Chevalier83's page
Organized Play Member. 227 posts (232 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 2 aliases.
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8 people marked this as FAQ candidate.
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I've had problems with Spells that state "centered on you" as part of the area (or effect) description.
Examples would include:
Antimagic Field (http://paizo.com/prd/spells/antimagicField.html)
Emergency Force Sphere (http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere)
Similar: Magic Circle against evil (http://paizo.com/prd/spells/magicCircleAgainstEvil.html)
From my understanding, all spells have a clearly defined shape.
Let us start with the Antimagic field as an example:
It states "Area 10-ft.-radius emanation, centered on you"
http://paizo.com/prd/magic.html:
An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.
http://paizo.com/pathfinderRPG/prd/image/SpellAreas.jpg
We now know what that shape should be, the big question for me is the placement. Nowhere in the chapter "magic" I could find an example of an area effecting spell NOT originating from a grid intersection. However we have the what seems to be more specific rule of "centered on you".
As the area is fix, a spell centered on a field would, from my perspective, have to influence 50% of certain fields. Something I do not know how to handle. This ruling gets even more bizarre when looking at Magic Circle against Evil:
"10-ft.-radius emanation from touched creature"
This spell does not include specific as to how to place the emanation on the creature (i.e. there is no "centered"). This however means, the general rules kick in, stating that emanation has to originate from a grid intersection.
It gets even more complicated when looking at Emergency Force Sphere. Considering that you would go with the "centered on you", that would mean you could under no circumstances cast the emergency force sphere in a 2x10 tunnel, as you cannot stand on a grid intersection. Instead you would need a 3x10 tunnel.
So my question would be: does "centered on you" mean, that I have to chose a specific grid intersection on me or what does that mean and how do you handle that in your games?
Hi all,
Clear Spindle resonsance power says:
"Protection from possession and mental control (as protection from evil)."
Does this mean, that the power only works against mind control from evil spells or creatures, or does this mean this power function as the spell, but works on mind control from all sources?
Hi folks,
we are playing RotRL and I think about playing an EK as I have an awesome story that fits that class very well. The alternative would be to go pure wizard.
The EK would be a universalist build further gimping my spellcasting. I also lose 2 levels of spell progression due to 1 level of fighter.
I was wondering what stats an EK should have lategame (say around level 15) to be a relevant close combat fighter. A quick build I made would be around the following:
+21 / +12 / +26 (quickened true strike) to hit, 3d6 +30 +1d6 acid (15-20 x 2) (power attack / furious focus included)
40 AC; saves between +12 and +16; ~130 HP
all calculated using monstrous physique III and shield; haste is not included.
DCs for high level CC spells would be 25.
So the question is, whether the EK build will be contributing. What do you guys think?

Hi all,
for our campaign, I want to create a character, that's an arcane caster with a little bit of hex-tech flavor. For this reason, I thaught about the craft construct feat. I figured, having a construct minion will be a heavy limitation of character wealth, but I'm still thinking on it.
The question I have is the following: at the craft construct requirements there is a required caster level (i.e. from angelic guardian):
Craft Construct, mage armor, scorching ray, creator must be caster level 10th; Craft (sculpture) or Knowledge (engineering) DC 15; Cost 12,000 gp
from my understanding, the caster level is a requirement that can be substituted by increasing the DC by 5. Is this correct?
From magic item creation:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
There are a couple of scenarios, that indicate that non-summoned (i.e. summon monster) demons do not vanish when slain. E.g. demons around the wordlwound. So what happens with their corpses? Do they stay? Do they decompose?
Hi all,
my Magus will get an improved familiar after the next scenario. I just noticed that the familiar in question is a real skillmonkey and is better than my character in practically every skill. To name a few:
All knowledges aside from planes
Bluff, Diplomacy
Perception, Sense Motive
Spellcraft
Linguistic
Appraise
The thing I wonder about is the following: How are skill checks determined when my familiar is present? Do I get to roll twice (once for familiar, once for my character)? Do I get to roll the higher value or do I get to roll just for my character rendering skills on my familiar useless?
Please also note, that my familiar has telepathy and could thus potentially communicate with me without "talking".
Be it feat, trait, magical item or something different.
I'm specifically not talking about caster level (e.g. Magical Knack).
Hi all,
an Isitoq require to be built with an animated dead (1 hit die).
Does that include Lesser animate dead?

Hi all,
I want to create an Item that allows me to shift my plane, foremost as an escape Item. Preferrably on Shoulder Slot, if that does matter.
I looked for similar items and found the following:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/robe- of-stars
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.
- It enables the wearer to travel physically to the Astral Plane, at will and on command as if using the plane shift spell. Once he has done so, the wearer can also return to his plane of origin on command, also as per the plane shift spell.
- This robe also grants its wearer a +1 luck bonus on all saving throws.
- Finally, the wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month.
However, the shuriken are completely useless for me and the luck bonus is nice, but no must have. How would I price a shoulder slot item, that has the first ability (possibly also the second), but does not have the third one. Any suggestions?
Hi folks,
I try to build a cleric of Asmodeus. I would love to have sin inquistions, as that adds a lot of favor. I also envison my cleric as more of a caster cleric, with a bit of firespells and summons. Summons are not a problem at all. I would add fire domain, but I would only have 1 slot for each fire spell, which is not very much.
Is there any way to get at least 1 firespell as a regular spell besides theologian (because I want to take sin inquisition)?

Hi folks,
I am currently building a cleric and a question rose: can you use Preferred spell for a domain spell and than use regular slots to cast it spontaneously?
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
From my perspective, preferred spell let's you sacrifice any spell slot. E.g. a mystic theurge could use a wizard spell slot to cast a preferred divine spell.
Domain spells only say they cannot be PREPARED in a regular spellslot. From my perspective, using preferred spell to cast a domain spell spontaneously is perfectly valid. Thoughts?
I have a character in a home campaign (follower of Calistria) that wants to take revenge. Nothing lethal, but reducing cha would be appropriate. I considered poison, but even with taking the crafting skill it would be to costy and would take to long to craft it. I came over diseases and Vorel's phage looks pretty interesting and is in the right region (southern Varisia). How could I use diseases as a weapon? Do you have other good ideas for revenge?
Do these materials work with ranged weapons? Fluff wise I find it kind of strange to hold a firearm (loaded or unloaded) into a camp-fire, but I could not find anything against it.

Hi there,
I am playing a sorcerer with wordcasting in a home-campaign. I am curious about the Page of Spell Knowledge and have 2 questions:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/page- of-spell-knowledge
1) I am an experimental caster and would like to get some additional effect words. Is it possible, to get an effect word through a page of spell knowledge?
2) I have the craft wondrous item feat. As crafting states, that the spell-knowledge prerequisite can be substituted, is it possible, to craft a Page of Spell Knowledge without the appropriate spell?
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
Sometimes, when gaining darkvision it is stated that if you already have it, it is extended by 30 feet. What happens, if it is not explicitely written down?
Shadowcaster 5th level ability replaces a bonus feat by darkvision
Tiefling already has Darkvision
What happens?
Hi everyone,
I plan on building a harrower for our home campaign. I can't decide which baseclass I want. Spellwise, I aim for a couple of diviniation, lot's of conjuration and some situational (illusion etc.) spells. I want a good set of crowd control (e.g. color spray, black tentacles, etc.), a tiny bit of blast (Snowball with Magical Lineage) and some utility spells.
So: what would you propose - witch, bard, wizard or sorcerer?
Let's say I stack Lead Blades and Enlarge Person. How do I scale those?
e.g. the regular table says an Earthbreaker (2d6) would Scale to 3d6 on the first improvement. What happens than?
Hi everyone. I have a Silver Crusade Inquisitor in planning, that would benefit greatly of Enlarge Person. The thing is, the built already requires a 2 level dip into another class and I don't want to lose further levels. As my charisma sucks, a wand of enlarge person is also out of the built. So: how do I get it? The only Item, I've found so far that would benefit me is:
Cloak of the Hedge Wizard
Any other ideas?

Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.
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My question: is the bonus d6 multiplied in case of a critical hit? RAW I do not see a reason why not. In that case, what is the purpose of Flaming Burst (as you could simply apply flaming and shocking instead of flaming burst)?
Flaming Burst: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage.
Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.
I plan on dipping one level of sorc for my magus. Is Magical Knack worth it or would you rather take focused mind? (my other trait will be wayang spell hunter shocking grasp).

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2 people marked this as FAQ candidate.
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I just wanted to clarify the mechanics of applying different Archetypes to one class. As example take Crossblooded and Tattooed Sorcerer
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 base class as another alternate class feature. For example, a fighter could not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different.
I am referring to the section "But non can replace or alter the same class feature from the base class as another alternate class feature". How is that to be interpreted?
According to http://www.d20pfsrd.com/classes/core-classes/sorcerer I have an overlapping in two categories:
1) Bloodline Power (Crossblooded (X); Tattooed X)
2) Bloodline Bonus Feat (Crossblooded C; Tattooed X)
When reading the sections at the classes they state the following:
Tattooed:
Familiar Tattoo (Su)
[...] This ability replaces her 1st-level bloodline power.
Enhanced Varisian Tattoo (Su)
[...] This ability replaces the 9th-level bloodline power.
Crossblooded:
Bloodline Powers
At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.
So... A crossblooded has a lot more options to chose from regarding bloodline powers. But he doesn't get one on 1st and 9th. For me, this seems perfectly fine.
Tattooed:
Create Spell Tattoo (Su)
[...] This ability replaces the bloodline feat gained at 7th level.
Crossblooded:
Bonus Feat
A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.
So... again, same thing, crossblooded may chose from more feats, but doesn't get one at 7th level...
In conclusion: my view is, that both archetypes are legal together. Do you agree / disagree and why?
I figured the standard Dips are
- Fighter - Lore Warden (2 Levels)
- Fighter - Weapon Master (3 Levels)
- Crossblooded Sorcerer (Orc / Blue Dragon) (1 Level)
A common Prestige Class I know of is
- Magus 7/ Cleric 3/ Mystic Theurge 10
What else is feasible?
I thaught of the following:
- Shadowdancer (2 Levels)
- Eldritch Knight (10 Levels) (spell critical seems great with Kensai)
- Dragon Disciple after 1 Level of Sorcerer (Probably with a Str built)
- Magus 5 / Rogue (Knifemaster) 3 / Arcane Trickster
What do you guys think of these options and what are Prestige Classes and Dips you use for your Magi and why?
Another question that came up in yesterday's play, that I couldn't answer is the following:
If I have a PC that uses enlarge person and a reach weapon, the threat range increases to 20 feet. In my understanding, he threatens the field 10-15 feet and the field 15-20 feet. What happens, if an enemy get on the field adjacent to the PC. He probably can't just take a 5-foot-step, as a normal reach weapon fighter would do, as that doesn't bring the enemy back into a position where he can normally attack.
So: is this one flawed and the threatening area should actuall be 10-20 feet?
Am I playing the five-foot-step wrong and the player should get a 10-foot step instead (as he is large)?
Or is it working as intended and you're simply screwed as a large person with a reach weapon?
A question that came up in yesterday's play, that I couldn't answer is the following:
If there is a character with 7 or 8 Dex and he is denied his Dex-Bonus to AC, eg. due to being flatfooted, does his total AC actually rise?

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6 people marked this as FAQ candidate. Answered in the FAQ.
1 person marked this as a favorite.
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Spell Combat let's you cast a spell as part of a full-round action:
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). [...] A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Dimensional Door says
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn.
I am specifically referring to the "After using this spell, you can't take any other actions until your next turn" - part.
As I understand Spell Combat, the spell is part of a full round action; I can chose whether I want to attack first or last. Technically the attacks would be part of the action, that also triggers dimension door, which would mean, I rather finish my action than take a new one. So - in conclusion - is a magus able to Attack after casting Dimensional Door on himself or not (without having Dimensional Agility)?
I just noticed shocking grasp has SR: yes.... is there an alternative for a magus to fight enemies with SR? Could be ranged or close, preferrably wizard spell list.
Dimension Door can be cast on "Target you and touched objects or other touched willing creatures", so I can actually cast it on an ally, say a fighter.
It also says
"After using this spell, you can't take any other actions until your next turn."
so my question is: can the fighter I teleported use actions?
a) This turn if his initiative is lower than mine?
b) Next turn if his initiative is higher than mine?
my thinking is yes to (a) and (b), since his turn has not started when I am casting this thing, and he just can't take actions until his next turn, which is either.
Sooo... I'd like to use an improved familiar to have it use a wand on me. Here are my questions:
a) which initiative does it use? Say I take an Quasit (Init + 6). Does it use mine (+13) or does it use it's own? Which ways are there to improve his init?
b) what's the bonus to use magic device he get's? say I have 11 skill ranks, 20 Intelligence and it's a class skill. It has an Int of 11 and use magic device is not one of his skills.

Hey folks,
I came up with the following built in another thread and wanted to have a discussion, wether or not the damage is viable:
I actually think you could make AT based on Rogue and Magus work (should all be PFS legal as well):
I would go with Tiefling 20 PT buy:
Str: 13
Dex: 15 (+2)
Con: 10
Int: 16 (+2)
Wis: 8
Cha: 12 (-2)
Alternate racial features: Prehensile Tail instead of Fiendish sorcery and Maw or Claw - Maw (bite attack) instead of darkness
You start off as a Magus (Kensai) and go till 5th level for the ability to make your weapon keen and the additional feat
Your chosen weapon will be a Kukri
Traits: Magical Knack // Wayang Spellhunter (Shocking Grasp)
You start off with the feats
weapon focus // weapon procificiency (kukri) // canny defense
from the Kensai
Feats:
1: Weapon Finesse
3: Power Attack
5: Intensify // Curnogon Smash
You than take 3 levels as Rogue (Knifemaster), which gives your sneak attack with the Kukri D8s
Feats:
7: Dazzling Display
At level 9 you are free to take your first level as AT
Feats:
9: Shattered Defense
I would than continue with AT levels until you reach level 18 ;)
Feats:
11: Quicken
13: Maximize
15: Spell Perfection
Rest: chose whatever
A point that gets pretty ridicolous after level 18:
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
Meaning: 7D8 Sneak attack Damage from Kukri, 10 D6 Damage from Shocking Grasp, 7D6 Sneak attack Damage added through surprise spell to the spell damage of shocking grasp (all doubled on a crit range 15-20); you will pull that off twice a round (pearls of power are your friend), one being quickened, one being maximized and also attack with all your normal attacks with the 7d8 sneak attack damage (+1 Bite attack with d4s)
Your poor BAB will also be partly compensated by the fact, that most opponents should be flat-footed all the time, also allowing you to sneak attack without flanking + the to hit bonus of shocking grasp...

As I did not get a sufficient answer in rules section, I try it here:
My question is explicetly about the following ability:
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At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
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In case a Magus would wield a shield, would a polearm be a one-handed weapon as required for Spell Combat?
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To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.
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If so, which of the following scenarios would allow the magus to Spell Combat with a polearm:
a) A hexblade using prehensile hair to wield a shield, while spell combating with a free hand + polearm
b) A Magus using a buckler and spell combating with a polearm
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1 person marked this as FAQ candidate.
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Hi guys,
as I understand, a magus with buckler can still use spell strike and spell combat, given that he uses a 1-handed weapon.
Phalanx fighter at 3rd level gets the following:
At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
As the buckler is obviously a shield, does that mean, that a magus could spellstrike / spellcombat with a spear or polearm if multiclassed to phalanx soldier?
Just noticed: while Magical Knack was illegal according to ADDITIONAL RESOURCES Version of January 30th, it is not according to Version of February 27th. Is that correct or a typo?
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