Atracious's page

Organized Play Member. 26 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




I was looking at this spell but, I can't see it actually being useful.

It states "The rune remains dormant until the object finds its way into the hands of a spellcaster" Which means that the spellcaster would have to hold the object, and I don't see how one would get them to hold an object that is actively stealing their spells.


Hey, I recently noticed the Life-Reading Eyes on d20pfsrd and was wondering how they/the analyze aura spell they use would interact with invisible creatures.

https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/life-reading-eyes/

I feel that if I have it on the magic aura mode I would see as per arcane sight.
Health mode would be as per the shaman's life spirit hex Life Sight.
Emotions would show any living creature unless under mind blank.
And alignment aura mode would only show if a creature had an alignment aura ability.
Any help would be appreciated.


I am looking to join a pathfinder group since my last one fell apart from schedules changing. I work pretty early so I'm looking for an early afternoon group 2-530ish or anytime on Wed. I have a couple years experience with pathfinder, as well as 5e, and some with 3.5. I have also been a GM/DM on several occasions. I am willing to be a sub-in GM when needed.

If you've got anything like this please message me and I'll get back to you when I can.


Could you potentially make a staff that is a double rod? so that holding the staff would let you pick between 2 different rods to activate?

I'm curious about the idea of a wizard wielding 2 staves that are actually 4 rods for awesome amounts of metamagic rods...thought obviously still only activating 1 per round...but he'd have more options!

Apologies in advance for being ridiculous...


The Energy resistance enchantment says as follows:
"The armor absorbs the first 10[/20/30] points of energy damage per attack that the wearer would normally take (similar to the resist energy spell)."
and a ring of greater energy resist says:
"Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt."

Assume an energy attack doing 120 damage is coming at the player for the following:

The greater energy resist armor would absorb 30, leaving 90 elec damage. Then the ring would subtract 30, leaving 60 elec damage.

If it isn't the case, is there anything that effectively stacks energy resist like that? I'm looking to max out my resistance to electricity.


I'm considering adding mythic adventures to my next campaign and my players are incredibly excited as well, but questions have come up about the mythic crafter feat.

First off what qualifies an item to require the mythic crafter feat if doing independant item invention.

Second whether the non-mythic limits still apply such as the maximum of a +5 enchantment bonus to weapons and armor(this was brought up because one of the specific items in mythic adventures has a +6 bonus).

Third whether the costs are affected by moving into mythic item crafting.

Fourth whether the mythic crafting feat is a requirement that can be replaced by a +5 spellcraft check.

And finally, whether a character can craft artifacts(minor or major).

We've all looked through the mythic adventures and the boards and we can't find answers to any of these questions anywhere.

This is what i would rule as a gm as per my reading:

1: 200k+ base cost, or if mythic crafting can exceed previous limits, as soon as one effect does so exceed the limits.

2: I would say that I could allow 1.5x the limit. aka +7 max enchantment bonus on weapons armor, and +15 total with abilities.

3: I would stick with the non-mythic rules for costs and not apply a set or relative increase just because it is mythic, it's already going to cost quite a bit more.

4: personally I would rule that mythic crafting is a feat that is required and can't be substituted.

5: I would allow the crafting of artifacts. Possibly requiring an increased spellcraft check to do so, but possible all the same.

Any help would be greatly appreciated. :)


I'm just curious if the "non-reach melee weapons" applies to unarmed strikes for flurry of blows...

Trait text:
"When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons."


SO I've recently created a wordcasting wizard to try out the system, and I'm confused on one series of words: alter/bestial/monstrous form. they seem very similar to monstrous physique I/II/III but there's no explicit mention of a size change in the words' descriptions, just that the target "...receives a +[X] size bonus to Strength...". I would think that they would actually alter the size of the target(and it's equipment) but I'm not sure if that's an explicit difference they put in for wordcasting...any thoughts from the community?

Edit: also, if it does affect the size, would the size bonus be lessened if cast on a creature that was large+ to begin with?


I have a magus using a piercing weapon and i was looking into getting the impaling critical feats, but i want to make sure i'm reading it right.

"Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon....As an immediate action, you can pull your weapon out of your opponent."

Does this mean that if i do a full attack and i crit on the first attack, i can impale my opponent and IMMEDIATELY remove it doing the extra damage(or bleed damage), then continue my attack, potentially doing this multiple times?


5 people marked this as FAQ candidate.

So I've looked around and I can't find any clarification on how crits work for multi-round spells.

My concern is for spells like Corrosive consumption, which does damage as follows:
On the first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6)

If this spell were to crit, would all 3 rounds do double damage? Or just the first?
If it is all 3 rounds, would that also work with the extend metamagic, to all six rounds?

~Atra