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Grand Lodge

My PFS Character has an option to make 1 item (weapon or suit of armor) out of three different types of special starmetal (Noqual, Horacalcum, and Siccatite). I was thinking of a Siccatite (Cold) Haramaki. However, when I was rereading the text I came across this:
Hot siccatite can eventually ignite objects, and cold siccatite in water quickly surrounds itself with a 1-foot-thick shell of ice.

Siccatite Full Description:
This shining silver metal is either incredibly hot or freezing cold when found. As of yet, scholars have not determined whether siccatite is actually two similarly hued metals or a single type that determines its own temperature via some unknown process. When raw siccatite is found, it has a 50% chance of being hot siccatite; otherwise, it's cold siccatite. Physical contact with siccatite deals 1 point of fire (for hot siccatite) or cold (for cold siccatite) damage each round. Hot siccatite can eventually ignite objects, and cold siccatite in water quickly surrounds itself with a 1-foot-thick shell of ice. A weapon made of siccatite deals 1 additional point of damage of the appropriate energy type each time it strikes a foe, but also deals 1 point of the same energy damage to the wielder each round it is used in combat.

Siccatite armor deals 1 point of energy damage (fire or cold) per round to a creature wearing it, and deals 1 point of the same energy damage each full round a creature is grappled by someone wearing siccatite armor. Cold siccatite armor grants fire resistance 5, while hot siccatite armor grants cold resistance 5. (The type of armor does not alter the amount of resistance granted.) Siccatite increases the cost of a weapon by 1,000 gp and armor by 6,000 gp (regardless of the armor's type).

Is that line meant to be fluff or say if I fall into water while wearing Cold Siccatite armor my character will immediately encased in ice?

Any help would be appreciated. I don't want my character to spend a fortune only to find out it'd be useless when it came to scenarios with water in it.

My character will soon have cold resitance so I thought this would be an easy way to get fire resistance, among other things I have planned.

Grand Lodge

Since an Aqueous Orb is made of water and I have a swim speed from the aquatic bloodline can't I just swim out of the orb? Since its made of water.

Grand Lodge

1 person marked this as FAQ candidate.

I'm planning on dipping 1 level into wizard for the air school as an arcanist.
Please read both especially the part I bolded under the school understanging exploit as I will be doing a 1 level dip and the part that is bolded is what is used and the rest is ignored.

My question is for the spells at will are my arcanist level stacking for those specific spells caster levels? I know my arcanist levels dont sack for normal wizard spells I prepare. But since I'm getting those three spells from the school I chose is my caster level different than just a 1st level wizard.

School Understanding Exploit:

The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist's Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.
If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school.

Air Supremacy (Su):

You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Example: cause this is my current plan for my character at level 11.
(Aquatic/Orc) Sorcerer 1
Air Wizard 1
(White Mage) Arcanist 9
--(School Understanding)
--(Bloodline Development)

Does Fly get cast at caster level 10 or caster level 1?

I believe it's caster level 10 because it is coming as a school power and so my arcanist level are stacking to determine the power of the ability.

However I can see it the other way too. Granted it's tnot to big of an issue if its caster level 1 since it can be cast at will. So it will mainly be an issue in situations where I can't cast for awhile. i.e. combat, etc...

Grand Lodge

I was excited when I heeard about the game, but then school started and iterfeared with the time they set for emerald Spires. I only mangaged to play the first lvl.
Hoping to find a group to play online with and for pfs credit.
I'm still interested in playing and I figured there would be a ghood chance to find outher players who might want to play or DM here.

Grand Lodge

Just double checking on this item, because a DM I was playing with interpreted differently. (PFS Play)
I have all tattoos does this mean as long as a spells been caast withing 60 feet I know or do i still need to be spending an action using detect magic? Also do walls block range on it?

Runeward Tattoo (1000 gp, Magical Marketplace)
Each of these tattoos is keyed to a single school of magic. The bearer can use detect magic at will, but only to sense auras of that school. The bearer gains a +1 insight bonus on saving throws against spells and spell-like abilities of the keyed school and knows when such a spell or a spell-like ability has been cast withing 60 feet.

Grand Lodge

1 person marked this as FAQ candidate.

For 7th level Pathfidner Savant I will gain this. But I don't know how I would use it, since an arcanist is and is not a spontaneous prepared caster. Would I always have dispel magic known for the purpse of casting? Or would I convert a prepared slot and I could change that slot once I sleep again?

I am at a loss for how this would work as both seem wierd any ideas on resolving this?

Dispelling Master (Su)
Starting at 7th level, if the savant prepares and casts spells like a wizard, he can spontaneously convert any prepared spell into dispel magic or greater dispel magic as a good cleric converts prepared spells into cure spells. If he casts spells as a sorcerer, he adds dispel magic and greater dispel magic to his spells known. Every time he successfully uses either of these spells to make a targeted dispel or counterspell, he heals hit points equal to the caster level of the effect dispelled or counterspelled.

Grand Lodge

So I was thinking as I read this. I'm currently a Arcanist, 5 / Pathfinder savant 2/ slayer 1. next Level i'll be leveling up Pathfidner Savant to 3.
He gets the ability Scroll Master which lets him use his own caster level instead of the items caster level for scrolls and spell completion items.

My question is if I umd class featere to fake a higher caster level can I use that caster level for the scroll when casting?

My caster level will be 7.
For the UMD example say I emulate a caster level of 11. I have +21 UMD + 10 (take 10) - 20 = CL 11

Scroll Master (Su)
A 3rd-Level Pathfidner Savant uses his own caster level instead of the item's caster level when using a scroll or other spell completion item.

Honestly I would say no, but I just want to double check on the forums.

Note: Almost forgot Pathfinder Savant lets me take 10 on UMD except when activating blindly. Before someone says you can't take 10 on UMD.

Grand Lodge

Say I stored 10 hit points and healed up but later I was insta killed by a mob. Once the battle is over I return to my body using the ioun stone meaning I would be at (-(con-1)) hit points.
Would the shawl of life keeping activate after I revived my self using the ioun stone?
The shawl heal when you drop below -1 health, but it makes an exception if the damage is enough to kill you the shawl won't do anything. Although I could be misinterpreting what the shawl does. Since the line (This healing cannot prevent the wearer from being killed.) Implies that it won't go off if the damage done is enough to kill you.

Shawl of Life-Keeping 1,000 Gold
This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.

Pale Orange Rhomboid 200,000 or (12,000 for Flawed)
This stone absorbs your soul as the magic jar spell immediately prior to your death. You can't transfer your soul from the ioun stone receptacle to another creature's body, and are, for all intents and purposes, dead. While your soul is in the ioun stone, you can sense any life forces within 120 feet as though you were placed in a magic jar. At any point within 12 hours of your soul's transfer into the pale orange rhombus ioun stone, you can return to your body as long as it is within 120 feet of the ioun stone. Upon returning to your body, you are unconscious and dying with a number of negative hit points equal to your Constitution score minus 1. If you fail to stabilize and aren't healed after 1 turn, you die and your soul is not absorbed by the ioun stone. Your soul can be absorbed into a pale orange rhombus ioun stone only once per 24-hour period.

Grand Lodge

Does a Robe of arcane heritage also work for a Blood Arcanist?

Since my arcanist level is equal to sorcerer level for the purpose of gaining and using bloodline powers.

Grand Lodge

Character: Blood Arcanist 3 / Slayer 1

Studied Target:
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Conjuration:
School conjuration (creation) [acid]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
Range long (400 ft. + 40 ft./level)
Effect one arrow of acid
Duration 1 round + 1 round per three levels
Saving Throw none; Spell Resistance no

An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.

Rays:
Scorching Ray
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Can you apply studied target's bonus to weapon attack and damage rolls for Ray spells and conjuration spells where you need to do a ranged touch attack?
At least for rays I would think yes since they are considered weapons but I'm unsure about conjuration spells if it would apply to those spells since it says weapon attack and damage rolls.
I know rays qualify for the weapon focus feat.
Any help appreciated.

Grand Lodge

So getting into playing a home game, playing rise of the runelords, and trying to figure out rules for crafting items. I was thinking about cost of making gloves that can cast burning hands. Just want to know if I'm doing this correctly. Any help appreciated.

Burning hands with 3 charges at caster level 3 would be.
Base Price = ((caster-lvl * spell-lvl * 1800) / (5/charges))
3240 = ((3 * 1 * 1800) / (5/3))
Craft Price = 3240 / 2 = 1620

Unlimited Charges (at will)
Base Price = (caster-lvl * spell-lvl * 1800)
5400 = (3 * 1 * 1800)
Craft cost = (5400 / 2) = 2700

DC for the spell is 11 = 10 + 1

Used hand of the mage for unlimited charge (at will)
Its base price is 900 gp = (1 * 1/2 * 1800)

Not sure if there is anything else you are supposed to add for making an item with unlimited charges.

Grand Lodge

Do you need to hold a runestone of power to use it, or can I leave it in my backpack and still use it.

Advanced Class Guide:
A runestone of power is a small chip of polished stone etched
with a rune. These objects are potent aids to all spellcasters
who cast spontaneously (but not to spellcasters like clerics
who have the option to spontaneously cast certain spells).
Once per day, a spontaneous caster can draw upon a
runestone of power
to cast a spell—doing so is part of the
spellcasting action, and expends that runestone’s power for
the day rather than one of the spellcaster’s actual spell slots
for the day. An expended runestone of power recharges its
capacity after 24 hours. The spell must be of a particular
level, depending on the runestone.

It seems unclear to me whether you need to be holding it or it can just be used as long as its on your person.
If I can use it regardless of where it is can it also be used if it was in a bag of holding or handy haversack?

Grand Lodge

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

So it seems I either have a hard time explaining it to the GM, because it seems when I try to explain the feat and how I want to use it with Alchemical Power components It breaks into an argument. With both sides getting frustrated. I'm still new to Pathfinder and PFS play. I'm hoping if I get someone high up to either agree or disagree it can end the arguments.
Note: I've had GM's not allow me to do it and likewise I've has GM's allow me to do it.
My question though is when using an Alchemical item as a material component does it count for use with the false feat?
Essentially making it so i don't need an alchemical item to add an effect to a spell.
The definition of False Focus and Alchemical power components is below.

Example of what I tried to do until I got into an argument.

I have a Holy Symbol tattoo worth 100gp. I used Burning Hands and wanted to use false focus to add alchemist fire as a material component to the spell

Alchemist's Fire 20 gp
Burning Hands (M):
One target that fails its reflex saving throw (your choice) catches on fire as if it has been struck by alchemist's fire.

My argument:
Too me your adding a material component to a spell. Since the spell cost is under 100 gold I believe I should be able to use false focus. That way I don't actually need any alchemical items to add the effect to the spell.
Components:V,S + optional M (Alchemist's Fire worth 20gp) Total cost <= 100 gp True

Arguments against
1. I don't like therefore I won't allow it
2. I don't think it works because it doesn't say it is a material component.
3. I don't think it works because its an optional material component

Didn't know how to reply to 1 and 2. To 3 I would say it doesn't matter if it is optional it still counts as a material component.

Inner Sea Magic:
False Focus (page 10):
You can use a divine focus to cast arcane spells.
Prerequisites: Knowledge (religion) 1 rank, ability
to cast arcane spells.
Benefit: By using a divine focus as part of
casting, you can cast any spell with a material
component costing the value of that divine focus
(maximum 100 gp) or less without needing that
component. For example, if you use a silver holy
symbol worth 25 gp, you do not have to provide
material components for an arcane spell if its
components are worth 25 gp or less.
The casting
of the spell still provokes attacks of opportunity as
normal. If the spell requires a material component
that costs more than the value of the divine focus,
you must have the material component on hand to
cast the spell, as normal.
Normal: A divine focus has no effect when used as a
component in arcane spells.

Adventure's Armory (page 26):
Alchemical Power components is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects; your GM may allow other combinations. Spells followed by an (M) expend the alchemical item as a material component; those followed by an (F) use the item as a focus and do not expend it. In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.