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1,953 posts. No reviews. No lists. No wishlists.


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The Rune Guardian idea seems solid especially when, in addition to their slightly better than average intelligence) their description explicitly notes they are able to work with other minions.

Also sounds like a good low-level quest too. A wizard who hires out one or more Rune Guardians during harvesting season has had one of them kidnapped by criminals who thought it was just a glorified magic item. As tracking down and killing all the bandits takes more resources than hiring low level help, the wizard sends his familiar (Raven or improved familiar as it would need to talk) to hire some murderhobos to make an example of them and recover his stream of income. This could even be used to assemble the party the first time. The Raven/Arbiter/Pesudodragon/Whatever flies around town and tells obvious murderhobos from above that its master will pay them X Gold (the rate each PC will get after an even split) to kill a few criminals and they should meet at *insert public space that isn't a tavern or inn her* in a few hours to apply. Once the PCs are there the familiar weeds out a few non-PC applicants for various reasons before the PCs move someplace more private for the details.

In PF you can only make Demiplanes permanent, not instantaneous, plus anyone can destroy it with Disjunction or Wish/Miracle if they get there without the owner noticing (or they do it in a group because he can only eject one person a turn).

Does Insatiable impose a WBL penalty (like Covetous Oracle curse or Wyrmwitch)?

Out of curiosity, what do the translations of PF and 3.5 use for Celestial Armor being golden colored or actually golden?

Equal to the work of 100 humans laboring for 3 days

Does this mean the equivalent of if the 100 humans were able to labor for 72 hours, or the equivalent of 8 men that need to eat/sleep/ect? That's a pretty big difference (triple/a third)

For construction, there's always Lyre of Building. It's 600 or 1800 hours of work (depending of if the effect represents 8 or 24 hours of effective labor) for every hour of a competent bard's (~16.5 SP a day, not even 2 gold.).

Doomed Hero wrote:
And there's nothing quite like Storm of Vengeance when you need to tell everyone within a few football fields what you really think.

I prefer using Control Winds to make a hurricane for mass destruction myself. Lower level, bigger area, longer duration. Requires a moderate wind to start till CL 16, but they're not that rare (over 11 is actually average in a lot of places)

From the sound of it, the players are experienced. Rise of the Runelords sounds fine.

Then it's a clear "No, you can't".

No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings).

To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in his own way. Another person’s magical writing remains incomprehensible to even the most powerful wizard until he takes time to study and decipher it.

To decipher an arcane magical writing (such as a single spell in another’s spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell’s level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)

The anwser depends on if scrolls containing "divine spells" are still "arcane writing".

Note that back in 3.5 this was clearly "no". In fact Artificer made scrolls were made neither arcane nor divine to prevent them from letting Wizards or Archivists fill their spell book with anything they wanted.

Play a Fire/Water Wizard and take Opposition Research
Play an evocation wizard.

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Full BAB, no spells: Warrior
3/4 BAB, no casting: Aristocrat

King of the hill with new combatants constantly added to the battlefield is one way to break up "two sides led in and kill each other" and encourages different tactics. Some think the arena in Rome was designed to be floodable to stage naval battles.

I warn you that making all fights to the death is impossible via basic statistics. You literally lose half your entertainers a fight.

Commune is better acquired off an improved familiar. Other two are pretty good picks.

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Alchemical Allocation. It's fantastic 5-20. Potions are terrible as single use items, but they are utterly fantastic as per-day ones.

You can only overrun an opponent who is no more than one size category larger than you.


Always thought it meant something like that, but realized the wording wasn't as straight-forward as I remembered it being.


Mythic Immortality [MA] (Su)

If the creature is killed, it returns to life 24 hours later, regardless of the condition of its body or the means by which it was killed. When it returns to life, it isn’t treated as if it had rested, and doesn’t regain the use of abilities that recharge with rest until it next rests. This ability doesn’t apply if it is killed by a coup de grace or critical hit performed by either a Mythic creature (or creature of even greater power) or a Non-Mythic creature wielding a weapon capable of bypassing epic damage reduction. If the creature is Mythic Rank 10, it can be killed only by a coup de grace or critical hit made with an artifact. (This ability is called “immortal” in Mythic Adventures.)

RAW only a mythic rank 10 CDGed with an artifact would work, not anything lower. Given how Baldur was killed though, I'd allow it.

Not sadistic, but Page-Bound Epiphany (+10@11) and Ally Across Time (+6@11) stack once you hit level 11. This is a +16 bonus to a knowledge check for just two level 2 spells (you can also get a +10 total at level 7).

The Knowledge check in question should be aid another compatible, given how Page-Bound Epiphany (and knowledge checks in general) work. It takes over a minute to do though.

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check.

What does "You can freely pass your own arcane lock without affecting it." even mean exactly? The only thing I can't think of multiple readings is that you can open and shut a door/chest/portal without a physical lock that cast Arcane Lock on without any keys needed. What does it mean for something with an existing lock?

A handy harversack/bag of holding full of random alchemical items. Pretty easy to keep the WBL down and primarily rewards creative players.

Nefreet wrote:
deuxhero wrote:
"Half-orcs with this racial trait gain a +1 luck bonus on all saving throws." is rules text.
Which you can argue only applies to "Half-orcs".

Irrelevant, you never actually stop being a half-orc under polymorph effects.

Don't really see 3 die Perfect Strike as being broken (though I could understand if the problem was table time). Zen Archer 9/Empyrial Sorcerer 1/Arcane Archer is a pretty good option anyways. See about taking a bloodline familiar because your first level bloodline ability sucks and you'll never get the bloodline spells anyways.

"Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings." is flavor text. "Half-orcs with this racial trait gain a +1 luck bonus on all saving throws." is rules text. You keep the +1 luck bonus, but lose the physical characteristic.

A similar question more in line with what you were originally wondering is if you had the trait [birthmark. That trait depends on the actual birthmark for rules text (using it as a holy symbol), though is irrelevant if you have Natural Spell, so it only matters if you don't have it.

If Tidepool Dragon's casting is based on HD it's the only worthwhile option.

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Tacticslion wrote:

There is the counter point that, at least in previous editions, it was widely accepted that a vain undead (especially liches) would use gentle repose on themselves to preserve their looks. Whether this has been fluff/lore-approved in PF/Golarion or not, I can't really say.

Unguent of Revivification's description says yes.

One thing of note for Cleric archetypes in general is that a lot of deities only have one good domain anyways. Losing your second domain as a cleric of one of those deities stings a lot less.

Simple question.

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Neriathale wrote:
Dear Paizo, pretty please can you sneak in a one line, PFS legal errata to the cackle hex that says something like "the witch must cackle, chant or recite mystic words of power". Then I will love this book forever.

Would repeating "evil spirits be gone" in your native language count as "mystic words of power"?

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How about rules for price fluctuations so you actually can make a profit off merchanting?

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Tacticslion wrote:

Commune is awesome at finding things.

"Hey Nethys, literally omniscient god of knowing everything about magic, is this lich's phylactery <insert region here>?"

That's the most potent. Divination's ability to tell your personal future (heck, even augury) can tell you a looooooooooooooooooooot about how to search.

"If I look here really hard, will I find it?"

Divinations are incredibly potent when used to their full potential as-written.

Which is kind of blaphers' point - sure, you can make it harder on the PCs, but you don't need specific rules (though there are a lot, and they're pretty awesome) to do that. :)

I recall one of the devs clarified that Nethys isn't omniscient, he just became omniscient long enough to break his mind. What deities know in PF is never defined as far as I know though. In 3E I think he would know (It's a pretty major thing in his portfolio) but d20srd is down so I cant check them. edit: Wayback to the rescue! If you're within 16-20 miles and it isn't obscured by another deity, he can find it under 3E rules.

Actually Planes of Power adds Fiery Shuriken to the Fire school.

Your confusion may arise from how non-natural flight frequently has that limit.

What happens if Touch of Combustion is used on an object like a Stone Statue (or human with non-flammable clothes)? How big an object can it be used on?

One I can't take credit (seen it posted) for is Tar Pool + Sirocco to keep opponents locked down and exhausted in an area of 7d6+1CL pain every turn it lasts (plus bonus initial damage). Even works on fliers and can be done by Druids.

For a shorter end of short bow, Smuggler’s Wayfinder (Pathfinder Society Primer) is the cheapest magic item (2000) for hiding it. Shortbow manages to squeek by the limited space. It's less than 10 pounds, unstrung it is narrower than 3 inches, and may occupy less than 1 cubic foot of space (nothing says that 1 cubic foot has to be a box. It is a magic item after all). Problem after that is storing arrows (a second can easily store 60)

Maybe the Bloodline and Corruption could be the same (there's precedent, as one book already did a series of Oracle curses that were also corruption)?

Edge Maverick... oh wait.

Alex Mack wrote:

This is a question more than any useful advice but can people think of any useful Familiars for a Carnivalist Rogue?

The requirements would be must be small size or larger in order to be able to flank, must have a good to hit and ideally a good AC as it will actually be fighting as it gets the Rogues Sneak Attack.

I realize this post is 4 years old, but the thread has already been necroed so might as well note this build at#12

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Adept is better than fighter, so "better than fighter" is hardly a bad thing.

Had an idea for an enemy and there are a lot of resources left over. Any suggestions? In particular a way to speed up the summoning to a standard action

Skald 9
Deity: Calistria
Rage powers: ???, Death Curse: Crag, Death Curse: Tor
Items: Greater Goblin Fire Drum
Feats: Skill Focus: Knowledge (whatever), Eldritch Heritage (Arcane, monkey familiar)
Spells: Blistering Invective, Summon Monster 1/2/3

Tactic: Summon multiple Stirges and they rush the most obvious character while the monkey familiar activates the fire drums.
Next turn use Blistering Invective on foes and start preforming. The stirges charge a foe within range (one dying) and attach themselves dealing (1+2)+(1+2) damage just from that and forcing the victim to kill the stirges (forcing them to make two will saves or become vulnerable to fire, with one of them also staggering them) or suffer con drain. The monkey uses alchemical/magical items I'm not sure on.

2d6 is an average damage of 7. Commoners are 3.5 HP average. A fair chunk will stablize on their own from that. The size isn't all that big either.

As for combos, how about Shamefully Overdressed+Reckless Infatuation/Unadulterated Loathing? The action loss from Shamefully Overdressed turns Reckless Infatuation/Unadulterated Loathing into a damned if they do (no actions left after moving) damned if they don't (They're nauseated/staggered and lose their standard action anyways)

Ravingdork wrote:
ryric wrote:
Val'bryn2 wrote:
I'm partial to Flesh to Stone, Rock to Mud, and Stone to Flesh. It has a way of making a lasting statement,
Transmute rock to mud only works on unworked stone, so you need to add in something like polymorph any object to turn the statue back into a rock. After that I'm partial to casting transmute rock to mud, purify food and drink on the mud to make water, then drinking the water. Good luck restoring that individual - they're not dead, just technically petrified, but good luck getting enough of them together to restore.
The statue IS unworked stone if no tool has ever touched it.

Failing that, just have your big stupid fighter demolish it the old fashioned way and throw it in some water so you don't even need the third spell.

Tyrant is actually worse if you go with Summon Monster for Fiendish Boon: There are no devils to pick on Summon Monster III or IV except Hellhound (which is bad from 3 and awful from 4) so it's strictly worse before level 9. Once you hit level 9 a normal Anti-Paladin gets a Babau, a rogue in a can and tremendous versatility boost, while a Tyrant gets two OK combat options. Once you hit 11 normal gets Shadow Demon (Great scout and Magic Jar with only minor risk. The Shadow spells are pretty good for versatility too.) or Succubus (Permanent +2 to any ability score for the entire party and an effective telepathy bond), both of which are fantastic while Erinyes is only a striker. I'd say it's easily -1/-1 at least.

For weapon boons the above is correct.

Weapon Boon/Dip: Power = 0, Versatility = 1
Summon Boon: Power = -1, Versatility = -1

Dragon78 wrote:

The new oracle mystery is the elemental mystery, basically instead of focused on a single element it focuses on all four elements.

There is also a new oracle curse that grants you additional element themed spells but you become vulnerable to an opposing energy type to the element you chose.

Question for both of those: Are the granted spells all blasty or are there some utility ones in there?

If (for example) a Taldor soldier salutes as a knight enters, what is the soldier actually doing physically?

The "Roman Salute" would be appropriate for most vaguely European countries, except that's now associated with a certain real world regime with a lot of implications attached.

You can use it on a target inflicted with Slumber or otherwise disabled, but you're generally better off killing such an enemy.

Does summoning+the curse powers still work? at#12

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Crypt of the Everflame is a classic starting point, and full of notes for the GM and player on mechanics.

There are two sequels, but the 2nd part isn't great (it outright says any path other than one one most players will, rightfully, dismiss as a stupid idea is up for the GM to make.) and the third has a central trap that's deadly and has no mechanical way to avoid it, only RP against personality the rest of the series assumes characters have (easy enough to weld a knowledge/spellcraft check to it) though is otherwise fine).

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