Argith

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1 post. Alias of Martain.




An unarmed strike is always considered a light weapon. Therefore you can use weapon finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Boar Style: You can deal blugeoning damage or slashing damage with unarmed strikes - changing damage type is a free action.

Slashing Grace: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Wouldn't this mean that a combination of the feats: Boar Style + Weapon Finesse + Weapon Focus [Unarmed strike] would enable a Slashing Grace [Unarmed Strike] to where now my Dexterity modifier applies to both my attack and my damage rolls?

Am I recreating the wheel here on the monk in that there's an easier way to get unarmed strikes to use Dex for attack roll instead of Str?


So there's an interesting Monk archetype called Monk of Many styles that can combine multiple stances at once.

I'm curious how this works in conjunction with the elemental styles of Djinni/Efreeti/Marid/Shaitan.

Djinni Style:

Benefit: ... While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your wisdom bonus. ...

Efreeti Style:

Benefit: ... While using this style and Elemental fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. ...

Marid Style:

Benefit: ... While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier...

Shaitan Style:

Benefit: ... While using Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. ...

Where as the Archetype indicates it allows you to fuse various styles into one greater whole... the wording on the above makes it sound like you can only choose the earth element.

If we say that it allows you to simply transition from one elemental type to another... isn't that largely the same as doing without the archetype and simply having the style feats and entering which ever one is relevant to your situation?

What do you guys think... how do these styles combine under this archetype for the elemental styles and what about their progressive style feats such as Djinn Spin/Efreeti Touch/Marid Coldsnap/Shaitan Earthblast?


Does spell resistance from multiple sources stack?

For example, if I had a character sheet for an Asimar from when they were still allowed (I understand they're not anymore) with Celestial Resistance who was a monk who at level 13 gained Diamond Soul... would the two stack?

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Exalted Reistance

An assimar with this racial trait grants spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance - Advanced Race Guide
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Diamond Soul

At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.


7 people marked this as FAQ candidate. 3 people marked this as a favorite.

I have a rules question regarding the level requirements of the investigator talents gained through the Psychic Searcher Oracle archetype.

Psychic Talent (Su):

At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool APG), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level.

My understanding regarding the RAW of this ability is that at level 3 I can take any talent from that list. I expect that RAI would have been to word it similar to:

Alchemist Discovery (Ex):

The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagenUM, and poison conversionUC. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.

The previous ability in the Psychic Searcher archetype indicates:

Inspiration (Ex):
At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability.

So we have an issue between what RAW indicates and what I expect are the RAI. The only place it indicates to use your oracle level as your investigator is under "Inspiration" and not under "Psychic Talent".

Thus either you can take any of the talents from the list when ever you could take a new revelation (hello feat extra revelation!) or you can never take any of the talents with a level requirement unless you multiclass Investigator class levels in order to meet the talent level requirements.

Am I seeing things wrong here regarding the RAW?


So... I don't like killing and I try to role play my character the way I would act.

I would love to be able to use diplomacy to change someone's attitude during combat from hostile to friendly/helpful except such a skill check normally takes a minute (ten rounds) of continuous conversation.

During combat, generally by the time you could actually make the skill check the enemy or you are dead or you've been interrupted to where you'd have to start over. You also can't take 10 on a skill roll when in battle and your party probably isn't going to be that happy with you if you're not contributing ever to the battles.

Hence, diplomacy is generally not effective in battle.

Suppose though... you did spend the 10 rounds needed to do a diplomacy check. Suppose you then succeeded in changing them from hostile to friendly due to a perfect roll combined with a really high diplomacy modifier.

What then? How would this work in PFS Organized play? What would it mean? What could I do?

The reason I ask is this item

Authoritative Vestments:

Typically worn by senior members of a faith, these cumbersome but splendidly ornate garments create an aura of dignity and gravitas that few dare to challenge. When activated, the garments make you seem more impressive and worthy of respect to all viewers within 60 feet of you; you may make a single Diplomacy check to change the attitudes of these viewers as a swift action. You can only use this ability on a particular viewer once per day (additional attempts have no effect, though you can still persuade viewers normally without the help of the focus).

which are PFS legal.

If I understand this item right, this opens up... battle diplomacy! I like the idea of battle diplomacy! Basically the way I see this is that I've found a way to duplicate the effects of a Charm spell without actually using mental compulsion (which I personally view as morally and ethically wrong).

Attitude change via:

Diplomacy: Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

Charm: Duration 1 hour/level

If charm is legal for pathfinder society play, then why shouldn't I be able to use battle diplomacy to accomplish the same goal? Thoughts?


If it takes a bluff check to deceive someone, what does it take to convince someone that something I say is true?

Example:

Me: I shout, "I sincerely strive to be fair, honest and merciful and if you surrender I promise to offer you mercy. I have no desire to kill you so please throw down your weapons and surrender for there is no reason you need die today."
Me: Does he believe me?

Would you agree that the most common response from a GM would not be that "Yes he is utterly convinced that you are speaking the truth."?

Yes I would love it if they thew down their weapons and surrendered but I know that isn't going to happen. My concern is not so much what they do with the information but that they know such an option is available.

While this hasn't specifically come up in play yet, I'm wondering how to accomplish what I'm seeking.

Now technically I could do the following:

Me: I shout, "I hate you and want to kill you, bring you back to life and kill you again, steal all your possessions, mince your dead corpse with my little pinky finger into a thousand pieces and even if you surrendered now I would absolutely refuse to accept your surrender or offer you any mercy. I'm just vicious and evil like that."
Me: Since what I just shouted was completely 100% opposite of the truth, I'll need to roll for a bluff check and... what do you know but I have a -2 in bluff and I just rolled a 5... looks like I just failed my bluff check and they know how I really feel and what I would really do. Shame shame...

But that seems a bit silly. Anyone with more experience in pathfinder aware of an easier way to convince someone what I'm saying is true? Outside of a 1 minute diplomacy skill check which is generally completely unusable or not allowed during combat? While a bit contrived, intentionally trying to fail a bluff check is a feasible option that only requires a 1 round action.

The Cavalier Order of the Blue Rose states:

Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalierpossesses (to a maximum of +5 at 17th level).

So while this indicates it's a standard action to offer terms of surrender, it doesn't do anything regarding confirming that the foe actually believes your offer is real.

I'm hoping to join a home brew campaign soon in which case I can try to have the GM house rule that they always believe me which would be AWESOME and that if not I can present the solution below where I used the rules for bluff as a template but... anyone have any alternate ideas?

DIPLOMACY (Cha)

Persuade: You know how to tell the truth in a convincing manner.

Check: Persuade is an opposed skill check against your opponent's Sense Motive skill. If you use persuade to tell the truth, with a successful check your opponent can sense your honesty and is convinced you're telling the truth or at least that you believe you are. Persuade checks are modified depending upon the believability of the truth.

Circumstances Persuade Modifier
The target wants to believe you +5
The truth is believable +0
The truth is unlikely –5
The truth is far-fetched –10
The truth is impossible –20
The target is drunk or impaired +5
You possess convincing proof up to +10

Action: Attempting to persuade someone takes at least 1 round, but can possibly take longer if the truth is complex (as determined by the GM on a case-by-case basis).

Try Again: If you fail to convince someone, further attempts to convince them are at a -10 penalty and may require convincing proof (GM discretion).


So I already discussed knowledge checks on another thread but a similar situation came up with a perception check and sense motive check.

Do I need to role play which sense I'm using when I perform a perception check? Do I need to say I'm both looking and listening and actively smelling the air and testing the temperature with my skin...?

I had a GM who when I asked him why I hadn't heard something I would think I could have heard with the previous perception check respond along the lines of "Oh, you were listening as well?"

Am I penalized for using all 5 senses at once on a perception check that I need to specify which sense I'm using when I'm actively perceiving? Isn't a perception check the sum total of all I perceive when perceiving?

Likewise I told him early on that I default to a take 10 on all perception checks when able unless I specifically indicate otherwise. Yet we walk into a room through a passageway and I become nauseated by the overpowering stench of some horrid fungi due to a failed fort check. So walking down the hallways I failed to notice or smell at all until the very last moment that something HORRID was up ahead?

Although I don't recall this next scenario exactly, something had caused a situation where on my turn I had made a perception check and now wanted a sense motive check to see how they were responding but was told I couldn't do both on the same turn? Is this correct?

Can I only choose Knowledge, Perception or Sense Motive during my turn inside combat?


I have a question or two regarding the use of knowledge checks for my character who was trained in and had +8 to the knowledge skills arcana, dungeoneering, local, nature, planes and religion.

While playing tonight I attempted a knowledge check by requesting such and indicating a total of X so long as it fell in any of those categories and asking if my character was able to recall knowing anything regarding them.

My GM advised me that this was not the case and that I couldn't take a shotgun approach to knowledge skill checks and that I needed to specifically indicate which knowledge skill I was using.

Can't I say I study the situation and determine if any of my vast knowledge grants me any insight into the situation? Say that I rack my brains trying to recall if I've ever heard/seen/encountered/read about a creature matching what stands before me?

Do I really need to meta game the bestiary so that I know which knowledge skill to request a check on? Once I train other knowledge skills, will I need to specifically say "Oh I'd like an engineering knowledge check on this one"?

If so it's horrible! How am I supposed to know which knowledge skill to use? Guess? What, is my PC's knowledge compartmentalized in his brain such as that he can only check one mental compartment and wouldn't spend time to look in the others but simply assume "I don't know nothing about this thingy here"?

Can anyone shed some light on this subject and help me find where it would confirm or deny such in regards to how I'm supposed to use knowledge checks?


Is the item limited to only one article of clothing or can it take care of multiple?

Example:

Soldier's uniform -> Hot weather outfit or Fire-resistant boots

versus

Soldier's uniform -> Hot weather outfit + Fire-resistant boots

If it's the first then are you suddenly going speedo if you change your Explorer's outfit to a pair of skis or would such only change the shoes of your Explorer's outfit to ski's without actually changing the rest of our outfit?

If it's the second (which I hope), then does that mean by slipping on these items I can now be dressed in a noble's outfit with accompaning accessorizing jewelry, wig, perfume and sporting mask and fully dressed to blend in with the elite?

Or that I could be wearing a pickpocket's outfit optomized with a pocketed scarf and false jewelry?

What's the scope of it's creation capacity? Is it limited only to actual clothing or does it work to change hats/shoes/belts/scarves/sashes?

Is there a clothing sublist of what this item can change your existing clothing to or is it the entire clothing category?

Could use some help here.


I'm trying to find a list of what scenarios have Silver Crusade faction missions and specifically faction missions with boons associated with them so as to know which ones to focus on with my Silver Crusade character.

I recognize that Pazio probably doesn't want what the boon itself is bandied about but I can't find anything out there regarding which scenarios actually have Silver Crusade missions w/wo boons.


Is there any information on how the Investigator class ability 'Inspiration' works in conjunction with downtime crafting and day job roll?

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll.

Does this means I could use this ability on either a day job roll or the craft (alchemy) ability?

If so... then would someone check my logic here?

Example:

Base craft (alchemy) bonus: +9
Crafter's Fortune bonus: +5
Total on a take 10 roll: 24

Total on a take 10 roll with inspiration: 25-30?

"If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again."

Based on the above... wouldn't that mean that given an unlimited amount of time... eventually you would roll a 6 on the 1d6 and succeed at crafting a DC 30 item by having a total on a take 10 roll of 30?

Basically wouldn't that mean that as long as you don't hit the 'fail by 5 or more' ruling, you could calculate the take 10 on craft alchemy checks done during downtime on PFS play as if getting a +6 via inspiration?

Thus... since I'm not aware of any craft (alchemy) DC's above 30... doesn't this mean I can auto succeed any downtime craft (alchemy) checks and simply buy them at their 1/3 crafting cost? At... level 1?

0.0!?

And what about day job checks? Can I use inspiration on a craft (alchemy) check as well? If so, is there any guidelines on how it is use? Simply roll a 1d6 and add the total to the check?


Q1: I'm assuming that NPC Boons and NPC Contact rules are excluded from Pathfinder Society organized play correct?

Q2: PFS Resources indicate various adventure path content legal for PFS play. How does this work though?

Looking through one of the chronicle sheets involved shows a set of tiers starting with 1 and ending with say... 13-15. I thought the max level for PFS characters is 11 or something?

Does this mean an adventure path is designed to take someone from level 1 all the way to level 13/15? Does this mean that playing an adventure path would consume the entire life of one of my characters and thus prevent me from using that character for content outside of that adventure path?

Q3: Outside of allowing others to catch up with you or allowing you to use a character longer, are there any other benefits to using the slow experience path?

Q4: Do Alchemists/Investigators get to take a day roll check in addition to a alchemy crafting check?

Q5: I read how items created using this crafting skill can not be resold or given permanently to others and I understand why they made it this way but what I don't understand is how much time it takes to create these things and how much I can validly create in between sessions. What are the guidelines for how long it takes to craft alchemical items?

Q6: If one is playing the Silver Crusade faction and obtains their special pathfinder, how does one obtain one with multiple Ioun slots?

Q7: Since I currently am unable to attend PFS events locally due to work hours, is there anyone that will start up a few good ranked beginner modules as PbP? I can post 1-2 possibly more Mon-Sat but not on Sun.


So I'm very interested in my first character being the investigator and I've done a lot of research.

While I know that the final version isn't coming out until August, I do have a question.

Seeing as all the other classes have an "Extra ____" feat associated with their class, can I assume there will be one made for the investigator?

If so, can I add such and still have it legal for pathfinder society play?

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Extra Investigator Talent

You learn an additional investigator talent.

Prerequisite: Investigator talent class feature.

Benefit: You gain one additional investigator talent. You must meet all of the prerequisites for this investigator talent.

Special: You can gain Extra Investigator talent multiple times.