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![]() I don't think this is covered exactly under the rules, so it would be up to the GM, but this is how I see it playing out: First the creature playing possum would need to succeed on a bluff check (possibly disguise if it was set up beforehand with fake wounds) to trick his opponent into thinking he was dead. A slight of hand check might also be required if he is armed to keep a grip on his weapon while not letting on that he still holds it. If all that succeeded and the opponent attempts a coup de grace, I would allow the target to A: not react at all and take the full damage from a coup de grace (possibly after making a fort save or some other check to continue the ruse) or B: take an AOO (that a coup de grace provokes from any threatening opponent) and than proceed to let the opponent convert his attack into a single melee attack with his weapon. Since the coup de grace is a full round action to perform he would not be able to convert it into a full attack, but would proceed with a regular attack. That is how I see it being the most fair, but there are many different ways I guess it could go depending on the GM. ![]()
![]() I haven't seen anything for general play, but specifically for Pathfinder Society it says this on the Additional Resources page Additional Resources wrote: Only normal ioun stones have resonance—cracked and flawed ioun stones never do. If this is for a home game talk to your gm, however I would be inclined to not allow it. 700g (500 for wayfinder 200 for ioun stone) for +1 to will saves and +1 to a charisma based skill is way below average. Especially considering what else you could get. 200g for improved unarmed strike (Cracked Deep Red) 500g for +1 to initiative and +2 to cmb/cmd (Cracked Dusty Rose) ![]()
![]() I would assume as a player and as a gm, that a non combat pet would not influence the combat in anyway. So no buffs, debuffs, skill checks or any other rolls in combat. The FAQ says FAQ wrote:
In my mind, giving a buff is participating, so it would not be able to do that. ![]()
![]() Mark Seifter wrote:
Is this a subtle jab at the current presidential election in USA? If so, I love it ![]()
![]() Hey Mr. X. I found the following text from Occult Adventures, I hope it helps Occult Adventures wrote:
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![]() claudekennilol wrote:
Lol, I am never 100% sure of any statement in pathfinder. There is always a book with a new item, or a feat, or trait that I have never seen. This is a nifty little item, doubly useful because it doesn't compete with Jingasa for the head slot anymore :). When I mentioned no options, I just meant no in class options. Elemental Spell Metamagic comes to mind, a lesser rod of it would do much the same as this. ![]()
![]() Let me throw up a quick comparison, at levels 7 and 10 using this mutation versus the more common Sorc1/Wizardx build that is thrown around on the forums (I have never actually seen it played). Keep in mind the following examples don't have every optimization, but a fair bit. Level 7 Admixture Wizard 6/Crossblooded (orc/draconic) Sorcerer 1.
Crossblooded Sorcerer 7 (Orc/Draconic)
This Sorcerer casts empowered fireball as a 3rd level spell as a full round action, it is the only 3rd level spell he knows, but he can cast 5 of them a day. The damage does the following
So the Sorcerer comes out 10 damage ahead here, Blood Havoc is adding 13 damage that the sorcerer wouldn't otherwise have. Sorcerer wins slightly on damage, but the Wizard has much much more flexibility in spells known, fast study to prepare spells when he needs them, quick and on the fly damage type changing. Level 10 Admixture Wizard 9/Crossblooded (orc/draconic) Sorcerer 1.
Crossblooded Sorcerer 10 (Orc/Draconic)
This Sorcerer casts empowered fireball as a 3rd level spell as a full round action, He now knows 2 3rd level spells, 1 4th level spell but does not know any 5th level spells at all. The fireball does the following damage.
Here in comparison, we have the Sorcerer again ahead by 9 damage with the 3rd level slot, and 12 damage on the 4th level slot. The sorcerer once again has a slew of drawbacks though (no 5th level spells, casting as full round action, no change in damage type). I hope some of these numbers help. I wasn't sure how they would compare when I started doing this. Is that extra damage boost just too much? ![]()
![]() One of my favorite pathfinder characters is my PFS Mystic Theurge that is focused on Conjuration. In Magic Tactics Toolbox, Paizo has released 2 amazing things that seem to be made for this character, and I would love all of your help in finding the most fun ways to use them. The first, and main point of this thread is the Rod of Perilous Pits, here is the description. (the book has been out for weeks, I assume it is alright to post this?) Spoiler:
Rod of Perilous Pits:
This rod roughly resembles a torch with a small brass cage at the end. The wielder can cast any spell of 3rd level or lower into the rod. The rod can contain one spell at a time; casting a new spell into it replaces the older one. As long as a spell is contained within the rod, the brass cage glows as brightly as a candle. The wielder of a rod of perilous pits can use the rod when casting a pit spell (create pitAPG, hungry pitAPG, and similar spells with “pit” in their names). Doing so changes that spell’s casting time to a full-round action (or adds 1 round, if the casting time is already at least 1 full round). After successfully casting the pit spell, the rod’s wielder can choose to manifest the contained spell inside the summoned pit. The contained spell manifests at the bottom of the pit, but does so after creatures have attempted their initial saves to avoid falling in. This allows the caster to center spells with a duration of instantaneous (such as fireball) or spells with longer durations (such as stinking cloud) within the pit. My first thought when reading that was "store a pit spell in it, create a pit in your pit!". Alas that would not work, but what else can you do with this? I have a few ideas I will list, but I would love some more. Grasping Tentacles: Anything that falls in gets dirty tricks every turn till it can climb away from them. Web: Difficult terrain in the area, so half movement speed, if they fail the save, entangled (another half movement speed). Great when you want to keep something down there for good. Ice Spears: fair damage, probably not as good as a fireball, but if the gm rules than any additional creatures falling fall on them, could be fun, and thematic. Wall of Nausea: This one I am not sure of. If I am correct in how the wall works, you could make it fill up all but the square the target falls into, than if they want to climb out they have to go through the wall prompting saves. Another tactic would be to do this one with Roaming Pit and move it to targets that would than fall in, prompting saves. The second great thing in this book (for my purposes) is what I just mentioned, Roaming Pit. basically a 5th level create pit spell that you can move 20ft per round as a move action. This works wonders on it's own, and can be even more fun with the aforementioned Rod. What are your wacky ideas for making this work? ![]()
![]() I would suggest the Mammoth Rider prestige class. If he takes boon companion, and than Mammoth rider at level 10 (or level 11) he will keep full BAB, have a higher HD, and his pet will start scaling more powerfully into later levels. He will lose out on spellcasting and instant enemy, but if he switches after level 10, he will already have gotten a third favored enemy, access to 3rd level spells, and his level 10 ranger bonus feat. Also by switching to Mammoth Rider, his cat will instantly upgrade to big cat than huge cat. It will have pounce, massive attacks, reach etc. Have it take the bodyguard archetype and it will never go down (until it dies). ![]()
![]() I like this idea, but I think it should be limited to only scrolls of Breath of Life. There is already an option to pool resources for raise dead, and BoL is an extension of that. The social constraints/expectations problem would largely disappear, who wouldn't be glad to repay the cost of the scroll instead of a raise dead? There also wouldn't be a metaphorical "grab bag" of consumables you could expect someone to have. While I think it would be better to allow the BoL repayment to not require you to have your own scroll, GM Lamplighter's version, applied only to scrolls of BoL would be a fine compromise too I think. (if you have your own BoL scroll and someone uses one on you, you may reimburse them by giving them your scroll, thus crossing off yours and they keep theirs at the end.) ![]()
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![]() blackbloodtroll wrote:
To me the rules say no and it is very simple why. Look at the text for the Enlarge Person spell. prd wrote: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. And than a little further down: prd wrote: All equipment worn or carried by a creature is similarly enlarged by the spell. To postulate that casting Enlarge Person on a halfling holding a Large Greataxe would cause the halfling to grow and the axe to shrink at the same time, strains belief. ( I know it's a fantasy game but lets have a little consistency). Edit: Also upon further reading of the Reduce Person spell, it carries the same wording of " All equipment worn or carried by a creature is similarly reduced by the spell." meaning the equipment carried would shrink similarly to the target (1 size category). ![]()
![]() I will just mention that I don't believe a speed bow is a great option to replace Rapid Shot, or in general It gives you 1 extra attack that doesn't stack with similar effects like haste and costs +3 enhancement to your weapon. At high levels you will generally have haste, either from the party caster, or boots of speed, so you are paying a ton for almost no gain. Also Speed weapon should stack with Rapid Shot, it isn't a similar effect. Finally, you have to weigh the opportunity cost of adding a +3 enhancement to your weapon costing at least 30000g (assuming adding to a +1 weapon). Better to just get the +4 weapon instead, or get something else that will help offset those penalties. ![]()
![]() Akari Sayuri "Tiger Lily" wrote: It's not uncommon that people try to pull the "the mount moved and I haven't used any actions" thing to get full attacks after mount movement. Not sure how it actually works by rules (does "guide with knees" require a move action? How about an Eidolon that is intelligent enough that you don't need to directly guide it at all?), but has always seemed cheesy to me since a round represents a quantum of time, and if you spend 6 seconds getting moved there by your mount, it doesn't make much sense that you'd also have the full 6 seconds at the end of that to spam attacks, with all of that fitting into the same 6 actual seconds - all sorts of wibbly wobbly timey wimey stuff going on there. This is actually very easy to answer, and is in the prd under combat. prd wrote:
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![]() LazarX wrote: Also keep in mind that if you do play a pre-gen you've got to designate a character to take the hit if the pre-gen dies and that state is not recovered before the session closes. I just wanted to touch base on this. It is correct, but doesn't tell the whole story and I would hate for someone to get the wrong idea. The PFS FAQ says
PFS FAQ wrote: Player characters and pregenerated characters who do not return to the realm of the living receive 0 XP, 0 PP, 0 gold, and no items or boons. This is marked on their Chronicle sheet along with a note that the character is permanently dead. If a player was planning to hold the Chronicle from a pregenerated character and apply it to a lower level PC once the PC reached the level of the pregenerated character, they must either apply the Chronicle sheet immediately and report the PC as dead or assign the Chronicle sheet to a new level 1 PC (ie a new PC number) and report that character as dead. So if your pregen dies you do have to apply it to a character, but it doesn't have to be the one you planned on at the beginning of the session, and doesn't even have to be one you had built/statted up. You can create a new PC number and assign the chronicle and death to that number. ![]()
![]() If I were to make it I would make something like this: Amelia, The Burning Heart
Traits: Wayang Spellhunter (Fireball), Magical Lineage (Fireball)
Belt of Mighty Constitution +4 16000
This is a variation on the Blaster build, but built as a Cleric. It gains the all important Fireball through the Fire Domain, and with theologian can apply intensify spell for free. This build gets intensified empowered fireballs as 3rd level spells, and intensified dazing fireballs as 4th level spells. Fire Seeds just seems like it would be fun to carry around a 10d4 +22 grenade, or pack all the holly berry bombs in a sack, have someone drop it near an enemy and run, than you say the word for average 144 fire damage, save for half to anything within 5ft. While this build loses the versatility of the admixture wizard, it also has some of it's own merits. Much higher HP, ability to cast in armor, I calculated an ac of 34, that is if you have a druid casting barkskin on you with the pearl of power you give him for the spell slot, Having a high Charisma as a cleric helps with your channels, and opens the door for Battle Cry from ACG which will be available most combats, activates as a swift action, and gives a small boost + the all powerful reroll on saves Channeled Revival I put in just because it is so strong to say "Nope, not dying today" but if you wanted to go more blasty you can pickup Heighten spell to start Heightening your Fireballs to boost those Save Dcs (I would just wait for 13 for heighten). The rest of the items are just your regular boosting items, all together the cost on them is 115000, so you have room to fill in any weakness you can spot. If you are able to use the Qadira/Exchange prestige discount you've only spent 103500. I will mention taking a level in sorcerer opens up a whole bunch of options for wand and scroll usage which makes you very versatile. The build is a work in progress, but this is my idea for it so far. ![]()
![]() This might be of some help, I looked up the Fly skill on the prd and found: prd wrote: You are skilled at flying, through either the use of wings or magic, Now, correct me if I am wrong, but anytime you fly you should be following the rules under the fly skill. They are very clear that there are only 2 ways to fly, wings or magic. Since the Demilich doesn't have wings, it is using magic. Also of note it the description of the demilich it states
prd wrote: Glittering jewels encrust this leering skull as it floats up into the air on a swirling vortex of dust and shimmering magic Which I guess you can choose to ignore because it is "fluff", but it actually states specifically that the demilich floats on magic... ![]()
![]() JonathonWilder wrote: So what is the current consensus, can this build or can it not work as show? From what I can see, the entire build works with the exception of the following point from the OP "Many attacks:
This is where you could expect table variation. From the posts in this thread, some people think you would get the 2 claw attacks from Aspect of the Beast while polymorphed, and others don't. Regardless, the build still works, it is just a question of whether you get 3 or 1 natural attacks on a full attack. ![]()
![]() claudekennilol wrote:
I had no idea this was a thing... I am having thoughts of Rod of Wonder... If you use this rod 1/round for 12 hours, statistically speaking you would make ~5400g (7200 uses, 3% chance, average of 25 gems each time) There is the downside that in that time frame you would shrink yourself by 576 sizes... I am not sure by the wording of the rod if those would stack or not... at what point do you become the size of a bacteria? ![]()
![]() Just something I was thinking about, and wondering what other people think. This character has run into skeletons before, and due to trial and error, figured out that using blunt arrows was more effective. He has also fought constructs, and after the first few whiffs, started using adamantine arrows, so knows that they can be (though not always) more effective than regular arrows. If I play this character in a scenario, and we run into skeletons, am I supposed to play dumb, and not use what my character would know is a more effective solution? I normally wouldn't mention anything from past adventures he has run, due to not wanting to spoil something. However I would want to say something like "Take care wizard, I've seen similar creations before (constructs) and they seem to be impervious to magic!" or "Take caution with your weapons, a monster similar to that broke my longsword when I was a greenhorn" Now keep in mind, this is without succeeding on any knowledge checks, so it is just my character (or me) remembering what he fought in the past. The downside is, he (I) might be remembering it wrong, or the monster itself may be different than the last one so it isn't accurate information. So in essence, is it wrong for my archer to see a skeleton, and immediately start using blunt arrows, regardless of any current knowledge checks to identify weaknesses. ![]()
![]() Nymeria wrote:
I disagree. If the monster draws a line from his top left corner, it has to hit all 4 corners of C or it has cover per rules for ranged attack cover. A line from top left to bottom right of C's Corner will go through M, thus it has cover. ![]()
![]() Ser Clay wrote:
Sacred Geomettry is not PFS legal ![]()
![]() Under the Animal Companion class feature for Hunters it says :
This is a request for clarification on how this is limited. 1. Rangers only start getting Hunter's tricks at level 5, is it intended for Hunters to have access to them at level 1? 2. Hunter's Tricks say in the feature that they can be used 1/2 Ranger level + Wisdom modifier. How often can an animal companion use these tricks? The Hunter ability says he teaches the animal companion the trick, and animals have no limit on how often they can perform a trick that they know. 3. If it is limited, is it limited based on the Animal Companion's Wisdom modifier (it does not have ranger or hunter levels itself)or the Hunter's wisdom modifier(and any ranger levels he may have)? ![]()
![]() Ravingdork wrote:
being able to cast 1 spell meets the requirement And, spell like ability counts as being able to cast spell for pre-req I think that clears up that a 1 level dip into cleric with trickery domain or fate inquisition satisfies part of the pre-req for this feat. ![]()
![]() Anzyr wrote: I hate to be blunt, but in terms of optimization it's Terrible (the capital T is required). The only "ok" Mystic Theurge is an early entry (please note "ok" does not mean "good"). And the only good theurge is an early entry, SAD casting stat combination, and using Eclectic/Esoteric Training. DC's aren't really the big issue. The big issue is that you are multiple spell levels behind, which when you are a caster is literally the worst thing possible I will say I agree that without early entry, MT is not optimal, but with early entry, I think you are underestimating it, I would say it goes up to better than sorcerer, and situationally more powerful than a straight wizard, I'll first give the details of my theurge, than give some of my PFS experience to augment my opinion. I have a Tiefling Theurge (Divination(Foresight)Wizard2/Cleric1/Theurge3) Magical Knack boosts my CL for wizard up to max HD, started 18 INT/14 WIS. If we compare what I got/gave up for taking that Cleric level: Gained: 2 HP, +2 Fort/Will, some channel energy, access to cleric spell list for wands/scrolls, and casting 2 levels behind. Ability to spontaneously heal.
What did I give up by not going straight wizard? 1-2 bonus feats, my 8th level wizard power (admittedly this is a pretty powerful ability, but turning on at 8th level means I miss it most of a pfs career, and when it does turn on a 30ft area is pretty small.) Familiar abilities, and 1 level behind getting new spells (same as a sorcerer) When playing my theurge, on even levels, I feel I am equal to, if not better than a wizard of my level. I have the same levels of spells available, but I just have so many more options. I have focused on Summoning, so Feats (Spell Focus: Conjuration, Augment Summoning, Superior Summoning) Usually I prepare summons/buffs on my cleric side, and damage/control spells on the wizard side. On the odd levels, I am 1 behind where a wizard would be, but this is offset because on those levels, I get a new level of cleric spells available, which are fun to play with and give more options. I will also say, in many of the scenarios I have run with other casters (wizards and sorcerers) They tended to either run out of useful spells before the last fight, or were less effective on the earlier fights because they were conserving spells. I on the other hand could cast spells pretty much all rounds of combat, without running out. anyways, these are just some of my thoughts and opinions on the early entry Theurge. As for the 3/3/10 Theurge, you mentioned this would be later in the campaign, so if you didn't have to slog through the early levels, I would say you will get a lot of fun out of it. Pick your domains and wizard school carefully and they can be useful throughout the campaign. Try to avoid spells that allow a saving throw. (summons, buffs, illusions). Try to either get both casting on 1 stat, or focus on 1 stat so you get a decent save dc when you have to. ![]()
![]() I don't think it is necessary to call someone stupid, or acting stupid, for reading rules differently than you. Just looking at the cleric sheet and reading the ability, I would assume it could go either way. But than we have a precedent of 1 class ability (sorcerer) applying to all spell casting, and a FAQ that specifically covers these cases "General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)" It is a magic world where almost anything can happen, why is it absurd to think a character that spends his life studying magic and studying under his god cannot channel the magic energy he has at his disposal into a healing spell regardless of where the energy comes from. (especially when his class abilities say he can) ![]()
![]() So I definitely see that most replys so far seem to think it should go the other way, contrary to RAW, which is confusing. If a wizard5/Sorc 1 with the draconic bloodline gets to add damage when casting wizard spells, why would there be a difference? Neither Bloodline nor Spontaneous Casting say "sorcerer spells" or "Cleric spells" but one is assumed to count for all, and the other is assumed to mean just cleric? Just seems off. ![]()
![]() Torbyne wrote: Racial Heritage doesnt use the term elf blood but does say they count as half elf for all effects related to race... if being a half-elf means you count as an elf... but that is a racial trait and not witin the currently understood scope of the feat... Oww, my head! It seems counter intuitive, but from what I can see, "being a half-elf means you count as an elf" is an untrue statement. Just being a half-elf doesn't cause this, it is a specific racial trait that grants you this boon/curse. If you qualify as a half-elf and for some reason don't have that trait, you wouldn't get those benefits. ![]()
![]() Do half-elves meed the racial prerequisite for Human and Elven racial feats? I think I know the answer to this (yes) but just wanted to make sure, here is my reasoning. Racial Heritage: Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on. Elf Blood: Half-elves count as both elves and humans for any effect related to race. The first link/feat shows that "any effects related to race cover feat prerequisites. The second is what half-elves get, which is worded the exact same way. ![]()
![]() I like the point buy as well, but I also came up with a solution I like for rolling. If the group decides they want to roll stats, we let everyone roll with whatever method we are using, and then once everyone has rolled up stats, we decide on which 1 set of stats we all will use. This lets everyone roll, but also doesn't end up with 1 person having amazing stats and one person having low stats. Everyone gets the same array, and then applies their own racial modifiers and such. ![]()
![]() If the whole question and answer are not looked at fully, it can be unclear. But when taken in context with the question, which all answers should be. Snap Shot: Can a character with Snap Shot (page 119) and Combat Reflexes make multiple attacks of opportunity with a ranged weapon, assuming that loading the ranged weapon is a free action? Yes. As long as you can reload your weapon with a free action you can reload your weapon as part of the ranged attack attack of opportunity you are making with the Snap Shot feat. Someone asks specifically, if they can make multiple AOO with a ranged weapon, assuming the loading of the ranged weapon is a free action, and the FAQ says "Yes" Even if you don't want to look at the rest of the explanation, or if they left out a comma where it would make the explanation clearer, the answer is still Yes. |