So the issue causing a tonne of confusion that I need assistance with is Fusion Seals.
RAW says (spoilers used to make post neater)
Spoiler:
A fusion seal affects only weapons of a given level or less, as
noted in parentheses after the name of the fusion seal. For
example, a holy fusion seal that could be applied to any weapon
of 10th level or lower would be written holy fusion seal (10th).
so I can if I have the dosh at level 3 or 4 buy a level 10 Seal except in the SFS guide
Spoiler:
ALWAYS AVAILABLE ITEMS
You may always purchase the following items or equipment as long
as you’re in an appropriate settlement (see above).
• All equipment listed in the Starfinder Core Rulebook with an
item level equal to your character level + 1.
• All equipment listed in sanctioned Starfinder content with an
item level equal to your character.
• Any equipment listed on your character’s Chronicle sheets
with an item level equal to your character level + 2.
• All items and services purchased with Fame.
So in SFS I can not able to buy a level 10 at PC Level 4 I can only buy Seal (4) or Seal (5) at best. The arguement that my friend is having is that this makes the purpose of buying seals for 110% of the Fusion price unlikely to be worth it (why pay more if I cannot benifit from it as in a level or 2 I will just completly change my weapon)
I guess I am asking What am I missing and is there an explanation of Fusion Seals in SFS terms as the SFS seems to counter or break the purpose of Seals?
I am playing a Druid and have experienced issues with my pet being allowed to enter buildings etc. My Druid build is Animal Companion focussed and hence this hinders my characters effectiveness a lot.
In non core there are spells that allow me to change my pet to a statue to help bypass this situation but in this case these are not available.
ok I am thinking/toying with creating a Arcanist/Bladebound Magus multiclass, (3 dip of Arcanist and 3 of Magus seems an interesting combo) but the problem I have is finding the rules regarding...
arcane spell failure. the text reads
Quote:
" He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance."
so if I multiclass, this would mean that the arcanist and magus spells would need to be tracked differently, and that the Arcanist spells would still suffer a arcane spell failure yes?
I need some advice, I have a level 3 rogue, (Knife Master), now he is dual wielding Sword Breakers (purely for the 1D4+1D8 when sneak attacking).
The Sword Breaker has a nice +4 to Disarm, now the really big question is,
as you can "Attempt Disarm in place of a melee attack",
1) does this simply mean I could attempt 2 x disarms? or am I wrong (is it a combined attack maybe, where I get the combined bonus from the daggers or something I have not thought of?)
Do I get any bonus's etc for sneak attack to a Disarm (I can't find anything, but that does not mean a thing lol)
and, is Disarm worth it? or should I wait til I level and pick up Improved Disarm????
Finally Weapon Choices, there is alot of info about these, I found one thread that was focusing on Assasins and Knife Master, and the kulkri, but the problem I have is that what weapons are Daggers?
Is it better to have a 1d4 weapon for a 1d8? I was sold on the Knife Master when I was able (or atleast told by an experienced player that I was able to) to hold a 1d6 weapon (Wakizashi) however I believe this is now incorrect (Wakizashi, from my reading and interpretation is not a dagger, or atleast not a knife proficient weapon, meaning 1d6+1d4).
When it comes to the damages of weapons, and if 1d4+1d8 is better than a 1d6+1d4 I get completely lost sorry for the questions.
I have checked the additional Resources, it only addresses the use of the books and races, so I am wondering for Pathfinder Society, what "Cards" and Apps are PFS legal?
I am thinking of the Condition Cards and the Buff Cards. The buff cards have a bonus spell, but I don't know if it's a PFS legal spell.
I am also looking at using the crit cards/iCrit app and am wondering if it's legal, it adds abit of fun to the game, however I suspect probably not cause the app/cards appears to give a boon per se on a crit, ie
"Piercing - Double Damage and target drops whatever is being help (1 item)"
The Double Damage is somewhat typical, but the item is new, and in PFS might break the game depending on the NPC that is being fought, what is the actual ruling if one?
Can I ask clarification on how to add additional spells to the spellbook. In the CRB it states Wizards can copy from scrolls, does this also apply for these additional classes? Especially with Magus' whom are effectivly Wizard Derivatives?
Good Morning/Evening/Afternoon (got it all covered)
I am asking a question that will be answered very quickly I believe,
If I have a Ring of Spell Knowledge and Copy the Bard's Arcane Spell list for Cure Light Wounds, as a Magus does that allow me to use Wands of Cure light Wounds.
The threwad that got me thinking was
http://paizo.com/threads/rzs2p5be?Ring-of-Spell-Knowledge-and-Scrolls-in-PF S
the Ring itself contains the following wording
Quote:
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.
Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).
So what I see is
Copy a level 1 Bard Spell - it is now a level 2 Magus Spell for me
As I can cast "the spell as though I knew the spell and it appeared on my spell list" I am sort of saying that I should be able to use a Cure light wounds wand.
Alrighty, I am new to PF, and especially PFS I have a level 4 cleric and thats my only character. he is fun but I set him up as a heal bot with melee second (it was more the "for the party" option) but now I want to be selfish and get into combat....
I am looking to diversify with another Character, wanting to role a Blade Bound Magus, they looking good and II think I like em.
But how do I play it right, I have read lots and got all confused. I have been told I should get my rapier to adamantine prior to level 3 for the hardness but can't for the life of me work out why (it has some DR bypass, but does not mithril for the demon dr make sense, what sets Adamantine apart?)
I have gone for a Dervish Design, currently weapon finesse with Rapier so I can use my dex on my attack rolls.
str 12
dex 16
con 13
int 15
wis 12
cha 10
There was a reason I had wis as 12 for the +1 and the int 15 +2 but I forget them at this moment in time.
Feed back on my character design is more than appreciated, but the real Question is how do I make the best of this character, I understand I can Cast a spell, use a 5 foot step and then melee attack.
So for the sp[ells thus far, 0 levels are Acid Splash, Ray of Frost and Read Magic, I have read people recommend Arcane Mark but why? I cannot find info on how to use it, I right a symbol of the person but what else??? (1st level Unseen Servent to trip traps on doors etc, and Shocking Grasp cause, well it's good against people wearing metal armour)
So from what I understand I can
1) Cast Ray of Frost or Acid Splash as ranges spells
2) 5 foot step into Combat
3) Melee Attack
(or reverse melee, 5ft then magic)
now to totally confuse things, there is swift and free actions which I keep getting confused where they come into it.
Apart from the guide on creating a magus, is there any "play" guides or any advice how to do this properly??? sorry for all the noob questions.
Full Name
Xada Nivrublox
Race
Halfling
Classes/Levels
Cavalier Order of the Paw
Gender
Male
Size
Small
Age
31
Alignment
NG
Languages
Common, Halfling, Dwarven, Giant
Strength
15
Dexterity
14
Constitution
13
Intelligence
12
Wisdom
10
Charisma
12
About Xada Nivrublox
11 HP
BAB 1
Fort: 4= 2 Base +1 Con +1 Halfling Luck
Ref: 3= 0 Base +2 Dex +1 Halfling Luck
Will: 1(3 v Fear)= 0 Base +0 Will +1 Halfling Luck (+2 v Fear)
Languages: Common, Halfling, Dwarven, Giant
Description:
31 years old
3 foot tall
33 lbs
Skills:
6 = 4 +1 int +1 Favorite Class
2 Background Skills: Handle Animal & Linguistics
Bluff (Cha): 2 = 0 Rank +1 Cha +0 Class +1 Trait
Climb (Str): 6 = 1 Rank +2 Str +3 Class
Diplomacy (Cha): 5 = 1 Rank +1 Cha +3 Class
(B)Handle Animal (Cha): 7 = 1 Rank +1 Cha +3 Class +2 Overrider
Intimidate (Cha):
K-Nature (Int): 5 = 1 Rank +1 Int +3 Class
(B)Linguistics (Int): 2 = 1 Rank +1 Int +0 Class
Perception (Wis): 8 = 1 Rank +0 Wis +3 Class +2 Racial +2 Trait
Ride (Dex): 8 = 1 Rank + 2 Dex +3 Class +2 Overrider
Sense Motive (Wis): 5 = 1 Rank +0 Wis +3 Class +1 Trait
Stealth (Dex): 6 = 0 Rank +2 Dex +0 Class +4 Size
Survival (Wis):
Swim (Str): 2 = 0 Rank +2 Str +0 Class
Traits:
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feats:
1st Level: Mounted Combat: You are adept at guiding your mount through combat.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
Tactician: Paired Opportunist: You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Standard Racial Traits:
-Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
-Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
-Type: Halflings are humanoids with the Halfling subtype.
-Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
-Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
-Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
-Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
-Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
-Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Class Features
Order of the Paw:
Cavaliers of the Order of the Paw pledge to defend halflings, halfling settlements, and other innocent folks by patrolling the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find surprising and even somewhat alarming.
Restriction: Only dog- or wolf-riding halflings are eligible to join this order.
Edicts: The cavalier must strive to protect his community from rampaging monsters and fearsome conquers alike. His first priority is to aid halfling communities, but he also is sworn to protect those who cannot protect themselves from such threats in the wild. He must never take any action that would put a halfling community or an innocent creature in jeopardy. An order of the paw cavalier must take either a wolf or a dog as his mount.
Challenge: Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier’s challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at following tracks while mounted, using his mount’s speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.
Order Abilities: A cavalier belonging to the order of the paw gains the following abilities as he increases in level.
Danger Ward (Ex)
At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.
Canine Ferocity (Ex)
At 8th level, when the cavalier uses his wolf or dog mount to perform a bull rush or overrun maneuver, the mount is considered to be one size category larger for the purposes of determining the size of creature it is maneuvering against and the mount’s CMB. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample (the mount can make a bite attack in place of a hoof attack), or Unseat. He must qualify for the feat selected.
Giant Slayer (Ex)
At 15th level, when the cavalier hits the target of his challenge with a melee attack, and that target is at least two size categories larger than the cavalier, he gains a bonus on damage rolls equal to 1/2 his cavalier level. This damage is multiplied on a critical hit.
Weapon and Armor Proficiency:
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Challenge (Ex) 1/day:
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Mount (Ex):
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.
Wolf or Dog
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex):
See Order of the Paw above
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Tactician (Ex) 1/day:
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Equipment:
19 Gold
Lamellar (Horn) +5 AC +3 Max Dex AC -1 AC Check 15 lbs 100 GP
Leather “Barding” +2 +6 Max Dex 20 GP
Heavy Wooden Shield +2 AC -2 AC Check 5 lbs 7 GP
Longsword 1d6 19-20x2 Slashing 2 lbs 15 GP
Lance 1d6 x3 Piercing Reach 5 lbs 10 GP
Halfling Sling staff 1d6 x3 80 ft. Rage Bludgeoning 1.5 lbs 20 GP
10 Sling Bullets 5 lbs 1 SP
Dagger 1d3 19-20x2 Piercing or Slashing .5 lbs 2 GP
Cavalier’s Kit 112 lbs 23 GP
5 days animal feed, backpack, bedroll, belt pouch, bit & bridle, flint & steel, iron pot, mess kit, riding saddle, rope, saddlebags, soap, 10x torches, 5x trail rations, waterskin.
Grappling hook 4 lbs 1 GP
Hammer 2 lbs 5 SP
4 Pitons 2 lbs 4 SP
Crowbar 5 lbs 2 GP (+2 Str to open door/chest/etc...)
2 Manacles 4 lbs 30 GP
1 Cure Light Wounds Pot 50 GP
Wolf Mount:
2HD / BAB1 / Fort 3 Ref 3 Will 0 / skills 2 / feat 1 / Bonus Tricks 1
Wolf
STARTING STATISTICS
Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
7TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.
5 Min Background:
Work In Progress
1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.
5) Three key memories that define your character as the person they are at the time of submission.
6) What a fear or paranoia that causes your character to shiver, cower, or panic.