Thedan

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I've got a three player party, starting at second level with a free archetype. Party consists of a gnome tempest oracle with the blessed one archetype, ratfolk (tiefling) forensic medicine investigator with the ghost hunter archetype, and an orc sword and board fighter with archetype yet to be decided.


How easy would AV be to modify for three players and would free archetypes be sufficient?


How easy would AV be to modify for three players and would free archetypes be sufficient?


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I'm looking at putting together a one shot/two shot adventure that can serve as presentation for key mechanics of PF2 and touches upon the Lost Omens setting. It'll be one on one; I'll be controlling a supporting GM PC to provide extra skills/help in combat but will very much be a follower e.g. a newly graduated wizard looking for their first adventure.

What the, would you consider to be the best elements of PF2e to show off in such an adventure? What elements would be best kept away from, at least initially?

What would you say are the most engaging aspects of the setting that set it apart from others and could feasibly be included in a short level 1 or 2 adventure?

I'll be encouraging anyone I play this with to make there own character as I think that's a strong feature of the system. If there's any pre-made maps, encounters, locations etc. that anyone could recommend, that would be appreciated.

Thank you.


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I finally managed to persuade my friends to try out PF2e and I’m interested to hear what challenges, issues or instances of edition shock other GMs and players have run into.

For context I’m running Fall of Plaguestone on Roll20. It’s the second time I’ve tried GMing and the first time any of us have used Roll20. The party consists of a goblin bard, a halfling wizard, a human ranger.

Overall player response has been positive. The GM (bard) for the “main campaign” (currently on hiatus) has been the most positive about 2e and made the most effort in learning the new rules. They did get a bit salty upon learning that small ancestries no longer get bonuses to stealth checks; they’ve always had a fondness for playing small stealthy characters and feel that Paizo has made the small ancestries worse than medium due to the size limits on combat manoeuvres.

The wizard is enjoying 2e. I have to keep reminding them that they can do more on their turns. The player even expressed that the new action economy felt like they were “cheating”. The player got really excited about the changes to familiars; as we were creating their wizard they expressed that they really liked the idea of playing a halfing wizard with a rabbit familiar but had resigned themselves to having a bird “because it would probably be more useful having a familiar that could fly”. They were overjoyed once I explained that familiar abilities were for the most part separate from their familiars form and that they could have a flying rabbit should they wish.

The ranger has yet to voice much of an option on 2e but seems to getting to grips with it. They’ve started changing their tactics to better suite 2e instead of trying to apply the some old 1e ones. For example, they struggled more in the first combat encounter as they approached it with the 1e mind set of ‘stand there and make multiple attacks against the thing’ which left them feeling ineffective as two or three of their four attacks would usually miss. Fortunately by the second combat encounter they had adjusted and have started using more complex tactics e.g. move in, make two attacks, and then move away.

The druid has expressed a dislike for 2e, opining that 2e feels “board-gamey” without elaborating on what this means. To be honest I’m inclined to disregard this player’s criticism as they have long had a tendency to dislike any kind of change that they themselves didn’t initiate.

As a GM what I’m finding difficult is to impress upon my players the greater number of options available to them in combat encounters, the wider variety of tactics this allows, and the need to apply those tactics. The ranger seems to be gradually getting it, but on the whole my players just comment on enemies having high AC etc. but make no adjustments to their tactics. I think this stems from the way the 1e campaigns we were playing for the most part allowed players to get though encounters while playing their characters in very individualistic ways. I think it might also be a case of a +1 bonus or -1 penalty not being valued as much as it should. In retrospect I should have had an arena fight session for a consequence free combat tutorial before starting the campaign.


I bought the Fall of Plaguestone bundle on Roll20. It says I should be able to unlock the module pdf on my linked account but I can find how to do this.

Fall of Plaguestone


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Realistically, when will a player get use of this ability? It’s 10th level, it can only be used to form a coven with other creatures/witches who also have it, the benefits seem situational at best, only witches in the occult tradition can take it and you still need three hags to gain any granted spells or rituals.

This ability might work for an NCP, but for a player? It’s a waste of a feat and a waste of space.

Maybe it would be salvageable if it wasn’t limited by magic tradition and the witch could form a bond with players who don’t have the Coven ability. But personally it either needs a significant re-work or to be scrapped.

A radical approach could be to replace the Cackle feature with something based on the coven concept, but not the monster ability specifically. Perhaps something that takes inspiration from the Triadic Priest archetype from 1e? The witch forms a bond with a number of allies (or peons); no real idea has to how this would work mechanically but the effects could vary with the choice of spell casting tradition or patron.

Thematically this feels ‘witchy’ without imposing a very specific and annoying RP expectation in the way of Cackle. I think it would also give the witch a stronger, more distinct identity from the first level; this is particularly true if it’s tied in some way to the choice of patron.


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First thing: Yes, I know reskinning it is an option.

Mechanics aside, I really dislike that this hard codes a very niche, annoying RP expectation into the class. Here's a radical idea: maybe I don't want to play a witch who laughs and cackles in combat? When I played a witch, I avoided the Cackle hex for this very reason. I wonder if the thought process behind this core witch ability was something like "lots of witch players take Cackle", that really useful hex that let's you extend the duration of a number of rather potent hexes as a move action, "therefore players absolutely must love having characters that constantly cackle, so let's make it a key feature of the witch class".

I feel that a better option would be to rename it and have it work with any kind of verbalisation, including cackling but also muttering charms and curses, invoking one's patron or just simply screaming.


Fergus mac Róich had the sword Caladbolg, St. George had the spear Ascalon and Thor has the hammer Mjolnir. Naming weapon is an ancient and widespread tradition. I've been coaxed into playing a martial character (level 10 cavalier, constable archetype)and for what is probably the fist time have to serious consideration to weapons and armour. Since weapons and armour would take up a considerable portion of my character's wealth I though it could be interesting to come up with a name and a little history for the items. I'm even considering using stories associated with each item to guide and develop my character's backstory; he's a level 10 so I feel he deserves a more substantial backstory than what a might give to a low level character but presenting it as a single unbroken narrative could be a little tiring.

Do any other players or GMs like to name items? or do people consider a character's items too transitory to bother?


Have a possible new campaign starting at level 10 coming up. So far all I know is that it’ll apparently be “a good old fashioned d'n'd fun run”. At this point I have no idea about ability scores (though in the past we’ve used a standard pre-racial stat array of 18, 16, 14, 12, 10, 8), starting wealth, any homebrew rules in play or what others would play as.

I had an idea for a character a while back for a human telekineticist vmc rogue. I normally play full casters (love playing witches and diviner types) so this is a bit different for me; to be completely honest I’m not 100% sure about the kineticist since I naturally have quite a few character ideas and this one is probably the weakest vis-à-vis damage and utility options.

Feats

L1 feat: Point-Blank Shot
Human bonus: Precise Shot
L3 Secondary class feature: Trapfinding
L5 feat: Weapon Focus OR Weapon Finesse
L7 Secondary class feature: Sneak Attack
L9 feat: Accomplished Sneak Attacker

Infusions

L1 infusion: Kinetic Blade
L3 infusion: Extended Range
L5 infusion: Bowling Infusion
L9 infusion: Foe Throw

Wild Talents

L1: Basic Telekinesis
L2 wild talent: Telekinetic Finesse
L4 wild talent: Elemental Whispers
L6 wild talent: Greater Elemental Whispers
L7 expanded element wild talent: Self Telekinesis
FCB wild talent: Telekinetic Haul
L8 wild talent: Telekinetic Invisibility
L10 wild talent: Greater Self Telekinesis

With Point-Blank Shot, Precise Shot, Extended Range and Kinetic Blade this build should be able to operate in both melee and ranged combat. Choosing between Weapon Focus and Weapon Finesse will likely be down to what the ability scores are. The rogue vmc provides increased utility, damage and defence with Trapfinding, Sneak Attack (2d6) and Evasion (at level 11) respectively. Telekinetic Finesse ties in with the roguishness of the build and provide further utility. The Foe Throw and Bowling infusions allow for some control of enemies. Greater Self Telekinesis provides a pseudo-flight mobility option, useful both in and out of combat. Similarly Telekinetic Invisibility will be useful in combat for defence and Sneak Attacking, and out of combat for scouting and the like. I like the idea of Telekinetic Haul and the additional utility it provides, it’s further improved by Extended Range.

With regard to Elemental Whispers I’m undecided between choosing an aether wysp or small aether elemental. The wysp provides a +1 to hit and damage, would probably make a reasonably good scout , it can provide emergency healing with Living Battery (assuming it can be replaced after paying the usual costs to replace a familiar), and a +4 bonus when using aid other; with a +10 to attack, combat uses of aid other should always be successful. However, the wysp is a tiny creature and as such cannot threaten and thus cannot flank. As a small creature the aether elemental can flank enemies, providing a +2 flanking bonus and allowing sneak attacks to be made. It also has constant Telekinetic Invisibility which is useful for defence and scouting, as well as 60ft blindsense and darkvision. If it makes any difference the GM might allow the HD of the familiar to scale.


I like the augmented benefit of mythic Feather Fall but since we're not playing mythic I was considering making a suggestion to my GM about having it as a regular spell. Minus the increase to the number of targets, what would be a suitable level for it?

Based on the PRD info it would look something like this:

Spell wrote:


Casting Time 1 immediate action

Components V

Range close (25 ft. + 5 ft./2 levels)

Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

Duration until landing or 1 round/level

Saving Throw Reflex partial, Will negates (harmless) or Will negates (object); Spell Resistance yes (object)

The spell absorbs the targets' velocity and transforms it into a concussive blast. Targets fall at the normal rate (not slowed) but land safely. When a target lands, it creates a 10-foot-radius burst of force that deals 1d6 points of damage per caster level (maximum 5d6, Reflex half). The targets of this spell are unaffected by these concussive blasts.

It's my thought that overlapping blasts should not deal additional damage; otherwise the potential damage outset could vary in the extreme which would make it difficult to ascribe a level. If it was a single target spell I'd probably put it at 2nd level but given the number of targets, the spell could potentially damage very large area depending on caster level so I'm thinking either 3rd or 4th? Also to GMs: If a player suggested creating this spell is it something you would allow?


Could a Veneficus witch with two doses of poison expose themselves to to one dose to redirect it with the Greater Gift of Consumption hex and use the second dose to imbue the aforementioned hex?

Toxic Words applies a -2 penalty to the DCs of the hex and poison it's used with; however a creature targeted with Greater Gift of Consumption isn't saving against the hex but rather the against the poison the witch exposed themselves to so presumably the penalty only applies to the poison imbued into the hex with Toxic Words; hemlock has a fort DC of 18 so the redirected dose DC would be 18 and the Toxic Words dose would be 16. Since the two DCs are different stacking becomes an issue as the two doses are apparently applied simultaneously; if the target fails against the redirected dose first then the Toxic Words dose save becomes DC 18 but but if the target fails against the Toxic Words dose first then the redirected dose save becomes DC 20. How would you determine the order of effect?


I have a character idea for an elven arcanist with a half-elven sorcerer cohort/indentured servant/slave/apprentice/son. Dpending on when I bring them in they’ll either be level 8 and 6 or 9 and 7. The sorcerer’s key role will be to enhance his master’s magic with spells such as Collaborative Thaumaturgy and Teamwork feats such as Elemental Comixture (we have a homebrew rule that allows people to benefit from a Teamwork feat so long as one person they’re working with possess the feat). I know these spells/feats are not an optimal way to play but if I were to play them in a truly optimal manner then I foresee rocks falling on the sorcerer.

I’m looking for advice as to what archetypes (if any) to take as well as bloodline ideas.

While I feel the arcanist is decent without an archetype I do rather like the School Savant with either Divination (Foresight) or Conjuration (Teleportation). The Forewarned power of the Divination school is awesome, Prescience and Foretell make for a delightful pair of cherries on top; Conjuration would grant some amazing mobility/tactical options with Dimensional Steps and Shift, it would also spare me having to use an Exploit to get Dimensional Slide.

For the sorcerer I’m most drawn to the Arcane, Astral and Imperious bloodlines. The Arcane bloodline is a mechanically and thematically solid bloodline; I’d probably pick the bonded item over the familiar to help keep numbers down. The Astral bloodline offers something of a more unusual theme; the Bloodline Arcana and Bloodline Powers look to be strong, even at once per day a quickened 1st or 2nd level spell could prove very useful. Could it be worth combining both with the Crossblooded archetype or is it not worth the drawbacks?

The Arcana and Powers of the Imperious bloodline are not the most exciting but can work thematically and I rather like the idea of using a human bloodline as the sorcerer’s master/father/owner tends to pompously attribute his apprentice’s/son’s/slave’s magical ability to the superior elven blood flowing through his veins (random side not: there’s a whole thing with elven culture and the arcane arts but no specifically elven sorcerer bloodline). As the sorcerer’s duties will include those of a herald announcing his master’s presence, going ahead to inform local relevant authorities of his masters arrival, locating goods and services etc. the bonus to Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics will prove useful as most settlements are human. Since the bloodline arcana and powers are rather lacklustre I’d consider sacrificing them for the the Seeker archetype (ignoring the archetype fluff) as Tinkering could be useful.

Finally what would be the best way to approach items and how much of my starting wealth should I allocate the sorcerer?

I’m open to any other suggestions.

Arcanist stats (no items, after racial modifiers and levels):
STR: 10
DEX: 14
CON: 12
INT: 22
WIS: 8 (RP related)
CHA: 16

Sorcerer stats (no items, after racial modifiers and levels) Heroic Arcane NPC:
STR: 8
DEX: 14
CON: 12
INT: 14
WIS: 10
CHA: 18


So my GM is letting me use Leadership to get a wolf animal companion with the fey animal template (not the archetype); my witch level will count as my effective druid level regarding the animal companion. I also suggested a changeling witch apprentice or half-orc witchguard, he leapt at the fey wolf idea since he'd be rping it.

I'm looking for advice regarding feats, skills and anything else.

It's stats are: str 24 dex 19 con 19 int 12 wis 14 cha 10 (without items). Some of our homebrew rule include all skills count as class skills and everyone in the party benefits from teamwork without having to take the feat themselves but only when working with the individual who actually has the feat in question.

At the moment the 4 feats I'm considering are Intimidating Prowess, Power Attack, Cornugon Smash and Broken Wing Gambit.

Power Attack will make the most of the single bite attack help overcome DR, Intimidating Prowess and Cornugon Smash will help soften up targets for my spells and hexes, and finally Broken Wing Gambit should help out the the melee marshals in the party and since it's about deception it ties in the fey being trickster types.


After having a break of a few months we've finally got back to playing and the GM declared that there shall bee a six month time skip in game. As part of this we've been given the opportunity to rework our characters if we so desire. I decided to drop the Hedge Witch archetype as I found it to be superfluous, even more so now we have a bard joining us. Thus I found myself with two more available hexes or feats.

It was going to be relatively simple: Misfortune and another hex or feat. But then I I decided to throw a couple of suggestions to the GM. He agreed to both which I was not expecting. So now I have a damage dealing hex (ranged touch attack, scales with level, based on kineticist energy blast, does half fire/half untyped and sets targets ablaze on a failed reflex)and animals I summon have the fey animal template in place of celestial/fiendish.

I will absolutely be taking the homebrew hex. I previously ignored the summon monster spells as they didn't thematically fit. Now I can apply the fey animal template to summons I've been looking more into it and quite like the idea of Augment Summoning. So the question is should I drop improved initiative and Misfortune (only just hit level 8 so I've not used the hex at all) to take spell focus conjuration and augment summon instead?


When I initially created my witch (half-orc Hedge Witch/Herb Witch) I left the exact nature their patron vague.I picked the healing patron theme as it kind of fit the theme of the character. I haven't cast a single spell from this list and a couple of the spells are rendered redundant by the herb witch archetype. Since I haven't yet used my patron spells or even referenced them, my GM is happy to let me change them.

Having read Blood of the Coven I decided to start fleshing out my patron. Now while I dislike how they narrowed the witch down to 'bartered power'(in my view it reduces RP option and seems incongruous with witches at INT based casters),I like the general idea. I'm thinking of taking the Fey Gifts patron special patron category with the Trickery patron spells as I think the illusion spells it offers could be fun.

This category grants Charm as a bonus hex and changes a few spells on the standard patron spell list. As a penalty, once per day the GM can have me reroll the d20 and take the lower number. Animate Rope, Mirror Image and Screen are replaced with Disguise Self, Hideous Laughter and Irresistible Dance; I don't mind switching Animate Rope but Mirror Image and Screen are two useful spells that are not on the witch's spell list. I'll be altering the fluff of the Fey Gifts category.

Finally, neither the GM nor myself could figure out how the Charm hex is supposed to be anything but useless. Thus we changed it to function much like the Charm Person/Animal spell with the once per 24 hours limitation common to many targeted hexes.

Would I be better to take the Fey Gifts option or should I just take the unaltered Trickery patron?


I'm playing a witch and since I'm approaching level 7 I've been looking at feats. Depending on how the other players feel, my GM is allowing me to take the Leadership feat to make my familiar into a cohort-familiar with the Medium class and 'human' race.

Currently my familiar is a homebrew creation. It is a skull inhabited by one or more spirits and functions similarly to the Gravewalkers Poppet in that it allows me to cast touch spells at range. In addition to this it also grants a number of SLAs: Unseen Servant, Sentry Skull(the familiar is the sentry) and Speak With Dead. Now I think I've got a pretty good deal here so I'm having a harder time deciding if I should take the Leadership Cohort-familiar option then I would were it just a regular familiar.

The cohort-familiar would most likely be be a level 5 human medium. The cohort would not be present all the time. The idea is that my familiar spirit remains inside the skull until it manifests in human form; with its form being one of the spirits that the medium can channel. I intend to use this cohort for utility and not combat; it is still my spell book after all. My reasoning behind the medium is that it feels thematically appropriate, it's flexible, it shouldn't impede on other players.

If it helps the other players are a Fighter, a barbarian, a chained rogue, a druid and a sorcerer. There used to be a ranger but she stopped playing to to time restraints.


I'm currently playing in a homebrew campaign as a hedge witch/herb witch. As I can cure disease/poison with remedies the hedge witch's empathic healing has gone from being almost useless to completely useless. Luckily for me my GM is happy to change things.

For some context, my characters backstory is that he is from Gundrun (a small human settlement in the Worldwound) and is the inheritor of old Sarkorian magic and traditions. Of course with the destruction of Sarkoris much of their knowledge was lost so in practice he has o reconstruct what he can from fragments of lore, skills etc. passed down though the descendants of survivors and gained though his enigmatic patron (healing). He's a purely a witch but his archetypes (particularly herb witch) link him to the druidic traditions of Sarkoris; evoking a sense of the shamanic, his familiar is a spirit which lives in a skull. He's a (somewhat lapsed) follower of the Green Faith and will typically refer to summoners as "Godcallers", though does not necessarily consider eidolons literal gods. Some consider him to be the "chosen one" destined to break the hold of the demons and heal the Worldwound. He does not believe this and instead travels around selling his healing skills, both magical and mundane, to whomever he can.

With this in mind I was initially set on replacing empathic healing with the witch's bounty major hex. To me this helps reinforce the druidic connection and echoes the magical fruit once grown in Storasta. The hex is flavourful and fits well with the character but its usefulness is debatable. I don't think I'd be prepared to take it as a major hex so this change allows me to take it in place of a standard hex at level 8. I've suggested this idea to the GM and he's amicable towards it.

The other option would be to make the heal skill intelligence based instead of wisdom based. this would give me a +5 bonus instead of +0.


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My friends and I alternate between two campaigns; Strange Aeons of which I'm the GM and a homebrew (Galorianish) campaign run by one of the other players. This way we GMs both get to be players.

As is his prerogative homebrew GM made a number of changes such as banning all traits, banning all occult classes, limiting the number of knowledge skills a player could have but most importantly accelerating healing to remove the need for someone to play a healer. I understand his motivations for making the changes to healing as he didn't want anyone to feel they had to fill a specific role.

The problem is that people have carried this attitude over into my game where I'm a bit more traditional. When I suggested that they might find things a bit of a challenge the response (from homebrew GM) was that I should provide the party with healing items and change things accordingly e.g. let the players fully heal in a few hours without magic etc.

Part of my reason for choosing an AP was that it's less work for me so I don't want to have to rework sections of the campaign also part of me takes umbrage at having a player try to dictate the running of things particularly after I've put up with irksome rulings made on the bases of 'the GM says so'.

Is it unfair of me to not change the campaign to make up for the lack of healer?


I'm playing a level 5 witch and I'm interested in making use of blood sacrifice. Pathfinder seems to be lacking in options though; I like the idea of Curse Terrain but I think it's too random and too short to really be of use and blood money is of course banned. What else is there with regards to official stuff? While the GM is open to homebrew I think it'll be easier to obtain if it's from Paizo. Of course if anyone knows of and good 3pp/homebrew spells I'd still be interested.

There is no alignment system in our campaign so that's not an issue. Typically I'd be interested in long duration semi-ritualistic spells e.g. bless crops, curse a village, ward a keep or empower soldiers before battle. Maybe a multiple choice spell with lesser/greater versions? Combat utility is less of a concern. Sacrifices don't necessarily have to be bloody; they can include burning, garroting, drowning etc.


We (a party of level 12s) were fighting and undead roper (we're playing pathfinder but the DM likes to include modified beefed up 3.5 stuff) and my arcanist facing the prospect of being grappled, drained of strength and eaten (the gunslinger had already taken 60 points of damage in one attack from this thing) panics and throws a fireball. At that exact moment I, the player get struck by a feeblemind ray and decide that it would be a good idea to confuse radius with diameter and catch two other party members in the blast.

My this wasn't just any fireball, this fireball was cast using a powerful custom metamagic rod given to my arcanist in the previous session by a god. This was an ascended (making the fireball a mythic spell despite not being a mythic campaign), maximised, empowered fireball. The roper was vulnerable to fire so after taking 300 points of damage was no more, the swashbuckler saved and just survived taking 75 points of damage , the heavily wounded gunslinger did not.

My horror (and embarrassment) changed to confusion then gave way to relief as the body of the gunslinger shimmered and transformed into that of an undead ogre mage (he'd been transformed into a half-undead a while back so him showing up as undead when we cast detect undead was expected). The gunslinger had been killed a few sessions back but neither characters nor players knew he'd died and was replaced with an ogre mage. The player who's gunlinger was killed was waiting for the signal from the DM to destroy the party by casting prismatic sphere so we were really quite fortunate that I made a stupid mistake and wiped him out.


We're levelling rapidly so it's now apparent that we'll be hitting level 20. I'm playing a a divination (foresight subschool) arcanist so naturally I'm interested in what spells I'll be getting and I must say that I was most disappointed with the lack of choice of level 9 divination spells and the single spell available (foresight) is pretty terrible.

As a diviner I can act in a surprise round anyway and the reflex/ac bonuses are paltry for a high level spell. I have seen it suggested that the DM could give warnings of impending danger but I think that while cool it could bog down play and irritate the DM. Even then there's the duration, at 10 minutes per level you practically need foresight to know when to cast the spell. For the moment it looks as though I'll be using the bonus spells slot for a metamagic but I was wondering if there are any official materials that add more level 9 divination spells?


Just out of curiosity I was wondering which race’s racial traits would cost the most as magic items? For example Goggles of Night grant permanent 60ft dark vision cost 12,000gp, an item that grants 5 energy resistance would cost 8,000gp (according to a thread on the forums), a +2 skill bonus would cost 400gp thus an aasimar would have a value of 36,800gp + whatever a once per day character level adjusting daylight spell casting item would cost.


Has there ever been a solid attempt at making a believable economy in pathfinder? Though I understand the necessity of game balance the whole dissonance between player wealth, npc wealth, magic item cost and availability is something that frustrates me more then it probably should.


So a school savant arcanist uses two spell slots to prepare an opposition school spell and then uses Quick Study to replace this with a non-opposition school spell or spells. Can they select two replacement spells or one, leaving a slot open? Would it be possible to do the opposite? Using a point to replace two prepared spells with a single opposition school spell.


So my wizard took a potion that sent him on a mind expanding inter-dimensional magic dream journey in which among other things he got to experience the full sensation of his body being torn to pieces, rotting and being reduced to skeleton. In the waking world his companions got to watch this physically happen to the unconscious yet screaming wizard (the cleanliness obsessed ratfolk was not happy about his paws sinking into the wizards decaying flesh) and then watch it all happen again but in reverse as his body reconstructed.

Anyway the GM and I thought it would be interesting if this had a significant transformational effect and made my wizard an arcanist with the divination school savant archetype. The wizard is level 8 and gets a single exploit, which one do I choose? I don't yet have any metamagic feats, I'm not taking anything charisma dependant (10 cha) though possibly with the exception of arcane barrier as it's like a swift action toughness, I'm not bothering with a familiar as the GM basically killed it in a cut scene and I'm not one for item creation.

My initial order of preference is:

Dimensional Slide. It reduces pressure on taking spells for mobility and would be the most interesting way to reveal his new powers so there's an RP element to choosing this one.

Quick Study. Not flashy but helpful since I'm used to having a wide variety of spells at my disposal.

Consume Magic Items. All the other exploits are no good if I don't have the points. Probably have this at level 9 as I'll an take extra exploit.

Potent Magic. Reduces pressure to take spell focus/penetration (boring feats) and increase damage etc.

Energy Shield. Frees up a second level spell slot.

Spell Tinkerer. If it stacks with rod of extend then yay 24hr mage armour. Possibly this over Energy shield.


So the locate object spell can be blocked by a thin sheet of lead but what if the object you're looking for is a thin sheet of lead or an object made of lead?


Would Burning Gaze work through glass and similar transparent but solid barriers? I know the spell does not grant a gaze attack, a past thread I found on the matter focused on this despite it being clear in the spell description.

The rules say that line of effect is only needed when the spell is being cast at the target area or creature so presumably, for example, you could cast Aggressive Thundercloud through an open window then close it and then direct the cloud's movement. The Burning Gaze spell targets the caster (or preferably the caster's familiar) and grants and attack that that requires the caster (or familiar) to look at the target to cause them to burst into flames, it does not describe heat rays or fire bolts being shot from the eyes only that the thing you look at catches fire.

So my point is that when the attacks are made nothing is described as passing from caster to target and no spell is being cast upon the target. Thus only line of sight and not line of effect should be needed.


So I'm playing a wizard and have a hundred or so spells at this point so I was wonder how people keep all their spells organised. I was thinking of having a number of pre-set memorised spell sheets as well as have spells categorised by level, school and function.


So I have 33,000 gp to spend for our next campaign and I'm looking for suggestions on items and spells. I'm playing a level eight ifrit diviner with necromancy and enchantment as opposition schools. For most of his adult life he's spent travelling the inner sea guarding merchants and other travellers as such I'm particularly interested in items suited to travel, guarding and divination.

No items can boost ability scores as the GM gave us extra points to use. Since the starting stats are higher then they would otherwise be the need for items that boost AC and saving throws is lessened. One item I'll definitely be taking is the eversmoking bottle (I have firesight).

As for spells, there can be no necromancy or enchantment and in combat I' be opening with some battlefield control then probably following up with something blasty. I intend to have four spell books. One will be my core book , another will be spells for scrolls and the other two will be identical copies containing the bare essential spells. These two books will be kept in safe (and secret) possession of two trusted party members. Suggestions as to what spells should be in these two books would be welcome.

When making suggestions don't worry about 'if your GM allows' as this GM is allowing the Oracle to play as an azlanti pureblood though no third party stuff please.


The group is starting a new campaign at level 8 and I will be playing an ifrit Diviner. At the moment I'm leaning heavily towards a specialist wizard but part of me seeks some vindication for my purchasing of the advance class guide.

Why I like the wizard: bonus feats, arcane discoveries, faster spell progression, free familiar* (scorpion but if I get the familiar folio it might change). Feats I will have:

Improved initiative
Defensive combat training
Knowledge is Power arcane discovery
Eschew materials

Not yet sure what feat No. 5 will be - probably one of the boring ones like toughness,spell focus, spell penetration or combat casting. That said I do rather like the look of firesight coupled with either pyrotechnics or an eversmoking bottle.

Trait wise I’ll be taking seeker and mutant eye. I will also have the hedonist drawback (his spell component pouch will be for drugs since he has no need for spell components) which grants me a third trait. I'm not %100 set on what this trait will be as there are quite a few good options that I can easily work into the character's background i.e. arcane temper, desperate resolve, dangerously curious, outcast’s intuition and pragmatic activator. Any suggestions here would be welcome.

I will most definitely be taking wildfire heart as well as efreeti magic and either fire in the blood or fire insight.

Assuming a dex of at least 14 I should have and initiative of 18 (19 with arcane temper) before rolling.

*due to his history of playing D&D the GM has a fondness for killing familiars so this may be a moot point.


Looking at the Witch’s hexes I noticed many of them seem to be of limited mechanical value to PCs and more geared towards flavour and/or NPC use e.g. Blight, Child Scent, Nails, Weather Control etc. I'm not saying this is a bad thing - the Child Scent hex gave me an idea for a Dreamweaver who specialises in finding missing children. But I was wondering if more of features of the Witch were directed to NPC use then the features of other PC classes.


Are there any books that cover the flora of Galorion? I mean the relatively mundane stuff not the stuff that's sentient and wants to eat you. I suppose it would be possible to cobble together a picture from various info on alchemical reagents, poisons, drugs etc. but I was wondering if there was anything that covers plants with regards to habitat, cultural meanings and uses.


I'm planning to buy some more player companions but I'm having a bit of trouble narrowing down my options. I already have faith and philosophies, the alchemy handbook and the Harrow handbook. Our group will be starting a new campaign in the new year at that's as much as is set in stone thus I might be player or gm so I'm open to all ideas.


Our group's GM is trying to encourage more of us to get into GMig (the group does contain a D/GM with at least 10 yrs experience that I know of but he's a tad on the psychotic side) so I, with some trepidation, said that I'd have a go at GMing of a small side game. So as indicated in the title, what path or module should I pick?

I want something 1st level for 4 players that gives a good impression of the Golarion setting since the GM in question looks down his nose at pre-established settings and thinks everything should be created from scratch*.

*using bits culled from various sources with name changes set in a world** of his own making.

**A world, for reasons unfathomable to me, of which you could fit the entire surface area of the planet into Geb, with a population a fraction of the size and where your average Joe on the street is level 10***

***Level 10 is considered weak 'cause I can show you loads of things in the bestiary that could wipe the floor with you'.

(He's actually a really good GM btw)