Two quotes from the rules- "Activation: Wands use the spell trigger activation method," "Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell." So the answer to your question is no. Your creature usually will not have a class and cannot cast the corresponding spell.
ShroudedInLight wrote: @Joyant Jeezebel - Yeah, that player is a bit frustrating. They don't want help with the build. Players often do not. Even when they don't know what they are doing. I try to help less experienced players with their characters or to get the party efficient in terms of what the group can do. Often I am not followed or it is even resented so I have given up doing it unless asked. Then I get asked for advice after many decisions have been made which can politely be called sub-optimal. And it is Joynt Jezebel. I am only Joyant Jezebel when I am ecstatic, which unfortunately isn't very often.
@ShroudedInLight It sounds like your player's understanding of the game is not the best. I know that some players swear by a one level dip into a martial class when playing a divine caster. I have not tried it but it seems likely this works well at making the character a decent melee combatant at lower levels but would suffer at higher levels when casters start to dominate the game. At least 90% of the time the most effective characters are built by putting all your levels into your base class. That has always been by deliberate design. So I don't think you are just bitter, dips are a mistake more often than not.
Belafon wrote:
Belafon wrote:
As a literal rules lawyer, someone who has a law degree and practiced law, I really should have thought of these. Also profession (salesman) should work for every conceivable magic item. And despite having expressed a different opinion earlier I am convinced by your argument that the skill or profession should work for very magic item
darth_borehd wrote:
I agree. It could have been more precisely worded. darth_borehd wrote:
As you say, it is not clear. I would rule that you can create an item that mostly uses that craft skill then you can use it to make a magic item. Arguably, you can't usecraft (basketweaving) to make a sword so you can't make a roll with that skill. darth_borehd wrote:
Hey great, a question with a clear answer. The answer is no, or at least not with this feat. The game has a lot of ways you can get to create a kind of magic item w/o having the feat as such.
As I read the spell description the twilight knife will move to attack the enemy you do if it can. So it moves rather than dematerialise and rematerialise. I expect circumstances where this can't be done, per the description, are those where there is no physical path big enough for the dagger to move to the new target.
That is certainly an interesting and unusual character idea Deathless One. However I am not convinced it is the best solution to the problems you mention in terms of effectiveness. You still have to spend feats on Medium and maybe heavy armour proficiency and martial weapons. And you can't use your druid spells while in metal armour. Alternative answers like dragon skin armour and maybe a one level dip into fighter may be more effective.
Mostly I agree with Azothath. And I think most FCBs that could stack do. For example the Dwarven bonus for- Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon. Must stack as otherwise it would not do anything however many times you took it. There is a question as to what happens if you take the Wizard FCB in question multiple times and reach the point you can, by the RAW, craft an item in no time. I think it sensible to rule you can produce, say, 2 items a day but no more.
Liliyashanina wrote:
I may be missing something as I have never played the archetype and haven't played a oracle. Spirit Guide gets only a restricted version of the wandering spirit and grants only one hex, which wanders too. It costs 3 revelations, leaving only 3. My favoured Speaker for the Past gets 5 revelations and 8 hexes. It seems to me that this must be much better. Can the restricted wandering spirit really be that good?
ShroudedInLight wrote: I don't especially like prepared casting. When you don't have good information about what you're doing the following day its easy to fail to have sufficient spells prepared. If you're fine with having a mediocre loadout of buff and summoning spells when you don't have a good idea of what threats are head; I dispute the logic of this. Certainly it is much better if you are playing a prepared caster and know what challenges are ahead and can prepare spells accordingly. If you do not you just have to prepare spells which are generally useful, which is nowhere near as good. Perfectly logical up to here. BUT, this puts the prepared caster in the same position as the spontaneous caster. OK, the spontaneous caster has [slightly] more spells and can use their spells known in any combination, which is great. But they are one level behind in getting access to 2nd and higher level spells, which is dreadful. What seals the deal for me in favour of prepared casters is spontaneous casters is the latter can only ever use their spells known without items. Divine prepared casters are particularly good as they have immediate access to every spell on their list. ------------------------------------------------------------------------ GENERALLY, in response to the original question, the responses above are pretty much in consensus, and I agree with that consensus. So I am going to talk about my favourite divine caster, the Speaker for the Past Shaman. I have not played a Shaman with the wandering spirit feature. It is obviously excellent and is what makes shaman's unique. But it is too much work for me and risks me holding up the game while I update for the day. The Speaker for the Past trades this away for improvements to the classes skills and spell list and a total of 5 oracle revelations over 20 levels. A standard Oracle gets 7. And you get to draw from 2 oracle mysteries, the good Ancestors and Time, which is as good as it gets. The result is a PC with a good arsenal or hexes, revelations and spells that all run off wisdom. This provides great flexibility in how you can meet the challenges of the game. Further, using hexes and sometimes revelations tends to save spells or allow an alternative when spells are running low.
A one level dip into Inspired Blade Magus, mostly for Arcane Parry and Riposte seems a good option. Taking 3 or 4 levels of a full divine casting class, one level of Wizard and then going into mystic theurge offers great flexibility and depth. On another tack, it would help to know what your characters stats look like.
Northern Spotted Owl wrote:
Well, either I am missing something or everyone else is. A necklace takes up a slot, where a rod does not. So a necklace of reach that works on all spells up to level 3, 6 or 9 should cost half of what a rod of reach does. Then there is whatever discount you get for restricting it's use to spells with the curse descriptor. I would think that discount would be quite a lot as few spells have the curse descriptor.
Mudfoot wrote:
The obedience mentioned is to hit with daggers not damage. You still want it.
I just got my ability to post back after a long period when I could not. I think the consensus here is that the arcanist wins for sheer power, if not by much. I would add that sorcerers, where some bloodlines give powers and arcana that are very powerful, lend themselves to some particular specialised very powerful builds that other classes can't replicate. Examples are the blaster builds or the Kitsune enchanter build.
thorin001 wrote: Fortune is not as good as it looks. Once per round he can roll twice and take the better result. And the choice has to be made before the dice are rolled. It has it's limitations yes and probably isn't as good as it looks at first blush. But you are going to be Cackling anyway which keeps a collection of debuffs going. Once a Witch gets all this going most opponent groups are in deep trouble if not comically helpless as long as you can keep Cackling. Fortune is still a significant buff and is improved by something you are usually going to be doing anyway. I would take extra hex twice for fortune and slumber over precise shot and point blank shot.
Toshy wrote: I'll probably take mor of a support role (buffing/debuffing). Then you should include the Fortune Hex. Probably early on. You can only use it on each ally once/day but it is excellent while on and it is cackleable. Iceplant is also a recommendation. Anything that tends to keep you alive is good. You can't buff or debuff if you are dead.
Toshy wrote: In addition, does anyone know of a simple way (within the upper frame) of getting a single psychic spell as a witch (looking at you, mind thrust I)? I can't find a convenient way. Why do you want that particular spell? The Mind Patron gives you a bunch of psychic spells. But not that one. You could ask your GM very nicely if they will allow you to take the spell you want in place of the 1st or 2nd level spell the patron gives you. Promise them sexual favours or something. Another path is to start as a half-elf with the starchild trait, or a human by way of adopted. That gives you the Psychic Sensitivity feat which is one of the pre-requisites of Psychic Disciple. It also has other benefits, psychic skill unlocks, at least I think so. Check that it works by the RAW or with your GM if you are motivated by getting the skill unlocks. Finally, have a look at Northern Spotted Owl's Witch Guide. It is very good and up to date.
Xiviar wrote: One of the reasons why I chose a Character with low Dex is that our dear GM is very fond of playing enemies that stifle your movement (sleep, hold person, improved grab, grappling, etc..) at the point that during last campaign back in the days I had bonus to Dex negated half of the time at minimum. To expand on a valid point made by Tim Emrick, maybe you should talk to the GM. This is an example of the GM putting the party up against opponents who have the Kryptonite for one or more PCs character/s. Other examples of Kryptonite are opponents immune to precision damage for characters with sneak attack or opponents immune to magic or with good SR for spellcasters. It is good GMing to have opponents with the Kryptonite rarely and they should have Kryptonite for different PCs. That gives the other PCs a moment to shine and challenges the players. Your GM was giving them Kryptonite against high dex characters more than half the time. That just makes high dex characters weak and leaves the player wondering what they can possibly do to succeed. If you switch to a spellcaster and suddenly you find all your opponents have good SR you can talk to your GM and if that does not work [and it probably won't] find another GM. But consider this. You cite 4 examples of of Kryptonite for high dex characters. Two of them, the spells sleep and hold person, are effective against any kind of PC high dex or not. What you need against the spells in a high will save. So make sure you are right about the problem.
Carrauntoohil wrote:
In quoting John Cale I didn't at all mean John Cale is a great expert so what he says on this topic must be true. If I had intended to do that I would have quoted someone like Sun Tzu. The John Cale quote made a point I wanted to make better than I could myself.
Phoebus Alexandros wrote:
Fair enough. It is reasonably common for GMs to allow PCs to treat hirelings as cannon fodder.Dragonchess Player wrote:
John Cale was alluding to Machiavelli I believe. It is worth googling the song and giving it a listen. I think it is tremendous.
Phoebus Alexandros wrote:
"Mercenaries are useless, disunited, unfaithful They have nothing more to keep them in a battleOther than a meager wage Which is just about enough to make them wanna kill for you But not enough to make them wanna die for you" John Cale Especially if you treat them like that. NPCs are not robots that will do anything you tell them. If treated as suggested they will normally display as much loyalty to you as you do for them. They are probably more likely to defect to the other side during combat, something real world mercenaries were notorious for, and loot your body after helping to kill you than die for you. Hell, I would.
Phoebus Alexandros wrote: By 4th-5th level, consider Monster Summoning spells for emergency fodder Monster Summoning is a brilliant flexible strategy. Every HP lost by a summoned creature is a HP not lost by the party. It allows you to keep enemies in combat, restricting their options. You can summon creatures behind your opponents or into places where there arcane casters are thrust all unwilling into melee. Summoned creatures can be selected to deal with particular problems. they can cast spells or SLAs for you. Sadly, you need to build around it and it takes a fair few levels to become really effective. Which means it is not much of a solution at lower levels where running out of spells is at it's worst.
Angelic Aspect seems to me the least powerful of the effects by far. You would expect this from a level 2 spell compared to level 5 and 6. Antilife Shell is an immensely powerful effect, great on full casters, especially arcane casters as it negates so much of there trademark squishiness. But it isn't always going to be that relevant. True Seeing does so much so often that you will always want one party member with it for 24 hours. You may have noticed this yourself, the spell with Enduring Blessing lasts for 24 hours and can be cast once on each individual. So use it like this-
DeathlessOne wrote:
Play styles seem to be why the experiences differ. My play style when playing a full arcane caster is to avoid melee combat like the plague absolutely all the time. what measures I take concerning melee are just to be able to survive it when I wind up there anyway, at least until I can get away from it again. Also just in Pathfinder 1 generally I aim for my character to be very good at what they are best at. Then I want to be good at some things to be well rounded. But you can't get close to be good at everything and PF1 rewards specializing. So I just accept that there are a whole lot of things I am poor at. Accordingly I don't try to get any good at using weapons when playing a full arcane caster. A lot of people have posted here who do try to get decent with weapons. I know why they do it and am not saying it is mistaken. But I prefer to structure my character figuring there is more value in just using feats etc. to improve my character elsewhere.
DeathlessOne wrote: And I always, ALWAYS, design my characters so that when (not if) they ever get caught on the front line, the monster immediately regrets it. Whether that is from having poisonous blood, a held charge from a touch spell ready to detonate when I'm struck, or something else... It will cost the enemy much more than I lose when we come into contact. I really like this in principle. But I haven't figured out how to do it efficiently. Poisonous blood works OK, but other ideas seems to use up resources for something that will not do anything if things go to plan.
Mysterious Stranger wrote: Scrolls good for utility and situational spells. If the caster level of the spell is not important or the minimum caster level is sufficient, they are perfect for a scroll. This allows the caster to memorize more combat spells but still have access to other needed spells. Lots of good sense from Mysterious Stranger. I have something to add to the quoted passage. Spontaneous casters have it even better with the use of scrolls if they have one of my favourite magic items, Mnemonic Vestments. Once a day thay can use the niche spell from the scroll... and not expend the scroll.
Bjørn Røyrvik wrote: sometimes this means being pretty useless in combat, unless you want to risk your life giving someone a flanking partner. I think this has way too much chance of that becoming a dead flanking partner. Missile weapons or cantrips, which tend not to do a lot but you can do it as often as you like. Then there are items like a wand of fireballs, but again they tend to show up at higher levels. If none of this appeals, you can play a witch, which always has a powerful alternative to spells in hexes, many of which can be used once a day on each target.
Diego Rossi wrote:
I have a law degree and used to practice. It is hard to see any way of cancelling an open use license or even seriously trying to. My legal knowledge is Australian and hardly up to date but it sounds far fetched. Which is all kind of irrelevant as the financial resources of Paizo and Hasbro are so imbalanced. @Neriathale Your comments about the systems I would almost totally agree with. Except regarding PF2 which I have never played, so I can't really say anything beyond it sounds a bit too much like 5th ed, or 4th ed.
Lord Fyre wrote:
I tried 4th ed after hardly playing D&D for decades and thought it an OK [but no better] system. I found the degree of hate a lot of players had for 4th ed bizarre. Can't you just play something else, or stay with 3.5? I would add that 4th ed changed a lot of things players did not want changed. I have heard the complaint that it "just wasn't D&D" often.
Ozreth wrote:
Ozreth wrote:
I started way back in 1979 when only a starter version of D&D was available in Australia which only went to 3rd level if my memory serves me well. I played a huge amount of Advanced D&D that came next. I overdosed in a major way and played mostly other RPGs for a long time. World of Darkness, Shadow Run, Champions others. For a long time I played D&D reluctantly when there were not better alternatives available or so I thought at the time. Really, I suspect what I saw as faults in D&D were faults in the very early versions which were hopelessly disorganised and encouraged confrontation between players and DM. That and the fact that we were all new to playing and DMing and like beginners in anything made a lot of mistakes. Just an aside, I have been DMing for 46 years and am still learning. I really became more of an enthusiast around the time PF1 appeared. My then group wanted to play it and I was rather surprised to find it was really good. I don't want to abandon such a great game just because it is no longer commercially supported but it keeps getting harder to find players. D&D 5th is OK but PF1 has so many more possibilities. Given my history it should be no surprise I have done little if any revisiting of older versions. For me to get the appropriate nostalgia hit it would involve going way back to AD&D which is markedly inferior. And I don't play with other Great Old Ones who might be inclined to go that far back in time.
Arkat wrote:
I have the same sort of "if it ain't broke don't fix it" approach. And PF1 has so many more possibilities than D&D 5th ed. And I am even older, 64, and should properly be referred to as a "Great Old One". Memory declines with age and learning new systems becomes more difficult. So does sorting between different versions of the same system. I am still playing the 1st iteration of Vampire and Werewolf. Another of my favourite games is Star Wars d20 saga ed. Sadly, aside from World of Darkness [which is still having new material produced despite there being a newer version] these games are dying as far as players go.
Belafon wrote: Those guides are written from a powergamer/optimizer/rules lawyer perspective. You can find several threads on these boards where Ilzury is trying to come up with a way of reading the rules to do something that a class can't do. Every time one idea got shot down, another one with even more convoluted reading would pop up. Just about every one of the guides includes at least one suggestion that only works if you seriously twist the language of the rules. Convoluted reading of language isn't limited to power gamers. There are FAQs which involve equally convoluted readings or even would clearly be wrong if they were not from an official source.
You raise a good point. As far as I know there is no FAQ on this issue either. And the phrase "can select any hex possessed by her spirit or wandering spirit" is, as far as I know, unique to this piece of rules text, so you can't get anywhere by looking for how the phrase is interpreted when used elsewhere in the rules. Which leaves it a matter for a GM ruling. Unless there is something I am missing, which is quite possible I fear. I would rule that you can take any hex you could take if you selected either spirit including generic hexes. Since the rules don't explicitly say, I think it seems right to allow the same choice you would have if you were gaining a hex as a result of going up a level.
Sysryke wrote: Male Kasatha Fighter: the four-armed desert dwellers, using dual wield broken back seaxs and two star knives, current feats and weapon/armor tricks/training/exploits unknown. Your post isn't clear on exactly what this character does. There is this feat- "Multiweapon Fighting (Combat)
Prerequisites: Dex 13, three or more hands. Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands. Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting. Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.' They can quadruple wield their broken back seaxes with only a -2 to hit and take Quick Draw and throw 4 star knives or chakrams a round. That only costs 3 feats, so it is very efficient as well as good. If you add the Blade Boot feat you can have 6 attacks/ round w/o inconvenience.
Joynt Jezebel wrote:
My wondrous GM said yes to Deadly Agility. With Weapon Finesse and an eventual double slice I will get +4 to hit and damage on all my attacks except with a composite longbow at extreme range. My very crowded schedule for feats looks something like this- Level 1 Multiweapon Fighting
I want to see if the groups other 2 spellcasters will agree to take an item creation feat each for the good of all. @Java Man Fine idea. The Darkleaf Leather Lamellar armor is inferior only in having 1 less max dex mod. And it is slightly cheaper.
JDawg75 wrote:
Thanks for the input. I have a lot of feats I need. If I am going to invest so heavily in dex I will likely need my GM to say yes to Deadly Agility. JDawg75 wrote: Dervish Dance (if scimitar is your pick) This feat is good if you want to fight with 1 scimitar. I want 6 attacks in a round... JDawg75 wrote:
I can't be good at everything. If I take Accomplished Sneak Attacker I will get to a max of 5d6 sneak attack at level 16. Then I need to invest in ways of setting it up. I plan on just sneak attacking when the opportunity arises. JDawg75 wrote:
No metal armor for a druid. :( I will need some fairly obvious items to increase my AC. Getting up close and personal with only leather armor is my biggest weakness. JDawg75 wrote: Belt of Dex Ideally combined with a Blinkback Belt. A Blinkback Belt costs only 5k. Combine that with the Quick Draw feat, which has other uses too, and I can throw 4 weapons a round. Ranged weapon combat is my 3rd priority, after melee and spellcasting. Only needing one feat, which is good for melee too, to become a good ranged combatant is very efficient.
A Slayer can take a Ranger combat style which allows you to take feat w/o their usual pre-requisites. You want this one- Weapon and Shield
Of these feats you want most of them. You can do w/o shield focus and greater shield focus but likely don't want to. Aside from that Saving Shield isn't really related to anything else though it is an effect that might prove useful. You want the rest of the feats there and maybe improved 2 weapon fighting and greater 2 weapon fighting eventually. There is a divine ranger combat style that uses trident though not paired with a shield. You may wish to look at it anyway.
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