Irori

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I'm hoping to get some input from the board...

I've got some questions regarding metamagics. I've used my follower's & downtime to create some scrolls & I'm looking at the combat to use them & I'm realizing I may have misapplied some metamagics & will need to fix some scrolls.

A lot of the metamagics share some language I'm not sure I understand & would like to & in particular I'd like to understand Blissful spell (as one of my followers just got the feat.)

Blissful Spell:
Benefit(s): Blissfull Spell (Metamagic) You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects.

A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect.

A blissful spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the evil descriptor can’t be blissful

1) One target
Several metamagics have this language: "You can alter any spell that targets a single creature." I assume that it doesn't mean that the spell block has to have Target: 1 creature - & that spells like Acid Arrow are fine.
Is Magic Missile valid as long as all the missile's are sent at a single target? Or does the spell have to be incapable of targeting more than once creature? In which case Produce Flame cast at level 1 should be eligible, but not cast at level 2+ (as it could then target more than one creature - or - can Produce Flame be cast with a 1 target metamagic & if the caster attempts to target a second creature the spell has no effect?

2) Damage for special effect?
Some metamagics indicate they take effect when the target takes damage (which is clear). For those that say they kick in when the spell hits or the creature fails it save, if the target's DR or Energy Resistance reduce the damage of the spell to zero, does the target still take the metamagic's effect? The general

DR rules are:
"Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact."]DR rules are
, so is the metamagic rider treated like poison or like energy damage?

3) Spell that affects the user
When a spell that effects the user, like Biting words is affected by metamagic Blissful spell - is it: a) not eligible, b) considered a beneficial spell for the caster, or c) considered a harmful spell to each creature that is hit by the spell and takes damage?

4) multiple hits
If it can hit or damage multiple time, eg. Biting Words, and it is cast with a metamagic like Concussive Spell does the metamagic: a) only affect the first creature targeted, b) any creature targeted, but each creature only once, or c) each creature each time it takes damage from the spell?


So it looks like unarmed strike can now, finally, incorporate special materials (cold iron, silver, etc) via the handwraps introduced in the Martial Arts Handbook; which seems like a complete reversal of previous precedent. So that's a "yay".

But I feel like the handwraps in the Martial Arts handbook are lacking some necessary detail.

They don't seem to be in a weapon group (like monk or close) so I don't think they are an actual weapon - they just modify unarmed attacks? Which means a PC would use weapon focus: unarmed with them?

The item is called handwraps - which seems plural and describes plural hands/ fists. Does this mean that one pair with a single cost of special materials/enchantments affects both hands? Can a creature with one hand or four hands benefit? Do they work on a tentacle, foot or hoof?

If a fighter has one or both of their hands wrapped - can they use the hand to manipulate (e.g. open a lock), or hold other things (a torch), or to wield other weapons or a shield?

How does disarming or sundering of handwraps work?

Are the handwraps "in hand" for purposes of the Training enchantment?

How do they interact with a emei piercer, rope gauntlets, brass knuckles?

Any additional questions I've not yet thought of?


I'm not sure if the specific text of the class feature or the specific text of the feat wins out.

If a brawler is throwing two-handed monk weapons with brawler's flurry do they get 1 x str or 1.5 str on the damage?

Brawler's Flurry (Ex):
Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands...

Two-Handed Thrower (Combat):
Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks..


There are several of threads (thread, thread, thread) on the board that indicate that is both RAW and RAI that a character with 2 levels of Brawler can use Brawler's Fury to help qualify for the ITWF (Improved Two-Weapon Fighting) and GTWF (Greater Two-Weapon Fighting) feats when they hit the requisite Dex/BAB.

Brawler's Flurry has a special rider, "She does not need to use two different weapons to use this ability."

Can a Brawler-2/Ranger-10 with ITWF & GTWF make all of their two-weapon fighting attacks with a single close or monk weapon?

Brawler's Flurry:
Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry..


A melee touch attack is an “Armed” Unarmed Attack"

So it count's as an unarmed attack.

So if a character has say Domain Strike and has cast touch of blindness - can they attack a creature's touch AC to deliver touch of blindness + their domain ability? If they have Scorpion Style can they deliver the normal damage (0 pts) for the melee touch attack and force the touched creature to make a fort save not to be slowed?

Can

Spectral Hand:
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, 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.

deliver the spell and trigger the domain touch? Will the Spectral hand allow the character to use the Spell Storing and/or Conductive properties of an AOMF Spell Storing/Conductive while delivering a touch spell?


A potentially interesting (if gross) magic item occurred to me today but I'm having some trouble on the design.

I'm thinking of a pair of slippers that slow the wearer's normal movement and leave a trail of slime.

Something like their movement through regular squares costs double and difficult terrain cost four times normal - but any square they've moved through in the last 10 minutes(?) hour(?) is considered slime covered (slimed) and only costs 1 square (even if it was originally difficult terrain)

For creature without the slippers, slimed squares are treated like a weaker version of grease?

The issues are - I don't really want faster movement to mean that the wearer can slime more squares - the movement is limited by the slippers ability to create slime - so I kind of want to say small slippers restrict movement to no more than 10', medium no more than 15' and large to 20' - and give half-priced movement in slimed squares - but I don't think there's a precedent for 1/2 price movement.

Also, pricing is going to be difficult. Any suggestions?


I'm looking for a stat block for small, medium, large, etc Wood and Void Elemental but not finding anything -even looking in some 3rd party sources. Has anyone ever seen these published? If so can you point me to the source? Thanks.


So if I choose Unwilling Ally as the spell for the
Magical Lineage Trait I believe I can apply the Trick Spell Metamagic feat to Unwilling Ally and then cast Trick Spell Unwilling Ally as many times a day as I want. For a sorcerer with a high charisma this seems like a good use of their actions at lower levels. If they don't intended to be a one-trick pony and have the combination carry them through level 20 ...

1) Is this a good use of Magical Lineage?
2) What feat(s) is the best to add in? (e.g. is Divine Fighting Technique: Way of Thunder better than Improved/Greater Dirty Trick?)
3) Is there a dip that makes this more viable?
4) Anything else that would be fun? Like having a valet familiar to share Underhanded Teamwork/ Improved Underhanded Teamwork with?


I feel like Wayfinders are supposed to be an icon item in pathfinder (given that they are, "A badge of office for agents of the Pathfinder
Society.") They also interact with Ioun stones which have a long history in the game.

Given that I'm surprised there isn't both more crunch (more traits, some spells, more types of wayfinders, other items that work with them) and more fluff (Reverse-engineered from half-understood ancient Azlanti artifacts....tell me more) around them.

More new types at least and maybe a price for a basic (only casts light) version with two ioun slots).

Has anyone heard of something in the works that expands on wayfinders?


I have a player that would like their hybrid class to count as one of it's parent classes (there are a lot of effects in the AP geared towards one of the parent classes).

Would it be balanced to allow a feat for a hybrid to also count as one of it's parents for all purposes good and bad (items, feats, traps, favored enemy bonuses, etc.)?

Or for a feat should they be able to take only the good?

Or should they get the good & bad of their hybrid class and BOTH parent classes (like a half-elf counts as half-elf/human/elf for race - Elf Blood: Half-elves count as both elves and humans for any effect related to race.)?

Without the feat would you give a hybrid class a slight bonus on the UMD check to imitate a class feature from a parent class or even allow them to attempt to imitate the whole class (e.g. a brawler could attempt to use a monk's robe, a shaman could attempt to use a cackling blouse, a bloodrager could attempt to use a Robe of Arcane Heritage)?


1 Are flasks of oil, holy water, etc. like potions - one size fits all?

2 Does a Storm Giant carry a (size) medium lantern that burns 1 pint of oil per 6 hours? And little 1 pint flasks of oil to feed it? If it he's going to chuck flasks of oil at someone does he throw 1 pint flasks?

3 If he's going to war does he buy 20GP flasks of alchemist's fire that weigh 1 pound and do 1d6 points of damage? Can he throw them without size penalty?

4 Can a tiny imp throw the same size flask without issue?

5 The entry for torches says, "If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage."
Does this mean if a large character buys a torch it costs and weighs twice normal- since the gauntlet damage goes from 1d3 to 1d4? Does a large (or huge) torch still do only 1 point of fire damage? Does it still only last 1 hour and shed light in a 20' radius?


I need some advice on ACs (animal companions)- and nope this isn't a thread looking to select the best one or get it better feats. I need some advice on how to handle them at the table.

When I GM people seem to think it's cruel and unusual when I don't let the player of the druid/ranger/whomever move their AC about the battle map, maximizing strategy, choosing each target, moving to flank etc.

IF the character and AC can communicate WITH SPEECH I can see some of this (but an int 2 AC without skills points in linguistics?) and I don't have a problem letting the player of an unconscious character have the AC stay in the fight to give the player getting something to do. But I really dislike the expectation that a druid doesn't really need to put a point into handle animal nearly every level, and have to make a check to push the animal to attack unusual creatures, or fight near a large fire or while wounded, or that the AC will carefully circle opponents to avoid AoO while moving into a position that will allow the fighter to flank when he gets his turn, etc.

How do other's handle ACs a their table? Is it really standard to let players have a druid and full control of a creature that can probably beat an equal level fighter in a melee fight at least half the time?


According to the six steps of creating an NPC (http://paizo.com/pathfinderRPG/prd/creatingNPCs.html). A third level npc class creature is a CR1 and on the table Table: NPC Gear in step 6 the NPC gets 780 gp worth of gear. If the NPC is a kobold it's CR goes down by another step so a 4th level npc class kobold is CR 1 and as a 4th level NPC gets 1,650 gold and, "If your campaign is using the fast experience progression, treat your NPCs as one level higher when determining their gear." Which means that a 4th level Kobold NPC is a CR 1 and has gear as a level 5 NPC (2400 gold worth). That's before even taking into consideration this advice, "If your campaign is high fantasy, double these values. Reduce them by half if your campaign is low fantasy."

Okay, how can a CR 1 creature that toted around 780-2400 gold worth of gear exist in a world with adventuring parties? We all know that 3-7th level MURDER HOBOS (excuse me, I mean PCs) would wipe out all of these creatures for their ridiculous loot.

Also, why would a CR 2 (two such creatures) ever fight a party? They could pool some of their gobs of gold and HIRE the party. Multiple parties. Heck, hire human beggars, clean them up and have them hire the parties and have them compete in gladiatorial contests just to get their assignments so they never have to reveal themselves and can finish off the last party standing.

I submit that the table may work at higher levels but is completely broken at the low end. OR am I just reading it wrong?


Okay my sniping assassin has his giant stealth bonus sorted out and for the revenge mission the party has planned against a much higher level corrupt samurai. I'll start sniping when the target hits max single range for his comp longbow (so 110' feet will give the target -11 to perception) so I'll be making my stealth check pretty regularly - but the more I have to make the more chance for a wild roll to turn against me - so I'd like to know how many stealth checks I'll need.
Let's assume it's the beginning of round 2 and I successfully stealthed at the end of round 1 -I'm going to be breaking cover to snipe so I need to have successfully stealthed to start with- does my stealth from the end of my last turn meet this requirement - OR - do I need to do it in this round?
I draw an arrow - free action - do I need to make a free action stealth check to draw the arrow stealthily? I can see the argument for saying that quickly dragging a 28" arrow up over my shoulder could require stealth (do to visual movement) or that keeping it from scrapping against the quiver/other arrows could require stealth (audio) - but mechanically per RAW do I make one here? Assuming I make it - can that count as my, "...as long as you succeed at a Stealth check.. for breaking cover?
Now I fire the arrow - does the attack action require a stealth check?
Now I've completed my attack - and use a move action to re-stealth.
How many opposed roles does that require?
If in round 2 he pulled out his Yabusame (bow) and ready an action to fire at the person shooting him. Does he get a bonus on his perception check to spot me when I snipe since he's waiting for that? If he used a move action to try to spot me and then ready his standard does that force me to make an extra check? Thank you, Thank you, Thank you. Very occasionally my GM can be of the sort where, "that tofu you ate for dinner makes you perform the unarmed maneuver of the four winds- make an extra stealth check each round," when it comes to plans to defeat this particular NPC - and having all the necessary stealth rolls documented out beforehand could prevent issues.


I've seen a lot of discussion about how deadly Bonewrack Isle can be. I think the "time limit" to return to the Man's Promise pushes a lot of parties to take it on too quickly.

If you think about the situation, the ship's water supply has been lost and the party sent to get water, the Man's P isn't going to go anywhere until one of the following:
1) the party returns with the water (the party may be in for punishment for taking too long)
2) another group has been dispatched to return with the water and has done so
3) another group has been dispatched to shift/punish the party
4) there's a rain storm with enough rain (funneled with sail cloth?) to fill the ship's barrels.

If the party doesn't figure this out on their own (ours did) give them a profession sailor check or something if they are worrying over it or heading into encounters with too little rest/prep.