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Epic Hoagie's page
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So I recently did a doodle of a warrior mage that I really liked. She's wielding a staff in one hand and a heavy shield in the other. I wanna do something like that in Pathfinder. What I want to know is whether or not her staff could feasibly be used in place of somatic components.
Like, channeling arcane spells through the staff a la Dragon Age 2 and onward, kinda deal. Maybe even use it like a ranged weapon firing off non-tracking magic missiles in place of sayyy a bow, using your BAB and whatever score.
I'm guessing, ahead of time, the answer is a pretty solid no. But yeah, If someone has a way to do this without metamagic feats, or if someone could explain the use of arcane spell focuses to me, that would be swell.
Thanks!
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Okay can someone please clear this up for me?
I've been looking all over the book and even used some good ol' ctrl+F on the PDF, looking for the phrase "two-weapon fighting", and it ONLY appears in the Archetype section for Fighter.
Apparently, nowhere in the book does it mention the actual attack penalties or how dual-wielding actually works mechanically in PF2.0. How does this work in PF2.0? Someone please point me in the right direction!
Thanks, in advance.
Am I just reading this incorrectly? Fighters are the only ones who can dual-wield? Who made THAT decision?
I mean...sheesh the bulk of this new system looks really interesting and fun but are you seriously going to tell me it makes sense to ONLY allow Fighters to dual-wield?
Being real self-aware and honest, I'm probably just shouting into the void right about now, but as a rogue-main, I'm a bit upset with this - not gonna lie.
EDIT
I come to this conclusion based on the fact that Fighters are the only ones with Class Feats involving two-weapon fighting and I could not find any more generalized rules about two-weapon fighting anywhere in the book.
Am I just reading this incorrectly? Fighters are the only ones who can dual-wield? Who made THAT decision?
I mean...sheesh the bulk of this new system looks really interesting and fun but are you seriously going to tell me it makes sense to ONLY allow Fighters to dual-wield?
Being real self-aware and honest, I'm probably just shouting into the void right about now, but as a rogue-main, I'm a bit upset with this - not gonna lie.
So a friend of mine has brought up an interesting conundrum.
If a magus has Merciful on his sword and delivers a spell through his sword, does the spell's damage then deal non-lethal damage from the Merciful ability?
I would argue that, no, it would not, given the enchantment is attached to the weapon and not the spell. Doesn't seem to jive, if you ask me.
Can anyone confirm or deny my friend's assertion?

My question pertains to this text from the DHS entry (specifically the bold part):
"Draconic Bloodline (Su): Each dragonheir scion can draw her lineage back to the influence of a great draconic progenitor. At 1st level, a dragonheir scion must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of dragonheir scion’s abilities deal damage and grant resistances based on her dragon type, as noted below. If a dragonheir scion takes a level in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the dragonheir scion can change her former bloodline to make them conform."
Does that mean the bloodline gained from VMC Sorc would NEED to be Draconic?
Does it simply mean the element should be the same (i.e. White Dragon from DHS and Boreal bloodline from VMC Sorc)?
It seems kind of muddled the way it's worded. (what else is new, amIright?)
Thanks in advance, for the help~!
Okay so a friend of mine and I were looking through the monster conversion thinger. It notes that if a monster has feats, they can mostly be used interchangeably with Starfinder's rules unless SF has a feat of the same name, in which case you use the SF version.
There's zero indicator for using PF feats for CHARACTERS. Anyone have any word on this? It'd be amazing if I could use PF feats on my SF character, because holy CRAP the lack of ranged-weapon feats is just mind-boggling in a realm that has so many damn guns!
Obviously Rapid Fire is kinda out with the new version of iterative attacks, but damn give me point-blank shot or precise shot at LEAST, right?

So, I've been developing a set of rules for building random characters for the fun of building high level characters. I've got ulterior motives, such as drawing some of the characters I develop, but I'd like some input if I can get it. What do you think of these?
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Pathfinder Build a LVL 20 Character Rules and Guidelines
- Initial Ability Scores
o To figure out the starting ability scores of your lvl 20 Pathfinder character, use the Purchase method as described on the official Pathfinder PRD (link and information provided below). The reason for this is to prevent any possibility of fudging rolls (anyone can get a full load of 18s given enough time to roll), and, while there are plenty of trust-worthy, good-aligned players out there who wouldn’t dream of sullying their character’s development by doing such a thing, there are just as many (if not more) in the way of darkened creatures more than willing to lay claim to maximum rolls. Not to worry, however, we’re going to be playing on “Epic Fantasy” settings. We shall enjoy a full twenty-five points for purchasing our base ability scores. Enjoy!
http://paizo.com/pathfinderRPG/prd/coreRulebook/gettingStarted.html
- Developing Your Character
o Races and classes must come from Paizo-published and Paizo-approved sources only. To be perfectly clear as to what “Paizo-approved” means, it means that, if you cannot find the resource on paizo.com’s store, you cannot use it. Absolutely NO homebrew.
RACE BUILDER IN ADVANCED RACE GUIDE IS OFF-LIMITS.
On that note, please provide links to resources when making use of a race or class outside of Paizo-published resources.
• http://paizo.com/pathfinderRPG/prd/ is the official resource, loaded with all of the base rulings and such. Always have a tab open with this website.
• www.archivesofnethys.com has just about every single book Paizo has ever published neatly sorted and readily available.
• http://www.d20pfsrd.com/home is an excellent secondary source containing information from third party resources. Be sure to double-check paizo.com’s store to make sure the source is there.
o Books which grant an inherent bonus to your ability scores, such as the Manual of Gainful Exercise, can only be purchased at levels 3, 6, 9, 12, 15, and 18. Further, you may only purchase one at a time, so choose wisely.
o In regards to hit point gain per level, just assume the maximum gain. This rule set aims to remove dice rolling as much as possible.
o Spell effects that can be made permanent can be applied to your character. Unless, your character possesses the permanency spell his/herself, it costs twice as much GP as is listed on the permanency spell entry, linked below. If your character has neither permanency OR the desired spell effect, it costs three times the listed amount. If your character has both, the price is standard.
http://archivesofnethys.com/SpellDisplay.aspx?ItemName=Permanency
o Given a sufficient Craft score (ranks, bonuses, etc included), it can be assumed that all items your character CAN craft WERE crafted BY your character, thereby reducing their costs. A sufficient score is somewhere between 20 and 30.
o Regarding traits and drawbacks, operate with a sense of reason. In other words, don’t hand-pick the most beneficial traits and least detrimental drawbacks just to give your character the best edge. It is absolutely recommended that you make use of one of two available background generation tools.
If you feel like doing it by hand, go to Paizo’s background generator. It doesn’t have available all of the background generation for things that came out beyond a certain point.
Or, if you want to automate the process and be able to flip through generated backgrounds until you find one you like, use Nethys’s system, linked here.
Remember, the rule is you can take NO TRAITS, ONE TRAIT, or TWO TRAITS AND A DRAWBACK. There is no deviation from this rule.
When it comes to story feats, as long as your character would complete it, you can pretty much say they did. It’s preferable to come up with a kick-ass tale as to how it happened, though.
• On that note, be sure to mark what level they completed the story feat at. No character is going to complete a story feat at an early level. Just use discretion.
o It’s pretty easy to just say “My character found all of these amazeballs things and now has the draconic template and every stat is above 20, because blurburblurburblur-” As such, you must build your character from the ground up. In doing so, keep to the following rules.
Note each level individually by listing everything gained at that level, such as feats, ability score increases, skill ranks, spells learned, items purchased, etc. This is important as there are many feats and abilities which have prerequisite features one must meet before taking them. Worry not about your gold gain, as you will begin “play” with 880,000 GP as noted on the “Character Wealth by Level” table from the PRD (linked here).
As this page notes, characters with crafting feats can increase their given wealth by approximately 25-50%. For the purposes of this rule set, we’re going to limit that gain to a bonus 25% regardless of how many crafting feats the PC has. Therefore, a PC with any crafting feats has 1,100,000 GP to start with.
Rewinding to the note of templates, the ruling regarding templates is this: absolutely not unless a feat or ability specifically says you gain one.
- Special
o For every 10 levels after 20, add 200,000 GP to your character’s starting wealth.
I sifted about a bit and didn't see anything about this. At 20 ranks in craft, it says the following:
"20 Ranks: You can craft magic armor, magic weapons, magic rings, and wondrous items that fall under your category of Craft using the normal Craft rules."
Does the above mean you can skip crafting feats? Does it mean spells are not required as components for such items? Clarification would be fantastic.
Thanks in advance!
I'm thinking about running a Knife Master Rogue, but I want a weapon that can hold its own if I'm discovered. Does anyone know of a decent way to beef up the daggers themselves?
The title says it all. Can an Aasimar who takes SoH make use of the human favored class options? Here me out.
My logic:
An FAQ entry on the page for the Advanced Player's Guide explicitly states that half-elves and half-orcs count as both human and elf/orc and can, thus, take the human favored class options.
THEREFORE.
It stands to reason that an Aasimar with SoH could also take the human favored class options since they count as both an outsider AND as a human.
Thoughts? I need input fast as this character must be ready by tomorrow (Tuesday, Jan 12, 2016)
Is that something someone could select if they roll the "Raised by Civilized Humanoids" background generation piece? Like, let's say a human rolls that and gets Gnome. Would that human get their normal +2 to any ab score AND be able to chose the Gnome racial ab score modifiers of +2 Constitution, +2 Charisma, and –2 Strength? I don't see it written ANYWHERE one way or the other. It straight-up just says select any one racial trait from the adoptive race.
I guess the simpler version of the question is this:
Does the ability score racial trait count for the traits gainable through "Raised by Civilized Humanoids"?
So, I wonder -
If a familiar is inside of a familiar satchel, does their weight affect the carrying capacity of the person wearing the satchel? Real world physics says "DUH!", but I've found nothing in the rule texts about this and no consensus in the forums.
EXAMPLE:
Character's carry capacity is 50 due to a STR of 13.
Current weight is 40 lbs.
Familiar weighs 15 lbs.
Satchel weighs 6 lbs.
Character dons satchel, putting total weight to 46 lbs.
Which is correct?
A ) Familiar gets in satchel, weight is unaffected.
or
B ) Familiar gets in satchel, character is now carrying 61 lbs and is over-encumbered.
Further, if said familiar has a fly speed, could it basically support its own weight within the satchel? One might think that since it can fly within the satchel, it would be relatively weightless to the carrier until said familiar stopped flying.
We're all familiar with the infamous Racial Heritage feat for humans. My question is this:
Does RH allow a human to qualify as the given race when it comes to weapon familiarities?
I.E.
Human lvl 1 has RH Dwarves. Can he use a Dwarven Waraxe as though he were a Dwarf?
I put in my order for the Limited Edition of Visions of War yesterday. I know my chosen card holds the necessary funds. So, why is it still pending?
I can't seem to find any information on this. Is there any possible way to tell what level (+1, +2, +3, etc) of enchantment the special abilities with set prices are? For example, is Sniping (Greater) a +2 or +3...? It's not listed as either. Instead it has a specific GP price. This stuff's confusing >_< And the RAW is pretty unclear about this, saying nothing in particular about it.
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1 person marked this as FAQ candidate.
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So, I've done a lot of digging, and I can't find anything about this.
I know, generally, how a RoSS works. Wearer puts on the ring and can cast whatever given spell is stored within the ring at the caster level that is minimum to the spell being cast. NOW, I wonder...how many times can that spell be cast? Is it like knowing a spell? Or, is it more like the spell inside is there one time, and, once the spell is cast, the spell is gone and the ring has to be refilled...?
The raw text isn't exactly clear on this point, and I haven't been able to find any sort of consensus. To be honest, the only word I've found on the RoSS is that any wearer can use it - even if it's an arcane caster using a RoSS with divine magic in it.
Some help on this would be fantastic. I'm trying to build a lvl 20 gestalt character (for the shits and giggles), and, if a RoSS is a bit more....permanent than *POOF* "Spell's gone now!", I have a fiendishly diabolical plan. XD
I've seen some back and forths on this. A lot of explanations that contradict each other. As I've come to know it, there is no such thing as Spell Resistance stacking.
However, I spotted a couple examples where they do. (no I don't remember them off-hand)
Here's an example, though, I wonder about specifically:
PC has racial SR of 25 at lvl 20
PC buys Ring of Splendid Security which has 22 SR of its own.
*gameshow audience* DO! THEY! STAAAAACK!
Alright all, help me settle a long-held debate that I've had with a friend of mine.
Scenario:
A stealth-spec rogue takes on gun training and attempts to sneak attack with the gun. How BLOWN is the rogue's cover? Can the rogue return to stealth via normal ranged attack rolls?
My argument: Yes, because there IS NO MENTION OF IT ANYWHERE IN THE TEXT!
His argument: The pistol cannot be silenced, therefore, the loud-ass BLAM of the pistol would INSTANTLY give away your position and you canNOT re-stealth.
Who's right?
Is this a possibility? Or am I just being overzealous?
My confusion, specifically:
Applying Effortless Lace to a one-handed weapon essentially makes it a light weapon for the sake of qualifying for things that require light weapon use such as Weapon Finesse and others.
BUT, does that DISqualify it from being enchanted with Impact?
THE CURIOSITY MUST BE SATISFIED D8

Mkay so I'm just a little confused. Allow me to break things down:
Effortless Lace, according to its description, qualifies a weapon to be used with Weapon Finesse. Therefore, logically, it should qualify that weapon to be used with Finesse Training, right?
Or is Finesse Training limited to rapiers and light weapons...?
Also, Finesse Training, like other feats/abilities that say "this choice cannot be changed", CAN be changed via retraining, can it not? Because, as my understanding goes, when you retrain, you re-obtain the ability in question.
Thoughts?
[EDIT/ADDITIONAL QUESTION]
The Skill Unlock for Stealth says that, at 15 ranks, "If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn." Sneak attack specifically says "The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC".
Does that mean that, if I were stealthed up before I made a full-round attack, each hit would proc Sneak Attack damage? If so, that's way broken. hahaha
A player in my upcoming campaign is using a Kasatha Inquisitor. We were looking at the description for Rapiers which reads "You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage."
It got us curious though.
Now, for the purposes of two-weapon fighting, is it possible to count one pair of hands as the "main hand" and the other as the "off-hand"? I know in the text it notes that only one hand is the main hand and all others are off-hands, but this is a little outside the norms.
A swift response would be greatly appreciated! Thanks in advance!
Hi, everyone! From what I've seen, most discussions regarding stacking rage tend toward issues of duration. What I would like to know is whether or not the STR/CON bonuses from multiple rage sources would stack.
Is it more Example A, where:
I, as a lvl 20 Barb rage up and get +8 STR/CON which would simultaneously activate my rage from Anger Inquisition granting more STR/CON?
Or is it more Example B, where:
It doesn't fricken matter how many Rage effects I stack, the max increase is +8 STR/CON dammit!!!
lol
Just curious as I was discussing Epic Lvl + play with a friend of mine and the idea of a lvl 40 char (20 bloodrager steelblood, 20 inquisitor sacred huntsman w/Anger Inquisition) came up. XD

Hello all! I'm in the process of developing an epic level boss who is an evil Summoner. I'm going to have him fighting a pretty big group of lvl20+ PCs, so I'm considering placing him at or around lvl35 or more. Maybe lvl40. That part is irrelevant.
What, specifically, I want to know is if there is a published or largely accepted guideline for progressing a Summoner beyond 20th level. To be perfectly clear, I am looking for answers to the following questions:
1 ) Is there a way to continue adding to the Summoner's eidolon after lvl20?
Note on this: Nevermind the boss for this one. It's more a question of "is playing a Summoner in a campaign that is going to progress beyond 20th level worth the player's time and effort? would the eidolon become more and more worthless and/or outdated/outclassed as encounters above and beyond lvl20 occur?"
2 ) Is there a set/published guideline or recommendation of actions for levelling a Summoner beyond 20th?
3 ) If multiclassing is an absolute necessity, what is recommended? What might complement a Summoner?
Note on this: I particularly am enamored with the idea of a Synthesist, toying with the idea that the character in question is ruthless and doesn't mind at all if his lifelong eidolon companion is harmed or even killed.
Any and all input on this would be greatly appreciated as I mull. Thanks in advance!

A friend of mine and I are building a wondrous item. It was originally his brain child, but I'm helping with it. The whole concept is a wrist slot item for spellcasters that would provide a shield bonus to AC in exchange for spell energies. What I would like from you, the community, is to read each of our given descriptions, tell which sounds more balanced/effective for gameplay, and possibly give suggestions on the whole.
His idea:
"This wrist slot item, only usable by spellcasters, grants a +10 shield bonus to AC each day. When the spellcaster casts a spell while wearing this item, the shield bonus is reduced by a number equal to the spell level used per spell cast during that round (to no less than 0). Example: casting a fourth level spell reduces this AC bonus to a +6 shield bonus until your next turn. In the case of quickened spells, these multiple spell levels stack for this purpose. Example: casting a quickened 1st level spell and then another 1st level spell effectively reduces the bonus by 6 to a +4 shield bonus to AC until your next turn. This AC bonus is negated during attacks of opportunity made against you and triggered by movement and/or spellcasting. If hit by an attack of opportunity, you must make a concentration check (DC = 10 + damage dealt + spell level) or lose the shield bonus for the day."
My idea:
"This wrist slot item, only usable by spellcasters, grants a shield bonus to AC each day. This bonus is determined at the beginning of the day while the spellcaster is going about his/her daily morning routine. The spellcaster selects a level of spell he/she can cast and gives up the ability to cast those spells for the entire day in exchange for a bonus to AC equal to the spell level given up plus one. Example: should the spellcaster give up their sixth level spells for that day, they are granted a total of a +7 shield bonus to AC for that day. As a free action, this effect can be discharged in order to allow the spellcaster to use the spells of the level given up at the beginning of the day. However, this item cannot be activated again until the spellcaster has fully restored their spells per day either via sleep, meditation, prayer, etc."
Additional Thought:
I also like the idea of the item being enchantable such as the Bodywrap of Mighty Strikes. The enhancement bonus would stack with the Spell Level + 1 shield bonus granted at the start of the day.
Ideas?

I'm working on a boss character for my current campaign that I'm half-running. The idea is a level 30 character (with minimum 19 levels in Summoner. this class is required by the story) who will be attacked by approx 6-7 lvl 20 PCs. My questions are as follows (and I'd really appreciate all input):
1) Is lvl 30 right for the aforementioned group of PCs? Too high? Too low? Mind you, most of them are romping around with an average of 30-45 AC and specializing pretty heavily in their chosen fields.
2) I'm debating on having him augment himself, through Greater Aspect, with an extra pair of arms. If I have him running with a total of four arms, how specifically would that effect his actual combat? The reason I'm confused on this is that there aren't really any clear-cut rules on use of BAB with additional arms. Not that I've found anyway. I know that the character's base BAB applies to the primary weapon, while the off-hand (assuming a light weapon in the off-hand and two-weapon fighting) is usually the same. As the math seems to work out, for example, let's say a rogue dual-wielding Sun Blades has a BAB of +15/+10/+5 and has improved two-weapon fighting. Then their main-hand would be (ignoring additions like STR bonuses or weapon finesse, etc) +15/+10/+5 and the off-hand attacks would be +15/+10 respectively. But I'm not, AT ALL, sure how that would work with four arms. Would it simply assume the rules of additional monster attacks where each subsequent attack would come at a -5 to the atk roll? Example: Main-hand swings for a +20, first off-hand swings for +15, second for +10, third for +5. Is that about the size of it?
3) Suggestions for complementary class options? I'm torn between Dragon Disciple and Fighter for the 10 lvls beyond 20th. If I go D. Disciple it will be a build of lv 19 Summoner, lv 1 Sorc, lv 10 D. Disc. If I go Fighter it will be lv 20 Summoner, lv 10 Fighter. I dunno. Ideas?
Any and all assistance with the above-stated matters would be greatly appreciated.
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