A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.
What isn't defined (and this is the Thaumaturgic Pattern) is what you can hold and count as a free hand.
In fact, the clearest definition of a Free Hand comes from the free-hand weapon trait:
Nethys Sez wrote:
This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Now, the Thaumaturge class text for using implements says:
Nethys Sez wrote:
The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.
(Note that Scroll Thaumaturgy adds "scrolls" to the list of things you can hold and not mess up Implement's Empowerment.)
So:
If I'm wearing a buckler on my hand, can I wield an implement in that hand?
If my Regalia is the Shining Glove of The King of Pop, and I'm wearing it, my hand is definitely free, but does wearing the Regalia count as holding it? Can I hold the Mellow Chalice of The Dude in that hand as well?
Can I wear the Shining Glove of the King of Pop and wear a buckler on that hand and still get the benefit of the Shining Glove?
It looks like I shouldn't make the Shield Boss of the Boss my weapon implement, because I'm clearly holding the shield, and not the Shield Boss of the Boss.
Shields are also a case where pseudo-Talmudic scholarship exists. They have a weapon group for weapon specialization. They do a d4 when used to strike; they don't take penalties for being an improvised weapon. They're clearly not an unarmed strike.
Yet:
Nethys Sez wrote:
A shield bash is not actually a weapon, but a maneuver in which you thrust or swing your shield to hit your foe with an impromptu attack.
Which means you can't actually put a potency rune or striking rune on a shield. Nor can you use a shield without a Shield Boss or Shield Spikes a weapon implement.
There is an argument that attaching a Shield Boss to a shield turns a shield into a weapon...but we're back into pseudo-Talmudic scholarship now. (Nothing says you couldn't define your shield as a regalia implement named The Shield of Hyrule, and then attach the Shield Boss of the Boss as a weapon implement to the Shield of Hyrule and have two bits of regalia in one hand that you can use to raise your AC, and spend a feat on to shield block with...)
Now, let's assume I multiclass into the generalized Duelist archetype.
For everything other than the dedication feat, it says you need to have a free hand. A free hand is not the same as an empty hand. As far as I can tell, a free hand is only tangentially defined: You are free to hold and wield other items in a free hand going by the description under "hands" and the "free-hand" trait.
Does holding The Hoggywarts Wand of Hairy Potts in your free hand negate the conditions for Dueling Parry and Duelist's Challenge? How about the Mellow Chalice of The Dude?
What if I'm wearing the Shining Glove of the King of Pop? If it were a spiked gauntlet, I'd be able to wear it on my free hand with no problem. Does it count here?
If my choice of Implement has a game-mechanical function other than being an implement (gauntlet as either regalia or free-hand weapon, shield or duelist's cape as Regalia, wayfinder as Amulet), does using it as its other game-mechanical function still work?
Can a Magus/Thaumaturge use the Raise a Tome feat with their Tome Implement? Does doing so take it out of their hand when they do so, and negate the benefits of Implement's Empowerment? Or does it return to their hand before the start of their next turn?
Were I GMing this, I'd rule as follows:
You may not, no matter how clever you think you are, use two implements used in the same hand. Thus, no Shield of Hyrule with the Shield Boss of the Boss attached to it, while you hold a Gnome Flickmace in the other hand. This seems to be a straightforward use of the "too good to be true" rule.
You can hold an implement in your free hand for Dueling Parry. You may not use Dueling Parry on the same turn you use that hand to use the implement in it, but it counts for Implement's Empowerment if, for whatever reason, you don't want your weapon to be one of your implements.
If your implement has another game mechanical function (dueling cape, shield, etc), you can use the implement or that other game mechanical function on a turn, but not both; it still counts for Implement's Empowerment.
Tentacular limbs specifically mentions "arms" in the spell description, while saying it applies to your unarmed attacks (and specifically mentions claws benefiting).
Is there a particular reason this spell excludes tails, given that the only way PCs can get a tail attack requires spending an ancestry feat?
Basically, for PFS, why should Iruxi make better use of tentacular limbs than a goblin with Hard Tail, when the latter costs more character creation resources? Both attacks do 1d6 damage, the Iruxi already has them with the Agile and Finesse trait, while Hard Tail has no beneficial traits whatsoever.
So, the Alchemist Dedication starts off with 4 formulas, plus the four you get from Alchemical Crafting. This matches the number of formulas a 2nd level Alchemist would get by level (2 per level) plus the four from Alchemical Crafting.
When you've got the Alchemist Dedication, do you still gain 2 more Alchemist formulas each level?
If you have gold to spend, how much does an alchemist formula of a given level cost? (I could swear I saw a table for that somewhere, but I cannot, for the life of me, find the page reference.)
Damage bonuses from Weapon Spec add to the damage done to the target of the bomb.
Damage bonuses from Weapon Spec do NOT add to the splash damage of the bomb.
This seems clear from the general intent shown in the game engine. I am having a hard time finding the actual *text* that declares both of these statements.
STR 14, DEX 16, CON 14, INT 12, WIS 14, CHA 8
Weapon Focus (Starknife), Weapon Finesse, Two Weapon Fighting.
FCB is hit points at 1st, and then from 2nd to 7th, 1/6th of a combat feat.
At 3rd, I'm planning on taking Point Blank Shot and Precise Shot.
At 4th, +1 to DEX and buying a Blinkback Belt sometime in this level.
At 5th, I'm planning on either Weapon Specialization (Starnnife) or Quick Draw
At 6th, I'm taking the option not chosen at 5th. About 6th Level, I'll get a Red Sphere Ioun Stone for +2 to DEX (no belts of stat boostage with the Blinkback Belt)
At 7th, I'm undecided and get two feats. I'm considering Starry Grace and Two Weapon Grace. Also about this level, I should be able to afford a pair of +1 Agile Starknives.
At 8th, +1 to DEX, and if I'm not sure what to do with that extra feat at 7th, take an extra hit point, and delay it to 8th to take Improved Two Weapon Fighting.
Here's my questions:
A) Starry Grace gives DEX to Damage, and Two Weapon Grace allows two weapon fighting. Does Starry Grace's DEX to Damage apply to thrown starknives, or just used in Melee?
B) It seems like +12,000 GP will get me everything those two feats will give me. Is there something I'm missing?
C) It looks like the latter two feats of the Startoss style are incompatible with the Blinkback Belt, as the meta of the feat chain is the starknife bouncing from opponent to opponent.
D) Does Double Slice give me full DEX to Damage on the off-hand weapons with either Two Weapon Grace or Agile?
I've found that I can speed up combat in Pathfinder by changing the order of presentation of "die roll + modifier"
I've got a fighter who defaults to using Power Attack.
In standard PFS conventions, he hits on a 1d20+18/+13/+8 for 1d8+14 damage.
On my character sheets, I write +18 in one space, and write his adjusted static to hit modifiers next to it, adding any bonuses or penalties, so that the math is "done once" and can be treated as a static modifier plus a die roll, in that order.
So I roll 3d20 and add +18, +13, +8 to each.
It gets written as "18+d20/13+d20/8+d20" with the final static modifier presented first.
My damage is recorded the same way:
14+1d8+1d6 for Power Attacking with a flaming longsword.
When Vital Striking with Power Attack and using the Bane Baldric, it's:
16+2d8+2d6+1d6
On my own play, this is a modest speed increase -- fractions of a second, because I'm good at head-arithmetic, and I realized, playing in my local lodge, that most people aren't.
So, out of curiosity, I listened to how other people were finger-counting, or under-their-breath counting and went "Wait, why are they repeating every single step on every single die roll?"
I started writing out little cards with the "add 2, now add 1, and subtract 2 and add 4 damage..." for them, so that it came down to "Take the big number, roll your die, add it."
And...suddenly everyone's combat rounds went from 3 minutes each to about 30 seconds each.
The trick here is that the human brain is _horrible_ at retaining short procedural sequences in short term memory. So batch them, put the final result as a static modifier, and then add the random number generator, to take advantage of the things the human brain is good at.
This can be enhanced with a slight redesign of the Pathfinder character sheet for second edition.
Make a 'tax form' -- someone puts their basic static modifier down, has a place where they can write down common modifiers, and a place to run the sum plus the die being rolled. Then, for PF2, have a space for them to write their two iterative attacks [-5/-10] with those two boxes shaded slightly differently from each other.
Now, you roll 3d20, and if you're clever, they're coded from light to dark, with light matching the first attack, medium the second attack and dark the third attack.
If you're even kinder to your fellow players, you roll the damage dice (matching colors) at the same time...and have the static modifiers for damage written underneath the static to-hit modifiers.
Yes, it takes up more space on the character sheet, but paper is cheap, and time in combat is precious. :)
The Unchained Barbarian has several rage powers that, IMO, work great for Skalds passing out to the party via Inspired Rage. Most, for example, don't require that the recipient spend additional rounds of rage, or use a standard action.
Quite a few are mechanically simpler, which makes them vastly better for "Here's the bonus I give you if you accept this inspired rage song" at a crowded table of people you don't play with regularly.
I put $10 on this. Since I started talking about it, they've raised another 80 grand.
What is it? It's a proposal to make modular hexagonal tiles that generate electricity from solar cells, embed them in gorilla-glass that's been textured for traction, and use them to make road surfaces.
Yeah, roads as a power supply.
https://www.indiegogo.com/projects/solar-roadways
They're also talking about LEDs to light up the surface of the road rather than paint lane dividers, and heating elements to turn snow on the road into runoff, with integrated fiber conduit and water runoff channels.
I figure it's worth a few bucks just in case it works...but damn, I love living in the future. :)
At 1st level, spells are Snowball and Magic Missile.
Bloodline Power: Orc (Scaling touch-delivered buff)
At 3rd level, Mage Armor, Enlarge Person replaces Burning Hands.
Bloodline ability is Elemental Resistance (Fire) 10.
At 4th level, spell is Acid Arrow (of course). Extended acid arrow is (2d4+2) for 4 rounds.
At 5th level, 2nd level spell is Spectral Hand, bloodline spell is Bull's Strength, 1st level spell is Shield. Empowered Acid Arrow is (2d4+2)*1.5 for 2 rounds.
At 6th level, 3rd level spell is Vampiric Touch for 3d6+3, and Extended Empowered Acid Arrow, which can be switched to fire damage for (2d4+2+3)*1.5 for 6 rounds.
At 7th 3rd level spell is Lighting Bolt, Bloodline Spell is Fireball. Either can be 7d6+7 or 7d6+10 damage. 2nd level spell is See Invisible, 1st level spell is Vanish. Spell Focus (if taken) is probably on Lighting Bolt as it's more flexible than fireball for me.
At 8th level, Summon Monster IV. Extended Empowered Acid Arrow is (2d4+2+4)*1.5 for 6 rounds.
At 9th level, Orc Fearless Bloodline Power (2 AC, Immune to Fear, lose light sensitivity.), Black Tentacles, Wall of Fire, Communal Resist Energy, 2nd and 1st level undecided. Acid Arrow is now (2d4+2+4)*1.5 for 8 rounds. Spell Penetration makes the fireball and lightning bolt more useful, but they're going to have less than optimized DCs.
Ekujae Reflexes (Regional)
Reactive (Combat)
and get +4 to Initiative that stacks with Improved Initiative?
Can I make a character with:
Magical Lineage (Magic)
Wayang Spellhunter (Regional)
and apply them both to the same spell and have -2 to the spell level when slapping metamagic on it (but can't ever reduce the spell below it's basic casting level.)
It seems to me that "traits that give the same bonus" shouldn't stack...
1) Fighter is standing adjacent to enemy finger-wiggler.
2) Fighter has Combat Reflexes, Disruptive, Spellbreaker & Teleport Tactician.
3) Fighter has Step Up, Following Step and Step Up & Strike.
4) Fighter has a good enough Spellcraft skill to identify spells being cast.
5) Finger-Wiggler has no idea what Fighter's feats are.
Fighter declares "Readied Action: Stab Finger-wiggler when he starts casting spells."
Finger-wiggler moves 5' away from Fighter.
Fighter uses Immediate Action to move 10' and Step Up & Strike if needed - possibly getting flanking.
Finger-wiggler eats first AoO. Call this Time Point 1.
Because the 5' step is a miscellaneous action, this AoO doesn't force a concentration check.
Finger-wiggler declares Defensive Casting. Starts casting spell.
Fighter takes Free Action to identify spell being cast with Spellcraft.
Fighter uses Readied Action to attack Finger-wiggler in the middle of casting. Call this Time Point 2. Fighter makes snarky comment about how Finger-wiggler has been snacking on spell components due to bat-guano-breath, because Fighter is totally that jock who picked on the nerdy kid with acne in MurderHobo School.
This IS interrupting the spell, so the spellcaster is making a concentration check. As near as I can tell, the DC is 15+4+(2*Spell Level)+Attack Damage. Assume the fighter's weapon does about 15-20 points at 10th level. Had Finger-wiggler realized there was a held action, he's actually better off not casting defensively if he can absorb the hit. The Concentration DC for a fourth level spell would be 13 less because Disruptive only affects the DC when casting defensively.
Finger-wiggler probably fails a DC 42+ Concentration Check for Defensive Casting. This triggers Spellbreaker.
Finger-wiggler eats second AoO. Call this Time Point 3. This is third attack Finger-wiggler eats, and because it's a different triggering event, he does get two AoOs. Like the AoO for Step Up & Strike, this probably doesn't trigger a Concentration Check.
Finger-wiggler says "Ow, Ow, Ow!" Casts Quickened Dimension Door from within Fighter's threatened Area. This triggers Teleport Tactician.
Normally, quickened spells don't provoke. Teleport Tactician says that teleporting into or out of the threatened area provokes.
Finger-wiggler eats third AoO because of Teleport Tactician.
So, we have given Finger-wiggler a very very unpleasant few seconds. Potentially eating four attacks, and decent odds of having a critical hit in there.
Now comes the questions:
Question 1:
At Time Point 2, if I use a Readied Action to attack someone Casting Defensively and hit, how does my weapon damage interact with the concentration DC?
I see two possible outcomes:
1) Add weapon damage to the Casting Defensively DC. Roll once. This actually makes casting defensively when someone can use a readied action worse in most ways than just eating the AoO if you have the hit points to take the shot.
2) Roll the Casting Defensively DC without the weapon damage, and if that succeeds, roll a second Concentration check at 10+Spell Level+Weapon Damage. If this interpretation is correct, then Disruptive (and by extension, Spellbreaker) do not apply, and if the attacker has Spellbreaker, failing this second concentration check is much less hazardous to your health than failing the first one.
Question 2:
Does the Finger-wiggler have to make a concentration check for that Quickened Dimension Door that got messed up by Teleport Tactician? Is Teleport Tactician allowing me to interrupt a quickened spell?
I see three possible outcomes:
1) I get the AoO, he gets to Dimension Door away, if he survives the AoO. No concentration check is needed.
2) I get the AoO, he has to make a Concentration check. Concentration Check DC is 10+Spell Level+AoO Damage. Failing the Concentration Check means he doesn't get to Dimension Door. Not getting the Dimension Door means being next to Fighter on Fighter's next round, which means eating a full attack, and if he 5' steps away, another AoO from Step Up & Strike. This is not a good thing from the Finger-wiggler's perspective.
3) I get the AoO, he has to make a Concentration check, and Casting Defensively is a persistent state, like using Power Attack. This means the Concentration Check DC is the same as the DC at Time Point 2, meaning Disruptive and Spellbreaker apply, and failing the check not only means he doesn't Dimension Door away, but he eats a fourth attack of opportunity. Also, if he survives that, next round he eats a full attack plus possibly AoOs triggered by 5' step and/or failing a concentration check.
I think I could see either outcome 1 or outcome 2 on Question 1. I think that outcome 1 is probably better; Disruptive is already one of the most situational feats in the game.
I am pretty sure outcome 3 DOES NOT apply to Question 2; I see nothing that states that Casting Defensively is a persistent state if you cast a second spell in a round, and Quickened Spell specifically states that that quickened spells don't provoke AoOs. Teleport Tactician says that the act of teleporting in or out provokes.
I am uncertain if outcome 1 or outcome 2 applies. I think outcome 2 applies, but it's a genuinely not-covered contradiction in the rules, and I could see lots of people who dislike martials getting nice things getting their panties in a bunch if they didn't get outcome 1.
In terms of feat investment to get outcome 2 or outcome 3, recall that this is a chain of 4 feats, with a minimum level of 11th before it can happen. This is someone who has made a significant investment in going into puree mode against a Finger-wiggler.
A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the dimensional anchor spell for 1 round.
Dimensional Anchor:
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Would that field reveal the position of an invisible creature, or a creature in darkness?
My GUESS is that the answer is "no, there's already an ability that does that."
This seems like it would be a useful talent, up until you realize that if you're affecting more than 4-5 NPCs (and often fewer than that) one of them is guaranteed to make their save and ruin the entire effect.
Short of trying to play with a crazy high CHA bonus (to boost the save DC), are there any tricks I'm missing for making it more effective?
Mostly from watching too much Evil Dead, but the idea of a Bladebound Magus who's replaced his right hand with a black cestus or spiked gauntlet amuses me.
"Talk to the hand." "I am." "What's it saying?" "That if we don't do what it says, I'm going to wake up missing my testicles. We go THIS way."
Shaft (AKA: Legolas as played by Richard Roundtree, or Samuel L. Jackson)
STR: 14 [5] DEX: 14+2 [5] CON: 13-2 [3] INT: 12+2 [2] WIS 13 [3] CHA 12 [2]
Silent Hunter alternate racial trait (Reduce penalty for moving at full speed while Stealthing, can be stealthy while running at -20)
Traits:
Charming: +1 Trait bonus on Bluff and Diplomacy checks, +1 to Save DC of Charm spells, only against people who are impressed with his natural animal virility.
Magical Knack: +2 Caster Level as a Ranger spell caster.
For members of the Pathfinder Society, a wayfinder is more than a compass or receptacle for an ioun stone. These ubiquitous minor magic items are status symbols and badges of honor among Pathfinders, and elaborate or exotic versions are growing in popularity among those who wish to stand out from their peers. To obtain the following wayfinder enhancements,
a Pathfinder must already own a wayfinder.
Discerning (5 PP): This wayfinder functions as normal, except the user can cast detect magic at will in place of light.
Inherited (3 PP): A mentor or older relative who was a Pathfinder passed this wayfinder down to you, and it keeps a minor enchantment from its previous owner. When purchasing a wayfinder enhancement that would normally replace the wayfinder’s ability to cast light with the ability to cast a different spell, the wayfinder retains the ability to cast light, allowing it to cast two different 0-level spells.
Jade (2 PP): Crafted in distant Tian Xia, the jade casing of this wayfinder is decorated with serpentine dragons wound around the Glyph of the Open Road. Instead of light, a jade wayfinder can be used to cast guidance.
I would like to have a wayfinder that combines the Discerning wayfinder with the Jade wayfinder. It looks like Inherited just adds light back to an existing wayfinder, and specifically limits it to "two different 0-level spells."
If I were to spend the 10 PA for all three enhancements (gulp!) would I get a wayfinder that casts all three, or a wayfinder that just casts guidance and detect magic, or would I be limited to either guidance+light or detect magic+light?
If I understand this correctly, these two feats work like such:
1) Caster attempts to cast spell at +4 DC (Fighter has Disruptive as pre-req)
2A) Caster fails, draws AoO, stays in threatened area.
2B) Caster succeeds, draws AoO, teleports out of threatened area.
It looks like two characters (A fighter and a Magus) who play together a reasonable amount are going to both end up with the Disruptive feat.
What happens to the Concentration DC if they both flank the same wizard?
Does the DC rise by +4 per person with Disruptive?
PRD wrote:
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
The fighter will also have Step Up & Strike as their next feat, and has Combat Reflexes. Does the AoO from Step Up & Strike and any damage that may result from it increase the DC of the spell being cast? I could see the argument going either way:
PRD wrote:
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Normal: You can usually only take one standard action and one 5-foot step each round.
Argument For: It's an AoO that interrupts a target's 5' step and cast action.
Argument Against: It's an AoO triggered by the 5' movement, not the spellcasting itself, and would no more trigger a damage concentration check than if the caster did a move action and provoked the AoO rather than the 5' step.
My Sorcerer knows Dazing Spell. He also knows Fireball. I'm considering getting a Lesser Rod of Widen Spell.
One of the following cases is "true" but I cannot tell which one from the rules text.
Case 1: I can metamagically enhance the spell with Dazing Spell, but this takes it from a third level spell to a 6th level spell, and thus, it cannot be further enhanced by the Lesser Metamagic Rod. I could enhance it further with a Metamagic Rod.
Case 2: I can metamagically enhance the spell with Dazing Spell, and since Metamagic doesn't enhance the level of the spell being cast, I can use the Lesser Metamagic Rod to make a Widenend Dazing Fireball.
My gut hunch and suspicion is that Case 2 is the correct case, but I'm not certain. Please cite relevant rules text if you can!
I've found a progression of feats I like, and a "combat theme" for a fighter. This is a character who's going to spend gold like water on things like Winged Boots and other things of a "mythological" bent.
What I'm trying to figure out is where they come from on Golarion, or what their background would be to justify this kind of focus.
Here's the build, the class is fighter, the race is human. Havn't locked in the fighter feats at 9th or 12th.
STR 14+2, DEX 13, CON 14, INT 12, WIS 12, CHA 13 (Human)
1T Theoretical Magician (Spellcraft as class skill)
1T Defender of the Society (+1 AC if in Medium or Heavy armor).
1H Step Up
1F Following Step
1G Skill Focus (Knowledge Nature)
2F Combat Reflexes, Cloak +1
3G Eldritch Heritage (Starsoul), +1 Longsword, +1 Shield
4F Power Attack, +1 DEX, STR Belt +1
5G Iron Will, +2 Shield, +2 Cloak
6F Disruptive, STR Belt becomes STR/CON Belt
7G Step Up and Strike, Winged Boots, Belt becomes STR/DEX/CON Belt.
8F Cleave, +1 CHA, CHA Circlet +2.
9G ??, CHA Circlet becomes CHA/WIS Circlet.
10F Spellbreaker
11G Improved Eldritch Heritage (Starsoul)
12F ??, +1 WIS
Skills: 4+1/level @ first, as the splash completes. This will eventually swap to boosting HPs once I get secondary skills into the +10 range.
Eldritch Heritage means that I have a way to deal with swarms that isn't dependent on the party having flasks of alchemist fire or there being an arcanist around. Plus, I'm picturing this character as someone who "dabbles" in magic.
Improved Eldritch Heritage gives me Low Light Vision, Resist Fire 5, Resist Cold 5, and no need to breathe, all of which are useful to a front line/charge ahead fighter.
Combat Reflexes is there for that far off day where someone backs away (draws an AoO from Step Up & Strike) and then casts a spell, potentially drawing a second AoO from Spellbreaker.
Shadowdancer shadow companions have the following text:
Quote:
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Grave Knights have the following special ability:
Quote:
As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Am I correct in assuming that an Eldritch Knight or Arcane Archer built off of a Sorcerer does NOT get the bloodline spells when they advance in the prestige class?
Sepia Snake Sigil (and to a lesser extent, Explosive Runes) look like corner case spells for Society play.
Unless there's a rule specific to Society play (and I hope there is...) it looks like you could cast these spells repeatedly on down time traveling to destinations in a scenario, and "bank" them for future use.
Sepia Snake Sigil is a "save or suck" spell that's particularly effective on infiltration missions: Hand NPC piece of paper, tell them it's an expose on Zarta Draleen's favorite bedroom habits, let them make the saving throw when they read the juicy details.
Honestly, I suspect that most of the kidnappings in Golarion use this spell. :)
My Paladin/Shadowdancer looks like she could duplicate the effect with Shadow Call (a 1/day Shadow Conjuration spell like effect), and could accumulate instances of this on her "travel days", making a mockery of the 1/day ability. (And it's very appropriate for a Paladin, because it takes prisoners without harming them, which is what attracted my attention.)
So, is there a rule preventing this abuse of banking your spell slots on off days in these two spells?
It doesn't specify that it has to be in your hand to use it.
So, is there anything keeping a wealthy sorcerer or bard from filling their portable hole with these things and saying "I know 'em all. Don't worry."
I would ASSUME that it has to be in your hand, and it's otherwise like casting from a scroll...which means that it's a little more challenging to just have exactly the one you need on hand, and makes it less useful for sorcerers who have something else to do with their hands (like an Eldritch Knight build...)
I strongly suspect this isn't what was intended...
Animal companions can take Additional Traits.
Is there anything keeping you from taking Sacred Touch on your animal companion or familiar via additional traits? A fast-moving creature that can move-and-stabilize a downed opponent is something I'm not sure was ever *intended*. While I don't think it's egregiously overpowered, it does strike me as odd.
(The idea of a animal companion horse with Prestidigitation as a 1x/day Magical Talent trait who turns its oats into tasty oatmeal for its pet human makes me laugh, but would probably destroy immersion for someone.)
If this is legal, my PFS two weapon fighter ranger may turn his axe-beak animal companion into an emergency combat medic.
I've got a Paladin/Shadowdancer, and who will have a 14 INT after her next item purchase. She'll also have an effective UMD skill of +17.
I'm considering this feat:
Quote:
Prerequisites: Int 13, ability to cast 1st-level paladin spells.
Benefit: Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add these spells to your paladin spell list as paladin spells of the appropriate level. Once chosen, these spells cannot be changed.
She will probably never be able to cast a 3rd level spell in her adventuring career (she's a PFS character).
She's currently 5th level Paladin, 4th level Shadowdancer. She will probably stick with Paladin for the rest of her PFS career.
So she's got two uses of Shadow Illusion (Silent Image) and one use of Shadow Conjuration per day.
What spells would you recommend for this feat?
One of the obvious ones is Inflict Light Wounds for healing her Shadow companion. Silence is a lovely debuff.
On the other hand, taking Cosmopolitan rather than this feat gets her Use Magic Device up to +20, and Knowledge (planes), plus two more languages known.
Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.
PRD wrote:
Dying (Negative Hit Points)
If your hit point total is negative, but not equal to or greater than your Constitution score, you're dying.
A dying character immediately falls unconscious and can take no actions.
A dying character loses 1 hit point every round. This continues until the character dies or becomes stable.
So, which immediate action comes first? Does the character fall unconscious, triggering the shawl, and wake up prone, or does the shawl prevent the character from falling unconscious?
So, my PFS Paladin/Shadowdancer will, assuming she survives her next two sessions, end up with enough gold to do the following:
+2 INT on her CHA Circlet, gaining ranks in Use Magic Device
Circlet of Persuasion
And about 5,800 GP left over.
She can buy a Wand of Blur for 4500 GP - it's there to keep her (and more importantly, her Shadow) alive. It's a 3 minute duration spell when the charge is used.
Alternatively, she's just shy of one session (with a good job roll) away after that from being able to get a Wand of Displacement, which will last 5 rounds when cast. 50% miss chance is better than 20%...not being able to cast it until the beginning of the fight sucks. She could also get a wand of Extended Blur - which is 10 minutes per charge, which means it's pretty easy to set up as a contingency buff.
She's about three sessions away from a Wand of Extended Displacement, which is a 14 round buff.
I'll only be taking one of those options - any recommendations of the four?
Monks are getting some nudges from the developers.
Here are changes I'd like to see.
1) Halve all of the Monk movement bonuses. However, they all add to the Monk's 5' step distance when making a full attack. Also, don't make them enhancement bonuses, make them untyped.
2) A monk spending ki doesn't get +20 to their movement. The Monk gets to make a full Move action and still Flurry. They do not get to Charge and Flurry.
3) At the same levels the Monk gets an AC bonus, they also get a bonus to hit; this bonus is capped at the lower value of their DEX or WIS modifier, and stacks with Weapon Finesse and the Guided weapon ability.
This should cause Monks to move around the fight a little bit more, and should help them compensate for the Flurry of Misses phenomenon.
I've got a Paladin/Shadowdancer, who just got her shadow companion.
Here are the things I've learned about Shadows.
1) They are very binary - they either mangle encounters, or they should be told to hide under the floor and come out when the screaming stops. For example, encounters against giant animals and monsters tend to be "Well, the Shadow can pretty much solo that encounter." Don't be a jerk; let the GM have fun with encounter design. Encounters with archers with magic bows result in dead Shadows very quickly. Make sure your Will Save doesn't suck.
2) The very first thing you should buy your Shadow companion is the Amulet of Ghosttouch Fists. This allows them to use simple weapons, open doors, and carry potions, for those creatures that are immune to STR drain.
3) Your Shadow's AC is going to suck. It's incredibly expensive to boost.
4) Your Shadow's Stealth and Perception numbers will never increase, but its BAB and Saves will increase with your level.
5) I am seriously considering spending 6000 GP to add +2 INT to my CHA circlet, with the skill gained being Use Magic Device. This lets me use a Wand of Inflict Light Wounds to patch up the Shadow if none of my party members are willing to do so. I'm also eying a 4500 GP purchase in a Wand of Blur; one charge gives the Shadow a 20% miss chance, which is more effective than attempting to boost its awful armor class. The idea of spending 21,000 GP on a Wand of Extended Displacement is very very tempting.
6) When using Communal Resist Energy, don't forget to include the Shadow. Energy attacks are one of the few things that can snuff out your Shadow like a candle flame.
7) Locked doors suddenly stop having much meaning to you and your party. Not that they usually mean anything to a Shadowdancer, though oddly enough Shadowdancer does NOT get Disable Device.
8) In some ways, your Shadow is more useful as a debuffing agent. It provides flanking, and if you're high enough level to have iteratives (which you will be for most builds either at the leve you have the Shadow or the level after), you probably drain 6-8 STR off of your opponent - which is a -4 to hit and -4 to damage in Melee.
9) Potions don't work on incorporeal creatures. In terms of expendables, it's scrolls, wands or nothin'.
10) It is cheaper to buy your Shadow an Amulet of Ghostttouch fist and let it use your backup +1 light mace than it is to get it a +1 ghost touch gauntlet.
11) There is currently nothing in the game that acts like a "ghost touch messenger bag" - an item that you can put another item in, hand the container to the Shadow, and the Shadow can take through walls. I wish this thing existed.
12) At Shadowdancer 4th, you can get Shadow Conjuration as a 1/day ability. Some particularly useful tricks for it:
Stone Call: This makes for difficult terrain which your Shadow ignores Particularly nasty against casters and archers who want to 5' step away from you (You'll have Combat Reflexes) or the Shadow.
Spiked Pit: Nothing says "fun" like putting a Spiked Pit in the fight. Nothing says "I'm cleverer than you are" like the fact that you can put Spiked Pit into a fight while Hiding in Plain Sight without having any verbal components. Nothing says "I make GMs cry" like putting a Shadow Illusion of the floor over the area you're creating a Spiked Pit of so people don't even see the pit...all while doing it silently with no somatic components from your ludicrous Stealth check.
Ablative Barrier: Cast this on your Shadow. It's effectively DR 5 or DR 1 if someone has a reason to disbelieve it by interacting with it, and boosts the AC by a small amount. It lasts 1 hour per level. Note that while it's in effect, your Shadow cannot move through solid objects, since it's encased in a force effect.
Stinking Cloud: What's more fun than a Shadow draining STR? A Shadow draining STR from a nauseated creature that only gets a move action.
Mad Monkeys: Give your Shadow pets to play with! Also disarm people!
Communal Mount: Need to get the entire party to a different town, fast? This will do it...don't spare the horses!
Even better for the Paladin/Shadowdancer build - all of these abilities are CHA based, which, as a Paladin, you didn't dump.
I built this character for an upcoming Shattered Star game, mostly on theme. I had a really cool picture of a taloned Tengu with a raven sitting on its shoulder, and decided to work from that.
To get a familiar, you have to be either a Magus, Wizard or Witch (or do something with the Eldritch Heritage feat, which I didn't want to do).
I chose Magus.
Choolk
Hexcrafter Magus, Tengu
STR 14 [5], DEX 14+2 [5], CON 12-2 [2], INT 15 [7], WIS 12+2 [2], CHA 9 [-1]
STR 14, DEX 16, CON 10, INT 15, WIS 14, CHA 9
Trait: Desperate Focus (+2 to Concentration Checks)
Trait: Reactive (+2 to Initiative)
Replace the Sword Trained with the Claw Attacks natural weapons. This counts as having Improved Unarmed Strike. Gives 3 Primary natural attacks at 1d3+2 damage.
1st level feat: Deflect Arrows
Cantrips: All Magus Cantrips, plus Brand
Spells: Magic Fang*, Stone Fist, Corrosive Touch, Shield, Magic Missile,
2nd level: Spellstrike
Spells: True Strike, probably Shocking Grasp,
3rd level feat: Power Attack; Magus Arcana: Familiar
4th level: Feral Speech Hex
5th level feat: Extra Arcana (Feat), used for Flight Hex, Arcane Strike (Combat feat)
6th level Magus Arcana: Arcane Accuracy or Evil Eye (Hex)
Note: The GM allowed me to replace Magic Weapon with Magic Fang and Greater Magic Weapon with Greater Magic Fang.
My aim with this character is to use the natural attacks for as long as they can be kept viable. I see him as being mostly a spellcaster who only gets into melee when he has to, rather than the usual "Magus who goes in to dish max damage every other round."
I don't see many cases where I'll be using Spell Combat, but he carries a longsword that he'll spin up with Arcane Pool if he needs to. (Turning one of his claws into a +1 weapon is less useful than turning his sword into a +1 weapon in most cases), but that's a secondary option.
I may also swap out Power Attack and hold off on the Flight Hex until 6th level, and use the 3 feats there to go Dodge, Crane Style and Crane Wing. Since I'm going to have one hand free anyway...being able to make one melee attack per round miss (like I make one arrow per round miss) is thematic and very wuxia. I'm not sure I can afford to give up the damage potential.
My problem is that I forsee that around 7th or 8th level, he's going to suffer from Monk Syndrome - he'll have a bunch of attacks that have no chance of hitting against a level appropriate foe.
The fact that I can't do both Arcane Accuracy and Arcane Strike on the same round is somewhat annoying; Arcane Accuracy is going to be key to keeping the character able to hit things at medium levels.
I've got an Eldritch Knight built off of a Sorcerer.
Am I correct in assuming that the levels of EK that give spell levels do NOT give me the Bloodline spells for my bloodline? I'm assuming that that falls under the "bloodline doesn't advance" part, not the "gains the spells per day and spells known..." part.
His bonded item is a ring - this is a PFS question.
Currently, Bonded Items are the only legal player created magic items in PFS. Can I combine two effects (Lesser Spell Storing and Ring of Spell Knowledge) into the same bonded ring, multiplying the lesser cost by 1.5 for the combo item? I am assuming that the answer is "No", but figure that it can't hurt to ask.
I've got a PFS character who has, from Invulnerable Rager, the benefits of Resist Elements versus hot. He's also got, as a scenario arc boon, the benefits of Resist Elements versus cold.
He's also got the Endurance > Die Hard > Fast Healer feat chain and an 18 CON.
So, aside from mocking all the other characters about how, back in his day, you had to WALK to your encounters. Through 19 feet of snow. Uphill. Both ways. To wrestle a fire elemental. And we were GRATEFUL...
Are there any synergies here to exploit? Or does the Endure Elements effect largely prevent the circumstances where most of the benefits of Endurance vis a vis climate matter?
Not that the roleplay potential isn't worth it. :)
If I have a character with two weapon fighting, and an Orc Double Axe, and the Toothy racial trait, what does my level 2 attack string look like: (Assume STR 18)
BAB 2, STR +4, TWF -2: So, +4 to hit for first attack, +4 to hit for second attack. Do I then hit with the bite at -1 to hit? Or is it at full BAB -5? (I know that as a natural attack used in concert with manufactured weapons, it attacks at -5 to hit.)
How much damage do I do?
1d8+4 for the first attack, 1d8+2 for the second attack, and 1d4+4 or 1d4+2 for the bite attack?
Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
PRD says wrote:
Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
PRD says wrote:
Tengus are Medium creatures and receive no bonuses or penalties due to their size.
PRD says wrote:
Table: Natural Attacks by Size: Bite attacks for most Medium creatures are 1d6, or 1d4 if they're humanoid/bipedal. Claw attacks for Medium Creatures are 1d4.
Comparing the bite for Tengu and the bite for Toothy Orcs, the Tengu is 1d3 and the Orc is 1d4. Comparing the claws of Tengu with the Draconic Sorcerer's Claw ability, the Sorcerer's claw is 1d4 while the Tengu is 1d3.
Should the Tengu be doing 1d4s or was it toned down to 1d3s as a balancing issue?
The name is pronounced "Broke-a-thame", not "Broke The GM"
The extended training alluded to is the GM credit for running First Steps.
I Don't Like Boats. (The Hydra's Fang Incident):
Dear Mom:
Thank you for the jerky. It was very tasty. The Pathfinders have been teaching me. I have learned lots of stuffs. I have learned that I do not like boats in Absalom even worse than I did not like them in Urgir.
Boats are always bad. Even worse when it's on the ocean. I know you will not believe this. Ocean water tastes awful. But I am getting ahead of my story.
After the Pathfinders trained me I got two mungwo sticks. One makes me heal faster. The other makes my axe hit harder. I really like the axe-hits-harder one.
I needed both mungwo sticks for what happened. Pathfinders wanted us to recover some kind of thingie or other. I think they were special pathfinding rocks or something. I wasn't paying attention and we didn't get them anyway.
I had to go shove some goblins into small barrels and throw them into the harbor. I missed part of what was going on. I swam out under the docks. After the goblins was quiet I mean. There were Pathfinders on the docks. They were hassling some pinkskins. I like hassling pinkskins. I remembered what Pathfinder Li said about hassling pinkskins. There has to be a reason. I came out of the water and tried to talk sense into people. Or find a reason. Talking sense isn't what I am good at.
I know Kutork says I am clumsy and weak. Pinkskins are clumsy and even more weak and more clumsy. They can't dance with axes at all. I got to use the mungwo stick of axe-hits-harder. It worked very well.
The Pathfinders had to get on boats. I told them nothing good ever happens on boats. They asked me how else I'd get to another boat. I said I wouldn't go to another boat if I had a choice. They said they needed to get the thingies. Because the pinkskins we hassled were dead I needed to help them get the thingies so we would have a reason. Pathfinder Li says I need a reason. Or she will not let me in the library. So I went along.
I was right. We rowed out into the bay. Boats got tipped over by yucky fish-people. One of the Pathfinder pinkskins made shiny colors and put one to sleep. Another Pathfinder pinkskin shot arrows but missed. Her friend hit him with a sword. Then she shot him again and he went under water.
I got bit by one fish-people. His breath smelled awful. I told him to brush his teeth. Then hit him with my axe. He didn't like being hit with the axe. He swam away.
I cut the head off the sleeping fish-person. I would have sent it to you for the mantel but the courier said it smelled too bad. It did not smell any worse than when it was alive. Just different.
We got to the bigger boat. I asked them if they wanted fish-man-brains. They threw fish guts at us. The bartering was going great! I still had the fish-man head! Then they shot at us. I swing a grapple-hook and climb up the side of the ship.
I used the mungwo stick of axe-hits-harder and charged one of the pinkskins. He split like a piece of firewood in one hit. I really like this mungwo stick! Then I danced with two pinkskins and hit both of them. And bit one. He wasn't expecting that. He tasted better than the fish-men smelled.
One of the Pathfinders in the little boat needed help. I jumped down into little boat and hit a great big seal with big teeth and split it. The jerky I made is in the box with this letter. It is not good. Maybe you can dare Tarkax into eating it.
The other Pathfinders said we had to go down into the boat. We did. There was a room with an oil lantern that burned. Pinkskins must be related to goblins given how much things they make burn. When room was burning we opened a door into another part of the bigger boat. It was full of ghoul-things. Between being on fire and some of us getting bitten and paralyzed it was a tough fight. I could not hit with my axe very well. One of the pinkskins died. Her name was Driema. She tried to shoot things.
We killed the ghouls. I used the mongwo stick of heals-me-faster to patch me up. Then I patched the pinkskin Lucius up. Then the pinkskin with the tail Arianna said she had the pathfinder word-rocks. We tried to get out of the boat with them. It didn't work. The big boat split in half and burned. We swam out of the wreckage.
We did get out. Driema went down with the big boat.
I hope you are doing well in Urgir Mom. I am having a good time with the library here. They always have three people to help me find books. It is amazing how nice they are fetching books for me and putting them away for me.
I have a Starsoul Sorcerer. At 11th level, he'll have a Robe of Arcane Heritage, and will be able to access his 15th level bloodline ability.
PRD wrote wrote:
At 15th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
PRD wrote wrote:
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.
PRD wrote wrote:
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
So, as near as I can tell, I have a once-per-day "Kill Anything That Breathes" ability that takes two rounds to execute, or one round with a Lesser Rod of Quicken Spell
Swift Action: Cast Heightened Hideous Laughter as a 5th level spell. Save DC is 10+5+9=24.
Standard Action: Send now-laughing NPC off into the depths of space. DC is 10+5+9=24
Technically the character, in space, now gets to take a Full Round Action to try to break the laughter, 6d6 cold damage. Except that while they're doing that full round action, and laughing, they most assuredly aren't holding their breath. So they go to 0 hit points and disabled (even if they make the second save), then go to -1 hit points, then die. The damage is all but irrelevant at that point...
Honestly, this seems like a really really overly potent ability combo. Most scenarios only have one Big Bad Evil Guy at the end, and taking him out in one round is going to be anti-climactic...which isn't really why we play the game.
As an experiment, when I started this character, I wrote up how she became a Pathfinder, and then, as I completed each adventure, I wrote up a first person account of what she did in each adventure, from her perspective. I've done this for each of her adventures; these used to be on her Paizo profile until they got too long.
Since I started the character, the Inner Sea World Guide has made her tricky to play - yes, this is the infamous "Paladin of Pharasma". I've also fictionalized some things in this account; you're not going to get direct accounting of her expendables, and some details in these accounts differ from the tables and the rules a tiny bit in the name of telling a more interesting story. There are also interludes that explain things that have happened to her other than her missions for the Society.
I hope you enjoy the recountings. Each of the following posts will have a set of spoiler tags, the spoilers will have the names of the scenarios or modules she's played in, so you know what NOT to open up.
If I bought my Shadow a +1 ghosttouch gauntlet, would it be able to pick up items, or does the STR of "--" prevent it from even moving the gauntlet, let alone use it for opening doors from the other side, and similar clever uses? (Price of this accessory is 8,302 GP)
Would the +1 required before I could put ghosttouch on it assist in the shadow making touch attacks?
If I bought my shadow a +1 ghosttouch suit of elven chain (21,150 GP), which, as medium armor that isn't a breastplate, comes with gauntlets, would it be able to wear it, or does the STR of "--" prevent it from doing so? If wearing it, could it pick up items, walk through walls and open doors from the other side?
Are there any incorporeal creatures with a STR of other than "--"? I'll note that the description of ghosttouch implies that an incorporeal creature could wear them...
If I cast Mage Armor on a Shadow, would it work at all? While the Mage Armor was up, could the Shadow still walk through walls? (My gut hunch is "no")
I'm basically trying to figure out ways to keep that incorporeal shadow from getting fried by the time the character is 10th or 11th level, and trying to figure out ways to make it useful for going through walls and doing something useful...
This thread is for people to describe not just winning, but doing something awesome and with style in PFS games.
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I've got a Paladin with a not-entirely-horrific Stealth Skill that I play in PFS games, and Combat Reflexes. We played at the local FLGS a while back and I just found my notes.
When a companion of hers was dropped to negative HPs inside the area of an Obscuring Mist, she used the concealment provided to make a Stealth check, rolled a natural 20 on the Stealth, and got close enough to him to do a Lay on Hands. Telling him to lay low, she also laid low, with her pickaxe ready.
When the enemy leader rode by, followed by his minions, she rose in the dimly lit mist from stealth, attacked him when he was flat-footed, and rolled a critical success on her Attack of Opportunity, taking him off his horse in the process. Stepping onto his disabled body, she then proceeded to make three more Attacks of Opportunity against his three minions, taking all three out of the fight.
As the mists expired, she said "All men pray to My Lady of the Boneyard. And their prayers are always the same - Not Today!. I am sent to deliver Her answer, but you may delay your passing over to Her courtyard if you surrender now."
From the perspective of someone outside of the mist, it must have looked impressive - this mound of darkness rising like the avatar of Pharasma, a gravedigger's pick of glowing silver swinging through the air into the chest of the most dangerous foe, the mist dispelled to see three downed foes and a fourth barely alive under her boot.
Later, in the same adventure, she and another ally hid in niches on the side of a corridor. From stealth, she threw a small hollow ball full of bells down the corridor (think "jingly-ball cat toy"). The party archer stood further up the corridor. The near mindless undead were partially distracted by the tinkling bells, and charged up the corridor in two waves as the archer fired at them. Between the archer and walking through the Attacks of Opportunity, the fact that they came in two groups rather than one meant that they all died before they could actually make an attack.