Giant Frog

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I'm exploring the world of golemancy and I noticed this modification:

Brain: This upgrade doesn’t permit the golem to think independently, but instead, the brain works as a storage device, permitting the golem to acquire skills and feats as if it had an Intelligence score of 10. Enchantment spells or spells with mind-affecting effects that are cast upon the golem can affect the brain, causing the brain to cease functioning for the duration of the spell. While the brain is suppressed in this fashion, the construct temporarily loses access to its skills and feats. If the spell has a save, the brain uses the golem’s saving throws.

Now, when you install that delicious brain, how does the construct aquire the feats, and how many can it learn? Is it equal to 1 plus one for every other racial hit die?


So combat begins. Let's say that your 2h paladin rolls very well on his initiatve and goes first. What do you do now? Do you cast a good buff spell, or would it be better to simply engage smite protocol and charge in there so you'll have a chance at a full attack next round?

If you cast a spell, it may put you behind on your full attack schedule, or it might not. You still have have a move action, so you could close in with the enemy and then let them come to you, which has the additional benefit of saving you from being hit by a full attack by an enemy if you had instead chosen to charge them.

Thoughts? Experiences?


I cast resurrection on this thread!

I'd like to get this clarified a little better. While niether archetype replaces any of the same paladin class features, sacred servant does modify the "spells" feature, giving you a cleric domain, complete with domain spells and powers. While oath of vengeance includes the "oath spells" class feature, which adds spells to the paladin's spell list. So, are these features mutually exclusive? If not, does the modification to the same paladin class feature (spells) render these two archetypes incompatible?


Well that is just fantastic. Thanks a lot!


Happy new year!

I've been building a grenadier alchemist, and I'm not positive if you need to use a move action to retrieve an alchemical liquid or powder before you infuse a weapon, or if the retrieval is considered a part of the infuse action.

The ability:

Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

I'm thinking that you do need to use a move action to retrieve the item, but I figured I'd get a consensus.

Thanks for any answers!


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andreww wrote:
Jeefo wrote:
I guess im pretty dense today... can't the wizard cast any spell they've prepared for the day too? I guess im not seeing how they can cast spontaneously if they still have to prepare their spells each day. i dont know why i cant wrap my head around this. Thanks for the help.

Consider these three characters:

Walter the Wizard has Slow, Haste and Fireball memorised as his level 3 spell slots. He casts Fireball. If he wants to cast another level 3 spell he has to use Haste or Slow.

Sue the Sorcererss knows the Haste spell and has 3 level 3 spell slots. She can cast Haste three times per day.

Andy the Arcanist has 3 level 3 spell slots and has prepared Haste and Slow. If he casts Haste he now has 2 level 3 spell slots but can still cast either Haste or Slow.

Does that make sense?

Makes perfect sense, thank you! Pretty elegant way to combine the two ways to cast.


I guess im pretty dense today... can't the wizard cast any spell they've prepared for the day too? I guess im not seeing how they can cast spontaneously if they still have to prepare their spells each day. i dont know why i cant wrap my head around this. Thanks for the help.


Im sorry, but i am having difficulty understanding this line:

"An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared, assuming she hasn’t yet used up her spells per day for that level"

It seems to indicate that an arcanist has unlimited use of each spell slot, as long as a spell was prepared for it. Is that acrually how the arcanist works?


Mathwei ap Niall wrote:

It's a horrible archetype that trades away the flexibility and spellcasting power for a few extra hitpoints, a slightly better fort stional armor bonus, blech.

It literally strips you of your spellcasting power, remember you still use your int bonus for bonus spells to cast per day so you give up a LOT of magic potential for those extra HP's.
Add to that you give up your familiar so you lose all those extra actions in and out of combat (No aid another, no wand use, no scouting, no extra set of eyes to watch over you while you sleep, etc).

I still don't understand why everyone is saying this is a good archetype... it really stinks for a casting focused class.

The reason why the archetype is so good is not because of the extra hp you recieve by being CON dependant, it's because CON is is far easier to boost than INT. Also, the reason why most players choose the witch class is not because of their spellcasting, it's for the hexes. Hexes do not benefit from bonus spells per day. In fact, witches need bonus spells less than other full casters already due to the fact that they save a spell slot every time they use a hex.

In short, hexes are far more valuable to a witch than their spell list, and being able to boost your main casting stat through polymorphing, rage or alchemy is far more beneficial than a couple bonus spells.

Besides, you can always buy more pearls of power, but that headband of vast intelligence will never get a higher bonus than +6.


I know there's been some discussion on the these two subjects, but I can't seem to find a definitive answer on how they interract with each other. The prehensile hair hex provides an extra limb that uses intelligence instead of strength as its governing ability. The hair can be used as a secondary attack. White hair, from the white haired witch archetype, recieves a primary natural hair attack, that, as written, uses intelligence only for damage. Nothing written about if it is prehensile or what it uses for attack rolls. So by RAW, white hair is not prehensile and uses str for attack rolls.

But if someone with both the hex and class feature decide to activate the hex, then make an attack roll, what do they do then? Do they use int because the hair is now hexed to be a limb which is governed by int? does the hair become prehensile, but still use str for attack? are they still able to make white hair combat maneuvers while using prehensile hair?


Sleet Storm + Summon Monster IV or higher.

You can't see, it's freezing, every time you try to move you slip on the ice, and now you can hear ice elementals closing in on you.