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Ugh. Would it have killed anyone to provide more archetypes for Investigators?


Sniggevert wrote:
Delenot wrote:
So each enemy is only checked against once. What if you move through more than one square threatened by the same enemy? Does that single check, if succeeded, allow for multiple spaces moved? ....and, does reach change this?
Movement only provokes one AoO from an individual, regardless of how many of their threatened squares you move through. So, only one check per enemy needed.

I did not actually realize part of this- I knew it was only one check per enemy, but thought that each instance of leaving a threatened square would provoke a new AoO. That's going to hurt my Warder.


First off, if it matters, the specific instance that came up was an Empiricist Investigator, rather than an Alchemist. He wasn't going to grab Infusion until fairly late, if ever, just because there's so so so many other necessary things. Having your two party members both be low-int melee specialists makes things difficult in so many ways.
Logically, we based the decision on the fact that, even if the extract's creator holds the extract in his hand and pours it down his buddy's throat, it doesn't help his buddy. Thus, ingesting must count as taking possession, and so someone else can pour it into his throat just fine.


A question arose in a game I'm in recently, and I wanted to figure out what the "correct" answer was.
Say I'm an alchemist or investigator, and, at the start of the day, I prepare one of my extracts as Cure Light Wounds. Without the appropriate discovery, it doesn't work on other people, but can I give it to someone else to use on me? In this instance, say I give the CLW extract to my wizard buddy, with instructions to pour it down my throat if I'm knocked out. Would it work on me, since it's someone else using it, but they're using it on me?
Our group went with "yes, your buddy can use your extracts on you even if he can't use them on himself" but I wanted to see if that squared with the official ruling.


CampinCarl9127 wrote:

Uhh, using the flag only requires one hand. Your other hand is free to do anything, including attacking or shielding yourself or casting a spell.

So yes, you can gain the benefits of this feat and still have one free hand to do anything else with. Including attacking or spellcasting or drinking a potion or whatever else. I have no idea why you think this feat requires two hands. Nothing in the feat requires a "free hand" to gain the benefits, just one hand to hold the flag.

I think the confusion is that the feat says that "You must hold the flag in one hand in order to grant this bonus" and the description of the flag item says "Carrying a flag in combat requires a free hand." Those refer to the same hand. In order to pick up and carry the flag, you need a hand free (which is occupied by the flag)

Now, granted, you can't TWF or THF with this normally (though I'm sure there's probably some way to get around this- I know I'd allow someone with Flagbearer to mount it on a Knight-Captain's Lance and get the benefit that way, for instance)


DekoTheBarbarian wrote:

Yeah, go for the race builder option. And if you try to delve down deeper into this, especially going into 3.5E, you'll come across a book called the Book of Erotic Fantasy (I think, don't have it on my laptop and don't feel like digging out my hard drive with my books on it.) And while it would have pretty much everything you'd need, it is very...NSFW.

Though it does have a highly amusing comic at the very end of it about gaming nerds bringing sex into their game play.

Fortunately for you, Bastion Girl, you don't have to go digging because I have the book on my hard drive and will look for you. Now, there's a fair bit of NSFW stuff in the book, but there's also a lot of stuff that actually is useful, things about probabilities of pregnancy, crossbreeding, that sort of thing. So, here goes.

There's a pair of tables discussing what species can breed with which other species, along with the chances of pregnancy and, though it doesn't have all the species, it does have both half-elves and sprites. According to these tables, half-elves and sprites are capable of breeding (I would assume through some variety of size-changing magic- fey are like that)
Also according to these tables, sprites are among the races that get to choose if they become pregnant or not. If they don't want it (and it's not with another one of those races that also gets to choose), then it doesn't happen, and if they do want it to happen (and, again, the partner isn't a race with a similar ability), then it happens. (If both participants can choose, and they disagree, then it's opposed will saves, higher gets to choose)
So, let's assume the sprite decides that yes, this is happening. You'll probably want to use the race builder, but here's what BoEF (which, again, is a third-party book for 3.5) has to say. Please note that BoEF introduced an appearance stat, which is a stupid idea that nobody pays attention to because it's stupid.
Feykissed: an inherited template for, well, creatures with fey blood.
Type changes to Fey
+2 Appearance, +2 Cha, -2 Str, -2 Con
+2 racial bonus to Escape Artist, Hide, Spot, and Listen.
Retains base creature special qualities and gains low-light vision if it doesn't have it already
Perform is always a class skill
Never suffers an Appearance penalty with members of different races
DR, based on HD, all bypassed by cold iron. 1-5HD=1 point, 6-10HD=5 points, 11-15=10 points, 16-20=15 points.
Fascinate once a day, as the bard ability, provided they have at least 5HD and 3 ranks in Perform
At 10 or more HD, they can Charm Monster once daily, with a save based on Appearance.
CR +0, LA+1

Not sure if this'll help, or how much it'll help, but there you go. Now you at least have it, if you want to ignore or cannibalize it.


If Dreamscarred Press stuff is allowed, Aegis and Warder are both very solid choices.
Aegis is basically "Be Pathfinder Tony Stark"
Warder can best be summarized as "Yes, actually, I would like to have Int to everything."


Lost In Limbo wrote:

Based on the fact that the Devs have said that even a Stilled, Silent spell will still be visible, I think that psychic magic is likely also apparent when used.

From the sounds of things casting magic in Pathfinder Land always comes with a bit of a laser lights show, so even if the guy standing in the middle of the display is just standing still looking at you, he's obviously the source of some sort of magic.

The real question is would that be enough to counterspell a psychic magic spell? And if so, how? I don't think anyone's gonna argue that there's a visible/audible/whatever display, but the actual casting of the spell is literally just thinking at you.


LazarX wrote:
Alex12 wrote:
LazarX wrote:
No.

While I agree with you, I was hoping for something a little more concrete than a one-word answer.

EDIT: Concrete is the wrong word. Comprehensive, perhaps. Or compelling. I'm trying to convince somebody, after all.

Then simply turn the page to that section on magical item creation. If the actual rule spelling out the +1 enhancement requirement isn't enough, what will be?

I did that. He asserts that masterwork weapons grant a +1 enhancement bonus to hit (which is, of course, true) and that thus the +1 enhancement bonus minimum is met.


LazarX wrote:
No.

While I agree with you, I was hoping for something a little more concrete than a one-word answer.

EDIT: Concrete is the wrong word. Comprehensive, perhaps. Or compelling. I'm trying to convince somebody, after all.


1 person marked this as FAQ candidate.

A friend and member of my gaming group believes, and is asserting, that the +1 enhancement bonus to attacks granted by masterwork weapons is sufficient to count as having at least a +1 enhancement bonus for purposes of adding special weapon properties, since the Core Rulebook never specifies that it must be a magic weapon. He simultaneously believes that the table giving prices for magic weapon enhancement bonuses only applies to magical bonuses. I disagree with him on both counts. Vehemently. However, I am unable to find concrete conclusive evidence sufficient to convince him. It's actually becoming a moderately serious issue in our campaign.

So, my question is quite simply this: Does the enhancement bonus granted by masterwork weapons count as a +1 enhancement bonus for the purposes of adding weapon properties?
Ideally, I would like specific concrete sources that don't rely largely on common sense or how every other Pathfinder game is run, because appeals to those don't seem to work. A direct citation would be greatly appreciated.


Jeff Merola wrote:
Yes.

Wow, that was fast. I'd thought my look through the FAQ would have caught that, but apparently it didn't. Neat. Thank you.


Unlike previous versions of the game, if you put additional points into Int, you gain retroactive skill points. Apparently, the intention was to remove weird exceptions. My question is, does the same hold true for bonus languages? If I have a wizard with 17 Int, and I hit level 4 and put my ability score increase into Int, do I learn a new language off my list of bonus languages? If not, why not?


Personally, I really like the skill unlocks, but think they aren't accessible enough.
Okay, I get the design idea of having Rogue being better at skills than anyone else, but at the same time, there are other skillmonkey classes- Bard and Investigator being the most notable.

What I'm planning on implementing in (non-PFS) games I run:
All characters get one skill unlocked every 5 levels. Doesn't matter how many skill points they get. Yes, this means they can have more skills unlocked than they can actually use. I'm fine with that.
In addition to this, at level 5, classes that have bonuses to skills that scale by level (though not necessarily with every level, just that the bonus must be based strictly on level) get those skills unlocked. So Inquisitor gets Intimidate unlocked, Bard gets all Knowledges unlocked, etc. Prestige classes that get scaling level bonuses unlock those skills as soon as they get the class feature. This also applies to situational bonuses- trapfinders get Perception and Disable Device, Alchemists and Investigators get Craft(alchemy) and so on. Favored Enemy doesn't fit the bill, though. Sorry, Rangers, but it's not actually a bonus that scales with level, it's just a bunch of bonuses that can stack.
Now, there's three classes in particular that get a little something extra: Rogues, Bards, and Investigators.
Rogues, in addition to picking a skill, because they're supposed to be the best at skills, get to pick two stats each at levels 5, 10, and 15. Skills that are governed by those stats are unlocked. (I realize Con governs no skills normally, but it's included in case some hypothetical rogue picks up some ability that changes the governing stat). At level 20, Rogues also get to treat all skills as if they were one step higher on the scale for purposes of unlocks. So even untrained skills can benefit from the 5-rank skill unlock.
Bards, on top of Bardic Knowledge unlocking all Knowledges, get Versatile Performance. At level 5, that unlocks all Perform skills, and if they're using it to substitute for a different skill, it's treated as unlocked for that skill.
Investigators (and anyone else that gets inspiration- I think it's currently just one Druid archetype) unlocks all skills that can get the inspiration bonus without spending an inspiration point. Yes, this means that at level 20, they get all skills unlocked, but they're still not as good as a rogue

I believe this modification stays true to the spirit of allowing non-rogues to get the unlocks and skillmonkeys to get more benefit, while maintaining rogue superiority.


In a campaign I'm playing in, a fellow player is asserting that the Aasimar alternate racial ability Deathless Spirit stacks with itself, so that if, for example, he were to have a necromancy spell cast on him that was a negative energy death effect, he would get a +6 bonus on the save: +2 against necromancy, +2 against negative energy, and +2 against death effects.
Something seems off about this to me, since it's all from the same source, but I know racial bonuses do stack, and the only potentially relevant instance in the PF rules (as opposed to 3.5 rules) I can find is that untyped bonuses from the same source don't stack. But this isn't untyped, it's a racial bonus. My gut says it should just be a +2 bonus, my friend and fellow player is saying it would (in the example above) be a +6 bonus.
I have a hard time imagining this or a similar situation hasn't come up before, but I can't find it.