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Organized Play Member. 18 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




21 people marked this as FAQ candidate. 1 person marked this as a favorite.

In this thread the first post is marked as having been answered in the FAQ, but I can't find any info on whips in the FAQ. Rather than continuing to necro that thread I figured a new one would be better. Given that enlarge and reduce person are first level spells, this is something that could come up fairly easily. Many points are raised in the other thread, but ultimately I didn't see a definitive answer, the closest thing being a JJ forum post. Is there a solid answer on this out these questions out there?

If I'm a medium character wielding a whip, and I cast enlarge person, what is my reach with the whip as a now large creature?

If I'm a small and wielding a whip, and I cast reduce person, what is my reach with the whip as a now tiny creature?

If as a DM I wanted to equip a cloud giant (huge creature) with a whip, what would its reach with the whip be?

Same as above, but with gargantuan, colossal, diminutive, and fine sized creatures?


In PFS, does the cost of any of these need to come out a wizard's starting gold?


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

Bat shape:

Spoiler:
"Benefit: You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly."

Beast Shape 2:

Spoiler:
"This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus."

But bats are diminutive. Do you become a tiny bat? Do you become a diminutive bat, but use the tiny animal ability modifiers from beast shape 2? Does that feat contain a typo, and it should read beast shape 3? Something else? I lean towards you becoming diminutive and using tiny animal stats as making the most sense, due to bats being diminutive, and the 'otherwise functions as' wording granting you as much as is applicable from the list of climb, fly, and swim speeds, etc.

Edit: also, does using the feat count as using a skinwalker's change shape ability? If not, can you use the feat to turn into a bat, then use skinwalker's change shape ability to turn into some sort of super bat?


Does a wizard qualify for flyby attack if:

They can cast fly?
They cast overland flight every day?
They keep overland flight active during all 15 adventuring hours (24 minus 8 for sleep, 1 for spell prep)?
They keep overland flight active 24/7?

Rules/FAQ citations appreciated in addition to yes/no opinions, I didn't find anything conclusive in my initial hunt.


I'm going to be a sorcerer starting at level 16. If anything I've got so far looks dubious by RAW please say so. Otherwise, I'm looking for additional things that could boost save DCs. Persistent spell is already in use (with magical lineage).

First, raising charisma:
18 base
2 racial (ifrit)
2 fire elemental bloodline (effectively)
6 enhancement
4 leveling (starting at 16)
3 venerable
2 succubus
5 inherent
42, modifier of 16

For save DCs:
13 base for a level 3 spell
16 ability mod
1 familiar activating wand of arcane concordance
4 spell focus and greater with spell perfection
2 arcane bloodline (crossblooded with elemental)
2 heighten (unable to go further due to spell perfection wording)
1 trait (outlander, lore seeker)
39 save DC

The spell I'm upping the DC for is pellet blast. This is because there's very few (or none?) things outright immune to piercing damage, and thus they'll be subject to the effects of dazing spell. I'd be willing to switch to a different spell that offered no SR and has a wide area if it could have elemental focus (and greater) applied to it, and reliably affect anything, whether by doing 1 point of damage or succumbing to something else to trigger dazing spell. Reflex save based spells are preferable, that seems to be the most common weak save. The spell must be 5th level or below, due to dazing and persistent causing spell perfection to chafe at the level 9 cap.

However, the metamagic master trait is being used for intensify spell, to ensure the spell does enough damage to break through DR. I don't like taking this feat, however. Is there another way to reliably make sure the spell will punch through DR, or otherwise always make victims subject to daze? I would love to drop intensify spell and replace it with something else, and also reassign metamagic master.

Geyser is a spell I'd consider replacing pellet blast with, for instance, but it does piddly damage, so I'm not sure how I'd make it so that it could affect creatures with even meager amounts of elemental resistance. Something like the havoc of the society trait would work, though I can't take it with magical lineage, as they're in the same trait category.