Mathus Mordrinacht

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I think it's a good idea but you'd have to check with your GM regarding controlling this animal while its burrowing. If the badger burrows 20 feet into rock and doesn't find an exit, consider a trick that stops him and brings him back to you.

How large the tunnels it makes is a factor. They're only 4 feet high so the tunnels it makes won't allow people to walk through comfortably. This means even when his tunnels do connect you'll still have to crawl through (unless you are Small size). Depending on the type of stone and the length of the tunnel, structural integrity may come into play. Having a Dwarf in the party would be useful here.

Also, have a plan for what happens when your Badger gets attacked (which is highly likely) since he'll be the first one in the room. Dress him up in some armour and consider him locked in combat (as per his fearless temper) the moment he gets hit. This may make your ferocious pet somewhat expendable so don't get too attached to him as he tunnels towards the dragon's lair.

Some GMs may consider some rock too hard for even a Dire Badger's claws. While tunneling through Sandstone wouldn't be too hard, getting through Granite would be very slow going indeed. Check with your GM before investing, especially if your dungeoning in places where the stone is really hard.

Like I said, I think it's a good idea. I play a Druid and while I haven't gone into Dire Badger form yet, I'm waiting for the opportunity where I need to tunnel through something and have my allies follow.


Recently I escaped from a (PvP) combat with my Level 10 Druid PC using a Standard Action to shift into Earth Elemental Form and then a Move Action to Earth Glide straight down. I assume this is legal as my GM allowed it.

This got me thinking, what other methods exist for PC (or NPCs) to escape combat in a single round?

Obviously the Arcane spells such as Dimension Door and Teleport serve this purpose and Clerics have Word of Recall but I'm curious if other people have unusual stories of getting away.


I'd recommend a Bird of some type too, maybe a Roc. If this Druid is high level (9th or higher), consider that she may have cast Awaken on a few more animals granting her intelligent allies who could help her Animal Companion in these insidious raids against the city.


I'd suggest Admixture rather than Conjuration (Teleportation). Being able to switch energy types for blast spells is something that is otherwise tricky to do. Definately take the trait Magical Lineage and the feats Spell Focus (Evocation) and Spell Specialization to round out the Blockbuster skill set. Once you have those, then check which is being used more, blasting or summoning. If you want to summon, the Spell Focus (Conjuration) and Augument Summoning path lies ahead. Find room for Improved Initiative, Improved Familiar, Spell Penetration and suddenly you're feat starved like the rest of us. A Blockbuster Wizard often needs to act like a God wizard when fighting BBEG's anyway so with the versatility of arcane spells at your disposable mixing the two styles isn't too difficult.


Why not make two NPCs? One rogue, one diviner? While a single spy master is a nice concept, spies working together get better results.


Isadork wrote:
I think the answer is in the description. "You can observe a creature at any distance."

I think I agree with this, although I like the idea of a Scrying spell that allows the caster's allies to also see what is happening through the focus. I think I will make a house rule where the spell can be cast at +1 level to allow for this (and also for the allies to share the caster's senses.)


The scrying spell seems pretty specific in that it uses the phrase "You can observe a creature at any distance." but remember that the focus for this spell is either a mirror or a pool of water.

Can you allies gather around to watch what you are scrying? If so, could they cast spells like Message through the caster's Focus/Sensor? Would they gain access to the caster's senses such as Darkvision?


As a house rule, would it break the game if I gave the rogue class the following;

Full BAB
Good Fort Saves (as well as Reflex)

That's it. Would this make the Rogue on par with Fighters? Competitive with Rangers and Paladins? Too powerful? Considering that Rogues often have to flank in melee it feels to me that they need a little power boost.

Thoughts welcome.


This is a very good series of posts. I'm looking forward to seeing it collated into a google document so it can be placed on the stickies. My next campaign will be Way of the Wicked so hopefully I'll be able to convince one of my players to aim for the Diabolist PrC


An alchemist is a good idea. Stinking Cloud bombs could prevent pursuit.


I have a concept for a Small Sized Witch (Halfling, Gnome, etc.) mounted on a wolf or similar animal. This is to help me move around the battlefield, keeping within 30 feet of enemies and cackling away.

Now I don't believe that the witch class comes with a medium sized animal as a mount. Even the Animal Patron spell doesn’t include access to the medium sized mount. The witch does get a familiar however, which is great.

My question, is what is the best way to gain a mount in the game. I’m not really keen on dipping into one level of Cavalier or Druid although I may have to. Is there a feat that allows access to a mount? Figurines of Wonderous Power are an option but they have limited duration, same with spells such as Mount and Phantom Steed. Any advice is welcome.


Searing light, that's may lazor!!


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The Black Pudding Sewerage Company, established 1995


Thanks for the answers guys! I think i've gotten my head around the options of Grappling in Dire Tiger form now.

One more question however regarding the movement and AoO while grappling. If my ally does get an AoO when I move my foe, is there any penalty for him hitting into a grapple? Does the enemy gain a AC bonus because he is being grappled and is thus harder to hit? Obviously the -4 DEX penalty due to being grappled would come into play for my foe.


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As a sixth level druid in dire tiger form, I pounce my medium sized foe and attack with a bite and two claws. All three attacks hit, I roll damage, and then get three Grab attempts, of which all three succeed.

My foe acts and tries to break the grapple and fails, unable to beat my CMD

On my next action, I roll my CMB at +5 to maintain the grapple and succeed. I have a few options now, such as pinning or moving my opponent, but I just want to deal damage.

Do all of my three natural attacks auto succeed, or only one? Would have breaking the grapple as a free action, then full attacking be better in terms of damage output? At level eight, when I get rake, give me auto damage for rake in the same situation?

Also, if I had chosen to move my for action instead, would moving my foe through an ally's threatened area provide an attack of opportunity for my ally?


Thanks for the answers! Very much appreciate


I have a druid player who just hit level six and can wildshape into a small air elemental, fly speed 60'. He has a druid's vestment, so one extra wild shape per day. How many miles could he cover in one day? He's claiming he can fly 100 miles in 12-14 hours.


I was in a game with an annoying overweight elf once. I think the player just wanted to poke fun at elves for being so slender so he made the most obese elf possible. When we found a Ring of Wishes with one charge left, I wished that the elf would be thin. While the effects were purely cosmetic in regards to gameplay, the look on the elf player’s face when he realized I was serious was priceless.


Druids are proficient with short spears and spears, which I've always assumed meant long spear.


Druids like Dire Tiger and Allosaurus for Combat, Dire Badgers for Burrowing through stone, Giant Octopus for underwater combat and Air Elementals for flying.


18's in STR and WIS. Dump CHA. For a combat Druid, take feats like Toughness, Improved Initiative and Power Attack at Level 3 (consider Combat Relfexes and Craft Wonderous Item as alternate feats). Pick up a longspear and wield it two-handed until you can Wildshape at Level 4. Pick up a sling. Pick up smokesticks to use with the faerie fire spell. Pick up a 750gp wand of cure light wounds. Select an Animal Companion.


Grappling in wild shape (level 6) is better than the Improved Grapple feat chain as your attacks will allow a free grapple check after you successfully hit rather than doing a grapple combat maneuver like a fighter which doesn't do any immediate damage. Also, your animal form grapples will be at +4

Don't expect to be able to do too much at level 3 though. Buff you allies / pet and use a long spear in combqt .


What level is your character?


Its worth looking at various boardgames like Descent or Hero Quest. For the price, games like these can get you a lot of minis.


As my group's main GM I found it difficult this year to return to the role of player after running an ongoing chronicle for years. The key I learn was to be patient and relaxed. Focus on the story, not the rules, and let your fellow players shine. While the new GM will invariably make mistakes or simply rule calls you won't agree with, your first, second and third goal for the session is simply to have fun. This may take some practice.


As a Druid, I enjoy casting Faerie Fire on an opponent and then using Obscuring Mist (or a Smokestick) so they can't see me but I can see them.


I remember finding this awesome cantrip in another Paizo thread from a player (HawaiianWarrior) who made a blind wizard. It may provide a solution for your Blind Oracle.

Manaster's Surrogate Eye
School: Necromancy
Level: Sorcerer/Wizard 0
Casting Time: 1 standard action
Components: V, S, M (one eyeball)
Range: Close (10 ft. + 5ft./lvl)
Effect: magical sight
Duration: 1 day
Saving Throw: none; Spell Resistance: no
Description: By casting this spell, you are able to magically see through the eyeballs of another creature. The creature must be dead (not undead) when the spell is cast, and the spell can only be cast on the same eyeball one time. The caster can not see through both his eye and the surrogate eye at the same time, and switching between normal sight at that provided by the surrogate eye causes the caster to be dazzled for 1 round. The eyeball can move under magical propulsion to gaze in any direction. After 24 hours, the eyeball ceases to function and a new eye must be enchanted. Using a creature's eye grants all natural sight-based abilities of the eye, such as darkvision, petrification, etc. as if being used by a creature of your level. Eyeballs have 1 hit point and 0 Toughness and are destroyed instantly by a targeted spell that does damage.

"made for a lot of fun because he would kneel down and carve the eyes out of vanquished foes, storing them in little belt jars full of formaldehyde. He had a special magical staff crafted to have a glass bulb on the end which screwed off, so he could place an eyeball in there, screw it back on, then have it floating around at the top of his staff. This came in particularly handy when we needed to peek around corners or in holes"


I've only ever seen elementals use natural attacks. While an earth elemental wielding a scythe would look intimidating, I doubt any GM would approve it so you're probably going to have to rely on slam attacks. Be careful of walking places that can't support your weight!


The Druid is Chaotic Neutral and follows the Green Faith. The innkeeper ripped him off only 320gp so I don't want it to get violent and I want it to be subtle. Giving him a disease runs the risk of innocent people getting infected.

I've found the spell Exile of Nature which looks perfect for the situation.


Deuxhero, there are Druid archtypes that allow influence over vermin, which I think termites would be considered. I like the idea of Summon Swarm for things like spiders (houseruled termites?) but the duration is too short.

EWHM, skunks sound like a good idea, epecially for a return visit if he doesn't change his ways.

I thought there were spells for rusting metal and rotting wood but I can't seem to find any.


I agree with Druids being mercurial in their behaviour, like the ocean or a river, but causing a famine over small violation would easily be an overreaction (my druid has family in the town!) and frowned upon by the GM. I want something personal that would affect the innkeeper's profits or reputation.


I’m currently playing a 6th level druid in a campaign where the local innkeeper has cheated my character of some gold and now I want revenge.

I don’t want to cause any permanent harm to the innkeeper or his guests however I want to make sure that he receives some consequences for messing with a druid. So far my plan is to sneak into the inn in the dead of night in rat form (Natural Spell feat), Charm Animal/Wild Empathy any cats, cast Neutralize Poison on his finest casks of whiskey, Decompose Corpse on his finest cured meat and possibly Soften Earth and Stone on some of the inn’s ‘less important’ foundations. It’s a typical fantasy inn, with a large common room with rooms upstairs for the guests. There are old weapons, stag and boar heads on the walls with a large green dragon’s head above the main fireplace. The innkeeper and his wife reside in the inn.

Currently I’d like him to be unaware of my direct involvement. Does anyone have any suggestions for what other pranks I could perform?


My bad, the net is more expensive than I originally said. Still, an ordinary or even a masterwork version would be fine.


For a little over 2k you could buy a ghost touch net. Combined with your True Strike spell (and Invisibility) you should be able to net most opponents (including pesky incorporeal ones), even with the -4 to hit and remembering it's a touch attack. Considering you're an inquisitor, sometimes capturing your enemies is part of the job.


And I would have gotten away with it, too, if it wasn't for you meddling kids!


One trick is to wildshape as a Dire Ape (level 6 iirc), a good combat form (10' reach is the real selling point) and use wands when needed with wild speech. I would argue that the Dire Ape form would also allow you to use a longspear, allowing you to threaten opponents 15' away!


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A good class guide makes the reader want play a character of that class. This is a class good guide. Good work.


IF you cannot use Ghost Sound to produce intelligble speech, then which spell would work for the following effect?

You're in a dungeon and futher down the hallway, about 50 feet, you can hear a little girl crying, she quietly implores into the gloom "please, please help me".

This is an illusionary sound, not made by Ventriloquism (which states "your voice or any sound that you can normally make vocally" and you definitely don't do falsettos).

So which spell does the trickster use for this effect?


Good question Mr Hoover. I started this thread as I'm about to play a druid and thought I could get around the need to buy the wild speech feat with a trait that gave me access to ghost sound. With the ghost sound cantrip I could 'talk' to the party while in wild shape, albeit in a more roundabout way.

Granted, some of the arguments here make sense why my plan wouldn't work, especially the point of what I am trying to do should be done by the ventriloquism spell instead but I also play a wizard who enjoys illusions and have used ghost sound to create speech in games past. I've also used this cantrip for NPCs, tricky satyrs, rogues with minor magic, even a magic music box that plays a sad tune when opened, made only with the ghost sound cantrip, and you know what, it hasn't broken the game.

When a loophole is found in a rule though, the trick is to fix it without breaking the original intent. The original intent of ghost sound was to, in my mind, to allow players creativity in its effect, hence the vague spell description, and thus our debate in what exactly is its effect.


By this logic, you can only create a cacophany of fart noises, not three long farts followed by three short farts? Wow, some GM's are way too harsh on this spell. What happened to "The noise a ghost sound spell produces can be virtually any type of sound within the volume limit"?


I see your point, Ventriloquism leaves no doubt that intelligible speech is the result, and Ghost Sound is poorly written. It's hard to say a cantrip does an effect exactly just like a higher level spell, case in point, a 1st level spell which is clearly designed to do that one thing. I enjoyed the debate though.


Personally, I believe that Ghost Sound does allow intelligible speech, it makes sense from a story point of view and illusionists would quickly demand an equivalent 1st or 2nd level spell if it didn't. Besides, the spell does mention 'talking' which (in agreement with Wraithstrike) I consider falls under intelligible.

However I do see the opposing point of view considering the level of the spell, and the poor wording of its description. I am intrigued if the FAQ is answered and resolves this.


Major Image doesn't *specifically* say intelligible speech is possible either! Dammit, this rabbit hole doesn't stop!

"if you have an example of actual talking that is not intelligible" - yeah, that would be me after a few drinks!


Halfling Bard Rodney Dangerfield


The core rules, under figments, state "A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can."

Does Ghost Sound's spell description fit this criteria?


38 people marked this as FAQ candidate. Answered in the FAQ.

The spell description does say "talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit."

However, expicitly, can the spell create intelligible speech?


I never said "instead of having natural spell". Imbicatus is right, you the Natural Spell feat in conjuction with ghost sound.

Tinalles, did you really read up on the Ghost Sound spell? "Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit."

Virtually any type of sound...


One trick I have is to pick up the Trait, Two-World Magic for Ghost Sound, allowing you to cast it and 'speak' while Wild Shaped

http://www.d20pfsrd.com/traits/magic-traits/two-world-magic


"be like palpatine" is very open ended.

You could build a Rogue Master Spy, a straight Anti-Paladin or even a Wizard and still "be like palpatine". Emperor Palpatine is character full of plots, intrigue and hidden power so no combination of Pathfinder Classes is going to match exactly what that character can do. Think about what roles you want to be able to do.


"Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level."


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