking it worked like the exact same thing as the Command Undead feat. However, upon closer inspection the feat says it works like the Control Undead spell.

In the past, GMs have let me work my Commanded (spell version) like pets, but tonight I had one that made it to where I really couldn't even use them because they worked like a glitched out computer program. When I went to look up the rules after the game I noticed this Command Undead feat that clerics all use is not the same as the Command Undead spell.

So can someone please clarify how the undead are supposed to behave with the spell? Can I still tell them to walk up to someone and attack them? Is this too complicated? Do those words extend beyond what is allowed to talk for free? Do they automatically start attacking my party again if on of them becomes the next closest target when they are in attack mode?

I searched the boards and read threads for about 30 minutes, but I didn't find anything that looked remotely authoritative.

To preempt any house rule suggestion, I am asking for PFS games.


Since the Blood on Night book is out, I have been trying to find info about what the heritages look like. Are they on par with the other Blood books? What is posted seems pretty cryptic and inconsistent between people.

Has anyone heard anything beyond pure speculation about these heritages making their way into PFS?

Star Voter 2013

I have not done this, nor necessarily will do this, but is it permissible to use a foreign word as a name for a creature? For example, if I wanted to name my monster submission Kaiju, not that I would that name sucks, is that an option? I know submissions must be in english, but in light of the etymology of many creatures stemming from varied cultural sources,Akata for example, I wanted to clarify.

Thanks


I was reading in another thread where two people were speaking about the witch doctor in PFS. I am under the impression that this archetype is part of the banned section of ARG, but I wanted to verify.

From the other thread:
"I find it really weird how a Human with that racial heritage feat qualifies for Witch Doctor but a Half Orc doesn't =P. Well, that's PFS for you."

Is this really legal?


Can a Bloatmage cast a spell as an immediate action (feather fall, buoyancy, etc) out of his blood pool to prevent flying into a rage when going overboard during a bloat?


This item states that it can lift 20 lbs into the air by filling a 3' diameter balloon with a lighter than air substance as a move action. So I am thinking that I want to tie this to my character and crack it open to bring me to the surface when I can't make a swim check.

To figure out what is the net weight of a person in water I did some research online for this specific question and I did some math with average volume and weight and think that the percentage a person weighs in water in terms of net force is in the ballpark of 11% and 12% of what they weigh out of the water. This would mean the same 20 lbs balloon could lift about an 180 lbs person even it didn't blow up to 3ft in diameter. Once you figure in this extra volume of the balloon, the weight it could carry would go up dramatically.

So my questions is, can I use the buoyant balloon to surface in the water automatically? Physics seems to say yes.


Charm

Spoiler:
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

For the "threatened" caveat of this spell giving a +5 to its save, does threaten refer to the mechanical term that is used throughout PF that is a check of distance, weapon type, and intent, or is it intended as a more general, could have hostile intentions from somewhere on the battlefield, term?

*

Is Coup de Grâce illegal for Society characters to use because it is an "evil act"? If anyone has reference to this in writing I would love to see it. I have tried to search it in a few PDF's and on the boards here and haven't had any luck.

A GM yesterday told me the sleep-CdG combo was not legal for society play because it is written that CdG is evil and therefore not allowed. I have seen a lot of people on these boards arguing circumstance and intentionality, but nothing in published text.

Thanks


Most of the people I play with in Society seem very adamant that there is only one way to accomplish many Factions goals and it is often by making a single skill check. This idea seems very wrong to me for a few reasons. I would like some outside input.

I have been running Non-society games for years, and after a while I stopped planning solutions to many problems because my players always came up with creative ways of solving things that I didn't anticipate. This was a lot of fun for all of us.

I think Piazo likes to encourage this type of creativity and Role Play, as expressed in the Guide to Society Play paragraph "Creative Solutions Sometimes during the course of a scenario, your players might surprise you with a creative solution to an encounter (or the entire scenario) that you didn’t see coming and that isn’t expressly covered in the scenario. If, for example, your players manage to roleplay their way through a combat and successfully accomplish the goal of that encounter without killing the antagonist, give the PCs the same reward they would have gained had they defeated their opponent in combat. If that scene specifically calls for the PCs to receive gold piece rewards based on the gear collected from the defeated combatants, instead allow the PCs to find a chest of gold (or something similar) that gives them the same rewards. Additionally, if the PCs roleplayed past an NPC who carries a specific potion or scroll that the PCs might be granted access to on the scenario’s Chronicle sheet, don’t cross that item off the sheet—instead, allow the PCs to find the item elsewhere as a reward for creatively resolving the encounter without resorting to combat. Pathfinder Society Organized Play never wants to give the impression that the only way to solve a problem is to kill it—does rewarding the creative use of skills and roleplaying not only make Society games more fun for the players, but it also gives you, the GM, a level of flexibility in ensuring your players receive the rewards they are due."

While this paragraph directly talks about combat and loot, it also says "for example" and directly lends itself to other problem reward systems like faction prestige.

In the last two games I have played, I have had faction missions that seemed best accomplished by my character with means outside of the listed "DC X, Y check".

One scenario I needed to make a Knowledge Arcana check to discover a gem inside of a small item that could be removed and given to my faction leader. There were enough details in my initial instructions that I was 90% certain that the gem she wanted was in this thing. Why couldn't I just bring the whole container back to her and let her mages pop it open? There was nothing to keep the whole container in the area.

In the very next scenario I played, I needed to appraise an extremely large item, a task that I thought best accomplished by charming a skilled NPC (there were lots of people in the area that knew a lot about this object; arguable that could tell me everything I needed to know about it without even looking at it) into doing the appraisal after event A had occurred. However, the book states that I personally get free appraise checks on it daily when trying to accomplish a menial task prior to event A. I even told the GM that I would convince the more knowledgeable NPCs (via charm and diplomacy) to appraise this for me before or after event A (even though after made much more sense), but he insisted that it could only be done by me during the degrading other task that really didn't have very much of anything to do with an appraise check. Ultimately, he did let me make the check in the time it would have taken to do the other "ditchdigger job" without having to actually get my hands dirty, but would not allow me to employ a local specialist to provide my leaders with a more accurate appraisal report.

In both cases, my solution perfectly met the demands of the challenge as described by my mentors, but everyone else at the table that spoke up seemed to think that in Society play it is less about creative (and in the last example better) solutions, and more about "can you make a skill check to get a prestige point."

Thoughts?


I have been toying with the idea of building a summoner for a while though I have never actually seen one in play. It seems obvious though from reading over the character that maxing out evolutions would be a nice thing to strive for. My question relates to how the math breaks down for a Wild Caller with the Half Elf favored class bonus.

Half elf favored class summoner states:
Add +1/4 to the eidolon’s evolution pool.

And the Wild Caller states:
A wild caller gains 1/4 his class level as bonus evolution points in his eidolon's evolution pool

Supposing a 8th level summoner you start with 11 evolution points and if you apply the FC then the WC you get:

11+11/4=13.75+2=15.75 = 15

But if the same summoner applies the WC bonus prior to FC you get

11+2=13+13/4=16.25 = 16

So is there a particular order these two boost must be applied?
Granted this isn’t a huge difference either way, but it will mean an extra point or two during several levels and I think this type of crunching keeps a mind sharp :)

*

I have two issues really.

My most recent event has my character listed as the wrong faction. When I emailed my DM about this, he said it was something on my side that needed to change. I can't see where I can fix it, other than reporting a problem. I thought I would ask here first since I had a second question anyway.

I had another session where the DM did not report it online even though he gave me a sheet. I talked to another player who says he was updated. Other than chance encounter, I don't know how to contact this DM.

Thank you for your help.


©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.