Fayteri's page

45 posts. Alias of Adam Moorhouse 759.


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Mechanically, Studied Target is like telling a rogue that their sneak attack only works with feint.

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How about oracles have focus points like normal?

Accept Curse (action, metamagic): If the next action you take is to use a focus power, you increase the effects of your oracle curse by one stage instead of spending a focus point.

Refocus (activity, 10 minutes): When an oracle uses the refocus activity with a curse at a stage greater than minor, they reduce the stage to minor instead of regaining focus points.

Does a seedpod count as "reload 0" for effects that care about that?

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I'm starting a new game, and every player missed the fact they get +2 to four ability scores during character generation.

I suggest you put "Ability Boost" on the table for each class at first level, like it is for 5th, 10th, etc.
Then update the Ability Boost text for each class to include 1st level, with the restriction that the first level boost can't take a score above 18.

The class description has a reminder for all the first level character options except this, and new players are missing it.

How many actions does it take to put on a shield?

Is it a single manipulate action?

Is it a minute, like armor?

Is it a manipulate to draw it, and another to "Wear" it?

How do they get more focus points from other orders?

Order Magic grants the initial spell, but doesn't say anything about granting more focus points.

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If the multiple-attack penalty represents becoming off-balance from previous swings, shouldn't taking a non-attack action reset or reduce that penalty?

If not, could there be a specific action that does so?

Shield Block (p309) wrote:
Your shield prevents you from taking an amount of damage up to its Hardness — the shield takes this damage instead, possibly becoming dented or broken.
Item Damage (p175) wrote:
An item reduces any damage dealt to it by its Hardness. If an item takes damage equal to or exceeding the item’s Hardness, the item takes a Dent.

I would read that as:

Your shield has 3 hardness.
You get hit for 10 damage.

If you use Shield Block, you take 7 damage and your shield takes 3.
Your shield reduces the 3 damage by its hardness, to 0. As the shield took no damage, it does not gain a Dent.

"Possibly becoming dented or broken" then becomes extraneous, unless you're hit by something that has an extra effect against objects.

I suggest that the amount of damage the shield soaks be doubled when you're critically hit. That would mean the shield probably takes enough damage to gain a dent, but the dent means something.

"You can have a maximum number of servants in existence equal to 1/2 your occultist level."

Does that mean this ability is not usable at first level?
It doesn't say (minimum 1).

Now that there's precedent for familiars to have HP other than only ever "half the master's HP", can we re-examine the idea of a familiar with the toughness feat?

If you put sharding on a javalin, does it have to use the 10' range increment?

Or is that range increment meant for weapons that don't already have one?

Edit: Would you only ever need one sharding shiruken?

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The wording that is used almost everywhere is "Charisma checks and Charisma-based skill checks", however the circlet just says "Charisma-based checks". Is this difference in wording deliberate?

Secondary question; is it meant to work on concentration checks for charisma-based casters?

Is dwarven stability meant to apply to the reposition combat maneuver?

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Couldn't the dual identity stuff just be an unchained skill unlock for the disguise skill?

I know Paizo prefers new classes and class archetypes to prestige classes, but it really seems like better fit for what they want to do here.

The power balance of vigilante feels like "take any other class and splash three levels of expert", so an easy-entry couple-a-level prestige class that grants secret identity shenanigans might give the same effect with a quarter the page count.

Likewise they could use the variant multiclassing rules and come up with 5 feats that add the same flavor to any existing class.

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Vigilante (Feat)
Pre: Character level 7

This feat functions as Leadership, but your cohort is your own character's secret identity. Changing between identities takes one minute, and can be included in the time it takes to change outfits and/or armor.

You may choose if any given follower is aware of either or both of your identities.

You may not take this feat and Leadership. If you gain Leadership as a bonus feat, you may take this feat instead. This feat counts as Leadership for meeting prerequisites.

A player is asking about the following scenario:

1) He's "holding a charge" from a touch spell previously cast.
2) He makes an unarmed strike.
3) He misses the AC of his target, but hits its touch AC.

Does the spell discharge on the target?

My guess is No. The target's touch AC only matters if you are specifically making a touch attack. He's not arguing, but I do like to make sure I'm correct.

Wands of infernal healing are cheap, and fast healing works on constructs.

I'm glad that you're looking at the class abilities. My first read through of the class was "this is perfect for building up to a spellcasting p-class". By that I mean "there are no class abilities that I would miss."


* Prepared caster, with 1 extra spell slot per level that can be used to spontaneously cast one of your other prepared spells. These extra slots are a class ability, and lost when you p-class.

* Prepared caster with a magus arcane pool, and spell recall. (as well as other less martial arcane pool things). You stop gaining more arcane pool when you p-class. Possibly flavor it like bloodmage.

* Prepared caster, but any spell slots you leave 'open' can either be used to prepare a spell later (as normal), or can be used to spontaneously cast amongst your already prepared spells.

* Spontaneous caster, but you can "burn" one of your spell slots in order to add a spell known of that level for the day. May require having a spellbook with that spell.

* Prepared caster, but you can use blood as ink when adding spells to your spellbook. The spell takes on characteristics for the appropriate bloodline based on the blood used.

Of course the above are tame enough to just be archetypes or a new type of wizard school. The intent is to dial down the 'spells' part so that this isn't p-class fodder anymore, and you can feel better about adding cool class abilities. As it stands, if you leave the spellcasting alone , you'd have to do some amazing things to tempt me away from just using it to get to bloodmage.

Do they still count as spellcasters when not raging?
Can they use scrolls? when raging? when not?
Can they use their spells during magic item creation?

"not angry enough to use magic. TOO ANGRY TO READ SCROLL! TOO ANGRY TO BREW POTION!"

ciretose wrote:

I've been asking for an Arcane 4 level martial class for awhile, so I am very excited about this class and look forward to the playtest. I'm not sure about double using the magus spell list, and I wonder if you really need uncanny dodge and damage reduction, and indomitable will given you get spells, but I'll wait and see how the play testing goes.

But I really like the concept. Good job.

I think I'd like this better if they could cast when not raging, and raging simply made their offensive spellcasting stronger.

Am I reading this right? They can only cast when raging? They have to burn rage rounds for morning buffs?

I agree with the OP that these classes don't have a "feel" of being new material, and don't give me any sense of anticipation for the book.

That being said, I'm expecting that the rest of the book isn't going to read like last night's leftovers mixed with tonight's leftovers and served up tomorrow with a bit of fresh garnish. There's probably going to be a lot of cool stuff in there (has been every time so far) even if what Paizo is trying with their new classes isn't to my taste.

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Make it 300 gp, and call it a masterwork improvised sap :D

Unarmed Strike wrote:
...There is no such thing as an off-hand attack for a monk striking unarmed.

So yeah, you'll probably want to load up on weapons.

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let me bold something, then.


Multiweapon Fighting (Combat)

This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting in the Pathfinder RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

That right there is a rule that allows you to attack with more than two hands. This feat doesn't grant you additional attacks, but it does reduce the penalties of the additional attacks you already have.

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I allow my characters to craft items with their starting wealth.

I also allow my villains to do the same :)

Typically they would word it "plants are immune to charms, compulsions, morale effects, and phantasms" if they meant for it to only apply to that subset of mind-affecting effects.

(a, b, c, d, etc.) vs (a,b,c,d) The etc. is optional. The parenthesis generally mean that that what they contain is extra explanatory information, and not the important bit of the sentence.

Plants are immune to mind-affecting fear effects. Not all fear effects are mind-affecting, however.

You would have a masterwork staff (or club), which you could enchant as a weapon when you qualified for Craft Arms and Armor.

You could enchant it as a staff when you qualified for Craft Staff.

If you make it both a magic weapon and a staff, however, you are looking at cost multipliers for stacking different effects.

Buri wrote:
Keep in mind that just because you identify the creature you don't know everything about them. You get a single piece of info about them plus 1 for every 5 you exceed the check.

But you also learn everything they do while you are standing there watching them. Like howl in a frightening manner.

I agree with Adamantine Dragon, but would explicitly add that as a DM, I'd still have a surprise round, even though everyone is surprised.

This would account for everyone figuring out what's going on, and stop the baddies from doing coup-de-gras on round 1. That would suck.

Legato Piece wrote:
Unlike with planar ally, the creature is not necessarily associated with your deity, and has an initial attitude of “indifferent” toward you. Because it is intrigued by your performance, it remains for up to 1 minute to hear the service you are requesting and the payment you are offering. If you succeed at an opposed Charisma check against the creature (with a +0 to +6 bonus on your roll based on the nature of the service and the offered reward), it agrees to perform the service.

I think "Unlike with planar ally," applies only to the sentence it prefaces. I don't think it blankets the entire paragraph. It only applies to the part of planar ally that discusses what sort of outsiders will answer. It doesn't re-write the rest of the spell.

Saying that you don't have to pay because it doesn't say you still have to would be like saying you cannot call specific outsiders by name, because it doesn't say you still can.

Sean K Reynolds wrote:

It doesn't apply to skill checks.

If you try to jump over the moon, you don't succeed 1 in 20 times just because you rolled a 20.

If you try to remember your name, you don't fail 1 in 20 times just because you rolled a 1.

I thought it also does not apply to ability score checks.

What about caster level checks, and their derivatives (concentration, dispel, spell resistance)?

What about skill checks used "in place of" a combat maneuver, like using Escape Artist to escape a grapple?

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This thread is unmanageable. Do not want.

Jacob W. Michaels wrote:

Time's Tide Pendant
Activating the pendant, a swift action, takes time from the wearer, moving her spot in the initiative order to the end of the round as if she were delaying. In the next round, the pendant returns the time in a burst of speed, moving the wearer's initiative count to the top of the order.

I see this ability as being rather metagame. As a player, I understand how it works, no problem. My character, however, not so much.

Picture a merchant explaining to your character how this thing works, without breaking the fourth wall.

Atarlost wrote:

CR is a guideline anyways and classes certainly aren't equal so it's a reasonable question.

The CR of a group of PC classed NPCs the size of a typical party with PC wealth is their APL+2. (a single NPC with NPC wealth and a PC class has a CR equal to his level. Add 1 for using a party sized group and add 1 more for using the PC wealth table)

An NPC with a PC class and NPC wealth has a CR equal to his level-1.

You don't add 1 CR if you quadruple the count. You add 4.

Thus a 4-person party of 10th level NPCs with PC classes and PC wealth would be EL 14.

Not to be argumentative, I just don't want you accidentally murdering your party with overpowered NPCs.

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So basically 16000 gp worth of catalysts?

I don't like your answer, but rather than argue, I'll agree that the rules are silent on the issue. High five! This is what the thread is for.

The "nature" of crafting materials might be worth discussing in the upcoming book.

Khrysaor wrote:
It turns it into raw 'natural' material. Magic is not natural, it's magic. It would be reduced to the raw natural material of the item broken down. A mundane item is always made of 1/3 it's market value in materials. So the battle axe is being reduced to 1/3 x 310gp = 103gold and 33 silver worth of iron.

I'd agree that a +4 battleaxe is 16000 gp worth of "magic", 16000 gp worth of "crafting materials", 103.33 worth of "axe parts", and 206.67 worth of "hammering".

I paid money in exchange for the "axe parts" and the "crafting materials". I put them in my pocket. I have a receipt.

What are crafting materials made of, that makes them inherently unnatural?

Ilja wrote:
When an oracle of nature uses undo artifice, she reduces the item to it's _natural_ components, and there's no physical natural form of magic (at least not in this context); basically, if she takes a +4 battleaxe, the item gets a save with +6 due to it's GP value, and if the save fails, the battleaxe is reduced to a piece of raw iron (or whatever it was made of) and a wooden stick (or whatever the handle was made of). That's how I understand the ability at least.

What is the raw material cost of magic items, then?

To make a +4 battleaxe, I take 100 and change gold worth of stuff to get a masterwork battleaxe, and 16000 gp worth of what to enchant it? What am I spending my money on, if not stuff that somehow becomes part of the axe?

johnlocke90 wrote:
Individuals don't have the right to declare ownership of someone else's property.

They do in the River Kingdoms. And the Hold of Belkzen. And there are a lot of places where there's no State to speak of on Golarion.

I imagine that D&D settings have rather loose laws compared to Earth, because earth doesn't need adventurers. If a kingdom in Golarion declared that adventurers had to turn in all their phat lootz, then they would be overrun by monsters within a month.

One I get from my munchkin player, is "Can I make ability score enhancing items with odd bonuses?" Like a +1 belt of strength.

I'd like to see feats in that book that allows you to use magic item creation rules for traps, poisons, and other obnoxiously expensive mundane items. I'm looking at you, Adamantine Full Plate.

"If an oracle of Nature uses Undo Artifice on a magic item, does she essentially end up with its creation cost worth of raw materials for further magic item creation?" If so, I'd like to see more chipper-shredder like abilities. Weird that a nature oracle can do that, but an artificer wizard can't.

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I only dislike wands of CLW because wands of infernal healing are so much more cost effective for out-of-combat healing.

As a DM, I don't care if they have a cheap way to heal up between fights. Half the time I'll give them an out-of-combat healing thing.

As long as I'm doing enough damage that they need in-combat healing, I'm happy.

I'd probably want to post my original submission as-written.
Then immediately follow that with a post of the fixed version (based on the mistakes I've already identified).
Then possibly follow that with a post of what specific sort of feedback I'm looking for, like cost, name, etc.

That way y'all can recognize the entry as-written, but can also easily see what mistakes have already been mentioned.

I should be able to edit the second post with updates based on commentary, further saving your time. Like a before/after photo.

Edit: hmm. no. I guess eventually you get locked out of editing a given post. bummer.

However you can make use of Cleaving Finish during an AoO.

Does anyone know if the Fast Bombs discovery must be used to throw only bombs, or does it also allow you to throw bombs in addition to other weapons during a full attack?

The Explosive Missiles discovery does what you want, except without a full attack. So there is precedent that want you want is within the realms of reasonable.

Have you asked your DM if the Explosive Missiles discovery and the Fast Bombs discovery would work together?

Conductive Weapon: One arrow bomb during a full attack, costs two bombs.

Explosive Missiles: One arrow bomb as a standard action, costs one bomb.

Explosive Missiles + Fast Bomb: full attack with arrow bombs, costs one bomb each.

Explosive Missiles + Conductive: One arrow bomb with x2 bomb damage, costs three bombs. Hello True Strike.

Explosive Missiles + Conductive + Fast Bombs: Full attack with arrow bombs, one arrow does bomb damage twice. Costs one bomb each plus two.