Statue

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Dark Archive

Pathfinder Rulebook Subscriber

In the Old Sycamore Section it gives the The Sacred Statue quest and goes on to say that Tartuk will reward the PCs and let them out of the caverns without a hitch.

Stolen Lands Page 34 wrote:
Reward: Delivering the statue to Tartuk wins the PCs safe passage out of the kobold lair as well as a shiny 500 gp topaz and (if the PCs ask for it) Svetlana’s wedding ring from the shaman.

This gets contradicted in the Tartuk's quarters section a few pages later. It explains that Tartuk will order the kobolds to attack the PCs. It then says that Tartuk will just try to sneak out and not fight, and that the kobolds will fight on as long as tartuk is alive. For a creature that can cast invisibility, I don't think it will be that hard for Tartuk to get out of dodge. So do the kobolds give up after round 1 when Tartuk goes invisibile?

Stolen Lands Page 41 wrote:
if the PCs successfully return the statue, he’ll order the Sootscale kobolds to attack the PCs at once for daring to defile Old Sharptooth with their soft, scaleless fingers. The kobolds follow this order, fighting to the last as long as Tartuk lives—but if the PCs defeat the sorcerer, the remaining kobolds (Chief Sootscale included) flee the region. Tartuk, of course, hopes the PCs simply kill off the rest of the tribe and spends the battle not helping but trying to sneak away, leaving the tribe to its fate.

And then we get to Tartuk's stat block and his morale section. This seems to also disagree with the proceeding text. This says he fights to the death, "almost as if on some level he seeks it."

Stolen Lands Page 41 wrote:
Morale Tartuk fights to the death, almost as if on some level he seeks it.

So, what is Tartuk supposed to do? (obviously I can make him do whatever, but in that case, which is the most "fun" based on your experiences?)

Dark Archive

Pathfinder Rulebook Subscriber

I want to make sure I'm going to run this right.

Giant Whiptail Centipede

The Giant Whiptail in question is squeezing so it has that condition, giving it a -4 to melee attack rolls.

The tailslap in the stat block looks like a secondary weapon because it's at -5 compared to the creature's main bite attack.

The CMB bonus of this creature is +12.

If the Whiptail attacks with his tail slap, the attack will happen at -1 in his current situation. (Bab 3, Str 7, size -2, secondary -5, squeeze -4). If the attack hits, his trip roll will be a d20 + (?). I'm thinking since it is a free trip on a normal attack, it should go with the same bonuses he's getting for the attacking limb. So it should be at -1? How does the size benefit play into this calculation? Should it be +1 [bab 3, str 7, size -2 (for attack), size +2 (for cmb), -5 secondary, -4 squeeze]?

Stat block below:

Spoiler:
Centipede, Giant Whiptail
An elephantine centipede scurries about, its double tail lashing angrily behind it.

Centipede, Giant Whiptail CR 3
XP 800
N Huge vermin
Init +0; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 15, touch 8, flat-footed 14 (+7 natural, –2 size)
hp 38 (4d8+20)
Fort +9, Ref +1, Will +1
Immune mind-affecting effects

OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +8 (2d6+7 plus poison), tail slap +3 (1d3 nonlethal plus trip)
Space 15 ft.; Reach 15 ft. (20 ft. with tail slap)

STATISTICS
Str 25, Dex 11, Con 21, Int --, Wis 10, Cha 2
Base Atk +3; CMB +12; CMD 22 (can’t be tripped)
Skills Climb +15, Perception +4, Stealth +0; Racial Modifiers +8 Climb, +4 Perception, +8 Stealth
SQ compression

SPECIAL ABILITIES
Poison (Ex)

Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is Constitution-based.

Tail Slap (Ex)

A giant whiptail centipede’s tail slap deals nonlethal damage and gains no bonus from its Strength score on damage dealt.

Dark Archive

Pathfinder Rulebook Subscriber

How does one slip past a creature with scent when the creature in question gets a massive +8 bonus? Is there anyway to negate this scent bonus with magical gear, mundane gear, spells, or abilities.

All ideas are welcome for posterity's sake but the party is level 3.

Dark Archive

Pathfinder Rulebook Subscriber

I've been trying to search for a list of the Galorion cultures and the real world counterparts and haven't found anything comprehensive. I'm particularly looking for Germanic and/or the English. I want to make a character based on family ancestry, but I don't want to get the wrong one.

Dark Archive

Pathfinder Rulebook Subscriber

I've set up the first book of the Kingmaker AP, The Stolen Lands, in roll20.net . The game is starting January 29, 2013 at 8pm Eastern time and I plan to run for 4 hours ending at midnight.

I'm looking for players that can attend weekly sessions every Tuesday. Hopefully we can play through several books for a long running campaign.

Roll20 is a browser based virtual table top (VTT) that requires an HTML 5 browser. Google Chrome works beautifully but Internet Explorer might have some problems. Voice will be handled via Google Hangouts. Between game discussions will be in a facebook group.

Characters can start with 1 Kingmaker Campaign trait, and 1 other trait of the players choosing. 20 point buy. Core races only. For the most part we'll stick to the same resources used in Pathfinder Society.

The Kingmaker players guide is available for free: http://paizo.com/pathfinder/adventurePath/kingmaker

Please personal message me if you are interested! (18 or over, there will inevitably be some mature language)

Kingmaker

The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventures have what it takes to found and defend a burgeoning kingdom from the terrors of the wild?

The Kingmaker Adventure Path takes the heroes from encounters with mysterious bandit lords and barbaric raiders through the trials and tribulations of developing and defending their new settlement in the notoriously lawless River Kingdoms. Yet when war comes to the Stolen Lands in earnest, it's up the heroes to take up a mystical blade and stand tall against the horrors of man, beast, and strange creatures more dangerous than either...

Dark Archive

Pathfinder Rulebook Subscriber

In the rules it says, "Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection."

Please refer to the picture. Are either the Red or Purple cones legal?

http://img221.imageshack.us/img221/9959/15ftcone.jpg

Dark Archive

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Pathfinder Rulebook Subscriber

For Pathfinder Society:

Would wearing Anaconda's Coils give you the constrict ability and qualify you for the Final Embrace feat (assuming 13 str, 3 int, and bab +3)?

Also, semi related question, can you apply your 1.5 x str modifier for your constrict damage assuming you have two free hands?

Quote:


Belt, Anaconda’s Coils
Aura moderate transmutation; CL 8th
Slot belt; Price 18,500 gp; Weight 1 lb.

DESCRIPTION

This snakeskin belt’s buckle is shaped like a serpent’s head.

The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer’s Strength modifier.

Quote:


Final Embrace (Combat)
Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.

Prerequisite: Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.

Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size.

Normal: You can grab and constrict creatures one size smaller than you.

Dark Archive

Pathfinder Rulebook Subscriber

If a wizard uses his bonded object to cast a spell while he has the grappled condition, does he have to make a concentration check?

Under the arcane bond it says it's (EX, SP).

I'm guessing the bonded object is SP, or spell-like.

So another way to ask it, are spell like abilities subject to concentration?

Quote:

Arcane Bond (Ex or Sp)

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Dark Archive

Pathfinder Rulebook Subscriber

If a spell caster starts to cast a spell, and a battle oracle uses Surprising Charge as an immediate action, does the surprising charge get resolved before the spell caster even begins casting?

The timing is important because I want to know:

a) If the oracle gets in range to threaten the spell caster, does the oracle get to make an attack of opportunity?

b) After the Oracles Surprising Charge is resolved, does the spell caster now get to redo his action? For example, casting defensively, or just all together changing to a different action like using a supernatural ability (channel to harm).

I would lean towards the spell caster not being able to change his action because immediate actions interrupt, and get resolved before the triggering action, so the battle oracle could go up and smack him with an AOO and the spell caster couldn't do anything about it.

Thoughts?

Quote:
Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Dark Archive

Pathfinder Rulebook Subscriber

1a) If you have dispel magic contained in a spell storing imparted by one of your spellcaster allies, do you use the caster's info for performing the dispel check?

1b) Can the wielder of the weapon, or the caster choose to do a targeted dispel?

1c) Does that decision have to be made when the spell is stored in the weapon or when the weapon "casts" the spell?

2a) If a character is two weapon fighting with spell storing weapons, both with Bestow Curse contained cast by the same allied caster, can the target get cursed with both curses?

2b) Can the curses be the same (-4 to atk rolls, saves, skill & abi checks applied twice for a -8 total), or do they have to be different (-4 to rolls, and -6 to an ability score)?

2c) What about doing the same stat curse but to different stats? (-6 to wis, -6 to con)

2d) Is the type of curse set when the spell is imparted on the weapon or when the weapon "casts" the spell?

2e) and who chooses the curse type, weapon wielder or caster that imparted the Bestow Curse Spell?

Bestow Curse

Spoiler:
School necromancy [curse]; Level antipaladin 3, cleric/oracle 3, sorcerer/wizard 4, witch 3; Domain curse 3; Bloodline accursed 4

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature touched
Duration permanent
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
You place a curse on the subject. Choose one of the following.

-6 decrease to an ability score (minimum 1).
-4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.

Dispel Magic

Spoiler:
School abjuration; Level antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3, summoner 3, witch 3; Domain magic 3; Bloodline arcane 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Spell Storing

Spoiler:
Price +1 bonus
Aura strong evocation and varies; CL 12th; Weight —

DESCRIPTION

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.

A spell storing weapon emits a strong aura of the evocation school, plus the aura of the spell currently stored.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Cost +1 bonus

Dark Archive

Pathfinder Rulebook Subscriber

Do they stack?

Impact and Lead Blades. This is for PFS play.

Dark Archive

Pathfinder Rulebook Subscriber

1) The main question is when a full attacking character (in this case a TWF fighter with two kukris with outflank, paired opp, butterfly's sting) confirms a critical and chooses to butterfly's sting, when does the flanking ally get to take his AOO from the outflank?

I think it's after the first critical hit was confirmed as a butterfly's sting and the non-crit damage was resolved. Thereby granting the outflanking ally taking the AOO the guaranteed critical confirmation (assuming he hits) with the AOO.

The next questions is with Paired Opportunists.

2) If the TWF fighter with combat reflexes is provoking multiple AOO's in a full attack, but his buddy runs out of AOOs available, will the paired op still allow the TWF fighter to continue the Outflank - paired opp critical chain? Since Paired Opportunists says, "Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them" and gives no restriction as to whether that ally actually takes the AOO (or is able to take it), I believe that it should still grant the original crit'er the AOO.

Basically the fighter crits, outflank provokes from the outflanking ally (but he has no more AOOs for the round), however the paired Opportunists gives the original crit'er the AOO because it does cause a provocation.

Final question:
3) Do you have to be adjacent to your ally to receive the AOO from Paired Opportunists?

It looks to me like there are two different parts to the feat. If you are not next to your ally you don't get the +4 bonus to AOOs, but you still get the AOO if your ally gets an AOO.

Relevant feats:

Butterfly’s Sting (critical)

Spoiler:

You can forgo a critical hit in order to pass it on to an ally.

Prerequisite: Combat Expertise.

Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.

Outflank (Combat, Teamwork)

Spoiler:

You look for every edge when flanking an enemy.

Prerequisite: Base attack bonus +4.

Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Paired Opportunists (Combat, Teamwork)

Spoiler:

You know how to make an enemy pay for lax defenses.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Dark Archive

Pathfinder Rulebook Subscriber
Quote:

Tie Up

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

Do you have to have a rope in your hand in order to Tie Up or is this just assumed to be part of maintaining the grapple and choosing "Tie Up" as the action to take after maintaining the grapple?

Also, since you need to make a grapple check to maintain with a +5 bonus, does this mean you can go from Grapple, to Tie up with a +5 from maintaining the grapple and then -10 for only a net difference of -5?

Finally, the CMB that the opponent needs to beat is just your CMB without the improved grapple feat or other bonuses to your Grapple CMB correct?

Dark Archive 1/5

Pathfinder Rulebook Subscriber

Are higher caster level items like "Greater Magic Fang +5" potions available to buy in PFS?

Dark Archive

Pathfinder Rulebook Subscriber

As the subject, can Toughness be taken multiple times to gain even more HPs?

Dark Archive

Pathfinder Rulebook Subscriber

What is a really good AOE damage alchemist build for PFS play?

Small race preferred.

Alchemical Allocation and Infusion required. (Will pair with a flowing monk so Alchemical Allocation / Greater Magic Fang potion is a must.)

So far I was thinking Gnome Pyromaniac, Grenadier Archetype (1/2 bomb per day for favored class bonus)

9 str
14 dex
14 con
17 int
13 wis
9 cha

Basic idea is the flowing monk partner wants to whirlwind trip, redirect, and otherwise control people to keep them together for bombs.

I'm not sure if the character should pump more int with cognatogen (mind chemist archetype?) and use mundane splash weapon when not bombing or focus on bombing and a longbow.

Plus the discoveries, there are just SO many good ones. Hard to narrow it all down.

Any advise/tips is much appreciated!

Dark Archive

Pathfinder Rulebook Subscriber

Does the spell Blink cause the affected creature to have concealment?

I'm asking in regards to the Moonlight Stalker feat, and whether the blinking creature will benefit from the bonuses it grants.

Blink:
Blink
School transmutation; Level bard 3, magus 3, sorcerer/wizard 3

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range personal
Target you
Duration 1 round/level (D)

DESCRIPTION
You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Moonlight Stalker:
Moonlight Stalker (Combat)
You are adept at using shadows to conceal your attacks.

Prerequisite: Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.

Benefit: While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.

What is a good item for a ninja to have in order to get the most use out of the moonlight stalker feat? The cloak of minor displacement seems promising, but that takes the shoulder slot where Cloak of Resistance might serve the character better. So I'm looking at a Ring of Blinking.

Dark Archive

2 people marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

Two questions regard Oracles and their mystery spells:

1) If a character takes a 1 level dip in Oracle, can they access any mystery spell with the appropriate wand without actually being of appropriate level to have the mystery spell? (For example the 2nd level Metal Mystery spell lead blades)

2) If a character does not have the required Charisma score, can they still use a wand for a spell on the list? (For example, a character with an 8 Charisma, using a wand for a first level Oracle spell)

Dark Archive

Pathfinder Rulebook Subscriber

I've been stumped for two days thinking about how to build an effective unarmed sunderer with the following restrictions:

a) Time Oracle, Wrecker Curse (preferably dual-cursed with Wasting as lesser curse)

Wrecker Curse:
Wrecker

Source Pathfinder Player Companion: Blood of Fiends

The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings.

Effect Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.

At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.

At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.

At 15th level, whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 + 1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).

b) Thematically using his hands to "touch equipment and age it to dust".

c) Prefer not to dip more than 1 or 2 levels of other classes because it takes away from the Oracle class caster level. However, if a build is suggested that can make the character effective in a multitude of ways (even with the reduced caster class), I'd consider more multi-classing.

d) PFS legal

e) passable AC

my problems so far:
Adamantine weapons are obviously good for sundering. A monk can't get Adamantine fists until level 16, so even with 11 levels in monk (and monk's robes), it's too much to invest when the heart of the character want's to be a Time Oracle.

The Oracle Revelation "Aging Touch" is what I'm looking for, but it's limited to 1/day, scaling +1/day per 5 levels. I wanted to duplicate that sundering effect with an unarmed strike.

Originally I thought he could just cast inflict X wounds, and touch the weapon but the damage is pathetic even before you halve it due to an objects energy resistance (per the rules on breaking objects).

Sands of time looks like the only spell that is designed to damage objects in the Cleric/Oracle list. It's a 3rd level spell and only 3d6 (+ 1/CL).

I guess I'd be open to the idea of an adamantine cestus (with dueling enchant) and pretend that it's still the character's hand, but the damage is pathetic since you can't get the two-handed STR and Power Attack bonuses with an unarmed strike.

I hope I'm missing something. Some spell, ability, or magic item that can get this to work starting early in the character's career.

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A Combat Maneuver Check is simply an attack roll, and therefore modifiers that grant a bonus on your 'next melee attack' can work if you substitute a maneuver, such as Sunder or Disarm, for the attack correct?

I'm referring to the spell Inheritor's Smite and whether it will allow a +5 bonus to a Sunder Combat Maneuver check. Furthermore, with this specific case, will you still be allowed to bull rush on a successful combat maneuver?

Inheritor's Smite:
Inheritor's Smite
School transmutation; Level cleric/oracle 2, paladin 2 (Iomedae)

CASTING
Casting Time 1 swift action
Components V, S, DF

EFFECT
Range personal
Target you
Duration see text
Saving Throw none; Spell Resistance no

DESCRIPTION
You channel the power of Iomedae into your weapon arm, allowing you to strike with great force. Your next melee attack (if made before the end of the next round) gains a +5 sacred bonus on the attack roll. If it hits, you may immediately attempt a bull rush (with a +5 sacred bonus on your check) against the target without provoking an attack of opportunity; if your combat maneuver check exceeds the defender’s CMD by more than 5, you do not need to move with the target to push him back more than 5 feet. Most priests use this spell to create a break in an enemy’s line or to force a dangerous opponent away from a fallen ally or strategic object.

Source: Pathfinder 26: The Sixfold Trial

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I've been playing Pathfinder Society a few times a month since the beginning of this year. I never played tabletop RPGs except once, maybe twice in high school. I've learned the rules well enough that I can get by judging tables and I feel like I can put together an effective character.

I want to take the next step to get more enjoyment out of the hobby and get more life out of my characters, and hopefully the ones around me.

I want to get better at roleplaying.

What is a good way to start?

As to making a believable character, I suppose a backstory is nice. Is there a list of things that might come up in game fairly often that I could flesh out? (something like, a) favorite color, b) fears, c) social quirks, etc)

I'm open to any suggestions, it just seems to me that some people have it, and others don't. Some people have good voices, are articulate, quick witted, clever and funny. Others are shy and awkward.

Help turn me from awkward to clever and funny.

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A) Will a character with Diehard become unconscious if reduced below his HP total with nonlethal damage?

B) If Diehard doesn't work, is there any way to not become unconscious if reduced to below your HP total with nonlethal damage?

Diehard feat:

Spoiler:
Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.

Prerequisite: Endurance.

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

Nonlethal damage rules:

Spoiler:
Nonlethal Damage

Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest.

Dealing Nonlethal Damage

Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage

You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage

You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Staggered and Unconscious

When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

Healing Nonlethal Damage

You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

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So if I reduce my firearm or crossbow reloading time to a free action, will it provoke AOOs when reloading inside of an enemies threatened area?

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This works on Ranged attacks right?

from srd

Quote:


Deadly Stroke (Combat)
With a well-placed strike, you can bring a swift and painful end to most foes.

Prerequisites: Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.

Benefit: As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Conditions). The additional damage and bleed is not multiplied on a critical hit.

Also, as an example, with a critical hit during the deadly stroke does the math work like this, assuming [1d8 + 1 19-20 X2 (from a +1 longsword]:

Roll (1d8 + 1) TWICE for deadly stroke, then add another 1d8 + 1 roll ONCE for the critical hit, totaling: 3d8 +3 damage?

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Using either the Water Sight or Gaze of Flames with the Obscuring Mist spell, what is the most effective way to build a good stealthy character that can maximize damage.

For Pathfinder Society Play.

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If you have two life oracles with life link active on each other, and each oracle has the Fast Healer feat, will they effectively heal each other up with positive net gains in healing?

Quote:


Fast Healer
You benefit greatly from your healing, be it from spells or natural healing.

Prerequisites: Con 13, Diehard, Endurance.

Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Quote:


Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Quote:


Supernatural Abilities (Su)

Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells.

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I did a search and found some threads from a couple years ago with no real definitive answers.

Cestus:

Quote:

Benefit: While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus.

Drawback: When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).

So my questions are:

Can the hand wielding a Cestus...

1) hold a bow?
2) fire a bow?
3) use gloves of storing?
4) cast spells?
5) throw throwing weapons?

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I was just at a PFS game and had a Flame oracle at my table. We were talking about his build before the game and I encouraged him to take the Gaze of Flames revelation so he could just use obscuring mist and see through it. He said that he was thinking about it later, once he could use it more rounds/level. I was under the impression that Gaze of Flames and Water Sight lets you see through the items described in the abilities all the time, and the rounds / lvl restriction on the Gaze of flames was for the the clairvoyance bonus at level 7. I got that impression from reading the various oracle threads on these forums, because I don't remember anyone saying it was a bad combo because it was limited.

Quote:
Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Quote:
Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

There was an other GM at a second table that read the abilities in the APG, and thought it was worded so that seeing through fire, fog, and smoke with gaze of flames was limited to rounds per day. If that is the case, is it a free action, or standard action to activate the ability?

Please give insight regarding both Water Sight and Gaze of Flames.

Regards,
-Vel

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I received an Aasimar boon for PFS at a convention. I mainly play fighter types, so was a tad disappointed in the stat bonuses the Aasimar provides. However, I think I've got a decent back story and will build a character to exclusively play with my g/f during society play. She'll be a dual wielding melee type, focusing on crits and butterfly's sting with kukri's.

I wanted something that could use the Charisma bonus of the Aasimar, and melee well.

For the backstory, the character becomes deaf and could have a reason to speak in tongues, (dual cursed oracle, deaf and tongues).

I thought a Battle Oracle would be nice, but it doesn't capitalize on the silent spell bonus of being deaf. It's hard to ignore the Waves oracle, so here is a potential build:

Str 16
Dex 14
Con 12
Int 12
Wis 9
Cha 16

Traits
Magical Lineage : Obscuring Mist
Reactionary: +2 Initiative

Phalanx Soldier, Dual Cursed Oracle (Deaf, Tongues)

Fighter1: Weapon Focus (Naginata), Improved Initiative
Oracle1: Revelation: Water Sight
Fighter2: Still Spell (Meta), Combat Reflexes
Fighter3: Phalanx fighting (Can use Naginata with Heavy Shield)
Oracle2: Outflank (Also taken by partner)
Oracle3: Misfortune
Oracle4: Additional Revelation (Fluid Nature)
Oracle5: Fortune, Dodge (from fluid nature)
Oracle6: Shield Focus
Oracle7: Fluid Travel
Fighter4: Shield Specialization, Weapon Specialization

Since this is PFS it will end at level 11.

Improved Initiative - will cancel out the -4 initiative from the deafness curse, (this is the curse that will improve over time).

Water Sight, Magical Lineage (obs mist), Still Spell, Phalanx Fighting - These mean that by character level 4 he can cast obscuring mist without any components (no V or S), with a heavy shield and Naginata wielded and attack enemies from reach while maintaining total concealment.

Darkvision 60' - Since the Aasimar has dark vision, i was going to take the darkness, and deeper darkness spells to capitalize on him hindering foes and attacking with reach in concealment. Would this make things unplayable for other melee types in PFS play? My g/f's character could just take blind-fighting and buy Goggles of night later.

Combat reflexes and outflank - To capitalize on pairing with a dual wielding kukri warrior.

Misfortune, Fortune - Rerolls are awesome.

Dodge - freebie from fluid nature

Weapon focus - to make-up for the oracle 3/4 BAB

Shield focus - figured i'd take this and get shield spec at level 11 for the reduced crits and CMD, and it would stack with fluid nature.

Weapon Spec - Might as well get this since i've already put 3 levels in fighter.

I'm not sure how effective this will be because the multiclassing is so high in Fighter. I figure with the constant companion, that has butterfly's sting, he'd end up being very effective in melee with a x4 multiplier crit weapon.

Will it be too weak even with a fighting partner that can help capitalize on some weaknesses? (the outflank bonus can help vs the lower BAB, the butterfly sting on a high frequency crit partner can provide some solid opportunities for major damage).

Thoughts?

I'm toying with a lot of different ideas for the Aasimar. I'd like to be proficient in melee if at all possible. Dip in oracle for the curses, (looking at outter rift, battle, and life oracles as well).

I thought a good Life oracle build could focus on healing with life link, high con, fey foundling, fast healer, reach meta, but what would my turns look like if the challenges weren't so hard? I mean I'm not sure if i'd mind healing but what else can I do?

NOT into paladins btw. Can't stand the flavor, but I actually like some of the abilities and roles they fill. (i.e. protector type, but the focus on anti evil and the lawful good alignment is BLAHHHH)

This will only be my second character in PFS, and table top RPGs in general. So my experience with Pathfinder and table top gaming, is limited to the current level 4 fighter I'm currently playing.

-Vel

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I read in another thread where someone recommended that someone who wanted to make a dex based fighter take the brawler archetype and get gloves of dueling.

Being a new Pathfinder player myself, I had thought about that when discovering the Gloves of Dueling magic item but assumed it wouldn't work because the Brawler gives up weapon training.

Is the weapon training still a class feature and renamed for the archetypes that 'replace' it? If that were the case gloves of dueling would be great for fighter archetypes. If not then a lot of the archetypes are sub par just for the simple fact they give up the possibility of using gloves of dueling for the +2 bonus to weapon training.

-Vel

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Will a Merciful Inflict Light Wounds work with the Enforcer feat to trigger the intimidate free action?

What about improved unarmed strike while holding the charge?

Also, Butterfly's sting will apply to touch attacks correct? In that when my ally successfully uses Butterfly's Sting on a creature and I am the next person that confirms a hit with a touch attack (ranged or melee) it automatically confirms the crit?

Last question, will Inflict Light Wounds using the Reach Metamagic feat cause it to be based off of dex for a Ranged Touch attack roll? (also subject to the -4 penalty for using a ranged attack in melee combat if that situation applies?)

Thanks,
Vel