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Magus Remaster when?


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So, my gm has allowed me to play a Redeemed succubus based off of the character Arushalae from the Wrath of the Riteous AP.
Basically, Chaotic Good, energy drain got replaced with a weird breath of life and restoration crossbreed ability that costs a negative level each time it's used, and kept the gift but the bonus is now a sacred bonus instead of profane.
Other than that, still a succubus. I was planning on going rogue/shadowdancer, but I was wondering if there were any other good options y'all might build something like that into.


Darksol the Painbringer wrote:
Arcanists don't have spell slots, though. They have spells per day like the Sorcerer. So, while they may not lose any spells to prepare for the day for them to cast from, they do lose spells to cast for the day since those are neither spell slots or prepared spells, and can make the option to prepare said spells quite irrelevant.

Yes they do. Arcanists prepare a number of spells known and cast them as spontaneous spells from their available spell slots like sorcerers. Spell slots refers to the number of spells per day per spell level a character has. Sorcerers are just universal slots.

Also, negative levels are simply penalties, much like ability damage. they don't actually adjust your level. They just apply penalties your your level-dependent variables and statistics.


I have a few scenarios to work through here.

Scenario 1:
Arcane Trickster with Improved Unarmed Strike casts shocking grasp, holds the charge for a round then moves in and punches a target in the kidneys.

What gets extra dice from steak attack? Does the punch get the dice? Does the spell get the dice? Do you get to pick or split the dice? Or, do they both get the dice each?

All Sneak Attack says on the matter is: "The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target."

Under "Holding the Charge" it says: "If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges."

It never says that the spell is just extra damage dice, it says that the spell discharges, aka: the spell takes effect.

Now, normally you can sneak attack with Shocking Grasp without having to to punch someone, just touch them, so it is an attack in its own right. It seems like you are simply resolving 2 attacks with one roll. It remains to be said that it is still rather cloudy.

Scenario 2:
Similar principle, Monster with at-will spell-like touch attack and a level of rogue uses a Conductive weapon.

I have seen many people claim that the damage from the ability is tied to the enchantment but the wording is "When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands."

To me this implies that the damage is from the ability, not the enchantment. The enchantment just allows the ability and the attack to work in concert.

Same questions as before.


Change Shape is a Supernatural Ability.
Supernatural Abilities are affected by Anti-magic Fields.
Supernatural Abilities are not subject to Dispel Magic.
That is all you need to know as far as whether or not they remain in their Change Shape appearance while in an AMF. They don't. Nor can they be pulled out of them with Dispel Magic.

In regards to detect magic being a powerful cantrip? Well, lets take a look.

Detect Magic gives you the strength of the magical aura of an ongoing magical effect after 3 rounds of concentration. That's basically all that matters for what we're doing.

You can then use Spellcraft and Knowledge Arcana in conjunction with Detect Magic to (I am omitting obviously irrelevant things like deciphering scrolls):

1)Identify a spell as it is being cast.
2)Identify auras while using detect magic.
3)Identify a spell effect that is in place.

1) Change shape is not a spell, nor is it being cast thus it cannot be identified this way.
2) Identify aura: ok cool, its a transmutation magic that is ongoing... could be nearly ANYTHING.
3) This is where it gets tricky. Is CS, or is CS not an on-going spell-effect? "This ability functions as a polymorph spell, the type of which is listed in the creature's description..." Ok, so yeah, you can identify the spell the ability is based on. But what does that get you, and how can you get around it?

So a succubus approaches your party. Wizard spends 3 rounds concentrating on detect magic to get the aura, it's a weak aura, based on a lvl 2 spell (alter shape). Turn 4 he gets the type of spell (Transmutation), turn 5 he gets that she is under the effects of an Alter Self spell. Cool. A chick with Alter Self on her has approached your party. What do now?
Nudge your paladin buddy to detect evil. He receives a ping with a Strong Aura. What does that tell you? It is an aligned character with 26-50 HD, highly unlikely. Could be an undead with 9-20 HD, that is kinda scary with how wide that variable is. Or it could be an Evil Outsider or an Evil Cleric with 5-10 HD. Everyone knows clerics don't usually have access to Alter Self, nor do undead. All that realistically leaves is outsiders. Evil outsiders with alter self? Succubus, if you can get the knowledge roll.

So, between the 2 detect spells and some skill checks you have spent 8 rounds trying to figure out what the heck is going on. That is a LOT of time. One problem, any succubus worth her salt will have a ring of mind-shielding or be under the effects of non-detection. The ring shuts down Detect Evil, now she's back to being just some chick with Alter Self on. You could spend that time trying to identify her ring from a distance, but all you will get is a minor aura of abjuration without being able to closely inspect the ring. If she had time to hit the ring with a magic aura spell, then you are SOL, its mundane as far as you can tell. Better yet, if she had been the subject of a non-detection spell, then you can't detect anything on her, no alignment, no magical auras, nothing. Good luck making that perception check to see though her disguise!

A well prepared shapechanger gives zero F*&^S about a cantrip like detect magic or detect alignment. How much power is in the hands of players is entirely dictated by the GM and if the GM is competent, the players would never know. Something like detect magic is easily overcome if you know what you are doing.

Now, onto the brief mention of using Detect Magic to see invisible creatures... That is so risky it's... no, but for prosperity's sake, lets see why.

Detect magic gives you the knowledge that magic is in front of you on turn 1, if anyone from your party is in front of you, you don't notice an invisible thing. Round 2, if they are still in your cone of vision, you get the number of auras. At this point you might notice how many auras are there being up 1 from normal, highly unlikely though. Round 3, locations. If they stayed in front of the caster for 3 rounds, they did something wrong, but, suppose they are that dumb. You notice an aura that is out of place! Good job magic man. But, what is it? Turn 4, it's Illusion! WHELP! That's not good, how about turn 5? Oh its Invisibility or its greater form. It has now had 4-5 turns to eat your face.

If that was an Assassin with greater invisibility walking along side you? Free death attack, and you never knew he was there, even with your detect magic. As far as the party is concerned that could have even been a trap that the rogue missed rather than an NPC.

Detect Magic only solves problems that give you enough time to solve them. This is why it is a cantrip, it is truly only useful out-side of combat scenarios. For those, you have Arcane Sight, See Invisibility, True Seeing, etc.


So then as a feat that is required to make certain items but not an item creation feat in-and-of itself, I can take a non-mythic character and make those mythic items by increasing the DC to craft by 5? Because that's how that works in that circumstance.


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Mythic Crafter (Mythic)

So... This thing.

One of the players has the Archmage path ability Crafting Mastery (Ex)
As it stands, I have run into a snag on how to handle it.
I have one of several solutions that become apparent.
•Make Mythic Crafter an item creation feat which allows the player to use it via path ability. (This goes against RAW but feels RAI)
•As above but also limit Crafting Mastery to non-mythic feats. (Feels RAI as well but also heavy handed)
•Allow it to be bypassed with item creation rules by adding +5 to the DC.(Which goes against the convention of what mythic is by allowing anything to bypass it despite this being RAW)
•I can make a spot exception saying this non-item-creation feat is an exception to the item creation rules. Disallowing it to be bypassed. (Which feels heavy handed)
•I can change the rules of item creation saying that no feats involved in crafting can be bypassed. (Such as metamagic feats for metamagic rods, doesn't feel as heavy handed but nukes rod crafting)

When I say it goes not/in favor of RAW I mean that as written, it lacks the tag (Item Creation) next to (Mythic)

Some considerations, Eschew Materials (Mythic) is a weaker version of the path ability Component Freedom. While this is only available to the Archmage, anyone can gain access to it by use of the feat Dual Path. Which in turn allows them to bypass the Mythic Crafter feat if it is an item creation feat by taking the Archmage's Crafting Mastery then.

So two questions come down.
Is Mythic Crafter an Item Creation feat or not?
Does Crafting Mastery allow the crafting of Mythic Magic Items?


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Have you tried using the Advanced Weapon Training from the fighter?
Fighter's Finesse (Ex) The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.

You can access this option as early as 5th level by using the feat
Advanced Weapon Training (Combat).


Just want to necro this long enough to put down a few insights for future perusers and put in a neat summary and a couple observations of the thread.

You can cast from a spellbook, not just a scroll, "as if she knew that spell." This means that you use your own caster-level.

Read magic is only needed to be cast once. Read Magic states: "Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic."
This means: cast RM, read the spellbook once, never need to cast RM again to use any spell in the spellbook with a mnemonic vestment.

Item creation rules give the price modifier for items with charges/day. Mnemonic Vestment has 1 charge/day. Base Price/(5/charges per day.) Thus, Mnemonic Vestment could arguably be priced at 5k per charge/day. (This is of course subject to GM approval.)

In addition, you do not need to be a spontaneous caster to craft it. It is simply another prerequisite. "The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory."
I would like to call attention to the part where it says that the ONLY exception is the requisite crafting feat. As such, the DC to create the Vestment without the spell, while being a wizard is 27.


Scavion wrote:

Er, because after you become stone, any kind of sculpting is very likely to flat out kill you if you were then to be Stone to Fleshed.

A gory end to be sure.

Blood spouting from where limbs used to be attached, blood no longer reaching areas that were previously aligned with veins, and no longer attached nervous systems...

Maybe?

Flesh to stone states:
"The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch."

A resculpted statue is a whole and intact object.

Then there is Stone to flesh:
"This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn an animated stone statue into an animated flesh statue, but an ordinary statue would become a mass of inert flesh in the shape of the statue. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone."

So.. there is a creature with a life force within the sculpture to prevent the newly shaped, whole and intact sculpture from becoming an inert lump of flesh. How would people go about resolving this?


So, I had a thought today. What happens if you use contingency to use Fabricate to sculpt yourself after you turn yourself to stone (like putting on wings, cosmetic changes, turn yourself into a dragon, etc), then have a follower or something use Stone to Flesh to un-petrify you?

Edit: Just realized that contingency requires casting the secondary spell, so fabricating yourself wouldn't work. You can still have the follower do it though.


Wooo, Necro-time. So! One key thing about Geas/Quest is that it is a language dependent spell. What this means is that casting the spell requires the target to be able to hear and comprehend you. An unconscious creature cannot do that. Nor will it successfully cast in a zone of silence, etc. Now, if you cast it as a silent spell... I have no idea how Silent Spell interacts with language dependent spells.


What about in the opposite direction? Does Ability Damage stop you from using a feat? Not as far as I know. Drain would though.

Something I've run into just recently. Character with 8 strength uses Bull's Strength to get the +4 enhancement bonus to Strength, then for whatever reason, takes ~10 points of Strength Damage. More than enough to sink his normal score but not his enhanced score. Does he fall unconscious?


So, the trait Infernal Influence adds 1 fire resistance.
The Infernal Bloodline adds 5 at 3rd level.

Do these combine into 6 Fire resist or just upgrade to the highest individual resistance?

Do you have a source?

How would you rule it at your table?


Go monk and pick up an item that has use/day of chill touch. Proceed to browbeat things with your icy fist of juicetus.

Or, you could go rogue and deliver sneak attacks with vampiric touch. Your sneak attacks practically double as caster level, damage wise.


Ranged Chicanery is used with Mage Hand specifically, and has a base range of 25 ft.

Ranged Legerdemain doesn't use Mage Hand, and has a specified range of 30 ft.

When you have both, do you reduce the DC increase by 5 for both abilities or just one of them?

Can you then start using Legerdemain at ranges greater than 30 ft or can you only do that with the use of Mage Hand and Chicanery?


Archae wrote:

Damage dice itself refers to a group of dice used for damage, that would be the collective anyway.

The problem with this is that he goes on to say that there is nothing that specifically references damage dice as a collective. It is rather frustrating.


My GM believes that weapon "damage dice" is strictly a plural noun. However, I have been arguing that it is a collective noun. Specifically in the difference in how the feat Mythic Vital Strike stats out its damage. He believes that because "dice" is strictly plural that it cannot be a collective noun.

Are there any literary or grammatical devices that I can reference to help convince him of my interpretation?


5 people marked this as FAQ candidate.

"Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat."

I believe that "damage dice" is a collective noun that refers to the dice rolled by the weapon as a singular collective. However my GM is reading it as the individual dice that are rolled, because "dice" is strictly a plural noun.

This causes the discrepancy where a greatsword dealing 2d6+6 would do 4d6+12 in my mind but to him does 4d6+18 as he is multiplying the flat damage by the number of dice rolled and not the number of times the damage dice are rolled.

If it was intended the way I think it is supposed to work, it should have been worded: "by the number of times you roll damage dice for that feat."

So, is that really how it works?


OldSkoolRPG wrote:
You can make the check while being observed but if you don't end your turn in concealment or cover then your stealth ends.

Nothing in the stealth skill, short of saying that you can't stealth while observed, says that you are required to end your turn within cover or concealment to be stay hidden. Only breaking stealth by going from one source of cover/concealment to another without the use of Hide in Plain Sight requires that for you to remain hidden.

Despite this I have found that my book is outdated and the very spoiler on Stealth that I posted answered my own question. Stealth grants total concealment to creatures that succeed on their stealth check against creatures that fail their perception checks.

Concealment(Combat):

To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.

When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks.

In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists.

Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally—if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.

Concealment and Stealth Checks: You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check.

Total Concealment: If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

Ignoring Concealment: Concealment isn't always effective. An area of dim lighting or darkness doesn't provide any concealment against an opponent with darkvision. Characters with low-light vision can see clearly for a greater distance than other characters with the same light source. Although invisibility provides total concealment, sighted opponents may still make Perception checks to notice the location of an invisible character. An invisible character gains a +20 bonus on Stealth checks if moving, or a +40 bonus on Stealth checks when not moving (even though opponents can't see you, they might be able to figure out where you are from other visual or auditory clues).

Varying Degrees of Concealment: Certain situations may provide more or less than typical concealment, and modify the miss chance accordingly.

And this feeds back into the spiral that is sneak attacks from stealth... ugh.


This delves into the mosh-pit that is stealth so if you abandon ship now, I can't hold a grudge.

Here's the setup. A character with Hide in Plain Sight(Ex.) while being chased, stops moving and rolls a stealth check (while being directly observed). Instead of relocating, he decides to simply remain stationary. Even though they fail their spot checks, one of the pursuers happens to have scent and locates the square the person is in or one just decides to be suspicious and attack the spot the character was in.

How is that attack resolved? I can find nothing about attacking something you can't see without having the prerequisite of being blinded or the target having invisibility. After all, being hidden by stealth does not say that it grants you any miss chance, concealment, invisibility or treat your unseeing plebians as blind.

Hide in Plain Sight(Ex) allows a character to make a stealth check "While being observed."

These are all the almost relevant sections I could find on attacking unseen foes in one way or another.

Stealth(Skill):

(Dex; Armor Check Penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.

Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.

If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.

If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).

Darkness(Environment):
Darkness
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal or low-light vision can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.

In many cases, some characters or monsters might be able to see while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness.

Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via sneak attack or a duelist's precise strike ability).

Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.

All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.

A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC.

A blinded creature takes a –4 penalty on Perception checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.

Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.

A creature blinded by darkness can make a Perception check as a free action each round in order to locate foes (DC equal to opponents' Stealth checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It's almost impossible to pinpoint the location of an unseen creature. A Perception check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature).

A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.

If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).

A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.

Blinded(Condition):
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Invisible(Condition):
Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See Invisibility, under Special Abilities.


Snorter wrote:

It also lists sickened and nauseated as separate conditions, which they are, but there are several situations where one can often deteriorate into the other (fail a second save vs sickened, become nauseated).

There's also fatigue and exhaustion, where two applications of the former condition can often inflict the latter.

I think it's totally understandable why a GM would thing that dazed is a lesser form of stunned.
Both words have a similar meaning, in the English language, and are used interchangably by non-gamers.
The game effects of both are also similar in nature, but alter in strength.
It is an intuitive conclusion to make, and doesn't imply the GM has it in for his players.

If they are unrelated conditions, then any conversation to rectify a ruling should be made politely and diplomatically, giving the GM the benefit of the doubt, that an honest mistake was made.

Time for some necromancy.

So, one thing to note. Each status, even if it is a lesser/more extreme version of another, is still listed separately. Thus, if it says immune to stun but does not say immune to daze, then it is not immune to daze.


I too would like a clarification on this.


If you can get your GM to approve using total caster level as both classes are charisma casters, I would solidly go for Liberating Command.


Disregard my comment about the FC option. It adds to the spellbook not spells known. A very important distinction.


Lets not forget that Intensify Spell is an extra missile at CL 11 and 13. There is also the Magical Lineage(Magic) and Metamagic Master (Regional) traits for overcoming Metamagic costs.

Arcane Thesis from 3.5 is nifty. +2 CL and -1 spell lvl increase from each metamagic feat. Rendering Toppling, Intensify, Silent, Still and Piercing Spell free of increased cost. Empowered+Maximized at only +3 total or +1 with the traits.

Seeking Spell, Echoing Spell, Quickened, Dazing, Thundering, Sickening, Heighten. All these are good in their own way. Mixing Dazing with heighten is dangerously fun.


An important thing to note about an Arcanist is the line:
"Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare."
Which interacts with the human racial favored class option of learning an additional spell each level in an awkward way.


If you want out of a grapple, I suggest Liberating Command followed by a Dimensional Slide. Lets also not forget that Grease adds +10 to your CMB/Esc Art./CMD for getting out of a grapple.


I put together a spellbook utility on an excel sheet and put it on GDocs.

This is the sheet: Spellbook 2.0

I created it for easily managing the costs and inventory of a conventional Spellbook(s)

To Use:
Download the Excel sheet so you have your own copy to modify.
To mark a spell in the spellbook enter any character into the cell to the right of the spell.
Be sure to fill out the colored fields.
The "Wizard?" field is a true/false thing. Clear the corresponding cell to have calculations done as an Arcanist.

All content is from the D20PFSRD site at the time of the sheets creation. I will not be updating the sheet should it become outdated.
I tried to make the sheet easily modifiable should any more spells be added, but it is on you to add them to your own sheets.

I hope you guys enjoy this little utility.

All material is probably property of paizo yadda yadda...


It is not bleed damage of any kind. It is just "extra points of damage." See the first to second printing errata of the Ultimate Combat book. (Update 1.1)


Simulacrum's creature type is whatever you copy, this also includes it's ability scores, alignment etc. Fasthealing and regeneration do not function specifically because they HEAL the simulacrum which has special notation on ways to fix/heal it. For additional information, JJ said some stuff here: Simulacrum Top16 FAQ.


Don't forget Magic Item Crafting and the Anticipate Peril Spell.

4,000 gp/+1 Insight to Initiative (Max +5)

CL x 1 x 2000 x 2*

*:x2 cost for duration of 1 min/level


Combining Pugwampi's Grace and Persistent Spell actually requires them to roll 4 times and take the lowest... Well, more like roll twice, if they succeed both, roll twice again.

Persistent Spell wrote:

Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect.

If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw


Guys, lets not forget that Blood Money is a continuous magical effect transmuting your blood for one round and that fabricate cant be used on or to make magical materials/items.
Your blood while under the effects of blood money is a magical substance/item, so no dice on fabricating blood money.


Troubleshooter wrote:
Alternately, one could argue that line of effect is drawn through to the astral plane, across it, and back through to the material plane. The wall is not in the line of effect.

Wall of FORCE affects all overlapping planes, as does every force effect.


LazarX wrote:

The only thing you can put into wand construction besides the spell itself are feats. Keep in mind that you are still held to the level 4 limit and none of your traits can reduce the metamagic adjustment to a spell level placed inside a wand.

Nor can your traits affect the casting of a wand made by you or anyone else.

Ah, but the trait Magical Lineage affects the spell itself. Upon creation of an item you have to apply the metamagic to the spell, then it is used in the creation of the wand.

Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Another thing to keep in mind: what happens if a character uses the Arcane Thesis FEAT from 3.5? That is a feat, thus that can be applied, right? so why not the trait? I am aware that is getting outside of PFS but given how many of us use 3.5 stuff, I feel it is a legitimate point to bring up.


What happens if it takes over a rogue? Does it add its sneak attack to the rogues or just use the larger of the two die pools?

I ask because our party got wiped by Int Devourers and now our new characters are being sent in to figure out what happened. My old character was a Rogue/Shadow Dancer with 3d6 Sneak Attack. If it is being controlled it could have 3d6 or 6d6 depending on how it works. I am also curious how it would interact with the Summon Shadow (Su) ability. I kind of miss my shadow of Steve from accounting.


Not to necro this post or anything but, what about languages?


Alexander Augunas wrote:
Read this. It will (probably) help you.

Nifty blog about considering what is appropriate for an encounter but I am asking about the wording and its relevance from Appendix 4: Monsters as PCs from the Beastiary.


"It is recommended that for every 3 levels gained by the
group, the monster character should gain an extra level,
received halfway between the 2nd and 3rd levels. Repeat
this process a number of times equal to half the monster’s
CR, rounded down." -Beastiary, p.314

Some GMs will have a player round up to nullify that 1 CR that usually gets in the way of keeping up with the group. The way I read the passage makes it a moot point. The first half of that passage says to give an extra level between 2 and 3. The second half says to Repeat this process additional times 1/2 CR rounded down.

To repeat something is to do something that has already been done.

Is my perception on this reading appropriate?

I did not want to necro any old posts on various related topics from three years ago as well as attempt to bring this wording to attention.