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Cao Phen's page
1,401 posts. Organized Play character for Vu Huynh.
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I was wondering on the ruling of how spells, objects, and the surrounding elements would work.
Let us use Trade Items as the spell in this example.
An enemy has a sword. A wizard, unknown to the enemy, uses Trade Items on the sword while an Invisibility spell is active on the Wizard.
Here are the questions:
- Does the enemy knows that a spell has been used to affect the sword if the sword successfully made a save? Normally, a creature would know that a spell has affected them if they successfully make the Saving Throw. Since the target is the object, the enemy would not be the one affected.
- Since the target is an object and not a foe, would this break invisibility?
Invisibility wrote: For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. If anyone can clarify this, I would be grateful for your help.

We all know the 1-2 level dip, Fighter to grab extra feat(s), Lore/Nature Oracle to get CHA to AC, Medium with the Spirit Focus feat to get +2 Attack/+4 Damage, Paladin for CHA to Saves, Rogue with Evasion, etc.
I am thinking of some concepts that would be pretty good as something that would benefit from investment in levels.
Here are a couple of examples:
- The Spiritualist Investigator. For Wisdom-based characters, at Level 3, you get a reroll AFTER failing a Saving Throw. At level 4, you would use a point from the pool (which is Class Level + WIS, which is pretty high), to add you WIS as AC (Insight). Inpiration Dice is also in play.
- The Kraken Caller Druid. At level 4, you obtain Wild Shape, but can use Wild Shape to alternatively gain 2 Tentacle as natural attacks while retaining your original form. Add Shaping Focus into the mix, and it will allow you to gain 4 Tentacles for 80 minutes, 3/day. This can be quite useful for those who focuses on a Natural Attack build. (Sidenote: You can also use a Strong Jaw wand for all of those those attacks for a literal pool of dice)
What other ideas do you all feel that might be interesting?
Using Improved Eldritch Heritage, grab the Shapechanger bloodline ability, Mutable Flesh.
A Cleric, Oracle, Paladin, or Warpriest of Trudd can use the Mighty Strength spell.
With that, once per day you can have your character gain +8 Strength for hours.
It is obtainable at Level 11, but can be useful for higher level games.
Another idea is to get 5 levels in Wizard to gain Idealize arcane discovery from Champions of Balance, which increases the bonus by 2.
Shamans are prepared spellcasters, needing Pearls of Power to recharge the prepared spell.
However, in terms of their Spirit Magic, it is different:
Spirit Magic wrote: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). Let us say that we have a level 4 Shaman with the Flame Spirit. To use the spell, would they need to use a Pearl of Power or Runestone of Power to return the loss of their Burning Hands for the day?
Let us say you walk around a corner as a Move action, triggering a trap that you failed to see that makes you Confused for 1 round.
Confusion wrote: This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round. Will it take effect the current turn or next turn? If affecting the next turn, will it occupy the full action and the confusion ends at the end of the action?

Vivacious wrote: Some gnomes retain a trace of the vitality of the First World. These gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses. Hero's Defiance wrote: The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points. If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect. Let us say that a creature brings a Gnome Paladin below 0 Hit Points. The Paladin then casts Hero's Defiance as an Immediate Action. Would the Gnome recieve the bonus healing from the racial trait due to the extra 1d6 of healing? Would it still be considered a Lay on Hands, and would not trigger it?
Bane Baldric wrote: This ornate sash of embroidered velvet stretches across the chest from shoulder to waist. If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities. If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon. The item treats bane as 5 levels higher for an inquisitor, but what happens if you swap bane? Does this do nothing for them? Would it let them use it as like the non-inquisitor type?
Driven Worker wrote: Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. This racial trait replaces sure-footed. I am using this for an example. My mind is leaning towards no, but people can use Spellcraft to craft magical items, so I have this nagging concern.

Sarissa wrote: This spearlike weapon is about 15 feet long. Its unwieldy length is counterbalanced by a heavy brass base. A sarissa provides extended reach—tripling your reach rather than doubling it. A Medium wielder would threaten spaces 10 to 15 feet away, but not adjacent squares or squares 5 to 10 feet away (as with a typical reach weapon). Because of its great length and weight, a sarissa can be used to attack foes in only one direction each round. You must select a cone each round before you make any attacks with the sarissa. The weapon threatens only foes within this cone and within its extended reach. You can’t change the area you threaten with the sarissa until your next turn. While you carry the sarissa pointed upward (typical for overland movement), you threaten only squares in the sarissa’s reach in a cone pointed upward. If a Crossblooded Rager Bloodrager with the Aberrant and Black Blood bloodlines casts Long Arm at level 8 and took both Level 4 Bloodline Powers (Both increases reach by 5 feet), would the Sarissa triples the base threat range of the bloodrager?
5 base + 5 (Bloodline) + 5 (Bloodline) + 5 (Long Arm) = 20 -> 20*3 (Sarissa) = 60 ft threat range
Or would it be before the abilities?
5 base*3 (Sarissa) = 15 -> 15 + 5 (Bloodline) + 5 (Bloodline) + 5 (Long Arm) = 30 ft threat range
With the new weapon enchant in the Horror Adventures, I was wondering if it can trigger the healing in the following effects:
- Fast Healer Feat
- Lesser Celestial Totem Rage Power
- Vivacious Gnome Alternative Racial Trait
Medium's Hierophant Seance Boon wrote: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects. If you cast Lesser Restoration, is the ability damage healed affected by the Seance Boon?
It has been a couple of months since I have been fully actively playing PFS. Recently, I received some information about having a GM to sign off on retraining.
What do I need to do to have it verified if I am unable to get in contact with the original GMs?

With all these wizards and sorcerers fly around and such, sometimes you want to say, "I just want to jump that chasm, from the bottom of the chasm!"
Ninja 2 / Kineticist 2
Here are the main essentials of the build:
Ninja - Acrobatic Master Ninja Trick, High Jumper Ninja Trick
Acrobatic Master wrote: As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool. High Jumper wrote: When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent. Kineticist - Kinetic Leap Feat, Air's Leap Utility Wild Talent
Kinetic Leap wrote: Once per day as a swift action, you can conjure a burst of energy from your kinetic blast to help you jump a long distance, adding a +10 bonus on your Acrobatics check to jump; if you have at least 10 ranks in Acrobatics, the bonus increases to +20. By accepting 1 point of burn, you can use this ability at will until your burn is removed. Air's Leap wrote: You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far). Equipment:
Silver Spindle Ioun Stone wrote: This stone grants you the ability to use a 1st-level spell from the cleric, druid, or sorcerer/wizard spell list as a spell-like ability three times per day, using your character level as your caster level. The spell keyed to the ioun stone is selected by the stone’s creator. In order for you to use this spell-like ability, you must have a Charisma score of 11 or higher. The save DCs of the chosen spell are Charisma-based, if any. Quarterstaff of Vaulting wrote: This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4.
In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent’s head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity.
Now let us do some base calculations:
- Using Acrobatics to do a High Jump is normally the number of feet x4. With the Quarterstaff of Vaulting, it is reduced to x3.
- The High Jumper Ninja trick reduces the DC of any high jump by half. The x3 is now a x1.5, so a 50 ft jump will be a DC 75.
- Air's Leap automatically makes any Acrobatics check doubled, quadrupled if you take a point of burn. So a check of 25 can be 50 (100 if you take a point of burn).
- Kinetic Leap can be up to +20 at Level 10. Take the point of burn to make the bonus all day.
- Acrobatic Master can give you an additional +20 to any Acrobatics check.
- When purchasing the Silver Spindle Ioun Stone, apply the Jump spell to it. Jump gives you an additional +10/+20/+30 at Level 1/5/9.
So if you used all that is stated before at Level 10:
DC - Feet x1.5
Acrobatics check:
d20 - Base
20 - Kinetic Leap
30 - Jump
20 - Ki Point
5 - Quarterstaff of Vaulting
10 - Acrobatics 10
=
(d20+85)x2 (x4 if you use another point of Burn)
Before Dexterity Modifiers and other stuff like Acrobatic Feat, racial traits, traits, and movement speed, you will have a High Jump Arcobatics check of 174 (348 with an additional point of Burn). This means that you can sucessfully jump to a ledge 115 feet up (230 with the point of Burn) on a roll of 1.
Now you have a few options to choose that you might have fun with.
- A Zen Archer monk to gain High Jump (bonus to Acrobatics equal to Monk Level) to jump to the top of the temple and pick someone off from the ground floor.
- A Tetori Monk so that you can drag down that hapry from 75 feet in the air.
- A Plains Druid with Run Like the Wind, so 1/hour, you can double your run/charge movement, and then cast Cheetah's Sprint to multiply that by 10. So if you do a long jump, your bonus to a Long Jump is at least +160 from the bonus from above, and +260 for both Druid ability and spell triggering (with the double bonus from Air's Leap). Note that the Long Jump DC will still be x5.
A fun mechanic, but you can be creative when you can move practically anywhere. A Wizard attempting to fly up with their 60 ft fly speed can only move up 30, 60 if they double move. If can double move, you can do that Jackie Chan wall step jump and ascend the mountain in a single movement and twice the height.

When a Medium does their Seance, they gain both their Seance boon, as well as the Spirit bonus.
If they chose the Champion spirit, it gives them +1/+3 to Attack/Damage and +1 to Fortitude Saves. With the Spirit Focus feat, it increases the bonus to +2/+4 and +2 respectively.
If they chose Guardian, it gives them +1 AC, +2 CMD, and +1 Fortitude/Reflex Saves. (+2,+3, +2 with Spirit Focus).
If going for no spellcasting, the Spirit penalty for Champion is to Intelligence checks and a reduction in Spellcasting levels, which you do not have.
For guardians, it might be a bit worse, since you have to fight defensively and have a damage penalty.
However, both do gain the ability to roll an extra d6 to add to the d20 rolls to whatever is affected by the Spirit Bonus. If you sacrifice the Spirit Ability (Martial Proficiency + 1 Exotic for Champion, Heavy Armor and Shield Proficiency for Guardian), you get 2 free rolls before inducing penalties.
So if you do not want the penalty for the guardian, they can have up to 3 free rolls. The champion has more leeway if they are not spellcasters and can have up to 5.
What do you all think about this dip?
Amateur Swashbuckler states that you gain 1 Panache per day, to a cap of your Charisma Modifier. If you have a level 3 character with Amateur Swashbuckler and 20 CHA, how much does the character get?:
- 1 Panache Points at the Start (Pools are reset at the start of each Scenario)
- 5 Panache Points at the Start (Pools are capped due to unlimited Downtime length)
Clarification for this would help out a bunch.

From the list of stuff that results in Burn for a Kineticist, are these correct in terms of reducing burn?:
Reduction wrote: Gather Power/Supercharge - Single Substance/Form Infusion
Infusion Specialization - Overall Substance/Form Infusion Total, excluding Composite Blast and Metakinesis
Composite Specialization - Composite Blast
Metakinetic Master - Metakinesis
So using an example, an 19th Level Kinetisist that uses an Empowered Composite Force Blast with the Disintegrating Substance Infusion and Extreme Range Form Infusion would initially cost:
1 - Empower Metakinesis
2 - Force Composite Blast
4 - Disintegrating Subtance Infusion
2 - Extreme Range Form Infusion
9 - Total Initial Burn Cost
Now if they used a move action to Gather Power, and then shoot the blast, the reduction will be:
1 - Metakinetic Master
1 - Composite Specialization
2 - Supercharge for Extreme Range
5 - Infusion Specialization for both Extreme Range and Disintegrating
This will result in:
0 - Empower Metakinesis
1 - Force Composite Blast
0 - Disintegrating Subtance Infusion
0 - Extreme Range Form Infusion
1 - Total Resulting Burn Cost after Redution
Is this correct?
As a side question, Composite Specialization says that "This can't reduce the cost of a composite blast below 0 points." Is there any way to reduce a composite blast to 0 burn other than Internal Buffer? I am uncertain if Gather Power can reduce it, since it states it has to be a Blast Wild Talent, which a Composite Blast is not.
Flying Kick wrote: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick. Hide in Plain Sight wrote: A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. If the Unchained Monk starts her Flurry of Blows with a Flying Kick, can she use Stealth during this movement to make her first attack one that comes from Stealth via Hide from Plain Sight?
Raise Animal Companion (Sp) wrote: At 10th level, a hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal. I am a bit confused on the bolded section.
Is the term of "Raise Dead" supposed to be "Raise Animal Companion"?
With the Resurrection part of it, does this mean that a Hunter has "At Will - Resurrection"?
Am I able to use the Resurrection on my party members, or is it restricted to only Animal Companions of mine and others?

From what I see in how to use a scroll, I believe that most people know the first two:
- Caster Level check if you have the Ability Score, Spell on Spell List, but not have a high enough Caster Level to automatically use it.
- UMD via Scroll UMD rules (20+Caster Level) to activate it. And if you do not have the appropriate Ability Score, you have to make another UMD check to imitate the Ability Score (d20+UMD-15)
A third one is possibly this:
Activate Blindly wrote: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself. Emphasis mine. Since it states that you can have a mishap on top of the scroll failure mishap, is it safe to say that you can activate scrolls blindly (UMD DC 25)?
The item states that "If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher."
Now is this a constant effect to all performances and can be used throughout the day, or is it applied only once per day, as part of the first portion of the effect?

The FAQ states that you should have 1 combat animal and as many (or less if it slows down gameplay) noncombatant animals.
Chest of Defending wrote: This appears to be a complex wooden chest of immense size—at least 5 feet long and 3 feet wide and tall, with numerous drawers, side-compartments, hatches, and lids and ornately carved feet and scrollwork trim.
In spite of its size, a chest of defending has an interior volume of 6 cubic feet. It has permanent alarm and arcane lock spells cast on it, which can be set to acknowledge a specific creature as the effective caster of the spells with a command word (thus allowing that creature to determine the details of the chest's spells as if she had cast them). This password is normally carved in one of the small drawers. All the compartments of the chest have average quality locks, and can be further locked with padlocks (not included).
If the chest's alarm spell is triggered, the chest's most impressive magic property comes into effect: it alters shape and composition to become a Medium wood golem (the chest's contents are unharmed by the transformation). Unless given different instructions by someone who uses the chest's command word, the golem attacks the creature that triggered its alarm, then folds back into a normal chest once the trespasser is defeated. All the items within the chest count against the golem's encumbrance.
If I have an Animal Companion from a class, then have the chest activate into a Wood Golem, am I able to have both out at the same time since the chest is a Wonderous Item, or do I have to select one?

Launching Crossbow wrote: This stubby-looking crossbow has a cup-like attachment rather than a groove for a bolt. It is designed to launch splash weapons. Loading a launching crossbow is a full-round action. Bolt Ace's Crossbow Training wrote: Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Alchemist's Throw Anything wrote: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Though this may be a bit wonky, but let us say you have a finely crafted Alchemist's Fire that you finely crafted yourself. You placed this finely crafted Alchemist's Fire into you finely-looking Launching Crossbow. You then take that finely-looking Launching Crossbow, loaded with your finely crafted Alchemist's Fire, and you shoot it to the face of the not so finely-looking monstrosity.
Long story short, would you get both your Dexterity and Intelligence to the damage dealt with an x3 to Damage on a critical?

Chest of Defending wrote: This appears to be a complex wooden chest of immense size—at least 5 feet long and 3 feet wide and tall, with numerous drawers, side-compartments, hatches, and lids and ornately carved feet and scrollwork trim.
In spite of its size, a chest of defending has an interior volume of 6 cubic feet. It has permanent alarm and arcane lock spells cast on it, which can be set to acknowledge a specific creature as the effective caster of the spells with a command word (thus allowing that creature to determine the details of the chest's spells as if she had cast them). This password is normally carved in one of the small drawers. All the compartments of the chest have average quality locks, and can be further locked with padlocks (not included).
If the chest's alarm spell is triggered, the chest's most impressive magic property comes into effect: it alters shape and composition to become a Medium wood golem (the chest's contents are unharmed by the transformation). Unless given different instructions by someone who uses the chest's command word, the golem attacks the creature that triggered its alarm, then folds back into a normal chest once the trespasser is defeated. All the items within the chest count against the golem's encumbrance.
Fortifying Stone wrote: On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones. If you place a Fortifying Stone on a Chest of Defending, and then it transforms into the Wood Golem, would it gain Hardness 5, and the Bonus 20 Hit Points? Or would this only apply when it is in chest mode?

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Vestigial Arm wrote: The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). An alchemist may take this discovery up to two times. Monstrous Extremities wrote: You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing. The subject must take approximately 10 minutes to familiarize itself with the function and movement of the new extremity to use it properly. These new forms do not allow the subject to fly, run faster, or swim better; however, they do act as natural weapons of the appropriate type, and the subject can use them to make secondary attacks while making attacks with weapons as a full-attack action. The secondary attacks are made using the creature’s base attack bonus –5 and adding only 1/2 the creature’s Strength bonus on damage rolls. The subject cannot hold a weapon or use any item that would ordinarily fit into the slot of the changed extremity. The subject can receive the benefits of this spell multiple times. With that, can you use the Monstrous Extremities spell on the Vestigial Arm to for it to gain an attack?
Dodging Panache wrote: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. It states that the it is prohibited from use if not wearing light or no armor, but is it usable while unaware or flat-footed, like if attacked by a large creature in darkness?
With the retraining rules, are you able to retrain the feat gained from a certain item from a scenario?
If so, would the person who ran that scenario have to write off that you had changed it?

Taking a look at each spellcasting class, I was curious on what spells are available to increase the survival-rate of the class. Going for the simple stuff, I went and attempted to locate the spells that granted Armor Class. I included Mirror Image, since a hit to the image is not a hit to the caster.
Going by Spells, here are the options:
- Mage Armor - +4 AC (Armor); 1 Hour/CL
- Shield - +4 AC (Shield); 1 Min/CL
- Shield of Faith - +2+(CL/6) AC (Deflection); 1 Min/CL
- Ironskin - +4+((CL-4)/4) AC (Natural Enhancement); 1 Min/CL
- Barkskin - +2+((CL-3)/3) AC (Natural Enhancement); 10 Min/CL
- Extreme Flexibility - +1 AC (Dodge); 1 Min/CL
- Haste - +1 AC (Dodge); 1 Rnd/CL
- Blessing of Fervor - +2 AC (Dodge); 1 Rnd/CL
- Mirror Image - 1d4+(CL/3); 1 Min/CL
As for the classes, here are the spells available to each:
- Alchemist/Investigator - Shield, Ironskin, Barkskin, Extreme Flexibility, Haste
- Arcanist/Sorcerer/Wizard - Mage Armor, Shield, Extreme Flexibility, Haste
- Bard/Skald - Mirror Image, Haste
- Bloodrager - Mage Armor, Shield, Ironskin, Extreme Flexibility, Mirror Image, Haste
- Cleric/Oracle/Warpriest - Shield of Faith, Ironskin, Blessing of Fervor
- Druid/Hunter/Ranger - Ironskin, Barkskin
- Inquisitor - Shield of Faith
- Magus - Shield - Extrememe Flexibility, Mirror Image, Haste
- Paladin - Ironskin
- Shaman - Barkskin
- Summoner - Mage Armor, Shield, Barkskin, Haste
- Witch - Mage Armor, Ironskin, Extreme Flexibility
Taking a look at the current list, we can see that Paladins, Inquisitors, and Shamans are on the short end, with a single spell each.
Clerics, Oracles, and Warpriests are decently covered, as they can gain AC outside of the norm of Armor and Shield bonuses.
Full Arcane casters like the Sorcerer, Wizard, and Arcanist have utility to help cover the limited defensive spells.
Though Ironskin is the best bet for Natural Enhancement bonuses, Barkskin does have the perk of lasting longer than most spells, sans Mage Armor.
The main winner is the Bloodrager, gaining 6 possible spells to benefit them defensively. Though if you get into its archetype, the Steelblood, they can benifit from casting spells in heavy armor, negating the use of Mage Armor.
So if we go with a Bloodrager running all available spells at level 8, while in Full Plate, they can get:
- 9 - Full Plate
- 1 - DEX Cap
- 4 - Shield Spell
- 5 - Ironskin Spell
- 1 - Extreme Flexibility Spell
= 30 AC, with Mirror Images
Other stuff like Cat's Grace was not applied, but can be calculated if need be.
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1 person marked this as FAQ candidate.
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Cleromancy wrote: Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll. You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost. If you Maximize Cleromancy, would all your rolls result into 4s, resulting into having CL of 4s to add to each of your d20 rolls for rounds/CL?
Ex: Maximize at level 10
- You have 10 dice resulting in 4
- Add +4 (Luck) to any 10 d20 rolls.
- Last 10 rounds.
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1 person marked this as FAQ candidate.
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Channeled Revival has been FAQ'd to state that the range it is the effective range of the Channel.
Channel Ray wrote: Prerequisite: Channel energy class feature.
Benefit: When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and the save DC is increase by 2.
Does this mean, at minimum, I can expend 3 uses of Channel Energy as a Full-Round Action to cast Breath of Life at 180 feet?

Let us say that a Underground Chemist Rogue grabs the feat Concentrated Splash:
Concentrated Splash wrote: Prerequisite: Precise Shot or Throw Anything
Benefit: When you deal a direct hit to a creature with a splash weapon that normally also deals splash damage, you can choose to forgo dealing splash damage. If you do, the damage dealt to the target of the direct hit increases by 50%. This damage is multiplied on a critical hit.
This feat cannot be used with an alchemist's bombs
Precise Splash Weapons wrote: At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level. Let us say an Alchemist Fire was thrown from a Level 5 Underground Chemist Rogue with 20 INT (this archetype adds INT to damage for Splash Weapons) and hits the target from the shadows, dealing sneak attack damage.
What would be the damage?:
1: (1d6+5 + 3d6)*1.5 - Sneak Attack amplified by Concentrated Splash
or
2: ((1d6+5)*1.5) + 3d6 - Sneak Attack is separate damage from Concentrated Splash
Let us say that there is a famous painting being displayed at an auction. There is a crowd of people just staring at it, and a particular person who has the ability to use Sound Burst as a Spell-Like Ability and used it to blow up the work of art.
Without someone having Arcane Sight/Detect Magic up before the ability has been cast, can anyone find out who had done the deed? Since it is a SLA, it does not have a Somatic, Verbal, and Material component, it would not impede the action, unless it is a concentration check, correct?
I was looking at the Mobster Codec and saw that Ironskin was a pretty decent spell. However, I am a bit confused on a part of the wording. It says that the increase is +1 every 4 beyond 44, to a cap of +7 at 15th. I am just wanting to confirm that it is +7 at 16th, rather than 15th, correct?
If a Hunter obtains a Mindless Vermin Animal Companion, such as a Giant Slug, can the slug use any Skirmisher tricks that it is taught?
For example, the slug was trained to use the Trick Shot trick. Would it be able to use it?

Entwined Syrinx wrote: This complex wind instrument is made of interwoven, gilded pipes. It is considered a masterwork musical instrument, granting a +2 bonus on all Perform (wind instrument) checks. The bonus is also added to the DC of any bardic performances made using the entwined syrinx.
Anytime anyone attempts to play the entwined syrinx, however, he must make a DC 15 Will save or be compelled to play a dirge of somber beauty. The dirge acts like the fascinate bardic performance— even if the character is not a bard or cannot use Perform (wind instrument)—affecting every creature within 90 feet able to see and hear the character, including the musician playing the entwined syrinx. The DC to resist this effect is 12 + the character’s Charisma modifier (though if it is being played by a bard, the DC increases to include 1/2 the bard’s level; the +2 Perform bonus is included). This effect persists and the musician continues to play for 1 hour, or until the performance is interrupted.
Taking a look at the second paragraph, if the performer fails the initial save, it would force anyone, including allies to make a Will save or be affected by Fascinate.
Now with this, would this be ruled as something similar to Fireball, where you have to get the party's approval to be in the area of effect, or would this be like Confusion/Dominate Person, where the effect overrides the approval because it is out of the control of the player?
Though this may be a Rules question, but since it pertains specifically to PFS, I feel that this would be more towards a Ruling, rather than a Rule.
Each of these two archetypes grants a Spirit Familiar from the Shaman class.
Now if I grabbed for both the Lore spirit and reached Oracle 7/Wizard 1, do I gain two separate 3+CHA uses of Monstrous Insight?

Let us say we have an Barbarian that has the Vital Strike feat, as well as the Furious Finish feat.
Vital Strike wrote: You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Furious Finish wrote: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be). Now, let us say your party found a Double-Barrel Musket on a poor chap that met its end. The Barbarian decides it is an awesome weapon and begins training as a Gunslinger.
With this, the Barbarian chooses to Rage, Shoot both Barrels of the musket, and then decides to Furious Finish.
Would the Fatigue effect trigger once, twice, or convert to Exhaustion?
Since the Deity's Favored Weapons are a Quarterstaff and a Bite, is it okay to say that a Tengu Warpriest with a Bite can use both to do the equivalent Sacred Weapon Damage?
Channel Energy via Hex Channeler wrote: This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes), she can instead increase her channel energy amount by 1d6. Extra Hex wrote: You have learned the secrets of a new hex.
You gain one additional hex. You must meet all of the prerequisites for this hex.
If you use the odd level feat to get the Extra Hex feat, can you increase the number of die used to channel energy?
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1 person marked this as FAQ candidate.
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Bardic Performance wrote: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Emphasis mine. I remembered that I had a discussion with a friend about this. He stated that even if you multiclass outside of Bard, you still continue to gain Bardic Performance rounds, as it states each level, rather than each level of Bard.
I believe that it is only when you gain levels in Bard, but I am posting this to verify the clarification. If anyone else can help me out, it would be helpful.
I was wondering if you casted a Wall of Sound and then next round you casted Fiery Shuriken and tossed them at the wall, would it trigger the 2d4 shockwave?
Quote: Useful primarily to those who skulk in the darkness, this spell is a temporary trap for the unwary. You create an immobile wall of tiny black blades that whirl and tear into creatures like a cyclone. Anyone who enters this space takes 1d4 points of damage per caster level (maximum 10d4), though a successful Reflex save halves the damage. The spell cannot be cast so that it appears in a space already occupied by Small or larger creatures. If I create a Night of Blades wall that is parallel to the hallway we are about to do combat in, what are the effects of the damage?
Will the wall deal damage only once for the whole path?
Or Will the wall deal damage every square traversed, since "Anyone who enters this space takes" damage?
At the start of the next turn, does any creature occupying a Night of Blades space takes damage?

Charging Hurler wrote: You know how to use your momentum to enhance your thrown weapon attacks.
You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn.
Mammoth Hide wrote: Made of tattered mammoth hide and bone, this +3 hide armor is similar to rhino hide, but is fashioned in the harsh lands of the Realm of the Mammoth Lords using beasts common to that region. In addition to granting a +3 enhancement bonus to AC, it has a –1 armor check penalty and grants the wearer an additional 4d6 points of damage on any successful charge attack she makes, including a mounted charge. Now if you were a person from the Realm of the Mammoth Lords, and charge at an intruder, throwing your spear at them, would you add the 4d6 damage when it hits?
I was reading through the scenario at the beginning, and came across an interesting tidbit. Apparently the Trade Prince has a husband and daughters. I was not aware that he had family. Was this stated in any other scenario?
I was informed by someone that Power Attack affected the Bleed Damage given by Belier's Bite. I personally think that Power Attack does not apply, since it is a seperate damage dice that is in addition to the static damage. The person stated that it was posted up in these forums, but searching via Google and this searchbar, I pull up nothing.
Is the person correct, or was I safe to assume that my original assumtion was right?
I do not have the Inner Sea Gods book on me, so if anyone can help, I would appreciate it.
What is the variant spells that an Iomedae Cleric can grab? Was it Heroism at 3rd Spell level, or Good Hope at 4th?
Let us say a Cleric or Wizard drinks a Potion of Invisibility. Then they cast a Blade Barrier or Wall of Fire 10 feet from an enemy. The enemy decides to walk through the wall to get to the other side, taking damage. Does this break the Invisibility?
With the Porter , they can carry up to 100 lbs worth of items. If an ally is unconscious, can the Porter carry that person around while the Party continues the mission?
To add to this, if so, what would happen if the party goes into another combat? If the Porter can not participate in the combat, where does the unconscious body goes?
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