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Chief Sootscale

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Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber. Pathfinder Society Member. 963 posts. No reviews. No lists. No wishlists.


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Dark Archive

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Scrolls are spell completion items...

Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.

Arcane concordance says...

A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or Casting Time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).

Does this mean that casting a spell from a scroll within the area allows the application of the metamagic and the boost to DC? Since casting a spell from a scroll IS casting a spell, and when doing concentration you still apply feats and such that add to your concentration since you are finishing the casting yourself? Just curious if it works.

Dark Archive

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Alright, the detective bard gets this bard performance...

Careful Teamwork (Su): A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.

Now, if he uses that, and everyone gets a bonus for an hour, does the feat discordant voice work for the entire hour? RAW it seems to.

also, the spell saving finale seems like it would work as well, as it as written. any thoughts?

Dark Archive

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Can you make a move along a diagonal around a corner that includes a wall and a door? like going around a corner, is that allowed going around the corner like a diagonal? especially if moving out in front of the doorway is in someone's threat range? would you ignore/bybass the Attack of opportunity?

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I agree. if the arm is not working, it would become 'dead weight' and would count against carry weight. Like if it was sundered or rusted. Good call.

Dark Archive

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Alright, so in the magical marketplace, there's an option for clockwork prosthetics as a magical item. They replace lost (or intentionally removed) limbs. An example is the clockwork arm, which weighs 20 lbs. The question is this...

Do you count the weight of the prosthetic toward the characters carry weight, considering they are not really CARRYING it, it is attached to their body in place of one of their limbs? I understand they are still bearing the weight, but not in the conventional sense. Would you just add that weight to the character's body weight, and not to their equipment load?

My thought is that it would add to the character's body weight, and not to their equipment load. Yes they are carrying it, but it's not like carrying 20 lbs of scrap metal in a backpack. Thoughts?

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I didnt think so but I thought it best to ask.

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Here's another question. If you're a small Tiefling, does your speed go down to 20 ft? or does it stay at 30?

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Awesome, thank you for the clarification.

Dark Archive

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Can a witch that has become ethereal, via Ethereal Jaunt (Samsaran Mystic Past Life or UMD!) still affect people with their hexes? Considering it's not really an attack and if it's one of the hexes that is a supernatural ability (Evil Eye for example).

Dark Archive

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Can a witch that has become ethereal, via Ethereal Jaunt (Samsaran Mystic Past Life or UMD!) still affect people with their hexes? Considering it's not really an attack and if it's one of the hexes that is a supernatural ability (Evil Eye for example).

Dark Archive

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Alright, sound striker bards get this...

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

From the way it's worded, there is no attack role, and it appears you can use it on ANY object. Such as an attended, held item, like a wand, ring, headband, etc. These are all expensive, powerful fragile magic items. Can you use word-strike to sunder equipment? It doesn't seem to say you CAN'T, but that seems very powerful.

Dark Archive

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If you play a small version of these races, it states apply the proper modifiers for being small. Does that mean the modifiers to attack, move speed and hide and such, or the actual stat modifiers as well? The reduction to strength and increase in dex for going down a size cat?

Dark Archive

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The warpriest destruction blessing sates "you can touch an ally and grant.."

Can you touch yourself and give yourself the benefits of that blessing? or is it ONLY others?

Dark Archive

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It appears to me that the only bardic performance that is based on ranks in performance skills is the fascinate and counter-song. Do you need ANY ranks for inspire courage and the like? or is one good enough?

Dark Archive

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Detect Magic wrote:
Worth noting: telepathy is a one way communication, as far as I can tell, not a mind-meld.

not at all...

Telepathy (Su)

The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time

Format: telepathy 100 ft.; Location: Languages.

it uses the word "conversation", it is two way communication, just like talking. if the other creatures know you have telepathy and are in range, they can reach out to you and "ping" you to talk. it is very good.

Dark Archive

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also, pseudodragons CAN speak. if a familiar cannot speak it will say so in the languages section. they speak draconic, so they can activate wands and scrolls

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Here's my thought. The fairy dragon is great. What is the biggest thing the pesudo dragon has is both blindsense AND reach. for a character that is trying to deliver touch spells, it's amazing. and no SLAs sucks, but it has enough UMD that it will rarely fail it's check. For a straight wizard, i think the fairy dragon is on par with the pesudodragon. for anyone with d8s or 3/4 BAB, the second is better I think (aka magus or cleric with eldritch heritage)

Dark Archive

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agreed. if the designers dont want it going off your HD, then it wont. it's still a save or lose attack. and there are ways to make it better. it's already better than drow sleep poison, and that gets used heavily.

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So yes

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@barnes: yes I know that. I was talking about his base stats for his two dragon hit dice. Which give him three base to all saves, 2 bab and good skill points.

As for the hit dice thing... it says they gain hit dice for all effects relating to hd. Does this include the calculation of poison dcs? Its not clear

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Fair points. I would say communal Air walk is amazing as Rynjin says. Since full plate fighters have a seriously hard time making ANY fly checks.

Dark Archive

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Fair point. That was a minor aspect to begin with

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Thanks for the answer. I ask since I am playing a cleric that gets fly as a domain spell. Was wondering if I needed to memorize airwalk with fly on my list, or should I just carry some scrolls.

Dark Archive

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Thank you for not answering the question. xD

I'm asking about fly and airwalk.

Dark Archive

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@Te'Shen: Yes, but without his class skill bonus the bonus is just ranks, which is underwhelming.

@@Sissyl: Yup! And thats with two ranks. If you max stealth....

Dark Archive

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That's pretty much the question. What do you guys think is the better spell? Fly allows for much greater speed, but requires a skill check to be effective and has a tenth of the duration.

Dark Archive

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A CUTE, cat-sized dragon who makes adorable chirpy sounds all the time. Duh.

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When someone grabs the Improved Familiar feat, they are looking for a particular something. Usually it's combat survivability, SLAs, special abilities, and a UMD buddy. In short, extra actions. Many familiars have several of these things, but no one has all of them, and certain choices are seen as clearly superior than the others.

Through several wizard and witch guides, I have seen pseudodragons get a bum rap, usually rating an orange (read as 'meh..' or so so) rating. These guides are amazing and I use them myself, they are better than anything I could put together. I am currently working on choosing an improved familiar and I have come do a startling discovery: Pseudodragons are actually quite good. The purpose of this post is to explain my reasoning and get some feedback from others.

Let's look at what the little dragon does NOT have. The big ones are SLAs and DR. He has no spell-likes, which reduces his versatility at lower levels, and makes it so that he does not have many tricks that you do not have to pay for. Some good examples of SLA-heavy familiars are the little Lyrakie Azata, who has cure light wounds, silent image, and several other useful SLAs.

The other thing he does not have is fast healing or DR. Several familiars have DR of 5 (one even has a DR of 10) that is overcome by magic to chaotic. Many also have a Fast healing of 2, or even regeneration, greatly increase their survivability and reducing between combat healing costs.

The Pseudodragon's statistics are decent but not great. His strength is high enough to carry a decent amount, being a quadruped, and if he is polymorphed, he gains the +4 before the polymorph effects are applied, bringing his base strength to 11. his other stats are good, but not exceptional.

Now, what he does do well...

He is a dragon, giving him great base saves, decent base BAB, and his class skills are fantastic, most pointedly he has UMD as a class skill, which makes up for his 10 CHA. The above Lyrakie is noted as having a 20 CHA for UMD use, which gives a +5, though the little dragon gains a +3 for having it as a class skill, almost as good. He also has a bevy of strong class skills, and his stealth is massive. He can also speak, and has 'hands' so he can use UMD.

He has blindsense. This is worth a section of it's own. He has 60' blindsense. he can see invisible creatures, and then use a glitterdust scroll on them. he can automatically sense ambushes and yell out a warning. He adds an entire layer of protection for the party that is normally very difficult to achieve.

He has telepathy 60'. It's great, he can link the party up, talk to anyone for the party. He can coordinate the party silently. He can act as a translator.

SR. He has a spell resistance of 12, while not great, at the highest levels he has a 5% (natural '1' on a d20) resistance to magic. Just making them roll is enough.

He has a natural attack that has poison. The DC is not great. But the effect puts you to sleep. AKA, dead. If anyone succumbs to his poison, it's a one-way ticket to coupe de grace town.

And another huge one that I'm sure many dont realize, he has reach. Pseudodragons are tiny, giving them a natural reach of 0 ft. His tail gives him reach of 5 ft. This means he can deliver touch spells, aid another, and make attacks with his poison without actually entering someone's hex, increasing his versatility immensely. Having weapon finesse even more increases his ability to land touch spells and attacks

His movement is slow, but he has a long flight speed with good maneuverability. and his immunity to sleep and paralysis is good, and might save his life from time to time.

So, those are my thoughts. Feel free to agree or disagree!

Dark Archive

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Rock on. I just wanted to make sure I did not miss some kind of errata or other thing that changes that catch all statement "An oracle casts divine spells drwan from the cleric spell lists". Thanks for verifying.

Dark Archive

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Alright, the Oracle class states...

"An oracle casts divine spells drawn from the cleric spell lists."

Now, we see from time to time, there are spells that say at the top of the spell "Cleric X" and do not say "Cleric/Oracle X", are these spells prohibited from oracles, or were they just left out because of sloppy editing? And even if they were left out on purpose, it states in the Oracle Class that they cast spells from the cleric spell lists, meaning any spell a cleric can cast, an oracle can as well, yes? Further confusing things. generally spells that are only usable by one of the two dual spell lists (Sorcerer/Wizard and Cleric/Oracle) specifically point out in big bold letters that "only wizards may cast this spell" or "ORACLE ONLY", and the like.

I'm just double checking. From what I can tell, an Oracle can learn and cast any spell that is on any cleric spell list (barring domains of course). So spells like sure casting and burst of radiance which only list 'cleric 1' and 'cleric 2', but no mention of oracles, are not prohibited.

Dark Archive

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I think SLAs are good. since you are 'casting' them. you have to make concentration, they can be interrupted, etc.

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Hmmm it'd be nice to know officially

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True, since you can cast harmless spells that target fort saves on them, like polymorph, without the immunity hitting it.

Dark Archive

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Bump. and also curious if you can use Spell-like abilities on familiars.

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I would assume 'share spells' would win over the construct type. If we're going by precedence here, share spells trumps another creature type, so it's not unreasonable to infer it would trump the construct type as well. It's not RAW, but it's not unreasonable.

Dark Archive

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Alright. What purpose would the 10 con serve? Seems like a superfluous stat if it's right.

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The real question is does it having a con score keep it from dying at 0 HPs.

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I figured since it was a clockwork FAMILIAR, it might be special. they have an INT score too

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I'm an idiot. I meant Clockwork Familiar! Not all clockwork constructs.

Source Pathfinder Adventure Path #63: The Asylum Stone

STATISTICS
Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 15

That's the copy-paste from the AP PDF. they have a con score there too

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This is confusing me. They are constructs, but they have a con score. I checked my print copy of the source material, and yes, they have a con score. Does this mean they can go to neg con for hit points?

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would be great.

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I think they should be able to earth glide, honestly. I would say this. Armor? SUre, if he's only ever gonna take one shape, if he changes shapes at all, the armor would break or just fall off. HOWEVER, he could, in fact, most likely wear a bag or satchel. He can speak, and manipulate objects. probably wear a belt (and in most forms keep it, as a thing wrapped around it's 'middle'. from what i read above, it's saying the earth elementals can take ANY form they like, animals, humanoids, whatever. so they could use things like belts, bags, bracers even. if they wear anything specifically humanoid (Armor, helmets, gloves, boots) they could only use them while in that form. and the elemental would probably not want to stay in that form forever). they can have hands, can manipulate objects, and also can speak, so they could use scrolls or wands. i can totally imagine a pile of rocks, with what appears to be a messenger bag or satchel kinda tangled up in the rocks, with what appears to be some bracers buried in some rocks and dirt. you reach down to grab it, and the rocks move, and turn into a small elemental wearing the bracers and with the bag around it's middle, growling at you in Terran.

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The title says it all. If i have a small earth elemental as a familiar, can it do stuff like wear armor, use wands, carry equipment? It is the only familiar with a truly solid body, and they CAN hold a rigid and normal form. they can speak and manipulate objects. Is there any ruling anywhere that says if they or cannot use equipment like this?

Dark Archive

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Alright guys, thanks for the help! I'll go with that Gregory says, sounds reasonable.

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Bump. I've been asked by players if we could try this in my hand and im hesitant. Just curious what people think of it power and balance wise. And maybe hear done of their experiences.

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It is not conjuration im trying to avoid,but summoning. So I got no problems sending them to the plane of pants to think about what they have done. ;)

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Ahhhh it's true seeing and greater teleport i was thinking of. I stand correct. So yes, still a good tactic. Nice thing is it's something that can be done without focusing in it.

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Just have to decide for the above build which two of the following three I want as feats: Scribe Scroll, Spell Focus: Enchantment, Divine Interference.

@Wiggz and Fruian: Sounds awesome, the problem is since this is savage tides (hence demons galore), almost everything we fight at that level has plane shift and greater teleport at will. taking them approximately two rounds to return to the battle after being plane shifted.

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@Magda: Thank you SO MUCH for your help, this is so valuable, you have no idea.

Do you think I should take scribe scroll or Spell focus (or drop divine interference, depending on what we think would be better for the party, scribe scroll for utility, or divine interference), and how about the strength being at 13 or 14? since i plan to use guided weapons past a certain level, does the investment of 13 to 14 strength sound worth it past making the early levels easier? Well, in order to get preferred spell, i must take heighten spell, it's a pre-req sadly. Having trickery domain, i plan on memorizing Confusion a LOT in my domain slots. I could drop preferred and heighten, for Bouncing spell and divine interference at 11th level. If i did that, I'd change my lineage to suggestion, since i can spontaneously cast it as a 4th level spell, which with magical lineage would still be a very viable option for specialization. The build would look like this...

Str 13
Dex 12
Con 14
Int 12
Wis 17+2 (all)
Cha 10

Trait: Magial Lineage: Suggestion
Domain: Trickery (Deception) *which gives confusion*

1- Lingering Performance retrain to Bouncing Spell at Level 5
B Improved Initiative
3- Power Attack
5- Scribe Scroll or Spell Focus: Enchantment
7- Spell Penetration
9- Persistant Spell
11- Divine Interference
13- Quicken Spell
15- Spell Perfection: Confusion
17- Greater Spell Focus: Enchantment

The thing is, even not spontaneous casting confusion, i can still memorize it a LOT, probably more than i'll be able to utilize in a day at higher levels (considering targeting restrictions). trickery has some good spells, but it would look like this..

Domain spells memorized:
4th - Confusion
5th - Confusion (cast in a higher slot)
6th - Mislead
7th - Persistent Confusion (Cast in a higher slot)
8th - Quickened Confusion

Dark Archive

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alright, here is the build, the 12 int could be changed to a 14 str and i could put only one point in perform, since from what i can tell you only need perform ranks for counter-song. a change could be to ditch Heighten and preferred spell, and put in either bouncing spell or reach spell, put back in spell focus or scribe scroll, and change my magical lineage to suggestion.

Str 13
Dex 12
Con 14
Int 12
Wis 17+2 (all)
Cha 10

Trait: Magial Lineage: Confusion
Domain: Trickery (Deception) *which gives confusion*

1- Lingering Performance retrain to Heighten Spell at Level 5
B Improved Initiative
3- Power Attack
5- Scribe Scroll or Spell Focus: Enchantment
7- Preferred Spell: Confusion
9- Persistant Spell
11- Spell Penetration
13- Quicken Spell
15- Spell Perfection: Confusion
17- Greater Spell Focus: Enchantment
19- Greater Spell Penetration

The other idea is to take a level in fighter in there somewhere.

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