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Although some are duplicates of what I already have, there are enough items that I do not own for this to still be worthwhile - I will definitely be buying a bundle. Now to decide how far to go ...


@Diego Rossi Good catch!

Just to provide a link :
Holding the Charge
'If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges.'

@Makin And Stump Good luck, I hope that you are able to find something that suits your needs, (even if it may not be quite what you currently envisage).


I can see a few potential problems but as always, things may be up to interpretation :

1. Which Divination Spell are you using to follow the Spectral Hand? Focusing on the Enemy/a minion as the Target does not give you the co-ordinates/direction to send your Spectral Hand towards, just a picture of the Target as restricted by the Spell. Telepathic Bond does not do what you suggest.

Spells:

I am going to cover as many relevant Divination Spells for coverage - they may be higher level than you want but Insect Spies, Greater is a [6/7] Spell, so ...

Arcane Eye
'You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance.' - Yay!
'An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.' - Yay!
'The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter.' - Oh.
- Needs a hole in the wall or to have travelled along open passageways between your N.P.C. and the Enemy P.C.s.

Clairaudience/Clairvoyance
'Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect.'

Insect Spies and Insect Spies, Greater
'An insect in physical contact with you can answer simple questions about what it has observed ...'
- The base Spell is useless for this as the insects have to leave, (through holes/open passageways), and then return to give you any information.
'As insect spies, but you can also borrow the senses of the summoned insects. As a move action, you can choose to receive sensory input from one of the insects ...'
- Now you can see, but still have no exact distance/direction from where you are to identify an Enemy square. You also still need a hole/open passageway.

Prying Eyes and Prying Eyes, Greater
'While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct ...'
'Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.'

Questing Stone
'This spell functions like arcane eye, except that it uses an ioun stone as a visible scrying sensor. The ioun stone moves at the same rate as an arcane eye, and may pass through holes or spaces as small as 2 inches in diameter.'
- Needs a hole or open passageway; is not invisible like magical sensors.
Divination
'Scrying: A scrying spell creates an invisible magical sensor that sends you information.'
'A creature can notice the sensor by making a Perception check with a DC 20 + the spell level. The sensor can be dispelled as if it were an active spell.'

Scrying and Scrying, Greater
'You can observe a creature at any distance.' - Target Creature specific, so it would depend on your Knowledge/Connection.
'If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.'
- Your Necromancer would need to be able to identify where the Target is and the exact distance/position from where they are to send the Spectral Hand to the correct square.

See Through Stone
'You gain the ability to see through solid rock as if it were transparent glass. You may see through 1 foot of stone per caster level. You see within the stone as if you were looking at the area in normal light, even if there is no illumination, though low-light vision and darkvision have no effect on your ability to see through stone. Metal at least 1 inch thick or wood or dirt at least 3 feet thick blocks your vision.

The spell does not negate concealment for those creatures hiding behind stone objects (the stone is still an obstacle to your attacks).'
- You can see through the stone to your Targets, so you can easily direct your Spectral Hand to them. However, this is a Druid/Hunter/Ranger Spell ...

Spherescry
'Target sphere of annihilation'
'The caster can view and listen to events within a 20-foot radius of the associated sphere ...'
- You can see Enemies within 20ft. of the Spell Target and if your N.P.C. is clever they could have pre-judged the distance/direction from their specific square, (a skull throne?). However, you require a Sphere of Annihilation and P.C.S. willing to stay near it ...

Symbol of Scrying
'... it creates a scrying sensor linked to you and centered on the symbol ... You may observe the area through the symbol as if using a scrying spell with the sensor as the target creature.'
''If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject).'
- You can see Enemies within 10ft. of the Spell Target and if your N.P.C. is clever they could have pre-judged the distance/direction from their specific square, (a skull throne?). However, you require a visible symbol that rthe P.C.s can see and are willing to stay near ...

Telepathic Bond
'The creatures can communicate telepathically through the bond regardless of language.'
Universal monster Rules : Teleptahy (Su)
'A creature with this ability can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Format: telepathy 100 ft.
Location: Languages.'
- No reference to mental imagery, simply having a conversation despite language barriers and references the Language statblock location.

Vicarious View
'You plant a scrying sensor on a touched creature, object, or point in space, allowing you to see and hear the creature, object, or point and its surroundings (approximately 10 feet in all directions).'
- The same as previous, you would have to know the previse distance/location to an Object to send the Spectral Hand there.

Watchful Animal
'You place a scrying sensor on your animal companion or familiar. This allows the animal companion or familiar to function as if it were an insect summoned by the greater insect spy spell.'
'... you can sense its direction and distance and receive sensory input from it as with that spell.'
- It requires sending out a Familiar (or Animal Companion), however, it gives you the direction/distance of it to judge close Enemies from.

Witness
'You link your senses to the target, allowing you to see and hear through its eyes and ears. As a move action you can shift your senses from yourself to the target or back again. When using the target’s senses, you are blind and deaf.'
- It requires sending out a Creature, however, you would have to know the previse distance/location to an Object to send the Spectral Hand there. It also limits Spellcasting as you would not be able to hear your own Spellcasting without returning to your own senses, (blindness/deafness would impose penalties), so you would have to remember to dip in/out by spending Move Actions, (okay for an unseen N.P.C.).

2. Line of Effect - mileage will vary on interpretation. I read this as whilst the Spectral Hand delivers the Spell, it at no point is stated to be treated as the Caster, (that would be your actual Character). So even if you can accurately direct your Spectral Hand, by having a solid barrier you are prevented from Casting your Spell on the Target.

Thoughts:

Spectral Hand
'... allowing you to deliver low-level, touch range spells at a distance.'
'... any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack.'
- It references the P.C. as the Caster, delivery by the Spectral Hand and adding a Bonus to the P.C.'s Attack Roll, (as if the P.C. is the attacker despite using the Spectral Hand).

Familiar
'Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.'
- References delivering Touch Spells still treating the P.C. as the Caster, including losing the Spell being delivered if the P.C. moves onto another Spell. The Familiar is just the "toucher", which I would place the Spectral Hand as too.

Line of Effect
'Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.'
- You must have both Line of Effect to the Target Creature/Location and to the point of origin - the Spectral Hand will give Line of Effect for the Target (acting as the point of origin), however, you(r N.P.C.) must have Line of Effect to your Spectral Hand as the point of origin, (which the wall will prevent). There is no point in the second line/referring to a point of origin if it does not work this way. Spectral Hand is just good for adding Range to a Touch Spell.


Again, always with the proviso that others may interpret things differently.


^ Seconding the PF1e update, (please). Thanks for all of the hard work!


Yep, another one here who bought the (full) Humble Bundle. *Thumbs up*


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I would check out the Delayed Bomb, Remote Bomb and Syringe Stirge Discoveries; depending on interpretation you might be able to use the Fire Brand Discovery.

Games that use the Hero Point system allow Characters to gain an extra Action, whilst a friendly 9th Level [PrC] Pathfinder Chronicler can give you an extra Standard Action.


Dragon78 wrote:
So what pocket versions do you guys own?

The Core Rulebook, Bestiary I, Gamemastery Guide and Advanced Player's Guide. I would have liked the mythic books as pocket editions; I also bought the hardcover Ultimate Campaign before there was a pocket edition, otherwise I would have picked that version up.


I would treat along the lines of a Battlepot Cauldron, which states that it can be wielded 2H as a +1 Heavy Mace, (using the handles), but unlike the Battelpot Cauldron it would still be treated as an Improvised Weapon.


Erratic Time

Some planes have time that slows down and speeds up, so an individual may lose or gain time as he moves between such planes and any others. To creatures present on such a plane, time flows normally and the shifts are unnoticed. The following is provided as an example of how time on a plane with erratic time might compare to time on the Material Plane.

d%--------Time on Material Plane---Time on Erratic Time Plane
01-10----1 day-----------------------------1 round
11-40----1 day-----------------------------1 hour
41-60----1 day-----------------------------1 day
61-90----1 hour---------------------------1 day
91-100--1 round-------------------------1 day

Looking at the description of the Erratic Time Planar Trait, I would interpret it as stating that each Plane with said trait has a shifting flow of time, rather than a fixed one following a single Roll upon creation. For example, the G.M. could Roll a 05, meaning that I experience 1 Round but events on the Material Plane go much faster. They then Roll again the next Round, (with a 25), not needing to Roll again for another in-game hour, and so on. As the Player, I would not Roll as it is the erratic flow of the environment, plus as an inhabitant I would experience time "normally" and so should not know how the time flow is moving.


Java Man wrote:
Humanoids with 1 racial hd do exchange it for class levels, but grindylow are aberrations.

Do you have a link for this? I cannot find a reference for any Creatures exchanging 1 Racial H.D. but that could just be me missing it. If so, I might have a couple of stored N.P.C.s to adjust ...

N.B.: I could only find this relating to the first H.D. being Racial, and this which refers to Racial H.D. Stacking with Class levels, (in that particular scenario). Neither mention replacement by Class Level.


Although this is end of the line stuff, at Level 20 you can grab the Alternative Capstone Perfect Body, Flawless Mind (Ex) for a +8 Untyped to Constitution (if you so desire). If you allow Mythic, a Mythic Hero Tier 10 can gain a Permanent +10 Untyped Bonus to Constitution.

Shakier options :
* Have [Grand Hex] Force Reincarnation (Su) used by a Witch Party member/Ally repeatedly until you get a desirable new body. This is subject to G.M. co-operation. If given the go ahead, Reincarnate is a more expensive option, whilst the Salve of the Second Chance is a slower option.
* A Psychic 20 that chooses the Psi-Tech Discovery Artifical Ascension can hijack the body of a Robot, so your H.P. would depend on what you can take over. A Surgeon Robot is a Medium Construct with 179 H.P., (excluding an additional 75 H.P. Force Field).


LordKailas wrote:
edit: I looked at the celestial armor again and it does state that it faintly radiates transmutation [good]. Since good is in brackets I wouldn't expect the armor to show up if someone casts detect good. It will show up if someone casts detect magic and only then if they get high enough on their check to get more than just "it radiates faint transmutation magic". So, wearing it doesn't really cause the person to radiate good.

Apologies if I sound too nit-picky but [1] Detect Good's entry indicates that Celestial Armour would be picked up :

Detect Good, Core Rulebook, p.267 wrote:
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.
Celestial Armor, Ultimate Equipment p.125, Core Rulebook p.464 wrote:
Aura faint transmutation [good]


gourry187 wrote:
per brew potion, a potion under the value of 250gp can be brewed in 2 hours. Assuming an 8hr work day .... that would be 4x CLW potions per day

That unfortunately does not work :

Magic Item Creation, Core Rulebook, p.548 wrote:
The creator also needs a fairly quiet, comfortable, and well lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by +5.

Hence why the posters above are highlighting workarounds.

As per the O.P.'s mention of Alchemist workarounds :

School transmutation; Level alchemist 2, investigator 2

Casting
Casting Time 1 standard action
Components S
Effect
Range personal
Target you
Duration 1 round
Description
This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
Potion/Elixir Discoveries, Advanced Player's Guide, p.29 wrote:
Dilution: Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens. An alchemist must be at least 12th level before selecting this discovery.

An Investigator can also obtain this Discovery :

Other Talents, Advanced Player's Guide, p.32 wrote:
Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagenUM, and poison conversionUC. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.

For those with access to Domains/Subdomains :

Alchemy Subdomain, Divine Anthology, p.22 wrote:
Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells. You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The Alchemy Subdomain is an option for the Artifice and Magic Domains.

You can get a Hex variant of Potions 1/day:

Witch's Bottle (Su): Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. The witch can’t use that hex until the potion is consumed or rendered inert. Only hexes that can target a creature other than the witch can be distilled in this way. The potion remains potent until consumed or rendered inert by the witch as a free action. A witch must have the cauldron hex to select this hex.

If you want something in line with Spells, you can always infuse them with the Healing or Major Healing Hexes to act like the Cure Wounds line.

Finally, it does not increase the number of Potions Crafted per day but this expensive Magic Item does enable a Potion/Extract to affect multiple Creatures:

Aura faint transmutation; CL 4th

Slot none; Price 2,200 gp (PFS Legal 1st), 3,000 gp (PFS Legal 2nd), 3,800 gp (PFS Legal 3rd); Weight —
Description
This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.
Construction
Requirements Craft Wondrous Item, alchemical allocation (Advanced Player's Guide); Cost 1,100 gp (1st), 1,500 gp (2nd), 1,900 gp (3rd)

Not exactly a first choice option, however it would allow you to make the most of expensive Potions that take days to Craft, (or simply healing up multiple downed/Paralyzed/Ability Damaged Allies at once in an emergency situation).


"Huh, you thought that you were the only Party that <x> works with? Got fingers in a lot of pies, that one." All of my P.C.s have "Secondary Parties" that they may have been called out to help (or wrangle). My main one is a crotchety healer that I play out in-game as helping(?) N.P.C.s at the end of the day whilst others wind down in inns, which has kind of set the tone now for missing Characters to have gotten stuck dealing with other business "off screen".

If it is unexpectedly down to only a couple of P.C.s left, then I go with a Secondary Party side-story, which enables character development outside of the more Combat/work-focused main game. Heck, if it was enjoyable but unfinished in a session, the Secondary Party N.P.C.s are jaegered by everyone, which is a nice way of letting Players in on things without their P.C.s ever knowing. Sometimes this stops curious Players having their P.C.s uncharacteristically poking around trying to find out everything about a Character in-game. Sometimes.


The Spellcaster gains the Profane Bonuses, both examples state this, (see above from @Firebug).

In regards to the intended benefits - honestly O.P. I am unsure, however examples/Monsters can infrequently be calculated incorrectly, (human error, as is life), so I would personally err on the side of the main Spell section. Additionally, I see the other benefits as "legal protection" for the Spellcaster from being turned on/attacked (so as to uphold the contract), so the defensive Armour Class Bonus personally seems slightly more appropriate. Unfortunately there is no errata on the product page and the Additional Resources page states that this Spell is P.F.S. legal without mentioning any clarifications.


What Character Level will he be joining your group at? If you want more Class choices on the table his backstory could incorporate the Story Feat Protector of the People. With the goal achieved in the backstory, (or the completion coinciding with a little help from your Party as a reason to begin adventuring), he will get :

* The Craft Construct Feat without having to meet prerequisites.
* Any Constructs that he makes, that are under the C.R. of the one his backstory had him donate, Cost 10% less (exc. raw materials).

Please note that actual Robots are constructed differently to most other Constructs, requiring :

* [Feat] Craft Robot.
* [Feat] Craft Technological Arms and Armour.
* [Feat] Craft Technological Item.
* [Feat] Technologist.
* Craft(Mechanical) 9 Skill Ranks; Kn.Engineering 9 Skill Ranks.
* Access to a Robotics Lab that can provide 200 charges each day it is in operation.

If he is set on a Robot then perhaps you can meet him halfway? With the Craft Construct and Technologist Feats he can create a Recycled Construct and use the Recycled Robot method. The reduced C.R. might actually play well with the Protector of the People for reduced Costs, getting a glitchy/"quirky" friend for the sake of two Feats (and a fair amount of money) ... Once the mechanical marvel falls too far behind it will fall to the G.M. to decide if/how/when your son will come across another Robot to salvage.

For a Construct that simply fights for its controller, I would recommend a [37 000gp/19 000gp] Clockwork Soldier. If the Strength or Cost/Price is too much for where you are starting, you can always apply the Recycled Construct Template to that, (reducing the Cost by half), alongside the Degenerate Template, (reducing all Ability Scores by -4 for Strength 24).


Gilfalas wrote:
Senko wrote:
There's quite a few abilities and effects that trigger if you critical hit e.g. swashbuckler and panache. Now if you face a monster that's immune to critical hits can the swashbuckler (or other effect that triggers on a crit) gain the effect of their dice rolling what would be a crit e.g. regain panache even though a creature is immune to critical hits and wouldn't take more damage from the hit?

I think this was covered in an FAQ. Yes, effects that trigger off a critical confirmation still do, even if the target is immune to the critical itself.

So burst weapons still do more damage for example even on creatures that are immune to crits.

The creature is immune to critical hits. It did not make you incapable of threatening and confirming.

I cannot find a F.A.Q. like that, do you know under which section it was posted? All that I can find is the below non-F.A.Q. reference (which states the opposite) :

Immunity (Ex or Su), Bestiary, p.301 wrote:

A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to.

Format: Immune acid, fire, paralysis
Location: Defensive Abilities.


Senko wrote:
David knott 242 wrote:


Demigods often have stats and theoretically can be killed by mortals, if you are not intent on having mortals able to eliminate the most powerful deities.
There are demigods in pathfinder? I thought it went mortal, mythic, god?

Deities are split into categories according to their Divine Power :

* (True/Full) Deities - these grant five Domains.
* Demigods - these grant four Domains.
* Quasi Deities - these grant one to four Domains, (and inc. Mythic Characters with Divine Source).


Would Reptoids be close enough?

I am not a fan of the real world associations but this is the nearest that I could find.


A quick jotting of ideas below :

Off the cuff:
W.I.T.C.H.
* Will = Kineticist:Aether x/Vigilante(Warlock) 8, with Electricity Mystic Bolts, plus Warlock Talents Elemental Armour:Electricity and Social Simulacrum (Sp).
* Irma = Kineticist:Water/Vigilante(Warlock) 8, with Cold Mystic Bolts, plus Warlock Talent Social Simulacrum (Sp).
* Taranee = Kineticist:Fire/Vigilante(Warlock) 8, plus Warlock Talents Elemental Armour:Fire and Social Simulacrum (Sp).
* Cornelia = Kineticist:Wood/Earth(/Aether) x, with the Wild Talent:Universal Mobile Blast.
* Hay-Lin = Kineticst:Air x.

Their Vigilante:Warlock "Spellbook" would be the (Artifact) Heart of Kandrakar, for which their connection counts as "being in possession of". All would be able to reach a Kineticist Level granting them Kinetic Form to embody their Element.

===

Cardcaptor Sakura
* Sakura = Vigilante(Magical Child).
* Syaoran = Vigilante(Warlock).
* Tomoyo = Expert x/Bard x.
* Yue/Yukito = Vigilante(Splintersoul).
* Touya = Psychic?

===

Power Rangers
* All = Alchemist(Construct Rider)/Vigilante.


Couple it with [6] Transfer Familiar to be able to grant a Party member the duplicate Familiar, (e.g., boosting someone's low Skill with the right Familiar Bonus, Alertness, Share Spells; etc.).


Dasrak wrote:
Ryze Kuja wrote:
Also, having 10 DR on a CR7 creature is pretty high. Reduce that to 5 DR/magic.
Remember that DR 10/magic and silver means you need either a magic or silver weapon to bypass it. At this level range the vast majority of physical attacks will be magical, so it's not nearly as powerful a defense as it looks and mostly protects against unbuffed animal companions and summoned monsters.

I thought that 'DR/Magic or Silver' was the either/or option, whereas 'DR/Magic and Silver' would require both to overcome Damage Reduction, (e.g., a Silver Weapon with an Enhancement, possibly the [3] Silver Darts Spell; etc.)?

Damage Reduction (Ex) or (Su), Universal Monster Rules, Bestiary 1, p.299 wrote:
A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be of both types to overcome this kind of damage reduction. A weapon that is only one type is still subject to damage reduction.


Eh, just burn it down until there are only small pieces left, then make liberal use of [4] Make Whole, Greater ... :p


Goblin_Priest wrote:
Sounds like Pokemon.

Whilst there are bound to be some that cannot be affected, most defeated Enemies can be dealt with by utilizing [5] Baleful Polymorph and a [2 000gp] Replenishing Aquarium Ball, Standard or a sturdier [4 000gp] Replenishing Aquarium Ball, Greater.

✓ Monster concept reduced to a cuter version.
✓ Kept in a ball.
✓ The main characters want to use their powers.
✓ Stored away with Prof. Oak- I mean, back in a vault when not a story focus.

Yep ...


JiCi wrote:
Darche Schneider wrote:
JiCi wrote:

I don't know "by level 7", but here is a list of classes that grants the Magical Tail feat:

- Oracle (regular), with the Wrecking Mysticism curse, which trades Bonus Spells for the feats

- Kineticist (regular), with the Nine-Tailed Kineticist utility talent, which allows you to accept Burn points equal to the feat's spell-like ability. You can also pick the feat instead of a new infusion or utility talent. For the cool factor, have your extra tails manifest as elemental shapes ;)

- Sorcerer (Nine-Tailed Heir), which trades the Bloodline spells for the feats.

Oracle might get there pretty quickly too.

For Sorcerer
Level 7, you'll have 4 feats (1,3,5,7)
Level 7 Socerer also gives 1 feat you can use to get a tail
Level 7 Nine-tailed Heir gives 2 more tails by 7
Level 6 you can get another tail by trading out the favored class bonus.

Emphasis mine

The feat part doesn't work... It has to be a Bonus Feat taken from your Bloodline Feat list. Unless you find a Bloodline that has Magical Tail as one of its bonus feats, you have to pick one of those feats.

Saying this, you get a regular non-restricted feat at 9th Level, which wouldn't be so bad. Ok, fine, you have 8 tails at 7th Level, but just be patient for 2 levels and you will be good :P

They can do this if they take select the Kitsune Race Trait Nine-Tailed Scion, as it allows them to choose Magical Tail instead of many of the Bonus Feat(s) granted by their Favoured Class, (see link for restrictions). The trait specifically calls out Bloodline Feats as compatible.


My sibling mentioned looking at games on-line since watching a video/listening to a podcast. Following this, I ended up looking into it after Christmas 2016/January 2017. I quickly became enthused having never played an T.T.R.P.G. before.


Slim Jim wrote:
LordKailas wrote:
Humans are humanoids that can get wings with feats. They just have to spend a feat and grab racial heritage or planar heritage and pick another race that can get wings through feats.
While humans might gain wings in some way, they won't through either of those two feats, and the limitation is actually spelled out in Planar Heritage: "...You must have the requisite physical features to gain certain benefits, as determined by the GM (for example, you cannot gain feats that augment your tail’s abilities if you do not actually have a tail)...."

Racial Heritage does not have that stipulation, only Planar Heritage. Regardless ...

* Tengu Wings - you sprout wings (as an (Sp)) that you did not have already, so even if the stipulation had been applied to Racial Heritage it would not be a problem.

* Draconice Glide - you grow a pair of wings that you did not have already, so even if the stipulation had been applied to Racial Heritage it would not be a problem. Draconic Paragon - this strengthens said wings added by Draconic Glide to the point of providing flight.

The stipulation directly applies to Planar Heritage/Aasimar - but fortunately is again irrelevant to this method :

* Angel Wings - you "gain" (grow) wings that you did not have already, so it is not a problem.

There are no requisite physical features required by the above methods, since the Races involved do not have wings either and the Feats take that into account by granting a pair of wings (to said wingless Creatures).

However, the stipulation does prevent a Human from just taking Grasping Tail to gain a semi-aposable tail. (Despite not being stated as a requisite, Tail Terror still could not be applied to something not there anyway, so that Kobold Feat could not be coupled with the wings.)


At Ch. Lvl. 5 Tengu's can take the Feat Tengu Wings to gain giant Crow Wings granting Fly 30ft.(Average) - although only as a 1/day (Sp), for 1 min./Ch. Lvl.

A Sorcerer/Barbarian can gain wings via certain Bloodlines, such as Celestial (Sorcerer 9) or Draconic (Sorcerer 15). Anyone with enough Feats in the Eldritch Heritage chain can also gain wings via this method, which leads me onto ...

Humans with the Racial Heritage/Planar Heritage Feat - enjoy picking Racial Feats from the Aasimar, Kobold or Tengu lists.


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Huzzah (and all that)!

Tempting, very tempting ...*Checks bank account*

EDIT: So ... my account might be lighter now ... :D


Sam Phelan wrote:

Hello Merky,

I can confirm that the original order won't charge or send any duplicate items. Since you reordered, I'll leave it in the state it is now, as I'm sure that it won't charge, but it will appear as an empty completed order in your order history. If you have any questions or concerns about this at any time, just let us know.

Hello BENSLAYER,

I reassembled your order based on the information I could find. You should soon receive a new confirmation email for the order. I have suspended it until you confirm that it contains the items that it should. Once you confirm the order is good to go, we can get it shipped out! If you have any questions or concerns about the confirmation email, please let us know. Thank you!

Dear Sam,

I just e-mailed back before seeing this, as there are two unresolved issues that will keep recurring :

* The items were incorrect, so I used the Cart issue itself to update the order to the seven items that I originally ordered. Please note that I sent my confirmation e-mail with the correct items on it to Customer Services but it was not referenced at all, (I stated it in my thread in this forum under 'Order 9276155').
* The Cart issue remains - it does not clear when a customer purchases something, and if they add/remove items it alters the latest Order History. This includes flagging the purchase order as Complete if the Cart is cleared.

Additionally, my bank has already received a request for the original amount on 30th November, (which is slightly more than what the Cart now shows), so I want to ensure that I am not going to get charged twice ...

Kind regards,

BENSLAYER


Katina Davis wrote:

Sorry for the confusion with this sale over the weekend, folks! We had some technical issues which should be ironed out now. The link in the blog should take you to the correct place, but you can also navigate from the Store tab on the top banner.

This sale is active until 11:59 PM (Pacific time) on December 13th, and it includes and impressive range of First Edition Pathfinder, Starfinder, and Pathfinder Adventure Card Game products, along with minis, toys, and comics galore!

The one lingering display issue which may cause confusion is that some of the sections show different numbers for what is "on sale" versus "available". This has to do with how our system checks which discount is lowest, and will take a little while to be fixed manually. In the meantime if you're seeing an item that looks like it may not be fully marked down, that issue *should* disappear when the item is placed into your cart for checkout.

Please let us know if you run into any further issues, and we'll do our best to help out. In the meantime, enjoy some great deals!

Is the Cart/Order History issue being looked into? A few more have popped up in the Customer Services forum, (inc. mine). To summarize : Carts are staying full, order payments are being charged, however the Order Histories are showing 0 items/Completed. This all occurred as soon as the Sale issues were being looked into.


In addition, I cannot add the same or different items to my Cart, with the attempt resulting in the message 'Your request produced an error'.


You stated the rules and then did what you said that you would do, so on that score it is fine. However, your group being unhappy is an issue that I suggest you adjust for. A possible compromise can be found in the Downtime Rules under Earn XP - when P.C.s have missed a session and fallen behind, there is a quick-and-dirty way of catching up. Applying this for those who missed out on XP Encounters too might soften things, (e.g., in a subsequent session they have a quick scuffle in town that earns them higher XP than it normally would), especially when the XP is capped to the top in the Party. This way the benefit for the "leading" P.C. would only last for a short time and could be more about the in-game bragging rights of the Character. If your group knows that there is a net in place to keep things fair, (by that I mean opportunities to catch up if an individual attempts to race ahead), then they are likely to feel more comfortable.

@Derklord I think that the O.P. is referring to "solo XP" because only one P.C. was involved, that "shared XP" refers to their previous campaigns having everyone gaining XP at the same rate regardless of who participated in XP granting Encounters or not.


Aaron Shanks wrote:
We are experiencing technical problems with the sale. We have someone working on it now. We will post updates when we have them. Thank you.

Just an update that whilst the sale links now work, the actual order process is glitching ... I (and another customer) fully submitted an order, the Order History was fine, however the Cart did not reset itself. The Cart indicated against each item that they had already been ordered/purchased, so I later cleared it - which altered my Order to 0 items, $0.00 total payment (but having sent a payment request/received authorization for the real amount).

I followed suit with the other customer by creating a thread in the Customer Service forum, (and e-mailed Customer Services for when they come return), to deal with it but wanted to raise it here in case it is a byproduct of the technical glitch with the sale.


I submitted an order (during this sale) and the payment request is in my bank account's Pending Payments queue. However, my Order History shows 0 items and a Status of Completed. It also states both that the $25.76 payment has been authorized at the bottom whilst the Order Total is $0.00 in the order section. Like the thread Order 9113387 (for a separate customer), my cart was left with my items still in it after I processed the payment so after a couple of minutes I removed them; when I later checked my Order History was wrong. :/

Can someone confirm that my 7 items have been ordered or if I have to re-submit? If required, I saved a pdf of the Order History page when it showed the correct information, (which has proven prudent). Any help will be much appreciated!

EDIT: I also have an e-mail confirmation of the real amounts.


Me too!


Is anyone else having trouble getting the pages to load? I have tried multiple browsers, erasing caches/cookies/histories but the sales pages just come up blank. I signed in, reloading or coming via other pages, however the links all get stuck showing a sign-in url, (even after coming out of all Paizo pages/clearing stuff). :/


If the Target is knocked Unconscious they cannot attempt to hold their breath - once swallowed there will not exactly be a lot of breathable air ... If they are Conscious then it will take longer and risk escape, although really this is for capturing weak, 1HD Commoner children that will have a difficult time. Add to this the Round by Round possibility of the Nauseated Condition preventing Attacks to escape and it could be hard for Opponents with a lower Fortitude Bonus, (especially if the Witch wears one of the Belts for Con+2/3/6 to up the D.C.).

On top of this a Witch can take control of the situation - hit them and their Ally inside gets hurt too. "Hurt me and the food-baby gets it!" "Thanks for tenderizing the meat - want to give it another bash?" "Ooo, they have stopped fighting back, they must be Unconscious. Thank you so much." Of course, if you are trying to go against the set-up with a Neutral/Good Alignment then capturing a known Enemy and forcibly transporting them to an unfavourable location (via the stomach express) before recommencing Combat is not too shabby. There are too many Opponents to deal with at once? Save one for later. A noodle-armed Spellcaster is dropping Fireballs left and right? Take them out of the fight until their minions have been dealt with or someone Casts an anti-magic Spell.


Personally I like the idea of utilizing Hollow Ones. Perhaps the 'crazy folk' are the 5% of unstable versions, or the B.B.E.G. was one that took Class Levels to emulate its creator, taking over their twisted legacy by making more Hollow Ones. You can sprinkle clues during confusing incidents in the campaign that increasingly indicate various horrors but no concrete evidence. In fact, this gives you an "out" if there is a T.P.K. before the "big reveal", whereby the Party instead later awaken naked, divested of equipment and strangely sore. Only at the end do they realize why they were spared - the B.B.E.G. used them as "materials" for new Hollow Ones, then discarded the assumed to be dying Party, (it turns out P.C.s can benefit from plot armour too!). The horror comes in the Party learning what happened to them, having to kill subservient, distorted versions of themselves/each other, then spending the rest of their lives (if they survive the final Encounter) wondering who in their lives is "real" and who is "Hollow" ...


My game is on hiatus as collectively we are not very experienced, there have been various health issues and I am the most enthusiastic ... However, I intend to stick with PF1e.

* It is a homebrew variant of Golarion still in the early levels; so far it is mostly Human Opponents, although we were moving onto an Aberration-themed arc.
* I am an Aasimar Witch:Healing (A); my Familiar is a charcoal coloured, short-hair Cat (F).
* The others in the Party are an Human(Varisian) Wizard:Evocation (M), an Half-Elf Alchemist:Beastmorph (w/Racial Heritage:Kitsune) (M) and an Human(Osirian) Fighter.

I know that it is male heavy but we are balancing this by having more significant female N.P.C. interactions/connections - that have nothing to do with "fade to black" scenarios. There is/will be a peppering of other non-binary folks too.


Link to Iconics for reference. I have never bothered to use the Iconics so do not have a concrete opinion; as @MrCharisma has stated, they look like it depends on what you are looking for as they tend to lean towards a niche/theme.


Melkiador wrote:
There is a FAQ confirming this. Intimidate is a fear effect. Creatures immune to fear are immune to intimidate.

Just adding a link.


* Any Vigilante that chooses the Stalker Specialization can select Rogue Talent (Ex) from Level 2 for Ki Pool (Ex).
* A Magus(Esoteric) has the Ki Arcana (Su), which counts as a Ki Pool for Feat and ability prerequisites; if you obtain an actual Ki Pool via other means, points from each can be used interchangeably, (effectively using it as a second pool of Ki).


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If you carry on with the rest of the written Ability you will find that it is expressly stated that an Alchemist can benefit from another Alchemist's Mutagen:

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

The Mutagen is inert in a non-Alchemist's possession, however it becomes active in the hands of any Alchemist.


^ Just in case there is any confusion, I believe they mean the Evolved Companion Feat, (which can be taken multiple times).


Can you please link to where you found the Dust/Mist Wight Variants? I cannot find them on Archives of Nethys; I do find them added on for the d20pfsrd entry, however it does not source where these variant options were added from, (most of it is from the Bestiary 1 entry). I am wondering if the site included 3PP in this entry, (it often does), which would explain why there is a question mark over how these variants function. The Frost Wright is an official variant which is why it is worded more clearly.


It is from the Monster Codex, so is more of a themed Archetype that was not really meant to get much mileage, (hence it may not have been looked at thoroughly or was a deliberate "stealth" limitation). As it stands your Suggestion (Sp) is not replaced but is effectively unusable - except as a prerequisite for Archetypes. I could only find three that were compatible, (inc. other factors) :

* Buccaneer.
* Demagogue.
* Sound Striker.


You may want to take inspiration from the Spellbooks section on A.o.N., however I would still take them with a pinch of salt ...

Very quick check:
Erages Journeyman's Manual (Spellbook, Level 7 Magus)
Magus 7 - Int. 13 for 3rd Level Spells
[1] = 3 + 2 + 2 (+ 1 for INT+1) = 8
[2] = 2 + 2 + 2 = 6
[3] = 2
Actually has the same
[1] = 8
[2] = 6
[3] = 2

=

Nyzam's Remedies (Formula Book, Level 3 Alchemist)
Alchemist 3 - Int. 11 for 1st Level Extracts
[1] = 2 + 2 + 2 (+0 for INT+0) = 6
Actually has one less
[1] = 5

=

Mastery of Word and Thought (Spellbook, Level 20 Enchanter)
Wizard 20 - Int. 19 for 9th Level Spells
[1] = 3 + 2 (+4 for INT+4) = 9
[2] = 2 + 2 = 4
[3] = 2 + 2 = 4
[4] = 2 + 2 = 4
[5] = 2 + 2 = 4
[6] = 2 + 2 = 4
[7] = 2 + 2 = 4
[8] = 2 + 2 = 4
[9] = 2 + 2 + 2 + 2 = 8
Actually has a little more until the end, where it is slightly less
[1] = 11
[2] = 10
[3] = 9
[4] = 8
[5] = 9
[6] = 9
[7] = 9
[8] = 7
[9] = 7

My suggestion would be to add their basic allotment from Class progression, (e.g., a Wizard 1 is [1] 3+INT, Wizard 2 is [1] 3+INT+2; etc), and add none to many depending on the encounters you imagine for their N.P.C. life stories. Someone who is stuck at home on the farm will not have many opportunities to swap Spells, have time to research Spells nor find accomplished peers to pay for Spellbook access, even if they (somehow) reach middle levels. However, once they get into higher levels, (e.g., 12+), I would say that they could only have reached that point with exposure to an adventurer/researcher lifestyle - or at least access to those living that way. Therefore these would gain more additions, usually dependent on Settlement or their backstory. Wealth, Settlement access, theme and Spellcasting Modifiers all come into play. If you want to limit how many new Spells these N.P.C.s can offer your P.C.s, remember that if they are often interacting, (and possibly want to become Cohorts), then they have similar interests/lives, so will have a lot of crossover in the Spells that they have. If you want to give a particular Spell to your Party, then an N.P.C. with a similar interest might have already researched/scribed it. Regardless of other calculations, I would always cap the amount based on what wealth gain the Spells represent - travelling, Spellcasting fees and Spellbook access, favours/bribes ... all the things that the P.C.s would have to do. So basically, what amount of treasure/time saving do they represent?


I like this, it is close to how I play using upper and lower cases to determine things : Alignment = game world rules/magical "frequency" detection or "tagging"; alignment = mortal morality; etc.

Simplified thoughts:
Both Celestials and Fiends can be made out of Souls that started out the same way (Positive Energy Plane ~> new Soul), so I treat their bodies/energies as simply "tagged" as Evil/Good/etc., so that they ping on whatever radar. Then they pick up a resonating frequency from Alignment concepts that in turn influence them, rather than giving concepts substance in of themselves. So more Evil now "owns" these Devil atoms rather than those atoms being made of Evil.

I guess the real question from your post is whether Pharasma cares about "mortal morality", (I am not so sure), or if she simply follows the game world rules. My game has Alignment partially imposed/influenced by Deities, (esp. since it keeps their portfolios consistent and prevents fluctuations allowing crossover with Enemy Deities that might try to steal aspects ...). This explains the rigidity of it and why Deities can appear to run on a different form of morality, usually hand-waived as "seeing a bigger picture" or being "objective".


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* They are Evil, Immortal beings and as such many have developed a sense of arrogance - how could finite, mortal Creatures withstand their might? Also recklessness derived from a sense of being eternal.
* They are made out of the Souls of damned beings, making them inherently geared towards tunnel-vision on inflicting pain, believing that everyone succumbs to temptation/domination with enough force; etc. Their judgement may also be skewed by hatred of the righteous, jealous of the freedom of choice that mortals have (since they are not mentally/physically defined by Racial Alignments).
* Fear of what will happen if they fail yet survive, (perhaps going "all out" is a success if they live or die, as long as they do not have to endure punishment from even higher echelons/Archdevils/Demon Lords/their Profane Deity). Especially if they are already down on their Evil Act and Soul Collection quotas for the quarter ...
* They are secretly dominated by someone higher on the hierarchy, being forced to act as potential fodder to gauge your Party's value - are you worth corrupting? Can you be manipulated? What pretty colour are your insides?
* Alternatively, they were Called via Spell or Occult Ritual, whereby they want to prove themselves useful so as to be repeatedly Called - giving them a chance to corrupt/turn on their conjurers, (you are merely a distraction to be quelled before getting onto their real task).
* Unknown initially to both them and you, they were formed from Souls of your vanquished enemies, set forth with an innate drive to hunt you down. The more enemies you kill - especially if your Party have a policy of "violence before questions" - leads onto you facing more dangerous foes, in a cycle left to the Party to break. (In this case, maybe your G.M. is trying to tell you something.)
* Your N.P.C. enemies have taken a leaf out of the P.C. handbook, possessing a Creature to use as an expendable meat-suit. Doubly so if they have a means to use the "host's" (Ex)/(Sp)/(Su) - you would never know.
* Through experience they anticipate someone Dispelling it, choosing not to "waste" their Standard Action, (fear of poor Action economy).
* The Bard's sexual magnetism is simply too strong ...

Also, some linked references :

Conjuration, Core Rulebook, p.209:
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell’s range, but it does not have to remain within the range.

Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Healing: Certain divine conjurations heal creatures or even bring them back to life.

Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.


Summon Monster I:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Summon Nature's Ally I:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).

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