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Relevant abilities (From Blood of the Beast)
At 1st level an Ancestor subtype Eidolon gains the racial traits (no alternate traits) from the Summoner's race (not sure if this includes ability adjustments).

A 4th level it gains the sorcerer, fighter or rogue simple class template as though it had 1 HD (but can't have abilities a level 1 member of that class wouldn't)

At 12th level those advance to be as if they had 5 HD.

Biped only naturally makes the ancestor favor weapon wielding builds. For this I think the best race is one with proficiencies or Human (who can blow the bonus feat). If Half-Elf (and their ability to pick human stuff, elf stuff and half-elf stuff) lets you pick one of the three, they are likely the best.

Spells will only be level 1/2 and an Eidolon is (sorta) full BAB so it would seem like typical Gish pick, but the obvious ones can be cast on the Eidolon either directly (Mage Armor) or via Share Spells (Shield) so the longer duration ones seem like they should be skipped. Thunderstomp seems an option, as you can still use Strength and BAB if you want to, as does Longarm (Being huge means huge reach. Being huge and having Long Arm means huger reach). Prehaps Extra Traits (Magical Knack/???) and Pearls of Power would be worth it for them?

Bloodline though I have no idea what to pick. Most Sorcerer Bloodlines don't have good 1st or 3rd level abilities for a gish.

What are his thoughts on them? All I can find is that his faith comes into conflict with Urgathoa's sometimes and they train for that possibility.

Trying to figure out if the undead part of undead sokushinbutsu should be an intended result or not.

Solid Shadows and the level 20 abilities of Shadow Bloodline/Shadow Mystery both add 20% to the realness of Shadow spells and neither caps the realness. Magical Lineage lets you apply Solid Shadows to Shades (80% real). This totals up to 120% real.

I know how super-real spells worked in 3.5 (where they were a lot easier to get), but how do they work (if they even do) in PF?

Your draconic power grants you a limited form of access to arcane magic. Select one spell from the sorcerer/wizard spell list that is 2 levels lower than the highest-level spell you can cast, or two spells that are both at least 3 levels lower. You can cast each of the selected spells once per day as a spell-like ability. At 11th level, you can cast each selected spell twice per day.

The bolded is the most important thing that separates this from just getting some Wizard spells on your list. SLAs have no material component.

Stoneskin+Animate Dead+Whatever seems good for your 15th level revelation

If you keep it all the way to your last one, Plundered Power/Forcecage+Simulacrum is pretty broken, but that's more because Simulacrum is.

Any suggestions for lower levels?

I looked at some of the dragon default know lists, and they're often pretty terrible (CL1 burning hands at CR7 on a type that has a reusable fire breath weapon). How do we fix this?

Read Magic (utility)
Detect Magic (utility. If something is magic it's valuable and or dangerous)
Prestidigitation (utility, also things you can't do without hands)
Mage Hand (for fine movements without turning into a humanoid, especially so for those that can't)
Mending (for fixing up loot)

Unseen Servant: Another in the theme of working things intended for small hands. Also general labor fits dragons.
Thunderstomp: You can use your casting stats and casting level instead of BAB and strength. This spell still lets them shake the ground with a stomp with their huge strength and BAB
Truestrike: Same as any gish really.
Blurred Movement/Vanish: Basic defenses
Wizened Appearance: More size is still great even without ability score changes. Also good for a bluff.

Even crowd control staples are fairly small on an open battlefield (cloudkill will kill maybe a 100 people if they're in tight formation). What spells are good for battlefield use?

Best I can think of is Control Winds. Once your CL is enough for hurricane force you can blow away nearly a 5th of a mile square area of soldiers. Any suggestions for non-druid/lower levels?

Devil Imposter summoner has the following weakness

A devil impostor must apply the fiendish template to any creatures summoned via her summon monster spell-like ability regardless of her alignment.

Summon Good Monster doesn't give a choice of templates, just predefined monsters with the celestial template. Can a Devil Imposter summoner summon Celestial monsters this way?

I saw a thread noting General Susumu can't actually grant most of the spells or abilities of the Glory domain and the subdomains don't entirely help. Started writing out a way it could be justified to let him do it, as the deity articles in AP have long had special rules for each deity (and Susumu's flavor is largely blank).

It is widely known Shizuru and General Susumu are siblings, yet not particularly fond of each other. While those of the Inner Sea may initially believe this means the two are locked in a war which their mortal followers act out as proxy combatants, this simply is not true. While the two rarely speak and suffer serious disagreements, the two do not actively come to blows, though their clergy has no special rules for dealing with the other. It is believed if serious harm were to befall his sister, Susumu would be the first seeking to avenge her.

An incident involving a skinned horse, the details of which are not known to mortals, has earned General Susumu an effective banishment from the celestial bureaucracy. The remaining members begrudgingly admit his skill in combat, both personal and the command of men, has few equals and will run for his aid should his skills be required. General Susumu found little glory to be had in the has taken his banishment as an opportunity to seek glory and worship beyond the Dragon Empires, though this quest has largely been fruitless.

General Susumu's evil is firmly rooted in "everyday villainy", he cares primarily about his own power/glory and doesn't care about who he has to step on to get it (except maybe his sister). General Susumu views pain, suffering, death and the like as side effects of his pursuit of power and recognition, not something to seek for its own sake. He is unable to ignore affronts to his honor and quick to come to blows with those who insult it.

Proclaim the greatness of yourself and General Susumu before an audience of at least 5 creatures who share a language with you (the audience need not be non-hostile) and narrate to them true tales of your glory. While bragging demonstrate skill (such as lifting heavy objects, preforming acrobatics, shooting accurately or casting spells with visible effects) to show your words are not empty. If your prowess is contested, you must either slay the heckler or best them in a challenge measuring the contested ability (a refusal is considered a victory for you). You gain a +2 profane bonus to strength for the purposes of carrying capacity, strength checks and using a compound bow.

1: Master and Commander (Sp) Clarion Call 3/day, Tactical Acumen 2/day or Perfect Placement 1/day
2: Not-So-Well-Kept Ship (Su) You may cause a number of contiguous squares equal to your hit die within 30 feet to be filled with disrepair and area appropriate rubble/junk, turning it into difficult terrain. This difficult terrain lasts until you use this ability again or an adjacent creature works on the terrain (a move action).
3: Tactical Training (Su) You gain a teamwork feat you meet the requirements for as a bonus feat, chosen the first time you gain this boon. All allies within 30 feet that can see and hear you and meet the prerequisites are considered to have that feat.

(I'll do Sentinel and Exalted latter. Plan on Sentinel to be archery focused and Exalted to be glory focused)

Clerics of General Susumu may cast [good] spells if they are granted by domains. General Susumu recognizes the force multiplier of magical healing and his neutral Clerics may choose to channel positive or negative energy.

Clerics and Rangers may prepare Mount as a first level spell
Clerics and Rangers may prepare Flame Arrow as a third level spell
Clerics and Rangers may prepare Control Winds [to reduce wind speed and/or change its direction only] as a fourth level spell

A protection domain sacred servant Paladin gets to cast Spell Immunity at level 13. What 4th level (or lower) spells are worth gaining immunity to?

(for that matter, what does "4th level or lower" even mean? Which lists is the level based on?)

Did Aroden have any special code for paladins when he was alive like Abadar does?

The Dumbshow of Gorroc is a very poor masterpiece that does fire/piercing damage to oozes and plants (but would still be pretty poor even if it wasn't restricted in target) in an area full round action. Problem: Many oozes have the split ability, which triggers on piercing damage.

The fluff text however describes it as being based upon a deal with a devil gone horribly wrong. Backfiring like that would fit that fluff. Was this intentional?

I noticed the Boar's Charge ragepower

While raging, when you hit with a gore attack as part of a charge, you automatically score a critical threat. You must still confirm the critical hit as normal.

I figured it was neat, but couldn't be broken because it would be limited to one attack a round. I wanted to capitalize on it though and looked for ways to get gore attacks. Then I found the Beatstrike Club


When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons.

The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell.

It's a manufactured weapon (you can full attack with it) that triggers feats (so just pick up Boar's Charge with Extra Rage Power) that improve gore. Take Disemboweling Tusks and then every hit does 1d4 con damage if it confirms a critical hit.

TWF with these for up to 3 extra attacks. After haste and a real/Helm of the Mammoth Lord gore attack you have 9 attacks that deal 1d4 con damage (22.5 con damage average). While ~CR20 level foes will have a bit more con than that, every 2 points does effective damage equal to their HD).

Downside: This only comes online at level 13 and is of questionable power on anything immune to con damage.

What makes a god in Golarion? It isn't giving divine spells (Empyeral lords, infernal dukes, demon lords ect can all do that and aren't real gods). It isn't immortality (all the above are by nature of their outsider status). Is it being unkillable except by another god or something of Earthfall level?

Simple question: What Aberrations are even capable of interbreeding with human(oid)s to spawn this bloodline in the first place?

All I can find are Veiled Master, the various Nagas and Phasms.

Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Celestial—Heavenly Touch (Su): A number of times per day equal to 3 + your Charisma modifier, your familiar can grant fast healing 1 to an allied creature it’s touching. This effect lasts a number of rounds equal to your Charisma modifier (minimum 1) or until the familiar stops touching the creature, whichever comes first. At 10th level, the familiar grants fast healing 2 instead. At 20th level, the familiar grants fast healing 3 instead.

Is the duration and uses per day changed, or does it remain charisma based?

Other than level 10+ with Druidic Decoder feat, Loremaster's bonus languages and Oracle with the Tongues curse at level 5, are there any ways to learn (not merely magically understand) Druidic as a non-Druid?

Someone asked recently what skill is used to reseal a letter. I realized that the "seal with max" thing simply can't work in Pathfinder.

What stops an Adept, let alone a PC class caster, from preparing mending, cutting the bottom or back of an envelope (not touching the seal), removing the letter then when he's done reinserting the letter (or a replacement) then mending the envelope back into one piece?

1 person marked this as FAQ candidate.

Every reference to the aging rules I could find says the negatives are "penalties". These references are the Age Resistance spell line (Ultimate Magic), the Mantle of Immortality item (Ultimate Equipment), the Sands of Time spell(Ultimate Magic), the Nacreous Gray Sphere Ioun Stone (Seeker of Secrets), the Threefold Aspect spell (Advanced Player's Guide), a Cairn Linnorm's curse (Bestiary 3), the Immortality arcane discovery (Ultimate Magic), one of the possible results of drinking Strange Fluids from a spaceship (Land of Fallen Stars), The Foreign Trader card from a Harrow Deck of Many Things (Artifacts and Legends) and the Monk and Druid's Timeless Body (Core).

Why am I asking then? Every reference to these rules calls them penalties, the actual aging rules themselves however, do not. The rules themselves say only that "a character's physical ability scores decrease and his mental ability scores increase" and that "However, none of a character's ability scores can be reduced below 1 in this way." (one of the main traits of penalties).

Why does it matter?
If aging negatives are penalties, temporary removal of the con penalty will increase a character's max HP, but if they are decreases it will not (unless it lasts more than 24 hours)
If aging negatives are penalties, they don't interfere with ability score requirements such as Power Attack's 13 strength. If they are decreases every feat a character has could be rendered invalid due to no longer qualifying.
If aging negatives are not penalties, an aged character is more susceptible to ability damage/drain reducing an ability score to 0. For example: A middle aged character who started with 14 con needs 14 points of ability damage/drain to kill him if they are penalties, but only 13 if they are decreases.

Do the attributes of a Lashunta under such effects change?

2 people marked this as FAQ candidate.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets.

Magic Weapon's target line is

weapon touched

Does this mean a Warpriest can't use this spell as a swift action, even on his own weapon? This doesn't seem to be intended.

Question also applies to Reinforce Armaments, Sun Metal, Weapons Against Evil, Align Weapon, Instrument of Agony, Returning Weapon and Weapon of Awe just for level 1/2 spells native to the Warpriest list

Also of note is Shillelagh (while note on the Warpriest list, can be added to it a few ways) which has the clause

These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

10 people marked this as FAQ candidate. 1 person marked this as a favorite.
The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Arcane Enlightenment (Su): A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.

Can an oracle cast the spells gained through this hex without multiclassing Shaman?

You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Every bard spell has a verbal component (singing, reciting, or music).
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice
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.

Just how does dancing (or miming, which is a possible use for act going by The House of the Imaginary Walls, for that matter?) mask verbal components? Same with singing for somatic stuff.

1 person marked this as FAQ candidate.

At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast.

What's the point of being able to add them to your spells known without adding them to your class list?

2 people marked this as FAQ candidate.

So Pure Legion Enforcer (Inner Sea Combat), manages to disqualify itself AT LEVEL ONE (Requires not being able to cast divine spells, but it gains Detect Evil/Good/Law/Chaos as an SLA at level 1. Also the pure legion is apparently racist because Gnomes and a few other races can't enter).

What happens if you cease to meet the requirements of a prestige class?

1 person marked this as FAQ candidate.

How do abilities such as Hedge Magician/Eldritch Smith/Spark of Creation, a Genie Binder's Genie Mastery, Forgemaster Cleric's Master Smith, Soul Forger Magus's Master Smith (same name, but not same ability), and what exactly is "double" when the two craft at different rats (Dwarf Wizard's favored class bonus)

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

Is this appearance a "specific individual"?

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Can a character use their normal standard to cast a spell, use this, then make a full attack (for example)?

I'm leaning yes, as Monk of the Four Winds lists not being able to do this as an exception, not a reminder.

At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions.

For non-mythic, this is still somewhat relevant with Quick Runners shirt if you decide to use it after using your normal move action (for example, you move up to a guy and the damage you take against his readied action makes you want to end the fight quick, so you activate the shirt and combine the bonus move action with your standard action to full attack).

In addition, unlike most heavy armors, the wearer can still run at quadruple speed instead of triple speed.

Just to make sure: this being like medium armor for movement speed isn't further reduced by mithril because it just gives a specific change (instead of "is considered one category lighter for determining movement speed")?

Seems like a shame, would be nice to to break the way chain shirt, breastplate and fullplate (plus Haramaki and Kikko for non-proficients) are the only kind of armor worth bothering with.

Nethys's tenants (except "don't free Rovagug" and not granting magic to the uninitiated it seems) are explicitly self contradictory and up to the individual, and one of his divine servants is from an species made of Law and Good. Why can't he have LG, CG, LE or CE clerics?

Is there just Paizo never giving an exception to the "one step" rule for Clerics, or is there some fluff that justifies it?

Adding mechanical workings to the whole "won first duel at 13, undefeated" ect ect is pretty easy for martial characters (make a build that isn't terrible at level 1. Done). What are some good ways to guarantee (or at least get really good odds) a win in wizard duels between level 1 combatants assuming the following basic rules: no buffs expect all days (which is just Endure Elements at level 1), nova is expected and no expendable usage. The duel ends when a combatant is helpless (or dead) for more than one round? Opponents could be assumed to be NPC quality and not PCs.

All the staple 1st level spells either target will (sleep, color spray, though admittedly a 14 con/10 wis wizard's saves are the same at level 1) or don't stop casters (grease). Only way that comes to mind is Acadamae Graduate+conjuration specialist and getting your new friend(s) to maul the enemy and disrupt casting. Ear Piercing Scream repeatedly and hoping for a daze lock could work, but is pretty random. Any other options (preferably without permanent feat investment)?

A valet is considered to have all the teamwork feats its master has.

So what's the best way to use this? Valet's other abilities are already pretty cool, and the abilities replaced are minor, so there isn't much opportunity cost.

Escape Route essentially means you never provoke AoO from movement
Shielded Caster is a +5 concentration (so long as your familiar has something to attach that tiny darkwood buckler to, otherwise just +4)
Shake It Off is a +1 on all saves
Stealth Synergy is rolling twice on stealth checks.

Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge. Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability. This change persists for 24 hours, after which time the fighter's feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.
Starting at 6th level, whenever a viking gains a fighter bonus feat, she can instead choose to gain a single rage power, as the barbarian class feature, in place of the bonus feat. Once selected, these rage powers cannot be changed.
A tactician may choose Skill Focus or any teamwork feat, in addition to Combat Feats, as bonus feats.

1: Can a Fighter of these archetypes swap a normal bonus feat for something from this expanded list? As a random example: could a Viking "trade out" Improved Unarmed Strike for the Animal Fury Rage Power?

2:Can a Tactician change a teamwork/skill focus feat taken as a bonus feat using a manual of war?
3: Can a Viking change a rage power using a manual of war?
4: Do multiple manuals of war let you change multiple feats?

Outside of vermin and oozes (which have noticeably fewer printed monsters than others), plants always seem like the least commonly used, or respected, type. How often do YOU see them used?

I suspect Treant and Shambling Mound get used WAY more than any other plant type monster by a large margin (having an iconic nature other plants just lack). Am I correct int this?

1 person marked this as FAQ candidate.
You may spontaneously convert prepared spells or use available spell slots to cast mage hand, even if it is not on your class spell list or you do not know the spell

Normally this would be a GM call as it is a 3.5 item, but apparently it's PFS legal (don't know anything about PFS though). Has this been addressed?

(I'd also quote the cantrip/orison ability, but upon checking, most classes use completely different wordings)

1 person marked this as FAQ candidate.

Relevant text

Target touched creature or object

You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or immortal creatures are immune to this spell.

What happens if this spell is used on a true dragons (who could very well cast it themselves, it is on the sorcerer list) or character with the "youth" age category (added in Ultimate Campaign, +2 dex, -2 strength, con and wis)?

There are a few ways to get social skills onto something other than charisma (Student of Philosophy and Clever Wordplay for int, Conversion inquisition for wisdom). While it isn't too bad with normal "low" charisma, it gets odder with exceptionally low scores from a dump and racial penalty (5 for a normal charisma penalty race, 3 for Duergar and Svirfnbeblin.) where charisma will be instantly noticed, but their intelligence/wisdom is really high (20+).

Only thing I can think of for intelligence is the Churchill method: He had a stutter, so he prepared himself absolutely everything that could come up in conversation (though it doesn't quiet work perfectly because I don't think there is a way to move leadership bonus off charisma).

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very bottom

This caster's shield always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.

I have to be missing something, because "infinite spells" seems completely out of line even for a major artifact, let alone a mere 14500 GP item.

Relevent (excludes overwritten parts)

The witch transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV (see Pathfinder RPG Ultimate Magic). Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.

Duration permanent
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks, spikes, trample, trip, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. If the creature has immunity to poison, you gain a +8 bonus on saves against poison.

While I guess you COULD use it on enemies, using it on allies as a buff seems far more effective. The will save part of Baneful Polymorph hurts and there is no innate way to undo it, but it is your own effect so you automatically succeed at Dispel Magic if you need to (alternately, you can try again in 24 hours just by reusing the hex).

What are the best forms for this?

New spell from people of the sands. Seems interesting, if unclaified (proficiency penalties? size penalties? What's a "sword"?). I'm going to assume no size/proficiency penalties (I'm pretty sure a dev said none to the similar Hand of the Apprentice power) and at a minimum, the stuff that explicitly qualifies for a Tengu's Swordtrained+anything with "sword" in the name (In English at least, doubt a naginata would work even though it is 長)

The material component is non-neglibible and fairly heavy. Ideally you'll be scavanging non-magical weapons and destroying them, but False Focus lets you use any 100 GP. Any idea what the best sword <=100 GP is?

A Briar Blade or Dragon Slayer (enemy of all enemies and Mantis Blade are nice, but not as good and the curse on the first could be annoying) seems to be the obvious choice: No cost given, so you can find it in a material component pouch. You can also destroy artifact blades you want to destroy this way

The best that will NOT get you smacked seems to be Dagger with 6 size increases at 2d8 (and can be silver for 2d8-1 or cold iron with 2d6) with an 19-20 crit range or a sickle with 4 size increases that does 3d6 20/2x (Plus you just ripped off Death's signature attack. How cool is that?).

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

The mention that is steals them and causing mental pain to the victim says yes. The lack of detail on what happens to the victim says no.

I recall seeing at least one way to get more AoO beyond raising your dex score. Anyone know what it was?

Is it possible? Text says nothing.

Can it be made of cheaper materials (I'll use obsidian as an example because that has a mechanical benefit, however tiny, due to not being metal)?

3 people marked this as FAQ candidate.

While Simulacrum start naked (I presume anyways, it doesn't mention equipment and unless it's flurry of blows, that's the only way I've seen it played), but the Black Blade of a magus with that archetype is granted an item by class feature

Does a Simulacrum get a black blade as per its class level? I guess the question could also apply to characters that get bonded object and maybe spellbooks too.

What happens to the blade when it "dies"? Does it become snow/inert flesh?

Would it be possible to get unarmed user to outdamage a one handed weapon user (or worse, two handed weapon user) with roughly the same optimization level if this feat existed?

Fist of Passion (Combat)
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you add your charisma bonus, in addition to your strength modifier, to the damage. If your unarmed strike is considered a two handed weapon you add 1–1/2 your charisma instead.

(this is just for curiosity on how balanced such a feat would be.)

2 people marked this as FAQ candidate.
an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items
Using the vial [sic] requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check [...] Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours.

I stumbled upon the Artic domain and its ability to command [cold] creatures like Command Undead. These minions will be permanently under your control regardless of intelligence unless they are undead because the feat only calls out them.

What's the best minons someone with this domain can get?

An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.
A launching crossbow is designed to launch splash weapons.

Is it correct to say that even though the splash weapon is no longer being thrown, it still benefits from that special part of Throw Anything because it never says "when thrown" and splash weapons used as ammo are still splash weapons?

Let's say an Anti-Paladin with Cornugon Smash and Sickened Cruelty attacks someone with a +1 Conductive greatsword covered in black adder venom while using his conductive greatsword with him touch of corruption.

I'm pretty sure the weapon damage will come first, but what order will sickened and poison be done in and where does the "immediate" free action intimidate go? This is pretty important as each effect may lower the saving throws for the next effect in the line if successful.

A Gravewalker's first level hex is replaced with it. Is this ability a "hex" (thus allowing the witch to take Extra Hex and level 1 or apply any feats that effect hexs to it)?

This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.

Nowhere does this say "with Channel Energy" or such, so does it add 2d6 to EVERY attack by a creature who can channel negative energy?

How much is the damage healed by undead creatures increased by?

The intent seems clear, but that tends to matter little...

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