Azothath's page

***** Pathfinder Society GM. 6,686 posts (7,394 including aliases). 1 review. No lists. No wishlists. 53 Organized Play characters. 11 aliases.


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with feat trees (named after a "logic tree" of sequential decisions) make sure you meet requirements. I think you missed a feat

I am not a fan of trip builds above 10th level as too many factors can deny or thwart trip (making a target prone) and this type of attack relies on threatened area (often adjacent melee). Sure, it's great if a foe cooperates and lets you leverage your feats.

My advice would be to make sure you have a good ranged attack or expanded reach option (like longarm spell) along with your TWF options for melee. Otherwise invest in ways to get adjacent to foes (like dimensional slide, dim hop/jump, etc). The high acrobatics can help get good positioning via movement.


Celestial Armor is an OGL magic item with a good discount. The discount is hidden so it makes reverse engineering difficult. PFS also had 'Special Materials' issues as they're pedantic RAW at times.
You'll have to ask your GM about the cost of an upgrade BEFORE you buy it. IF he's pedantic and says it can't be upgraded, you should switch to conventional upgradeable magic armor. How much you will level up in the Game is part of that decision. If it is a 'one shot' then it may be okay.

Mithral Kikko is usually a good choice, base cost $4250. +4 (+16k) Mithral Kikko (proficiency med) lgt mwk armr AC +9(=5 +4 enhancement), Max Dex +6, Armr Chk 0, Spl Fail 10%, Spd 30ft, Hard 23(=15+8), HP 65(=25+40), wt 12.5 lb, $20250.

Make sure to have 3 ranks in Acrobatics for defensive fighting. Boots of Elvenkind too as move by and move through without provoking can be done in Acrobatics vs CMD check.


thorin001 wrote:
Getting the bonus as a standard action is counterproductive when I need to make the save to summon as a standard action.

There are several assumptions in there with dependencies. I am just offering advice. Had you initially mentioned your choices in post #14 my advice would have been quite different.

I understand the action economy.


IDK, if it is a limited duration threat and known an Alchemical Remedy can provide +4 alch for an hour for about 50 gp. Some polymorphs can help with condition immunity. Magic Items like Belt Con, Aegis of Recovery. I don't see the need for an arcane caster to have more than a Con 12 usually.

As a diviner the +[Wiz/2] insight bonus is very handy. Why it beats out many other wizard school abilities. Just because your class says 'Diviner' in no way means you can't take school focus conjuration and augment summoning and act like a conjurer.

I'm sure you have your plans/goals for your design.

Note: lesser restoration is a 3 rnd casting.


T: Magical Knack (dipped class if caster).
T: usually metamagic cost lowering or +1 Fort or Rflx.

with conj you're looking at Augment Summoning feat.
I'd look at Wiz Diviner taking School Focus Conj, Augment summoning.

Classes

"Mäktiga Trollfor" party of (6) Lvl 5 arcane casters with details

If you are interested in my other builds, see some builds by Azothath, 2025

Cleric-Varisian Pilgrim 1. For weapon = bows, bastard sword, or gladius/shortsword. Nabbing a few spells and the divine list and for item activation. Use domain abilities at range on allies. Makes UMD unnecessary. Maintains usefulness at higher levels as healing never goes out of style.

Ninja 1. You could choose an archetype. All the Rogue luv without the problems.

Gunslinger 1. Dex based ranged touch (like Coin Shot:T1). You'll use it less at higher levels but it works with your second best stat.

Monk-flowing 2 for saves, martial competency, IUS, weapons... basic martial competency but 2 levels is steep.


there are so many little fiddly bits in the Game.
the json file said '"version": 2,' in the header

4/5

Azothath wrote:

...

For stuff on Drive Thru RPG site I'd use https://paizo.com/community/forums/digitalProducts/DriveThruRPG/ forum With a Paizo Policy sticky non-reply post and a Policy Comment to 2027-08 post for comments which can be capped yearly and a new thread started. You could use a higher level Paizo forum for corporate wide policy.
That would allow Paizo to update the policy as needed.

see If Paizo Made More Stuff, Post 293

or
→Pathfinder and Starfinder Infinite Sanctioning blog, circa 2026-09 scroll down for Pathfinder and Starfinder Assets (& policy).
→Pathfinder and Starfinder Society Infinite Scenario Guidelines, circa 2026-10


very nice. It catches most things. I just ran one test.

Some of the proper names (Paizo IP naming) uses the generic naming from personal projects (which is where d20PFSRD gets them as Paizo sent them a Cease and Desist letter). You should note that some names may be changed to avoid IP conflict and maybe add a superscript (maybe U+1D3B, U+1D51, or U+1D59) to indicate the change. You could access the databases/projects directly. You can't reference the original IP Name as you'd be violating copyright. Using d20PFSRD just introduces another GUY in the IP chain, so if you can skip them it would be helpful.

Add a button/tab/function to expand a class spell list. A few feats and abilities (Mythic Past life) do this. The PCs still have to learn them as normal so the rest of the process is as normal. You could incorporate the function into the ability/feat but Home Games might do this anyway. I did not check if I could add a custom spell. I know I could root the source download data and do it but that's probably more than what most people could do.

Add a button/tab to change class abilities and feats. PFS swaps out feats on occasion.

Copy a spell is nice. It misses the interaction with Cypher Script (1/2 cost and pages with floor function minimums). The manual pricing works as an alternate but calculated spellbook page count does not.

Ranged Attack assume -4 attack firing into combat which may not be the case as there are conditions. IDK as yes, it's common after the first round or melee engagement.

I kept wondering when I was gonna name the character as the nag message is persistent.

The Firefox web browser is a bit different with an add-ons/extension store. Paizo Campaign Tools by Oladon is there.
You might want to stick a Version number on the settings page. Development forks and builds can get complicated.


→Pathfinder and Starfinder Infinite Sanctioning blog, circa 2026-09 scroll down for Pathfinder and Starfinder Assets (& policy).
→Pathfinder and Starfinder Society Infinite Scenario Guidelines, circa 2026-10


I only caught the last part in my cursory read (I did mention that earlier). I was focused on the action economy as BAB limits the number of attacks and 'thrown' which I believe refers to the spell effect and not a thrown weapon. You need quick draw to launch multiple thrown weapons in a round (if that's the interpretation). I don't see throwing 8 objects a round as sensible in PF1 RAW. Technical issues as spells can get complicated as well as magic item activation and spell details.
From the OP's comments I'm not taking it seriously as it seems GM & player interpretation is a big factor. So it's for fun. I'm usually pretty factual so I get it.


lol, a greatsword is only gonna do (1d6) damage. 1d4 if mithral. It is (weight lbs /25 lbs)d6. An exception was made for arrows/bolts/(thrown)daggers. You might get (1d8) as it's sharp pointy weapon.


so it is a thematic RP build with significant GM rulings as some of it doesn't conform to RAW.

The spells only allow one attack per round. So with a BAB of +6, +1 you'd get TK at (CL +INT) to hit, or gladius(shortsword) at +6, +1 (plus usual melee bonuses), or (assuming home game) TK (as above) then +1 w sword. there are technical wording issues I'd have to review but I'll assume the home game rules it is an attack and fits in the incremental BAB


Due to the relative rarity of this item recognizing it as a melee weapon before its use in combat requires a successful Craft Traps or Weapons 18 check or Knowledge engineering 18 check.

Similarly, this item requires a Craft Weapon 22 then a Craft Trap 22 made alternatively each week to craft the masterwork item.


Downfall of the Dwarves Mug
Statistics
Cost 500 gp(masterwork, exotic), 1000 gp mithral(masterwork, exotic, mithral)
Weight 3 or 2 lbs.
Damage 1d3 (small), 1d4 (medium), 1d6(large); Critical 20, x2; Range —; Type B or S; Special see text
Category One-Handed melee weapon; Proficiency Exotic
Weapon Groups Close, Traps
Description
This glorious litre beer stein has a metal base, hinged lid and beard guard, and body reinforcement and chasing of pewter or mithral enclosing a carved cobalt blue to golden amber quartz glass mug. The stein has three unique features - a pointed finial which acts as a tri-edged dagger, a spring-loaded poison pill compartment in the base, and finally a built-in beard trap which locks on to an imbiber's whiskers. The stein has a hardness: 5 or 7 and hit points: 5. Weapon finesse can be used when making melee attacks with the stein.
The poison pill compartment has a Perception 20 DC to notice when examined, a trigger on the handle can drop 1 of 3 pills into a drink or consumable beneath the stein using a standard action and Sleight of Hand or Stealth to conceal the action.
The beard-trap has a perception 18 DC on inspection with a concealed mechanical trigger on the stein body under the grip to set the trap. It only grabs the facial hair, hair, or fingers at the beard guard or stuck into the mug. It can also trigger with a successful melee attack once per round using Sleight of Hand check vs target's touch AC. Normally it requires a Reflex 18 to avoid when first drinking from the stein or struck with it and then a perception 13 when the trap triggers. An Escape Artist 18 or Str Chk 15 as a standard action can extricate a target's beard/hair from the trap, otherwise the target suffers a -5 CMD vs a creature holding the stein or -2 CMD in general and a -2 to hit penalty to all martial attacks (improvised, melee, ranged, thrown, natural, and unarmed strikes) it attempts. A stein that has trapped a beard can be used to bash the trapped creature with +2 to hit for bludgeoning damage or to aid CMB attacks. A successful Str Check to pull a beard/hair from the trap inflicts (1d3) damage to the freed medium sized creature (one size category less than the usual damage).
The stein can hold up to 4 non-damaging flasks/vials of liquid such as holy water (but not alchemist's fire or acid). Once per round each successful hit can douse the target with one flask/vial of the liquid rather than attempting to use the poison pill or beard trap options. If the target is caught in the beard trap once per round an attacker can cause it to spill one flask or vial of contents on the target with a successful CMB or melee attack in lieu of a CM effect or damage. If the target is caught in the beard trap and prone it suffers a dousing at the end of its round.
The stein qualifies as an improvised weapon for one attack per round for wielders with expertise in that usage.
Sharding and Defending qualities cannot be placed on the weapon.

humorously by Azothath

4/5

Driftbourne wrote:
Azothath wrote:
Helvellyn wrote:

{paraphrased}

Chaosium update on the use of AI to generate product
seems like discussion over which tools should be used and business policy belongs in a new thread of its own.

I asked, "Where would be the safest place for a conversation about Paizo's AI policy? ...

Answer:

For stuff on Drive Thru RPG site I'd use https://paizo.com/community/forums/digitalProducts/DriveThruRPG/ forum With a Paizo Policy sticky non-reply post and a Policy Comment to 2027-08 post for comments which can be capped yearly and a new thread started. You could use a higher level Paizo forum for corporate wide policy.

That would allow Paizo to update the policy as needed.


ohh, P.S.
I think Owen K.C. Stephens has a Patreon/supplement out for all PF1 spells/rituals and maybe feats...


Lord Fyre wrote:
Azothath wrote:
clearly they'd be pirate product at this point.

Why?

Any product can be pirated. Why would these be any different?
... Unless you're asking for another naval adventure like Skull & Shackles, we don't need to think that way.

I assume you're just naively cheerleading so amusing commentary deleted.

Paizo said they weren't gonna publish more and they have not, so it is just a statement of fact. I just intended it to be a bit of a reality check 8 years post production.
I understand the thread is a wish list and mainly feeds third party publishers. I don't know how many have followed it as I think only one is currently posting about a parallel product.
Paizo did recently post about new Scenarios for PF1 as they are allowing publishing on Drive Through RPG & Infinite license and noted navigating the IP issues between current setting and the 3.5 OGL. It just reflects their view on the business topic. Clearly I was interested as I followed the topic.


Review Martial TK and Telekinesis. One attack per spell to one attack per round which cancels any incremental BAB attacks. Objects do damage by weight (like improvised weapons) rather than their usual which means you have to lug about 250-375 lb custom made cannonballs.

The PC expends a 4th-5th level spell to do an attack the party fighter is better at compared to an intensified persistent 15d6 fireball/lightningbolt with metamagic cost reduction.


clearly they'd be pirate product at this point.


overall a bad idea. There are several reasons why.

If your GM okays this idea and thinks it is neat and you want to play it... go for it.


buying a non-combat trained animal as a pet is easy at the start with limited gold. The 1 rank in Handle Animal really helps.
Later they can get or train an advanced horse (war horse) at 300gp + 26gp in equip. A couple ranks in Ride is very helpful.
combat training is usually +50% of the animal price

→search on Aon for "Animal Companion" for classes and archetypes
the Hunter is your standout Animal Companion mundane class.

an important part of RAW for animals/pets/animal companions are the tricks under Handle Animal skill. That sets the standard things an animal can do on command.


ooooo it is somewhat GM dependent and based on what your GM knows.

The fire interaction is the old 4 element opposition. Spell has the Air descriptor, Air is not opposed to water. Fire↔Water, Air↔Earth.
The surface of liquids create a line of effect boundary.
Your RAW expansion is Aquatic Adventures.
Probably best to discuss with your GM and the PC cast it underwater as a test beforehand so the PC has experience as to what it will do. Older editions somewhat got into the details but PF1 does not.
Home Game Example 1: spell may push swimmers half to quarter distance. probably least rule interactive
Home Game Example 2: A line of bubbles that pushes swimmers upwards and obscures sight for a round through the 60×30ft high sheet.


Stoneskin:A4 gives DR 10/adamantine to 10*CL damage.
Shield Other:A4 gives +1 deflection AC and +1 resistance saves, half damage (round down) is taken by caster.

4/5

2 people marked this as a favorite.
Helvellyn wrote:

{paraphrased}

Chaosium update on the use of AI to generate product

seems like discussion over which tools should be used and business policy belongs in a new thread of its own.


combining bonuses is pretty well known but there are corner cases due to spell or magic item descriptions.

Technically Beast Shape adds 'natural' armor value (generally humanoids do not have natural armor).
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

If the creature had a +3 natural armor bonus and then Beast Shape becomes an active spell, it should remain at +3 total.
Bonus: Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.
and
→Combining Magical Effects

and, yes, Barkskin: Grants +2 (or higher) enhancement to natural armor. which means it will combine for a higher total AC.

mage armor spell adds 'armor' bonus of force descriptor, and shield spell adds 'shield' bonus of force descriptor. The force term interacts with incorporeal.

= = =
one thing you want to make sure of is that Improved Unarmed Strike works in an intended form. There are extreme cases were GM's will call "BS" and you need to seek agreement/meeting of the minds as to what is fair.


wandering commentary-
lol, the term for that is 'future-proof(ed)'.

There were a number of times that new rules recarved somewhat grey space into a defined action that took a specific feat and could technically no longer be done as previously under old RAW and GM allowance.
With these you can continue the old way in a Home Game just add 5-10 to the original DC. That way you silence the retrograde (balance) complaints and the new thing retains value.


Melkiador wrote:
That's your opinion. But you can see an obvious change in writing styles pre- and post- organized play. Not just when organized play started, but when it popularized.

you are all sorts of wrong in your ideas on the topic. Some correct observations but wrong causes & rationale. Yes, Org Play had a big (unexpected) buisness impact and made PF1 better. At least talk to a few sensible(non-enamoured) VCs from that time who did PaizoCon & GenCon to get it straight. It's just too off topic to go into.


basically you are conflating technical with technical writing and rules wrangling.
so it is a technical error, LoL 8^)


no - stop blaming organized play. It had its own issues. Paizo was rather familiar with Living Cities.
Powergaming/munchkins/rules lawyering is a historic part of the DnD/TTRPG player base as people are always trying to game the system.
The Forums just made it more visible and documented.
It also made the Rule of Cool guys more visible.

As usual, different people have different ideas as to the methods and goals of a TTRPG.

Technical Writing is a method/procedure or way of writing a document and there are rules organizations adopt to do that. If you have written Research Papers then you are close to the mark. It is way more than a style guide.
Paizo focused more on punctuation and grammar seeking an Active Voice. The PF1 CRB was mostly a tense change for the DnD3.5 PHB but that was enough to be its own Game, or Work of Art. Of course there were RAW changes. It reminds me of a 'red line' reading with edits afterwards.
Overall they did a decent job as a salable game product.
IMO the framework of conditions, definitions, game terms took root after the Advanced Players Guide.

seems enough


Paizo doesn't have the best technical writing skills but they do try to be clear. The CRB was rushed.
Sometimes (like nowadays) the DnD 3.5 common experience they expected does not exist.


->Persona 5 Characters computer game & anime

dreamscapes would be the PF1 analogy, so abilities useful for that setting.
The character designs feature a dichotomy between the 'normal' character and their freudian intectualized id/animus, ego, or superego version. Basically their metascape/dreamworld character is a projection of an idealized viewpoint (a characterization around an emotional & motivational ideal).
There is a tarot/playing card theme that's used stylisticly.
PF1 RAW does not have a mechanic for an Ability score Pool. I'd say you see 10 points of their 25 or so shifted about in the personas.
You'd also need a temp HP on projection pool and abilities/spells to feed into that.


→Green Lantern Corps


I just watch them for entertainment with a passing notion of the canon.

I don't really take comic book canon or backgrounds seriously but I know there are invested fans out there...

I think the shows have been decent, a mix of homage/reprises for fans, a bit heavy on the character introspection and dialogue (at ep 4 now), interesting to amusing set work, less physical action than you'd expect, and they are highlighting the character interconnections at this point.

I'm sure Ambush Bug can sub in for Thor if Chris Hemsworth is too busy or costs too much

4/5

Commentary -
I feel it's a hard choice that had to be made right now for business reasons.
Letting the contractors handle the PFS Org Play scenarios is not that much different than before and certainly lowers Paizo's cost. I think Paizo will still have to provide season by season guidance and maybe become more active when profits are higher. I don't think staff will suddenly not answer contractor calls when they need input/guidance... it just seems to be an exploratory process for now. Several contractors and staff ARE talking in the above informal posts.


I do appreciate the helpful insights and managerial advice. I'll keep the practical and useful form improvements I've made and relegate the minutae to spoilers. It is important to keep some standardized jargon for communication purposes.


Wiz-Necromancy school: Power over Undead (Su): Command Undead or Turn Undead as a bonus feat with DC (10 +⌊Wiz/2⌋ +CHA) with Channel energy (3 +INT) uses/d. Add:Extra Channel and Improved Channel(examples), but not Alter:Elemental Channel and Alignment Channel(examples). At 20th level, undead cannot add their channel resistance to the save against this ability.

Wizard-Hallowed Necromancer "Turn Undead (Su): A hallowed necromancer must select Turn Undead as a bonus feat with her power over undead arcane school ability."

• Turn Undead: standard action expend channel positive use, undead within 30ft rad Will (10 +⌊Clr/2⌋ +CHA) or flee 10 rnds as if panicked, intelligent undead get new save attempt each round.

• Blazing Channel: "When you use your Turn Undead feat, undead failing their saving throw a..." if turned {flee} (1d6)[divine]dmg/rnd & succeeding rounds (normally Rflx 15 to avoid or end, +4 if aided by another/circumstance, auto if doused/immersed in water) ended if neg energy heals 5+ hps.

• Elemental Channel: "Instead of its normal effect, you can choose..." basically heal or harm a single chosen elemental type (ignoring other creatures, aka undead type).

• Alignment Channel: "instead of its normal effect...", heal or harm single chose outsider alignment subtype (ignoring other creatures)

• Extra Channel: +2 uses/day.

• Improved Channel: +2 DC to channel.

semantics... Blazing doesn't read like Elemental or Alignment nor does it have "instead of its normal effect". It seems to be an Add on with an initial (high) save versus the channel/turn.
Action sequence on successive rounds would be; A) save vs the channel for Intelligent undead {stop fleeing}, then B) using an action a Rflx 15 to stop the holy fire, rolling around in unholy water/profane ground, or profane cloth adds +4 to save.


My thoughts the above:
The above standard format (cribbed from Enora) has problems as it hides too many details and does not make plain common combat attack sequences that rely on other interactions or feats(power attack being a famous example). It also massively increases the cognitive load on anyone trying to figure out the build, in what order things are acquired, how much do items weigh or cost, where subtle values come from (skill points, languages, types of ammo readily available, the mount's speed, tricks, and carried items), where things are stowed and how long it takes to get something out, what common useful items are at hand, or what to do when the PC is in trouble. It is a poor choice as a learning example.

Common issues are wand/scroll caster levels. PFS usually uses minimal but most Home Games do not and some items on chronicles are at higher caster levels. This is a perennial problem solved using my simple but clear notation.
What spells do Spell Focus and Varisian Tattoo apply to? It's not obvious. Again, my notation solves the problem clearly and efficiently.

Item damage type, range increment, Hardness, hit points, weight, cost are all plain using my notation, no need to stop the game and look things up, just check the inventory. Prices use $ to distinguish it from cash on hand so a text search can find your book or adjusted prices. My contrary nature finds it humorous when people gripe about it as it's done for a reason. Using pp, gp, sp, cp is simply flavorful extravagance that adds nothing as coin conversion cost has never been used in a game I was in, organized or home.

Skills and languages need to appear higher in the presentation as they are used in skill challenges, social challenges, and such.

Special attacks/qualities are a catch-all of mixed usefulness. It's more helpful for monster rules.

I really don't mind abbreviations for spell names. At that point we are into the weeds of things. Sure it's a bit complicated but they are obvious contractions that I've worked out over the years and work with my spell lists.
= = = = =


I do agree that I put in too much detail for common use in my original post (and similar ones). The posts contain specific concrete learning examples and good documentation examples so players can to figure out how things are built and how to do it.
I don't use the highly detailed text posts in play nor do I expect others to use them in play. I have a PC sheet and an inventory tabulated list (*.odt) which use some of the above details.


--- PAIZO STANDARD FORMAT ---
Jado escaped Belkzen for Skelt and with tian tutelage and dwarven ways pursues arcane knowledge as only arcanists can.

Jado Portabgar
Male halforc arcanist 5
NG Medium humanoid (halforc)
Init +2; Senses darkvision Perception +1
----------------------------------------
DEFENSE
----------------------------------------
AC 20, touch 12, flat-footed 18 (+4 armr, +2 Dex, +4 shld)
hp 27 (5d6+5)
Fort +2, Ref +4, Will +5
----------------------------------------
OFFENSE
----------------------------------------
Speed 30 ft.
Melee mwk falchion +3 (2d4/18-20)
Melee cold iron cestus +2 (1d4/19-20)
Melee obsidian dagger +2 (1d4/19-20)
Ranged mwk heavy crossbow +7 (1d10+1/19–20)
Ranged obsidian dagger +6 (1d4+1/19–20)
Special Attacks arcane reservoir (5/day, max 8), consume spells, dimensional slide, potent magic, quick study
Arcanist Spells Prepared (CL 5th; concentration +10)
 2nd (4/day)—mirror image, scorching ray
 1st (6/day)— ear-piercing scream (DC 17), gravity bow, illusion of calm, mage armor, shield, shocking grasp
 0 (at will)—acid splash, arcane mark, detect magic, ray of frost (DC 16), mending, message
----------------------------------------
STATISTICS
----------------------------------------
Str 10, Dex 14, Con 10, Int 21, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Point-blank Shot, Precise Shot, Spell Focus (evocation)
Skills Acrobatics +5, Appraise +9, Craft (alchemy) +13, Fly +8, Intimidate +5, Knowledge (arcana) +13, Knowledge (all others) +9, Linguistics +10, Perception +1, Performance (percussion bongo) +3, Ride +3, Sense Motive +1, Spellcraft, +12, Stealth +3, Use Magic Device +6; Armor Check Penalty –0
Traits magical lineage (fireball), wayang spellhunter (ear-piercing scream)
Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Sylvan, Thassalonian, Tian, Varasian
SQ arcane exploits (dimensional slide, potent magic, quick study), darkvision, intimidating, orc blood, orc ferocity, weapon familiarity
Combat Gear acid (2), alchemist’s fire (2), cold iron bolt (10), cold iron dagger, mwk falchion, mwk heavy crossbow, obsidian dagger (2), thistle bolt (10); Other Gear spell component pouch, aegis of recovery, cloak of resistance +2, headband of vast intelligence +2, page of spell knowledge (illusion of calm, shocking grasp), potion of cure light, wand of infernal healing (50 charges), wand of obscuring mist (50 charges), 50 ft silk rope, mwk backpack, bandoleer (2), bullseye lantern, canteen, crowbar, ink, ink pen, lamp oil (4), merchant’s scale, mess kit, minature shovel, piton (5), mwk thieves tools, spring-loaded wrist sheath (2), trail rations (4), spellbook (contains all 0th-level spells; all prepared 1st-level spells plus arcane pocket, break, coin shot, comprehend languages. crafter’s fortune, enlarge person, expeditious retreat, heighten awareness, hide weapon, infernal healing, liberating command, magic missile, magic weapon, reduce person, snowball, touch of the sea, and vanish; all prepared 2nd-level spells plus air step, aram zey’s focus, blur, cat’s grace, continual flame, create pit, flurry of snowballs, glitterdust, invisibility, pilfering hand, resist energy, see invisibility, spectral hand), Mount combat trained war horse, ale gal (2), bear trap (2), bit and bridle, dandy brush, military saddle, sack (2), saddlebags, 30 gp, 1 sp
----------------------------------------
SPECIAL ABILITIES
----------------------------------------
Arcane Reservoir Each day, {PC} starts with 5 points in their reservoir, though they can fill it up to a maximum of 8 using consume spells. They can spend one point on a spell to increase the DC or caster level by 2.
Consume Spells {PC} can spend a move action to expend a spell slot and gain a number of points to their arcane reservoir equal to the spell’s level.
Dimensional Slide {PC} can spend 1 reservoir point during a move or withdraw action to step through a dimensional rift, essentially spending 5 feet of movement to move dimensionally up to 50 feet away. The dimensional movement doesn’t provoke attacks of opportunity, though the rest of the move provokes as normal.
Quick Study As a full-round action, {PC} can spend one reservoir point to study their spellbook and swap one of their prepared spells for any other spell in their spellbook of equal level.

Jago casts mage armor when adventuring and shield before combat which are included in his above armor class.

After finding the lumber and mining city he apprenticed for a kind wayang master who taught him the many ways of magic. He started adventuring in the mines taking care of the sporadic aberrations from the deeps and an occasional beast the lumberjacks could not handle. He’s steady, diligent, and no longer fears being a weaker member in an orc band. He participates in monthly social veneration for Eleutheria and Milani tithing a gold to the groups for injured workers and ex-slaves.


→Azothath's Builds: Arcanist 5 a centric detailed build.


→Azothath's Builds: Arcanist 5
I posted a centric detailed build.


I do use a lot of abbreviations to shorten the bomb of text 8^|. It is phonetic with deleted vowels - so try to say it/sound it out and the word should become apparent. I often use the whole word in the body (reverse technical writing) as I want the top part BRIEF for scanning and running. The Game lexicon is a subset of english words. I will take the accurate stylistic hit in stride. IF this were for publication - absolutely yes - it would not require translation.
Spells... what can I say - again brevity. Wand: Obsc Mist:C1⋄1 [50] $750 translates to a wand of obscuring mist, a spell level 1 conjuration at first caster level with 50 changes that costs 750 gp. Notice 30 characters vs 108 characters! I use ⋄ for @ for html interpreters (hello roll20).
think of it as a finely crafted fusion bomb rather than your standard 2,4,6-trinitrotoluene in dextrin bomb.

I posted this one as a touchstone for a basic Arcanist. I use them in my chats.

An important take-away is the choices as there is a lot going on. Preplanning is a big part of PF1 character design. I tend to take mechanically beneficial choices with a few touches of style/color. Performance(percussion bongos)) would be an example of the latter for race/origin/background. I expect questions about bloodline options.


→CRB Cover


This rather simple and detailed build provides an example PC that you can build or use for a PF1 game. It is pretty centric being PFS legal, 20 pt Abil buy, and 5th Lvl with 12000gp gear. If you just starting PF1 this PC provides you with a plan. Another example is the PF1 Pregen/Iconic Enora.

Jado Portabgar halforc Arcn 5.
NG Med hmnd halforc (m) age:22 ht:6’0” wt:180lb. (BMI 24)
Home: Skelt Nirmathas, Politic: practical, business, Worship: Eleutheria(CN) or Milani (CG).
Init: +2 Sns: drkvisn 60ft Prcp: +1

AC: 20(16), tch 12, fftd 18(14) (+4[frc] armr {mag armr}, +4 [frc] shld {shld}, +2 Dex).
HP: 27 (5d6 +5{FCB}) stay consc 1 rnd then if HP<0 unconscious. If HP<0 then heal (d8+3) then aegis destroyed.
Saves: Fort +2 Rflx +4 Will +5  scndry saves +1 {aegis}

Mov: Spd: 30 ft or Mount 50 ft. Space: 5ft, Ntrl Rch:5ft
Mle: mw falchion mrtl 2hnd +3 (2d4 S, c18+ ×2)dmg.
Mle: cFe cestus smpl lgt +2 (1d4 B|P, c19+ ×2)dmg.
Mle: obsd dagger smpl lgt +2 (1d4 P|S, c19+ ×2)dmg, {fragile} glassy, [2].
Rng: mw hvy crossbow 2hnd +6≤30 ft else +5 (1d10 +1≤30ft P, c19+ ×2)dmg, rng 120 ft. load & crnk full actn provk.
Rng: “ wGravBow +6≤30 ft else +5 (2d8 +1≤30ft P, c19+ ×2)dmg.
  Bolt: cFe [4, stw 6], thstl[6, 4] bleed 1[poi] 1d6 rnd.
Rng: obsd dagger smpl lgt +5≤30ft else +4 (1d4 +1≤30ft P, c19+ ×2)dmg.

  Bnd Obj(ᴮᶿ, BO), Page Spl Knw(ᴾˢᴷ), Pearl Power(ᴾᴾ), Runeston Power(ᴿᴾ), School(ᔥ)
Arcn Spells Prpd (CL 5; DC= SplLvl +5 {K:+1}; Conc(Int) +10, (Know: Spls/d)). Headband/Circlet(ᴴᴮ)
 SCND(2: 4/d): Scorch R:K2, Mir Img:I2.
 FRST(4+2: 6/d): Shld:A1, Mage Armr:C1, Ear-prc Scrm:K1 Fort 17, Grav Bow:T1, Shk Grsp:K1ᴾˢᴷ, Ill Calm:I1ᴾˢᴷ.
 ZERO(6⋄will): Acd Splsh:C0, Det Mag:D0, R Frost:K0, Mend:T0, Mssg:T0, Arcn Mrk:U0.
ArcnPool[5, max 8]: Consm Spl(Su): [+(SplLvl)] mov actn convert Prp’d Spl to AP pts [2]/d. Dim Slide(Su): [-1] part of mov/wthdrw actn -5ft move & TP {no Provoke} up to 50ft in LoS 1/rnd. Potent(Su): [-1] +2 DC or CL rather than dflt +1. Qk Stdy(Su): [-1] Full actn rplc 1 Prp’d Spl w scribed Spl. 
 MetaMag: -. -1 MetaMag cost Ear-prc Scrm, Fireball.
 Wand: Obsc Mist:C1⋄1 dur 10 rnd [50]. Infrnl Heal:C1⋄1 cast 1 rnd Fast Heal 1 dur 10 rnd [50]. Potn: Cure lgt wnd.

Skills(35): Acro +5(3), Apprᶜ +9(1), Bluff , Clmb , Crftᶜ (alch +13(5)), Diplo , Dis Dev , Dsgs , Esc Art , Flyᶜ +8(3), Hndl Anml , Heal , Intmd +5(1){+2}, Knowᶜ(Arcn +13(1)ᴴᴮ, Dngn +9(1), Engr +9(1), Geog +9(1), Hstr +9(1), Locl +9(1), Natr +9(1), Nobl +9(1), Plnr +9(1), Rlgn +9(1)), Lingᶜ +10(2), Prcp +1(1), Pfrm (prcsn bongo +3(1)), Profᶜ , Ride +3/5(1), Sns Mtv +1(1), SoH , Splcrftᶜ +12(5), Stlth +3(1), Srvl , Swim , UMDᶜ +6(1). ClsSkl(ᶜ), Ling(ᒻ).
Lang: common(tldn), orc{racl}, vrsn{rgnl}, draconic, dwarven, elvenᴴᴮ, giant, goblin, sylvanᒻ, tian, thassalonianᒻ. 

Ability: [10, 14 (+2), 10, 21/19 (+5), 10, 14 (+2)] ⇐ 20 pt =[10, 14, 10, 16+2+1+2, 10, 14], Race +2 Int, Lvl 4 +1 Int, HB adds +2 enhc Int.
BAB: +2 CMB +2 CMD 14 
Race(halforc)ᴿ: Age:16-25, HT:55-78”, Wt:95-220. Abil: +2 one abil. Type:hmnd halforc. Sz: Med. Spd: 30’. Sns: darkvision 60ft. Intmd: +2 racl Intmd. Orc Blood: count as orc or human for race efcts. Orc Feroc: if HP<0 but not dead remain active 1 rnd 1/d then if HP <0 unconscious & dying. Wpn Famil: WPn Pfrc greataxes, falchions, and “orc” wpn as mrtl. Lang: start common, orc(racl), (rgnl){PFS}. can choose (Abyssal, Draconic, Giant, Gnoll, and Goblin). Alt: Shmn Aprntc: gain Endur, replc Intmd. Fey Mag: select favored trrn and if CHA≥11 in that trrn gain SLA(CHA, fey source) 3 ZERO 1 FRST CL=Lvl Drd a 1/d, rplc orc feroc. Sacrd Tatt: gain +1 luck on saves, rplc orc feroc. Toothy: gain bite (1d4 P), rplc orc feroc. City Raised: gain wpn prfc whip, longsword, and Knw(locl +2 racl)), rplc wpn famil.
Class: Arcanist. HP (d6), Skls(2+Int): Apprᶜ , Craft ()ᶜ , Flyᶜ , Knowᶜ , Lingᶜ , Profᶜ , Splcrftᶜ , UMDᶜ . Arcn Rsv@1: Arcn Pool [start (3 +⌊Arcn/2⌋), max (3 +Arcn)]. Arcn Explt@1: Dim Slide(Su). Spls Cast(Int): Known Prepared then Spontaneous Cast. Consm Spl(Su)@1 +(SplLvl): mov actn convert Prp’d Spl to AP pts {ZERO=0} (CHA)/d. Arcn Explt@3: Potent Magic(Su). Arcn Explt@5: Quick Study(Su). {Arcn 5 BAB +2 Svs 1,1,4, Spls SCND: Knw 2 @ 4/d, FRST: Knw 4 @ 3/d, ZERO: Knw 6 @ Will.}
Armr/Wpn Prfc: smpl wpns, grtaxe, falchion, “orc” as mrtl.
Traits(2): Mag Lng(Fireball:K3), Wyng Splhntr (Ear-prc Scrm:K1).
Feats(3): Point-blank Shot: Rng/Trwn +1 (+1) within 30 ft. Precise Shot: no -4 pntly for Rng/Trwn in cmbt. Spl Fcs Evokation(K): +1 DC. {options: Vrsn Tattoo(K): SLA light 3/d, +1 CL K, Wiz 3 Rch MetaMag: Rng [Tch, Cls, Med, Lng] +1 per category chg.}

Equip: mw falchion mrtl 2hnd (2d4 S, c18+ ×2)dmg, Hrd:10, HP:10, 8lb $375. cFe cestus smpl lgt (1d4 B|P, c19+ ×2)dmg, Hrd:10, HP:2, 1lb, $10. obsd dagger (1d4 P|S, c19+ ×2)dmg, {fragile} glassy, Hrd:5, HP:2, (2)0.75lb, (2)$1. mw hvy crosssbow (1d10 +1≤30ft P, c19+ ×2)dmg, rng 120 ft, Hrd:5, HP:5, 8lb $350. bolt: cold iron(cFe) [10] $2, thistle [10] $10. =$749
Aegis of Recov(BO) [neck] $1500. Headband INT +2 [hdbnd] $4000. Cloak Rst +1 [shldr] $1000. Page of Spell Knowledge: FRST: Shocking Grasp, Illusion of Calm (2)$1000, SCND: -.
Spring-loaded wrst shth (2) $10; Wand: Obsc Mist:C1⋄1 [50] $750, Wand: Infrnl Heal:C1⋄1 [50] $750.
Bandolier 8 pkt (2) $1; 1-2: Alch Fire Flsk(2) 2lb $40, 3-4: Acid Flsk(2) $20, 5-6: -, 7: Potn: Cure 1d8 $50. 8-16: -. =$10121
Spl comp pouch $0. Advr outfit $0. mw backback 2cuft stowage +1 Str for Encum, 4lb $50 on back; 50ft silk rope $10, piton (5) $0.5, bullseye lantern $12, lamp oil (4) $0.4, crowbar $2, merchants scale $2, splbook $0, ink pen $1, ink $8, mess kit 1lb $0.2, trail ratn 4 d $2, canteen ½ gal wtr +4lb 2lb $1. Foci: minishovel $10, mw Thvs Tools $100. =$199.10
“Passarkhob” adv horse (black percheron) cmbt trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, come, defend, down, guard, heel) $300, Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb $20. bit & bridle wt:1lb $2. Saddlebags(SB) weatherproof 2*20# stowage 8lb $4. Dandy brush 2lb $0.2. sack hold 1cuft/60lb 0.5lb (2)$0.1. Ale gal (2)8lb (2)$0.2. (2) bear trap type:mech, Prcp:15, Tggr:loc, Reset:manl, +10 (2d6+3)dmg mov/2 and none if anchrd, Dis Dev 20, Esc Art 22, Str Chk 26, (2)10lb (2)$2gp. =$330.80

Spellbook #1 (74/200)pg.
ZERO(21): Rst:A0, Acd Splsh:C0, Det Mag:D0, Det Poi:D0, Grasp:D0, Rd Mag:D0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frost:K0, Sprk:K0, Ghst Snd:I0, Hntd Aspct:I0, Vacu Vssl:I0, Mag Hand:T0, Mend:T0, Mssg:T0, Open/Cls:T0, Scrv Chnt:T0, Arcn Mark:U0, Prstdg:U0. FRST(23): Shld:A1, Arcn Pkt:C1, Infrnl Heal:C1, Mag Armr:C1, Comp Lang:D1, Hgtn Aware:D1, Ear-prc Scrm:K1, Mag Mssl:K1, Shk Grsp:K1, Snoball:K1, Ill Calm:I1, Vansh:I1, Brk:T1, Coin Shot:T1, Crftr Frtn:T1, Enlg Per:T1, Expd Rtrt:T1, Grav Bow:T1, Hide Wpn:T1, Lbrtn Cmmd:T1, Mag Wpn:T1, Rdc Per:T1, Tch Sea:T1. SCND(15): Rst Enrg:A2, Creat Pit:C2, Gltrdust:C2, AZ Fcs:D2, See Invis:D2, Cont Flm:K2, Flry Snoball:K2, Plfr Hnd:K2, Scorch R:K2, Blur:I2, Invis:I2, Mir Img:I2, Spctrl Hnd:N2, Air Step:T2, C Dex:T2. =paid $570.

Cash: 30.10gp of 12000gp.


GM adjustment
at the end of the day it needs about a Fly +10 with +5 to hover 30 to 60ft (avg) to make it work as expected. Bonus skill points are pretty cheap on the magic item creation table.


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now that you're at home you should run a campaign for small sized PCs of faerie dragons and half-fey PCs...


I don't want to intrude on James' thread with Tech Talk.
I'll let James lead on the topic if he's interested. Otherwise paizo DMs and email work. I'm active on PF1 Forum.


lol...
Tyoko Revengers of bad hair
Jojo Bizarre Art style Adventures
Draggin Ball Souper an Beer Us
I'm Dating a Dark Summononer in a ecchi-sketch
Psyren & Stimpy


unfortunately they are objects that fly and do not grant the rider a Fly speed or the ability to fly (overturned carpet or cauldron, dispel magic can be (1 on 1d6) quite devastating).
The cauldron text is a bit more gracious, "the cauldron and up to 500 pounds of additional weight can fly as if using overland flight." but does not grant that ability but the spell provides a duration. Both have no skill ranks and Dex 0 (-5) {sad really but the spells do provide the objects a bonus} and they do not fall under the mount rules.

As a GM fix you could grant the objects a fly skill based on caster level and spell (it's Fly -2 +3 to hover (=0 rnk, -5 dex, -2 sz, +CL/2{+10/2} spl, +5 to hover) currently), or allow the 'designated driver' to apply their fly skill and ranks to the check. The way many of these artifacts act in stories is as though they were intelligent. The cartoon versions are characters.
If you are going to fiddle, you should assign Hrd, HPs, and examine spell interactions like; (burning disarm), heat/chill metal, warp metal, transmute metal, repel metal, and magnetic field. As a large external item/possession on a failed save it should take damage rather than the RAW item list for failed saves.
Seasoning your cauldron should prevent the ingredient/occupants from sticking.


Lelomenia wrote:
Azothath wrote:
essentially a Wizard specialist is a better caster than an Arcanist or Sorcerer. So much so you can dip a level and still be better.
what advantage as a caster does a specialist wizard with a dip have over a school savant arcanist?

this is all posted in Arcanist chats in the forums years ago so my recollection and analysis...

Arcanist has lower spell levels. Arcanist-School savant no arcane bonded object (which is a free any spell you know 1/d), like wizard prepare one school spell (and I assume cast as the text could be more explicit) per spell level, cannot leave slots open, loses Arcn Exploits @1,3,7 so it is an arcane exploit vs wiz discovery/feat@5. Arcanists do not get Scribe Scroll. Arcanists do gain Cls Skl UMD and have their arcane pool to boost DC couple times per day or use an Exploit. That feat difference means Wiz can take School Focus and Varisian Tattoo earlier. Some Exploits are great and better than a feat... so it depends.
As you go up in levels the bonded object becomes significant where a bonded object [neck] can be an amulet of spell mastery at $11000 (value $22000) adding 6 spl lvls to prepare.
Arcanists must use runestones at double the cost of pearls of power.

> Wizard with a dip lose the spell level advantage as arcanists level up at even levels. They still have the other wizard gains. With Clr 1 they gain the divine spell list and a few divine spells and domain abilities and a weapon which makes them better. Spellcraft is mechanically better than UMD, anything castable on those spell lists can be automatically activated or Splcrft to use (saving ranks in UMD). Monk 1 gains them saves and weapons along with IUS(always armed is nice) and maybe some AC. Rog 1, Invest 1, Bard-Arch 1, or Slayer 1, etc...

>> As I said before, I'd play an arcanist as this is a game for fun and they can do some funky stuff that wizards can't.

Overall the starting feat list for arcane casters is small, choosing from; cypher script, precise shot, point-blank shot, school focus, varisian tattoo, reach metamagic, persistent metamagic, intensified metamagic, quicken spell, spell specialization, etc.


I really just wanted to check the conic sections to see how far away a caster could get it. Not far! lol... If you're just blocking a doorway with one section, yeah, 45ft or so. sadly casters cannot layer/laminate them within A casting.