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So I was thinking about buying this for a deafened Oracle that has Eschew Materials. Could I spellcast as a Raven?
If you were casting spells without somatic components then yes. Otherwise no unless you also add in Still Spell.
Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
Honestly not really. My experience of higher level modules and AP segments is that they struggle to stand up to what high level players can throw out. This is especially the case where you allow more than 4 players into them.
It is understandable why this is the case. Scenario's, AP's and modules are written with certain expectations of what players will be bringing. That has to be somewhere in the middle to the lower end of the power scale. Most of my play is done online which has fewer "casual" players.
A hard mode which was genuinely difficult would be much appreciated by me, both as a player and GM.
A few issues with this:
1. Hexcrafter trades away spell recall. I don't believe you get Improved Spell Recall as it improves an ability which you do not have.
2. You can only draw energy from a single wyroot weapon once per day and they store at most 3 points.
3. It looks like you are liable to auto lose to someone dropping anti-magic field like the pit fiend or solar with wish/miracle. Using scrolls of spellbane is a cheap tactic which tells us nothing much about your actual capabilities as you simply cannot afford to keep using them in a real game situation.
4. Most of these tests run with the Ultimate Campaign guideline of 25-50% increase in WBL from crafting feats. Using leadership invalidates most of your post and once again tells us nothing of this characters capabilities.
Michael Hallet wrote:
The even more dangerous group, 3,3,3,2,2 is also APL2.6 which rounds to 3. If they are in a season 4+ they have to play high tier with the 4 player adjustment which is likely to be pretty deadly. Season 0-3 they play low tier and roflstomp it
PFS doesn't really have a separate set of rules for things like this so you may be better off asking in the rules forum. Having said that it doesn't look like the Bloodline Familiar option is an archetype. It is in its own separate section, it doesn't call itself an archetype, in fact there is an entirely different section called Caster Archetype's that you might have expected to find it in if it was. However, it works very much like an archetype, modifying your base class abilities such as bloodline powers.
If it is not an archetype then I think you can combine them. If it is then you cannot combine them as they both modify the first level bloodline power. I would expect table variation.
b) A 1st level Psychic Bloodline Sorcerer wishes to take the Bloodline Familiar. Can the Sorcerer do that? If yes, what is the mutation the Familiar gains?
No, the only options are the ones in the Folio. We don't get to create alternatives in PFS. From Familiar Folio:
At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar
DM Beckett wrote:
I think you are confused, unless we are talking about a different portion of the book. But look back at the what the guide says. I've included a full portion for better reference. Note a few things. Firstly, it is talking about how to find the correct Subtier for a mixed level group. The 0.5 is referring to the Subtier, not the APL. That is, if the APL falls into the 0.5 range of the Subtiers, this is how it is handled. There is no reference to "X.5", because it's not referring to the APL, but where the final APL falls in between the Subtiers
No, it isn't. That paragraph is talking about how to calculate APL. The sentence comes directly after talking about rounding. If it was talking about what to do when you are between subtiers it would say that rather than talking about fractions.
James Risner wrote:
I have played the Large PC in wild shape before, with Dragon Style it never is an issue.
I wouldn't waste a feat on it. Air Walk will handle the vast majority of issues and means you wont get in the way of your teammates.
Paul Jackson wrote:
@andreww - my fox Kitsune has been pretty effective in your games. Not game breakingly so but effective. Of course, I try hard to NOT build characters that are too powerful.
I think it must have been at lower level then as he doesn't stick out in my memory as having been disproportionately effective.
I have run for 3 different "songbird of doom" characters over the last 12 months or so, all of them prior to the MoMS nerf. So far they have failed to impress.
One ran away after he nearly died to a Marut (admittedly level 9 in a 10-11).
One was rendered unconscious to non lethal damage after he miserably failed an acrobatics followed by a single attack from an enemy longspear in a 3-7. He was I think level 6.
The last fled from some greater shadows in another 10-11 when he was level 10. I guess a good chance to die from a single touch attack was a tad off putting.
I haven't seen one since the nerf.
Star ratings are a measure of quantity, not rules knowledge.
I was also hoping to get it as the "wild shape" of my future Feyspeaker Druid, so that she had a shape she could reliably take and have some kind of druid bragging rights.
Bear in mind that Natural Spell only works for Druids using Wild Shape, it is not enough to be using any old polymorph type spell.
Ward of the Season here.
You could trade but you cannot use the option as you have no legal source to make use of it.
This is no different than finding an illegal option used by an NPC in an adventure.
Could you please fix the wording about what happens when you are at X.5APL. Currently I says:
Divide the total number of character levels by the number of characters in the party. You should always round to the nearest whole number. If you are exactly at 0.5, let the group decide which subtier they wish to play.
The last sentence is wrong. For example, if you are at APL1.5 it doesn't matter which way you round, you are playing tier 1-2.
In addition, the following section could use some clarity:
For scenarios written in Seasons 0 to 3, when the APL is in between subtiers, a party of six or seven characters must play the higher subtier. Parties with four or five characters must play the lower subtier. In the fringe case where there are no players that are high enough to have reached the subtier level (such as a party of six 3rd level characters), the group may decide to play down to the lower subtier
I have seen a number of people claim that the "fringe case" applies to scenario's from all seasons. I don't believe that is correct as it appears in a paragraph talking exclusively about seasons 0-3 but it has produced a fair amount of debate in the past.
Finally, we could probably do with some guidance on just what does and does not constitute PvP. I have seen and heard of massive table differentiation on this from you cannot do anything which affects another PC under any circumstances without their explicit consent to unless it is going to actually kill them you can do what you want (subject to the don't be a jerk rule).
You are still limited by additional resources.
Ignore the PC trading. If you find an NPC spellbook which has an otherwise illegal spell in it would you think you could scribe and then use it? No, additional resources doesn't let you. PC trading is no different.
Rings of Spell Knowledge only work for spontaneous casters such as sorcerers, oracles and bards.
Mental Block is a level 2 psychic spell. In general I would avoid trying anything which involves using lower level spells from 4 and 6 level spellcastters. The precedent from the guide is that we use the lowest level from the wizard, cleric or druid list for things like wands, potions and scrolls. You generally only look to other lists where the spell doesn't appear on those. I would anticipate doing the same thing with psychic caster only spells.
The new form prevents him from casting spells as toads are incapable of making the required somatic gestures for spellcasting or of providing the verbal components as they cannot speak. He would also have trouble carrying a component pouch or manipulating the components given the lack of hands.
In addition, in PFS you must clear most conditions by the end of the scenario or your are reported as dead, essentially unplayable.
You can do it with any Oracle mystery if you take the Spirit Guide archetype. That allows you access to one shaman spirit and a hex. You can then take the Nature Spirit and Friend to Animals hex.
One word of warning, the Charisma bonus to saves is for all animals within 30', not just friendly ones.
And my understanding of the PFS society rules is that if you acquire a new companion, they only begin with their bonus tricks, not the 3-6 regular tricks that they can learn. So those would need to be learned as usual.
For PFS you need to read THESE FAQ'S.
If you are replacing a dead or released animal companion they arrive knowing only their bonus tricks. You get to attempt to train them in additional tricks a number of times per scenario equal to your ranks in Handle Animal. The RAQ specifies you can take 10 which would imply that taking 2o is not an option. That means you will want at least a +10 on Handle Animal to be certain of succeeding. You should get this anyway as it is pretty much what you need to control your companion in battle.
Jared Thaler wrote:
There is developer comment somewhere that says that breath of life kicks in a split second before you die, so those clauses do not apply and you do not count as having died.
Do you have a link as I have never seen that and it would go directly against what the spell actually says.
Nah, he wasn't all the way dead.
Except if you know, he was. From breath of life:
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature
One thing to be aware of if getting a raise dead spell is this section of it:
A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell
Also, arguably, THIS applies if you return via Breath of Life as you have actually died.
Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.
Matthew Morris wrote:
He's a cleric, not a paladin, and honestly clearing the compulsion from his isn't necessarily going to help you all that much. The Alarune remains the most potent threat.
Many judges (incorrectly) treat swarms as 4 independent shapeable 5' squares (almost sub creatures).
Many GM's, entirely correctly, treat swarms as shapeable on the basis that the swarm type says that you can do so providing they remain contiguous.
Anything which is specific to the module is usually DC15+ for me along with monsters from unusual supplements, AP segments and soft covers.
Common stuff includes a lot of low CR critters from Bestiary 1, most humanoids, animals, low level undead, magical beasts etc. I am less generous with Oozes and things that live well out of the way of civilisation such as Darklands creatures as they are likely to be less well known.
As you get to stuff from later Bestiaries I am less likely to treat them as being common and templated creatures will generally be at least 10+CR if not 15+.
Ultimately there is no hard and fast rule and it is very much subject to GM discretion.
Actively hurting any party member through your direct, willing actions is PVP, and I have never had any negative channeler allowed to channel negative when someone said no.
This is absolutely not what the PvP section of the Guide actually says.
Simon Dragonar wrote:
Negative Channel would work well with Selective Channel if it was not Charisma-capped. Wisdom is still your primary as a Cleric, and you would need a bare minimum of 16 Charisma to select out your party if they're within 30'. The PFS group cap is 6, sometimes 7. That is 20 or 22 Charisma to guarantee you don't hit someone on your team. There's also little Timmy the innocent bystander... :(
Along with any animal companions and/or familiars.
Sure, although I don't think it is unreasonable to think, "this bag of walking bones is more likely to be damaged by a big clubby thing than a sharp cutty thing".
I am mostly talking about stuff which should be reasonably discerned from what people can see. It would be metagaming to think "that looks like a devil, I am going to use my silver weapon" without a successful check or some other reason to do so.
Murdock Mudeater wrote:
If you want to do this I would recommend taking Noble Scion of War. That will change your initiative to a Charisma check and you will not take the ACP penalty to it. You can also add in a tower shield for an extra +4AC.
Note, this will mean that your Acrobatics, Climb, Swim and Fly skills will be utterly hopeless and you will never hit anything with a ranged attack or touch spell. I suggest picking up some low level potions or scrolls early on to deal with things like low walls and shallow streams. Spider Climb, Levitate, Air Bubble etc will let you get about when it is really needed. You are also likely to need Ant Haul to deal with the weight issues.
Later on you will have fly/overland flight to get about. This is doable but you will not have the fly skill to be able to make pretty much any of the required checks due to the ACP (especially if using a tower shield) so you will largely have to fly in straight lines.
I have an Oracle who does this and uses Air Walk to make getting about easier.
Michael Hallet wrote:
This bit really isn't true. If I describe a creature as a walking skeleton it isn't metagaming to consider that using a club might be more effective than a spear. It may be an undead skeleton, it may be an animated object, either way players are permitted to react to observable features without being accused of metagaming.
Likewise, if I find myself facing a column of mobile flame 15' high I am unlikely to throw a fireball at it and may consider something like Snowball to be a better idea. I don't need the requisite Knowledge Planes check to identify it as a fire elemental to see that a thing made of fire might be resistant or immune to fire.
Stephen Ross wrote:
yes - generally I've seen GMs deduct gold for this type of activity when successful, thus players avoid it.
Really? Because that pretty much goes directly against what the Guide says about finding alternate solutions.
James McTeague wrote:
Thanks James, that's good to hear.
Doh, I should have been searching for replay rather than credit. Thanks for the find.
An example of a good etiquette (and a smart play on Paizo's part) is to at the very least list which sanctioned scenarios add firearms (otherwise a gunslinger PC is restricted to only his starting battered firearm until 'luck of the draw' regarding how many scenarios he has to play in until he can finally gain a different firearm - something none of the other core/base/advanced classes have as a 'roadblock' to playing the character they envision. That 'luck of the draw' could make it so a gunslinger character reaches level 11 without every gaining access to any firearm (aside his initial battered firearm). [If I have overlooked something regarding this, please let me know.]
You have overlooked the fame system which is the main way people gain access to more expensive equipment. You don't have to find things on chronicles to buy them, that simply opens access to them outside of the fame system.
Occasionally chronicles will also make available items which are not otherwise available such as partially charged wands or higher caster level scrolls and potions but otherwise your fame and additional resources dictates what you can buy.
Actually, having said this I am not so certain it is true. I went back to the Guide to find where it was dealt with and the only place I can find which deals with it explicitly says:
All players receive a Chronicle sheet unless, at the GM’s discretion, they are replaying the module or Adventure Path for no credit.
I cannot find any reference to playing for no credit only being allowed to make a legal table which may well mean it is buried in a forum post somewhere.
John Compton wrote:
Is there a way of getting new changes highlighted the way additional resources does to make checking for new updates a bit easier?
I am curious how, if at all, this might apply to online play? We don't have Game Days as such but there are a number of very prolific and regular organised online VTT games.
People like Prethen, Cronge, Don Bui and many others run very regular and popular games.
James Risner wrote:
As I understand it you can only play for no credit if it is to make a legal table.
You get 0xp, 0pp and 0gold. If you acquire any conditions, including dead, they need to be cleared in the normal way.
Summon Monster 8. Summon 1d4+2 Celestial Dire Tigers. Each of them charges and pounces. You can easily set it up so they are charging into flanks. Each should smite their target.
You are looking at:
Bite +24 for 2d6+24
Your average CR15 monster has AC30 and 220hp. Each Tiger is doing roughly 102 damage to an evil enemy on the first turn then about 60 each turn after that.
MT only increases your spellcasting with the class, you gain none of the other benefits. Clerics don't advance domains, sorcerers don't advance bloodlines, wizards gain no more bonus feats or free spells etc.
If you want to hop around the battlefield dropping control spells then a better idea is probably straight Arcanist with the Dimensional Slide arcana. You might also want to look into Magaambayan Initiate which lets you poach various cleric and druid spells.
Also, sorcerer doesn't qualify for mystic theurge. You need to be at leas level 4 to gain access to level 2 arcane spells. Crossblooded is generally an awful trade for sorcerers, you are delaying spell access even further.
With this set up when you enter MT as sorcerer4/cleric3/mt1 you will have access to level 2 cleric spells and will just have gained level 2 arcane spells. You wont see a level 3 arcane spell until character level 10.
Also MT will not advance your bloodline or give you access to new bloodline abilities.
As presented you will never get Dimensional Hop. Mystic theurge doesn't advance anything other than your spells per day/spellcasing level. It doesn't give you increased access to domain powers or I suspect even domain spells.