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Tinalles wrote:


So ... is there some balance issue I'm not seeing? Or some reason that wizards don't qualify? Or, for that matter, druids who pick up an elemental domain instead of an animal companion.

I think it might be an oversight, but for the sake of argument I would have to say that it is because of the spell casting nature of wizard. The Sorcerers power comes from within and is all about how they influence the world. So a fire creature is more fiery within and thus tends to leans more towards fire. The cleric is the same, except the Deity agrees more with the beings fiery passions.

Wizards meanwhile learn there spells from a teacher or by researching the basics a building up. The magic is summoned with incantations and symbols. These symbols and incantations just don't care if you are a pyromaniac at heart they just provide amount of fire X at location Y.

This is the only reason I can come up with.


I would make the assassin someone blatantly obvious, basically hide him in plain sight. For me I would set up something like a play in the town square. With a bunch of moving pieces. Say a few bards are performing romeo and juliet, or what not. A crowd would obviously be gathered to watch the play and stage hands would be running everywhere. Have a few of the actors hidden in the crowd and have then enter at the play goes on (common to have an actor enter from behind the crowd give an air of being in the play not just observers) with this many moving parts the party wont know which mentioned character is the assassin. He could be the guy acting as the king in the play, perhaps he is a stage hand that is parting the crowd for the entering actors.

Another similar idea would be a carnival. They always have crowds and the assassin would simply be part of the carnivals, maybe he is the strong man, or the firebreather, you never know until it happens.

But if you are afraid that the party will be wary of anyone you specifically mention solve the problem by mentioning everyone (or at least a lot of them). Still keep it colorful and make it fun.


Mahorfeus wrote:
In my game a player decided to have his +1 greatsword upgraded into a +2 one, a process that took 6 days by RAW. However, looking through the rulebook, I was wondering, if the PC wanted a different weapon effect, such as flaming, or even the regular +effects, would he have to provide that spell for the blacksmith (which would limit the enchantments he can get to the spells he or another party member possesses)? And if he does, how long would he have to be present for the time it takes to enchant it? The PC I mentioned was able to go about freely for his six days, so I don't know.

If the black smith is building from scratch then here is the break down.

Blacksmith Breakdown:

Depends if the blacksmith has the feat Master Craftsman. Which any Level 5 expert blacksmith should have. Then for making/improving magical items they will need the Craft magical arms and Armor feat. With the 5th level feat being used for master craftsman this means the expert blacksmith is now level 7. Since the blacksmith obviously does not have any spells it means he will be taking the +5 DC for missing prerequisite (more if he needs more spells/prerequisites). So if you want a flaming blade the blacksmith is making a DC 20 Check (5+Caster level 10+5 missing spell). A level 7 basic stat expert has a skill of 11 (Ranks 7+ Stat 1+ Class Skill 3) [a heroic stat expert has a skill of 12] So if he takes a 10 he can easily make it every day and the item will be finished in cost/1000 days.

TL:DR Depends if the black smith is level 7 or not.

But if you are only upgrading you don't need a blacksmith you need a wizard/enchanter. They need the craft magical arms and armor feat, and are level 5 as such. And in this case the player does not need to help them at all.


Lathiira wrote:

Let's flip this around. How would an oracle gain access to spells they cannot cast? They aren't necessarily divinely powered directly from the gods; they aren't going to be studying ancient texts. And even if a higher power were involved, what's the point of giving an oracle a spell they can't cast? Doesn't seem logical, does it? Now look at the mechanics side of things. The oracle receives a new spell every couple levels. Maybe the spell should fall into their highest-level slot, if we assume the 1st spell is a 1st-level spell?

I think people are getting too hung up on the fact that some spells the Life oracle gets are at a given level for the baseline core classes and forgetting that it's already established the classes can receive spells at different levels from one another. Is it also so bad to get neutralize poison a little earlier (like druids), given you're an oracle dedicated to Life itself? Is mass heal so horrible to have a level earlier? No, those spells that are early reinforce the role of the Life oracle as a master healer. No errors there.

I do agree with this in every way. I was just getting hung up on that fact that the oracle spell section reads: "An oracle casts divine spells drawn from the cleric spell lists". Since it is established that the oracle uses the cleric list, not another like druid or ranger, I was wanting to make sure that the spells the oracle gains early simply fall into the highest level they can cast not into one they can't, which is what would happen if they follow the clerics spell list verbatim.


vip00 wrote:


So best we can figure is if he charges, charge through allows him to overrun someone between him and his target, trample allows his mount to get a hoof hit on that target. The question for this part is, who has to make the overrun check? The mount or the cavalier? Does the cavalier need the charge through feat to keep going or does his mount? Which one is technically charging here?

Since the mount is making the movement it is the one making that Charge, as a result it also needs to have the feat.


Purplefixer wrote:
Karui Kage wrote:
Right. If you are selling a 4,000 GP item, then you first spend 1,000 GP and 1 CPA to get the bonus. You can then sell the item for 4,000 GP (net profit of 3,000 GP).
Net profit 1,000gp. I could have sold it to Ulek down the street for 2,000 without spending a CPA. And is it 1000gp just to get this benefit, or do I get 1000gp worth of scrolls and potions?

The net profit is 3,000 gp. 25% of 4000 = 1000

"The character must spend (in gp) 25% of the value of the item for this benefit"
So you pay the 1000 gp to use this benefit.

But you gain the ability to:
"Sell an item for 100% of its full value rather than 50%."
So you now sell that Item for 4,000 gp.

In total you spent 1,000 gp, and gained 4,000 gp. Net gain of 3000 gp (4,000 - 1,000 = 3,000)

still if you just sold the Item you would only gain 2,000 gp. So the net gain in this instance is 1,000 gp (aka 25%). So now you are 1,000 gp richer than you would have been.


Maerimydra wrote:

I must admit that I'm not sure if you can flank an opponent while using Total Defense, since you can't make Attacks of Opportunity in Total Defense (CRB 186). Because of that rule, my interpretation is that you don't really threaten your opponent while using Total Defense, so you cannot give flanking bonus to your allies.

Am I doing this wrong or right?

Since Total Defense says that you loose the ability to Attack of opportunity you need to read the Attack of Opportunity section. There it has a section on threatened squares and read as follows "You threaten all squares into which you can make a melee attack" Well in total defense you can't make a melee attack and therefore you are not threatening. Since Flanking reads "you get a +2 flanking bonus if your opponent is threatened by another" Well you are not threatening and therefore not able to flank with total defense.


Karjak Rustscale wrote:
Scipion del Ferro wrote:
No, Life Mystery Oracles just get mass heal earlier than usual.

they get MOST of their spells earlier than usual O.o

I mean LOOK at that list, i'm pretty sure from spell level 2 on up the spells on the list are actually one spell level higher.

OK so here is the break down. Listed as

level:bonus spell

  • Spell Level
  • Highest level spell Oracle can cast

Spell Level Break Down:

2nd: Detect Undead
  • Level 1
  • Oracle: SP level 1

4th: Lesser Restoration
  • Level 2
  • Oracle: SP level 2

6th: Neutralize Poison
  • Level 4
  • Oracle: SP level 3

8th: Restoration
  • Level 4
  • Oracle: SP level 4

10th: Breath of Life
  • Level 5
  • Oracle: SP level 5

12th: Heal
  • Level 6
  • Oracle: SP level 6

14th: Greater Restoration
  • Level 7
  • Oracle: SP level 7

16th: Mass Heal
  • Level 9
  • Oracle: SP level 8

18th: True Resurrection
  • Level 9
  • Oracle: SP level 9

By Looking at this there are two problems. The oracle gets there 6th level bonus spell Neutralize Poison, which is a 4th level spell, when they can only cast 3rd level spells. Also the oracles 16th level bonus spell Mass Heal, a 9th level spell, when the oracle can only cast 8th level spells.

So, are Neutralize Poison and Mass Heal considered to be of the appropriate level so the oracle can cast them when they get them, or does the oracle need to wait 2 levels before they are allowed to cast them?

NOTE: I am using the Errata which fixes several of the spell level errors.


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So I was playing an Oracle with the Life Mystery when I inevitably came across the fact that the bonus spell at level 17 was mass cure critical wounds (8th level spell), found this odd as I already got that spell from being an Oracle. Did a quick google found the errata and it says that I get mass heal and a bonus spell at level 16 (fixes that level error). Well the problem is mass heal is a 9th level spell and Oracles don't get 9th level spells until level 18.

Is mass heal an 8th level spell for Oracles, or is this another case of Paizo not paying attention to its own rules?