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Greetings fellow forumites!

I am currently running a game and have a player running a necromancer wizard. He has taken 1 level in Oracle with the Juju mystery and selected Spirit Vessels as his revelation:

https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle -mysteries/juju/

"Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points."

The rest of the player's levels will be put into wizard. The question comes to when he creates zombies, when and how can he apply the Juju template to a zombie?

https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie-juju-cr -1/

The player is asserting that because spirit vessels calls out Juju zombies he is able to add that template any time he creates a zombie following the normal rules for zombie variants under animate dead (counts as double hit dice). However my reading of animate dead and create undead I do not agree.

https://www.d20pfsrd.com/magic/all-spells/a/animate-dead/

https://www.d20pfsrd.com/magic/all-spells/c/create-undead/

Create undead specifically calls out that is the spell used to create Juju zombies, and to my reading nothing in the Juju oracle mystery, the spirit vessels revelation or anything in animate dead supersedes that.

Please help clear up what spell and how a Juju zombie can be created.

Secondly, once created, does a Juju zombie count as intelligent undead and follow those rules for controlling it. Because Juju is specifically called out in Create undead, where the spell describes creating intelligent undead I am arguing that they are indeed intelligent. This is backed up that the Juju zombies do not have their Intelligence and Wisdom reduced to 10 like skeletons and zombies from Animate dead do, as well as the fact they retain the abilities of the base creature. My player is asserting that because he can create them using animate dead which gives him control over the undead he creates that Juju zombies similarly are under his complete control and would not need to be controlled using the Command undead feat.

Thank you for your help, and please let me know if I need to provide any clarifying details.

Have a great day.


Greetings everyone,

We are playing with a kinetcist in our group for the first time and have come to a dispute regarding how Snake, extended range, and the subsequent burn required works.

The typical blast before being altered by extended range, has a range of 30'. Extended range reads:

Extended Range
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Snake reads:

Snake
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

So the question that has emerged in our group is, when using Snake, does the blast by default have a range of 30', or 120'? If you wanted to make a snake of 120' do you need to pay for extended range? Does the Snake line "you can trace out any path no more than 120 feet long for your blast" automatically extend the range of your blast without having to pay the burn for extended range?

This has been a back and forth argument at our table for some time now. I look forward to hearing your all's opinions on it, and if anyone has a clear cut developer comment which addresses this topic I would greatly appreciate it if you could point us towards it.


Shameless bump


3 people marked this as FAQ candidate.

I am running Rise of the Runelords for my group, and one of my PCs is playing a barbarian. He is planning ahead and discovered the rage power "Unexpected Strike"

Unexpected Strike:
Prerequisite: Barbarian 8

Benefit: The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity.

Special: This power can only be used once per rage.

Once the PC is enlarged and has a reach of 10 feet, he is arguing that he will get two attacks of opportunity when an enemy approaches him. One when they enter his threatened square at 10 feet, and a second one when they leave the 10 foot square entering his adjacent square. I do not believe this is correct.

Looking at the rules for Attacks of Opportunity we see

Attacks of Opportunity:
Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.

An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).

Combat Reflexes and Additional Attacks of Opportunity

If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

The bolded portion is what makes me believe the player is incorrect. I am interpreting this section as meaning "a move action will only provoke one attack of opportunity from an opponent, regardless of how many threatened squares they move through."

I am not wanting to "nerf" the power, but I want it to be played correctly. So I come before you, masters of rules and Pathfinder experts for assistance. I would prefer to stick with Rules as written as much as possible, but also want to keep in mind the rules as intended. Any and all thoughts and considerations would be greatly appreciated.


I am currently running a Rise of the Runelords Anniversary edition game and my party is nearing the completion of the first book. I have quite an interesting party within this game, and one player in particular is planning his character in advance. In his planning stage we have come to a discrepancy on the interpretation of the rules. I would much rather head this off at the pass and attempt to resolve the difference in interpretation before this character hits the table with his feat/class combination.

The argument revolves around the aid another action to add to AC. The specific build in questions is fighter 3/honor guard cavalier 3 (order of the dragon.

The breakdown for the character, the feats/traits/class abilities, and a brief discussion of how this will work is linked here

https://sites.google.com/site/joshzillariseoftherunelords/Home/group-journa l/howhalthurwillshieldyou

The key difference in opinion comes down to allowing a character to "aid another" a character multiple times. The PC is asserting that if he were to use a swift action using "swift aid" to aid a character , a standard action to aid another the same character, and then that character is attacked he would be able to use his body guard feat to aid another the same character a third time. This would allow him to triple dip his bonus from helpful, order of the dragon, benevolent armor, etc.

I am the DM in this game and understand that my decision is final. I would prefer however to play within the rules as written AND the rules as intended whenever possible. It is my current ruling that the aid another action, specifically with it's clause detailing "Multiple characters can aid the same friend, and similar bonuses stack." specifically means multiple characters. The "similar bonuses stack" line is referring to if for example there were multiple halflings with the helpful trait, etc, rather than the same character can aid another one character multiple times.

So there you have it fellow Paizo board members. I have come here seeking your expertise and collective knowledge. If further information or clarification is needed please ask and I will respond as soon as possible.

Thank you all for your attention, thoughts, and expertise.


Sorry

I just realized I should have posted this in the rules question part of the forums. I will re-post there.


I am currently running a Rise of the Runelords Anniversary edition game and my party is nearing the completion of the first book. I have quite an interesting party within this game, and one player in particular is planning his character in advance. In his planning stage we have come to a discrepancy on the interpretation of the rules. I would much rather head this off at the pass and attempt to resolve the difference in interpretation before this character hits the table with his feat/class combination.

The argument revolves around the aid another action to add to AC. The specific build in questions is fighter 3/honor guard cavalier 3 (order of the dragon.

The breakdown for the character, the feats/traits/class abilities, and a brief discussion of how this will work is linked here

https://sites.google.com/site/joshzillariseoftherunelords/Home/group-journa l/howhalthurwillshieldyou

The key difference in opinion comes down to allowing a character to "aid another" a character multiple times. The PC is asserting that if he were to use a swift action using "swift aid" to aid a character , a standard action to aid another the same character, and then that character is attacked he would be able to use his body guard feat to aid another the same character a third time. This would allow him to triple dip his bonus from helpful, order of the dragon, benevolent armor, etc.

I am the DM in this game and understand that my decision is final. I would prefer however to play within the rules as written AND the rules as intended whenever possible. It is my current ruling that the aid another action, specifically with it's clause detailing "Multiple characters can aid the same friend, and similar bonuses stack." specifically means multiple characters. The "similar bonuses stack" line is referring to if for example there were multiple halflings with the helpful trait, etc, rather than the same character can aid another one character multiple times.

So there you have it fellow Paizo board members. I have come here seeking your expertise and collective knowledge. If further information or clarification is needed please ask and I will respond as soon as possible.

Thank you all for your attention, thoughts, and expertise.


FiddlersGreen wrote:

I'm building a monk/sorc for PFS too, so I'm happy to bounce ideas with you.

I recommend you consider a sensei (use WIS for attack bonus instead of STR, so you can reduce STR to 10 for higher dex/wis/con, but you lose flurry) or a master of many styles for early crane riposte. With MoMS, you could start with crane riposte, and choose another style to blend it with. You lose flurry too, but you get the attack back with crane riposte anyway.

Can I ask why you chose monk of the 4 winds?

Also, consider a page of spell knowledge for mage armor instead of the bracers. It'll cost spells per day, but you get 3 more AC.

I have definitely considered sensei, although I wouldn't want to lower the strength just for damage and carrying capacity consideration.

Master of Many styles is also really good, but I didn't think felt the concept I was going for.

I really like the flavor of the four winds, and it gives me some added damage output that is very needed for Monks in general. Do you think that four winds gives up to much without getting enough back?


So I am playing in a Pathfinder steam punk game set in 1890's Europe. We are playing with "guns everywhere", no traits, no hero points. All races are allowed but everyone is skinned into being a human.

I want to play a monk/sorcerer multiclass, specifically I want to use the Empyreal bloodline for Sorcerer so that my casting stat is Wisdom instead of Charisma. I am basing my charcter off of Castiel from supernatural. The first session is Thursday and I was hoping to clean up the build a little bit before then.

We are starting at level 5, with a 15 point buy. 10,500 gp worth of magical items.

Monk 3(Monk of four winds)/Sorcerer 2 (Wildblooded:Empyreal)

Abilities
Str: 14
Dex: 14
Con: 12
Int: 8
Wis: 20
Cha: 8

Monk Bonus feats Combat reflexes, deflect arrows

Spells known: 1st Vanish, Shield, 0: Detect magic, jolt, light, mage hand, prestigidation

Feats: Arcane strike, dodge, crane style

+1 temple sword,+6 (+5/+5 flurry) 1d8+4

Amulet of natural armor +1
Bracers of armor +1
Headband wis +2

I plan on having my next two levels be monk, then the next 2 sorc, and then monk for awhile

I know I should have enlarge person, but I want to wait untill I level up my sorc a bit before picking that up. I kind of want to use my next couple of feats on improved trip, and improved disarm, then start using a sai, and/or some sort of trip weapon and open combat that way. That being said the very next feat I will take will be the second crane wing feat.

Anyways, thoughts? Ideas? am I condemming myself to a life of weakness and frustration?


So this past Tuesday I finally had an opportunity to play my first session of PFS. While I am an experienced pathfinder player, I was not really sure how PFS would work and so showed up without a character. I was quickly told that I should play a pregen, but I could apply that chronicle to any character that I created afterwards. I knew that I wanted to expand upon a character that I had created for a council of thieves game, and here is where I come to the boards for advice.

I am wanting to play a Magus character, and because of the requiremnt of showing up with book in hand for anything that you are using I do not want to use the typical dervish build. So I will be going for more of a strength magus. The books I have access to are Core, APG, UM, and UC. As of right now I am working with

Half Elf Magus 1
Str: 18 (+2 racial)
Dex: 12
Con: 15
Int: 14
Wis: 10
Cha: 7

Traits: Anatomist, Magical Lineage: Shocking Grasp
Feat: Arcane Strike

I traded the half elf adaptability trait for "Ancestral Arms" and chose the Falcatta.

My intention is to become an absolute monster of a front line fighter/damage dealer, in addition to doing some self buffs, and minor battle field control.

So my main concern is the way that magic item purchasing work, am I gimping myself by taking the Falcatta? Will I be limiting myself to forever having a +1 weapon (aside from my arcane pool) for the entirety of my career? Furthermore, is there anything that I am overlooking with my basic setup? Can anyone recommend an expanded feat selection?

Finally, does anyone have some low level Magus tactics suggestions that can help me take advantage of spellstrike and my 0 level spells. Right now I feel like I should focus on "daze" so that I can "stun lock" opponents before I really have access to a multiple castings of shocking grasp to become a damage monster.

Anyways, I am excited to hear what you guys have to offer, thank you very much.


I ran a home brew campaign where one of my players was a gnome bard that got about four levels into pathfinder chronicler before he moved and had to leave the game. While he was not the most combat effective character (this was as much by virtue of being a gnome, as being a bard), he was an INCREDIBLY versatile character. His actions were rarely spent actively attacking opponents, instead he would use scrolls or wands to buff allies, or use battlefield control spells.

Also if there was any sort of secondary objective in the scene this is what he would go after. The chronicler ability of deep pockets, and his increased carrying capacity meant that he either would already have the perfect tool for the job, or would reach into his backpack and pull one out.

If you only measure value, or viability in the character's ability to cause damage, take damage, or heal damage, then he was mediocre in all of those arenas. However in any sort of skill challenge or social situation he was a top flight character. And of course the bard bonuses really shouldn't be overlooked.


So I was playin a cleric in a recent ebberon game, and my buddy was playing a barbarian. I would cast "shield other" on him, where I would receive half of the damage that he took and I would hang back and heal myself, or buff, or use a bow. This also made my channel positive energy incredibly potent, restoring hit points to both of us.

We were a pair that was hard to stop


Hi, I am running a Pathfinder campaign for 4 lvl 6 (soon to be 7) characters and I am wanting to run a dragon fight for them. I was hoping to find a Pathfinder module that has a dragon as the boss. Can anybody point me in the right direction?

Also, I have played in many games, and run a handful, but have never actually run a dragon fight. Any suggestions?