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Topic. I couldn't find it anywhere in the PDFs.


I just noticed a typo.

Fair (Appraise or Sense Motive): If the
seller’s Asking Price is less than or equal to
the amount that the buyer thinks the item
is worth, subtract the Undercut Percentage
from the seller’s price to get the Final Offer,
and subtract 2 × the Undercut Percentage to
get the Initial Offer.

Unfair (Appraise): If the result of the buyer’s
Appraise check leads her to believe the item
is worth less than the seller’s Asking Price,
subtract the Undercut Percentage from the
buyer’s estimate of the item’s value to get the
Final Offer, and subtract 2 × the Undercut
Percentage to get the Initial Offer.

Unfair (Sense Motive): If the result of the buyer’s
Appraise check leads her to believe the seller’s Asking Price
is too high, subtract 2 × the Undercut Percentage from the
seller’s Asking Price to get the Final Offer, and subtract 4 ×
the Undercut Percentage to get the Initial Offer.

As you can see, the mods are the same for Fair and for Unfair (Appraise). This seems a bit wrong. I would think there would be more between the Unfair mods than Fair to Unfair.

What are the mods supposed to be, how has this escaped attention, and what should be done? Thanks in advance.


Hello, I had a software question. I've mostly moved to virtual tabletops when I host Pathfinder game sessions. I'm looking for a virtual tabletop that can specifically handle world map traval (12-mile hexes and such).

Currently, I use MapTool. It's fantastic for dungeons and such stages, but it is horrible when trying to run a world map because the maps I make in Hexographer are too big even with the worst resolution I can go with. The load times are horrible.

So is there a program or software out there that can handle world maps?


Geas/Quest has caught my eye recently. It's a Level 6.

Spoiler:

This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
If the subject is prevented from obeying the geas/quest for 24 hours, it takes a -3 penalty to each of its ability scores. Each day, another -3 penalty accumulates, up to a total of -12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest.
A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.

Lesser Geas is here.

Spoiler:

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.
If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.

Here we have a spell that can force any character to do whatever the caster wants, at Level 6, with no saving throw.

Party gets to the boss of the dungeon. Evil Wizard casts Geas/Quest. Now the party leader must kill the rest of the party. WIPE.

Is there something I'm missing that balances this? It's way worse than Dominate Monster because there's no saving throw. If I'm not missing a limit, this is likely the most broken spell in Pathfinder.


1 person marked this as FAQ candidate.

This is about the Lay to Rest Hex.

As a Grand Hex, one would think this would be powerful. Here is the description, though:

"The witch may target a single undead creature with this hex as if with an undeath to death spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day."

RAW, this means you can't affect any undead with more than 9 HD. This, of course, makes the hex 100% useless since you can't take it until Level 18, which means you will never see an undead with 9 HD. Add to the fact that this is more limited than Undeath to Death (single target vs. AoE0), and you have a hex that is objectively worse than the spell it mimics (which is a horrible spell to begin with).

As such, there absolutely needs to be errata or this hex will literally never see play.

Suggestion #1: Remove the HD limit, as with the Slumber Hex.

OR

Suggestion #2: Make it a regular hex that can be taken at Level 1.

I would go with Suggestion #1, truth be told. I hope someone with authority reads this. Should it be tagged for FAQ?


10 people marked this as FAQ candidate.

Topic.

While it doesn't say "no HD limit" like Slumber Hex does, this has to be an oversight.

As a Grand Hex, no Witch can get it until Level 18. Undeath to Death has a 9 HD limit. As such, by the time you can get it, there are no enemies to use it on since you won't fight 9 HD undead at Level 18. This is compounded by the fact that you can only target a single creature, making it objectively worse than Undeath to Death (which is already a pitifully weak spell) as long as the HD limit remains in place.

Also, does it have a material component? On another forum, people claimed that any hex that is states to function as a spell requires material components unless the entry says otherwise (such as with the Life Giver Hex).

So what's the official ruling on this?


I know Monkey Grip and Wield Oversized Weapon aren't Pathfinder standard (they're from, IIRC, the old Epic Level Handbook), but I have this rules question.

Say a fighter has these feats and uses a huge greatsword. Would that fighter's reach increase to that of a Huge creature, i.e. 15 feet? Logic says yes, since that greatsword is now roughly 15 feet long. Does that fit within the rules, though?

Just as a note, I've already ruled that it would not be a reach weapon as that would nearly destroy the benefits of having two epic feats to begin with. I just wanna know if the reach would be that of a Huge creature or not.


Is this a reasonable use of Wish?

Basically, say you have a Small Longsword +5 that was weilded by a Halfling. Could Wish be used to permanently change it into a Medium Longsword +5 that a human could use?

A DM I played under recently actually allowed Limited Wish to permanently change a Crossbow into a Longbow. I'm not sure if that's a reasonable use, and I'm usually the DM and like to go with all the facts before I do something like that.


I'm really interested in HeroLab, but I find myself getting a headache looking at their outrageous prices. I'm fine with spending $30 on the program for Pathfinder itself, that's no biggie. What is a huge deal is the fact that, in order to put everything from all the core Pathfinder books in (all of which I own), it would cost me over $150! That's two and a half PS3 games, a half a Wii U, or a third of a PS4!

So am I missing something, or is HeroLab just simply that ridiculously overpriced and affordable only for the very wealthy? I don't have that kind of money, period. Combat Manager is free, PCGen is free (but lags worse than any program I've ever used and is a mess), and MapTool are free. HeroLab, meanwhile, is as expensive as a freaking OS!

I just don't get it. I understand paying them for their work, I'm cool with that. I just don't see how anyone can afford to use this program. If I'm missing something and it's not as expensive as I think, please correct me right now.


This spell makes no sense to me. It's supposed to be like Dimension Door, but that spell has no duration. Does Damnation Stride allow you to teleport over and over again during the duration? RAW, that seems to be the case, but that would make it pretty overpowered.


Topic. It seems pretty good except the fact that it casts "Locate Creature". This is a very low level spell that seems pitifully weak when compared to the rest of the artifacts powers. This is supposed to be a MAJOR artifact. "Locate Creature" is only useful within about 100 feet. That's not very useful when, by the time you'd have this artifact, you'd be looking half a world away for foes. My thinking is that the spell is supposed to be "Discern Location", which is far more powerful and useful. Thoughts?


Topic. Say someone dies to Phantasmal Killer or Weird or Power Word Kill. Can a mythic character with relentless healing use normal healing magic like Mass Heal to restore the character to life?


Topic.

Retribution Hex says "A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect."

Does trample damage count toward this?


Am I the only one who thinks that the Spell Resistance abilities for armor and shields are grossly underpowered? Given the prices, by the time you could get any of them, the SR is pointless against anything close to normal CR. +5 for SR 19? LOLwut?

I prose the following to fix SR on armor and shields to make the abilities actually possibly worth taking.

+1 for SR 13
+2 for SR 16
+3 for SR 19
+4 for SR 22
+5 for SR 25

For epic play, there's this.

+6 for SR 34
+7 for SR 38
+8 for SR 42
+9 for SR 46
+10 for SR 50

Thoughts?


<rant>
Seriously. With the new rule in Mythic Adventures, Epic Damage Reduction is no better than Magic Damage Reduction in practice.

"The second way is presented in Mythic Adventures: You can use a weapon that has a total "plus-equivalent" of +6 or higher. For example, a +1 vorpal longsword and a +2 flaming frost shock keen longsword both are +6-equivalent magic weapons."

This is seriously stupid. Nice job breaking it, Paizo. Now you can blow through Damage Reduction 100/Epic with a Longsword +1 if it has Flaming, Frost, Shock, and Speed on it. You can do this as soon as Level 13. By Level 20, you're laughing at any and all Damage Reduction. Why do high CR creatures even have it?

IT'S STUPID!

Here's my ruling as GM: DR/Epic requires an actual enhancement bonus of +6 or higher, period. DR/Epic and Silver requires a +6 silver or mithral weapon OR a +8 total; same for DR/Epic and Cold Iron. DR/Epic and Adamantine requires a +6 adamantine weapon OR a +9 total. DR/Epic and [Alignment] requires a +6 [Alignment] weapon OR a +10 total.

Much better. How could Paizo muck it up so bad and make Damage Reduction completely worthless? It's so annoying. Maybe they'll see this and put it into the next book or something.
</rant>


2 people marked this as FAQ candidate.

Topic.

I understand you start with half the ACR. Then there are mods for certain things. The problem is that the sample armies seem to follow different rules.

Take, for instance, the "Elite Army Commandos". ARC is 3, and they have healing potions, improved armor, improved weapons, and ranged weapons. By the rules stated, the Consumption should be 4 (1 + 1 for improved armor +1 for improved weapons +1 for ranged weapons). Despite this fact, the Consumption is listed as being only 1.

There are contradictions like this in a majority of the entries. Any army that has resources is listed contradictory to the rules.

So what's the right answer? Are the mistakes in the stated rules prior that increase the Consumption, or are all the entries just botched?


Topic.

I've been running it like a spread, which has saved some people from dying outright, but then I realized that it isn't said which it is.


Okay, I've got beef. Why the heck does true seeing allow a person to see through transmutations/polymorphs? You don't just change what you appear to be, you actually change into what you appear to be. It's not an illusion, it's a full-fledged change. This has been bothering me for a while now, and it's both illogical and stupid.

Sorry, just calling it like it is. I want to know the reason why.

A player brought up this question tonight. Her character is polymorphed from a 6'5" man into a 5'8" woman as a disguise because he got a little too well-known to villains. The clothes being worn are those to fit said 5'8" woman. What do people with true seeing (including a couple party members) see? Do they see all the man parts flailing about in clothes way too small? Does the magic magically make the clothes look bigger? This whole thing is just dumb. True seeing should not see through things that are legitimately 100% changed, i.e. transmuted. So why is the whole thing complicated to this extent?

Same thing goes for the Rakshasa bloodline sorcerer who is a human and has permanent Alter Self to appear as her human self did before Level 20. Why the heck would true seeing see a Rakshasa and not just the human she is transmuted into (i.e. her original form)?

This makes my head hurt.


Topic.

Basically, if a balor is summoned and then killed, does its Death Throes go off, or does the end of the summoning just send it right back to the Abyss before Death Throes can go off?


The question is this. We know that electricity spells slow an iron golem, but does it inflict slow in addition to damage or instead of damage.

"A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw."

That is how it is worded. It sounds like the electricity spell has to do damage in order to slow the golem, but I'm not sure I'm reading it right. That would make a golem awfully flimsy.


1 person marked this as a favorite.

I've run into a possible problem in the game I am running. Basically, the party leader, a paladin, and his wife (another party member) are having a child. Unfortunately, due to magical interference and other problems, the baby is to be born deformed.

Now I'm using the The Complete Guide to Unlawful Carnal Knowledge from old 2E, updated for Pathfinder. I rolled on the table, and the worst thing happened: the baby is slated to be born a demon.

So I have to ask this question: is the paladin, the father, bound by the paladin's code to slay his own son upon birth as a demon? Would the other paladin in the party be obligated to do so? Is there wiggle room in the paladin's code that would make it possible to attempt to raise the child to be good (and possibly succeed)? Does either way mean a fall?


19 people marked this as FAQ candidate. 2 people marked this as a favorite.

There have been questions as to how to run Wail of the Banshee. Apparently, the questions were not clear enough in the previous thread, so I have made a new thread to enter into the FAQ candidate database so that we might have some answers.

The first question has to do with targets. The spell itself has a listing as "targets", implying that the caster chooses targets within a 40 foot spread, and those closest to the point of origin are affected first. However, there is also a valid argument that the spread itself means there is no choice on who gets affected when the spell resolves, even though the spell does not list an actual area in its stats.

The rules contradict themselves here. Which is it? Is Wail of the Banshee an area spell where you can't select targets, or a targeted spell with a limited area?

My argument: As a Level 9 spell, it should be in line with other spells of its level. Mass Heal and Mass Harm both allow you to select targets, are Level 9, and can do similar damage until caster level goes above 25. The catch is that Mass Heal and Mass Harm allow will saves for half damage while Wail of the Banshee allows Fortitude save to negate damage altogether. If you can't select your targets, it is no longer a spell on par with other Level 9 spells, so I would argue that the caster should be allowed to select targets.

Please bring clarity to this point.

The second question is about the amount of damage it does. Another poster stated that James Jacobs once said Wail of the Banshee does 10 damage/level total, though the thread cannot be found. The spell itself is not completely clear.

Is the damage 10/level total, or 10/level to each creature affected?

My argument: As a Level 9 spell, Wail of the Banshee should be a major threat any time it is cast. If the damage were only 10/level total, with a Fortitude save to negate completely, that would kill its damage output to be in line with a Level 3 spell like Fireball, as even Destruction and Finger of Death would do more on average since Fortitude is almost always going to be a "good save" against whatever you are casting it at. As such, it obviously should be 10/level to every affected creature.

Please bring clarity to this point as well.

The book simply doesn't answer these points because of contradictory wording in the rules. Everyone, please select this as an FAQ candidate so that we might get some much-needed answers to these questions.


I'm confused. It seems to be released according to the Paizo store, but Amazon says the book doesn't come out until September 3 and can't be ordered. What's going on?


Was just wondering how to handle making a character that is a human dwarf. Would you just start with halfling stats but everything else as human and work from there? The stats don't seem sound, though, because there is no guarantee that a human dwarf is charming or fast is there?

Would you use the rules for rolling up a young character from Ultimate Campaign instead and just leave the stats there?

I just don't know what to do, but there is one coming into my campaign so I need help here. I'm thinking at least Strength would be lower, but not sure here to go from there.


Can it happen?

Say the character is under the effect of the Fly spell, but is walking down the corridor because this isn't anime and there are reasons to keep both feet on the ground.

Then say that walking character falls into a pit trap and fails their Reflex save. Does the Fly spell prevent any falling, or does flying require an action, putting the entire fall (or 500 feet of it) before the character can fly out?


Say you cast Sunburst at a banshee. They're weak to sunlight as per their entry, but also incorporeal. Now while spells usually do half damage, since they're specifically weak to this type of attack, wouldn't they take normal damage?


Basically, say the cleric has Communal Resist Energy, Death Ward, Nine Lives, and Heroes' Feast cast on herself. Then she dies. (Actually dead, not unconscious.) Do those spells go away, or do they return if she is brought back to life?


I just read about ninjas having Charisma as a primary stat.

...

WTF?

What were the writers thinking when they came up with that stupidity? Any other stat would be more fitting. Is this something that needs to get hit really hard with a Rule 0 Hammer?

It almost looks like they only did they in order to make the ninja less powerful, since it's a souped up rogue.

In which case, ignoring that, for flavor and style, what would be the suggestions? Should Charisma be replaced by Intelligence, Wisdom, or Dexterity? I could see arguments for each of the three. Charisma just doesn't make sense. I never heard of charming ninjas.


Topic. I've heard it around the internet, but I thought for sure that people were reading it wrong. Everyone kept talking about how Spell Resistance will stop you from getting healed or getting buffs or anything else. I thought they were wrong.

Then I read the entry where it actually states a person has to lower their Spell Resistance as a standard action to get a healing or buff spell cast on them. That standard action kinda kills it I think.

Am I reading it wrong? Is there errata that negates this steaming pile of dog crap?

If it's intended and ruled as written, that would make every class with Spell Resistance unplayable once they have it on top of making the Holy Avenger one of the worst items to have. Having to use a standard action to let a spell through is so mind-numbingly stupid that I can't help but think that it wasn't intended to be this way. At most it should be a free action, or preferably it shouldn't be an action at all and should be droppable at any time the same way you can choose to fail a saving throw.

Please tell me there is errata for this or a misreading. If it's intended this way, all Spell Resistance is either so low it's irrelevant or so high it's getting you killed.

Is this something that needs to get smashed by the Rule 0 Bat? Is it something most DMs ignore?


Can a deity remove the effects of the Rogue Card from the Deck of Many Things? If so, how powerful does the deity have to be?


1 person marked this as FAQ candidate.

Topic title. Basically, what is the Perception check DC for seeing the bead created by Delayed Blast Fireball? If you automatically see it, that kinda makes the spell pointless. Still...

A sorcerer in my game just cast Time Stop and plunked down two Delayed Blast Fireballs. Obviously, the party spellcasters didn't see the spell being cast. If they're not specifically looking for the Delayed Blast Fireball beads, do they even have a chance to see them? For the record, the sorcerer cast two Quickened Hungry Pit spells during the Time Stop rounds as well, so the group is scrambling not to get killed. Lots of stuff going on. I'm not sure how to rule this.


Okay, in the game I'm currently GM of, there is a scene coming up. The boss of the stage after this one, the Dark Knight, is actually the protagonist's brother.

Now there are a lot of clues that the brother, Lucius, simply will not change and can't be turned away from evil. That's not stopping the player from considering trying to make a plea.

Now my thought is, after the boss battle, if Venda (the protagonist) tries to get in close and have a tender moment with Lucius despite all warnings, Lucius is going to impale him on his sword. Now realistically this would likely be a killshot or nearly so. I'm not so sure how the game rules it, though. Mind you, there are plenty of clues that tell this player not to get close or try to turn Lucius away from evil and that he will use any opportunity to kill him.

So how do I handle this if it happens? Automatic coup de grace sounds most realistic, but it's not by the rules at all and might be unfair. Still, there are all those clues, and ignoring them should come at a cost I would think. So would it be coup de grace even if Venda isn't helpless? Would it be an automatic critical hit (which might still be deadly depending on post-fight conditions)? Just an automatic hit? Is a hit roll even needed in this kind of situation? I'm just not sure how to roll with it. Advice?


Topic. Here is the wording.

Improved Iron Will wrote:
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Now giving you have to decide to reroll or not before you know what you rolled, doesn't that make the feat useless? If you talk pure statistics, you will only be right to reroll 5% of the time, which is pretty rubbish. Is there a ruling on this I don't know about?


1 person marked this as a favorite.

Okay, first some background. I'm GMing a Mystara campaign, and we're currently in the year 1021 AC. Bargle the Infamous (older gamers might remember him) is one of the top three villains going in the current campaign, and he's working for Prince Emmerich von Blut of Glantri as the new Grand Master of the Great School of Magic. There's a big scheme going on, but what I have going on here is he's invented some new spells. For those of you who have read Harry Potter, you probably know which ones.

Yes, Bargle has invented the "unforgivable curses", only they're new and unregulated and a danger to the known world at the moment. I was just wanting input as to whether I've balanced them properly.

Let's start with the Cruciatus Curse. This was the easiest to do. I started with the spell Wrack from the 3.0 Book of Vile Darkness and went from there. I pimped it out and came up with this.

Crucio:
Crucio
School necromancy [evil] Level Cleric/Oracle 5, Sorcerer/Wizard 5, Witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration concentration
Saving Throw Fortitude partial; see text
Spell Resistance yes

Crucio, the Cruciatus Curse, is one of the most vile spells ever created. Also known as the Torture Curse, the sole purpose of this spell is to cause excruciating pain. Normal immunities do not stop this spell; any creature can be affected. For the duration of the spell, the victim is considered helpless and cannot take actions. Even on a successful save, the victim is knocked prone and takes 1d6 points of damage. After the spell ends, if the victim had been under it for 5 rounds or less, he or she is shaken for 3d10 minutes. If the victim had been under the spell for between 6 rounds and 2 minutes, he or she is staggered for 3d10 minutes.

If the victim is under the spell for over 2 minutes straight, he or she must make a Will save (DC equal to that of the casting of the spell) or risk going permanently and almost incurably insane. A day after the failed Will save, he or she must make a second Will save; success means that the insanity may be cured as normal, but failure means the insanity is permanent. In such cases, only a miracle or wish spell of a caster level higher than the caster of this spell can cure the afflicted, and a successful caster level check must be made.

Multiple people can cast Crucio at the same time to raise the save DC by +2 for each extra caster. This also raises the caster level needed to cure potential insanity by +2 for each extra caster.

Only a caster of evil alignment can successfully cast this spell, as "you have to mean it" and want to torture for the sake of torture. Any nonevil caster can only stun a victim for 1d6 rounds.

Next up is the Imperius Curse, which was actually the most difficult to manage. Dominate Monster is already a Level 9 spell, and Imperio (by Harry Potter canon) is clearly superior in pretty much every way. So how do you make a spell the same spell level while making it better? I gave it the properties to affect anything (we saw it affect a spider, which is mindless in Pathfinder, in "Goblet of Fire"), but then lowered the duration drastically, with a caveat to allow for longer durations. Here's the result.

Imperio:
Imperio
School enchantment (compulsion) [mind-affecting] Level Sorcerer/Wizard 9, Witch 9, Cleric/Oracle 9
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level
Saving Throw Will negates
Spell Resistance yes

Imperio, the Imperius Curse, is the most potent control spell in existence. You can control the actions of any creature through a telepathic link that you establish with the subject. This spell even works on creatures normally immune to such spells and effects, including but not limited to mindless creatures and undead. There is no limit as to what a controlled creature can be forced to do, and worst of all, the spells forces them to "willingly" do these things. A second successful casting of Imperio on the same creature increases the duration to 1 day/level.

Finally, we get to the Killing Curse. This was tricky as well for obvious reason. There's no way to make it do exactly as in Harry Potter canon (in which it's pretty much unstoppable) without breaking the game, but I think I came close. I started with Power Word Kill, but to give it some extra zing, I allowed it to affect more hit points with no save allowed, making it a ray in order to hopefully balance it. Not sure if I succeeded. I needed to make this a spell to be truly feared, so I put some caveats in it to hinder revival magic. Here's what I came up with.

Avada Kedavra:
Avada Kedavra
School necromancy [death] Level Sorcerer/Wizard 9, Witch 9, Cleric/Oracle 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration instantaneous
Saving Throw none
Spell Resistance yes

Avada Kedavra, the Killing Curse, is one of the most potent spells in existence, capable of killing anything it hits. A green beam springs forth, and you must make a successful ranged touch attack to hit. Anyone with under 151 hit points dies instantly, even if normally immune to death effects; any being with a Constitution score can fall to this spell. Those killed by this spell can only be returned to life by a true resurrection, miracle, or wish cast by someone with a higher caster level than the caster of this spell.

Now for a bonus. I also conceived the Patronus Charm to help combat evil. It was a weird one, especially since it's not fleshed out very well in Harry Potter canon and the two worlds are highly incompatible when it comes to this one. Not sure if I got the school right here, or if it's balanced properly. It's basically a combination of many of the lower-level holy spells. This is what I decided upon.

Expecto Patronum:
Expecto Patronum
School abjuration [good, force] Level Cleric/Oracle 9, Sorcerer/Wizard 9, Paladin 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 40-ft.-radius emanation
Duration concentration (D)
Saving Throw Will partial
Spell Resistance yes

The Patronus Charm is a charm that evokes a partially-tangible, positive energy force known as a Patronus. Patronuses are also called spirit guardians though this may only refer to corporeal Patronuses. It is primarily designed for defense against dangerous undead, outsiders, aberrations and dragons, though there are other uses such as messaging. To successfully cast the spell one must muster a happy memory (the happier the memory, the more powerful and tangible the Patronus will be) and incant "Expecto Patronum". The happy memory one requires when casting does not necessarily have to be a specific moment in your past. Arguably more important than content, is how the memory or thought makes you feel now.

Upon casting, all allies within the emanation gain a +4 deflection bonus to AC and a +4 resistance bonus on saves as well as spell resistance of 25 against evil spells and spells cast by evil creatures. The abjuration also protects against possession and mental influence as protection from evil does, except it can not block Crucio, Imperio, or Avada Kedavra. Everything within the emanation is affected as if by a consecrate spell. The caster knows of any and all creatures entering the zone of a Patronus.

As a full-round action, the caster can materialize a corporeal patronus and attack evil creatures inside the emanation. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil undead, outsider, aberration, or dragon) and causes it to become blinded for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinded effect. Furthermore, any evil undead, outsiders, aberrations, and dragons within the emanation take 2d6 points of damage per round with no save. Lastly, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. The banishment effect allows a Will save (at a –4 penalty) to negate.

Aside from this, a Patronus can be used to send messages across great distances (anywhere on the same planet).

The spell requires a pure heart to cast. If a nongood caster attempts to use this spell, it only grants a +2 deflection bonus to AC and +2 resistance bonus on saves with no further effects. If an evil caster attempts to use the spell, it backfires and tries to devour the caster, doing 1d12 points of backlash damage per caster level.

There you have it. Just looking for opinions as to whether I've balanced them properly enough for use in Pathfinder. If you don't think I have, suggestions are welcome.


Basically, the topic. I understand you start with the highest caster level first, but the spell doesn't go further than than. It doesn't tell what happens if there are multiple spells of the same caster level. How do you determine what spell gets cut off? Is it based on spell level? Duration remaining?

I'm asking because my party is up against a caster that has about ten buffs on and is invisible, and the paladin is using his Holy Avenger to use greater dispel magic, which is area dispel only, and only cancels one spell from each target. He wants to dispel the invisibility because they're all caught in reverse gravity at the moment with no way down, so they need to use ranged weapons, but the wizard is outside the invisibility purge. Does the person using dispel pick what spell to end?

Also, what happens if the wizard has spell turning on? Does that bounce area dispel because the wording in greater dispel magic says "Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic"?


Okay, I was just thinking of bringing in a Rondelero Duelist/Rogue foe for my group, and was wondering about how the rules go for it. Most archetypes, only those abilities specifically said to be replaced are, and the rest stay.

Thing is, the archetype ONLY replaces Bravery, Weapon Training 1, and Armor Training 1-3. Despite this, Strong Swing powers up as you level and Armor Training is very good and also powers up while only replacing one thing. This leaves Weapon Training 2-4 and Armor Training 4, as well as Armor Mastery and Weapon Mastery. The archetypes abilities seem to overlap in my opinion.

What's the official rule on this? Does the Rondelero Duelist get Buckler Catch, Strong Swing, Armor Training, Chopping Blow, AND Armor Training 4, Weapon Training 2-4, Armor Mastery, and Weapon Mastery? I mean, this would make it silly not to take the archetype and it is clearly superior to a normal Fighter, and I thought archetypes were only about options rather than pure enhancements.

Thanks in advance.


I'm wondering if there is a mistake in the combat entry for the Grim Reaper in "Shadows of Gallowspire". Here's why:

Melee +3 scythe +27/+22/+17/+12 (2d6+13/19-20/x4 plus death touch)

Now there's that, but its BAB is +21, it has a +7 STR bonus, a +3 enhancement bonus from its weapon, Weapon Focus and Greater Weapon Focus add +2, and the size penalty is only -1 since its Large. That adds up to (21+7+3+1+1-1=) +32. Where is it getting a -5 from? Is it just a typo?


3 people marked this as FAQ candidate.

As the topic title says. Holy Champion, to me, seems to weaken the Paladin's most potent ability. By tacking on a required Banishment (which will almost certainly fail every time) that ends the Smite immediately, Smite Evil goes from being potent to being completely lame.

The rest of Holy Champion is decent, but that bit really bothers me. It's like the rules intentionally nerf the Paladin at Level 20. Why is that?

Shouldn't there be a choice to just not use the Banishment at all and keep the Smite going? I can't think of any circumstance whatsoever when I'd want to use that Banishment ability. I just can't believe this issue has been seemingly ignored for so long, as I couldn't find any other topic on this. I would think Paladin players would want this changed ASAP.

Do most people just house rule the Banishment out?


Like the topic title says. For instance, if I have 15 DEX and use a Belt of Incredible Dexterity +4 to make that 19, am I able to take Greater Two-Weapon Fighting? Which, of course, means I lose access to that feat any time I take off the item and my DEX dips back below 19. Not just for feats, though, but anything that has a prerequisite that you can pretty much permanently have with a magical item. If I'm a wizard with a 15 INT, can I cast 9th-level spells as long as I keep a Headband of Vast Intellect +4 on?

I would think that I could, again losing the feat or ability if I take the item of, but I'm not entirely sure.


Okay, to set this up, here are the PCs:

Venda (NG, Human Two-Weapon Warrior Level 14)
Mayless (LG, Human Paladin of Iomedae Level 14)
Selan (NG, Human Cleric of Vanya Level 14)
Lufia (N, Human Witch Level 14, Moogle Familiar)

So the party is going through the aqueducts of Glantri City trying to sneak in. On the way, they encounter a pair of rusalkas. They don't realize the danger. One rusalka starts talking and then uses Beckoning Call, and everyone fails the Will save. They're all quickly next to her and dazed. Both rusalkas use up their Quickened Charm Monster spells, but thanks to some luck, only Venda is charmed. The second rusalka pushes Mayless into the water below (5 feet down and 10 feet deep). Once he can't hear the rusalka anymore, I rule he's free from the effect.

He wakes up and gets to the surface of the water just as Selan is getting pushed in. Mayless swims back a way and starts screaming obscenities at the rusalkas. Even with an INT of 8, he eventually figures out what to do. Before Lufia can be pushed in, he uses his Boots of Teleportation to teleport back on dry land. He starts attacking the first rusalka, and the second tries her Beckoning Call, but thankfully the Will save is made. He's now one very angry Paladin. Selan wakes up from the effect of Beckoning Call, but her Swim is really bad and she sinks to the bottom. Mayless tries a full attack one the second rusalka, but only hits once. Both of them swim way out in the water, but Selan makes her next Swim check and gets to the surface. The rusalka tells the charmed Venda to sit it out because she's have a disagreement with his other friends and she's going to kill them.

At this point, Venda's wedding magic with Selan kicks in, that he gets a new save against any enchantment that would harm Selan. He makes the new save and pops out of the charm. Selan uses her Robe of Runes to recall Dancing Lantern in order to get the spell boost, then casts Destruction at the first rusalka. She makes her saving throw, unfortunately. Venda lowers a rope, but Selan starts sinking again and can't reach it.

Lufia hurls Mog out into the water and casts Lightning Bolt through him, hitting both rusalkas and interrupting their attempts to summon. The rusalka gets ticked off, swims down and up, bumps Mog up like a dolphin with a ball, and kicks him back at Lufia, knocking them both over like she got hit with a blitzball. The other rusalka goes down and tries to pull Mayless under to no avail.

At this point, the first rusalka casts Control Water and makes the water level rise. They have a very high caster level, and so there is water from floor to ceiling and exploding out of the aqueduct. I am laughing my ass off at this point because I haven't seen anything this funny happen in a long time. Mayless gets one hit in before being swept back and slamming the far wall, and Venda tries firing his bow (at a -10) while getting swept back for little damage. Selan is still sunk to the bottom. Lufia is like "Dang, screw it." and gets swept out of the room entirely and down the hall.

One of the rusalkas try to retreat since it has single-digit HP, and Venda is trying to get to Selan. Mayless throws himself off the wall and while getting swept past the retreating rusalka manages to get a solid hit and knock her out. Selan and the rusalka fight, this time Selan casting Blade Barrier but missing with it. She finally gets the rope, though, and gets swept up the wall and lands in the water up top. I am ROTFLMAO now.

The water level finally lowers a bit, and Venda comes off the wall with both swords drawn and hits with Doublestrike. The rusalka takes one last shot at Selan, then Lufia makes her way back outside the room and hits the Agony Hex because she was too far to use Slumber Hex. That stops her for another round. Venda uses a full attack and hits for around 90 damage to kill the rusalka. Mayless gets back into the room, and Lufia kills the other one with a coup de grâce.

OMG it was hilarious as anything I've seen. I thought it was going to be game over until Mayless used his boots to teleport, which could have gone really horribly wrong. Obviously, I used some DM fiat to make the battle more entertaining. This was one of the only challenges they've had in a while.