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It's important to note that an inverted (inward facing) Magic Circle against Evil works against any non-good creature. You CAN trap a protean with MCaE if it's inverted, provided you deal with the outsider's other abilities. PRD wrote: This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. Since it is MCaE, it doesn't provide any other bonuses that the spell might otherwise provide, but it does work as a trap on non-good creatures provided it's facing inward. As far as Magic Circle against Evil being an actual barrier, you must go back to Protection from Evil per the spell's description: PRD, Magic Circle against Evil wrote: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. PRD, Protection from Evil wrote: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
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Ultimately it's up to the GM, but here's some thoughts to roll around. If you're not the GM, don't lawyer if the call is reasonable. If you are, consider these points: - 'Impede' is not 'prevent'. - Magic Circle against Evil's movement prevention falls into the realm of compulsions. It's not that the evil creature in question can't move, it's that they can't choose to move. The spell description states that a third party can force an evil creature into the MCaE, but this usually breaks the circle. - Freedom of Movement allows you to move and attack 'normally'. This means that if you 'normally' would not be allowed a type of action, you still can't do it. - Furthermore, it's also to important to consider the targeting of various effects. As a spell that specifies a single target as its beneficiary, effects that do not directly apply to the target will still impede its movement. Magic Circle against Evil falls into this category - it is a 10 foot radius emanation from a touched creature. It follows the creature, but the effect is an emanation as opposed to applied on the target. ![]()
In addition to the above information, transmutation wizards should strongly consider the Transmuter of Korada trait. This trait not only gives you a +1 CL on any transmutation spell you cast, but it lets you extend one of the short duration 2nd level stat buff spells once per day (does not stack with extend metamagic). In fact, you can have a CL modifier of +3 with transmutation spells if you choose Bloodmage Initiate, Varisian Tattoo and ToK, which is exceptionally helpful at low levels and does not hurt at high levels. As far as grand strategies go, transmutation is definitely the most flexible wizard school in Pathfinder. Focus on controls, don't neglect your saves and you'll do grandly. ![]()
Andrew Christian wrote: Yeah an entire season of Thasilonian and another full of abyssal doesn't count. We can always cite the one-off for this, but the bulk of scenarios still favors Ancient Osiriani - even in the current season we still have new scenarios where the players can benefit from having it on their list. Not to mention that a character with three ranks in linguistics can chalk all three off and then not worry about the rest! Where's my Protean, my Kelish, my Vudrani, and my Strix? Or Gnoll? Or perhaps Canto and Orvian? Many tears. All solved by a helmet of comprehend languages and read magic, so I suppose I'm just being silly, but linguistics ain't what it could be. ![]()
The most miserable thing about Ancient Osiriani is it feels like it's the only language you really need to know besides Taldane(common). There's very few scenarios that really take advantage of the variety of languages that exist in Pathfinder Society play. Where's my Necril? Aquan gets a nice representation in a recent scenario, but anyone who actually speaks Draconic is smart enough to speak multiple languages. Sad face. ![]()
Derwalt - the Chronicles of the Righteous splatbook has that line on page 41, where not only does it state that Empyreal lords grant all subdomains, but it explicitly calls out the subdomains they can't use. There are also lines in some of the lords entries that state if there's further issues, but RAW you can get some crazy stuff. ![]()
Myles Crocker wrote: Does an Arcanist count as a wizard or sorcerer or neither? The Arcanist is a blend of Wizard and Sorcerer. Feats may work a little differently. For example, Expanded Arcana, instead of adding to the list of "Spells Known" for a sorcerer with a list of spells known, It adds to an Arcanist the number of "slots" or spells an arcanist can prepare. All of the advanced classes count as both for purposes of effects that are dependent on their constituent classes. That is, an arcanist is considered a wizard and a sorceror. This means that you can't multiclass arcanist/wizard, as the arcanist is already a wizard. This is particularly potent for a bloodrager, as there are numerous items that grant barbarian rage powers (which are usable per the bloodrage ability as that qualifies as rage for all effects that affect it). Where did you find your writing that Expanded Arcana does that for arcanists? I'm pretty sure that since arcanists prepare spells, they can't take the Expanded Arcana feat. They cast spontaneously, but don't actually have a list of spells known. Spell Mastery is not valid RAW, but it's more in line with the type of feat you're looking for. Belafon wrote: Some comments that I need to preface by saying: The first few levels of arcanist are particularly painful. You get so few spells known and so few slots that levels 1-3 are excruciating. Level 5 or 6 is where the class takes off. Arcanists prepare spells from a spellbook. They don't have any problems with spells known that aren't solvable with gold in PFS. ![]()
The worst part of alignment arguments is that it's essentially meta-gaming. Without abilities that reveal and/or interact with alignment traits, it's completely invisible to most characters and NPCs. It's always a good idea to double-check with a GM regarding a sketchy course of action, but insisting that your character would or would not behave a certain way because of alignment is like saying you won't step into the color spray because you know you only have 3 hit dice. At best, alignment is an awkward control for characters that have specific restrictions on how they're allowed to behave - a control that is essentially under the hand of the GM. As a player, you have no arbitration on what defines a good or evil act that's not explicitly defined by your character's abilities. ![]()
People seem to forget neutral. Maybe this is a good time to plug the new splatbook? There's a really good section describing each of the alignments as well as providing personality profiles common to those alignments. Using an evil spell to heal an injured person is a neutral act. If I take the powers of the damned and save an orphanage with hellfire, I am neutral. Describing that event is just weighing the scales; it may be more good or more evil, but the net effect is neutral. Killing an aggressive tribe of orcs to save a village from raiding and looting is neutral. A good character would seek redemption, negotiation, or other means of ensuring that all parties come out ahead. Failing to do so is not evil; if a paladin has no choice but to destroy the orcs then he commits an unspeakable act of neutrality, barring any specific conventions of his beliefs. Destroying the orcs because he can is evil. ![]()
BigNorseWolf wrote: There's a thousand ways to die, you can't cover all of them. Retirement. You can also purchase multi-scrolls with PP. In most cases you'd rather buy a wand, but for level 2/3 spells that you want multiples of you can go with a multi-scroll. 2 PP gets you a 5 charge scroll of invisibility, for example. Or see invisibility. ![]()
It actually is pretty swervy. Here's the average values I calculated for myself - this is the amount of gold you earn after three scenarios played, and represents the amount of gold you should expect to have by the start of the next level. Your mileage will vary. It assumes that you play each level to the tier recommended - out of tier averages were not used. TOTAL GOLD BY LEVEL
GOLD EARNED PER LEVEL
As you can see, a PFS character definitely is ahead of the wealth curve, but not always at an even amount. This has to do with the way tiers are structured, but that's a topic for another post. ![]()
The klar actually looks like a really fancy punching dagger. Since it's both a weapon and a shield, you have to drop one to drop the other. If you drop the weapon part, the shield goes with it. The pictures I've seen also show the hand being obscured, like a locked gauntlet. I don't know of any hard rulings, though. ![]()
John - the best I could find was in the FAQ. It explicitly says that the items created using the Alchemy class feature can't be sold. Although this particular ruling is in the context of creating items to be sold back mechanically at profit, I think it creates a specificity/functional conflict with day jobs. There's actually a lot of strong arguing for both positions in threads all throughout 2010-2013, so short of someone laying out the law I don't see a solid ruling. It's not like there's no precedent for class features modifying day jobs - gladhandling bards comes to mind, and valet familiars are a grey area. ![]()
poundpuppy30 wrote: Hey Nefreet not to restart this question but at what point would someone without the mask doing a bluff roll on caravan vanity get those penalties to fient and pass secret messages because I've only known the GM to ask for a bluff roll for that day job roll. (This is why I thought the mask was usable for the day job since you are just using it for a bluff roll to lie and the day job rolls dont get those other circumstances that require feint in combat, or passing secret messages. This might be why people keep asking about that mask) None of the mask's modifiers apply to day job checks. poundpuppy30 wrote: at what point would someone without the mask doing a bluff roll on caravan vanity get those penalties to fient and pass secret messages You answered your own question - someone without the mask does not get those mask-related penalties. ![]()
Aid Another does have some specificity that you have to be mindful of. In general, the mechanics of Aid Another require that you hit a target number of 10 using the same type of check that you're attempting to affect. For example, if you want to improve an ally's attack roll, you must also make an attack roll. However, if you're aiding a skill check, you must aid the skill check instead. My table rule has then been that if you want to aid an ally's save, you must be able to affect them in a meaningful fashion (typically this means adjacent, but clever uses of spells, feats, and features are encouraged) and then make your own save against a DC of 10. This all breaks down based on different types of checks too - here's a big example. Example:
Helpsy the 5th level halfling bard is attempting to make herself useful in combat. She has the Helpful racial trait, which gives her a +2 bonus to her aid another checks. She also has Gloves of Arcane Striking, which gives her additional bonuses as described in the item's text.
Helpsy is also in a particularly nasty combat with a hezrou. Her tank is taking the demon head on while the rogue flanks. The wizard has taken a fortified position at range, but the cleric has succumbed to the demon's stench. The hezrou is attempting to cast some spell or spell-like ability. - She can aid another on the tank, which will improve his AC by 6.
There will be some table variation, as you might expect. ![]()
The FlyingPhoton said wrote: Which brings up a whole new question - is there even a such thing as a masterwork amulet or ring? RAW, no. There are some accessory-type items that provide circumstance bonuses to various social skills - but the price of these items are arbitrary. When creating a masterwork and otherwise un-enchanted item, specifically for an arcane bond, I have obviated the cost of creating the item in all cases as the ritual to create the arcane bond clearly exceeds the cost of the item in most cases. It is worth noting that RAW you are supposed to add the MW item's cost. Not all judgments are likely to be as fair, but for 200gp/level there's no sense in twisting the knife any further over chump change. Particularly if the previous item was sundered... If you absolutely must use a written citation for creating a masterwork item, then refer to the description of the Masterwork Transformation spell. It clearly states that a tool is 50gp, which is more than a fair price for something like a ring or amulet. It is worth noting you can upgrade a Belt of Strength to a Belt of Physical Might, but this would be one of the few corner cases. Also, make sure you use the most recent sources for item upgrades - as of this writing, it tends to be Ultimate Equipment which went out of its way to remove special materials from their descriptions. Celestial Armor has no materials listed, although creating this armor from special materials would arguably negate the special properties of those materials (such as adamantine), especially if the written description of the item provides specific statistics. It is valid to upgrade any otherwise normal +3 chainmail to Celestial Armor, provided your source used is Ultimate Equipment. The PRD online does have a different item description. ![]()
Like any amount of power creep, the real trick is to make sure you know and understand all of the new possibilities. It's definitely bad to allow a player to use a custom mythic powers sheet without the Mythic Adventures book. This is one part where you really ought to source-nazi before play; it will help you refresh your memory about how the rules work (so you can adapt the scenario tactics if the writing allows it), as well as keep players from putting squirrels in the bird feeder. Here's some quick things to keep in mind. - Simply being mythic protects you against a slew of mythic powers and effects. Double check this on all powers, it'll be stated if there's a difference. Spells are particularly technical about this, with many spells forbidding saves against non-mythic targets. - The bonus feats you get from mythic progression CAN be applied to normal, otherwise valid feat choices. Things like BAB and other requirements are not invalidated simply by using a mythic feat slot. - Have players apply their adjustments through a mythic progression sheet (which is included in the MA book). Mythic tiers CAN be revoked, and if they are revoked it's easiest to work backwards using properly documented progression sheets. ![]()
*bump* Although day job money isn't a big deal, I'm still wondering what the correct way to calculate my day job check. A couple extra gold here and there can go an awfully long way. The first question seems to be positive for me - that is, a familiar is a long term assistant that (particularly with the archetype) can aid with day jobs. Improved familiars especially, but let's not muddle the core question yet. The second question is pretty murky, but there's precedent for other class features improving day job checks so I figure it's worth looking into. ![]()
It sounds like you need to get really familiar with the Additional Resources section. Anything NOT listed or covered is definitely out - exceptions, or legal options are covered as is appropriate for the resource. The second thing you can do is visit the Archives of Nethys. It's searchable, and tags the legal character options with a special icon. However, it's not an acceptable citation source for table games - only use it to research your options, which you then confirm with the readings provided in the Additional Resources. You should also check out the FAQs on upgrading weapons - it's possible to get the endless ammunition magical upgrade on a bow or crossbow, and you can get a wand of abundant ammunition - but you can't create a custom magical item that has an effect not explicitly spelled out in an approved resource. ![]()
andreww wrote:
Handy Haversacks can't carry rangers with +1 holy bows. ![]()
Howdy! I have two questions about the valet archetype for familiars and day jobs. It's a pretty grey area, so I figured I'd ask first and get shot later. Anyway, here's the questions: 1.) Does a familiar with the valet archetype provide a circumstance bonus to day jobs, or does the restriction on the cooperative crafting feat for players also apply to the Able Assistant feature of the familiar? 2.) Assuming the first is valid, does this mean that a valet familiar can double the amount of gold earned for a day job check made for a valid crafting skill(per the expanded text of Able Assistant)? Here's the full text of the Cooperative Crafting feat and Able Assistant archetype feature: Able Assistant wrote:
Cooperative Crafting wrote: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day. The grey area for me comes from knowing that Cooperative Crafting is not a valid feat choice for a player character, as well as the duration restrictions on spells/effects that improve crafting skills. Before I get too invested into this line of play, is there any further input/rulings that can help me make the legal decision? ![]()
This is a really bad scenario to run cold. Although a lot of people are complaining about the puzzle, I'd like to note that the fast-play adjustments for the final encounter in the tower are about 75% as explicit as they need to be. I had a GM trying to apply standard object hardness/health rules to the control panels when they're attacked and it was obvious that the proper preparation had not been done. ![]()
It's definitely driven by social dynamics. The really big thing to consider with meta-gaming is how much of the player knowledge is shared at the table. If there's even one player who's personal/player experience level is out of alignment, meta-gaming becomes a problem. It can manifest in benign ways ("I didn't know you could do that!") all the way to malicious ("That's cheating!"). Different knowledge skills are used to help guide players on their decision making, but the real gorillas in the room are the other players. If there's a fear of appearing like a cheater for metagaming, then what ought to be done is to feel out the rest of the table for what their knowledge level is. Having a lot of outside knowledge spoils the exploration and adventure for less learned players, and that's the fear that needs addressing. ![]()
Are you referring to the Haunting of Harrowstone? If so, here's a number of suggestions you can try to keep the speed up: - When running the first five events, keep in mind that the timing for them is flexible. It's possible for players to hit events 1-4 on the same day, possibly even in sequence if you route them correctly. The timing on the fifth event can even be in the evening of that same day, game wise - the advantage of slamming them together keeps the pace up. - Allow the players to purchase haunt siphons. In the AP proper, they get four during Part 2, literally moments before Part 3 starts. There's some merit in just giving them four when starting at Part 3. This is especially attractive if you don't have any other haunt killers, but a lot of the haunts (all of the important ones, too) in this AP have multiple kill methods so it's not strictly necessary. It's in that grey area between RAW and RAI though. - Use computerized initiative. With the way haunts work, have all your players provide their initiative bonuses and then let a spreadsheet or app roll the initiatives together every time they trigger a haunt. As there's haunts EVERYWHERE in this AP, you will save a lot of time and boredom rolling initiative every freaking time they trip a haunt. You'll need to discuss this method with players before hand though so they are aware. ![]()
What about a venedaemon? It's a CR 5 caster critter that hoards magical items and lore to try and prevent itself from getting run over by other, more powerful daemons. It has decent blasting and mobility, but it's also a known collector of soul gems. These gems are formed from the stolen souls of recently slain mortals, and are the currency of choice in the planar undermarkets. This could potentially open up your players to a whole new channel of business - if they don't feel like going planar, let'm smash the gems or use them for item crafting. Some good mooks that pair thematically with a venedaemon are cacodaemons, ceustodaemons, and cultists. You can read up about the soul trade in the Horseman of the Apocalypse sourcebook, while the cacodaemon and ceustodaemon are from Bestiary 2.
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