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I’ve read the Spiritualist Path Power for the Hedgewitch in Ultimate Spheres of Power, and I want to make sure I understand the limits of the power.
As written:

“The spiritualist’s may channel spirit allies into herself, temporarily gaining their knowledge and power. As a standard action, she may grant herself the benefit of any one magic talent she does not possess. This effect lasts for 1 minute per hedgewitch level. The spiritualist must possess that talent’s base sphere and meet any prerequisites (if an advanced talent).
She may use this ability a number of times per day equal to 3 +1/2 her hedgewitch level (minimum 1).”

Question 1: Is “the benefit” of the talent granting just one activation, or is it granting knowledge of the talent to use as often as I can within the time limit? As written, it seems like it is a single activation, but one of the optional Path Secrets you can later select for the class is worded as follows:

“Infuse Other: As a standard action, she may touch a willing target and spend 2 uses of the spiritualism path power to grant knowledge of a magic talent to that ally for 1 minute. The target must possess the casting class feature and uses its own spell points and caster level if granted a magic talent”.

It would be odd if you could grant an ally better access than you could obtain yourself, but if it was meant to be the same thing, I can’t work out why clearer language (“knowledge of a magic talent”) wasn’t used in both instances.

Question 2: If the power grants “the benefit” of the talent, do I need to also spend spell points to activate it?

In this case I think the correct answer would depend on the answer to Question 1. If “the benefit” is a single activation, then possibly the concept of “the benefit” was meant to include the activation cost. If the “the benefit” is knowledge of a magic talent that can be activated multiple times then it wouldn’t be reasonable to expect the spell point cost to be included.

Thanks for taking the time to read my question.


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I clicked on this thread looking for funnier histrionics


Are there any non-core classes (besides the alchemist) that are expected to be released soon after the release of the new edition (in terms of product release dates)?

When will we see Arcanists, Witches, Kineticists, Slayers, Psychics, Shamans and so on in the second edition?


Just a question about how the Kineticist’s omnikinesis class feature works for simple blasts in conjunction with Gather Power.

The first part of the description for omnikinesis says that “By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know”. That seems pretty straightforward.

The second part of the description says that “By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions)”.

Looking to Gather Power, the FAQ http://paizo.com/paizo/faq/v5748nruor1h5#v5748eaic9tpl says that “You can reduce infusions, metakinesis, and even the 1 extra burn for using a blast you don’t possess with omnikinesis. All of these add to the blast’s cost. You still can’t reduce utility talents, including the extra burn cost for swapping out a utility talent with omnikinesis, unless you use internal buffer instead”.

So my question is: Can you use Gather Power to pay for the burn to swap out simple blasts for 24 hours?


I haven't played pathfinder in a while, so sorry if the answer is obvious. This is just a quick question about how to read the bestiary entry for half-fiends.

The template for half fiends adds melee attacks (claw and bite) and a special attack (Smite Good).

It says nothing about weapon proficiency, which I would expect would remain unchanged as whatever the underlying creature had.

However it does change the creature's type to Outsider (native).

Outsiders are proficient with all simple and martial weapons and any
weapons mentioned in the creature's entry.

I can't see anything in the native subtype that overrides that.

So a human witch or wizard with the half-fiend template would be proficient with the greatsword?

Am I reading it in the right order: Base creature is modified by template; which is modified by type; which is modified by subtype?


I haven’t been worried by the traits. Some observations:

1.The gods of good are coming off a four crusade losing streak, and the player’s guide really emphasises it. After four crusades of throwing Paladins at the problem, the answer is – more Paladins? Isn’t it time for them to start thinking outside the box? It’s the storyline element that I thought would have justified the inclusion of a wider variety of alignments and viewpoints in the AP.

2.At the moment I’m assuming that it’s an artefact that grants the players access to mythic tiers. But even if it is, I’d still probably like a storyline reason why the gods of good have sat by and let hundreds or thousands of people die without trying the mythic tiers option before now. I thought the player’s guide would have explained it.

3.The redemption section at the end of the player’s guide was a bit of a depressing way to end the guide. I catch up with my friends once a week to play Pathfinder and have fun. Struggling for redemption (or helping others to do so) by undergoing various indignities doesn’t sound like fun.


Another Deskari Reference :

Riftcarver's Ruin

or

Riftcarver's Wrath


Since the Worldwound was created by Deskari:

The Purge of Plagues Adventure Path

I haven't read through the whole thread, so apologies if something similar has already been suggested.

EDIT: OK, I've gone through and there's a couple of "Purges" and a couple of "Plagues", but I haven't seen the exact same thing.


James Jacobs wrote:
Spiral_Ninja wrote:
Quick question: How is Nualia's background being handled given that the ARG appendix gave a starting age of 60 for Aasimars?

By scheduling an errata for the Advanced Race Guide that brings Aasimar ages (and tiefling ages... Council of Thieves has issuses there with long-lived tieflings in an even more frustrating way than Burnt Offerings) back to where they should be—closer to human ages.

Extending the ages of tieflings in the Advanced Race Guide was, in other words, an unfortunate error.

Why not add a major random element to the aging process for Tiefling and Aasimar? Besides effectively retconning the advanced race guide with other reference books (and novels), it would provide a neat explanation for why both races are so isolated from mainstream races (unpredicatable aging rates)and it would explain why good outsiders are so reticent about having children with mortals. Tieflings could be even more angst ridden because even if two pair up, there would be no guarantee that they would both grow old together at the same rate.


James Jacobs wrote:

Aside from some shared themes (goblins attacking a small town, Lamashtu worship), some shared locations (Sandpoint and the surrounding hinterlands), and some shared characters (who mostly just have cameos), the Pathfinder comic does not have any crossover with Rise of the Runelords. In fact, they kind of supplement each other quite well. There are, in fact, some game materials (encounters, gazetteers, and the like) in each issue (these sections are written by me) that will quite help run any game set in the region, such as the first 2 adventures in Rise of the Runelords. These sections in the back may have some "accidental" spoilers for Rise of the Runelords, but I'm trying to keep them pretty neutral with regards to that game.

The players should be fine reading the comic, in other words. You might want to ask them not to read the last few pages if you want to use those encounters in your game though.

Thanks.


I'm in a group running through the last few modules of another RPG (Star Wars) and looking to start something new. I've ordered the ROTRL anniversary edition, and I was planning on running it. None of the group have played Pathfinder before, but they are enthusiastic and are talking about buying the upcoming Pathfinder comic to get a sense of the setting before we start.

However, when I read the description of the first two issues of the comic at Dynamite's website ("The scattered and chaotic goblin tribes of Varisia are changing, growing in power and unifying in ways no one has ever seen before. At the heart of this strange evolution is an ancient evil looking to establish itself anew"), it sounds like it is going to track pretty close to the first module of the ROTRL storyline, or at least runs the risk of giving away why Goblin activity is increasing in the Sandpoint area before the group gets to the end of Burnt Offerings.

Could somebody who is across both projects tell me if there is a lot of crossover? Should I tell players not to read it until after we have completed the first module of ROTRL (Burnt Offerings)? Thanks for any help.