Endis's page

7 posts. Organized Play character for Faskill.



Grand Archive

I was wondering how to go about Inscribing Scroll Robes in PFS.

I'm a Charisma based Psychic so I didn't invest in Crafting, but I was wondering if it would be possible for me to use my downtime to find someone that could inscribe a Scroll in them.

Thanks a lot in advance,


I'm wondering about the interaction of Spectral Hand with Imaginary Weapon, specifically if it would allow you to make both Strikes on 2 adjacent targets or 2 targets separated by 5 feet (XOX).

Spectral Hand :

You create a semi corporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range.

Imaginary Weapon :

Cast somatic, verbal
Range touch; Targets 1 creature

You create a simple weapon of force. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of bludgeoning or slashing damage equal to 1d8 plus your spellcasting ability modifier. On a critical success, you deal double damage and can choose to detonate your weapon to push the target 10 feet away from you.

Heightened (+1) The damage increases by 1d8.

Amp You form multiple force weapons to lash out at multiple foes. You make two imaginary weapon Strikes, each against a different target. Your multiple attack penalty doesn't increase until you've made both Strikes.
Amp Heightened (+1) The damage increases by 2d8 instead of 1d8.

Spectral Hand says that the hand can touch a single target, but so does Imaginary Weapon.

My question is : if the hand can get into position to target 2 ennemies, can you do both strikes from the Amped Imaginary Weapon?

Bonus question : Do you control the movement of the hand (possibly avoiding AoOs) or does it just automatically take the shortest path to the target?

Thanks a lot in advance for your input !


I’m asking this because there is a different damage die when using a melee Produce Flame when using it through the Oscillating Wave Psychic Dedication (https://2e.aonprd.com/ConsciousMinds.aspx?ID=3), so I’m wondering if I can apply this with a ranged Spellstrike.

My thinking is that this could work since the arrows essentially delivers the spell in melee but I’m checking how that would fly RAW since this is for PFS so "check with your DM" wouldn’t really be a good answer.

Thanks a lot in advance for your insights!

Dark Archive

1 person marked this as FAQ candidate.

Hello,

I've run into an argument with a GM in a PFS game about this spell recently.
We were in a 5ft large corridor and a large creature was blocking the door, the GM didn't allow me to use bladed dash to go to the other side of the creature.

Bladed dash mentions that you can "immediately move up to 30 feet in a straight line any direction".
What's more, it mentions in the end of the text that you must end your movement in an unoccupied space, this sentence seems to stem from the fact that you can go through occupied squares.
Last but not least, the mythic version of the spells says it functions like the regular version except you can hit every enemy you pass.

So i've got three questions, the main one being the first :
1)Does this spell allow you to go through enemy squares?
2) Do you need to have line of sight to your destination, or only line of effect?
3) Can you use this 30ft of movement to go, let's say "upwards" or to reach an enemy that would be on a bridge above you?

Thank you in advance for your help

PS : If for any reason there doesn't seem to be a clear answer to this, don't hesitate to press the FAQ button

Dark Archive

Hello,

I've made another thread about White Haired Witches but since I have other unrelated questions I decided to create a new thread.

So here they are :

1) When you constrict a creature, do you reapply any remaining touch spells you were holding the charge with?
Let's say for example that I have frostbite up and I hit a creature and make my grapple check, would the constrict deal the damage of the frostbite once more?

2) So there's this feat called Final Embrace that some people say is useful for White Hair Witches because it is supposed to make the constrict a free action.

Honestly it confuses me more than anything for several reasons :
First of all the feat says you can normally constrict only creatures one size smaller than you, where does this come from? Does this apply to white haired witches?

The second problem I have with this is assuming that one of the requirements is to have the constrict special ability, the feats says you gain that ability once more (should it be modified to be a free action ? ), and introduces a size restriction that shouldn't exist for white haired witches if I'm correct.

Given the number of monsters that are large in PFS it would quite diminish the usefulness of the WHW to be able to constrict only medium or smaller creatures.

3) When you grapple with your white hair, you are not considered as grappled. What does this mean? Could you still make an AOO with that said hair? Could you grapple a second person?

Thanks a lot for your answers in advance !


Hello,

I'm currently trying to come up with a viable White Haired Witch build.
I'm just stuck with one question, in the WHW description size is pretty much ignored, but normally creatures can only constrict creatures smaller than themselves. Would this apply to the WHW, pretty much making her useless?

I would also gladly take any advice concerning a WHW build (aimed towards PFS), I was thinking of going monk with feral combat training and perhaps eldritch knight and I don't know how many levels of WHW to take (assuming I won't go higher than level 12 or so)

Thanks in advance for your help,

Octave


Hello everyone,

I've recently started playing a 8th level necromancer in a mythic campaign and I am looking for advice as to what is better when considering animating fast zombies or bloody skeletons.
I'm playing a wizard so bloody skeletons are nice because I can't channel energy so they can heal themselves after combat. Also they cannot die which is a very good thing, needless to say.
On the other hand if I read it correctly fast zombies gain increased movespeed, they keep their ability to fly (albeit at reduced maneuvrability) and they get two additional slam attacks in their attack routine.

So what's your take on this? For example I want to animate a manticore but I don't know which variant to use.


Hello everybody,

I'm planning to build a Necromancer for a homebrew Mythic campaign taking place in the Ravenloft setting.

I've read those two guides :

Brewers Guide to Undeath And Necromancers
ShakaUVM's guide to the PFS Necromancer

and I find it hard to choose between going the cleric or the wizard way.

It seems like cleric get animate dead sooner so maybe that would be one of the positive points of clerics, especially since the game is gonna start at level 6, where cleric will have animate dead but not wizards.

The thing that is most confusing to me is the discrepancy between those two guides.
Specifically, the first one says that the Command Undead feat is a waste, whereas the second one seems to find it very good. It's the same for the Undead Master feat.

I find that the access to the Command Undead (Mythic) feat would perhaps turn a bit the tables, as it would prevent intelligent undeads from having a second save when I use Command undead.

Another blocking point is the real use of the "Undead Master feat", if I understand it correctly, the wording is such that it would only increase the maximum HD of the undead I can raise using animate dead, but not the actual max HD of the pool of undead I can control, which would make it a bit lackluster.

Last but not least, I have never played a cleric in an actual long duration game, and I wonder if a channeling build (maybe with the dazing variant) would be better than "god wizard" spells when coupled with my necromantic abilities.

I guess what I'm really asking is both "what's more optimized" and "what do you think would be more entertaining to play".

Thanks in advance for your help,

Faskill

PS : Just to get it out of the way, I read the Undead Lord cleric archetype and I agree with the first guide's author in the opinion that it is not very good, especially in a game that will begin at level 6 / mythic tier 1, and will be more aimed towards the higher levels.


Hello everyone,

I'm playing a melee dragoon/summoner in a crimson throne AP game, and I kind of have run into a conundrum.
I'm clearly a lot more powerful than every member in the group, who are playing characters that have next to no usefulness in combat. I have been trying to tone down my character but here is the problem :
The encounters are very deadly because I'm doing more than 50% of the work, we've had an average of one character death per session. I fear that if I don't optimize my character a bit more, we have a very real risk of being TPKed.

What are your thoughts on this?

Thanks in advance for your help ;)


66 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.
Frostbite PRD wrote:
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level
Enforcer PRD wrote:
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action.

Do these abilities work together?

Naysayers will say that Frostbite is a spell that just happens to be delivered by a touch attack, and that the weapon itself, not the weapon attack, has to deliver the nonlethal damage.

However it has been proven by FAQ that rays count as weapons.

FAQ:

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?
Yes. (See also this FAQ item for a similar question about rays and weapon feats.)

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

—Sean K Reynolds, 07/29/11


What's more, melee touch attacks are counted as "armed attacks" :

"Armed" Unarmed Attacks wrote:
Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).

In that sense, can we have a consensus as to whether Enforcer can apply to a Frostbite (more specifically to a Frostbite delivered through Spellstrike)?

Thanks in advance ;)

The Exchange

Hi,

Is there a consistent way, maybe an item, that would allow me to cast enlarge person or reduce person on myself without wasting a full round doing so?

I could buy lots of enlarge person / reduce person potions, but I'd need a move action + a standard action to use them, which doesn't really help since I'd like to be able to move in the same turn I cast the spell.

Thanks in advance !


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Hello everyone,

I'm currently building a magus for PFS with my newly gained GM credit.

I've got a question as to the utility of Frostbite, especially if it's useful to take Wayang Spellhunter to be able to use the Rimed Frostbite + Enforcer combo.

My magus will be a dex based elf, which means that he doesn't have much rooms for feats. I may take Rime Spell at 5th level (1st and 3rd level feats are weapon finesse and Dervish dance) but what I'm really wondering about is the usefulness of Frostbite, specifically, does it work with Enforcer?

If it does, what happens when I use it? l

Let's say I'm level 7, with two attacks from Haste. The round during which I cast frostbite I get 3 attacks with spellcombat/spellstrike. Then the two following rounds I get two additional frostbite attacks. If any of my attacks hit, the target will be Entangled + fatigued + shaken on a successful Intimidate check. If any of my attacks crit, my target will be frightened and will be dealt double damage from frostbite. Is that all correct?

That seems quite the powerful combo, and I'm not sure i'm understanding it well.

Thanks in advance for your insight !


Hello,

I was wondering if it was legal to buy several items that you can only use once per day.
I'm especially interested in using the Quick Runner's Shirt which seems stupidly powerful to set up charges for example.

Thanks in advance for answering ;)

Faskill

Liberty's Edge

Hello there,

I recently bought Slippers of Feather Step for my eidolon. Nevertheless, I have difficulties understanding how it works because so far the GMs I have played with have always ruled it to be near useless.
I am finding it very frustrating to be playing a level 5 mounted summoner in PFS and to have been able to do a mounted charge only ONCE ...

Here are some questions I'm asking myself :

1) If the ground is greased/iced or webbed, am I still able to charge? Would I need to make the acrobatics checks required in the two first cases, and in the third case would I need to roll a reflex not to get entangled? Would I get a negative modifier for moving at full speed? Could I choose to charge at half speed (that seems silly but thought I'd ask just in case) if it does?

2) If there are obstacles in my way, such as tables, chairs or even say 5 or 10' tall shelves, could I charge through them? In each case, would I need to make an acrobatics or climb check (could I choose between the 2)?
If my eidolon takes the climb evolution, does that change anything? Would it allow him to charge through shelves for example or charge an ennemy that is on higher ground?

3) In the case that all of the above solutions don't work :
If I take the Charge Through feat with my eidolon, would he be able to try during the charge to overrun say a shelf, and if yes what would be the cmd of such an object?

4) My eidolon is usually large, so would it allow her to charge through, say, a 5 or 8' opening?

Thanks in advance for your answers,

Endis and his quite unlucky eidolon Mazer


Hello there,

I've got a creative use of Ride by Attack I'd like to run through here.

Say 2 ennemies are standing 30' away from each other, and I am standing adjacent to the first one. Could I declare a charge on the other one, and ride by attack the first one with my lance after having moved 10' (attacking backwards).

If Im right, this wouldn't provoke right?

Liberty's Edge

Hello everyone,

I am currently leveling up a fighter (dragoon archetype) 1 / summoner 3 character who uses his eidolon as a mount. This is a PFS character so keep in mind that I can't just ask my GM if he will let that or that fly, my character has to be built fully legally.

I am planning to take Improved Overun/Charge through on my eidolon as well as ride by attack on the summoner. I have many questions as to how these feats function by themselves, and synergize with each other

1) Does ride by attack let you pass through the square of the enemy you attack, or can you just go through a case adjacent to him?

2) If I try to charge through an opponent, but my eidolon fails his cmb check, will he and the summoner be able to take their attacks at the opponent (in that case the eidolon would use pounce if he could) ?

3) Let's say there's an an ally in front of a fighter opponent, with a caster type enemy 20ft behind. Could I use charge through (on my eidolon) to bypass my ally, then ride by attack the fighter and have my eidolon pounce on the caster? It seems legal to me but maybe a bit convoluted.

I also have some more general mounted combat rule questions :

4) If I use an immediate action at the end of my turn to "Cover" using the ride skill, would I be able to fast dismount on the next turn so as not to waste my move action in order to recover?

5) If I try to fast mount/dismount, would I provoke and attack of opportunity if I fail my ride check and have to use a move action?

Thanks in advance for your help


Hello,

I am planning to play a mounted summoner and I have a lot of questions I couldn't answer by searching the internet:

1) If I am using my mount=eidolon as a cover, would I be able to attempt to fast dismount so that I can full attack on the next round (thus not having to spend a move action on recovering) ?

2) Can I take 10 in ride checks done in combat?

3) Can you confirm that Ride-by-attack is useless, due to my eidolon not being able to attack?

4) Do you think taking a level in dragoon is necessary or should I go full summoner? Keep in mind that I'm trying to go for a melee summoner build so I need the weapon proficiencies regardless

5) Would I have a ride check to do when my eidolon pounces?

6) If I am wielding a greatsword, would I be able to attack from my Large mount?

Thanks in advance for your answers


Hello everyone,

I'd like to play a melee type Alchemist, and I saw that half orcs get that awesome racial trait called Tusked.

Does the bite attacks it gives combines with a bit attack from another source (like the feral mutagen) ?

Thanks in advance ;)


Hello everyone,

I am playing a (dex)magus who just reached 1st mythic tier and I usually use reduce person to increase my AC and hitting chances.

Now there's a mythic augment for reduce person which would allow me to be turned into a tiny creature.

Titan's bane says that when I share the space from a creature, it is flat footed and I gain cover against its attacks. How would it work against other creatures though? If I'm tiny and fighting in a large creature's space, wouldn't I get cover from other creatures, and even total cover when there's a part of the creature between me and my would be attacker?
Last but not least, would this cover allow me to make stealth checks to remain undetectable?

Thanks in advance for your help


Hello everybody,

There's already been a long thread about the interaction of this two features, so I won't get into that; let's just say that the summoned creatures don't use the same ability as the paladins.

What I'm wondering is that smite evil normally adds the charisma bonus to the attack rolls against the chosen creature.

Most summoned creatures have a charisma inferior to 10, for example the leopard has 6, does this mean that I should actually take a -2 to attack rolls when using the smite evil ability?

That doesn't make sense to me.

Thanks in advance for your help !