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As far as I can tell this spell can be made into a potion.

APG pg.230:

Jester’s Jaunt
School conjuration (teleportation); Level bard 3
Casting Time 1 standard action
Components V, S
Range touch
Target one living creature
Duration instantiations
Saving Throw Will negates; Spell Resistance yes

You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.

The potion rules state:

Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

The bolded text is where I am confused. Would a potion of Jester's Jaunt allow you to determine where you teleported, within 30 ft or would it have to be a predetermined when the spell was made and thus likely to be useless since you would almost certainly be more than 30 ft from the intended destination.


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The title says it all.

The original discussion started here.


Recently one of my players pointed out that glitterdust does not specifically allow players to ignore concealment.

CRB pg.290:

Glitterdust
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a –40 penalty on Stealth checks.

I have always interpreted this as being similar to faerie fire

CRB pg. 280:

Faerie Fire
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.
The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Do other people house rule glitterdust in this manner?


Recently one of my players died and he decided he wanted to play a conjuration wizard.

When he generated his spell list he told me that one of his two free spells at each level didn't have to be from his specialization school.

I was pretty sure this was incorrect but after pouring over the Wizard class description in detail I couldn't find the requirement.

He has since moved on to play a bard (so this is a non-issue from a rules perspective at the table).

Today however I found this on page 219 of the CRB

Spoiler:
Adding Spells to a Wizard’s Spellbook
Wizards can add new spells to their spellbooks through
several methods. A wizard can only learn new spells that
belong to the wizard spell lists.
Spells Gained at a New Level: Wizards perform a certain
amount of spell research between adventures. Each time a
character attains a new wizard level, he gains two spells of
his choice to add to his spellbook. The two free spells must
be of spell levels he can cast. If he has chosen to specialize
in a school of magic, one of the two free spells must be
from his specialty school.

I was wonder do people feel that this is a hold over from 3.5 and should be removed or should it be added to the Wizard section to avoid confusion?


I am currently on book 4 of the Carrion Crown adventure path and I am just wondering if other GM's are finding very lethal.

I began the campaign with 4 players at my table and they were 15 point buy builds.

After the first book I have one character death (the player stayed) and one character drop out due to work requirements.

Death #1:

The first character to die was my brother's elf ranger. He was killed by the Slaughter Man in the party's first encounter with him.
They had just finished dealing with the other ghosts and traps of the
Harrow Stone when they found themselves drained and facing the Slaughter Man.
Rather than running away (as I thought they would) they proceeded to fight. I used the tactics detailed in the book for the Slaughter Man and after softening the party up with several magic missiles eventually two members of the party ran and hid from him leaving the ranger, the summoner and his eidolon exposed.
No problem right? I just divide the magic missiles between the two and everyone is happy. Unfortunately the summoner was under the effects of "Hide from Undead" and the eidolon had shield cast on it in the first round so I was left with one viable target. BLAM! dead ranger.
My brother took it in stride and at the end of the book he made a fighter to replace the ranger.

In the second book I had a party of 3 players (and things were okay) until the Baron's Keep). My brother died once again in the final dungeon.

Death #2:
Fighting the trolls at the keep entrance he and the cleric found themselves in a tight spot. My brother could have moved out of the fight and left his party member suffer a round from the troll alone while he drank a potion or stick it out and hope he they kill it first. Obviously he elected to stay and it didn't work out too well.

By the end of book 2 we had added a 4th player to the table and things were looking up. In fact the player who had left due to work commitments was able to return to the table bringing the total up to 5 PC's.

Midway through the third book the cleric had to leave due to starting up school and so our table was reduced once more to 4 players.

It was in the final "dungeon" that the player who had returned to the table at the beginning of the book met with his untimely end.

Death #3:
Being the only good aligned character at the time he was killed in Feldgaru by the Demon Wolves and their leader detecting that he was the best target to hit.

It was after this death that I lost two players. My brother had to leave town for his school co-op and second player had to leave for work requirements (the fellow who had returned and died stayed on and created an inquisitor of Desna).

However I managed to find two more players and now my table is back up to 4 as I began book 4 "Wake of the Watchers".

The book has been proceeding well and my party hasn't thrown me any real curve balls in terms of decision making. And in spite of a few misconceptions about the nature of some of the antagonists things went pretty well until...

Death's 4&5:
They arrived at the Undiomede mansion. The party managed to kill and clear out most of the mansions less savory characters by entering through the back door. They explored the upper level and found Voltiaro and thoroughly enjoying his transformation into a beast from beyond. We ended the session here and decided to finish next week.
The next game the noticed the trail of slime leading down stairs and they followed the trail to discover the portal in the stone pillars on the first floor of the house. After some debate they decided to explore the rest of the house.
This led to them eventually encounter a tick swarm which promptly devoured two characters one after the other. Both tried to flee the swarm's wrath but they learned the that Cling special feature of the tick swarm was deadly.

So there you have it 5 deaths in 4 books. I don't really believe any of them were the fault of the players but this has left me with a very weak reason for the party to continue hunting the Whispering Way (only 1 character from the original party remains.) Thankfully my party wants to keep going but I am running out of ideas on how to integrate new characters to the party.

In fact in order to save the last session from ending an hour and a half early I just teleported the two new characters into the party (with the consent of 3/4 players at the table) hand waving any introductions or attempts fitting them into the plot.

If anyone has some suggestions on how to keep introducing new characters please let me know. At this rate I'm going to have at least 2-3 more deaths.


I plan to use the new armor as DR variant rules but there are a few areas of concern that I have in regards to defense and critical hits.

1. "In this alternative system, a creature does not have an
Armor Class (AC); it instead has a Defense score. Defense is
similar to touch AC in the standard Pathfinder Roleplaying
Game rules, but it also adds the shield bonus (including any
enhancement bonus to the shield), and any enhancement
bonus to armor.
Defense = 10 + shield bonus + Dexterity modifier + other
modifiers (including armor’s enhancement bonus, but not
armor bonus or natural armor bonus)"

Does this mean that size modifiers no longer matter? there are part of touch AC but they don't factor into this new equation.

2. "In this alternative system, when a creature threatens a
critical hit, it does not make a critical hit confirmation
roll. Instead, the target of that critical hit makes a critical
defense check instead. A critical defense check is 1d20 + a
bonus equal to the creature’s DR + the creature’s Dexterity
modifier (up to the maximum Dexterity bonus allowed by
any armor worn) + the sum of any def lection and shield
bonus to Defense.
Critical defense check bonus = creature’s DR + Dexterity
modifier + shield bonus to Defense + deflection bonus"

If you bypass a creature's DR is its Critcal Hit Defense (CHD) reduced? for example if you threaten to critical a skeleton and you by pass its DR/armor but not its DR/bludgeoning is it's CHD now lower by 4? (4 is the standard DR/armor for a skeleton).