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I've quickly read through the posts, so maybe I missed it, BUT I don't think anyone took into account the general rule for conditions:

"Conditions are persistent; when you’re affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end." CRB 458

Dirge Of Doom has no "duration" stated, so fork 1 is not applicable.

No one is talking about removing the condition (like casting remove fear), so that's not applicable to the discussion.

So we are left with the third fork - its effects last until the terms dictated in the condition cause it to end.

So the Frightened condition "PERSISTS" until it goes away per the Frightened condition rules, which is that it reduces by 1 at the end of your turn. CRB 620

So, you move OUT of the Dirge of Doom radius, you are still Frightened, then you reduce your Frightened 1 by 1 at the END of your turn, so are no longer Frightened, then the next character takes their turn (so you are not frightened when opponents act (unless they took a reaction during your turn). If you choose to stay within the radius, you remain Frightened as the spell prevents you from reducing your Frightened condition.

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Nucempow wrote:
I know that this post is 5 years old but... I have the same issue. Is there an official answer anywhere for this?

The only official answer I know is the Action Table which lists the following as "Standard Action":

Use extraordinary ability
Use spell-like ability
Use supernatural ability

So unless the ability states an exception, the default rule is "Standard Action".

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Ryze Kuja wrote:
Depending on how much you want to rely on your animal companion, I'd suggest a Wolf for Trip and Boon Companion for +3 levels. Tiger is really good though because of Grapple/Rake, but tigers are still CMB reliant so I'd still consider Boon Companion for a tiger (especially if you plan on Dipping at all). As for feats for your companion, improved/greater Trip for wolf, improved/greater Grapple for Tiger.

Boon Companion does nothing for him unless he dips, which is inadvisable for a full caster.

Lunar Oracles get a full animal companion.

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Rysky wrote:
Well, yeah. Who buys used underwear?

You'd be surprised.

There's a reason eBay bans the sell of used underwear.

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Yqatuba wrote:
I would rule you can pour it on their wounds to heal them.


"A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature."

EDIT: It's in the rules section for potions.

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Gilfalas wrote:
Darc1396 wrote:
As title says, I googled and couldn't find a clear answer.


The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

Check the saving throws explanation section of the Magic chapter.

In case you didn't understand Gilfalas - he literally quoted the Core Rulebook definition of (harmless) in the Saving Throw section on page 216. He wasn't telling you what he thinks, he's telling you what the rule says.

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vhok wrote:
Sunnysideup wrote:

These spells are stupid for this reason, being consistent within a universe is important. It’s the same magic, doing the same thing, the rules should be the same. No matter how you look at it, the differences aren’t justified.

Our party houseruled the size of the projectile dictates damage because these spells are stupid.

5 year raise dead spell. Well done

Not Raise Dead (only 1/day per level)... Resurrection!

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Grippli are described as Humanoid Tree Frogs. The description of grippli also refer to their children as "Hatchlings" which implies an external egg method.

If they reproduce like most frogs, they fertilize their eggs OUTSIDE their bodies. The female releases the eggs and the male releases his sperm at the same time. There's no "sex" involved in the conventional orc-sense.

I've got no definitive answer for a fantasy setting, but it's hard to imagine an orc having "sex" with a grippli if a grippli reproduces like a frog.

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I would note that the selection of "best" grafts for Level 1 for COMBAT is significantly different than the selection at higher levels. At level 1, the creatures are TINY, which means they must enter an enemy's square to attack them and do NOT flank. This is not a problem at level 2+ as the creatures become small or bigger and can threaten/attack adjacent squares. So, for combat, grafts that provide ranged attacks may be a bit better choice at level 1 since they don't have to enter the enemy's square. Also, the Skittermander Whelp gets 5' reach with it's bite attack, so despite it's size, does not have to enter a defender's square to attack it in melee.

Note, if I understand the AOO rules correctly, one change from Pathfinder is that a Tiny creature entering another creature's square does not per se trigger an AOO. It appears to me that if the Tiny creature takes a Guarded Step into the other creature's square, there is no AOO.

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Deadmanwalking wrote:
Looking at it, I'm not sure I disagree all that much, though I will note one factor you seem to be ignoring is Perception.

Frankly, by RAW, I think the skill "Perception" is meaningless in relation to determining which is better. If you follow the rules on "building" a summoned creature, it appears the creature has the same Perception bonus regardless of whether it has the Perception skill.

For example, a Level 1 First World Beast.

Step one, you start with the Tiny Elemental stat block which does NOT have the Perception skill, but gives a Perception bonus of +3 (up in the Senses section).

Step two, you apply the First World Beast Graft. In doing so, you add the Perception skill to the list of skills possessed. Pursuant to the Graft rules, any added skill gets the same total skill bonus as the base stat block's existing skills, which is +3.

So, you get the same Perception bonus (+3) regardless of whether the creature has or does not have the Perception skill.

I spot checked the other levels and it seems to hold true at higher levels.

Whether this makes any sense or was or was not intended by the designers, I don't know. I'm just following the mechanics presented in the Alien Archives book.

As an aside, although the Monster and NPC creation rules are NOT referenced for summoned creatures, I do note that Perception is always a "good" skill for Monsters/NPCs, which for a CR 1/3 creature (like the level 1 summoned creatures) would be a +3 bonus (which matches the template's +3 bonus for Perception). I further note that a Monster/NPC can have "Master Skills" which for a CR 1/3 gives a +7 bonus. I don't think it unreasonable for a GM to decide that a summoned creature that actually has Perception as a skill treats it as a master skill and gets Perception +7 rather than the normal Perception +3 (for a level 1 summons). But I would consider this a house rule.

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Klaewe wrote:

The Keskodai pregen says that his Harm Undead feat uses 1 RP to activate against undead, but the CRB states that "When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead"

Which is correct? At the moment I have been ruling that the player use rules as written in CRB.

Not sure if this is the answer, but I think it costs BOTH 1 resolve and the spell slot. In other words, it costs 1 resolve to channel, and to use the Harm Undead feature costs a spell slot.

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Stephen Ede wrote:

I would point out that an Ioun Wyrd must have at least 1 fully functional Ioun Stone which it's master gains the benefit of so ling as it's within 30'.

Therefore as a Starting Familiar the PC has to fork out for the functional Ioun stone even if the GM agrees to write off the construction cost and say he acquirred a wild one.

I'm pretty easy going as a player but I'd feel a bit aggrieved if the GM gave the pure Spell Caster an Ioun Stone as bonus starting loot just "because".
I know pure Spell casters are weak and need a helping hand and all that but..... (tongue in cheek)

Unfortunately, you added a word that is NOT in the Ioun Wyrd entry: "fully". It simply says a "functional ioun stone", NOT a "fully functional ioun stone".

Cracked and flawed ioun stone are functional. I'd even go so far as to say a Dull Gray ioun stone is functional. It has no powers (i.e. confers no benefit), but it's still a functioning ioun stone and it still whizzes around and it's still listed as a magic item with crafting costs.

If I were GM, I'd definitely allow a 1st level character to take an Ioun Wyrd at no cost, BUT they'd have to provide the ioun stone. I'd further allow the PC to use a Dull Gray Ioun Stone (25 gp) as the needed ioun stone.

While if I were GM I'd be inclined to make the PC pay for the Dull Gray Ioun Stone, I wouldn't have a problem with another GM giving a free one with the familiar.

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On Crusader's Flurry, instead of one level of cleric, you could take any class that gives you channeling (subject to GM approval).

L2 Bard (Arcane Healer)

Oracle of Life (if you GM agrees that the Channel revelation counts as having the "channel energy class ability")

Shaman of Life (again, if GM agrees that the "Channel" spirit ability counts as having the "channel energy class ability")

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cablop wrote:

Yup, that question.

How can a pure monk, by the rules, get any non-monk weapon and use it with her monk abilities and not losing those abilities and use her abilities (flurry, ki) with it?

Pure Monk is hard. If you can take one level in cleric to meet the prerequisites for Crusader's Flurry, you can treat your god's favored weapon as a monk weapon.

Another option, if you want a Katana, is to get a Blade Of The Sword Saint, which is a magic katana that a monk can use with flurry. It's a +3 ki intensifying Katana. It costs 75K, so not something you can normally get at low levels though.

If you're willing to take a template, the previously mentioned sohei monk works, but has serious trade offs.

Maybe others can come up with more ideas?

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I haven't thought this through, but maybe it would be easier to simply have monks in your world chose a "path". Either they use the no armor path (as represented by the stock monk) and get WIS to AC plus bonuses from level OR they use the armored path (a new path) where they give up their WIS to AC plus bonuses from level and can use Light Armor and retain their other monk abilities (like Flurry) and get AP: Light on their list of bonus feats that they can take at level 1. I would restrict it to Light Armor only (though Mithral Breastplate would be fine), and no shield.

Armored Monk: Elven Chain +5 (31,500 gp) +11 AC, Max Dex +4, ACP -2

Unarmored Monk: WIS 20 & Bracers +6 (36,000) +11 AC + Level Bonus, No Max Dex, No ACP

The armored monk could add armor enchantments, but the unarmored monk can add DEX and WIS to get higher AC and/or get +7 or +8 bracers, plus more level bonuses, so can potentially get a higher AC than the armored monk. The armored monk adding DEX is capped at +4 AC from DEX and adding WIS doesn't help his AC.

Now that I've thought about, I might even NOT make it a path and just let monks use Light Armor with flurry, but they lose their WIS bonus while they wear light armor. In this latter case, I would add Light Armor Proficiency to the list of bonus feats they can take.

All this assumes a change in your world and that you have control over that (or that you have a GM who allows it). This is most definitely not allowed under the existing rules.

Personally, I am waiting with GREAT anticipation the rebuild of the monk in the upcoming How we would have done it if we weren't trying to be compatible with 3.5 book.

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PRD sez: "Spell resistance can protect a creature from a spell that's already been cast. Check spell resistance when the creature is first affected by the spell."

Sounds like the creature with SR gets the benefit of the SR when the summoned creature that swallowed them disappears.

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You cannot multi-class in the same class, but you can apply more than one archetype to a class if the archetypes do not replace or alter the same class features.

"A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature."

I looked up the Bladebound archetype and the Spellblade archetype and they do not overlap, so you can apply both archetypes to the same character.

So, what you really have is a 5th Level Magus with the Bladebound and Spellblade archetypes.

Hope this helps.

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joeyfixit wrote:
Paulicus wrote:
It's nice to have high DCs, but a properly executed illusion doesn't allow a save.
Can you expand on this?

I can also expand on this. He's wrong - sort of. It really depends on the GM and how he interprets interacting with an illusion.

Take the example of an illusion over a chasm. Some GMs feel that interacting means seeing the illusion. Nothing in the rules say you have to grope an illusion to interact with it. If the illusion features illusory sounds, many consider you to be interacting with the illusion when you hear the sounds. I tend toward this interpretation if for no other reason than players feel sorely put upon when you hit them with death traps that (1) you can't perceive and (2) you can't save against, and (3) you can't avoid because the GM isn't giving you clues (like the pile of skeletons in front of the old sealed up door).

I do think circumstance bonuses are appropriate. For example, if you have a simple illusion that shows that the tunnel ends (when it in fact does not), I'd give the illusionist a circumstance bonus on his DC. If you wanted to make an illusion of some PC's wife happily welcoming him home after an adventure, I'd probably give the PC a circumstance bonus on his saving throw as he's intimately familiar with his wife. I'd also apply distance modifiers to certain saving throws, like -1 for every 10' to save versus a visual illusion. To avoid the PC automatically saving, I'd only give the PC one save at the most opportune time, unless the PC took the time to carefully study the illusion (which gets a save - sort of like reactive perception versus active perception). In the example of the illusion covering a chasm, I'd give a save just short of walking onto the illusion. If you give the PCs saving throws over and over, you degrade the illusion because they'll make the save eventually. But on the other hand, not giving them any save is going to PO them.

Then there are some situations where I wouldn't require a save. For example, a Silent Image of a wall. Even if the PC failed his or her save, I'd still give it to them without any save if they leaned up against the wall and fell through to the other side.

The trick is to balance things so the illusions are useful. Many GMs go to one extreme or the other, so you end up with games where illusions are the most powerful magic imaginable and other games where illusions are so worthless nobody will use them. The hallmark of the former is a GM who doesn't let PCs discover illusions until they've been victimized by them (i.e. no save for you, roll up a new character); in these games you'll have to explain to me why everyone doesn't walk around with 10' poles poking everything. The hallmark of the latter tends to be a GM who gives too many repeated saves versus an illusion, or doesn't reward good planning with circumstance bonuses; in these games no one uses illusions, except straightforward ones like colorspray. It's a very fine line and difficult to do and I think most GMs struggle with illusions to some extent. I certainly do. Just remember, you want the game to be fun. No-save auto-kill illusions are not going to make things fun for most players (maybe masochist players will enjoy it?) and on the other end of the scale, making it too easy for NPCs to detect illusions (usually by allowing re-roll after re-roll, or even simply ruling that an illusion is wholly ineffective for some reason) isn't fun for a player who uses illusions. So strike a balance and follow the rule of keeping the game fun for everyone and you should be ok.

And you'll get opinions all over the place on illusions. Mine is my own, and there are others who will espouse very different opinions on how to handle illusions, and they'll fight you to the death on the issue.

Which brings us back to your GM... know his style or face possible disappointment. In PFS play, its very risky. The GMs range from very inexperienced to very experienced, and they hold very different views on how to handle illusions. If you go the Sorceror route, I'd avoid being the one-trick pony (i.e. just illusions) and take a smattering of other useful spells in case you're in a game run by a GM who isn't going to let your illusions work. Create Pit spells, damage spells, etc., are fall backs for when the illusions don't work.

Personally, I'd be too scared to run a full-on illusion based character in PFS. I'd probably only run one in a home game or AP after talking it over with the GM to make sure I can live with their version of "interaction".

In any case, as Mistwalker said to Zachery and Zozo: "Sometimes the magic doesn't always work."

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Undone wrote:

I disagree. Good has 7 monsters on the base list (Granted some of the rings are great) of which 3 are level 9.


Additionally I simply presume the following when evaluating blessings. Under no circumstances do you start a fight buffed. You either have to burn it in combat (Eating a hit) or you have to have action economy to do it. Standard action buffs early on as such have a greatly lowered value.

I value the destruction blessing less than the strength blessing until later on unless you have obvious forewarning. You have to assume you'll be caught unaware's.

Especially since the point of the sacred fist is to pummeling charge for damage. If you want to avoid using pummeling style for reasons unknown then I'd avoid Irori.

Again, we're just going to have to disagree because we weight things differently. I really don't care if the Law Blessing has lots of different stuff you can summon. Good has enough and they're good enough, and you only summon one at a time, and I'll probably get more use out of the minor blessing as most of the campaign is going to take place at levels 1-10, or 1-12 if you take a couple of levels of MoMS.

And I don't weigh the action economy the same as you. Yes, a standard action power has a lessened utility over a swift action (in that aspect), but the swift action power eats your swift action every round, round after round, whereas the standard action power lasts a full minute AND (despite you disregarding it) can be put up before combat if you have warning. Pathfinder doesn't let you use Move or Standard actions as swifts, so you also become very Swift Action challenged using the Strength Blessing.

And I don't think you have to assume you're going to be caught unawares, just as I don't assume you can always buff ahead of time. I prefer a more balanced real-world approach where you look at typical game encounters.

I'm not sure what your last sentence is in reference to. The point of the Sacred Fist is not to pummel charge, it's a holy unarmed combatant. I'm guessing you mean the point of the Sacred Fist build you present in the guide is to pummel charge? That does seem to be the focus of that build, but you can build a whole variety of fun and useful Sacred Fist types (including Irori Sacred Fists) around a variety of concepts and martial art styles other than Pummeling.

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A very good start and I look forward to using the guide in our next AP.

I have a small non-rules suggestion for the guide (and all guides that may be updated or revised from time to time).

Up towards the top/beginning, it would be good to have a version number or date of last revision, so we can easily figure out if we are looking at the latest version.


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Cleru wrote:

Someone told me that Arcane Enlightenment doesn't work with Oracle. The hex add spells to the list of spells you can prepare, but Oracle doesn't prepare any spell.

Am I being lied to? Can I actually do it?

Good catch. I never noticed that. RAW it wouldn't work, so no PFS unless PFS issues a favorable ruling on it.

However, I doubt any of the GMs I normally play with would have a problem with working it out as the problem mainly crops up because you have a spontaneous caster class (Oracle) given an archetype that ports in an ability from a prepared caster class (Shaman), so it's not entirely surprising that there's going to be minor glitches in terms of the text making sense.

Another option (if your GM won't work it out with you and insists on RAW) would be to go with my alternate build which primarily swaps out the Lore Spirit in favor of the Flame Spirit. Less versatility, but still a powerful blaster.

Another small note about the build - while I plan to just stick with one Spirit for simplicity, in theory, you can change your Spirit every day. Adventuring underwater? Switch to Waves for the day!

A technical issue that I didn't resolve is whether the Spirit Guide must take a Hex from the selected Spirit, or if the general Shaman hexes are available. I never resolved the issue (though suspect you are limited to the ones provided specifically by the Spirit), but instead simply limited myself to the Spirit's hexes to avoid the issue. Another hex related issue is can you take Extra Hex? Again, I never resolved it, but I suspect not, and I simply avoided it by not taking the feat (so the question doesn't arise).

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I know you said Cleric, but would you consider Oracle? I've got a Life Oracle with the Spirit Guide Archetype. He uses the Lore Spirit, and takes the Arcane Enlightenment Hex. He's an Emberkin Aasimar (+2 INT +2 CHA). He has the Blackened Curse. He takes the +1/2 Level for one revelation for his Channel revelation.


1. Group healing-wise, he has plenty of channels 1+CHA mod, his channels are supercharged (because of the favored class bonus, at 6th level, he channels 5d6), he gets all Cure spells from being an Oracle, and his Oracle Mystery spells give him all the important Healing-type spells (e.g Lesser Restoration, Restoration, Neutralize Poison, Breath of Life, Heal, Greater Restoration, Mass Heal). Healing isn't going to be a problem, and relying on channels means he's got his spell slots for "other stuff".

2. From the Blackened Curse, he has Burning Hands, Scorching Ray, Flaming Sphere, Wall of Fire, and Delayed Blast Fireball (and a -4 to weapon attacks which doesn't matter as his primary weapon is a dagger). He also gets 4 Wizard spells (more as his CHA improves) up to 6th level spells from his Arcane Enlightenment which he can change day to day. At low level, he took Magic Missile, then Burning Arc, then Fireball, as must-haves, but can take other utility spells not normally available to clerics like see invisibility, knock, greater invisibility, etc. So he's got all the blaster spells he'd ever want.

3. He also gets the Lore Spirit spells, which have some goods ones, like Identify, Tongues, Locate Object, Vision, Moment of Prescience and TIME STOP.

4. AND he still has his Oracle spells known and many, many spell slots to cast.

5. I'm playing him as a pure spellcaster (like a wizard), but he can still wear armor and carry a shield if I want (I did at low level, but stopped at higher levels).

6. Feat-wise, I don't have him totally optimized as a blaster, but I have him moderately optimized:

1 Spell Focus [Evocation] (+1 DC Evocation)
3 Spell Specialization (L3-Magic Missile, L6-Burning Arc, L8-Fireball, etc.)
5 Divine Protection (+CHA Saving Throws)
7 Selective Channeling (Exclude targets up to CHA)
9 Greater Spell Focus [Evocation] (+1 DC Evocation)
11 Divine Interference
13 Spell Focus [Fire] (+1 DC Fire)
15 Greater Spell Focus [Fire] (+1 DC Fire)
17 Extra Channel (+2 Channel/day)
19 TBD

At level 3, you get 3d4+3 magic missile
At level 4, you get 6d6 burning arc with a DC17
At level 6, you get 8d6 fireball with a DC18
At level 15, you get 17d6 Delayed Blast Fireball with a DC26 (more if you have a CHA boosting item)

I plan to use metamagic rods to get Intensified Spell for fireballs.

You can easily re-do the feats to make him more of a blaster (the Level 5, 7 and 11 feats can be swapped out - though I'd keep the Level 5 Divine Protection), but I didn't bother in this case. My blaster builds usually include Magical Lineage [Fireball], Varisian Tattoo, metamagic feats and build to Spell Perfection at level 15 (using Quickened or Maximized as the free metamagic application). A sorceror or arcanist blaster build can also get a good bloodline arcana.

I was originally going to go Flame Spirit, but after some flip-flopping during the design phase (and partly for RP purposes) I finally chose to go Lore Spirit instead. The Blackened Curse decided the issue as it gives Delayed Blast Fireball.

BTW - He has a 16 INT, so gets 7 skill points per level, and gets all of the Knowledge skills from his Archetype. I had to take the Seeker Social Trait to get Perception, though.

He's actually a 25 point buy, but at 20 points, I'd make him:

STR 10
DEX 10
CON 14
INT 16
WIS 10
CHA 18

I noticed you went with a 10 CON, I personally like the hit points.

In any case, have fun!

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Range 0 means range of zero. In other words, the effect appears in your square.

I'm not sure you can give it to someone else. The text specifically says "you" can wield it. Doesn't even imply that others can. I don't know if that was intentional language or badly written, but I'm going to guess intentional (or so says my gut).

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You're the GM, if you want him back, them let the wish work to bring him back. If you need to justify it, just say that ordinarily what he asked for in and of itself exceeds the power level of a wish, BUT in reality, he is just cancelling one wish with another, and that you consider that to be within the power of a wish. So back he goes and your campaign goes on.

If you don't want him back, then I guess you play it that way and either port your campaign into the future, or tell him his character is lost in time and to make a new one to joint the other PCs who presumably are still in the past.

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I don't think anyone mentioned another good choice: Seeker Archetype Sorceror. Full arcane caster which your group doesn't have.

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Chess Pwn wrote:
So my question is that a ranger can get a feat without the pre-reqs. So what happens if the ranger gets up to greater two weapon fighting without having two-weapon or improved two weapon? Do they get three attacks from just the one feat? What happens in this case?

I'd say you get one extra attack at -10. If you want the abilities conferred by the Two-Weapon and Improved Two-Weapon feats, you have to take them, BUT you don't have to if all you want is the ability from the Greater Two-Weapon feat.

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Hi, your concepts are creative and interesting, but I do disagree with your basic premise that you even need to multi-class. I've played Druids that are focused on Melee Combat using Wildshape and I haven't found it necessary to multi-class. When I do multi-class, I just take one level of Ranger and the Shapeshifting Hunter feat. I see no reason to take 4 levels of Ranger.

I don't have time to research some of your ideas, but you might want to double-check the Savage Barbarian build. I think somewhere it was decided that a Druid who is wearing armor and who Wildshapes is still considered to be wearing armor (but I'm not really sure as I'm going by memory). In any case, I've found Wild Armor very important to my Druid Wildshape Melee Combat builds as the lack of armor makes you too easy to hit, so you really need Wild Armor. So it may be a moot point.

A level or two in Barbarian is nice from a roleplaying or concept standpoint, especially for something like a Bear Shaman. I like the ability to Rage. However, it will significantly hurt your spellcasting and Wildshaping. From an optimization standpoint, I wouldn't do it.

In the end, everything is a trade-off. I personally don't like the trade-off in spellcasting and Wildshaping ability from Multi-classing a Druid, especially when the Druid is a Wildshaping Melee Combatant. That doesn't make me right, just my preference.

In the end, play something you find interesting and have fun!

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Mulet wrote:
What else exists in the rules to cheat death?

APG - Hero Point system.

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Barachiel Shina wrote:

We came upon another issue, this one quite comical. We had 4 enemies in a pit, taking up all 4 squares. The same player (the Magus), drank an "Enlarge Person" potion and...jumped in. Which means he landed on top of all 4 of the enemies.

We did not know what to do at this point. First, we had it where he took falling damage of course. Next, we figured the enemies would take damage as if an object fell on them. Considering his weight was now 1500+ lbs, that was some hefty damage. Now we had the problem of him being in the same 4 squares as the 4 Medium creatures. Legally, none of them can take any actions which is...well...completely unrealistic.

You forget the step where the guys in the pit all get opportunity attacks against the Magus for him trying to enter their squares. He better hope they weren't waiting with braced weapons... ouch!

Honestly, this is simply why we have GMs. The rules can't cover every situation in detail. The GM will just have to use his own judgement.

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Deadmanwalking wrote:

This has been asked before. There is, indeed, an official answer.

In short, Glitterdust does indeed negate invisibility, it does indeed not help at all with any other form of concealment (such as darkness).

Excellent. I looked around and couldn't find anything, but someone else came through. So this settles the first question. Glitterdust DOES negate invisibility.

I noticed links sometimes stop working, so just in case for the future, the post that Deadmanwalking linked to says:

Alright, looks like I got too cute with the logic behind my explanation. Let me be clear...

Glitterdust kills invisibility and all the rules that go with it.
Glitterdust has no effect on other forms of concealment.
Glitterdust also makes it very difficult to hide and might blind you.

That is all... (as it is currently worded).

Jason Bulmahn
Lead Designer
Paizo Publishing

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"Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action."

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TrollingJoker wrote:
Do you by any chance know where this is written?

The Rules say:

"Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used."

Note the "from his spellbook".

Also, under spellcasting, note that nowhere does it say you need to consult your spellbook, or have it in hand, when you cast. The spellbook has nothing to do with casting the spell.

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I think your confusion lies in that you think the Wizard "prepares" his spells "in" his spellbook. That is incorrect. The Wizard prepares his spells in his "mind" FROM his spellbook. Losing your spellbook has nothing to do with whether you can cast your prepared spells. Using your prepared spells to recreate part of your lost spellbook is a part of the rules.

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Damocles23 wrote:
One of my players...

If you're the GM and you think it's cool, you could just let him have proficiency in the weapon.

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Cao Phen wrote:

Does expending the use of Stunning fist via Dragon Roar trigger the effect from Dragon Ferocity?

I am unable to expand on this because of phone typing, but any info will be great.

I'm going to go with yes.

The roar does damage equal to your unarmed strike. The bonus to damage from Dragon Ferocity is not something you need to trigger, it affects all your unarmed strikes, so I'd count it in. For example, I wouldn't count the extra damage from Power Attack as that is selected from round to round, or the extra damage on your first unarmed attack each round from Dragon Style as that doesn't affect all your unarmed attacks.

My answer is based on the assumption that "your unarmed strike damage" includes any static bonuses from STR, etc., and isn't just a reference to your base unarmed strike damage.

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I'd say yes, BUT the real question in my mind is whether an earth elemental can wear or carry equipment while earth gliding. I haven't researched the topic, but I'm inclined to say no earth gliding with equipment.

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I just noticed that the FAQ allows the Eagle Shaman (and ONLY the Eagle Shaman) to fill holes in the size of totem animals available when wildshaping by applying the Giant Template to Eagles. I believe that some of the other Animal Shamans have similar holes in their size line-up, but according to the FAQ, the other Animal Shamans cannot fill those holes by using the Giant Template.

Shouldn't the rule be more even-handed, such as if there is any animal matching the Animal Shaman's Totem animal type available in a size category, then the Animal Shaman is limited to that animal(s), but if a particular size category has no animal matching the Animal Shaman's Totem, then the Giant Template can be applied to an animal of the appropriate type from the next smaller category? Or something along these lines.

If the Devs are worried about abuse (where someone might get to choose which of several animals to apply the Giant Template to), they could simply identify which Animal Shamans have holes in their available animals and specify which animals get the Giant Template.

For example, the Boar Shaman has small (Pit Boar), medium (Boar) and large (Dire Boar) sizes, but is missing any huge boar.

Similarly, the Bear Shaman has medium (Black Bear) and large (Grizzly, Polar and Dire Bear) sizes, but is missing any small or huge bear.

I've seen GMs, as a houserule, allow the Giant Template to be added to an appropriate animal, but a RAW option would be nice (for PFS if nothing else).

So if you think all Animal Shamans should get the same treatment as Eagle Shamans, please hit the FAQ button!


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As a spell-trigger item, you need to have the spell on your spell-list to actually use the spell. So, a standard Ranger can only use the Cure Serious Wounds and Remove Disease spells off the staff. Note that our hypothetical Ranger cannot recharge the staff unless he's 13th level or higher because he needs to sacrifice a 4th level spell slot to recharge the staff (and doesn't get 4th level spells until then).

Also note that some Rangers do not have spell-casting and simply cannot use the staff as they have none of the spells on their spell list.

Use Magic Device can be used to activate a spell off a staff, but that's not specific to the Ranger.

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Maybe. The real question is does the character have the "LINK" ability for their animal companion (see animal companion rules) as this is where the +4 Handle Animal comes from. In most cases, this is yes, but there may be some cases where they do not (not certain).

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Sorry, I don't see anything "odd" about the ability. As stated before, anyone of that ability probably has the resources to deal with interplanetary and interstellar travel. In any case, any long trip requires a bit of planning.

Also, keep in mind that you don't have to take 11 companions. You can just take your PC group of 4-6. Or maybe you're just hauling luggage/cargo/supplies.

Also, that's enough space to build a "travel sphere" for 4-6 people with a sleeping area, cargo area, toilet/bathroom, lounge, etc.

I'm no math/geometry wiz (so I looked this up on the internet), but if I've calculated this correctly, the sphere is 4,188 cubic feet. Submariners (who typically stay underwater for months at a time) on modern US attack subs have personal berthing areas of 15 cubic feet per person according to a US Navy website. So berthing areas for 12 people come to 180 cubic feet. That leaves about 4000 square feet for storage of supplies, bathroom, a lounge, gym, etc. That's not huge, but seems workable given magic and some preparation.

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Odraude wrote:

The OP hasn't posted since the first post. Chances are, this thread was just flame bait. And it worked.

I'm sure everyone will keep posting and arguing despite this knowledge.

I don't think it was flame bait. Look at the initial replies. When I first read them they sounded downright hostile. The poster was probably some player who, frustrated, turned to the boards for the first time, posted, got flamed and will probably never be seen again. If we're lucky, he'll still play Pathfinder.

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LucasB wrote:

Hey guys, so currently my character does not have access to the skill "perform" as a class skill. I wanted to know is their a feat or a trait and item that allows a certain skill become a class skill for that character? I know there is skill focus feat but that does not make it a class skill.


Ultimate Campaign:

Mentored, but only one form of Perform
Talented - all Performs

Not sure where these are from (unless noted):

Looking for Work (Second Darkness)
Missionary (Legacy of Fire)
Barroom Talespinner (Skull & Shackles)
Dilettante Artist - Elf Only
Rude Songs
Hwan Artist (Hwabggot regional)
Varisian Wanderer (Varisian regional)
Faithful Artist (Desna religion)
Intense Artist (Shelyn religion)
Eye Of The Father (Torag religion)

I think there are more, but that's all I got for now.

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BigNorseWolf wrote:
Zaister wrote:
Why don't you agree with character concept?
In a world with flying harpies luring you off a cliff, flying wizards tossing lightning, and flying dragons raining fire down upon you "I will only face my foes steel to steel!" isn't chivalry its insanity.

If my 1st level character sees a Harpy, Flying Wizard shooting off Lightning Bolts, or Flying Dragons raining fire down, then the last thing he's going to do is draw attention to himself by attacking them with a ranged weapon. :>

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alexander leah wrote:

Hey guys, i 'm going to make an inquisitor to join a 5 lv campaign, but i need some advice.

First of all we have 15 Pb , low wealth and no traits, is a ranged inquisitor Item dependant?
Second, fluff wise i will be a hunter sent by the Church (like the van hellsing from the movie) which domains or inquisition could be a good call? I will play in Eberron and i dont have restriction on them

If you're hunting undead, then the Final Rest Inquisition or the Revelation Sub-Domain might be good choices.

If you're not hunting undead, then a bit more information about your goals or background might help in selecting an appropriate Inquisition or Domain.

As for a ranged Inquisitor. I don't think he'll be any more item dependent as a melee Inquisitor. Instead of putting your resources into a melee weapon, you'll put them into a ranged weapon. Arguably, the ranged guy might be less item dependent if you can keep him out of melee (less need for expensive/magical armor and/or shield).

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Ishpumalibu wrote:
I have a player, playing an ifrit sorcerer gish who wants to get big. The only spell i can think of is righteous might.

If this is a home game and you're the GM, maybe you can let him do something like "Scion of Humanity" for the Aasimar, but re-worded for any Native Outsider of Human Stock. For example:

Scion of Humanity: Some Native Outsider's "outsider" ancestry is extremely distant. A Native Outsider with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces any "outsider" language and alters the native subtype.

Basically, you lose the protection of being a Native Outsider, which is more or less a wash. On the one hand, harmful spells like Charm can work on you, but helpful spells like Enlarge can also work on you.

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This does bring up that it might make for a nice 0-level Orison or Cantrip! The ability to summon a single fairly innocuous tiny animal, limited like "Light" in that you can only have one at a time. Maybe a straight 10 minute duration?

Maybe a mouse or rat, a housecat, a tiny dog, a songbird, a tiny non-venomous snake, or a hamster!

The Devs haven't added any new Orisons/Cantrips in awhile, hope one notices and thinks this is a good idea.

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I don't see a problem with the trait. It's a trait available to halflings who worship their racial god, Chaldira Zuzaristan. Halflings are lucky, halflings need the extra oomph (being so small) and it's simply not generally available to all PCs as would be Improved This or That. Of course, I guess you could convince your GM that your Dwarf Fighter worships the Halfling racial god in order to get this trait, but that would be a bit of a stretch in most cases.

When choosing feats and traits from d20PFSRD, you need to remember that Golarion is copyrighted material, so d20PFSRD makes alot of feats that are otherwise restricted into generic ones. The clues are the copyright notices below the feat/trait. If it lists a regional book, an organization book or a religion book, it's likely restricted in some way (regional, organization or religion) and not generally available to anyone who simply wants to take the feat/trait.

You want Wayang Spellhunter... then explain to the GM how your character derives from Minata. Alot of GMs will be accommodating, particularly if you have a decent story-line, but there are some who won't be. You can't simply go to d20PFSRD, look at "Metamagic Master" and declare that anyone can simply take the trait without the regional restrictions (well, you can, but you shouldn't).

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lkerhsien wrote:
I find all your response very extremely funny.... Did you even ask him what game is he playing in before commenting about the gm? I was one of the player in that game. It was not a homebrew but a pfs game. Who is going to help him keep track of how many glasses is drunk.. When he enter another pfs game under another gm... Is it still half bottle? Whos going to know how much is left? I really had a great laugh at ur comments. Thanks..

I am happy for you that you are so easily amused. You must find a great deal of joy in life.

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Xaratherus wrote:

The rules for preparation of spells are not class-based; they're generalized. So although the Arcanist is a hybrid, and uses spontaneous slots to cast prepared spells, he would still have to memorize the spells he knows once a day.

Additionally, the rules that allow a class to prepare\cast lower spells in a higher slot are not class-based; they're general rules from the magic section. So yes, like any other caster an Arcanist could use a 3rd-level slot to cast a 2nd-level spell.

Actually, the rules are not generalized for Arcane Magic. If you check the "Arcane Spells" section of the "Magic" chapter of the Core Book and the PRD, there is a separate sub-section for "Preparing Wizard Spells", and another separate section for "Bards and Sorcerors". The "Divine Spells" section doesn't do this, but that's probably because there are no spontaneous divine casters (i.e. Oracles and Inquisitors) in the Core Book.

The Arcanist (revised) section on "Spells" says, in part: "An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast." Does this mean the Arcanist prepares spells in their spells known slots, then they're locked in until such time as they can re-prepare spells, or do Arcanist need to prepare all new spells everyday. I'm going with the former.

The real difficulty with all prepared spellcasters is that they all contain language implying that they need to re-memorize all of their spells each day. For example, the Witch: "A witch can cast only a certain number of spells of each spell level per day." Wizards are the only arcane prepared spellcasters in the Core book, and they clearly do not need to re-memorize all their spells each day: "Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used." Divine prepared spellcasters do not have similar language, but virtually everyone I've ever played with treats divine prepared casters the same (i.e. they retain use of unsed spells from day to day).

The newer classes are not mentioned in the core rules, and I suspect this is the same problem. For example, one FAQ question asked about preparing spells in open slots says: "That text was written when wizard was the only class that prepares arcane spells. This option is also available to magus and witch characters (both of which are classes that prepare arcane spells)."

Arcanist is even more of a conundrum as it doesn't use quite the same system as a wizard, nor does it use quite the same system as a sorceror. It's a mix of the two. When the ACG comes out, I hope they address this. Right now, I'm going with they select and prepare the spells for their spells known slots like a wizard, but like a sorceror those slots are then locked in until changed. As for spell casting slots, they recover in the same fashion as sorcerors.

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The Mighty Monarch wrote:
MrSin wrote:
The best way imo, is to get a bunch of mooks... er... minions! er... no... Henchmen? Hey, what's the word... Those other people in your party. Yeah! those guys. Put them in front of you.
Minions!*raises fist* They prefer that to "henchmen."

We called them "meat shields" back when I used to play Cyberpunk 2020.

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