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Hopefully a simple question. I know that the Spheres of Power expanded options book has conversions for the hybrid classes, Warpriest included. As far as I remember (dont have access to it right now), the Warpriest keeps its Fervor ability, but it makes no mention of its ability to cast self buff spells as a Swift action. Was it intended for the SoP version of the Warpriest to be able to spend a use of its Fervor and use a self-targeted Sphere ability? Example, spend a use of Fervor to Swift action use the Alteration sphere's Shapeshift to alter your size and gain a couple natural attacks, then full round the closest enemy, assuming in range.

Only ask because I'm trying to make an Unarmed/close weapon using TWF build, and the Magus is my current base, swapping between Spell Combat to Alteration or Destruction and full round or TWF. However, the Warpriest gives me a lot of things I'd otherwise need to spend feats on/wait a few levels for, like higher armor proficiency, weapon focus, scaling fist damage, and bonus feats. If the Fervor ability works the way I'd expect, Warpriest is the way to go for me.

Also, sorry for double threads. Computer at work lagged out and made two.


Is there a way to make illusion spells deal damage? I know there's the Shadow spells that are only semi real, like Shadow Evocation. But I mean, for example, is there a way to make an illusion of, say, a dragon, actually be able to hurt an enemy. I think there's a couple feats that are Gnome only that let illusions count towards flanking, and I think the Nightblade 3pp class has some way of making damaging illusions or something similar, but is there any other way?

I've been wanting to design a stealthy character that relies on illusions and such for both offense and defense. I know there are various stealthy classes that can fill this roll like certain bards, Eldritch Scoundrel rogue, and Arcane Trickers, but I like the idea of the character hiding away some place while using illusory soldiers to attack the enemy. I was hoping this is what the Puppet Master Magus archetype would do, use Illusions to deliver its spells and such, but sadly, was not the case.

So, is there a way? Paizo or 3pp material is fine, but Im curious.


Can't seem to find it listen in the pdf for Spheres of Power. Is the Destruction sphere's Destruction blast considered spell-like? Supernatural? Im leaning towards the latter, as I dont remember seeing anywhere that they're listed as a spell of certain levels, but I've been wrong before.


Pretty simple question. Kind of want to make a character that wields a large claw type weapon. I know there are various similar weapons, the Catfolk cat claws, the iron claw, and I think the cestus description mentions it has spikes and claws all over it. Are there any other types out there? Whether it be Paizo, 3pp, or even a weapon from 3.5. I know normally one shouldn't try to use weapons that are oversized, but I want to make a character with a large claw weapon for the visual of it. Assuming Im doing it right, a huge cestus is a light weapon for a huge creature, and that would translate to a 2 handed weapon for a medium creature...which makes no sense, so I dont think that works at all. Even then, it'd only be 1d8.


After scrambling around for a while, trying to find something I could use in the same vein as the 3.5 Warlock, I've looked upon the Wilder. Now at first glance, the Wilder is really nothing like the Warlock, but the Blaster Wilder archetype got me thinking. From what I can see, you can essentially Wild Surge with your Surge Blast to have it deal 2d6 of damage per +1 your Wild Surge gives. You get Modified Blast feat at level 2 to allow you to augment your blast in various minor ways. The Elemental Blast feat allows you to make it a different element, meaning the fire and cold blasts deal +1 damage per die rolled.

My question is this. What other ways can you make the Surge Blast deal more damage? Point Blank Shot should work. I dont think the Blast counts as a power, otherwise I would take the Favored Energy feat to add an additional +1 damage per die. My idea was to use the Surge Blast to act sort of like the Warlock's Eldritch blast, and use the powers sort of like the Warlock's Invocations. Sure, they may not be unlimited, and they can't be Surge augmented, but they could be used when a single Surge Blast won't cut it.


So this Saturday, I'm running the final night of my campaign. Its been a long trip due to various members college careers, work times, and several campaigns going at once. The party is going to be heading back to their original starting city, which is essentially the capital city of the worlds main religion. And of course, they're going to be heading straight to the headquarters to break through.

The idea is this: the party is essentially going to be heading through the city, towards the church headquarters, fighting through the guards to get to the head of the church. I'm looking for a good portion of the soldiers to be competent, but more or less cannon fodder for the party, with the head priest and his two guards being a more interesting challenge, all leading up to the final battle with the religions main deity. Yes, I know, most people say "don't stat out major deities!" This is more like...I'd say Greek mythology, where the gods are very involved with the world and are powerful, but susceptible to death.

Party is all level 16 and is composed of an elf Witch focused on battlefield control, buffing the party and debuffing the enemies, a Pistolero gunslinger, a Gendarme Cavalier, and a mishmash of int classes based on sniping. The deity, the head priest (who will be either a cleric, paladin, or warpriest) and his main guards will be statted. What I'm wondering is, how do you all quickly generate minions that can do bits and chunks of damage, but should not, for the most part, be massive threats to the party? Do you just give them rough estimates of to hit, damage, and HP and ignore the skill ranks, most feats and such?


I've seen a lot of threads discussing the Kineticist lately. It's abilities, its attack routines, how Burn works, its damage, etc. I will preface this by saying that I am by no means good at calculating appropriate damage levels, nor have I played a Kineticist. This is not a commentary on that class. For me, the Kineticist looks really fun and interesting, but the idea of slowly running myself ragged doesn't exactly appeal to me. I've always really enjoyed classes that generate at will abilities.

Now, I know that people tend to compare the Kineticist, class that can blast "all day" to archer builds, classes that can do basically the same thing. People argue that the utility talents can, for the most part, be replicated by spells. Here is my situation. I've been wanting to come up with a class that is based around the "at will" premise. Rough ideas were to give them a small pool of ability points that regenerate at a certain rate each round. As it seems like a universal option for these kinds of classes, I wanted to give it some sort of ranged option. I was thinking it would cost 1 point to use, and as you would always regenerate at least 1 point per round, the base ability would be essentially at will. You'd get options to upgrade the damage, or alter the shape, or stuff like that, as well as other combat and out of combat abilities.

Now, here's what I wonder. Originally, I debated the blast as scaling at 1d6/2 levels. As a standard action once per round, that's not that great. Being able to do it for each attack in a full round is stronger, but maybe its too strong. Would it be more appropriate to give it that scaling damage and leave it as once per round? Scale the damage more like arrow damage, but give it more bonuses to damage and more attacks per round? Assuming they had utilities that archer builds couldn't as easily replicate, how would that factor into the arrow damage. I wouldn't want to build a class that deals as much as an archer character AND out utilities them, but I'd want to keep it relevant in and out of combat. I'm curious what people here on the forums think a good baseline would be.


Yes, I know, the concept is not super optimal. It'd be better to go with a high crit weapon so I can Spellstrike crit someone hard. Effective, but I want to build a character that punches someone with lightning or some other spell.

At the moment, there's no campaign to use this character in, so I cannot give definite starting levels or stat deciding factors. However, most campaigns we play in start anywhere between 1 and 3, and either use the 20 point buy system, or a 70 point total system. The basic concept I have so far is to play a Half Elf, using the free Skill Focus on Perception. I plan on taking the Extempresario archetype, listed on the d20pfsrd, to change all my class features that were Int based to be based on Charisma instead, and changes the Magus to a Spontaneous caster instead (I prefer it to prepared, personally.) Being cha based also means Im using my casting stat to qualify for Eldritch Heritage. I would choose the Giant bloodline, (also listed on the pfsrd, there's a couple) whose first level ability is getting Improved Unarmed Strike and a scaling unarmed damage.

General first few levels would be:

1st: Two Weapon Fighting
3rd: Eldritch Heritage:
5th: Dragon Style
Bonus 5th: Intensify

Now, I know there are a few issues with this. First and foremost, Spell Combat and TWF do not work together at all. I believe that the GM I usually play under would allow it to work, though I would need to see if it'd be a -4 in all (-2 from Combat, -2 from twf), or just the -2. Would it just be better to ditch TWF entirely and use Spell Combat, with the main hand delivering the free spell attack and the offhand punching?

Second issue is, by going Spontaneous casting, metamagics suddenly take a full round to cast. Meaning no Spell Combat. This can be fixed with Spontaneous Metafocus, but needing that feat for each spell I'd want to metamagic is a pain. Should I just suck it up and use Spell Recall and Pearls of Power to get my spells back so metamagics don't take so long?

Finally, I've heard a couple people suggest Hexcrafter and Hex Strike. The idea is interesting for sure. Would it work better? Are there any quick dips into other classes that might work better for this? If possible, I'd rather not turn it into a natural attack build. That one I have a far easier time knowing how to build. Has anyone build a good and or fun unarmed Magus? Im sure there's things Im missing. Perfectly open to 3pp stuff, and if it helps make a dip into a class synergize better, there is a 3pp feat that lets you change your casting stat to one of the three mental scores.


Simple question about the feat in the Bloodforge book. The feat says that, upon taking it, you gain a type/subtype from the list and you gain the benefits listed on the table below. It also states "Do not recalculate your base attack bonus, saving throws, skill points, or Hit Dice" and " Unlike other creatures with the Air subtype, a creature who gains the air subtype with this feat does not gain or improve a fly speed." That's the line that makes me have to ask....do you gain other benefits from the subtype? If you gained the Fire type/subtype, do you become immune to Fire but vulnerable to Cold? It doesn't give that as a bonus on the table, which is what the feat says you choose from. But if you only got what was on the table, why would the specifically call out that you don't get a Fly speed from the Air subtype? Wouldn't they just say "You only get the bonus from the table below as well as counting for that subtype. Do not recalculate bab, saves, skills, or hit dice, and you do not gain any other bonus of that type?"


Just want to double check something here. Inquisitor's get Stalwart, which says "If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely." Some Witch Hexes offer a save to reduce the duration to one round, such as Evil Eye. Would an Inquisitor who makes the will save instead be unaffected? I know it's essentially Evasion for fort and will saves, but I wanted to double check that the decreased duration is indeed considered a reduced effect.

I ask because, at a certain point very soon in my campaign, the party will be attacking the headquarters of the world religion, and there will very likely be Inquisitors around. The Witch in the party is fond of (personal) pacifism. Meaning she likes to Evil Eye, Misfortune, and generally just lock down enemies. She herself never hurts them. Wanted to make sure I'd be ruling Stalwart versus her Evil Eye hex right.


There was a pdf in the pfsrd store that I saw several months ago. From what I remember, it had various racial alternatives of the Kitsune, including one that was more wolf-like. I believe there was also a Barbarian archetype (Bloodrager was not out at the time), that raged and turned into bigger and bigger fox/wolves. Had a Yokai feel to it, I think. The cover was what looked like a black furred kitsune holding a ball of black energy in their one hand and a sword in the other.

Does anybody remember this pdf? I've tried finding it online, but can't seem to find it.


So, short backstory. I'm playing in a gestalted homebrew campaign my fiance is running. World has been wrecked by a nuclear war, life is hard out in the wastes, etc. My current character,has stayed behind at a power plant to help maintain it after we killed the person formerly running it.

We're level 10, and my idea is to build a solid natural attacker. It's a bit low magic on the item side, not too many shops where they sell magical gear, so it's not like I can buy the mammoth helm or the rat bite ring. While I do love the idea of the attacks being purely natural to the character, I also like the idea of being able to call on them at moments notice and then make them vanish. So I came to the idea of a natural attacking Psychic Warrior, using Bite of the Wolf, Claws of the Beast, and that dragon tail power from 3.5. This leaves me without a solid ranged option. Now, I suppose I could use my second Warrior path for a ranged weapon, but I wanted something with a little more style.

So my question for you all is this. Would a Sacred Fist Warpriest be a good second half to my gestalt? At this level, they get Blood Crow Strike as an available spell, meaning I can use it a couple times a day to get ranged damage. I also planned on taking Pummeling Strike and Feral Combat Training, if only to launch one large Blood Crow Strike from my claw. I assume that you cannot take FCT multiple times so I could not use my bite, tail, and claws in a Flurry, only the one specific natural attack I have weapon focus with.

Is this worth it? Or would it be better to just go with a bow or some other ranged weapon?


Not sure if this is the exact right forum. If not, feel free to move.

Is there a list anywhere that gives all or most of the Psionic Powers from 3.x and what book they're from? I've scrounged around on google, and I find a lot of links to either the d20srd.org site, or wikis that have a lot of homebrewed stuff. Which, while homebrew can be interesting/fun, is not quite what I'm looking for. I'm currently playing a gestalt campaign with one of my classes being a Psion, and while there are a good chunk of powers in Pathfinder that I like, doing a little bit of searching back in some of the 3.5 books I have showed me powers I wish had been moved into Pathfinder.

If there's not a list, would anyone know if there is a power that is similar to the Beast Shape spells? I know of the Metamorphosis line of powers, and while those are really good and would fit most of my character ideas, I can't help but enjoy the image of a Psion full turning into an animal (or even a psionic Dragon) and throwing powers around.


I am a big fan of the various Into the Breach pdfs. I own the Magus, Oracle, and Summoner ones, plan on getting the Witch, Gunslinger, and Cavalier ones as well soon. However, there are a few things in a couple of the pdfs that I'm somewhat unsure about. I don't have the pdfs with me at the moment, so I can't post exact text, but I'm hoping I can get a few ideas at least.

Into the Breach: Summoner

Shadow Caster Archetype. The Shadow Caster replaces its shadow with an Eidolon (must have the shadow body type described within the pdf) in a ritual that takes 1 hour. If the Eidolon is not present, others can make a perception check (versus the DC of the slight of hand check to hide the Summoners glowing rune)to notice they have no shadow. The shadow eidolon can move freely in areas of dim light or darker. When in areas of light brighter than dim, the Eidolon may "attach" to its summoner and is forced to move with the summoner.

Now fluff wise, that all makes perfect sense. However, a few minor mechanical questions come up. First, is that 1 hour ritual in place of the 1 minute summoning time that most eidolon's have? Or is that just sort of a "if you are starting a campaign at level 1 and want to see the Summoner come into possession of its Eidolon" type thing. It doesn't say it replaces or modifies the summoning time, but I'd like to make sure. Second, how does the shadow eidolon look? Yes, I know, they can look roughly however you want. Reason I ask this is the section about you replacing your shadow with the eidolon, and that there is a check to notice when the outsider is gone. Is the eidolon a 2D shadow? Is it 3D? Can it alternate between being flat on the ground and standing upright? Again, it probably doesn't matter in most situations, but there have been a few scenarios where my GM wasn't sure how to rule some...stealth tricks I was asking about with my shadow. Finally, when in areas of normal light, the eidolon has to be attached to its summoner and is forced to move where it moves. Does this mean that if the Summoner moves more than 5 feet, the Eidolon cannot make a full attack, like a mount moving more than 5 feet causing its rider to lose the ability to full attack? It's not called out that it does or doesn't, but I want to see what others say. If it is the case, if the Summoner charged, would the Eidolon be considered charging as well?

Lyrical Summoner prestige. This one is a lot more simple. The Lyrical Summoner is a prestige that advances both your bardic performances and your eidolon, along with the casting abilities of one class or the other. At level 1 or 2 (not sure which at the moment,) the eidolon gains the bardic performances and rounds per day of a bard where its bard level equals its hit die. Now, nowhere in the text does it say what performance you get. Is it the standard bards performances? Whatever performances you get in the bard archetype you used to get into the prestige? Whatever bard archetype?

Into the Breach: Oracle

Alternate Class: Warlock. Oh man...this was the reason I bought this PDF. I really liked the warlock of 3.5 (never got to play it)and I was not disappointed with this incarnation. Sure, it's different than the 3.5 version, losing the at will abilities that mimic spells, but gaining access to all the Oracle revelations was a neat touch. My only issue is that the pdf does not list its armor or weapon proficiencies. Is it the same as the Oracle, as it is an alternate Oracle? Are they different?


I'm sure this has been asked before, but I didnt see anything when I looked it up. Druids specifically can't wear metal armor. That I know. However, what if the druid was a Construct made of metal? Would it be possible? I know that Warforged in 3.5 could be Druids, but I'm pretty sure that Warforged were more made of stone and such, and had feats for what type of armor was built onto their bodies (wooden, metal, etc.)

I only ask because I've always had this idea to play the 3pp Automata race as a Druid, with the general background story that the automata wants to find out more about how life and nature works, compared to its robotic lifestyle it was more or less made for. Issue is....they're specifically noted as being made of metal.

So would this be possible? I am going to assume no, it is not possible. Worst comes to worse, I play the Skin Changer Ranger variant (3pp class, also gets Wild Shape, no spells). But I would find it entertaining to play a robot that harnesses the power of nature to sling spells.


As far as I've seen, there isn't anything on the pfsrd about this sort of thing. Let's assume that I have a four armed creature. Said creature wants to wield a greatsword in two arms, and a longspear in the other. Now, attacks made two handed deal 1 1/2 strength mod. Weapons wielded in off hands deal 1/2 strength mod. You can only have 1 "main" hand, the rest are considered off hands. Obviously, the great sword deals the 1 1/2 times strength mod, but what does the long spear wielded in the two off hands deal?

My ideas are that it would either be:

-1 1/2 times strength mod, as it is in two hands.
-1 times strength mod, with the 1 and a half and the 1 half canceling out.
-1/2 strength mod as it is being wielded in two off hands.

Im sure there is probably a monster somewhere in the bestiary that wields weapons in this fashion that would give me the answer, but I have no idea where to even start looking for something like that.


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So a while ago, I made a class based around the Final Fantasy Dragoon class, complete with the Jump mechanic, heavy armor, advanced abilities with spears, etc. Now, it's the Jump mechanic itself that I'd like everyone's view on.

Currently, I have it set up roughly like this: The Jump is treated as a charge, including the double movement speed, the +2 to hit and -2 to AC. Distance that can be traveled is up to double move speed both vertically and horizontally. So 30 feet forward is 30 feet up. The jump can only be done with weapons in the pole arm weapon group, as the character uses it to vault. If the character has a fly speed from any source (including the prestige that I made for it as well), then the Dragoon can use its fly speed instead of land speed, and the weapon can be of any type, as no vaulting is needed.

The issue comes up with the kind of action the jump requires. Currently, I have it set up so that, when a Dragoon decides to jump, it takes up its entire turn, as they have to leap into the air and come down on the targeted square. The jump resolves at the very beginning of their next turn, dealing bonus damage per ten feet they traveled, capped by a level progression table. So no level 1 dragoons leaping X feet and dealing tons of bonus damage. This means they then have their entire next turn to do whatever they want. Full round, jump to another target, etc. I did this to keep it like the FF Dragoon where, if the enemy moves out of the target square, the attack misses. Eventually, the class gains an ability that lets the sacrifice damage dice to redirect their jump in a way. "Oh? That guy moved 5 feet out of target square to avoid me? Sacrifice a die of damage, redirect the momentum a bit aaaand bam."

So what do you guys think? Is the way I have that jump set up make it a bit too hard to use? I didn't want to just make it a standard charge, because I'd feel like it's a Cavalier variant. Then again, Cavaliers have the limiting factor of "Can I have my mount here, and can it charge?" Whereas I suppose the Dragoon's limit is "how high is the ceiling?" Would it be better to give it the normal Jump with the normal Charge mechanics, and then give it some sort of super jump later on that takes longer to go off?


I'm going to start this off by saying that yes, I know blasting is not exactly viewed as the best combat method, and I understand why, but it's what I'd like this build to do. For a while now, I've been trying to think of a good way to combine hard hitting blast spells with melee combat. What I mean is, I would love to play a class that can lay down 1-2 spells at the beginning of a combat, whether they be single target or AoE spells to soften targets up, and then move in to help clean up with any other melee in the party. Issue being, I'm not sure the best way to go about this. I like the image of a person wearing at least medium armor and a 2 handed weapon with simple yet hard hitting spells, but am open to different ideas if they work better/ easier.

I've had a few ideas, but I'm not sure what class would fit it best. Magus has a lot of the features I want built in, but the medium casting level means its a bit harder to metamagic things (I'm ignoring that I personally dont like prepared casters as much as Spontaneous, that's another discussion). Clerics and Druids can cast in whatever armor they're proficient with and not worry about spell failure, and the druid does have some good AoE spells, but at least to me, both of their lists are more focused towards buffs and utility spells (though I could be wrong, as I've played neither class). Wilder seems to be the best option: able to wear any armor and not have power failure, 9th level manifesting, and a ton of power points. Would just need a couple feats to get them armor/weapon proficiencies.

I'm sure I'm missing some sort of combination to get done what I'd like to have done. What do you all think? I'm open to suggestions on class, feats, build paths, etc. I'm not familiar with 3.5 that much, so if it's a feat from that edition, include the book it's in if possible. I'm trying to stay away from 3.5 classes if possible, but if there's one in there that fits the theme well, then by all means, tell me what book its in and I will look into it. Other than that, 3pp feats and classes off the pathfinder srd are totally fine to mention.


Okay, this may sound like a dumb question, maybe my brain isn't working yet. Scorching Ray, despite shooting up to three rays, is considered one spell, obviously. DR and Energy Resistance normally apply to each attack. Now, after reading a few times in the past couple weeks about how things like Sneak Attack only work for one ray per casting of Scorching Ray, it's made me curious. Let's say I fire two rays at one creature. SR checks apply to both rays, correct? Does Resistance apply to both hits? Or is it somehow that it's one spell so it only applies once? That would make no sense to me, because that would make it weird when you target multiple creatures. "Sorry, Jim the Pyromancer, but that thing has Resist 30, and its one spell...so it reduced the damage for his friend as well."

I'm going to assume that, despite being one spell, and SA only working on one ray, Resistance applies to both rays. Just wanted to double check, as I'm playing in a gestalt campaign as a Pyromancer/Magus, and I want as much fiery damage as possible.


I know that, under normal circumstances, a character must make a melee attack at the end of a charge, and cannot do other actions such as cast a spell. The Magus, via spell strike, substitutes the free touch attack granted by casting the spell for a swing with its melee weapon. I'm aware that this, by normal rules, still does not allow the Magus to cast at the end of the charge. However, there is a feat (name escapes me at the moment, and I'm at work so I cannot check) from the Might of the Magus pdf (a pdf with 30 feats for use with the Magus, some accessible to other classes) that allows a Magus to cast a spell at the end of a charge.

Now, assuming this feat was taken, the Magus could charge at an enemy and cast Shocking Grasp. Because of the way Spell Strike works, I could substitute the free touch attack for a melee swing. Meaning, with that feat, I could actually Spell Strike at the end of a charge. Am I missing something? Yes, I'm aware it's a 3rd party feat, so not every DM would allow it. But assuming its allowed, that's how it would work, correct? I only ask because I have a mounted Magus concept I'd like to make, using an archetype from the Into the Breach series to get an animal companion to ride, and I like the idea of charging at an enemy with an electrified sword.