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Goblin Squad Member. ****** Pathfinder Society GM. Starfinder Society GM. 5,059 posts (5,119 including aliases). No reviews. No lists. 1 wishlist. 24 Organized Play characters. 6 aliases.


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The Exchange

Northern Spotted Owl wrote:
Azothath wrote:

So IF a caster suddenly got Magical Lineage & Wayange spellhunter (legally), yes, they could prepare spells and take advantage of that fact. You correctly identify RAW for that and roughly the time it takes. Some might want to take Quick Preparation, Flexible Wizardry, Planned Spontaneity, Brilliant Spell Preparation, Magical Epiphany. Some GMs will use a sum of SplLvl*(Number of spells per level) to calculate that time, others just a total count.

My point is that this would allow Magical Lineage: Magic Missile on Monday, and then Magical Lineage: Fireball on Tuesday. That is, with each casting you can choose whichever spell is relevant to the moment. And that flexibility seems like quite an attractive feature.

Action economy is what gets you here. Maybe fireball would be a good choice. But that's a standard to cast paragon surge then more time to prepare the fireball. An arcanist with the Quick Study exploit can prepare it as a full-round action. But that's still at least the third round before you are actually casting the fireball.

If you have plenty of time to prep, sure. This could be handy. I would see it more as a benefit for a utility caster. Which of your top-level spells do you want to extend?

The Exchange

If you are the one who initiated the grapple:

grapple wrote:
Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.

you have a -4 to your Dex, which equates to a -2 on your CMD.

Once you pin your opponent

pin wrote:
Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

and

CRB page 199 wrote:
Any penalties to a creature’s AC also apply to its CMD.

You would take a -4 penalty to your Dex (taking you down to 14) and then lose your Dex bonus completely (taking you down to 10 Dex) for a total of -4 to your CMD. Meanwhile the opponent you pinned doesn't take any additional penalties to CMB over being grappled while attempting to break the grapple.

So yes, you are correct for your case. If you had 14 or less Dex there's no difference.

Of course the real benefit of pinning someone is limiting their actions. If you grapple a monk he might decide to spend his turn giving you a flurry of blows instead of attempting to break the grapple. But once he's pinned the only option is to try to escape.

The Exchange

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Can it work? Sure. Nothing wrong with this build.

Is there a way to trip and deal damage? Greater Trip is the most straightforward. When you trip an enemy it provokes AoO (from everyone threatening, not just you).

Unsolicited advice:
While the image of a polearm with a shield is cool, I would probably not want to take the required feats if you are interested in a tripping build. I'd rather take Power Attack and Improved Trip earlier and add in Greater Trip and Combat Reflexes.

The Exchange

Crossbow Mastery does it. Maybe you are misreading the feat?

Quote:
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used.

The Exchange

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You're not wrong. The ability should either be (no save) or should have a listed save type such as (Reflex half).

After reading the ability several times — If I was the GM I would change this to (Reflex DC31 half) and "the save is Constitution based."

This is based on exactly what the ability does. It's very similar to the Fiery Fault and Rain of Boulders. And according to Bestiary page 292:

Quote:
Most special abilities that cause damage, such as breath weapons, give a save (Fortitude, Reflex, or Will depending on the ability). The DC for almost all special abilities is equal to 10 + 1/2 the creature's Hit Dice + a relevant ability modifier (usually Constitution or Charisma depending on the ability). Special abilities that add to melee and ranged attacks generally do not allow a save, as they rely on the attacks hitting to be useful.

Not saying everyone must do what I say, etc. Just that's how I would do it.

The Exchange

The Pathfinder Society Campaign Clarifications included the following errata for the ability.

Quote:
Page 66—The duration of a geomancer's terrain stride ability is 1 hour.

I definitely suggest that if anyone ever comes across anything without a clear answer, you check the PFS Campaign Clarifications document. A few of those clarifications are specific to PFS (no crafting, no leadership, etc.) but the vast majority of them are "We got tired of waiting for the people over on the Design Team to get off their duffs and make needed/obvious FAQs and errata, so we did it ourselves."

Mandatory Disclaimer because someone is going to come in complaining about how "PFS has no authority to make changes to the Core Pathfinder Rules for everyone!" No, they do not. However if you find something like this ability - clearly missing some text or contradicts itself - that doesn't have a FAQ entry; then this document full of rulings made by Paizo employees who were in regular contact with the Pathfinder Rules Team is usually the best source you are going to find.

The Exchange

You really don't need to give yourself a headache :)

Inquisitor/Ranger is a phenomenally deadly ranged attacker build. And inquisitor is one of the absolute best long-duration buffers.

A few suggestions:
-Point Blank Master as your 6th-level ranger bonus feat.
-If you really focus on buffing, Improved Hunter's Bond and Greater Hunter's Bond from Ultimate Wilderness are quite helpful.
-Shared Training is yet another great teambuilder.
-Black Powder Inquisition can add a lot of damage potential

The Exchange

The Pathfinder Society Campaign Clarifications included the following errata for the spell.

Quote:
Page 62—Change betraying sting’s saving throw line from “Saving Throw Will partial” to “Saving Throw none.”

I definitely suggest that if anyone ever comes across anything without a clear answer, you check the PFS Campaign Clarifications document. A few of those clarifications are specific to PFS (no crafting, no leadership, etc.) but the vast majority of them are "We got tired of waiting for the people over on the Design Team to get off their duffs and make needed/obvious FAQs and errata, so we did it ourselves."

Mandatory Disclaimer because someone is going to come in complaining about how "PFS has no authority to make changes to the Core Pathfinder Rules for everyone!" No, they do not. However if you find something like this spell - clearly missing some text or contradicts itself - that doesn't have a FAQ entry; then this document full of rulings made by Paizo employees who were in regular contact with the Pathfinder Rules Team is usually the best source you are going to find.

The Exchange

It sounds like OmniMage is just curious. "Hey, anybody know of multiple ways to do this thing?"

Yes, I can explain how my 11th-level cleric wears fullplate with a max Dex of +9. Or theorycraft the best max-Dex armor for a rogue. However I don't think OmniMage has a specific build in mind. Rather, he is hoping that something will spark a build idea for him.

Spoiler:
If, for example, we had responded with "here's how an inquisitor can ignore max dex with 2 feats and an archetype" or "an occultist that knows these specific focus powers and spells can ignore max dex" then OmniMage might play around with those builds. (Neither of which is actually possible as far as I know.)

The Exchange

Mysterious Stranger wrote:

In order for the combination to work, the caster has to have expend 2 extracts, move within touch range of the target, succeed with a touch attack on the target, and the target has to fail a fortitude save and spell resistance if they have any. If all this succeeds it will cut the target’s HP in half and may allow another character to get an attack on the target’s body. If the target has ways of attacking as swift or free action, they can use that before dismissing the spell.

So, while the combination does do something it is not as overpowered as it might seem.

The missing step is "have your (delayed) ally make an attack on the body as soon as you do it." Preferably a coup-de-grace or full-attack, either one of which is almost certainly going to kill the body.

I did see this done once in a PFS game. Everyone at the table agreed it wasn't an effective use of resources or actions but it was kind of amusing. When you get down to it there aren't that many enemies you can use this on where it is a huge advantage. Most fights are to the death or the imprisonment anyway. Sure, if you slap the skin off a wizard then kill his body, the skin will provoke while it reaches for the spell pouch. But you could have done a lot of damage directly to the wizard in the first place instead.

All kinds of rules decisions for the GM:
Is a kineticist who has already taken burn today immune to this combo?

(Just as one example)

The Exchange

Without getting involved in interpersonal interplay...

While a lot of us are used to playing in "magic-mart" campaigns (everything is available for purchase and/or time spent crafting does not impact the campaign), relatively random item availability is one of the basic assumptions of the CRB. Among other things, it makes some class abilities far more useful. Fighters can take Weapon Training in multiple weapon groups, monk Unarmed Strike overcomes various types of DR, etc. What really matters is that the challenges are appropriate for the strength of the party.

Having said that, the base value may be somewhat higher depending on the qualities of the settlement. Just using the GMG, you could conceivably have a base value of 33,600. Unlikely, given the combination of qualities, but possible.

According to the Pathfinder Society Field Guide page 5, Absalom is: Base Value 25,600 gp; Purchase Limit 170,000 gp; Spellcasting 9th

There are several character options for boosting base value/item availability, subject to GM approval.
-Rogue talent Black Market Connections: Possibly find any item in a metropolis
-Knight of Coins (paladin archetype): treat a settlement's base value as +30%
-Commercial Savvy (trait): treat all settlement base values as 10% higher
-Black Markets is an entire book about said places of commerce. They usually have higher base values (and higher prices) than the cities surrounding them. There's even a feat from the book called Black Market Dealings that lets you treat the market's base value as even higher.

The Exchange

Depending on exactly how you want to do this, you could use the Monster Templates.

That would work much better for the Fey, as both the Fey-touched creature and Fey Creature boost CR at specific number of Hit Dice.

Using Fey-touched as an example (because it's much simpler though it sadly doesn't give you butterfly wings) you would start just by applying the template since it is +0CR. When you reach 5th level (5HD), you could "skip" your next level (not level up with the rest of the party) to accommodate the +1CR. Similar for the Fey template, though you would need to "skip" level 2 since it starts with +1 CR.

Half-Dragon is a lot trickier because it is a flat +2CR, and is mostly based on racial HD. And would be way too good if you started out with it. Maybe half the abilities and bonuses in place of your 5th level and another half in place of your 10th? So you'd be a 9th-level half-dragon but a sorcerer who didn't take the template would be an 11th-level human.

Sounds like you are the GM, these are just some ideas you might consider.

The Exchange

Hisoka777 wrote:
I have a question for the hive mind. I have recently been informed that no city can have magic items for sale that exceed that city’s base value. If that is in fact the case, how on Golorian does one obtain a +10 weapon or even a +6 belt/headband if one is never given out as loot without crafting it yourself?

You've been slightly misinformed.

Any item with a value equal to the community's base value (or less) has a 75% chance of being found easily. In addition to those items, a settlement has a certain number of minor, medium, and major items available. A large town or larger for major items. A metropolis has 3d4 major items available. So it's possible to roll up a +5 vorpal sword as one of those available items using just the CRB.

Having said that, many GMs treat the truly massive, magical cities (Absalom, etc.) as having every non-artifact item available for purchase. Or at least have someone capable of making one for you.

The Exchange

Senko wrote:
The seeker of secrets book apparently has a nacreous gray cracked ioun stone for 3,400 that allows protects the wearer from one type of ability damage (such as Strength or Constitution) caused by natural or magical aging. It otherwise functions as a normal nacreous gray sphere ioun stone.

Unfortunately...

Nacreous gray sphere wrote:
This stone protects you from ability score penalties from aging and you cannot be magically aged. Any penalties you have already incurred remain in place. Bonuses still accrue, and you still die of old age when your time is up. If you lose the stone or its abilities are negated in some way, all age and penalties apply immediately.

The Exchange

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After a little more thought, this could make for a really fun campaign base. Every party member starts out at old age. So what you have is a group of retirees who got bored of playing shuffleboard and decided to go off adventuring. No 9-level casters or Spring Rage allowed. (Probably no summoners either. Basically: No cheese)

Are they going to survive through the low levels? Probably not. But if they do get up to level 7+ (and have at least one alchemist or investigator to hand out extracts) they'll start to kick the butts of those young whippersnappers thanks to their life experience and magical fortification. Look out for dispel magic!

I can see great role-playing potential in that concept.

The Exchange

Mysterious Stranger wrote:
Unless you are starting out at high level the character does not make sense. A first level character is supposed to be relatively inexperienced character. I am not sure how a 80 year is supposed to have survived to that age without learning anything.

Pedantically - for a human old age is 53 years. 80 years would be venerable. I do get your point, though. This would be a little easier to swallow if you are starting out anywhere other than 1st level. Even a few levels of commoner would make more sense.

I actually think this could make for an interesting character concept. Examples: a widow turns the family farm over to the kids and decides to finally indulge in the curiosity she's not been able to express her whole life (Investigator). Or a poor, lonely, old charcoal-burner has his life saved by a woodland creature and joins the ranks of the druids.

I picked those classes because they can have a martial bent and do get access to age resistance. What makes it interesting to me is that as they level up they would gradually get the spells that let them ignore the effects of the life they have lived. Most powerful character? No, of course not. But because you will have some time before you get those spells and wouldn't be starting the campaign with "old age and Spring Rage, free +2 to my mental stats!" as a GM I'd be a lot more willing to allow the older character.

The Exchange

There aren't any low-level ways I can think of other than Spring Rage.

Mantle of Immortality is easy but not cheap.

Age resistance works but it is a self-only spell. And requires at least a 11th-level wizard to cast the version that protects against old age. You can have a party caster stick it in a ring of spell storing for you, but that works out to be more expensive than just buying the mantle. A friendly 10th-level alchemist can hand you an infused extract of age resistance.

Hmmm, one of the more melee-oriented alchemists (beastmorph, ragechemist, etc.) might be a pretty good fit if your campaign is going into the higher levels where you could actually make use of that extract.

Thematically, age resistance really should have been a qinggong monk power.

The Exchange

No.

The simple templates are intended to be a quick way of giving a creature abilities and as such deliberately ignore a lot of the involved rules. In the particular case of clerics, druids, and wizards see the table on page 247 of the Monster Codex to determine how many spells they get, depending on HD.

Spoiler:
While there are other ways of using the simple class templates, the most common is to quickly make an encounter more challenging on the fly. "The party has been steamrolling stuff, I'm going to throw the barbarian template on this troll." "I want to make an epic encounter, I'm going to give this demon the cleric template."

As it is assumed the party will only be encountering the creature for one combat the abilities, including spells, are balanced for that assumption.

The Exchange

zza ni wrote:
the fact that in the original text it's written as ", and" which I believe is the wrong way to write it in English -you are not supposed to use both "," and "and" one after the other, bolster my belief that it's a miss-order.

While I definitely agree that the trait is confusingly written ", and" is the right way to write it. It's called the "Oxford Comma" (When you have a list of items use commas to separate them - including a comma before the "and" or "or" that indicates the final item of the list.) While the Oxford Comma is considered optional in English grammar it is Paizo's standard for their writing style.

For example:
We are having Salisbury steak, mashed potatoes, green beans, and apple pie for lunch.

sidebar:
The Oxford Comma is considered mandatory, not optional, in U.S. law and contracts. There is a somewhat famous case where drivers for a dairy in Maine successfully argued that they were due overtime because the law that exempted their employer from having to pay them overtime was missing an Oxford Comma.

Having said that - the most likely intention of the trait is that in only applies to Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride if they are also class skills.

The Exchange

QAlchemist wrote:
Jason Nelson wrote:
Coming soon... :)
7 years later, I search for a good occultist mythic path and Jason Nelson breaks my heart. ;)

Jason was probably referring to something he published for Legendary Games. In official Paizo material, Mythic Occult classes weren't addressed until 2019's Heroes of Golarion.

If you haven't read it, there's one key thing you need to know:

Heroes of Golarion wrote:
When a psychic spellcaster becomes mythic, she can treat her psychic spells as either arcane or divine for the purposes of any mythic abilities she gains. This does not change the actual nature of her spellcasting, but it allows her to make use of certain mythic abilities she would otherwise be unable to use. Once this choice between arcane and divine is made, it cannot be changed.

Unlike some of the other classes, occultists don't have one or two obvious path choices. Trickster is most thematically tied to the manipulation of objects but may not have the best path abilities. Archmage is the only path with an ability specifically for occultists (Expanded Implement Knowledge). And any of the other paths can be good depending on how you are building up your focus powers. Or if you have an archetype there may be easy options. A Battle Host is obviously a good fit for champion and the various panoplies have clear choices as well.

The Exchange

Bestiary pages 301-302 (particularly Table 3-1). Slams are a primary attack. You can use the seamantle pseudopod slam by itself as a standard action or as part of a full-attack.

Though as usual: if you make a full-attack that includes a manufactured weapon, all natural attacks are treated as secondary.

The Exchange

That is one of the changes from PF1 that I like the best. Starfinder explicitly allows you to "downgrade" your action - use a swift or move in place of a standard and/or a swift in place of a move. So you can take 3 swift actions if you don't take your move or standard. And of course PF2 has "three actions per round, some abilities take more actions to complete than others."

So is it a reasonable house rule to implement something like the Starfinder rule in PF1? Eh, maybe. Using a standard to take a swift is probably fine. But PF1 swift actions tend to be stronger combat boosters than things you can do with move actions. So if you allowed players to take a swift in place of a move, a bow-wielding inquisitor (for example) could bane, judge (in place of a move), and still attack. The overall increase isn't going to be supermassive, so maybe it's OK. Especially if the PCs are mainly facing enemies with multiple swift-action abilities who can also benefit from the house rule. No matter what, I would stick with the limit of one swift action spell per turn.

The Exchange

As always, I'm not going to demand that everyone anyone run their game the way I would. Play the game the way your group wants to play!

Having said that, I would like to offer some counterpoints to Tom.

1) Potions are quite deliberately limited to 3rd-level spells and below. A greater mutagen - by both Tom's and my reasoning - would be the equivalent of a 6th-level spell.

2) Self-only spells cannot be made into a potion. While a mutagen is not technically self-only (as any alchemist can use one made by another alchemist), it's also not usable by anyone like a potion would be.

3) It's a class feature.

Because of those three ways in which this would be in excess of what a potion allows, the potion pricing of (Spell Level x Caster Level x 50 gp) is too low.

Spoiler:
I hadn't considered of it before this thread but I think an infused, persistent, grand mutagen would make a great reward for a party containing an alchemist of somewhere around 6th or 7th level upon completion of a big quest. Awesome power boost but only once so he has to be very sure it's the right time to use it.

Which is to say that I don't think the idea itself can't/shouldn't exist. But rather that such a mutagen should be granted by the GM and not something the players can just go out and buy any time they want. Especially at potion pricing.

The Exchange

There are no pricing guidelines for purchasing a class ability. For good reason; items that duplicate class abilities have been called out multiple times by the game designers as "really bad design." (Some did make it in, particularly legacy items from 3.5 and earlier.)

So the pricing answer is "whatever you want it to be." I personally would say a flat "no" but of course it depends on your game and what you want the power level to be.

Does it work? Yes. With a few caveats. I would say the seller would have to (at a minimum) have the Infuse Mutagen discovery. Because otherwise you run the risk of buying the mutagen then the seller creates a new one and *poof* the one you bought is useless. So that's 1000gp of materials for an Infused Mutagen. And he has to be somewhere where he can actually find an alchemist whose level is at least as high as the mutagen he wants.

If you really want a price I would go something like:

Spoiler:
250 gp * Alchemist Level * 1/2 Alchemist level (rounded down, minimum 1) + 1000 (materials)

So, a 10th-level mutagen would be 13,500 gp

(the second 1/2 level is to come up with an analogue to "spell level")

I'd add in some more cost if the alchemist has discoveries that affect the mutagen and increase the multiplier from 250 to 500 or more if he has the Persistent Mutagen feature.

As you can tell, I really don't think this should be available and wouldn't allow it. Your mileage may vary.

The Exchange

For the other part of your question: Caravan Bond lasts until you lead a new group in prayer, which replaces the previous Caravan Bond.

Using Domain Powers:
As others have said, it's still the cleric that has to take the action to use the ability. However you can use an ability that is normally self-only on a traveling companion, and you can use it at a range of up to 30'.

For example the Growth Subdomain has the power:

Quote:
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The cleric can spend a swift action to enlarge anyone who is part of the caravan bond and within 30'.

The Exchange

To quote myself from a previous thread.

Belafon wrote:
Note that trying to "time" the save and pile on short-duration buffs is pretty much impossible in a world where pocket watches and huge immobile clocks are only accurate to within half an hour per day. Borrowing a cloak of resistance for the day, or having an extended heroism cast on you as the time draws near would probably work (subject to GM approval) but resistance has way too short of a duration.

As others have said, restoration is the best choice. It automatically removes all temporary negative levels with a 100gp material component. If they are gambling on making the saves (and a 1 always fails!) then it's 1000 gp for each permanent negative level.

The Exchange

willuwontu wrote:
Dreamed secrets only lets you cast spells that are on your spell list.

Nnnnnooooo. . . ish?

That FAQ was in response to a very specific problem. Improved Eldritch Heritage (Arcane) was the one that was open to any class though there were some other ways. So an oracle (for example) could add dimension door to her list of "spells known." That wasn't intended, so the FAQ clarified the issue.

Dreamed Secrets is specifically meant to allow you to cast spells from the wizard list. It's the entire purpose of the feat. So it should override that FAQ, even though the feat wording is a little off from what it should be. If you try to apply the FAQ literally, Dreamed Secrets would work fine for a prep caster - because the feat doesn't add spells to her list of spells known but specifically says "you can prepare these spells" while a spontaneous caster would be blocked by the FAQ (because "these spells are added to your spells known for 24 hours").

The Exchange

TheMonkeyFish wrote:
Not sure if PFS uses Fractional Advancement from the additional rules, but it would be nice if they did.

PFS does not. And Fractional Advancement would definitely hurt your saves.

Spoiler:
If your first three classes are:
+2F, +2R
+2R, +2W
+2F, +2W

You'd ordinarily be at +4F, +4R, +4W. Using fractional it would be +3F, +3R, +3W.

If you repeated the pattern for your next three classes fractional would be at +4, +4, +4 instead of +8, +8, +8.


Two builds that have many, many different paths to be a multiclass monster are Vital Strike or Cleave focused characters. Because this character typically only makes one standard-action attack per round. (Be a dwarf and take the Goblin Cleaver/Orc Hewer/Giant Killer chain if you're going cleave.)

The Exchange

Not sure exactly what you are asking. Are you asking how much healing/damage a paladin's channel does?

Paladin wrote:
A paladin uses her level as her effective cleric level when channeling positive energy.
Cleric wrote:
The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).

Yes, a 5th-level paladin LoH is 2d6 healing and a 5th-level paladin channel is 3d6. But it takes two uses of LoH to channel.

The Exchange

OmniMage wrote:
I double checked the class I noticed that the skald don't get access to druid spells. I thought that skalds used druid spell at first glance, but it turns out to be bard spells. So they get 1 spell list less than the spell sage.

The feat Expanded Spell Kenning lets the skald choose from the druid and witch spell lists as well. It’s a very good ability for those “wish I had that one problem-solving spell” situations.

The Exchange

OmniMage wrote:
However, I think the spell sage gets ripped off as their ability is expensive when compared to the Skald's ability.

More expensive, yes. But also more versatile. A Spell Sage 11 can use Spell Study to cast a 6th-level bard spell, while a Skald 11 can only use Spell Kenning on wizard spells of up to 4th level. And the skald will never be able to cast cleric or druid (or wizard) spells above 6th level.

Magaambyan Initiate (arcanist) gets some druid spells via Halcyon Spell Lore.

Prestige classes are where it's at for getting spells from other classes. Pathfinder Savant gets to pick spells from any list. Several full casting progression prestige classes get to add specific spells to their spell lists. Veiled Illusionist, for example, gets to add one wizard illusion school to their class spell list every level.

The Exchange

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Off topic, but Mark Seifter has a really good post analyzing why the Extra Revelation feat (while problematic) is nowhere near as powerful as an Extra Vigilante Talent Feat would be. The Ultimate Intrigue playtest document had a sidebar that flat-out said "vigilante talents are intended to be as good as or better than a feat."

Tottemas wrote:
AFAIK there's only two ways to get Lay on Hands as a non-paladin, and only one way to get Mercies in addition to that.

There's a few. Psychic Pain Discipline, Medium Agathion Spirit, Believer's Hands feat. There's a spiritualist phantom that gets LoH. Oracle (Pei Zin practicioner) has an ability called "Healer's way" but the effect is essentially the same as LoH and counts as LoH for other rules purposes. As you can see, all these came really late in the lifecycle of PF1.

I have an offbeat class ability for this thread - Still Mind.

By itself it's not that powerful but it's needed for some fun material. Monastic legacy, vows, Champion of Irori prestige class, and others. Not only is the monk the only class that gets Still Mind feature, many monk archetypes trade it away, blocking off access to those options.

The Exchange

Everyone else clarified all your questions, so I'll throw in a bit of strategy that might (or might not) matter for you.

Spoiler:
If you take the Wand Wielder magus arcana, you can use the weaponwand spell to stick a wand of named bullet in your bow. The wand (or staff) you use with the Wand Wielder arcana does not have to be on the magus spell list.

You could do this even if you didn't have the wizard level, but since you do have the wizard level you don't have to make a UMD check.

The Spell Blending arcana is probably a better choice, though. Weaponwand is fun but the casting time and duration means it is usually only cast if you have time to prep for a fight.

The Exchange

Heather 540 wrote:
Someone suggested Tenebrous spell as a feat I could take. It looks pretty handy. It leads to the Shadow Grasp feat that would let me entangle people in a spell area but I'm not sure how I'd avoid getting my teammates caught up in it too.

Shadow Grasp only applies to area spells, so you are probably not going to cast it anywhere that it would affect your teammates anyway.

My personal opinion is that a chance of entanglement isn’t worth a one-slot level bump. Especially with two prerequisite feats. Tenebrous is nice for a focused shadowcaster if you know you can make the concentration check (possible free +1 DC!), but you should only take it after you’ve already taken Spell Focus and Greater Spell Focus (illusion). Also, bear in mind that even with no level increase it still counts as applying a metamagic feat so it will take longer to cast.

The Exchange

Joynt Jezebel wrote:
But to cast a spell from a written source using mnemonic vestment is something else, which allows you to keep the scroll but uses up a spell slot.

This is the big advantage. Especially when you are crafting. If you want to make a bunch of potions of fly, but don’t know the fly spell, you can buy/find one scroll of fly and then use a 3rd-level slot while crafting.

The Exchange

Heather 540 wrote:
Crossblooded does stack with Tattooed and would let me get the shadow spells but impossible powers, but the reduced spells known and the will save penalty makes me nervous about it.

I wouldn’t do that, even if the GM allows it. One less spell known per level? Keep one bloodline and use those spells known slots you would have lost to take the shadow spells instead.

The Exchange

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Mysterious Stranger:

Neither I nor Joynt Jezebel is arguing that the sorcerer is the best option for a crafter. You don’t have to convince us! All we are saying is that if Heather wants to have a crafter in the party (and this is the last PC she’s building for the group) there are ways to do it and still do other things. Specifically the Impossible Bloodline - which gets Craft Wondrous for free, has Craft Arms&Armor as a bloodline feat, and gradually can ignore more and more spell prerequisites when making most items other than scrolls, potions, wands, and staves - and Mnemonic Vestments for those.

My personal opinion is that being an Impossible sorcerer and taking just Arms&Armor as a bloodline feat and the free Craft Wondrous can add up to huge cost savings for the party for very little feat investment. And I agree that Shadow is a great utility path. There are lots of Shadow-Boosting options such as the fetching alternate race trait, Shadow Stencils, and Rod of the Wayang. Combine the two of them and you become a force multiplier for your party as well as being capable of offensive casting.

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Joynt Jezebel wrote:
Mysterious Stranger wrote:
A sorcerer is going to be very limited as a crafter. Sine spell craft is an INT based skill his roll and the sorcerer is a CHA based caster his bonus will be lower than normal. He is also a spontaneous caster so will often lack the required spell and have to take a penalty to create many items.
You can get around the second problem by getting hold of a Mnemonic Vestment and using scrolls. The Mnemonic Vestment is very good even if you never use it for crafting. Unfortunately I don't have another idea to get around the first problem.:(

If your GM allows it the Voices of Solid Things trait can swap Spellcraft to a Charisma check for you. But honestly you don't really need it. I played a ranger who was the party's crafter and didn't have any problem making crafting Spellcraft checks.

In my experience (YMMV) the biggest advantage of having a crafter in the party is the huge savings on weapons, armor, and wondrous items. With the ranger I didn't take the other feats and we didn't really miss them. So an Impossible Bloodline Sorcerer would do that job just fine even without the Vestments and a scroll to reference.

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Having a crafter as part of the party is always helpful. But there aren't many sorcerer bloodlines that directly give you help with crafting. Impossible and Salamander give you a bonus feat and Impossible lets you ignore some spell prereqs while crafting. It's really not that much of an improvement over just taking the feats. Both also have craft feats on the bloodline feat list, so that's a little extra. I'd go Impossible if you want to got that way.

I do second the idea of the shadow focused sorcerer. Fetchlings make good shadow spell casters. (Especially arcanists). As Mysterious Stranger said, the best thing is the sheer versatility of shadow spells. Even moreso since shadow enchantment makes a pretty good buffing spell in addition to attacks. "Hey buddy, I want you to really believe that you are heroic. And by really believe, I mean deliberately fail this saving throw." There are lots of feats and gear that can make shadow spells more real or boost the DC.

You may also want to give your familiar an archetype. Unfortunately very few of them are legal for advanced familiars, so you'd lose it when you got the calligraphy wyrm.

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Forgot about one other Hierophant ability that could be very useful to you since you are playing WotR.

Heathen Slayer. Wonder what deity you should pick. . .?

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For those of us not familiar with 3rd party, what does "PoW" stand for?

flagged for movement to 3rd party forum

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LunarVale wrote:
I do think that the ability is much weaker than Divine Grace (which is competing for strongest class features) and would likely give a player a compensatory advantage for going with this archetype (depending on the rest of the party composition and optimization of the specific table), but that's neither here nor there.

Tangent:
I do agree it is generally weaker than the base paladin. However it is really, really good in its native environment. A dungeon crawl, especially one with narrow passageways is a chance to shine.

I played an AP where one of the other players was a Stonelord. We grumbled a bit about his lack of spells and healing channels but any time we headed underground he was awesome. Started his defensive stance and held back all the melee enemies while the casters and archer picked them off. Meanwhile his elemental buddy would earthglide around the fray to harry their ranged attackers.

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First round is correct. Creature Attacks for damage, grabs, and constricts for damage.

Second (and subsequent) rounds: Creature uses a standard action to maintain the grapple. If successful, they automatically deal the constrict damage and do the same damage as the original attack.

In your example
1)
2)
2B)
2C)
are all correct.

2A) does not happen.

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It's less complicated than you are reading it. Just think about the commonsense answers if someone asked you whether you are touching the ground:

-On a boat? No.
-Walking on grass? Yes.
-In an inn? Not on upper levels, maybe not on the lower level, depending on flooring.
-On a boat that was wrecked on the shore? No, you're on the decking. Maybe there is some ground that ripped through the hull at the bottom you can stand on.
-Flying? Absolutely not.

The stone structure addendum is just a bonus. If you are standing on the battlements of a stone castle, you get the full benefit even though you aren't directly touching the ground.

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JDawg75 wrote:

The martial training feature of Brawlers says: "... a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes."

Would this mean if I take Brawler at 2nd level, that I don't mess up my progression of taking Advanced Weapon Training at my 4th character level? My thinking is that I would still count as a 4th level fighter/weapon master.

Not quite.

It means that you count your brawler levels as fighter levels for purpose of meeting requirements of feats. So a brawler 1/fighter 3 would qualify for Weapon Specialization, which requires 4 fighter levels. A brawler 4/fighter 6 would count as having 10 fighter levels when deciding how many times he can take the Advanced Weapon Training feat (once per 5 fighter levels).

It does NOT mean that he adds his brawler levels to determine what fighter abilities he gets. A brawler 2/fighter (weapon master) 7 does not get Mirror Move. A brawler 1/fighter 3 does not get the fighter's 4th level bonus feat.

Your particular example is a bit tricky to puzzle through but does have a right answer. Brawler 1/fighter (weapon master) 3 counts as having a total of 4 fighter (weapon master) levels for meeting feat requirements. So IF he got a fighter bonus feat at that level he could use it to take AWT. But he doesn't get a bonus feat at fighter level 3, so he can't. And since that's only a total of 4 fighter levels, he can't take AWT with a "normal" feat.

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One other question too: how far does this ability go? If I take a second Brawler level at character level 5 for the Brawler's bonus feat, when I go back to Fighter at level 6 would I get the bonus feat that Fighters get at level 6?

You would get the bonus feat for the fighter's 4th level.

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Diachronos wrote:

What does Hierophant have to offer for the Warpriest, though?

Admittedly I never looked too closely at it since it seems to be mostly channel modificarions, but I couldn't find anything that boosts Warpriest abilities.

The base Divine Surge (Inspired Spell) is pretty handy. Cast any standard-action warpriest spell you are capable of casting whether or not you have prepared it today. And you count as two caster levels higher, so even if you're not in combat it can be good for buffs with level-dependent bonuses.

As for possible path abilities: (and don't forget that Warpriests do get Channel Energy!)
Insightful Interaction (can make you a great "face" for the party)
Relentless Healing (especially if your cleric just died)
Divine Potency (if your party has a lot of fights per day)
Enduring Blessing (make spells last all day)
Hand of Mercy (remove conditions)
Servant of Balance (critical hits against you do normal damage)
Enhance Magic Items (increase CL of magic items, use mythic power instead of charges from a wand or stave)

Obviously it will be dependent on your group and your particular build. Enduring Blessing and Hand of Mercy are good for just about any group.

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Almost correct :)

You can take it at 5th level as a normal feat, but your next opportunity to take it as a normal feat isn't until 11th level. (Actually 10th, but you don't get a normal feat at that level.)

*Starting at 4th level, the Weapon Master can take the AWT feat as one of his bonus feats as many times as he wants. This is completely independent of his normal odd-level feats.
*A Weapon Master can also take the AWT as one of his normal feats, but that is still subject to the "once per 5 fighter levels" limit.

Weapon Master was a somewhat underwhelming archetype compared to some of the other fighter archetypes in the Advanced Player Guide. This one "Special" made them really customizable and a lot more fun.

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-Unless you specifically want the evasion ability, I wouldn't take 2 levels of monk. One for Fuse Style, yes.

-Pummeling Bully/Greater Trip/Vicious Stomp can be a great combo normally (two extra attacks). But I probably wouldn't recommend it for a mythic game. It's just too many feats, and too many mythic creatures can negate falling prone.

-Human is usually a great choice for a warpriest, I love their alternate favored class bonus.

-If you want to go for a super-dexy, low strength build then Weapon Finesse (with Mythic Weapon Finesse) and Piranha Strike are good feat choices.
-The other good choice is Guided Hand and Mythic Guided Hand It's more feat-intensive (you need Channel Smite as a prereq) and would still need a strength of at least 13 to take Power Attack. However it also lets you take Mythic Power Attack.

-Mythic Improved Unarmed Strike and Titan Strike are OK. They aren't bad, but the damage bonuses are relatively minor.

-If you're looking at "buffing and punching" I would definitely suggest the Marshal Path. You've got a good mix of those two. Focus, Words of Hope, and Fight On are good buffs. Tactical Genius and Glorious Charge are good for melee.

-Unless your GM bans it, take the "Dual Path" mythic feat and grab Hierophant abilities as well.

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Frostfire v3 wrote:
A whole bunch of stuff that makes absolutely no sense
Quote:

A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up.

So if we manage to cast spells of higher level than the class usually could we gain access to higher level slots.

So you are basically arguing that if a 3rd level cleric with the Equipment Trick: Sunrod feat casts burst of radiance using two doses of djezet and one sunrod as additional components, it would count as casting a 4th level spell? And not just counting as a 4th level spell when taking effect, but just having the potential to do it means that she can cast 4th level cleric spells for purposes of gaining a 4th-level domain slot?

That's not just a misunderstanding of the rules or using twisting words to make something work the way it isn't intended. That's deliberately ignoring how spellcasting works entirely.

Among many, many, things that would break, you could take two levels of wizard and one level of cleric (or vice versa) and just by walking around with one dose of djezet you would "count as being able to cast 2nd level arcane and 2nd level divine spells" and therefore able to take Mystic Theurge as your fourth character level. That's not how it works.

Quote:
To do so we use the Heighten Metamagic feat paired with Wyang Spellhunter trait and Magical Lineage trait, this increases the effective level of a level one spell to 3, granting us a third level domain slot.

I think what you are trying to argue here is that using Heighten (2) on, say, cure light wounds it would count as a third level spell. Which is true. But then you go on to say if you have the Magical Lineage and Wayang Spellhunter traits for cure light wounds it would only take a 1st level slot. Which is also true (leaving aside the debate about whether Heightened would even have an effect in that case). But then you go on to say that it would still count as a third level spell, even though you cast in in a first level slot. Which is definitely not true. It's a first level spell in that case "When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level."

Quote:

For an extra spell level yu could carry a Djezet for 24 hours.

When used as an additional material component, a dose of djezet increases the effective spell level by 1, which stacks with a heightened spell.

This is also true (sort of - you actually need one dose per level of the spell you are casting), but has nothing to do with what slot you are casting from, it just makes it take effect at one level higher.

Quote:
And finally there's the Equipment Trick: Sunrod feat that increases the spell level by 1 for ALL purposes, even those not intended by the developers.

I mean, yeah. If the spell has the light descriptor. Don't forget that.

Quote:
A bunch of other stuff that is all entirely based on the misreading of how spell levels work.

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Greamlive wrote:

HI,

If I have a Long Composite longBow adjusted with +1 STR Bonus it give +1 Damage if I have 12 or 13 STR. But is it considered masterwork and also give +1 To Hit ?

Not unless you have paid for a masterwork composite longbow (or found one). The cost for masterwork weapons (300gp) is separate from the price for a composite longbow with a strength damage bonus (+100 gp per point of strength bonus).