DiscOH's page

Organized Play Member. 172 posts. 1 review. No lists. No wishlists. 2 Organized Play characters.



1 to 50 of 52 << first < prev | 1 | 2 | next > last >>

1 person marked this as FAQ candidate.

For the purpose of interacting with Darkness (the spell), how do you determine the spell level of a magic item?

I'd assume that something that lists "light" as a creation requirement would only generate light as a 0-level spell. But what about magic items with no light spell requirements? Do you go off of the highest level spell requirement? The lowest? (CL/2)+1?

Here are two examples:
Tablet of the First Law

Glowing Gourd


I've heard conflicting accounts for uRogues. The wording under sneak attack had a clause removed stating that rogues could not deal sneak attack damage to targets in concealment (now changed to total concealment). However sneak attack deals precision damage which can not normally damage targets with any concealment.

Archetypes like "Dark Lurker" make assumptions that uRogues already can ignore standard concealment (and rogue talents like Sniper's Eye which grant the ability have been removed).

Basically my question is, should "A [uRogue] cannot sneak attack while striking a creature with total concealment." be treated as a rules text reminder (and a very poor one) or ability text to ignore standard concealment.

For completions sake the standard rogue text reads, "A rogue cannot sneak attack while striking a creature with concealment."


Are there any rules on how large an improvised thrown weapon can be?

Are there any rules on how these large thrown weapons deal damage?

All I can find is "compare them to the weapon chart". Am I to understand that throwing a boulder just deals the same damage that a falling object would?


How does magic missile interact with Energy Resistance/Bonus Damage?

Is the damage totalled and then added/subtracted, or do damage modifications apply to each missile?


I'm playing a dark vision race in a group full of puny humans. I'm great at doing my rogue stuff, but only when I have some sort of concealment.

Getting some sort of emanating vision obscuring effect is pretty easy to do, but my lame human allies start complaining that they can't see now.

If I have to pick, obviously I'm going to ignore these weak pasty flesh-bags' request and become one with the life ending darkness. But if it's not too far out of my way... happy humans are helpful humans.

Can I place an object at the bottom of a bag of holding to reduce its range? Alternatively, are there other ways to reduce the size of a spell?


I saw a player use one of these for the first time, and was entirely blindsided by the multitude of rules questions that came around as a result of them. Maybe you guys can help me.

1 - Rapid reload

Spoiler:
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.

The "Minotaur Double Crossbow" (Hereafter MDC) is not a subset of hand, light, or heavy crossbows. It is also not a firearm of any type. This excludes it from being chosen with the "Rapid Reload" feat?

2 - Weapon Groups
The "Crossbow" weapon group is currently listed as the following:

Spoiler:
"double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, repeating hand crossbow, repeating heavy crossbow, repeating light crossbow, tube arrow shooter, underwater heavy crossbow, underwater light crossbow".

This means that Fighters do not gain Weapon Training bonuses when using the MDC?

3 - Crossbow Mastery
Does "All Crossbows" refer to all weapons in the weapon group "Crossbows" or does it refer to any weapon with "Crossbow" in its name? Does it work with "Tube Arrow Shooter"?

I know pathfinder is more a feel it out as you go RAI kind of game, but PFS forces us to try and sort out what RAW means (which is why MDC exists as a weapon at all). I'd like to be very clear on how weird this weapon actually makes things before I consider replacing all my ranged weapon builds with it (since it outperforms basically every other ranged weapon at everything).

For the record, MDC is a 3.5 version of the double crossbow that was overlooked by PFS's additional resources group and as such is still explicitly legal in spite of the "modernized" double crossbow. It suffers a -2 penalty to hit instead of a -4, and carries no rules text about crossbow mastery whatsoever (as apposed to the double crossbow's nerf text that prevents full attacks). It also can be used without exotic weapon proficiency as a racial weapon, which means its a half feat cheaper than the double crossbow, has +2 to hit, and is a faster reload.


I'm playing a character that almost exclusively attacks with thrown weapons.

I don't have any class skills that open up unique weapon types, but I'm really good at throwing lots of alchemical items etc. Ghosts have always been a problem because a flying incorporeal target is hard to splash, but I recently encountered a whole new level of difficult.

In my most recent game, my party fought an incorporeal non undead elemental. This means holy water didn't work, and as far as I can tell from the rules incorporeal targets can't be hurt by non-magical weapons (everything alchemical).

What are some simple ways of gaining ghostbusting tools?

I have access to wizard and alchemist spell list, but not enough levels to really do anything with them (so scrolls and wands only). I've got almost nothing to spend my gold on.


There are a number of Racial traits, Race Traits, and low level class abilities that grant a PC access to a natural attack. Many of these attacks are secondary, and generally awful. But then I read the rules on natural attacks:

"Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type."

So, from what I'm reading here, so long as a PC doesn't learn a second natural weapon type, they can reliably deal >=1 Str even if it's a secondary attack?

This feels wrong.


"...–2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0..."

"Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1."

Soooo the archetype is actually good?


Important preface:

Cats cost 3cp.
You can buy 300 cats for 3gp.

Cats can not breathe underwater.
300 cats can be quickly brought to -1 hp at the same time with satchel bags and water.

Death knell gives +1 caster level per target.

Cats have a CR of 1/4.
Death knell lasts 10 minutes per CR of the target (2.5 minutes, 25 turns)

Now for the question:

Can I purchase spellcasting services for someone to cast death knell aura and consume the power of my killed cats. Then pay that same person to cast something like hardness for +150 to an item's hardness permanently?


When I make a full attack with pummeling style as it is (at least thematically) a single attack, how do I handle these combat triggers?

Corrosive / Flaming "extra 1d6 points of ____ damage on a successful hit"
Once per full attack, or once per dice roll?

Invisibility (as per the spell) "The spell ends if the subject attacks any creature."
Which attacks are the target flat footed for? How long does the +2 for attacking while invisible last?

Invisibility (as per the Special Ability) "If an invisible creature strikes a character, the character struck knows the location of the creature that struck him"
Same question, which attacks are the target flat footed for?

Wrecking Wrath "Once per day, after successful hitting a foe with a melee weapon, you can add your Strength modifier to the damage roll a second time"
Does it double the Pummeling style's strength mod, or does it double one of the rolls?

Charge Attacks In general, does the +2 from the charge attack carry over for every attack? Or just the first?


I'm playing a very stealth focused character (skill focus stealth, ring of invisibility, dampen presence, the whole shebang), but its recently come to my attention that a common cantrip (detect magic) can cut through my years of training and plainly reveal my location to anyone with access to 0 level spells.

Detect magic reads:
"Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it."

How do I coat myself in lead? Is there lead paint I can pour on everything? Is there a lead lined set of clothing I could put on?

My character limitations are:
I'm a pure monk (so no access to armor/shields). My belt, neck, and 1 ring slot are all being used. I'm playing pathfinder society, so no 3rd party materials.

I want to be invisible as the night, but I'm having difficulties. Please advise.


It is my understanding that creating an arcane bond item follows all the normal rules for crafting. Does this include cursed items? If not what happens on a failed craft check?


If I have a skill that lets me attempt skill check X in place of skill check Y (for instance Orator: http://www.d20pfsrd.com/feats/general-feats/orator), which skill focus/magic item/etc would I need to gain bonuses?


I'm trying to play a non-somatic wizard in heavy armor, but with a wizard's brain comes a wizard's back. A wizard's back can not hold much.

I'm already carrying around a large stone slab (30lb) for "reasons". What tactics can I use to reliably wear full plate (or something similar).

Things I am considering (but would still like to hear alternatives):
Muleback Cords
Burdenless Armor

Things I would rather not:
Mithral

What else can I do?


I've fallen in love with "Buoyancy" (immediate action, multiple targets, will save) as a metamagic delivery system. The problem is the only metamagic I can apply to it (toxic spell) requires a fortitude save.

Is there a feat/class/trait/etc that lets me change the save a creature would need to make?

Let's make poison great again for once.


After reading through the metamagic entries I came across "Toxic Spell", which unlike most of the other crowd control metamagic feats, doesn't require a damage roll to activate.

This got me thinking, if I apply metamagic to a harmless spell, is there any indication that an NCP would have to refuse the buff (assuming they are already friendly).


I just got back to PFS after 3-4 years of inactivity.

I have a couple of characters that I'd like to play, but I don't have any of the chronicle sheets. I know PFS tracks which chronicles which of my characters plays in, so is there anyway I can recover how much gold etc I'm supposed to have?

What is the protocol for something like this?


I know levels of different classes that grant a familiar don't grant additional familiars, and I'm assuming the verbiage is supposed to imply that levels of the same class also do not grant multiple familiars.

What happens when there are multiple familiars with unique abilities being granted? Do both ability profiles apply like archetypes?

Would I get a homunculus that could live inside my neck as a tumor? Do I just have to pick one familiar profile to apply?


Can I give my unseen servant a magic item with no stat / skill requirements like the "Quarterstaff of Entwined Serpents"?

The only stipulation I could see is that Unseen Servants can't attack. Am I correct in assuming that since Magic Missile has no attack roll it doesn't count as an attack?


Produce Flame is a first level druid spell well known for its atypical wording (0 foot non touch spell).

Spoiler:
School evocation [fire]; Level druid 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect flame in your palm
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

A lot of people are interested in stacking produce flame with unarmed attacks or the number of melee attacks that can be made per level. This is not that thread. I'm interested in how Produce Flame operates as a weapon and the nuances that result because of that function.

The ranged version of Produce Flame operates as a thrown weapon:

Does this add strength to your ranged Produce Flame damage?

Does this no longer count as spell damage for the purposes of Feats/Abilities?

Amulet of Mighty Fists and Produce Flame:
Touch attacks are applied through natural/unarmed attacks. Would an amulet of Mighty Fists enhance the Melee Produce Flame attack? The ranged attack?

Two Weapon Fighting:
Unarmed/natural attacks are normally considered light weapons. Would two casts of Produce Flame (one for each hand) allow the use of two weapon fighting? Would the ranged version?

I appreciate any citations/historical insight/general thoughts you have to share.


A lot of the melee alchemist builds I see involve vivisectionist and level 20 potions. With neither of those available (because of society play) can the alchemist still contribute in melee? I'm having trouble coming up with something that doesn't underperform.

I know there are a lot of bomb based builds and throwing based builds that do well, this thread isn't about that.


It's my understanding that Form Infusions can never be combined.

As Extended/Extreme Range are both form infusions, is it impossible to increase the range of things like Foe Throw?


Other than the slayer talent "Blood Reader" is there any way to know the exact hit point total an enemy has?

Are there any items or classes or feats or traits or anything?


Alchemist Bombs have two clauses which prevent Vital Strike from working. Firstly, throwing a bomb doesn't use the attack action. Secondly, the bonus damage is not multiplied by the feat.

To circumvent the first issue, can we use a feat like Thuvian Grenadier?

Spoiler:
...In addition, if you miss with a splash weapon and the errant weapon lands in a square occupied or adjacent to an ally with this feat, your ally can attempt a DC 20 Reflex save. If the ally succeeds, he is able to catch the weapon. If your ally also has the Snatch Arrows feat, he can toss the splash weapon back to you as an immediate action.

For instance, if you use a standard action to create and throw a bomb at your feet, then use Thuvian Grenadier to catch the thrown bomb, you no longer have to take a special action to create said bomb on the next turn. Would this enable the attack action for vital strike on the following turn?

As for the second issue, the bomber rogue talent:

Spoiler:
A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).

This talent seems to replace the base damage of bombs. Since bomb base damage is the only portion multiplied on vital strike, can we now apply 2-4x bomb damage per combo?


If I have armor with the broken condition and I use Fortified Armor Training

Spoiler:

Benefit: If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).

Can I designate the same armor again? Why or why not?

Similarly, if I have broken armor spikes and I activate Quillbreaker Defense

Spoiler:
Benefit: If you are wearing armor spikes, as an immediate action when you take damage from a nonmagical attack, you can give your armor spikes the broken condition to reduce the amount of damage you take by 5. If your armor spikes are already broken, they are destroyed when you take the damage. If you are wearing masterwork armor spikes, you instead reduce the damage taken by 10.

What happens if I reduce the damage to 0? Do the spikes get destroyed?


Rod of wonder has a lot of unusual interactions, and I'm trying to wrap my head around them.

Rod of Wonder item 1 wrote:
Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal.

This has no distance and no save. Can I disarm people of their weapon? Can I target things I can't see? Does this last forever?

Rod of Wonder item 2 wrote:
Reduce wielder two size categories (no save) for 1 day.

Does this stack with itself? What sort of size bonuses/penalties do you earn from it?

Rod of Wonder item 3 wrote:
Invisibility covers the rod's wielder.

The wording is weird here, does this basically means "The user casts invisibility on himself"?

Rod of Wonder item 4 wrote:

Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates).

Leaves grow from the target if within 60 feet of the rod. These last 24 hours.

Do these effects both end when the target leaves the proximity of the rod?

Rod of Wonder item 5 wrote:
10—40 gems, value 1 gp each, shoot forth in a 30-foot-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.

Assuming this is PFS, do I get to keep the gp this generates?


We've heard it all. Sneak attack is unreliable, rogue's have terrible accuracy, fighter's do way better dps.

The goal for this build is a generally stealthy dps machine. I'm ok taking levels of things not rogue but would prefer to not to splash too hard. I will consider the build a success if a less rogue-ish build can not perform in a similar role more effectively.

Alignment]CN (In order to worship thamir gixx)

Race Human +2 dex

Traits
Always Threatening (I'm not sure if you can retrain traits, but possibly retrained with reactionary after we obtain gloves of storing)
Heirloom Weapon (Longbow)

Classes
Level 1-2 Rogue [bandit; sniper]
level 3 Brawler [Snakebite Striker](+1d6 to sneak attack)
level 4 Fighter [Undecided](We needed martial weapon proficiency, and fighter gives us a combat feat, gets retrained at higher levels for rogue)
level 5+ Rogue

Rogue Talents
Snap Shot
Underhanded
Combat Trick
Weapon Training [repeating hand crossbow]

Skill Focuses (from human)
Some knowledge skill
stealth

Feats
Quick Draw (gets retrained once we obtain gloves of storing)
Hellcat Pounce
Eldritch Heritage [arcane][Monkey Familiar]
Rapid Shot
Dampen Presence
Precise Shot (Is there a way to avoid this feat tax?)

Significant Magic Items
Ioun Stones
Vibrant Purple Prism (Cracked) 2000 gp
Opalescent White Pyramid (Cracked) [repeating hand crossbow](Gets sold after we obtain Glove of Storing) 1500 gp

Boots of the soft step (Just to make sure I always can sneak) 1000 gp
+1 Sneaking repeating hand crossbow (Replaced with longbow after we obtain Glove of Storing) 8000 gp
Wand of obscuring mist 750 gp
Assassin's Sight (Gets replaced with sniper's goggles at high levels) 5250 gp
Goz Mask 8000 gp
(Potentially an ever smoking bottle if our party is compatible)

How combat works:
During the surprise round our familiar casts Obscuring Mist through the ioun stone and we full attack everybody twice maximizing our sneak attack dice. Repeating hand crossbows can be reloaded by our monkey (jokes on you rapid reload, nobody likes you).

Pros:
Supernova (3*level bonus damage per attack and double attacks during the surprise round ~1.7*level bonus damage after that)
Obscuring mist makes it easy to hit people
Monkey butlers are cool

Cons:
Probably can't afford armor

Is the build worth playing a rogue for? Can I improve it? Would a non rogue do it better? Should I be playing a ninja instead of a rogue?


'Campfire Wall' wrote:
You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch. The barrier bocks line of sight, granting creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light. Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier’s center is extinguished or moved, the spell ends.

Campfire wall is a pretty neat spell in the sense that it affects an area and lasts for level*2 hours. It's also a pretty sucky spell in the sense that you can't do much with it offensively.

Fortunately for us, pathfinder is a place of non-euclidean and extra-dimensional space. So my question is this: what sort of 4-dimensional shenanigans do we need to pull off in order to move the Campfire wall relative to our position?


Quote:
Signature Spells: At 1st level and each time a spell specialist gains a new spell level, she chooses a signature spell. The spell specialist can cast this spell without preparing it, in the same way a sorcerer casts spells spontaneously. Even though the spell specialist does not need to prepare this spell, it still counts against the number of spells she can prepare, reducing the number of spells of each level she can prepare each day by 1. A spell specialist can swap out a single signature spell for another spell of the same level when gaining a class level.

Does a spell Specialist's level 1 ability count for spells cast through other classes (especially the DC increase)?

Does a spell specialist need to pick a spell on his class spell list to specialize in?

Could you choose to specialize in spells that you are not yet high enough level to cast?

RAW/RAI opinions are both welcome.


Iron Skin grants DR - based on the hardness of an object you break. I'm looking for ways to increase the hardness of either a firearm or armor spikes to obscene levels.

Firearms can be broken through a misfire and then quick cleared reliably.

Armor spikes can be broken through Quillbreaker Defense as an immediate action.

The problem is I can't pump an objects hardness past 40 (20 from adamantine, 10 from +5 and 10 from impervious). Is there any way to get a significant amount of DR (>20) from this ability?


3 people marked this as FAQ candidate.

Non lethal damage applies thus:

Quote:

When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

There are 3 common sources for staying conscious at negative hit points:

1 Orc Ferocity

Quote:
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

2 Die Hard

Quote:

When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

3 Regular Ferocity

Quote:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

The confusion stems from non lethal damage in excess of your current hp causing you to fall unconscious. If we are to read these abilities as per RAW, they can never function (even with 0 non lethal taken, a character at -1 hp has more non lethal damage than current hp, so they immediately fall unconscious).

The alternative is to let non lethal damage accumulate until it turns itself into lethal damage. There are problems here as well since this will usually mean non lethal damage isn't even worth 1/2 of a point of lethal damage (you need non lethal to exceed max hp before anything starts to count towards death).

With the kineticist close on the horizon, I feel like non lethal rules will become a lot more relevant, and in preparation for that I would like to fully understand any rulings that have been made (or in their absence, try to have one made).


I've been trying to stat up an arcane trickster and would really like it to work with sap master if at all possible. The issue is bludgeoning damage is really hard to search for.

Are there any spells that would qualify for sap master, perhaps after an application of reach/merciful metamagic?

I saw ki arrow, but its strictly worse than just shooting regular arrows (seriously the spell is so useless). Are there any other options?


I recently stumbled upon a combo of Monkey Shine and Shield Slam. Shield Slam causes forced movement on a melee hit, which procs Monkey Shine, which gives you another free melee hit with forced movement (repeat till you run out of attacks of opportunity).

The issue, is I don't have a reliable way to enter my opponents space.

I've been considering casting reduce person on a small sized character, but I'm sure you guys have a more elegant (or at the very least, creative) solution.

How can I best make use of this combo?


The beast bonded witch allows the witches familiar to gain feats in place of the witch. The exact text is:

Quote:
Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.

Certain feats gained have a clause which says something like "____ need not have any of the prerequisites normally required for these feats to select them."

My question is, does the transfer feats ability require the familiar to meet the same prerequisites that it's owner would, or does a familiar need to meet the requirements before they are reduced?


Reading through familiar rules I found out, unlike eidolons, only the master takes a penalty at ranges further than a mile from his familiar.

Upon further reading I found that the BAB, hit points, and skills a familiar has are based on the owner's character as a whole, not just its familiar granting levels.

With this in mind I've set about to build the biggest baddest (pfs legal) familiar. For added fun, the owner stays at home for the entire campaign.

So far I'm taking one level of witch to start off the shenanigans, and focusing on feat granting levels, preferably with full BAB.

Here is what I have so far

Race: Human (+2 Con) Eye for talent(+2 Dex to familiar)

Levels:
1 Witch
2 Fighter
3 Fighter
4 Monk
5 Monk
6 Fighter
7 Fighter
8... Bard for Arcane Strike? I don't know what to level after this.

I'm planning to spend most of my personal feats on evolved familiar, but I honestly am really floundering here. It's such a weird build I don't know where to start.


Wind Servant reads:

"As a standard action, you can generate a blast of air that hurls an unattended object (or objects) or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per wizard level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier."

I'm assuming that I can't throw multiple objects in my possession, but I'm also assuming that there are a number of ways to make objects unattended really easily. Can anybody help me think of some?

I'd like to use this to toss wizard level number of acid flasks a turn.


When activating a spell storing item, who is considered to control the cast?

If I'm an orc sorceror do my stored casts gain +1 damage per die?

If I'm invisible and I'm attacked by something with tremor sense, does activating the spell storing armor break invisibility to all the other enemies?

If I store vampiric touch, do I get the temporary hit points, or does my armor get them?


I was told last that a half elf wizard wasn't capable of casting blend (elf only level 1 spell).

Looking through the FAQ I saw:

FAQ wrote:


Half-Elf or Half-Orc: Can a character of either of these races select human racial favored class options?
Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.

—Pathfinder Design Team, 09/27/13

Is there some larger ruling that overrides this? I'm really confused.


Deadly Aim works on ranged damage rolls that are not touch attacks.

Would you say Magic Missile fulfills these criteria?

Why/Why not


I can Magical Lineage a 0 level spell, then prepare it in every spell slot with heightened Spell.

Can I then use the Spontaneous Casting class ability (Druid for instance) to cast 1/2/3 level spells by sacrificing 0/1/2 level spell slots?

Why or why not?

Relevant Rules:

Spontaneous Casting:

A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Magical Lineage:

Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Heighten Spell:

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.


I'm trying to build a Monk(3)/Ninja(rest) Drunken Master specializing in Forgotten Trick. The concept works fine, but I ran into one problem: I keep running out of ale.

I've heard that I can fill a bag of holding with ale, how many drinks is this? What sort of an action would it be to drink the ale from the bag?

Is there such a thing as a straw in pathfinder?

Can I get an everlasting source of ale without a level of cleric?

Ideally I want to drink every time I get a swift action.

Im trying to make this PFS legal if possible.


So I'm trying to make this spell something other than a "kill target anything on touch". The issue, as many people have said before, is well... the spell sucks at everything.

I'm at the point though, where I think I can get my character's skin to survive the duration of the spell if I leave my body at home, but I'm not sure what happens when I reapply the "buff" (if you can even call it that).

Who do I target the buff on? The skin or the person?

Does it keep the current max HP of the construct, half of the constructs current hp as its new max hp, half of 0 hp (the hit points of my body), or something completely different?

Any thoughts would be appreciated, links to actual rulings would be even more appreciated.


1 person marked this as FAQ candidate.

A spell storing weapon carries a spell up to third level within it. The enhancement itself is 12th level.

Does the spell storing weapon remember the caster level of the spellcaster who charged it last, or does the item always cast at twelfth level?


1 person marked this as a favorite.

The Armored Defense of the Armor Master:

Spoiler:
At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction.

And adamantine:

Spoiler:
Armor Armor made from adamantine grants its wearer damage reduction of 1/— if it's light armor, 2/— if it's medium armor, and 3/— if it's heavy armor...

Clearly stack.

The stalwart feat:

Spoiler:

While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source.

Stacks with class features (such as Armored Defence).

Does stalwart stack with adamantine while stacking with armored defense?

Regardless, what other convoluted forms of DR stacking exist?


I can't find anything about how temporary hitpoints stack in any pathfinder materials. This leads me only to assume they can (which is broken). An oracle of life is using valor and life link to give permanent health points at will in one of my games.

I like to play things RAW rather than banning whatever I feel is too strong, so are there any actual rules that say this shouldn't happen?