Ctuchik's page

Organized Play Member. 32 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.




I recently took a card Power Feat on Mogmurch - Firesolver that we weren't able to agree on how to play.

Here is the wording:

"Gain the Divine Skill equal to your craft; when you make a divine check, discard the top card of your deck or recharge a blessing."

So, it boils down to 1 of 2 ways to play it.

Option 1:

Mogmurch has the Divine skill outright and can play Divine Spells and recharge them. When making the check to recharge he would have to discard from the top of his deck or recharge a blessing.

Option 2:

Mogmurch has the Divine skill ONLY when making a Divine check. This would give him an extra check to gain boons and defeat monsters, but would not allow him to play Divine Spells AND recharge them. When the spells verbage would check to see if you have a Divine Skill, he would not have it at that time as the check to recharge comes after the check for the skill.

If someone could help us with this distinction I would greatly appreciate it.


Can you declare use of Elemental Fist before an attack of opportunity or trigger effects?

Just curious, I would think no, but one of my players is playing a monk and I wouldn't want to deny him damage due to my ignorance.

Thanks in advance for your time.


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What I'm wanting to do is create an Arcane Trickster that uses ray attacks to deal sneak attack damage. It seems like a relatively natural progression, but I'm just curious about a few things.

1)Is sorcerer or Wizard going to be better?

2)Will vanish/invisibility allow the sneak attack die to hit?

3)how would you split the levels or rogue/(sorcerer or wizard)?

4) can you use steal in combat at range?

5) what feats would you get to improve rays/ and do combat feats affect rays?

Thanks for your time in advance.


Basicly I'm wanting to make a cultist leader, possibly cleric, that uses the explosive runes technique in melee range. I'm hoping to use spell immunity to pull it off, but I'm not sure if the rules allow for that. I have all the story elements worked out, but i don't want to flex the rules too hard, and I like my players to be able to do anything I can. So I would really like to stay within the confines of the printed text and make this work. Any thoughts/or suggestions would be helpful.

P.S. the backup plan is the leadership feat, with suicide bombers.


ok, basicly I have two questions regarding Explosive Runes:

1) Can it be written on an individual, as in a tattoo?
not a big deal if it can't it's just a curiosity.

2)Does spell immunity work on Explosive Runes?

P.S. No I'm not just being a jerk I have a very neat roleplay/storyline idea for this.


My DM is has been pretty brutal in the past, and we were playing 4th edition before. For practically no reason he has switched to pathfinder (which i'm kind of stoked about, I've been playing a pathfinder campaign on and off for about 7 months already.

Most of the time his sessions are very combat heavy and we aren't generally supposed to live through them. He says with the new pathfinder module, Kingmaker, that he is going to make roleplaying a much larger part of it.

I was looking at Master spy and really want to make that class work(I think it would be especially fun with kingmaker....I've done some small research), but I'm confused as to how I can class into it effectively and still do good damage. I know (rotting feeling in my gut) that if i go heavy roleplay with the disguise and stealth alone I'm going to get chewed up.

Anyone have any ideas as to how to make the Master Spy extremely deadly?

I'm up for any weapon set or feats. I am picking the class b/c I know it will be fun to roleplay, and combat has never really been my strength.