Fabian Stretton's page

Organized Play Member. 33 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




Seemed like a somewhat underpowered but interesting build with excellent ROLEplaying capability - so I created on, only to discover they are banned in organised play - and I can't see any game based reasons for it.

American Politics and narrow minded overly religious culture seems to be the only likely reason - and its a pretty poor one.


Hi I have just finished reading a couple of pages of highly emotional posts which actually failed to answer the question below:

Spells Words are:

You can ##target## shatter against a single solid nonmagical object,
regardless of composition, weighing up to 10 pounds per caster level.

Target - as in - aim the spell at it, where, if the save is failed
it will do 1d6 damage per level - as the spell is worded.

The questions no-one actually answered
(i.e the ones I ALSO want answered) are:

Given the spell is specifically designed to damage objects
a) does it ignore hardness (as a spell targeting objects it might)
b) does it do full damage (as a spell that ONLY hits objects, it should)


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I have a dwarf with a War gecko mount (love the whole climb over any obstacle capability).

Recently a DM ruled that the Gecko cannot attack with Spider Climb
he doesn't like mounts) - indicating that the gecko cannot attack (ever)
since it cannot turn it's spider climb ability off.

Having pointed out to said DM (as it cannot turn the ability off)
- It has an attack (bite), ergo it can do so when spider climbing.
- All the rules Q&A I saw specifically referred to hands/feet, not bites.
- It's affected as IF it had (not it has) a natural form of spider climb.
I think I have won THAT argument (last point relevant to next Question).

Now the tricky question
- my barbarian has the Beast Totem rage power (he gets 2 claw attacks)
- He has the Furious Mount rage power (Gecko can rage too)
- He has the Improved Furious Mount rage power (Gecko gets 2 claws)

Now - logically, the set of massive talons the gecko has push the suction caps off the floor, so when activated - claws work / spider climb doesn't

Now - Literally, Claws cannot be used (if it was ##actually## the spell)
because when the spell is active, you can't attack with "hands"

So - what is the most sensible interpretation of an entirely grey area.

Thanks in advance


Seems like a lot for a PDF with only 7 critters in it.
No indication of the number of pages either.
Selling this is going to need a much better teaser than given thus far.
I.e. IF it's 30 pages including a bestiary detail & 3 encounter scenarios for each critter Price is becoming more reasonable.
If it's just a half page "monster manual" entry for each with a total of 5 pages it's a blatant rip off. However nothing here tells the buyer which end of the spectrum this is.
Give me a copy and I'll give you a fair half page review :-)


A very large percentage of the Druid spells of Lvls 6&7 seem a lot LESS powerful than the spells of 4th and 5th level.

Case in Point - Scouring winds (Lvl 7) - No better than Sirroco lvl 4.
- Yes, it's blinding while they are in it, Sirroco knocks you prone.
For a Lvl 7 spell, I would expect much bigger OR much longer OR much more effective.
Control winds by comparison, HUGE range/area and at +4 wind levels is much nastier on an already windy day, and TWO of them = real life tornado will level just about anything.

So - why is it that most of the Druid spells above Lvl 5 have been NERFED


Hi,

The Question IS.
Does burning oil/holy water do more damage if there is more of it. Local DM says the rules say 2d4 (Holy water) regardless of the amount
- even though the rules seem clear that this a for 1 flask (1 Pint) when it breaks, splashing the target.

The reason the question arises:

My character has been pondering on how to make oil/holy water more effective, and has discovered the following interesting item:

(From Pathfinder Player Companion - Adventurers Armory - P7 - last item. Pump Water Canister, cost 75gp / weight 5 lb (empty)
(Similar in cost/weight to the Jetcaster)

What it normally does is pump a gallon of water (8 flasks) a round, saturating a 5' square and putting out fires within the square.
What you get is an item that hoses 8 flasks of liquid a round up to 10' away (full rd action which provokes a AoO)- unlike the jetcaster (std action no AoO) which sprays 4 flasks over a 10'x10'cone.

In context a garden hose with good pressure and a spray nozzle pumps out about 1/4 of this - so think fire hose, not garden hose.

What if you fill it with a holy water instead (it can hold up to 4 gallons = 4 shots at 8 flasks per shot):
From my perspective - when compared to a flask:

The downsides:

a) Max range 10' (hose) vs effective range 30' (flask) + the AoO if you are within range (probably).
c) Expensive (200gp/shot vs 25 gp/shot)
d) Heavy (13lb if loaded with 1 shot, 37lb if loaded with 4 shots) vs 1 lb/shot.
[11.5 lb/shot with a gallon of lamp oil / 31 lb with 4 gallons) [ lamp oil is 0.8x the density of water ]

The benefits:

1) No "to hit" roll as you are hosing down a target. options:
- 8 Flasks hit, roll reflex for half (i.e. fireball like), or
- 1d4+4 Flasks hit (it's very hard to miss at 10' with a fire hose) and each missed flask adds 1pt splash damage all surrounding squares.
2) Can flood 1d4+4 squares in the same time it takes to normally flood 1 with a flask (inefficient but faster).
3) "Lots of Damage" (i.e. the target isn't so much splashed/wet as taking a bath) hence should be bigger damage.
Very good at dealing with swarms :-) [says I remembering the AC19 evil swarm from last session].

What if you fill it with a gallons of Lamp oil instead?

The main downside with the aimed oil option is you need the target or target SQUARE to be burning first - Or ignite it the following round.
i.e. - co-ordinate with the sorcerer with burning hands OR
i.e. - Use Alchemists fire on the following round (aim at ground to immolate square and everything in it.

(Alchemists fire is corrosive - it can't be used)
Acid won't work for the same reasons - unless you make it from Blue Dragon hide (VERY Expensive).


My character (fairly intelligent but unwise) Has Knowledge Engineering.
Not surprisingly, Intelligence boosts this.
However Profession Engineer is Wisdom based, which is highly unrealistic. (as an engineer with multiple degrees I can attest to this directly).

So - how does one earn a decent living in PF as an intelligent engineer.

On a related note, there are no crafts, feats or skills that are directly related to designing structures (castles, defenses, fixed traps (not small mechanical ones - room sized or larger - made of stone or steel).

Maybe Paizo would consider Craft (Engineering) as a concept except that you produce buildings, bridges and walls.