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Basic build is outlined below.

Str 10
Dex 14
Con 12
Int 28
wis 12
Cha 9

Race elf:
Alternate racial trait Arcane Focus.

Class Wizard 20
archtype spell sage

Signature Spell Black Tentacles
Magical linage Black Tentacles

1: Combat Casting
3: Spell Focus Conjuration
5: Spell Focus Divination
Wizard: Heighten Spell
7: Spell Specialization Black Tentacles
9: Mages Tattoo (Conjuration)
Wizard: something?)
11: Steward of the great beyond (arcane discovery)
13: Spell perfection Black Tentacles (via retraining after 20)
15: Arithmancy
Wizard: Widen Spell
17: Augment Summoning
19: True Name
Wizard: Quicken Spell

He would have several instances of Quickened widened Black tentacles prepared, which would be level 7 spells with spell perfection and magical linage.

+5 Adamantine Haramaki of spell Dodging (total effective bonus of 7)
Ring of Freedom of Movement
Belt of stoneskin
Headband of vast intellect + 6
Otherworldly Kimono
+5 Mithril buckler of spell turning
Ring of Protection +5
Amulet of Natural Armor + 5
orange prism ioun stone

His opening move of combat is to cast a quickened widened black tentacles on himself, cast time stop, cast spellbane (antimagic field, disjunction, greater dispel magic, freedom of movement) and spell bane (dimensional anchor, dimensional lock, disintegrate, and shield)

If he gets more than two rounds out of timestop he casts other buff spells on himself. On his next turn he uses his otherworldly Kimono on the most heavily armored target in the group, then spams spells starting with his lowest level attack spells until he either dies, kills the enemy, or survives getting to 40 hp (in which case his contingency'd teleport goes off).

The key portion of his build is maximizing the caster level of black tentacles. Do to spell specialization, mages tattoo and arithmancy, he is getting a + 4 to the caster level from these feats, which would be doubled to eight from spell perfection, he can add +4 from the archtype ability, the ioun stone adds one, and his trait signature spell also adds one, bringing his caster level for the spell to 34, which gives black tentacles a + 39 on its CMB checks to grapple. Since he disabled freedom of movement via spellbane, unless the party have rings of freedom of movement, or a freedom domain cleric, this should be able to grapple all but the full BAB martial characters.

The easiest way for him to be shut down is for the party to cast their own spellbane which would include spellbane as one of the forbidden spells, this could even be done from a scroll.

The party will have some advance knowledge of the wizards tactics, though how much will depend on them.

Do you have any suggestions or perhaps any ways to further boost black tentacles via magic items?

For example, if you cast spellbane and choose freedom of movement, does it prevent the functioning of a ring of freedom of movement?

If you instead chose shield, would it prevent a broach of shielding from working?

If you chose magic weapon, would magic weapons lose their enhancement bonus?

The talent states that when a character rolls an initiative check, they can as a swift action make a single attack action with a ranged weapon, (but only if they have it in hand).

This talent raises a couple of questions.

First, this ability calls it out as a swift action, does that mean you use it on your turn since you can only take swift actions on your turn?

Second, if the answer to the first question is yes, can you draw a weapon to use with the talent using your other actions, or do you actually need to be holding a loaded ranged weapon when you roll initiative?

Third, Since it requires a swift action, does that mean it is useless in a surprise round?

A buckler says you can use the hand you are wearing it on to cast spells with somatic components, but you lose the shield bonus to AC until your next turn.

Is there anything to prevent you from moving a weapon in your other hand to the buckler hand, since the buckler expressly leaves your hand free, and then use your free hand(the one without the buckler) to cast the spell, then pass your weapon back to its original hand? Is this a valid way to use a buckler and carry a weapon, and cast somatic spells without ever losing the buckler's shield bonus?

Based on past threads, this question has come up several times previously, with varied answers as to if it can be done, or how it would work. Several people concluded that the Heavy crossbow could be fired by a medium creature at a -6 penalty but not reloaded ever except by a large or larger creature. Others concluded that it could be used two handed at only a -2 penalty and could be reloaded as normal. Some said that it could not be used by a medium creature at all.

Long story short, there was no verdict or consensus reached in the rules threads I could find. After searching I found a reference to a large heavy crossbow in Council of Thieves; this large heavy crossbow could be fired by medium creatures using two hands at a -2 penalty, and reloaded as a full round action. This seemed like a definite rules answer but there was a catch, in Council of Thieves, in the AP, the large heavy crossbow was mounted to the top of a carriage.

Since being mounted has no bearing on how a Large heavy crossbow is reloaded, the AP was able to confirm at least that a medium sized character can reload a Large Heavy Crossbow (and by extension a large light crossbow), the question is simplified;

Can a medium sized creature fire a large heavy crossbow, and if so, what penalties do they experience for doing so?

TL;DR, Council of Thieves AP lets medium characters fire and reload a mounted large heavy crossbow two handed with only a -2 penalty, so can a medium character carry around and use a large sized light or heavy crossbow?

The sleight of hand skill allows you to conceal a weapon on your body.
The skill specifies there is a bonus for loose or baggy clothing, but there are no penalties or restrictions listed for not wearing clothing.
does getting strip searched automatically allow searchers to find concealed weapons?

Press to the wall (combat feat) allows you to treat an impassible object as a flanking buddy.
1) If you are flying, does this allow you to flank with the floor?

2) Does it allow you to flank the floor if you are benefiting from high ground?

3) Does it benefit from flanking teamwork feats since you are flanking with your self? or do they not apply because the wall does not have those feats?

4) what if the person you are trying to use it on only thinks there is an impassible object behind them such as a silent image wall?

5) Does a pit of lava or a cliff count as impassible terrain and allow the flanking?

This might be in the wrong section and if so, sorry.

What is the point of a moonrod? A creature with dark vision doesn't need it, to a creature with only normal vison its a less useful more expensive sunrod, and for the creatures with low light vision it is supposed to be useful to, it does nothing but what a sunrod does.
Low light vision extends the range of light categories but unless the light source is the moon, it does not let you see without penalties in dim light.
Since the Moonrod raises the light level by 1 step if you have low light vision, and sheds dim light if you don't.

In ambient dim light, it goes to 60 feat of bright light, for people with low light vision, just like a more expensive sunrod.

If ambient light level is darkness, then a moonrod brings up 60 feet of dim light for creatures with low light vision, but it does not allow them to see without penalty and is therefore a worse more expensive sunrod in this case.

What is the point of this item? Was this just some content creator forgetting how low light vision works? Was it supposed to allow characters with low light vision to see fine in a 60 foot radius?

For the raging blood feat, is that 4 rounds of raging per rage, or is it 4 rounds of rage per day? The feat reads :

Prerequisite(s): Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager's bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.

If you have more than one bloodline, you choose the bloodline this applies to upon taking the feat.

Since the feat says it works in all other ways like the bloodrager's bloodrage ability, and the bloodrage ability states that it counts as the rage class feature for the purpose of feats, items, and spells, so the raging blood feat qualifies you for taking the extra rage feat, what benefit would you gain from doing so? would you gain more rage rounds with raging blood?

The amulet of quaking strikes out of the melee tactics toolbox seems to violate the rules for using vital strike as spelled out in the FAQ, specifically, it indicates that you can use vital strike as part of a different standard action. The rules text on the amulet are as follows:

This simple bronze amulet depicts a mountaintop being
shattered by a sword blow. Twice per day, the amulet’s wearer
can make a single melee attack against the ground as a
standard action. The wearer can choose a point of origin within
100 feet of himself and apply his attack roll against all creatures
within a 20-foot radius of that point. The amulet’s wearer
rolls his attack’s damage once and applies it to all creatures
in the affected area. The damage includes the weapon’s base
damage dice, the wearer’s Strength modifier, and damage from
feats such as Power Attack and Vital Strike; it doesn’t include
damage from other magical sources, such as enhancement
bonuses, spells, and magic weapon special abilities.

Is vital strike really allowed to be used with this item's power and if so, does that mean vital strike should be usable with other attack types that had previously prohibited?

The mauler loses speak with master and speak with own kind, and thus cannot gain telepathic link, and if it natively had the ability to speak, it loses it. Despite this, I can't find anything in the feat, polygot familiar feat that prevents a mauler from having it.

As far as that goes, if you match the creature type chosen when the feat was taken, does this allow you to speak with your familiar? For example taking polygot familiar feline while playing a catfolk, taking rodent with a ratfolk, or simian with a vanara?

According to the additional resources page, everything in ultimate combat except for a few very specific things is available in PFS play. Reading through the exceptions, it seems that the piecemeal armor rules are available for use.

In the Piecemeal armor rules it expressly states that a plate torso if worn alone is a breastplate (medium armor). It also expressly states that a dragon hide plate torso costs 700 gold, and if worn alone grants the energy immunity from the source dragon.

By combining these two explicitly states rules, doesn't that mean you could have energy immunity for 700 gold as long as you were willing to be wearing a breastplate for your armor? Granted its only to one type, but this seems extremely powerful, and does not match the normal rules for the dragon hide special material.

My question is, is this legal? links to the relevant sections below.

http://paizo.com/pathfinderRPG/prd/ultimateCombat/variants/piecemealArmor.h tml

Primal companion hunters gain the ability to evolve their animal companion for minutes per day (based on hunter level). They also treat their hunter level as their summoner level for determining the maximum number of attacks for their evolved companion and the number of evolution points that can be spent.

They also get one more important ability; they can evolve themselves if their animal companion is dead. This would be just a cool thing if the wording for the attack limits didn't specifically call it out as only limiting the animal companion's attacks. Because of that, it is now possible for a player character with a dead animal companion to have a very large number of natural attacks per round, and they can also gain pounce.

So here is a fun character:
Dr Octopus
7th level Primal Companion Hunter
race, doesn't matter
stats, irrelevant
feats, who cares
animal companion; a dead spider named "man"
10 evolution points 7 minutes of evolving
points 1-8 are all tentacles, and points 9 and 10 give him pounce.

Dr Octopus has 8 secondary natural weapon attacks in addition to any other attacks he gets from his real limbs, and can make all his attacks while charging. And that isn't even close to the best you can do with this archetype.

I was looking through the rules for mundane crafting, and no where that I looked mentioned how many hours per day were required. A mundane crafting check to make items takes a week normally, but using the down time rules it can be done on a daily bases, however neither of them list it as taking hours per day.

The only rules I could find list it as either taking one week, or one day, not the 8 hour day most people seem to use. It did list that you could reduce the time it took if you exceed the amount of silver required to make an item with your check but if its an item that takes more than a week (the vast majority of craft able items)then it looks like you are spending 24 hour days crafting.

Obviously, this is a place for common sense but does anyone know of anything rules as written that would contradict the 24 hour action for the craft checks?

A player wants to make an acrobatic character that fights with stilts (ultimate equipment page 73) as an improvised weapon, and wear them at pretty much all times. They have not decided what class to play yet, but they are planning to either take fighter so they can burn free feats on fleet, or to pick a class that gets a speed boost already.

My question is this, if the player is a medium race with a speed of 30, stilts say their movement is reduced to 20. What if their base speed is 40? Should I assume that the speed change works just like the one from armor where speed is 75% of base rounded down?

If it does work like armor, or even if it doesn't, what happens to their speed if they wear medium or heavy armor while wearing the stilts?

Explosive runes is one of several spells that can be disarmed by a rogue or other character with trap finding. No one argues with that as far as I know, but it leaves me with a couple questions.

1) If someone without trapfinding attempts to disable an explosive rune, does it automatically go off, or does it only go off if they fail the check by 5 or more while just not getting disarmed on a success?

2) If someone tries to disable it by some other means, such as scribbling or painting over it, what happens?

3) if the explosive runes are on a book, and that book is set on fire, does anything happen?

4) a book has an instance of explosive runes on each of its 100 pages, someone picks up the book and starts reading the first page, does one explosive rune go off, destroying the book without setting off any of the other explosive runes?


9 people marked this as FAQ candidate.

The Ice Armor spell from Pathfinder #38 race to ruin says that it creates a suit of armor that offers the same protection as a breastplate.
My question is, does it share all of the other statistics of a breastplate such as weight, armor check penalty, max dexterity bonus, and arcane spell failure chance?

The required regent is 5 gallons of water which is 40 pounds of weight to cart around to cast a first level spell seems like a bit much if it really has all drawbacks of a regular breastplate and more so if that 40 pounds of water turns out to be the weight of the armor. On the other hand, if it just gave a + 6 armor bonus that dissipates with fire damage with no other drawbacks, it might be too good as a first level spell since in the absence of fire damage it would be stronger than mage armor.