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![]() So I wanted to build a Puppetmaster Magus the other day, but getting into melee doesn't really fit the archetype's style IMHO. So figured I'd have a look at thrown weapons. Now, regular thrown weapons obviously won't work (correct me if I'm wrong), because in terms of weapon classification, they are both melee and ranged and throwing them would make them count as a ranged weapon, which doesn't work with Spell Combat. For reference, Spell Combat never mentions melee attacks as the exact term, it only says "attacks made with your melee weapon." But the Sharding Special Weapon Ability seems to work a little different: Sharding wrote: This special ability can be placed only on melee or thrown weapons. The wielder of a sharding weapon can make a special ranged attack with the weapon in place of any melee attack. To do this, the wielder goes through the motion of throwing the weapon without releasing it. The weapon splits off a duplicate of itself that flies as if thrown by the wielder at the intended target. The duplicate gains a range increment of 10 feet for this purpose , but uses the same proficiency and otherwise functions the same as the original weapon. The duplicate vanishes after hitting or missing its target. First bolded part: You make a ranged attack with your weapon. This is what thrown weapons do, so nothing new here. But the method how it is achieved is significantly different. Second bolded part: In contrast to an actual thrown weapon, the original weapon doesn't actually get a range increment and doesn't leave your hand at all. Which makes it a melee weapon, or put differently, it doesn't make it a ranged or thrown weapon. The duplicate does however get a range increment for this special ranged attack. This might all sound excessively nitpicky, but rules-wise ranged attacks and attacks with ranged weapons always have been treated differently. Counting this as a weird corner case of a ranged attack being made with a melee weapon has a ton of implications, though. For example, you would be able to use Deadly Aim (ranged attack), but unable to utilize Point-Blank Shot (ranged weapon) and the whole shabam of typical ranged feats that follows. What are your thoughts on this? RAW, I think it should work, but was that intended? At least on the Pathfinder Discord I had a bunch of people that said ask your GM /gray area and some who said Spell Combat should even work with regular thrown weapons, which I kind of didn't agree with but nvm. ![]()
![]() Yes, mounted combat in pathfinder is a jumbled mess. Yes, that's exactly the reason why I'm making this thread. Yes, I hope to get a little more enlightenment from it than I got from using forum search and google-fu. 1) You and your mount all have their separate sets of actions. So your mount can move while you make a ranged full attack (at a penalty). Special: You only get to make a single melee attack if your mount moves more than 5 ft because you need to "wait for it to reach the enemy". If an enemy is in front of me, can I full-attack and let the mount run away after that? 2)Mounted Charging: If you charge, both you and the mount charge. So both of you charge as a full-round action. 2.1) I have coordinated charge and my ally charges. Now I would get to charge as an immediate action, but since my mount doesn't have the feat, I'd have to charge on foot, right? 2.2) I use a horsemaster's saddle to grant my mount the coordinated charge feat. Since now both me and my mount have the ability to charge as an immediate action under certain conditions, can I use the feat while mounted? 3) Pounce: You can make a full-attack at the end of a charge.
4) Ride-By Attack: Charge + move after charge
5)Trick Riding says you can negate a hit as per Mounted Combat twice per round. But that's an immediate action. You only have one immediate action per round. How does this work at all? 6)If both me and my mount have the Escape Route teamwork feat, the both of us never provoke AOO from movement again since we move in each other's squares? EDIT: 7) If you're medium sized and ride a large mount, do you threaten 5 ft around your mount's 10ft-square or do enemies have to be within your mount's squares to be threatened? There are probably a lot more things unclear about mounted combat, but those were the ones that bothered me the most right now. Let me know if you stumble over other uncertainties. ![]()
![]() Hi guys! While working on a new character I stumbled upon the feat Runic Charge: As long as two of your hands are free, you can cast a spell with a range of touch and deliver the spell to a single target as part of a charge action. yadayadayada Do I get the additional attacks from pounce while using Runic Charge? The way I read it, it seems pretty obvious that you do, since it references the charge action, which is a game-mechanical term that explicitely allows pounce. But some guy over at r/Pathfinder_RPG made a pretty big fuss about it not working together based on how the feat text is structured. Since I am not a native English speaker, it would be awesome if someone could clarify this for me. ![]()
![]() Hello there! First of all, this is not for the ridiculous Coven Caster shenanigans, but because I am genuinely interested in using the spell as an emergency option for my gish-ish caster, if things get messy. So, let's read the spell again: ___________________
School transmutation (polymorph); Level cleric 6, inquisitor 6, magus 6, medium 6, shaman 7, sorcerer/wizard 6 CASTING Casting Time 1 standard action
EFFECT Range touch
DESCRIPTION You transform one melee weapon into a burning glaive. The target of your spell must be a masterwork or magical melee weapon appropriate to your size. The weapon becomes a glaive appropriate to your size and has a +1 enhancement bonus and the flaming weapon special ability. When wielding the glaive, you are considered proficient with it and use your caster level as your base attack bonus (which may give you multiple attacks). When you reach caster level 14th, the glaive gains the spell-storing weapon special ability. When you reach caster level 17th, it loses the flaming weapon special ability, and gains the flaming burst weapon special ability. The glaive’s enhancement bonus increases to +2 at caster level 15th, and +3 at caster level 19th. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with greater magic weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus on attack rolls does not stack with an enhancement bonus to attack. ___________________ Now I have 4 questions concerning the emboldened parts: 1) This spell is a polymorph spell tergeting my weapon. I'd like to polymorph myself into another creature as well, though. The rules for polymorph state "You can only be affected by one polymorph spell at a time." Emblem of Greed targets only my weapon, but the effect of the spell gives me a higher BAB. Does this mean that I am "affected" by the spell, too (not in a logical, but in a rules-wise way)? Do I get both polymorphs (me + weapon) or only one? 2)The weapon is listed as a material component, so it would be lost in the process, however the description states "If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. The emboldened part strongly implies that the weapon is not consumed in the process. This is contradictory. Any thoughts? 3)What does "Wielded" mean? IMHO there are 3 possible meanings: a) It is sufficient to just hold it in one hand. b) You have to hold it in a way so that you can attack with it and threaten squares with it. c) You need to actually make attacks with it or at least somehow manage to get the dancing weapon property. 4) Does the increased BAB only count for attacks made with the glaive? I have read a lot of threads on this spell (this board, but also reddit and discord) and opinions seem to be spread out a lot. But mostly people straight out refuse to discuss it, because they hate the spell in the first place. So hopefully, I can get some clarification with this.
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![]() For a Magus of an appropriate level, does a single level of the Student of Perfection prestige class suffice as a prerequisite for using the Ki Arcana Magus Arcana? ![]()
![]() The Greatsword Battler (aka Gorum's Swordmanship) divine fighting technique reads: " If you have the Vital Strike feat, you can apply its effect to an attack you make with a greatsword at the end of a charge." If I use pounce and use my first attack to make a sunder combat maneuver, can I make the Vital Strike from Greatsword Battler on one of the other attacks? In the case of RAGELANCEPOUNCE, the dev's argument was that you only get the bonus damage on your first attack because of the momentum, so I assume a similar idea would be applicable here. But I have no idea how to deal with it in this case since sunder maneuvers are just attack rolls with extra steps. The reason is, I want to Spell Sunder on the first attack and then Vital Strike Furious Finish on the second attack. But since Furious Finish ends your rage, you would need to spend an extra rage round for Spell Sunder.. ![]()
![]() So, if you take the Feysworn prestige class with obedience to the Lantern King, you'll get a shapechange SLA (10min/lvl duration) at prestige class level 9. AfaIk, Spell-like abilities always counted as spells for everything that didn't refer to spell levels (that would exclude metamagic and prestige class access, for example). Precedents for abilities working just well with SLAs include the Augment Summoning and Augment Calling feats, which just mention "spells" in their respective descriptions. Also, Spell Focus, Spell Penetration and their greater versions are generally believed to work on SLAs as well. So would a ring of continuation trigger on the shapechange spell-like ability? My first reaction would be yes, since the ring does not interfere with the casting of the spell (and also because of the reasons presented above). And also because of THIS THREAD. But I may be wrong. Any opinions? ![]()
![]() A Viking Fighter trades armor training for a specialized shield training. Thus he has to take Shield Focus in order to be able to take Shield Mastery feats (because only armor mastery lets you skip the prerequisite). As an archetype specialized towards shields, this is kind of dumb. Would you houserule treating shield defense as armor training for that particular purpose? ![]()
![]() Can you use Cleaving Smash on the attacks from Great Cleave? Cleaving Smash only mentions the Cleave feat but then goes on to talk about "both your initial and your secondary attacks" which suggests it might also work with Great Cleave , since it is the only form of Cleave with multiple secondary attacks. Doesn't seem that clear to me. ![]()
![]() Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). Concerning the bolded part: I'm not a native english speaker an thus I am unsure of how to interpret this.
TL;DR: Is making a standard action unarmed attack a prerequisite for or a consequence of using the feat? ![]()
![]() Let's assume you can prepare one divine spell in a spell slot that is one level higher than normal (which is explicitly cast as a divine spell). You are level 5 so you already have 3rd-level slots. But the only divine spell you have is normally a first-Level spell. Can you prepare a heightened version (heightened to 2nd level) of your first-level spell in one of your 3rd-level spell slots? Do you count as being able to cast 2nd-level divine spells for the purpose of meeting prestige class prerequisites, because the heightened spell is a 2nd-level divine spell for all intents and purposes? (EDIT: don't confuse this with the equipment trick sunrod thing, which obviously doesn't work. The spell being cast actually uses up a 2nd-level equivalent slot here) Relevant material: Quote from the design team:
Being able to cast one spell of that type and level meets the prerequisite or requirement (if the prerequisite or requirement was intended to mean "two or more," it would say that, or use language like "at least two"). Heighten Spell:
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![]() It comes online late (level 15).
12 levels Magus. Make sure whatever archetype you may choose doesn't replace improved spell recall. Make sure you have the echoing spell Metamagic Feat and Magical Knack to keep yourself at full CL. 1 level Pathfinder Field Agent. Take the ki pool rogue talent. Gain the Ki Arcana Magus Arcana via retraining or Extra Arcana. 2 levels Pathfinder Savant. Take Replenish Ki from the cleric list as an effective 5th-level spell. Since you are level 15 now, choose Spell Perfection (Replenish Ki). Prepare Replenish Ki in a 5th-level spell slot. Cast replenish Ki while using Spell Perfection to apply Echoing spell for free. You get two Ki points which you treat as Arcane Pool points as per Ki Arcana and the free second casting from echoing spell gives you another two points. Use improved spell recall to re-prepare Replenish Ki for 2 points since Pathfinder always rounds down. You have now effectively gained 2 Arcane Pool points without paying for it. Rinse and repeat until Arcane Pool (ki pool) is full. If you want to argue that Pathfinder Field Agent is not a class that grants a Ki Pool because it only lets you choose it as an option, just take 2 levels in ninja instead. This delays you for an additional level but you now have access to all normal ninja tricks which you can now infinitely use thanks to above exploit. EDIT: While in combat this method is impractical since the casting time from replenish ki is 1 minute. But you can grab ki leech from the wizard spell list via spell blending and restore ki with crits. ![]()
![]() I got bored and so I challenged myself to build a purely mundane Barbarian (no magic items whatsoever) that is somewhat viable. It doesn't have to be as good as a normal build, but Mr. Muscle should be able to survive and dish out some significant damage. So far I came up with a Vital Strike build: Human Unchained Barbarian with Heart of the Fields alternate racial trait. One Level in Titan Fighter and the rest in UBarbarian. Trait: Surprise Weapon Feats: Bonus Feat: Catch Off-Guard
Weapon: Large Sledge (8d6 damage with Shikigami Style)
For Rage Cycling, you can pop a pill of Allnight to cycle for the next 8 hours. You can then remove the exhausted condition by using Heart of the Fields. Since it's a drug, you're probably going to get somewhat addicted, so make sure to RP that appropriately. So far I still have some problems with this build: It lacks a means of flight which it will need in late game to not get outclassed. It is damn feat-starved (I can't even pick Power Attack). And I'd really like to get Throw Anything on top of that since you can use it to throw stuff at people when you can't reach them. I hope you have some cool ideas to improve on that build. Please share them! ![]()
![]() Since crossbows don't get a lot of love and are regarded as subpar by most players, you don't find much about them concerning rules questions.
In the end it can be boiled down to four different crossbow types (repeating crossbows generally work like crossbows of their respective sizes when it comes to firing): Hand, Light, Heavy and Double Now, a light crossbow counts as a light weapon for TWF, while a heavy crossbow counts as one-handed for the same purpose.
Now what happens when we change sizes?
My assumption would be: Hand Crossbow: large==one-handed, huge==two-handed?
As both are already light weapons, you couldn't make them smaller without losing the ability to shoot them (realistically that's debatable, though. There are those really small toothpick crossbows you can buy, that are, like, diminutive size). Making them larger also wouldn't make that much sense in terms of optimization. Heavy Crossbow: small==light weapon, large==two-handed? So you could shoot a large heavy crossbow with two hands possibly at the same penalties you incur when firing it with one hand. 2d8 damage sounds nice if you want to go for a ranged vital strike sniper build. Double Crossbow: small==one-handed, tiny==light weapon? Now this is funky, since the double crossbow doesn't mention at all that it can be shot one-handedly. And why should it mention it? (this is a rhetorical question) It is designed as a two-handed weapon, so that there is no need for such language if wielder and/or weapon are neither over- nor undersized. Thus, the fact that it has no language for one-handed wielding should not mean it can't be wielded in one hand if it's small enough (albeit at significant penalties). It has literally the same penalties as a large heavy crossbow (-4 to hit with two hands) and deals the exact same damage (2d8, but with two bolts instead of one). So reducing it by one size should enable it to be fired one-handedly at a -4 penalty plus the -2 from being undersized. Feel free to chime in with your opinions! (As I said in the introduction, this is more about the RAI aspect of the subject) ![]()
![]() There was a little side-discussion on that power in the General Discussion subforum as part of a larger thread but I feel like it needed more attention. So, the granted power in question reads: Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Now, by the Core Rulebook, "Dead" is a condition. We already figured out some possible abuse you could do to that power. Like, using it on a dead ally, who is now immortal for the effect's duration, since "the target is immune to the transferred condition".
Obviously, the possibility to remove the "dead"-condition using this power probably wasn't intended, but RAW, it is like it is. What are your views o this? Can you think of any other funky things to do with this ability? ![]()
![]() Since the actual thread got way too derailed, here is a new thread to properly discuss the topic. I will quote any relevant post from the other thread here so that we can keep on posting. And if anyone dares coming up with the same off-topic stuff that killed the last thread, I'm going to personally flag him/her. Please discuss! doc roc wrote:
Valandil Ancalime wrote:
Wonderstell wrote:
doc roc wrote:
David knott 242 wrote:
Mark Hoover 330 wrote:
blahpers wrote:
doc roc wrote:
doc roc wrote:
Wonderstell wrote: Oh and it's probably a good idea to differentiate between 1st level domain powers that are actually good at first level, and those that scale really well. Repose (that blahpers mentioned) is great for Domain Strike builds at low-to-mid levels as a 1-level dip, but Madness only starts getting good around when you get your second domain power. Melkiador wrote: The effectiveness of a power over levels should be considered, but I think most of them scale pretty well, except for the ones that do damage. The damage dealing powers all scale super slow, so they quickly aren’t worth the standard action they use compared to using a spell doc roc wrote:
Wonderstell wrote:
MrCharisma wrote:
Wonderstell wrote:
doc roc wrote:
MrCharisma wrote:
Wonderstell wrote:
doc roc wrote:
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![]() Does a 1st-level spell heightened to 2nd level count as a 2nd-level spell for all intents and purposes, such as qulifying for a prestige class requiring you to be able to cast 2nd-level spells? More specifically, if you're a 5th-level Wizard with the faith magic discovery and the heighten spell feat, can you heighten your faith magic spell (which is a 1st-level divine spell using up a 2nd-level spell slot) to be a 2nd-level divine spell using up a 3rd-level spell slot and then qualify for Mystic Theurge, because you are able to cast one or more 2nd-level divine spells? IMHO it boils down to the question, if mechanically, a heightened 1st-level spell is identical to a 2nd-level spell, for all intents and purposes. There once was a lengthy FAQ on this, but it did not really answer my question. ![]()
![]() Question in the title.
The reason is that we have a divine caster in our group that has a lot of Wizard spells on his spell list and I would like to write down some of them because we haven't been in a settlement larger than a village for about 3 levels now. ![]()
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![]() My dear Pathfinders,
1) 2 levels of Ninja or (Unchained) Rogue with the Ki Pool talent. This costs you two levels but gives you some really nice stuff for it. URogue gives you Finesse Training (good for a Dex Magus), Trapfinding and Evasion while Ninja gives you Poison Use and an extra Ninja Trick. Both give you 1d6 Sneak Attack and a Ki Pool. But Ninja's Ki Pool depends on Charisma, which is a dump stat, while the Rogue's Ki Pool depends on Wisdom (but has the drawback that you can't get an extra attack out of it as a swift action). Both Classes Grant you the Rogue Talent Class Feature so you can use Extra Rogue Talent to gain more Talents if you want. You get d8 HD, 8+Int Skill Ranks and +3 on Reflex Saves for the two levels you dip. 2) One Level of Pathfinder Field Agent or Rose Warden Prestige Classes. This saves you one Magus Class Level, but you get much less extra stuff and you need to invest an Extra Feat in order to be able to gain class levels at all. PFA requires Skill Focus (Any) while RW requires Iron Will. Since you have good Will saves anyway I think it doesn't make much of a difference which Feat you take and there are other, more important factors: RW: d8 HD, 4+Int Skill Ranks, +1 on Ref Saves, +2 on saves against charm, compulsion and fear and a situational +2 Bonus on Initiative, Knowledge(local), Perception, Stealth and Survival. You have to worship Milani in order to take levels in this class (which imposes an alignment restriction). PFA: d8 HD, 6+Int Skill Ranks, +1 on Ref+Will Saves, Wayfinder Upgrade (there are some nice things here but overall only minor improvements). You have to be a Pathfinder to take levels in this class. Depending on the AP, this might not be too easy to justify/roleplay. So far, those are the only viable options I could figure out. What do you think works best for a Magus? Maybe you have found other options? I really would try to keep as many Magus levels as possible. On the other hand, the two levels in Rogue/Ninja give you so much for the extra level you pay. I just can't decide! ![]()
![]() Using a Ring of Foe Focus, can you declare yourself as your own opponent? I know you usually count as your own ally, but I don't remember any ruling about this kind of case. While it may sound weird to say the least, it may actually be quite fitting for a Monk type of character. Fighting your own emotions/your dark side on the way to enlightenment? Sounds good to me. Knowing that there is possibly nothing RAW on this topic, I'm humbly asking for your opinion/interpretation. EDIT: To narrow it down a bit: If you have an ability that forces you to make a save, can you target yourself with the ring and get a +2 on all saves against your own abilities? ![]()
![]() Do those two work together? In general: Does using an SLA count as casting a spell for the purpose of items, feats and abilities that do not refer to properties that are exclusive to actual spells (like spell level)? For example, you cannot use metamagic rods on SLAs, because metamagic feats refer to spell level, which is not defined for SLAs. A ring of continuation on the other hand only refers to the parameters "range" and "duration", which can be satisfied just as well by a spell-like ability. I appreciate your input. ![]()
![]() In 3.5 Feats were considered (Ex) abilities with certain exceptions, as per the DnD 3.5 Main FAQ, page 37(Download from the official WotC page). For those who do not want to open the link,here is the relevant text: "Page 39 of BE it states that exalted feats are supernatural
As of now, I have not been able to find any similar ruling for Pathfinder. Pathfinder DOES, however, explicitely call some feats supernatural or spell-like, which implies, that any non-magical feat might be (Ex). What are your opinions on this? ![]()
![]() If I select Mind Thrust 1 with the Gifted Adept trait, does the trait also increase my CL on Mind Thrust 2 and higher? Likewise, when I select Mind Thrust 3 with Spell Specialization, do I also get the +2 on CL when I undercast it as Mind Thrust 1 or 2? I couldn't find an official ruling on that so far. What do you think? ![]()
![]() So, I'd love to build a Sacred Servant Paladin of Sarenrae (healbot style, maybe Oradin). And Sarenrae has this awesome Sentinel boon that reads: Channel Efficiency:
Channel Efficiency (Su): You are a talented healer, and have honed your ability so that you can preserve your resources while you provide aid to the wounded. You can channel positive energy by consuming a single use of your lay on hands ability instead of two uses. If you don’t have the lay on hands class feature (or if you have lay on hands but can’t use it to channel positive energy), you instead gain a +4 sacred bonus on Heal checks. Now, there are two ways that I know of to get to this:
So what I'm asking myself is this: Can it really be intended that this boon, which is literally made for paladins, is accessible for this very class only if it severly cripples the very abilities that this boon makes slightly better? It just doesn't seem right to me. As a GM, would you houserule Diverse Obedience to work on Clerics and Paladins of the selected Deities, even if they are one alignment step away? (Not talking RAW here) ![]()
![]() Question in Title. The Double Crossbow kinda is the odd one out amongst the crossbows. There are even two different versions of it: the "normal" and the Minotaur Double Crossbow (from Classic Monsters revisited), which have slightly different stats, but are both pfs legal. Both versions deal 1d8 dmg per bolt, though.
Anyways. Can you fire (but not load) an undersized DoubleXbow one-handed? ![]()
![]() A Beast-Bonded Witch [LINK] of 10th level gains the ability Twin Soul. Twin Soul:
Twin Soul (Su) At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other’s body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle). The Familiar class feature states: "The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice." With that in mind, how many hitpoints does a BBW's (pun intended) familiar have, if its master dies and transfers into its body? ![]()
![]() - Is it possible for a medium person to shoot (but not reload)
- If yes, what would be the penalties for it?
- Can said person treat a tiny sized Double Crossbow as a light
Asking for both your RAW and RAI interpretations. ![]()
![]() RAW, can a Mnemostiller Alchemist learn the Fey Mutagen Discovery? Relevant Text: Fey Mutagen (Su) wrote:
Rasugen (Su) wrote:
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![]() For my present character, a Spellslinger Wizard/Vivisectionist Alchemist/ Arcane Trickster, I have recently crafted a Beneficial Bandolier. Now I would like to swap out my musket for a Dragoon Musket, but I am not sure whether I can use my Beneficial Bandolier to swift action reload Dragoon Cartridges. What are your thoughts on this? As an additional piece of information, it might be good to know that the Dragoon Musket and Pistol as well as their unique ammunition were introduced 4 years after the Beneficial Bandolier. ![]()
![]() For our upcoming AP, Strange Aeons, I'd like to play a Spellslinger Wizard, because it fits well into the slightly steampunk-ish setting. So I have a couple of questions concerning this archetype: - If an 11th-level Spellslinger Wizard casts Scorching Ray through his arcane gun, does he fire all three rays or his he limited by his BAB, because he uses a weapon? - When you fire spells through the weapon, does a bullet fly alongside the spell? Or in other words: Do you fire the weapon and the spell at the same time? Do you need to reload after casting a spell through the weapon? - It says you can pick a 2-handed firearm...do you perfom somatic components as part of firing the weapon, then? So you need no extra free hand? - Do the special weapon qualities from Mage Bullets only apply to real ammunition or also to every spell cast through the weapon? Now for building: 1) So the first possibility I read about, was not further progressing Wizard, as you have 4 opposition schools, lose cantrips and so on. People are suggesting to take levels in Bonded Witch instead, so you can set your firearm as your bonded item. 2) Also many say, that going via Eldritch Knight would be a good way to capitalize on the blasting potential while gaining extra combat feats. 3) What I initially thought about, was: Why not prestige out? I mean you lose all your School powers anyways, so why not just take 3 levels in Spellslinger, 1 Level in Rogue, take Accomplished Sneak Attacker and Signature Skill (Stealth) and proceed to stealth-snipe the crap out of enemies? Also, you can cast Sense Vitals to boost your seak attack even further. What are your thoughts on this? I am really torn on how to play this class and insecure about how exactly this spell-shooting works mechanically. Can anyone help me out on this one? ![]()
![]() So I designed an item for my home game, which should be especially useful for casters who like to use scrolls: The Bloodmage's Library. Before you start reading through the accompanying wall of text, I'd like to ask you to PLEASE read the text carefully. I already posted it on the Pathfinder_RPG reddit yesterday and people there seem unable to post any actual advice, maybe due to not reading carefully enough, or maybe just because its's reddit. So before I start ranting about reddit, let's get to it: DISCLAIMER: Anything of the following, especially the item's pricing, may still be subject to change and this is exactly why I am asking for your advice :)
BLOODMAGE'S LIBRARY Aura moderate conjuration, moderate transmutation, faint divination, CL 11th, Slot none, Price 33000 gp, Weight 16 lbs. This gold-inlaid 24x16x4 inch box is mostly crafted from darkwood with a total of ten pockets of djezet placed equidistantly on its four sides. Its front side is a thin sheet of magically reinforced blood crystal which is attuned to the user at the time of creation by saturating it with at least a litre of his own blood. Inside the box, there is a flexible extradimensional space adapting to the number and shape of any items stored inside. The box can be used to store, read and protect any kind of magical and nonmagical writing. In order to use a Bloodmage's Library, the user needs to place his hand on top of the screen, so that the crystal may authenticate him by assuming a deep red hue. After successful registration he may lay a piece of writing atop the screen which then gets magically absorbed by the box and is placed inside its extradimensional space. Alternatively, he may think of any item stored inside and its writing will magically appear on the blood screen. If the displayed writing is from a scroll, he may use it as if he held the scroll in hand. The scroll is automatically removed from the archive upon being used up. If the writing contains multiple pages, he may display the desired page by mere concentration. Authenticating and displaying nonmagical writing is a free action, while displaying one scroll takes a move action that does not provoke attacks of opportunity, or a swift action, if the user passes a concentration check as if casting defensively. If the check fails, a random piece of nonmagical writing stored in the archive appears on the screen. When turned horizontally, the screen may display two pieces of writing at once, but the user may not use scrolls displayed this way, as their magic violently interferes with one another and causes the screen to become blurred for 1d4 rounds as soon as one of the scrolls is used. Additionally, he may opt to remove a piece of writing from the archive by covering the entire screen with his own blood, so that the crystal may use its power to transfer the writing through the magical protection back to the surface. Doing so deals one point of CON damage to the user. A Bloodmage's Library protects its contents against the elements and all kinds of energy damage while possessing hit points and hardness as an adamantine +3 breastplate. It does not need to be carried and can not be used as a shield or cover, as the enchantment prioritizes protecting the library. The box follows its attuned user wherever he goes, assuming a comfortable reading position whenever it is needed.
CONSTRUCTION REQUIREMENTS: Craft Wondrous Item, Animate Object, Secret Chest, Arcane Sight, Resist energy, Mage Armor, Blood Money, Cost 13500 gp
COST CALCULATION: 6000 gp material equivalent of four blood crystal weapons, 2000 gp for ten doses of Djezet, 1000 gp for the case, 4500 gp for crafting a +3 armor bonus Total 13500 gp multiplied by two +6000 gp because of the complex magic involved → 33000 gp base price
So, before you fell your judgement on this, let me explain what it exactly does: - It provides infinite storage for any kind of writing. - Security: Only the attuned character can access it. - It protects all its contents from any kind of harm unless someone really tough tries to sunder it. - It follows your character around WHEREVER he goes, which also implies flying, diving and burrowing as well as other kinds of movement. - It is comfortable: Always hovers at a position well-suited for reading unless the user wishes otherwise or doing so would endanger its contents. Also, it can display two pages at once, but this mode does not like to be used with scrolls. - Once you are "logged in", the item does not require any hands to use. - You can cast scrolls without actually having them in hand (see above point), which effectively gives you an extra arm when dealing with scrolls. - Displaying scrolls or other magical writing is a move action that does not provoke attacks of opportunity (similar to a handy haversack) or a swift action, if the user succeeds at a concentraion check as if casting defensively. While this sounds harsh, there are many ways to improve your concentration checks and it effectively frees up your move action at later levels, which is rather strong. - Finally, you can retrieve your physical version of any stored writing by taking one point of CON damage, since the blood crystal screen needs the power of your blood to overcome the protective magic surrounding core archives. I am open to any kind of constructive criticism and hope that you can help me in balancing this item. Feel free to discuss! :) ![]()
![]() So I would love to play a Monk with the Sensei and Monk of the Lotus Archetypes, who is a peaceful advisor that does not want to act out violence himself. As i noted in this Reddit thread , RAW you cannot use your Touch of Surrender Ability with Mystic Wisdom to apply it to an ally's attack on his turn. Now while I am quite sad, that this doesn't work out of the box, because the wise master stepping in the way to prevent a bloodbath would be way too cool flavour-wise, I am hoping for some other way to achieve this. I was thinking about not using Mystic Wisdom and Touch of Surrender in concert (because obviously that does not work), but rather interrupting your ally's attack when noticing the enemy is low on health in order to attack yourself instead and use Touch of Surrender. Of course, a rather simple solution could be achieved by having deathwatch active and readying an attack action every turn, which is specifically readied to take place, when an ally is about to attack a target that is low on health. But since Deathwatch is rather inaccurate and ofc you don't want to lose your turn every round in order to just ready an action, I am asking YOU: Can you think of any more sophisticated and viable method of accomplishing this? It would be a big help! ![]()
![]() So, the Sensei's Mystic Wisdom ability reads
Mystic Wisdom (Su)
Advice (Ex)
Bardic Performance
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.[...]
Now how does he do that? 1) He spends 3 ki points and spends a move and a swift action to teleport and grant the AC Bonus within one round. He still has his remaining standard action and continues to inspire courage while also using his Mystic Wisdom ability. 2) He needs to stop inspiring courage and converts his standard action into a move action, so that he can use his advice ability to use Abundant step on his teammates, which, again, requires a move action to activate. He now spent 2 move actions on his turn and has one swift action left. Which he can't use to give his Dodge Bonus to his teammates, because doing so would require him to spend another move action (that he doesn't have) to start a new performance. 3) The Sensei doesn't even need to have his Advice ability active in order to activate Mystic Wisdom. Instead, the Ability would rather be read in the following way: "At 6th level, a sensei may spend one use of his advice ability when spending points from his ki pool to activate a class ability" So you just take your normal actions to activate the Dodge bonus and the Abundant Step ability (move & swift), spend 3 ki points and 2 uses of your Advice ability and you're absolutely fine. You are unable to inspire courage, competence, or greatness at the same time, though. Which of these 3 interpretations would you prefer? Or is there a possibility that i have forgotten to mention here? Write your opinion in the comments! Also, since the Advice Ability "is identical to bardic performance", would a Sensei qualify for feats that require the "bardic performance" Class Feature as a prerequisite, such as the Extra Performance feat? ![]()
![]() So I want to play a Drunken Master Monk. He can replenish a drunken ki point (two, with the Deep Drinker Feat) by drinking a pint of ale as a standard action. Since fights more than often become quite long at our table, I'd like to be able to reduce this time to a move action in order to quickly regenerate ki if necessary. Is there any possibility to do this? I know there is the Fast Drinker feat, that lets you drink your ale as a swift action, but there are way too many better options to use that one swift action you have per round. There is the Drunken Brute Barbarian archetype who does this, but Barbarians need to be lawful or they use their rage class feature, which is bad, because you can only drink as a move action, if you're raging. There also is the "accelerated drinker trait", that lets you pop a potion in a move action. Maybe I can talk my DM into allowing it for alcoholic beverages. But I don't really like it since it meddles with the RAW. Do you know of any possibility to chug more than one pint per round while still retaining that precious swift action? ![]()
![]() Now the other day I stumbled across the Ring of Telekinesis. It is, simply put, a ring of CL 9 that allows you to use Telekinesis on command. Recalling the rules for using magic items, it is quite obvious, that this telekinesis uses CL 9 and an INT score of 15 for calculating all level-dependent effects and saves.
It would be the most reasonable approach to me. Please correct me, if I'm wrong. I couldn't find any specific ruling on this issue. ![]()
![]() Relevant text:
Relevant text:
So, Crystal Chakrams are rather strange. They are one-handed ranged weapons (contrary to shuriken, which are explicitely listed as exotic ammunition), while at the same time being treated as ammunition for the purpose of magic item creation.
Step 1: Create a ranged one-handed Shadowcraft Weapon. Step 2: Since a Crystal Chakram is a one-handed ranged weapon, morph the Shadowcraft Weapon to be a Crystal Chakram, which, oddly enough, is now not anymore made out of crystal, but out of shadowstuff. Step 3: As in the description, "Ranged shadowcraft weapons that use ammunition create their own projectiles out of shadow[...]".
This confuses me a lot and some answers would be really helpful. ![]()
![]() So the other day I noticed something odd about the Tortured Crusader's Torment alternate class feature. It reads: Torment:
A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.
This ability alters the paladin’s spellcasting, smite evil, and lay on hands.
Notice especially the bold part: Smite Evil gets altered, but it is not by any means mentioned in the text. This might imply, though that the ability essentially reads "everything Charisma abou a Tortured Crusader is now Wisdom, including his smite Evil ability". It is very important to distinguish, whether this is just a typo or Smite Evil is now too changed to Wisdom and they just forgot to mention it in the text. Now, you might think: "what an idiot, Tortured Crusader doesn't use Charisma anyway because of his other alternate class feature, why is he even asking?" Well, let us have a look: All is Darkness:
Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite.
This ability replaces detect evil and divine grace and alters smite evil.
So Smite Evil (if it is not a typo; see above paragraph) first gets changed to wisdom and then suddenly in this ACF it loses her Charisma bonus. This is weird. And it pops a new question: What if both changes apply? Then I would read it in the following priority order: (1) Torment changes the Paladin's key ability score. This change is so fundamental that it applies before anything else. If the Smite Evi alteration is not a typo, it, too gets changed (the devs probably didn't bother to mention it in the first place, because All is Darkness changes it anyway). (2)All is Darkness removes the key ability score modifier from Smite Evil. It explicitly reads Charisma in the text, but this may be due tot he fact that,when reading the ACF surperficially, it makes the most sense. Smite Evil would still retain the property "dependent on key ability score, although the scaling is removed by All is Darkness. Now, why am I asking this? Well for me, it's all about two 2nd tier Sentinel boons from Iomedae and Shelyn. I won't cite the exact wording here, because I think its not OGl, but in short, Iomedae gives a Paladin a stun on his Smite Evil ability with a Will save of a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice. Shelyn, on the other hand, gives you twice your Charisma bonus on attack rolls and your Charisma bonus + your paladin level on damage rolls, which replaces the previous scaling. Since a tortured crusader of both these deities is a flavorful character, I am worried as to how these boons interact with the changes that the ACFs make. If Smite Evil gets and retains the descriptor "now governed by Wis instead of Cha", everything should be fine, because then The Cha mods on the boons should be replaced with Wis, at least by RAI. I mean, those boons were clearly written with having in mind "okay,a Paladin uses Charisma, let's give him more of that". A Paladin uses literally NO other ability score than Charisma on anything except his attacks and that isn't even true anymore if he uses Smite Evil. So why shouldn't a Tortured Crusader use those abilities with his Wisdom modifier instead? It would only make sense to me, since they would be super useless if they didn't. But maybe I am wrong on everything and the Smite Evil alteration in Torment is just a typo. Oh well. I would love to hear your opinion on this, because it is a super specific, but complicated topic. I already asked on the Pathfinder reddit, but no one really read my post thoroughly and I only got one-sentence answers and downvotes *roll eyes*(it's reddit after all). ![]()
![]() So I created this divine spell at a request from one of my fellow players, who (obviously) is a huge fan of the DarkSouls franchise. Now, while this spell is certainly strong, i think it is not TOO strong. Here is a small comparison of its main advantages and drawbacks: Drawbacks: - You cannot move while hurling spears - you cannot empower or maximize it - you cannot add smite evil damage and the like to the damage as you do not roll for damage - you need to hit multiple ranged touch attacks - the target gets lots of saves to remove the spear Strengths: - part of the damage is not subject to any dr or resistance - you can spend some rounds doing something else in between your uses - the debuff is decent against dex-based evil opponents - the light effect is awesome - you can attack the same round you cast the spell As I am not entirely sure, I am humbly asking for your advice and look forward to receiving some cronstructive criticism :) ![]()
![]() So I was wondering, since the "Deadly Dealer" feat, which the Card Caster gets for free, allows to enhance a Harrow Deck and use it, as though it was a bunch of 54 darts (and the card caster's arcane pool synergizes with this), would it be possible to make a shadowcraft Harrow Deck which doesn't destroy cards upon hitting, since the "ammo" is only quasi-real? Or maybe transform the 54 quasi- darts into a bunch of quasi-real crystal chakrams, so I can hit with my spells at a much higher crit range?
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![]() Hello guys, so I have been asking myself, what the word "power" in the expression
So far, this is the only place in all the somehow accessible material where this wording is actually used.
Jadeite wrote: The second Exalted Boon of Sarenrae, Healing Sunburst, allows to add the Exalted level to the cleric level to calculate the effect of Channel Energy. or maybe more closely "to calculate any level-dependent effects of his channel energy class feature", which would also include any ACF-modifications? Or would it solely refer to the damage dice used?Since the expression "power" has not been used in any other way in connection with this ability, I don't see any base on which to find a satisfying RAW interpretation. ![]()
![]() Hello guys, So, I have been thinking about this for quite a while: It has been clarified, that it is possible to cast Alter Self onto one's familiar via the Shared Spells feature, which is funny and allows for a lot of weird roleplay. Now the thing is: Let's say we have an improved Familiar ( Nycarfor example, let's call him Mr. Snakey)and want to polymorph the little guy into a hot elf lady. Now, that being weird enough, Mr. Snakey has a lot of properties that are quite powerful, like the combination of Regeneration and Ferocity, essentially rendering him invincible against any enemy who can't bypass cold iron DR. The Polymorph Section of D20pfsrd states Polymorph:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form. which has been giving me some headache for the last days, because the rule wording is
As to what abilities Mr. Snakey would lose in case of an Alter Self spell:
Now what remains:
Now I would say, that since ferocity is more of a state of mind than body dependent, it should survive any polymorph effects. And here begins the tricky part: - since the regeneration effect and the DR are neither part of the Dragon template nor any other template that could eventually be related to a Nycar, they do not depend on the creature type. - there are class feature who grant regeneration without actually being body dependent, like HERE, so regeneration and maybe even damage reduction might come from an especially stubborn or inspirated mindset, that makes the creature more durable So what whould you guys rule as a GM? Would you let Mr. Snakey keep his sweet regeneration and damage reduction, so that he can always look good, even when below zero hitpoints?
Looking forward to some enlightenment! ![]()
![]() Does an alternate class feature granted by a sorcerer archetype, which replaces a bloodline power, count as a bloodline power of the level it replaced for the purpose of using a robe of arcane heritage or other items/abilities that influence bloodline power levels? My first guess would be no, but I really need some clarification on this one. |