Aric

Aric - 勝20100's page

300 posts. Alias of 勝20100.




1 person marked this as FAQ candidate.

Starfinder Character Operation Manual introduces Solar Connection as an alternate class features.

The mystic is not proficient with advanced melee weapon but the solar weapon description in the Core rulebook indicates that the character is proficient with it.

At third level, Mystics gets Weapon Specialization that gives “Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with”. As the mystic does not have advanced melee weapon, I guess it does not get weapon specialization?

I thought such a character would need two feats to get the weapon specialization, advanced melee proficiency then Weapon Specialization, but only Versatile Specialization is needed.

2/5

At the end of a Tier 2 scenario, I picked an Ally 2 for my Tier 1 character. Nothing in the guide disallow this (this section is on page 10), but page 8 indicates “A character can never begin a scenario with any card that has an adventure deck number higher than her tier.”

What am I supposed to do:
- remove the Ally 2 from my deck while the character is still Tier 1?
- or there is a missing indication that you can not select an upgrade higher than your tier? in that case, how do I fix my character?


Hi,

I’m playing Aric/The Red Raven in a play by post game and I’d really appreciate if all iconics were available as avatars.
Other card game characters would be appreciated too.

Regards,


Do eidolon gain the subtype and all the advantage associated with it? I don't read that in the unchained summoner, but a player is making the argument.

For example, does elemental eidolon gains the elemental traits? (or do Angel eidolon gets all the angel subtype rules, making the resist fire at 4th level strange for example)

2/5

The Boon Companion feat allows a character to add 4 to his level for a class that has an animal companion but only up to his total class level.

The Ancestral Ally Boon can provide the 1 level bonus (depending on PP/how it is used) but with a maximum of total class plus one.

The Huntmaster feat does the same but for some animals only but without maximum.

How do they combine? Is the maximum the lowest one, or can they be applied in any order?

For example, a 5th level hunter with huntmaster and ancestral ally, does the AC has the stats of a 7th level AC?

For a Hunter 1/Fighter 4 with huntermaster, boon companion and ancestral ally, is the AC the one of 5th level hunter, or a 7th one?


Improved Spell Sharing will allow to share a spell with a companion. It seems to me only one instance of the spell exists, but I’m not sure it’s the case, or if this creates two effects.

This has several impacts:

1) does a dispel magic targeting the companion or the character dispel the other’s spell/effect?
2) does spells like ablative barrier, protection from arrows, stoneskin, protection from energy add character and companion absorbed damage, or are the total counted separately?


I created a brand new character to play in Emerald Spire 1. It was a Gnome, with high Con and good Dex, low Str, and average mental ability scores. I picked Point-Blank Shot as it is the prerequisite for Precise Shot, even if I couldn’t select it right away. I choose air because I already have a fire sorcerer and a cold witch and wanted another flavor. I went for the air rather than electricity for a bit more damage and flavor reasons. Wondering if the range of 30 feet would be too low, I picked Air Reach to be able to attack at 60 ft (I think the blast is not usable at range ×5, unlike other ranged weapon attacks).

I though of picking the air infusion that let you bull rush, but as it mention switching stat in the CMD check, it meant that the small penalty would apply and decreased the chance of it being useful.

The scenario:
The first level of Emerald Spire makes you pay playing a non-darkvision ranged character. It was not much fun. As my character only had 5 ft. vision, he want in melee range and threw his air blast and provoked attacks of opportunity. I was not too worried, his AC was correct, and he had a lot of HP (12, with a CON of 19). He got to 0 hp at some point but didn’t do much (but not nothing, so not so bad).

I was worried that the character would a one trick pony, and indeed he was: nothing to do in melee except provoke. That was in part due to my character build. Skill wise, it felt ok, even if those didn’t came up much in the adventure. I also think the ranged touch might have been better to pick (electricity), as it would have make it easier to hit while not changing damage that much.

Character details
7/14/19/12/12/11
Air blast +3 1d6+5 (+1 in 30 ft)
Point block shot
Traits: Air touched, Excitable
Wild Talent: Air’s Reach
Skills with ranks: Perception +7, Profession (sailor) +7, Stealth +9, Use Magic Device +4

2/5

It’s been some time since the 30th of August but I wanted to thanks all the GM (especially the three that run games I played in) and organizers for the event.

Also thanks for the fellow players at my tables for making those games enjoyable.

A couple other players mentioned missing the chat room of VTT Game Day 2 or 3. In the chat room, GM would come and tell organizers how much space was left at their tables, while players without table could come and try to find a table.
I prefer to plan my games ahead, but it would be good to think about it for VTT Game Day 5.

2/5

I plan on playing 5-99 with a character whose faction disappears (Sczarni), can I wait the end of the scenario to pick her new faction or must I choose it before playing it?


1 person marked this as FAQ candidate.

In Advanced Class Guide, what is the equivalent bloodrager level for the 1st level ability gained with Raging Blood feat? I guess it’s the sorcerer level (or equivalent in the case of Eldricht Heritage) but there’s no mention of it.


I created an half-orc hunter for Dragon’s Demand.

When I saw the class, I was thinking of a druid fighting alongside his animal companion. I was looking at the vermin companion, thinking it could go with an half-orc. But after some thinking, I changed my plan and went for an half-orc with the Sympathetic Rage and a badger/wolverine.

We played the first part yesterday.

At first level, playing this hunter didn’t felt like a big difference than playing a druid, except for a bit of proficiency changes and some missing abilities (wild empathy, track). There was animal focus, but it was in a single fight. I went for the +2 con because the animal and my character was getting badly hit, could have gone bad if they got more hit when the HP would have gone off.

There was also a warpriest and a swashbuckler in the party.

The swashbuckler felt the lack of any weapon finesse. The warpriest had some bad rolls, so didn’t hit much, would have cut things in half if he had hit.


Sympathetic Rage is a feat for half-orc and orc introduced in Orcs of Golarion and reprinted in Advanced Race Guide.

My question, is when does the rage ends? Is it as soon as no raging character is adjacent? Or at the beginning of the turn of the sympathetic rager?
It seems that by taking a 5 foot or any movement, the raging character will get the sympathetic rager fatigued, because the movement cannot be simultaneous, can it?
The feat might be more geared toward several raging, blood raging and Raging characters rather than a single one.

Sovereign Court

After reading the playtest document, I felt that an Investigator was a good fit for a Pathfinder Society character. I had thought of creating an alchemist, maybe with the vivisectionist archetype to replace bombs.

The character

While creating the character, I was inspired by Agatha from Girl Genius and Sherlock Holmes. I went for a young Taldor human lady curious about the world, having had a bit of alchemy training and wanting to make a name for herself.
I focused the character ability scores on Intelligence and Dexterity. In combat, I see the character trying to attack at range if possible or going in melee with a Finesse weapon. At low level, the character will try to flank or aid some combatant, because the weapon she is proficient with and the lack of strength makes her deal very low damage.
To take advantage of the future Sneak damage, I envision the character using Feint and acrobatics to flank. But as I just read that Sneak Attack might be removed from the class, bluff and feinting might not be useful to the character any more.
I went with the sword cane as her weapon. At first level the ability to draw the weapon as a swift action is good because the character’s BAB is +0. At latter level, a rapier would probably be a better weapon, for the extended critical range. I might stick with the cane for RP reason.
Even the 10 skill points seemed not enough to have a rank in everything I wanted.

The first game

I played 5-08 The Confirmation with the brand new character. Most of the party was 2nd level.
I’m not yet very familiar with Alchemy and forgot to not to prepare one of her possible extracts in case she’d needed something particular. An extract only takes one minute to prepare, so it will be a smart move to not prepare both.
Having inspiration be usable free on any trained Knowledge (Spellcraft and another) skill is nice. I regret that I couldn’t try an untrained Knowledge check with a DC> 10, with the character’s Intelligence and a point of Inspiration it would probably have been possible to hit the 15 DC.
I also used two inspirations points to boost an attack, which allowed the character to hit. It was quite satisfying.
The character managed to hit once in melee before that, and avoid getting killed, but I felt she didn’t help that much in combat, the rest of the combatants had good chances to hit and did more damage (two-handed weapons and good Strength, or a bow focused warpriest).

The future

I worry a bit that the character will be lacking in damage compared to the alchemist – with their potent bombs – and the rogue –who get better sneak damage. If the Investigator class loses Sneak Attack, I hope it will be for a damage boosting ability.

In PFS, as long as the character was not played at 2nd level, it is possible to retrain/remake it for free. I’ll probably switch the Bluff skill rank to Heal, taking advantage of the change that it became a class skill.
I might also switch Combat Expertise for another feat, it is not necessary yet, and might not be at all if the class doesn’t have Sneak Attack.

Looking forward to Savina’s next scenario!

2/5

My character died at the beginning of a scenario (first encounter), the rest of the party completed it, and the character was raised at the end.

My character gains 0 XP, but for gold, I think it is 0 as she didn’t encounter anything. Am I right there?


There’s no mention that living steel equipment is considered masterwork, I guess it means it need to be added to the cost of the item?


Is it possible to 5 feet in the area affected by grease?

The rules indicate that it is not possible to 5 feet in difficult terrain but the spell doesn’t indicate it creates difficult terrain. At the same time the rules for difficult terrain are to move at half-speed and if the terrain is slippery it forces acrobatics checks as the spell does.

I would think that using 5 feet in grease is not possible.

2/5

There’s still room for my game that is part of the VTT gameday, I only have 3 players. With a fourth, I won’t have to play a pre-gen (and have less chance of the game getting cancelled if there’s a no show).

10am UTC = 6am EDT (UTC−4) = 11am BST (UTC+1) = 12:00 CEST (UTC+2)

https://warhorn.net/events/pfs-vtt-online-gameday-1/schedule/2013/10/26

Contact me directly by mail if interested. (You can’t do that on the messageboards, so just send me a mail)

Regards.


I’m trying to combine a gift and an order for myself to avoid some extra charge but it seems it’s impossible, is it?
Charge is because the order is in USD and there’s a % plus a fixed amount.


As animals are limited by their Intelligence for the number of tricks they know, is it possible to teach a new trick to an animal and have it replace one the animal knew?
For example, one of my character has a combat trained dog, and I’d like it to have the attack trick a second time, maybe replacing defend.

This is for PFSOP.


I thought that if an animal had the defend trick it automatically defended because of the text “even without any command being given”. But it indicates “you” so I think I got it wrong, because anyone having the skill could be that you.

Should it be used this way:
1. Someone uses the Handle animal skill to have the animal perform the Defend trick.
2. From now on, the animal defends the you/designated target, and you don’t need to ask him to defend at the time he needs too (maybe hours later).


The skill makes no mention of a master; and Animal Archive has a trick named Selective to have the animal only follow orders of the trainer.

Does it mean you can push/handle any animal?

I never thought a character could bark orders at an animal companion and have it attack the druid/ranger. It would probably only last a single round, until the druid use a free action to order it back or tries to give it selective as a full-round.

2/5

Some kits (from UE or other source) have a reduction in price compared to buying the elements separately.
Is it possible to sell the components of a kit?
If so, do the normal price of the item is to be used or a reduction of it from the price of the whole kit?


2 people marked this as FAQ candidate.

The book contains traits, and under Magic traits there is written “These regional traits are available to all Chelish characters.”
So are those Magic or Regional traits?
How much of a copy/paste error was it? Are the magic traits supposed to be only available to Chelish characters?

There is the same issue with Social traits.

The Exchange

I have those nice claws I can use 8 rounds per day. I was wondering how to improve their chance to hit and to damage. To Hit seems to be the biggest problem as I level up.

Feats

Arcane Strike is a feat, but only adds to damage; but to both attacks and also works on weapon. Power Attack is a bonus feat for Abyssal sorcerers, but increase damage at the expense of the chance to hit.

Weapon Focus doesn’t seem to be available for claws.

Spells

To affect both claw I need a Greater Magic Fangs to give both +1. It’s not a sorcerer spell so I’d need a good UMD to use a wand of it. It’s a 1 hour/level spell, so can need not be used during combat.

Any bonus to Strengh could help: Enlarge Person (works only on humanoid so not on me, I’m a Tiefling), Alter Self, Bull Strength.

There’s a couple of spell that could help like Haste and Transformation.

Magic Items

Concerning magical items, bodywrap of mighty strikes will only provide a bonus to one of the attack (before level 11) and Amulet of mighty fists are very expensive for an ability used only a couple times in a day.

Conclusion

Maybe the claws are better used when delivering touch spells? Or maybe the power is only useful at very low level, if at all?

Also did I miss any feats/spell/traits/item that could help?

2/5

I have a character with the beast bully trait that allows the use of Intimidate instead of Handle Animal to push or handle. She can’t train an animal. Is there any way for her to buy training for an animal or is she stuck with using pre-trained animals?
If she plays with a character with ranks in the Handle Animal skill, will she be able to ask him to teach him tricks? In that case, it should be put on the character chronicle sheet I guess.

2/5

This game will be part of the Play Like A Pirate Weekend! (09 / 19-09 / 22). It will allow players and GM to enter a lottery to win a PDF of Pirate of the Inner Sea. Check the thread for more details.

When
Sunday, September 22th
14:00 CEST = 13:00 BST = 12:00 UTC
(CEST stands for Central Europe Summer Time)
Usually PFSOP scenario runs for 4 hours, but adding prep time, game time and potential problem, it could run for 5 hours. Please plan to be available for that time.
Should end before 19:00 CEST.

VTT
We’ll be using MapTool 1.b89. For that game I won’t use any framework, only my macros.
Please try this VTT before game time at least once. You need to increase the memory limit to this java software if you want to avoid issues while playing (their website indicates it).

Audio
I found a mumble hosting service and I’ll pay if there is enough player for the game to happen. Please install/configure Mumble before the game.
If there is issues, Google+ Hangouts will be used.

Sheets
As is mentioned on those boards, you need to have digital character, chronicle and inventory tracking sheet ready to show to your GM.
I don’t need the chronicles, but I’d like the character sheet to take a look at what characters can do and know which rule I should be reading again if needed. If it is not indicated in your sheet, I might ask you where a feat/trait/spell comes from. I’ll also need info to fill the chronicle sheet, I don’t give blank ones.

Public
Because of the time of the game, it is primarily targeted at people residing in Europe, but anyone can participate. The game is during the week-end so I expect that more people will be able to join.

Signing in
A little description or in character text to sign up (just post as your character) would be welcome. The character completed their training at a similar time so they might know each other, having probably met in Absalom’s Lodge.

Also post a line as OOC comment in the form: <number> <avatar name> aka <character name> <race/class/level>
0. 勝20100 aka GM, Human Online GM 1

If you are interested, but the game is a bit early/late that might be arranged, just indicate it in this thread.

2/5

As there is spells to allow a character to determine how bad another is (mainly Status), it makes sense to hide the HP of a character to others.

At the same time, damage is visible, a character low on hp is probably covered in blood, having some visible injuries.

I’ve seen GM handle this differently in PFS (played only online), either hiding the characters health bar to everyone, only showing the party one or showing it to everyone.

I’ve also seen some GM ask for Heal checks (using a standard) to determine if someone was dying/dead/stabilized. That’s asking for more PC death I think, but it would also explain why monsters don’t bother striking down (coup de grâce) fallen PC. The Heal check doesn’t mention this use of the skill by the way.

I only GMed a single game and hide everyone HP but I think I let the % bar visible. I changed my mind and was going to hide it for the next game. Then I was thinking of those visible injuries, and thought that having different state, like fine 75%, hit 50%, badly hit 25% close to go down, be visible for everyone.

What other PFS GM do and why?


1. There’s a character, Foo, in a room. In the next room, another character, Bar, has heard Foo (made her Perception check through door/wall). Foo didn’t hear Bar (failed her Perception). Bar decide to attack, so she opens up the door between them. Is the opening of the door Bar’s surprise round action or is it what starts combat (meaning Bar can still do a standard)?

2. Can a door be opened by a stealthy character? (that’s only useful to know if opening the door would be Bar’s surprise action).

2/5

This game will be part of the Play Like A Pirate Weekend! (09 / 19-09 / 22). It will allow players and GM to enter a lottery to win a PDF of Pirate of the Inner Sea. Check the thread for more details.

When
Thursday, September 19th
20:30 CEST = 19:30 BST = 18:30 UTC
(CEST stands for Central Europe Summer Time)
Usually PFSOP scenario runs for 4 hours, but adding prep time, game time and potential problem, it could run for 5 hours. Please plan to be available for that time.
Should end around 1:00 CEST.

VTT
We’ll be using []MapTool 1.b89. For that game I won’t use any framework, only my macros.
Please try this VTT before game time at least once. You need to increase the memory limit to this java software if you want to avoid issues while playing (their website indicates it).

Audio
I need to find a mumble hosting service. If I can’t, we’ll switch to Google+ Hangouts.
Please try to configure it before play.

Sheets
As is mentioned on those boards, you need to have digital character, chronicle and inventory tracking sheet ready to show to your GM.
I don’t need the chronicles, but I’d like the character sheet to take a look at what characters can do and know which rule I should be reading again if needed. If it is not indicated in your sheet, I might ask you where a feat/trait/spell comes from. I’ll also need info to fill the chronicle sheet, I don’t give blank ones.

Public
Because of the time of the game, it is primarily targeted at people residing in Europe, but anyone can participate.

Signing in
A little description or in character text to sign up (just post as your character) would be welcome. The character completed their training at a similar time so they might know each other, having probably met in Absalom’s Lodge.

Also post a line as OOC comment in the form: <number> <avatar name> aka <character name> <race/class/level>
0. 勝20100 aka GM, Human Online GM 1

If you are interested, but the game is at a wrong time (1 hour early/late max) that might be arranged, just indicate it in this thread. If I don’t find the minimal three players to start, I’ll probably try to give it a try on Friday morning/afternoon.

2/5

The new guide (version 5) only mention the new form of Pathfinder Tales boons (one for a group of 4 books), so does it means that the previous Chronicle Sheets (for the Worldwound Gambit for example) can not be applied to characters any more?

2/5

I am thinking of Gming my second PFS game for the Pirate Online Week End. I was thinking to do it on thursday evening (starting at 18:00 UTC) but I saw that the event was starting that day and ending on the Sunday.

I’m interested in GMing 0-2 The Hydra’s Fang Incident, and I’ll be using maptool and mumble. I need a server for mumble, so if I can’t find one I’ll use G+ hangout instead.

Time slot I could do that game for:
– Thursday 19th of September evening
– Friday 20th evening
– Saturday 21th afternoon, maybe evening
– Sunday 22th afternoon, maybe evening

I’m mainly interested to see if there would be enough interest for the thursday game, and if not, if there is for another point in time (if I’m available).


21 people marked this as FAQ candidate. 1 person marked this as a favorite.

After some thinking and searching (in the boards), it seems that all (animal/vermin) familiar understand Common, and can understand other languages based on their Intelligence and their master linguistics skill.

Understanding Common

Familiar’s type become magical beast for (they are animal/vermin initially): “(…) but is now a magical beast for the purpose of effects that depend on its type.”
“Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can't necessarily speak). (…)”
Intelligence: “Any creature capable of understanding speech has a score of at least 3.”
“The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.”

As all familiar have at least a 6 Int, they are able of understanding speech. They don’t have a racial language. I believe they are characters so get Common as a language.

Speaking

Only raven, parrot and thrush can speak one language, as a Supernatural ability.
There is no mention of understanding it, so it is either a bonus understanding and speaking or the familiar need to be able to understand in another way. I think the latter is correct.
From the wording of the ability, and the fact it is supernatural, I also believe it is the only language they can speak.

Gaining understanding of languages

When the master gain level, the familiar has a better Intelligence. Starting at Intelligence 12, the familiar will get a bonus language.

The familiar also gain languages based on the master’s skill.

This post is relevant on the subject, and help me realize that rank in linguistics give bonus : http://paizo.com/threads/rzs2pexy?Languages-for-familiars#20

Basically, there is no difference between having ranks and putting them, because the +3 for class skill is mentioned to be when having (“If the skill you’re using is a class skill (and you have invested ranks into that skill), you gain a +3 bonus on the check.”) or having put ranks (“You gain a +3 bonus on all class skills that you put ranks into.”). So when the linguistics skill mention “Whenever you put a rank into this skill, you learn to speak and read a new language.”, I believe it applies to having the ranks.

Issues

There is the problem with the raven/thrush/parrot understanding of a language.
The linguistics part seems to give the familiar the ability to speak, and I don’t think it is the intent.
I also think it is strange that a familiar can learn language other that the one its master know.

FAQ

This is how I would write these questions if they were in the FAQ.

Do familiar understand Common? Do they gain understanding with increase in their Intelligence? Do they gain understanding with increase based on the master’s Linguistics skill? What languages can be chosen for the familiar?
Do raven/parrot/thrush gain the understanding of the language they speak? When gaining understanding of a new language do they gain the ability to speak it?

2/5

In a PFSOP game, I had a PC with a flag of Taldor used for the Flagbearer feat. If I understand the feat correctly, it should only have applied to Taldoran, right?
If he had used the Pathfinder Society organisation, it would have benefited all PC (and maybe some NPC in some scenarios…).
If he had used the Taldor faction flag, it would apply to member of the faction apparently, but is it an organisation as mentioned in the flag section?

2/5

An introductory Pathfinder Society Organised Play scenario proposed to you by 勝20100.

There’s a lack of online GM, particularly in Europe, so I’ll give PFSOP GMing a try. I spent some time getting used to maptool. I also hope language won’t be a problem, I’m used to play in English but that’s nowhere the same level needed to be the GM.
I choose this scenario because it is free and I played it several time. It is also friendly to new characters and players.
I think I’ll have more chance to find players by posting one week in advance and will have time to prepare everything.

When
Monday 26th of August 2013 @ 18:30 (UTC)
That’s 20:30 CEST UTC+2 (CEST stands for Central Europe Summer Time).
We’ll probably starts from the listed time if everyone is there. Usually PFSOP scenario runs for 4 hours, but adding prep time, game time and potential problem, it could run for 5 hours. Please plan to be available for that time.

VTT
We’ll be using MapTool 1.b89. For that game I won’t use any framework.
Please try it before game time at least once.

Audio
I’ll try hosting a mumble server. If it cause problem, we’ll switch to either Teamspeak 3 or Google+ Hangouts.
If someone knew some hosts or has a server for 7 players, please contact me.
Please try to configure it before play.

Sheets
As is mentioned on those boards, you need to have digital character, chronicle and inventory tracking sheet ready to show to your GM.
I don’t need the chronicles, but I’d like the character sheet to take a look at what characters can do and know which rule I should be reading again if needed. If it is not indicated in your sheet, I might ask you where a feat/trait/spell comes from. (for new players, you need to own a book to use something from it and it must be listed in the Additional Resources page).

Public
Because of the time of the game, it is primarily targeted at people residing in Europe.
The scenario is for new Pathfinders, and I’m fine introducing new players to PFSOP but I’d ask you to read the Guide to PFSOP if possible.
I’d also like to have a player that didn’t run this scenario, it will be funnier this way.
This scenario is Tier 1, meaning it is only for first level characters.

Signing in
For new players, you need a Pathfinder Society Number. You also need a first level character if you don’t have one. You can also play a pre-generated character and apply credit (XP, Fame, Gold) to a newly created character if you don’t know what to play. You can also make changes to your character freely between session while the character is not level 2; so don’t worry too much if it is your first character.
Once you have this, reply to this thread with your PFS#, character name, class and level.
A little description or in character text to sign up (just post as your character) would be welcome. The character completed their training at a similar time so they might know each other, having probably met in Absalom’s Lodge.

If you are interested, but the game is a bit too early, 19:30 BST might be too soon for some, that might be arranged, just indicate it in this thread. If I don’t find the minimal three players to start, I’ll probably try to give it a try at another time.

Sorry for the long post, I wanted to be clear to potential new players too…


6 people marked this as a favorite.

(I was getting away from the OP question on another thread so I rewrite the whole thing there)

My question is about character wanting to use a scroll.

1. Decipher the Writing
The first part is that the character need to understand the magic in the scroll. It is made only once for a particular scroll, can be done in advance, and no one else can explain to the character the magical writing.
To achieve that understanding, the character either:
– cast Read Magic (casting it by using a wand, a scroll, or a spell-like ability)
– use Spellcraft (DC 20+Spell level)
– use Use Magic Device with a DC=Spellcraft DC+5.

2a. Non-casting class or wrong type of scroll (divine/arcane)

The second part is emulating a spell casting ability in a class that has the spell in his list, this is done using the Emulate a class feature of Use Magic Device with a DC of 20. The character caster level will be the result of the roll minus 20. Failure to the check means the scroll can not be used (the DC is 20, so the character could get a low caster level inferior to the scroll’s).

If the character does not have a good enough ability score (the one from the emulated spell casting class; 10+spell level); it also need to be emulated. The emulated will be the UMD result minus 15. Failure to emulate a good enough ability score means the scroll can not be used.

The character tries to cast the scroll:
If the emulated caster level is enough, the spell is cast.
If the caster level is not enough, the character need to do a caster level check, using the emulated caster level versus DC scroll caster level+1. Failure to this check means a DC 5 Wisdom check to avoid scroll mishap.
If the spell is arcane, roll for arcane spell failure if any.

2b. Casting class but no need to UMD

If a character has the Spell class feature, his spells are the same type as the scroll (arcane/divine), he has a high enough casting ability (10+Spell level) and the spell is in his class’ spell list, he doesn’t need to use the skill. If his caster level is not enough, he will need to make a caster level check versus DC scroll caster level+1.

2c. Casting class but UMD needed

This happens when the character ability score is not high enough. Also when the spell is not on the class list, for example a Magus using an arcane scroll of Power Word Kill, a Bard using an arcane scroll of Ill Omen or a Paladin using a divine scroll of Raise Dead.

The character already has a spell casting feature, so he can use the Use a Scroll part of UMD to consider the spell in his list of spells. This is not needed if the issue was a not good enough ability score.
This is a UMD check with a DC of 20+caster level. Failure means the character can not cast the spell.

If the character does not have a good enough ability score (in his casting class; 10+spell level); it also need to be emulated. The emulated will be the UMD result minus 15. Failure to emulate a good enough ability score means the scroll can not be used.

The character tries to cast the scroll:
If his caster level is enough, the spell is cast.
If the caster level is not enough, the character need to do a caster level check, using his caster level versus DC scroll caster level+1. Failure to this check means a DC 5 Wisdom check to avoid scroll mishap.
If the spell is arcane, roll for arcane spell failure if any. This might be avoided for classes that ignore arcane spell failure (a bard in light armor is such an example).

--

A character can also try to emulate a class that doesn’t have the scroll in his spell list (but as always of the correct type) then use the Use a Scroll option to have it in his spell list. It makes sense to do that when trying to avoid emulating an ability scores (usually needing a check of 25~34 while the Use a Scroll DC is 20~29).

--

Whatever the result of the spell casting, this is a standard action (or the spell's casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does.

--

I think I understood it right this time (was not the case before…).

2/5

An introductory Pathfinder Society Organised Play scenario proposed to you by 勝20100.

There’s a lack of online GM, particularly in Europe, so I’ll give PFSOP GMing a try. I spent some time getting used to maptool. I also hope language won’t be a problem, I’m used to play in English but that’s nowhere the same level needed to be the GM.
I choose this scenario because it is free and I played it several time. It is also friendly to new characters and players.

When
Monday 19th of August 2013 @ 18:30 (UTC)
That’s 20:30 CEST UTC+2 (CEST stands for Central Europe Summer Time).
We’ll probably starts from the listed time if everyone is there. Usually PFSOP scenario runs for 4 hours, but adding prep time, game time and potential problem, it could run for 5 hours. Please plan to be available for that time.

VTT
We’ll be using MapTool 1.b89. For that game I won’t use any framework.
Please try it before game time at least once.

Audio
I’ll try hosting a mumble server. If it cause problem, we’ll switch to either Teamspeak 3 or Google+ Hangouts.
If someone knew some hosts or has a server for 7 players, please contact me.
Please try to configure it before play.

Sheets
As is mentioned on those boards, you need to have digital character, chronicle and inventory tracking sheet ready to show to your GM.
I don’t need the chronicles, but I’d like the character sheet to take a look at what characters can do and know which rule I should be reading again if needed. If it is not indicated in your sheet, I might ask you where a feat/trait/spell comes from. (for new players, you need to own a book to use something from it and it must be listed in the Additional Resources page).

Public
Because of the time of the game, it is primarily targeted at people residing in Europe.
The scenario is for new Pathfinders, and I’m fine introducing new players to PFSOP but I’d ask you to read the Guide to PFSOP if possible.
I’d also like to have a player that didn’t run this scenario, it will be funnier this way.
This scenario is Tier 1, meaning it is only for first level characters.

Signing in
For new players, you need a Pathfinder Society Number. You also need a first level character if you don’t have one. You can also play a pre-generated character and apply credit (XP, Fame, Gold) to a newly created character if you don’t know what to play. You can also make changes to your character freely between session while the character is not level 2; so don’t worry too much if it is your first character.
Once you have this, reply to this thread with your PFS#, character name, class and level.
A little description or in character text to sign up (just post as your character) would be welcome.

If you are interested, but the game is a bit too early, 19:30 BST might be too soon for some, that might be arranged, just indicate it in this thread. If I don’t find the minimal three players to start, I’ll probably try to give it a try at another time.

Sorry for the long post, I wanted to be clear to potential new players too…

The Exchange

My character is a first level sorcerer with the abyssal bloodline, demon-spawn tiefling. She has clear succubus ancestry. I want her to have the kind of spells demon have (as spell-like abilities), and play on the strength of the abyssal bloodline.
The character has won enough experience to get to second level, so I can rebuild her.
One of the focus of the bloodline is summons (because of the bloodline ability that gives them DR level÷2/good). It makes sense to take Summon Monster I, but to switch it at level 6 because the character will have Summon Monster II and III at that point.
I took Mage Armor but there is no demon with that spell. My thinking was that the character would use her claws or a longspear to fight or aid another, and would need some form of protection.
I was thinking of taking Vanish because some demons have Invisibility (that I plan on getting). It can also be useful when summoning to stay invisible but that will only be useful at third level (one standard to cast Vanish, then Summon Monster is 1 round).
Charm Person seems to be a fit, but it would be another spell to switch once the character has Charm Monster.
I also like Break, a spell from the APG that allows to break an object. I goes well with Shatter SLA the demon-spawn get instead of Darkness.
For higher level spells, I’m fine, it is mainly 1st level and cantrip that cause me trouble.

For cantrips, I went for Detect Magic (some demon have it constant I think), Detect Poison (no demon has it but they have an immunity to it, it made sense somehow), Mage Hand (many demons have telekinesis), Read Magic (the character has no rank in Spellcraft/UMD, so without it she won’t use any scroll). I also considered Bleed for the character, but I don’t see any use for that spell. Touch of Fatigue might be useful to her. I’m a bit lost at what cantrips would be appropriate.

For the feat, I went to Fiend Sight that gives the character low-light vision on top of 120 foot darkvision. It can be taken another time to get See In Darkness, and I was planning of getting it at 3rd level. The problem is that it is more devil themed (devils all have See in Darkness), and it does not seem that useful to the character.
I was thinking of taking Arcane Strike. I fear it will be of moderate use at higher level. I was planning to only get Spell Focus(Conjuration) and Augment Summoning at level 7 (one as normal feat, the other as bloodline bonus feat). Skill Focus (Intimidate) could be of use for the character’s only skill; but it is a skill with limited use.

The character is from Jalmeray, because it is indicated as a region for tiefling and for the Secrets of the Impossible Kingdom that allowed me to pick a spell and give it a +1 CL (for two rounds Summon Monster I). It is also a center for Nethys faith. I’ll gladly switch the trait for something more useful. I think there is a trait that boosts fiendish animals but you need to be from Cheliax or chelaxian (I don’t have the book). I don’t mind rewriting that part of the character.

I don’t want to change the character’s theme; more trying to find options for her.

2/5

The boon for the Pathfinder Tales Novel is also available for having the digital edition of the book but how does one ask a GM to sign the boon? Should a screen shot of one page of the book with the users’ information sent to the GM?


In a game, a character was casting Light on the tip of his whip. I think it was a mistake as the spell works on the whole object. Anyway, the point was to be able to get a bigger zone of light when the character was using the whip. Does it work?
Similarly, with a reach weapon who has light cast on it, does the light zone is 5 feet bigger? All the time or at the cost of some action?


In another thread, I was pointed out that “ISWG is for players too.” I believed it was a book only for game masters. But at the same time I know that there is crunch in it, ie. Prestige classes, spells and other stuff. Except from those crunch bits, is the book safe for players to read? I ask the questions to GM more than anyone else, what I would like is to avoid reading what is supposed to be GM background and story plots. I don’t find it fun to have to do mental gymnastic to pretend not knowing that X, King of Y, is not a human but a shapechanger for example.

So, once again my question is, is Inner Sea World Guide entirely player safe, if no how much percentage is?

I have similar questions for almost all Pathfinder Settings books in fact, but also Player Companion books. I heard that Faith of Corruption spoils an AP for example. The book I am more interested in knowing if they are safe or not are Dragon Empire Gazetteer, Paths of Prestige, Gods and Magic, Inner Sea Magic. On top of it, knowing if they are useful for players would be great too.

Thanks in advance for anyone answering.


7 people marked this as FAQ candidate.

The bear trap in the APG doesn’t mention how long does it take to set it up, nor if any skill is listed, nor that more than one trap can not be put in the same 5 foot square.

For the time to set it up, it looks like it should be one minute and provoke attack of opportunity. The Quick Trapsmith rogue talent allows to only take a full-round action to do that. “Resetting a trap usually takes only a minute or so.”
As the trap has a different effect if its spike is not put in the ground, the time to set it up should also be given.

For the skill, as rearming the trap doen’t require a check, it probably doesn’t require any skill check. Other possibilities include Profession (trapper) and Survival checks.

I think this information are lacking in the APG entry and should be in the FAQ.


The Elemantal Knight archetype for Sulis magi (Advanced Race Guide 203) does not get Spell Recall as it is replaced by Elemental Matrix. Improved Spell Recall is not replaced by any ability of the archetype. Does it mean that a character can use the improved version, or does it mean that it can not be used at all? It looks like a mistake not to have replaced it ; maybe it was lost in editing.

Full Name

Blake Hunter

Race

Half Orc (Init +2 HP66/66 AC25 (T13, FF23) F/R/W 12/8/13 Per+10)

Classes/Levels

Warpriest 6

Gender

Male Fervour 5/7

Size

5'6"

Age

23

Alignment

Neutral Good

Languages

Common, Orcish, Celestial

Occupation

Member of the Order of the Feathered Serpent

Strength 10
Dexterity 14
Constitution 16
Intelligence 13
Wisdom 18
Charisma 10

About Blake Hunter

Background:
Jemima Hunter was just an acolyte when she was captured by pirates and sold as a slave in the pits of Argentum. Her buyer was a Sub-Chief of the Sea Wolves and took her back to his base in Beladris. There she lived with other slaves, performing the duties expected of her. Her prayers continued unabated that some sign of Quetzelcouatls favour still rested upon her.
One night, she awoke from a strange dream in which Quetzelcouatl was telling her not to be afraid, that she would bear a son who would honour his name. There on the pillow was a coloured feather. Quickly, this was hidden away and became her favoured possession – as much as slaves were allowed to have possessions.
The most onerous duty inflicted upon her was that of Brood-Mare to the next generation of Half-Orcs, used as lieutenants by the Chief because of their cunning. Jemima, who had fastidiously kept a record of the days according to the Zapatec Calendar, was ecstatic when the baby was delivered on One Couatl – She knew it was a sign and determined to bring him up to know as much about Quetzelcouatl as she could. She named him Blake and told him all she could about her family, her home and above all the God Quetzelcouatl. The Orcs called hum Dravar, but young Blake soon learned that he would receive no love there and began thinking of himself as Blake in his heart of Hearts. For him, the only person who loved him was his mother and he listened to everything she told him. All too soon, he would be taken way for training as a lieutenant, and his brief time with someone who loved him would end.
As luck would have it, a childhood injury left him weak, making him all but unfit to be a leader of Orcs and he was left in her care while his fate was determined. His mother lost no time in drumming into him as much as she could remember about Quetzelcouatl, and several years of extra instruction were given to him in this manner. All things pass, however, and one day the local shaman cast his eye upon the young Blake as a suitable replacement for his recently deceased apprentice. The Sub-Chief was proud to have one of his sons be useful to the tribe in this manner, especially as he would otherwise be useless, and despite the risk of death common among Orc Shaman’s apprentices he agreed to let an otherwise useless and disappointing by-blow be given the opportunity to achieve honour in this manner. So it was that Blake was taken from his mother and apprenticed to the Shaman Ghazan.
Ghazan took the boy through rituals of scarification and tattooing in the name of the Shark Gods – Blake endured them in the name of Quetzelcouatl. Ghazan taught him in the ways of the Shark Gods – Blake adapted them to his understanding of Quetzelcouatl. In the end Ghazan realised that while the boy was outwardly docile and seemingly accepting of the path of the Shaman, there was a core of resistance he needed to root out. At first Ghazan tried forcing it out through greater trials, Which only seemed to make it stronger, but wise in the ways of men he decided to give the boy his head and watch him so that he might lead him to the source of his resistance. It was this that paid off as he followed the boy on a clandestine trip to see his mother. Realising that she was the source of his strength, he knew that the only way to finally break the boy was to destroy her before his very eyes. Confronting the boy and his mother, Ghazan raised his holy scimitar and smote her down, killing her instantly.
This was the first time that Blake had ever acted in anger, some rage overtook him and before he knew it, he had struck down the Shaman, killing him with a rock to the head. Cradling his dying mother in his arms, she bade him flee and told him to take the feather as a sign of his true allegiance before finally falling into a state of death . With tears in his eyes, Blake set ablaze the hovel where his mother lay dead, and escaped in the confusion.
Making his way across the sea to a local trading port, Blake sought out the first temple to Quetzelcouatl he could find, and told the priest there his tale. The kindly priest, seeing the state he was in and the calling he was struggling to follow, agreed to accept this strange child as an acolyte. Blake completed his training as a true Acolyte of Quetzelcouatl, dedicating the last years of his teenage life to learning his ways and receiving at last the balm of a loving environment, healing the wounds he had endured for so long in Beladris, including the arms that had broken as a young child and which had not been set. While they were still a little weak, he was nevertheless able to strengthen them a bit.
As the term of his acolytehood came to a close, Blake began to get restless, his thoughts turning often to his Mother and the Temple at Opal she had spoken of so fondly, and to her family there. He realised that he had a duty to inform them of her demise and all that had occurred. So it was that when he had finished his time, he resolved to travel once again, making pilgrimage to Opal. The priest, seeing he had unfinished business that needed dealing with, permitted him to go as a lay brother of Quetzelcouatl, free to pursue the course that had been laid on his heart.
Blake, now a young man, set off across the oceans, working (and fighting) his way across the sea to the City of Opal. There he met with the Priest, who put him in touch with those who remembered her, and he passed on to the Temple the coloured feather, token of a faith not shaken by adversity, a courage not seen by the outside world and a life not lived in vain. There too, he was able to track down her family. Initially they were hostile to a strange Half-Orc claiming to be related, but eventually they grudgingly accepted him, although they did not welcome him with open arms.
Free of his burdens of conscience, Blake began to seek his course once again. He felt the need to do something to help those around him, and soon realised that the order of the feathered serpent did just that. He applied to them and, after demonstrating that he knew how to hold a shield and at least swing a sword with a modicum of success, was permitted to join. Since then, he has become quite a useful member; his arms not being as strong as most warriors, he instead concentrated on learning to protect and to heal those who lay their lives on the line to destroy the evil that plagues the area. Nicknamed “The protector” for his uncanny ability to spoil enemies attacks and generally shield ordinary folk caught in the crossfire, he has grown in prowess and reputation. Recently hearing troubling rumours from upriver, he has determined to follow then to their source.

DEFENSE:

AC 24, touch 12, flat-footed 22, (Base 10, Armor+9, Dex+2, Shield+3) Combat Expertise
hp 66 (6HD)
Fort +12, Ref +8, Will +13 +1 vs' charm/compulsion if within 30' of ally
CMD 12

OFFENSE:

Melee heavy pick +4 (1d6/x4)
Melee +1 shield, heavy steel +6 (1d8+1)
Melee gauntlet +4 (1d3)
Base Atk +4; CMB +4
Special attacks: Swift Aid, Improved Shield Bash, Combat Expertise, Sacred Weapon

Feats:
Armor Proficiency, Light
Bonus Half Orc: Endurance
Bonus: Combat Expertise
Bonus: Swift Aid
Martial Weapon Proficiency
Simple Weapon Proficiency
Armor Proficiency: Heavy
Shield Proficiency
Bonus: Weapon Focus: Shield Bash
Bodyguard
Combat Reflexes
Diehard

Skills:

Acrobatics -4
Appraise +1
Climb -2
Craft (Untrained) +1
Diplomacy +6
Escape Artist -4
Fly -4
Heal +8
Knowledge (Religion) +9
Perception +10
Ride -4
Sense Motive +8
Stealth -4
Survival +4
Swim -2,

Spells, Blessings & Fervour:

Blessings used: 0/6
Blessings: Community, Good
Blessing powers: Community Aid, Holy Strike
Fervour used: 0/7
Warpriest (CL 6th):
2nd - cure moderate wounds (DC 16)x2 , hold person (DC 16) , remove paralysis (DC 16)
1st - Cure light wounds (DC15), divine favor (DC ) , sanctuary (DC 15) , shield of faith (DC 15) , stunning barrier
0th - Create Water, Detect Magic, Light, Purify Food & Drink, Read Magic

Miscellaneous:
Init +2
Senses Perception +10, Darkvision
Speed 20 ft.
Languages Common, Orcish, Celestail
Favoured Class: Warpriest
Favoured Class Bonuses: Extra Feat 6/6=1

Possessions:

Backpack containing
Bedroll
Canteen
Case, Map or scroll
Flint and Steel
Ink (1oz. vial)
Inkpen
Mess Kit
Mirror
Holy Water x 10
Shaving Kit
Signal Whistle
Soap

Worn

Belt Pouch (Contains 520gp, 19sp, 10cp)
heavy pick
shield, heavy steel +1
ring of protection +1
cloak of resistance +2
o-yoroi +1
vestments (cleric's)
holy symbol (tattoo)
gauntlet

TRAITS:

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Fools for Friends
Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Abilities:

Special Qualities Aura, Blessings, Bonus Feats, Bonus Languages, Channel Energy, Communal Aid, Darkvision, Fervor, Focus Weapon, Holy Strike, Orc Blood, Orisons, Sacred Tattoo, Shamans Apprentice, Spontaneous Casting, Weapon and Armor Proficiency, Weapon Familiarity,
Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).
Blessings (Su) You can call upon the power of your blessings 6 times per day. The DC for these blessings is 17
Bodyguard Your swift strikes ward off enemies attacking nearby allies. When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Bonus Feats At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Bonus Languages A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Channel Energy (Su) Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 17. Creatures healed by channeled energy cannot exceed their maximum hit point total-all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Combat Reflexes You can make additional attacks of opportunity. You may make 2 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.
Communal Aid (Su) You can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action.
Community Blessing
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fervor (Su) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used 7 times per day. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 2d6 points of damage. Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
Focus Weapon (Shieldbash)
Good Blessing
Holy Strike (Su) You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Sacred Weapon (Su) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d8 damage instead of the weapons normal base damage. At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table D. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage-this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage. Sacred weapon enhancement of +1 for 6 rounds per day. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a + enhancement bonus. If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability rounds per day, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost (see Table 15-9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Spontaneous Casting A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels
Swift Aid As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.
Weapon and Armor Proficiency A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.