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So I play a ratfolk witch with the cheek pouches traits:

cheek pouches wrote:
Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

I'm looking for a way to make this trait useful. I need my swift action at beginning of fight: the GM decided my prehensile hair activate as swift; and I play a (winter witch)³, so my swift actions enhance my spells. Hence I can't simply take the item I have in mouth in my hand at the beginning of fight. I don't have enough feats to take Silent spell, and a rod of Silent spell doesn't make much sense if I want to hide rods in my mouth. Is there another way to remove the drawback from cheek pouches?


So there's a witch spell called Sharesister; you take 1+ negative level, and your target gain 1+ CL and DC on all her spells.

As a witch, I have a familiar with the Deliver touch spell ability: my familiar can deliver touch spells for me.

What happens if my familiar delivers Sharesister on me?

Note: same question arise with Vampiric touch. Who gains the temporary HP? The witch or her familiar? If the witch gains the temp hp with Vampiric touch, I guess she gains the negative level with Sharesister.

Subsidiary question: let's say I have an amulet of mighty fist with the spellStoring ability (I play a prehensile hair winter witch, so with may proves useful ;) ); can I store Sharesister on the amulet, give it to my familiar, and have him attack me and deliver the spell?

Edit: and I'm looking for a way to put Beguiling Gift on use and force an opponent to cast the spell on me... unfortunately, I can force the opponent to wear the amulet, but I can't force him to deliver the spell... :/


My only disappointment about the barbarian is that he can't multi-class as a barbarian with another totem to have more 18-second-metamorphosis options. So here is the shoggoth totem, to create the most PF2 barbarian of all PF2 barbarians!

Anathema
A Shoggoth barbarian must change her form at least once per round while raging.

Bestial metamorphosis rage (totem ability)
The Barbarian get the Bestial Rage power from the Animal totem, with the following exceptions. She doesn't have to chose an animal at level 1; instead, each times she activate her rage, she can chose an from the animal totem list and gain its natural attack. If she does, she lose his ability to use manufactured weapons like swords. This count as a change of form for the purpose of anathema.

She can decide not to activate this power - she doesn't gain the natural attack, she doesn't lose the ability to use manufactured weapon, and she didn't change her form for the purpose of the anathema.

She also gain the following abilities during a rage:

[Free action] Change appendices
[rage, blah, blah]
Trigger: you start your turn, or you end your turn, or you start an action, or you finish an action, or whatever.
Frequency: 1/round.
You change your animal form. Choose a natural attack you have activated, and replace it by a another natural attack from the animal totem list; alternatively, you can chose to gain no natural attack and regain the ability to use manufactured weapon instead. This count as a change of form for the purpose of anathema.

[Action] Grow appendices
[rage, blah, blah]
you grow a new arm with claws, or a new head with horns, or a new jaw on your torso... Choose a natural weapon from the animal totem list: you have access to this natural attack. This doesn't prevent you to use the natural attacks you already had, or a manufactured weapons if you were able to use it. Alternatively, you can grow an arm able to use manufactured weapons. This count as a change of form for the purpose of anathema.

Resistance
When you activate the rage and at the beginning of each turn while raging, chose a totem and make a DC 10 flat check. Success: you gain the resistances from that totem until the beginning of your next turn; if it isn't the same resistance as the previous round, this count as a change of form for the purpose of anathema. Failure: the DM chose another totem, and you gain the resistances from that totem until the beginning of your next turn; this never count as a change of form for the purpose of anathema.

Feats
Special: a shoggoth barbarian can select any feat from any other totem that allow her to change her form. This include, but is not limited to, animal skin, giant's stature, animal rage, dragon totem wings, titan's stature, giant's lunge and dragon transformation. You don't have to respect the prerequisites to select those feats. Obviously, when any of those feats activates, this count as a change of form for the purpose of anathema.

Level 1 feat: persistent form
When your rage ends, you don't automatically lose all the forms you got during the rage. When the rage ends and at the start of each subsequent non raging round, roll a DC 10 flat check for every rage feat and natural attack that's still active. In case of success, it doesn't deactivate until the next roll.

Level 4 feat: [action] double... strike?
[rage, blah, blah]
Chose two attack; at least one of the two must be a natural attack. Make a Strike with each attack.

Level 10 feat: [action] double form
[rage, blah, blah]
Frequency: 1/round
Chose two rage feats changing your form and costing 1 action. Both activate at the same time.

Level 12 feat: [3 actions] shoggoth wrath
[rage, blah, blah]
Frequency: 1/rage
Make a Strike with every attack you have. You don't suffer MAP.

Optional rule
The duration of your rage is 1d6 rounds instead of the normal Duration. The duration of fatigue at rage end is 1d3-1 round instead of the normal duration. Even if you roll 0 rounds of fatigue, the rage stops nonetheless - although you can immediately spend an action to activate a new rage.


The casting time of Rope trick is 10 minutes. According to the exploration rules, casting a spell during ten minutes makes you fatigued. So does casting Rope Trick automatically makes you fatigued?

Is it possible at all to cast Mending or a ritual or does it require some unknown feat? From what I understand, you cast during 10 minutes, then you're fatigued and must abort the casting.


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Let's assume I play a goblin sorcerer named Jar-Jar with Str 8, I have a dagger (attack +0) and a sawtooth sabre because why not (attack -2).

My friend is a fighter named Steve with Dex 16 and a breastplate and a shield, total AC 19.

We're fighting John-Bob Goblin, a random level 0 goblin who happens to be better than my friend at using weapon (attack +6) because why not, and he has AC 14.

I don't want to spend spell or limited ressources on a random level 0 goblin, even knowing he's the famous John-Bob and his legendary weapon training.

Case 1: I draw my dagger and assist Steve.

I roll attack (+0) against AC 14, I have 20% chance of giving a +2 circumstance to John-Bob, 30% chance of giving the same bonus to Steve, 5% chance of giving double bonus to Steve.
Average: +0.4 to Steve.

Then I assist again, my to-hit bonus is -3. I have 45% chance of giving a +2 circumstance to John-Bob, 5% chance of giving the same bonus to Steve, 5% chance of giving double bonus to Steve.
Average: -0.6 to Steve.

Since I'm highly motivated, I assist a third time with a to-hit of -8. I have 70% chance of giving a +2 circumstance to John-Bob and 5% chance of giving the same bonus to Steve.
Average: -1.3 to Steve.

Note about stacking effects: the effect caps at -2 attack for John-Bob/+2 attack to Steve.

Case 2: I shoot "Aha, I've deceived you Steve! I was working with John-Bob since the beginning!". While Steve shoots "oh no, I didn't see it coming !" and the combat music becomes more epic to outline the drama, I draw my sawtooth sabre and assist John-Bob.

I roll attack (-2) against AC 19, I have 5% chance of giving a +2 circumstance to John-Bob and 55% chance of giving the same bonus to Steve.
Average: +1 to Steve.

Then I assist again, my to-hit bonus is -7. I have 5% chance of giving a +2 circumstance to John-Bob and 80% chance of giving the same bonus to Steve.
Average: +1.5 to Steve.

Since I'm highly motivated, I assist a third time with a to-hit of -12. I have 5% chance of giving a +2 circumstance to John-Bob and 95% chance of giving the same bonus to Steve.
Average: +1.8 to Steve.

Note about stacking effects: the effect caps at +2 attack to Steve, but I can give -infinity attack to John-Bob.

Questions: Why would I assist my ally? Shouldn't I betray them at every fight and assist their enemy? Added bonus: more drama, more epic music.

Even for a martial character, it seems pretty reasonable to make the following sequence of actions: attack the enemy with a melee weapon/attack the enemy with a melee weapon/assist the enemy with unarmed strike.

Subsidiary question: If I'm charmed/dominated, can I assist my master or is it metagaming?