Frost Giant Battle Priest

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Any interpretation that hinges on "bluff check" and "bluff skill check" being substantially different things, intentionally distinct, is on very shaky ground.


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Using Gloves of Storing to dual-wield crossbows is "insane cheese" now? Chill. The f!~!. Out. guys.


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StabbittyDoom wrote:


Allow me to reiterate: There are no rules for death.

Except for those in the magic chapter, and those in the raise dead spell.

StabbittyDoom wrote:


Any assertions about how rules should and should not work for death are invalid because it's unreasonable to expect that the writer of a duration-based spell had such interactions in mind, or even that the writer of duration-based rules in general had that in mind.

Not at all unreasonable. Other RPGs manage it just fine.

StabbittyDoom wrote:


If this were law, we'd fall back to a reasonable expectations standard. Would a reasonable person expect to still be diseased if reincarnated into a new body? Probably not. Would they expect to still be cursed? Probably so. What if revived into the same body? They'd probably still expect to be diseased. What if revived from a finger of the former body? Now we're getting into tougher territory.

No, if this were law, we would see that we already have a system of rules for determining when spells end. The proposed exception, spells end when the target dies, is not supported by those rules, even though it could easily have been written in if it was supposed to apply, is not necessary for smooth functioning, and can easily be shown to raise more questions, for example under the interaction with Breath of Life.

"Reasonable expectations" is the method of last resort.


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Consider this: Spell like Bestow Curse (and many others) would need a specific continuation-beyond-death clause if termination at death was a rule.


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There are rules in the Magic (not Spells) chapter about the duration of spells. None of them mention the death of the caster or the subject. Furthermore, the rules about dying and returning to life say nothing about ongoing spells.

Furthermore, as a general principle, effects that are rendered invalid (because Enlarge Person targets persons not corpses), they are suppressed, not ended.


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HWalsh wrote:
Kudaku wrote:


Personally I like using climate change denial as a parable to those who don't believe in the martial/caster disparity. They even use a lot of the same arguments! :)

I wouldn't use that one.

The climate change vs denial argument comes down to both groups accepting the impact of change, but arguing on if it is human driven or not.

That is not the case with the alleged C/MD.

That's a nice demonstration of the point. On one side, you have a mountain of evidence. On the other, you have:

*It's not a problem, to my knowledge, right now, for me personally, so the problem doesn't exist.
*I don't like the conclusion, so I'm going to deny it, with no arguments at all.
*Some guy with a title and a vested economic interest in telling me it isn't true is telling me that it isn't true.

Those are exactly the same argument you hear from climate change deniers.

(and make no mistake, USians. To the entire rest of the world, your debate on climate change sounds exactly the same as 9/11 Trutherism and Moon Hoaxers).


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Deirdre, from the archives.

A human woman in severe scholar's robes, thick glasses and her hair tied in a severe bun. Also, unbelievably curvaceous, with luscious platinum-blond hair, perfect skin and teeth and a husky voice. She klutzes around the room, knocking things over, scrunching up her adorable face to peer across the table, and seems to confuse herself with the pile of scrolls she's carrying.

Deirdre is a diligent member of the Scrolls, and not really sure why she's on any particular mission, given that she's just a linguistic researcher. She believes herself to be a mousy little nobody, completely unaware of the effect she has on others.

Stats:
Human Oracle (Lore) (Psychic Searcher)
Str 8
Dex 7
Con 12
Int 14
Wis 12 (or less)
Cha 18+2

Feats: Skill Focus (Linguistics), Orator
Traits: something that gives linguistics as a class skill, something else (irrepressible for +cha to most will saves, that one that gives +1 DC for language-dependent spells?)
Skills: Linguistics, all of the knowledges.
Racial abilities: Focused Study, Skilled.

Curse: Clouded Vision (of course!)
Revelations:
Either Focused Trance to completely crush skill challenges, or Sidestep Secret to klutz your way out of danger.

Spells known:
0: Detect, Read, Light, mending
1: Murderous Command, Comprehend Languages, (Cure Light Wounds).


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Premonitious wrote:

A player (playing a druid) just tried to use a dominated animal to detect traps... like a monk (with his saving throws) and I wasn't sure if it's against a druid's code since technically all it says is

"A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid..."

So what I also want to know is, what does it mean to "revere nature"?

That's not "torture".


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It part of the Cleric's "Spells" class feature, "Chaotic, Evil, Good, and Lawful Spells" sub-heading. Not relevant to Oracles.


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The most thorough (and useful) interpretation of "arcane spellcaster level" ends up at "effective wizard level".


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Melkiador, stop it. You have been shown what "as noted" means in the context of both Witches and Warpriests. Your question has been answered decisively. There is no argument left.


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timmypaddins wrote:

The rogue does get help from our Sorcerer with the Greater Invisibility, and you might describe it as good tactics, or you might tell it for what it is, stupid and over-powered.

A level 10 party with good tactics will wipe the floor with any number of stupid melee brutes.


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James Risner wrote:
timmypaddins wrote:
Honestly, WTF is the point of the magic item creations rules if so many are so against them?
Who is against them? Not a single poster in this thread has been against them. Every single item in every book published used the item creation rules. I don't see the problem, unless you wanted to jump to the "last resort" instead of following the rules/guidelines.

That is...wov. So...wov. So, so unbelievably wrong. There are lots and lots of legacy numbers, guesstimates and anally extruded numbers.


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Don't feel constrained by real-world chemistry. Clearly, blackpowder requires 3 components:
*Body parts of a fierce and terrible monster
*Something something from the most dangerous parts of an active volcano
*Something best bartered for from an isolationist tribe in the area.

plus various bits and pieces for bullets (gold coins can be smelted and are properly dense) and maybe some leaves for holding the powder charges.

Once you have the materials, crafting takes 1 day per 1.000 gp cost.


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I updated the guide.


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The OP asked about getting to Aucturn, a location in the Golarion Campaign Setting (but not on the planet Golarion). Therefore, dismissing Distant Worlds because it's part of the campaign setting, not the rules, is missing the point entirely.


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"No, I don't need to check that things actually work before I submit my writing that people actually pay for".

Not only did the author assume that there was a Crow statblock with claw attacks in existence. He also didn't look at a single statblock (or wikipedia page, for that matter). Because birds don't have claws, they have talons.

Use the Hawk statblock, it's tiny and has two talon attacks. The Steal combat maneuver doesn't use Sleight of Hand, so that doesn't matter.


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I will write a background for my character that reads like the damn Pokemon intro song, see if I won't.


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Lorewalker wrote:
It's a year later and I'm still hoping for a response to this.

There's no clear, easy-to answer question in the OP, so don't expect a FAQ answer anytime soon.

In the meantime, we have developer intent that the feat is supposed to be level-restricted but not specific to arcane casters.

We also have RAW in favor of easy familiar access. The argument has two steps:

The requirement is for arcane spellcaster level. That's a unique concept referenced nowhere else; the rules consistently say "caster level" or "CL" when they mean caster level. This indicates that it means something other than "caster level". The only interpretation that makes sense is "levels in an arcane spellcasting class". When Improved Familiar was printed in the 3.5 PHB (and the PF CRB version is unchanged), both Sorcerers and Wizards automatically came with a familiar. Also, familiars in PF (and 3.5) progress by class level, not caster level, which supports the idea that Improved Familiar checks for class level, not caster level. Specifically, all familiar-related abilities check for effective wizard level.

How fortunate, then, that everyone who has a familiar also has an effective wizard level for that familiar. Given that Improved Familiar requires "Wizard class level" and is entirely about familiars, I find it self-evident that "effective wizard levels (for the purpose of familiars)" qualifies.

[b][/b]


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Furthermore, abilities that allow you to take a class feature of a given class do not extend to the abilities of archetypes of that class, even if they do quack like a duck.


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Did Razmir cause the rain of fire over Melcat, or did he predict it, and lay his plans accordingly?


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Ascalaphus wrote:


These abilities have specific text to change that. The Grenadier's alchemical weapon ability does not.
Casual Viking wrote:


Furthermore, you claim that extracts are called out as not needing to be drawn. Are you sure about that? Could you quote me the relevant section?
Alchemist wrote:
An alchemist can draw and drink an extract as a standard action.

Okay, that was added in the late 2010 second printing. The first printing didn't mention that; apparently the writer in question thought it was sufficiently clear. Field Guide was written about the same time. So I'm still not convinced on this point.

Ascalaphus wrote:


That doesn't make it unusable as you claim, just not as good. You can still draw and apply in a single round, or apply an already-drawn substance and then attack.

I disagree, because the ability isn't just "move action to infuse". It's like this: At 2. level, where you only have one attack per round, you spend your move action. At level 6 (should probably have been level 8, TBH) it becomes a swift action, so you can do it once per turn and still full attack. At level 15, when you have 3 attacks, you can do it on every attack. It's not like level 15 suddenly adds the need to use swift actions for something else.

So, I maintain that "must spend a separate action to draw the item" is neither written nor obviously intended, and conflicts with how the ability seems to be intended to work.


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"Free hand" is a vague concept. The closest thing to a definition is this:

Deflect Arrows, Core Rulebook wrote:
You must have at least one hand free (holding nothing) to use this feat.

This interpretation has been confirmed by SKR on the forums while he was still employed, but not as an official FAQ answer.

However, there seems to be two ideas about what a "free hand" is: Either a hand holding nothing, or a hand doing nothing. For the defensive, off-turn abilities, "a hand holding nothing" seems to be the intent, whereas the Singleton archetype ability or Dervish Dance seem to have meant "a hand doing nothing", but failed to write that.

Paizo has tried to move away from even using the "free hand" concept in later books, but it's still not solved. For example, Slashing Grace needed new rules for the FAQ that were in no way stated in the feat.

Suggested solution: While making an unarmed attack, your main hand is considered to be "holding a weapon". If you make an unarmed attack as an off-hand attack, or as part of a Flurry of Blows or similar ability, your off-hand is considered to be holding a weapon. This applies regardless of what you're actually holding, and regardless of which body part is actually making the attack. It applies from the beginning of your action until the end. It also applies to natural attacks made with slams, claws or anything else assigned to a hand.


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Spell Combat: As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

So, that's -2 for Spell Combat, -2 for Rapid Shot; +6/+6/+6. Note that attacks that aren't part of the full-round action, such as from opportunity shot or snapshot, do not take the penalty.


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Chess Pwn wrote:

Casual Viking,

We can't both agree that Spellscar drifter is obviously a mistake.
I agree that the likelihood of errata for it is pretty low.
Because that's what it is, it's a PFS houserule, PFS isn't official Paizo. And to say or imply that Spellscar Drifter had changed officially would have been dishonest.

Really, dude? Really? The Cavalier-as-a-gunslinger archetype, who gains class abilities specifically requiring the use of his firearm against the target of his challenge, doesn't benefit from challenge on his firearm attacks, and you won't agree that it's obviously yet another writer-hasn't-read-the-rules f+&@up?

I think our disconnect goes all the way down to how language works.


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Secane wrote:

If a PC wants to make someone (NPCs, etc) else feel "uncomfortable" or disgusted, which social skill or skill/s should be used?

An example, a PC causes a distraction by wolf-whistling, catcalling or giving "hungry eyes" at some NPCs.

Given that those, when intended to cause unease, are rape threats, I think the skill in question is pretty clear.


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Arachnofiend wrote:
The problem, Devilkiller, is that if touching the shield doesn't count then neither does touching armor.

But there's touching and then there's touching. Apparently.


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The boar and the viper next.


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Secret Wizard wrote:


Then you trade away SWIFT ALCHEMY, probably one of the best, most useful features in the game, for a bonus to some Will saves...

Seriously, what's the deal with Swift Alchemy? It changes crafting time from "downtime" to "a smaller amount of downtime", and you're still working nowhere near the 1.000 gp/day speed of enchantment.


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Bard.


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Be level 10, and use the good ability of the archetype?


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Could we have just *one* of these threads without people:

*Belittling the thread starter by stating that real roleplaying games don't need that kind of mechanic,
*Suggesting that the problem be solved entirely with roleplay, or
*Pretending they've been in a coma since 2002 and don't know what "aggro" means;

...please?


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If you want to play a simpler, more down to earth, less rules-intensive fantasy RPG, I suggest not using 5E. There are plenty of other games out there, almost all of them better.


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Matthew Shelton wrote:
It would be all too easy to simply reinvent a certain tome of profaned shadiness. Hopefully there'll be good stuff for evil NPCs of good intentions for GM use too.

Ironically, the original (3rd ed) Book of Vile Darkness was merely immature and disjointed, while the Book of Exalted Deeds was the morally reprehensible book.


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bookwormbabe29 wrote:


So at level 1, my Alchemist has a +12 to Craft: alchemy (Maxing that INT for +5, +4 from one rank as a class skill, +1 from being a level one alchemist, and +2 from a homebrew mechanic that takes up one of my traits). I want to make a vial of acid (100 silver, DC 15) and hitting my RNG, I roll a 26. I get all happy that it succeeds, but then notice that's my work for a whole week? One vial of acid? If I try by the day, I have to divide by 7 - result of 3? - and fail miserably. Am I understanding this right?

You roll 26 on a DC 15 crafting check, that's 26*15=390 sp of progression in a week, more than enough for an acid flask. Going by the day instead of the week, you divide your progress, not your check result, by 7, so that's 390/7=55 sp of progress per day, so you can make an acid flask in 2 days.

For faster crafting, use accelerated crafting, that puts your DC at 25, then get crafter's fortune for +5 to skill, then you're just one +1 away from crafting in a day with a take 10 skill check.


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Mark Seifter wrote:

1) This is a similar question to some others about SLAs on another FAQ thread. It's in the same category of "probably not because it says cast a spell" as sorcerer arcanas but it needs that FAQ to be sure.

But precedents from the Bestiary series suggests that spellcasting feats and the like that can apply, do apply to SLAs. So that anything that doesn't specifically reference [class] spells, spell slots, spells known or prepared, or components, does already apply. As a corollary, the Summoner class Augment Monster ruling was an explicit clarification of unclear rules, not a new exception.


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Alexander Augunas wrote:

So Owen and I had this conversation when I was first writing the AWTs, and what we basically both agreed on is this:

Weapon training itself is FAR more powerful than people give it credit for, mostly because its power is spread across multiple weapons rather than condensed onto one...This means that your first weapon training is effectively worth 1.5 feats times X, where X is equal to the number of weapons in the weapon group that you chose.

Wov. just....Wov. That's terrible. How can Owen, 15 years into the development of 3.X, still not be immediately aware that X=1 for almost every case, 2 in rare outliers, regardless of the number of weapons in a group?


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I'll take an easy one: Arcanist.

Note that I really hate how archetypes don't say "you must take this special exploit/talent/revelation at level 1 and 3", they replace your exploits/talents etc. with other abilities, and prevents you from taking Extra Special Sauce feats until you actually have a sauce of your choice. I hate it, and it colors my valuation of archetypes that replace both the level 1, 3 and 5 archetypes.

Blade Adept (bad). Pay 3 Exploits to get a magic sword. On a ½ bab class. Also, you can pay more exploits to gain some magus abilities, but Spell Combat is not one of them, so nobody cares. Also, locks you out of other archetypes, except Unlettered, which is a terrible combo.

Blood Arcanist (good). You get the goodies of a sorcerer bloodline, except you're an Int-based prepared caster, which is much better.

Brown-fur Transmuter (average): Did I mention you're a half-bab class with no melee support abilities? Still, it doesn't cost much, and the level 9 ability is very decent for buffing your meat shield.

Eldritch Font (average): If you keep running out of spell slots and Arcane Pool points. The cost in flexibility is too steep for me, but it's not necessarily a bad trade.

Elemental Master (bad): Being forced to pick bad abilities with very little upside. Ugh. This archetype isn't even your third-best pick for making an element-focused Arcanist blaster.

Occultist (good): Awesome, even after the enormous nerf hit (Consume Spells limited to Cha/day). Even if you can't trade up all your low-level slots, being able to trade spell slots for equal-level standard action minute/level summons is a good use of a single feat-equivalent ability, and Extra Exploit is only pushed to level 3. The level 7 replacement is bad, but consider it payment for the other things you gain.

School Savant (average): Decent trade, but you really have to know why you're not just playing a Wizard instead.

Spell specialist (bad): Being forced to memorize your speciality spell at each spell level, then paying pol points if you want to use the very modest benefits of the archetype, should be cost enough. Not worth your level 1, 7, 13 and 19 exploits. Seems half-baked.

Twilight Sage (average): This archetype requires you to walk around after each battle, killing the wounded, if you don't want to nerf yourself. Make sure your party and GM is okay with this.

Unlettered Arcanist (the worst): Don't kid yourself, the Witch list is nowhere near as good as the wizard list. Also, you trade away cheap, easy spellbook scribing for the fragile, expensive Witch method. If you want a Familiar, just take the Exploit.

White Mage (bad): The ability to cast Cure Wounds spells with your spell slots is superfluous by level 3, and the White Mage isn't even good at it. Not worth the exploits.


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Goth Guru wrote:
TOZ wrote:
I am having trouble following your logic, Goth Guru. First you justify houseruling magic item creation with the fact that PFS does it, which I don't really get. Then you seem to be bailing out when someone disagrees with you?

This is why I was afraid to come back to this topic. Yeah, banning part of the game for a reason that never made any sense is a house rule, in your mind. And it makes sense to buy a scroll in the middle of an ocean voyage, in your mind.

I'm being forced to hide a topic I started. Don't direct any more comments here to me or DM me on this subject. I found someone saying a topic about a possible houserule should be moved out of houserules highly suspicious and threatening. That's the real me. Not the double talking politician you made up.

Your drama is tiresome.

Your initial post indicated that you wanted to talk about PFS-specific scroll rules - and that discussion obviously belongs in the PFS forums. If you want to talk about house rules for scrolls, that's fine. But how about giving people the benefit of the doubt on that misunderstading before putting on the victim shirt?


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The ring is even worse than you think. Casting a new spell with a range of personal ends the continuation spell, whether or not the new spell is eligible for continuation.


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Please don't confuse depression with grief.


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Guide to using poisons (link)


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The guide


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zainale wrote:

because you can't go adventuring for the rest of your life. and not every adventurer retires a hero. so whats your plan are you going to become a farmer? or does becoming a bar owner peek your interest? so tell me what do you wana become if you retire or are horribly disfigured?

(what professions or craft skills do you think are worth spending points into?)

*pique.

And if you're not absolutely certain you're gonna retire to do lines of celestial cocaine off your succubus harem in your gold castle, you shouldn't be in adventuring.


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Adopted. In addition to being very good, it also infuriates the purist grognards when my magical sparklepony, in addition to being a lost princess, was adopted by a very reclusive tribe who usually hates all outsiders.