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Quixote wrote:
So the village apothecary, with Wis 13 and a 2 ranks in Heal, fails to determine if someone is dead 40% of the time?

40% of the time in situations where they can't take 10 (e.g. in combat).

Auto-success when they can take 10.

McDaygo wrote:
What he said but get +5 defending Spiked gauntlets too. Since you will never strike with them, that is a free + 5 to your AC

You have to use them as a weapon to get the AC bonus: https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o3r

One limitation is that it only works on one piece of stone so you could only shape one stone in a manufactured wall, not a large volume of a wall composed of many stones.

A couple of questions:

1/ Do the duplicates have full hp, spells, etc or do they have any reductions on the character viewing the mirror? I'd say they have the same injuries and abilities available as the viewer but looking for other opinions.

2/ Can the same character create multiple duplicates (up to 4) by looking at the mirror again?


Thanks! I'll go with Intermediate.

I'm still up in the air about the INT/CHA damage. I don't want this to be abused,

What type of deity is contacted by the quill? Demigod, Lesser, Intermediate, or Greater? Thanks!

Unchained skill unlocks:

With sufficient ranks in Swim, you earn the following.

5 Ranks: You gain a swim speed of 10 feet, but only in water with a Swim DC of 15 or lower.

10 Ranks: You gain a swim speed (though you do not gain the +8 racial bonus on Swim checks) equal to your base speed in water with a Swim DC of 15 or lower, or 10 feet in all other water.

15 Ranks: You ignore the penalties for using slashing or bludgeoning weapons underwater, as freedom of movement.

20 Ranks: You gain a swim speed equal to your base speed in all water. If you have both hands free, you gain a +8 racial bonus on Swim checks.

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Slithas wrote:
and probably more d12s than you have at the table.

You need to buy more dice.

Note that it is an "opaque sheet of flame" so creatures will have 100% concealment from creatures on the other side of the wall.

Also, it looks like the +10ft to base speed from the boots is an untyped bonus so it should stack with any other speed enhancement (e.g. haste).

Are there missing stairs in the Jorgenfist Library map?

C1 appears to be on the same level as the upper area of Mokmurian's Lair (C9) but there is no elevation change from C1 to the lower level of C9 anywhere on the map.


Lots of corrections here!

shalandar wrote:

2) Use Ascetic style with shurikens at 5th level? Only if you have weapon training (monk), which is generally a fighter ability. If you have that, then I would say yes.

It's 5th level monk or a character with weapon training (monk)

Sacred Huntmaster Inquisitor is another option, arguably better than Hunter.

I just wish there were better archery teamwork feats. None of them look very good to me.


RedDogMT wrote:
Guys, my point on that is that there is only one window to view. If you set the Initiative panel to float...

You can have a floating initiative window and a GM facing initiative window on at the same time. You activate the floating window by hitting the down arrow beside "Combat Manager" at the top of the GM window and selecting the "Show Initiative Window" option.

HangarFlying wrote:

Quick question about the Skull Ripper and the order of operation with grapples and the behead ability.


Round 1) Hit with claw, do claw damage, make grapple check, success, do constrict damage.

Round 2) Maintain grapple as a standard action, success, apply pinned condition, do constrict damage and claw damage.

Round 3) Maintain grapple as a standard action, success, continue pin, do constrict and claw damage, do behead special ability.

Does this sound right?

You do not apply the claw damage on rounds where you apply the pinned condition. You have to choose between applying the pin or doing damage (or moving, but the Skull Ripper would be going for a pin).

From CRB: "Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee."

So a dagger is a melee weapon when making melee attacks, and a ranged weapon when thrown.

Point Blank Shot only works with ranged weapons so does not apply when used as a melee weapon.

Rapid Shot requires a full attack action with a ranged weapon, so using it as a melee weapon for the first iterative eliminates use of Rapid Shot.

Startoss Style could be better written as RAW it could be interpreted to apply to a weapon in the thrown weapon group used as a melee weapon.

Does a familiar count against the number of "willing Medium or smaller creatures" that can be teleported or are they considered part of the caster's gear?

Also: "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB"


Summon Monster says the summoned creature "appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability."

Does this mean the monster automatically knows who your opponents are?

Garbage-Tier Waifu wrote:
If your DM allows Advanced Weapon Training (it's stuff from a companion book but it is the saving grave of fighters), get Armed Bravery to add Bravery to all Will saves at 5th through the Advanced Weapon Training feat.

You can't replace Weapon Training 1 with Advanced Weapon Training, it only becomes available at lvl 9 to replace Weapon Training 2.

It would make more sense as a personal divination spell allowing you to detect a creature's weaknesses as if they were your favoured enemy.

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drumlord wrote:

- It doesn't work on Taiga giants (though this could easily be considered more of a problem with Taiga giants having enchantment immunity)

Per the CRB: "All enchantments are mind-affecting spells".

Therefore all creatures immune to mind-affecting effects (e.g. constructs, plants, undead,vermin, etc) should be immune to Instant Enemy.

Can you cast it in a 5 ft wide hallway? Would it extend up one wall 5 ft?

The spell description just says "solid surface", nothing to indicate that has be on the same plane.

(This question is prompted by the current Create Pit thread.)

I had misread the rule to read that all NPC's did not receive max HP at first level, not NPC class levels only. I'm good now!

Strife2002 wrote:
ckdragons wrote:
Bacondale wrote:

Should Kaven Windstrike's HP's be 45 instead of 49?

2d10 = 11
5d8 = 22
CON = 7
FCB = 5

Total = 45

Max hit points at 1st level, which technically would be his Rogue level to make the math correct.

2d10 = 11
5d8 = 8 + 18 = 26
Con = 7
FCB = 5

Total = 49

In case you're unfamiliar with this rule, it's described in the first chapter of the Core Rulebook under Common Terms.

CRB wrote:
Hit Points (hp): Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die roll is for a character class level. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical) restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific duration. When a creature's hit points drop below 0, it becomes unconscious. When a creature's hit points reach a negative total equal to its Constitution score, it dies.
So characters with only NPC class levels don't get this benefit.

Should Kaven Windstrike's HP's be 45 instead of 49?

2d10 = 11
5d8 = 22
CON = 7
FCB = 5

Total = 45

0o0o0 O 0o0o0 wrote:
Witch should be banned because the entire point of the class is save or suck.

Not sure if I'd go so far as to ban the Witch, but the Slumber hex has made short work out of quite a few encounters.

Claxon wrote:
Kileanna wrote:
I really like hex vulnerability because it has many uses on allies. I have the healing hex and I always use hex vulnerability on my allies so I am able to spam healing on them out of combat. It wasn't easy to convince them that they will be ok if they'd let me cast a necromantic curse on them but it was worth it.
I'm pretty sure there is an FAQ that says that doesn't work. Let me see if I can find it real quick.

The spell description says it's limited to harmful hexes.

PossibleCabbage wrote:
Firebug wrote:
Real physics goes out the window when magic is involved.

I disagree, magic introduces new forces, but doesn't change how the world reacts to them. Magic lets you push the guy standing 100 feet away from you, that you wouldn't already be able to do without magic, and ignores Newton's third law as there are no forces acting on the wizard who does the push, but the person being pushed still reacts precisely the same way they would had they been subject to the same force via non-magical means.

Magic introduces new physics, it does not change how the old ones work in the absence of magical intervention.

You're right! I don't think I've actually encountered this spell since 2e when it was an infinite column of reverse gravity.

quibblemuch wrote:

I've run into exactly the same situation. Here's how I read it:

The area of the spell is "up to one 10-ft. cube/level (S)". The first line of the spell says: "This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round."

A glabrezu has CL 14. Since he wanted maximal effect, he shaped the area vertically--14 10-ft. cubes straight up.

Gravity is reversed in that area only. So the PC doesn't go shooting into the stratosphere. They "fall" upwards 140 feet, at which point, they remain where they are, because gravity above that point is normal.

It's still an awesome offensive spell, because they're stuck upside down, floating, at 140 feet. Until someone kills the glabrezu, at which point...

Actually, the PC would be travelling quite quickly (as if they had fallen 140ft) when they hit the top of the RG column. They would continue upwards until they decelerated due to normal gravity to stop at just below 280ft height (accounting for additional deceleration due to air resistance). They would then fall again, slowing when they hit the RG column to stop before they hit the ground, then start falling upwards again.

This would continue until they eventually reached a steady state position at the top of the 140ft column (or the spell duration expired).

Note that this does not take into consideration PC's getting moved out of the RG column by high winds or other effect (such as planetary rotation which is a rabbit hole I don't want to go down).

Olmac wrote:
Steel_Wind wrote:
Olmac wrote:
Maveric28 wrote:

Now for the Eternal Question: Do I buy it on Amazon for $50 and free shipping, or buy it from Paizo for $60 and another $12 shipping. Hey, not trying to be disloyal or anything, but $22 bucks is $22 bucks. So the question is whether the PDF is worth $22 when you already own a hardcover.

Plus Amazon will likely have it closer to $40 by the release date.
I get where you're coming from. I live in Canada and after crunching the numbers of getting it from Paizo or Indigo Books the choice was obvious. Paizo was going to cost me ballpark $105 Canadian. Indigo with free shipping is $72.84. No brainier for me. I wish I could order everything from Paizo, but the reality is, it does not always make economical sense. Indigo is expecting to have it delivered by October 18 so I am good with that. Not likely running it until the new year anyway, have to finish Emerald Spire first.

And cheaper still at Amazon.ca at $68.68 with free shipping. Which I expect you knew and you prefer to shop at Indigo for some reason (which has it at $69.37); however Indigo.ca also offers Plum points if you are a part of that loyalty program, so there is that.

Yep, got me 694 points with the purchase. That is worth far more than a $0.69 difference in price.

Has anyone in Canada received their HC from Indigo or Amazon.ca? Both sites say pre-order only and Indigo says it won't be available until January.

GeraintElberion wrote:

Wow, a perfect example!

That top roll is a critical threat,
[dice=attack roll to confirm critical]1d20+5

[dice=possible extra critical hit damage]2d8+8

2X Crit is one extra damage dice + modifiers, 3X Crit is two extra damage dice and two times modifiers.

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Johnny_Devo wrote:

The 4 above posters got baited into an old thread by what appears to be a bot posting spam related to keywords.

C'mon, guys, this thread is 4 years old!

I think he made a good argument for Dr Ogbeide as the strongest arcane caster.

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The Deadly Aim Combat Trick reads:

When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can't reduce the penalty below 0.

Should it be:

When using this feat, you can spend 'up to' 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 'per stamina point spent' until the beginning of your next turn. You can't reduce the penalty below 0.

The "You can't reduce the penalty below 0" line makes no sense in the RAW trick.

You can hold items in your hand with a light shield, but you can't wield a weapon or cast spells. The OP's use of free actions to transfer weapons to and from that hand is correct.

You can only heal one party member / round.

wraithstrike wrote:


Signature Skill (General)

Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot.

Prerequisite: 5 ranks in the chosen skill.

Benefit: Choose one skill. You gain the ability listed in that skill's 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue's edge ability and the cutting edge rogue talent.

This basically gives you more skills that work with the skill unlock, however you can only take the feat once. The feat itself only gives you access to skill unlocks up to 10 ranks, but since it stacks with rogue's edge you also get the 15 and 20 rank unlocks also.

Signature Skill provides the 15 and 20 rank unlocks as well, note that "abilities" is plural.

Where is the '"gain an iterative attack for one of those weapons" option' from? It's not in the Multiattack feat description on o the PRD.

Akkurscid wrote:
we'll have to agree to disagree... and there is no "after" your full attack. You are considered attacking until your next turn.

From PRD: "You can take a 5-foot step before, during, or after your other actions in the round."

Use of "before" and "after" implies the 5 ft step occurs separately from the full attack action.

Claxon wrote:
Of course, you could have a spring loaded wrist sheath. It uses a swift action to release an item into your hand. Thieves' tools should be able to fit in there (I think).

The CRB Thieves' Tools description says "This kit contains lockpicks and other tools you need to use the Disable Device skill."

I would not allow a kit of multiple tools to be loaded in the wrist sheath.

Gauss wrote:
CRB p136 Weapon Finesse wrote:
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

IF it said 'bonus' instead of 'modifier' then yes, the Strength penalty would still apply to attack rolls.

In short, no, you do not apply your strength penalty to attack rolls using Weapon Finesse.

You still apply your strength modifier to damage.

The Unchained Rogue's 3rd level finesse training would use the DEX modifier and ignore any strength penalties for one weapon, correct?

For some reason I believed strength penalties (but not bonuses) applied when using weapon finesse but I can't find this in the rules. Does this rule exist?

Cuup wrote:
I would treat this as a late arrival to combat (i.e. get placed last in the initiative roster)

Ids this an official rule? I have late arrivals roll initiative and insert them into the order.

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Same level as lowest level party member with minimum XP's for that level.

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We use a Chessex Battlemat and wet-erase markers to draw out the map as we progress through the adventure.

Nature Oracle.

Is there a way to automatically give all the combatants the "flat footed" condition and have it automatically clear after their first action?

Is there a way to mark "Surprised" combatants during the surprise round?

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