Nocticula's page

No posts. Organized Play character for nennafir.



Liberty's Edge

What is the cost of barding for a tiny animal? Say some equivalent of studded leather armor or the like?

Liberty's Edge

Can a swarm monger cast reduce person on their familiar and then make them swarm?

"As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack."

One issue is share spells is lost in swarm form (see above) and this is what lets you cast reduce person on them "A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast)."

Still, what happens if you reduce the familiar in size first (when share spells is active) so that they get smaller, and then swarm the familiar?

Liberty's Edge

Permanent Hallucination: "This spell functions as audiovisual hallucination, except that the phantasm you create includes visual, auditory, olfactory, tactile, and thermal components, and the phantasm follows a complex script. The phantasm follows that script without your having to concentrate on it and can react to stimuli the target perceives, as appropriate for the script. Unlike most illusions with a save to disbelieve, if the target disbelieves a permanent hallucination, she can choose to end the effect entirely at any time."

Note that audiovisual hallucination refers to auditory hallucination, which has a will save.

My concern is the statement, "Unlike most illusions with a save to disbelieve, if the target disbelieves a permanent hallucination, she can choose to end the effect entirely at any time."

(1) Can the target choose to disbelieve and not even need a roll and automatically disbelieve?

(2) Or do they need to make a successful will save to disbelieve?

Liberty's Edge

Can a spontaneous (say an oracle) worshipper of Asmodeus use the spellcasting contract?

"This spell functions exactly like imbue with spell ability, except that you can imbue the target with any spell you have prepared (instead of just abjuration, divination, or conjuration [healing] spells) and the target may have more than one use of the imbued spells, depending upon the arrangements made when it is cast.

Casting this spell requires a contract between you and the target, explaining what spells are to be imbued and the circumstances that cause the contract to expire. The contract may be as simple as allowing the target one casting of each of the imbued spells (as per imbue with spell ability), or may continue for multiple days or even indefinitely, with the target regaining use of the imbued spells when you next prepare your own spells. You may include any proviso you see ft, such as requiring the target to pray to Asmodeus each morning, or restricting the target to only casting the imbued spells on himself. If the target does not agree to all the conditions in the contract, this spell fails when cast. The contract (and this spell) automatically expires if you or the target dies. While the contract remains in effect, you gain a profane bonus to your Armor Class, saving throws, and checks equal to the highest- level spell you have imbued.

Once you cast this spell, you cannot prepare a new 5th-level spell to replace it until the contract expires. If the number of 5th-level spells you can cast decreases, and that number drops below your current number of active lesser spellcasting contract spells, the more recently cast imbued spells are dispelled.

Unlike imbue with spell ability, how the target uses the spell has no refection on your alignment or relationship with Asmodeus; the Prince of Darkness accepts that allowing another access to his magic for good may benefit his plans in the long run. Note that unlike imbue with spell ability, you cannot dismiss this spell; you must abide by the contract’s termination clause (though the contract may include a proviso for at-will nullification by either or both parties). This spell cannot be combined with imbue with spell ability or similar spells to give a target more spells than the limit.

Example: You cast this spell on your 5 HD fighter cohort after negotiating an appropriate contract, imbuing him with the ability to cast cure moderate wounds, magic weapon, and shield of faith once per day for 1 month. If he casts any of these spells, he recovers them when you prepare your spells. Until the contract ends, your 5th-level spell slot used to cast this spell remains expended and cannot be filled with a new spell. Because you imbued your cohort with a 2nd-level spell, you gain a +2 profane bonus to attacks, saves, and checks while the contract remains in effect."

I kind of think the answer is no, but wish it was yes. So if anyone can make me happy (or :D destroy my dreams) please go ahead and post!

Liberty's Edge

Hi all,

We are going to be starting a reign of winter campaign. Rules are that builds must be PFS legal (even though the campaign will not be played in PFS.) So we will start with level 1 characters.

I also think there might just be 3 of us, rather than the traditional 4. So we should probably be relatively optimized because we will lack the 4th person.

My understanding is that we will have me, a melee focused druid with a tiger (Hi Theconiel!--You are welcome to chime in on this thread!) and a third person with an unknown build. The third person tends to play barbarians, monks, etc., so I expect some sort of melee-ish non-spellcasting build from them.

I volunteered that I would at least have the "party face" role covered, so I should do that.

My tentative build so far is:

Name: Paine

CN alignment

Human Psychic

Pain Discipline

Human dual talent alternate racial trait
STR 7
DEX 7
CON 14
INT 20
WIS 7
CHA 18

Traits:
Harrow Deck: +2 CL divination
Irrepressible: CHA to will vs charm+compulsion

Phrenic Amplifications:
1. Will of the dead
3. Undercast Surge
7. Relentless Casting
11. Mimic metamagic Intuitive Spell and Quicken Spell
15. Subordinate spell
19. Dual amplification

Feats:
1. Fortune Teller (with Harrow Deck as focus)
3. Intensified Spell
5. Spell Focus: Divination
7. Spell Specialization (Mind Thrust--Change at appropriate even levels as upgrade version of mind thrust)
9. Greater Spell Focus: Divination
11. Empower Spell
13. Maximize Spell
15. Spell Perfection (Mind Thrust VI)
17. Bloatmage Initiate: Divination
19. Diviner's Delving

Skills:
Spellcraft, Use Magic Device, Diplomacy, Perception, alternate various knowledge skills

Spells from discipline:
Persuasive goad (1st), pain strike (4th), vampiric touch (6th), mass pain strike (8th),

synapse overload (10th), mass inflict pain (12th), waves of exhaustion (14th), horrid

wilting (16th), mass suffocation (18th).

Spells:
0: Light, Detect Magic, Stabilize, Resistance
1: Mind Thrust (always choose and use even level forget ability to forget old versions),

Endure Elements, Magic Missile
2: Mirror Image, See invisibility
3: Gaseous form (Stay in this 24/7 when adventuring!), Blink, Fly, Dispel Magic,

Clairvoyance/Clairaudience, Tongues
4: Overland Flight, Divination, Arcane Eye, Scrying
5: Contact Other Plane, True seeing
6: Greater Dispel Magic, Legend Lore
7: Greater Arcane Sight, Greater Scrying, Vision, Mind Blank
8: Mind Blank (Communal), Discern Location
9: Foresight, Greater Communal Spell Immunity, Time Stop, Wish

Good psychic spells that can be undercast--Choose at some level:
Intellect fortress (help saves!)
Mental Barrier
Tower of Iron will

Items to pick up sometime:
Headband of Vast Int
Belt of Con
Pink and Green Sphere (Ioun Stone) -- +CHA w/o needing headband mental prowess/superiority
Incandescent Blue sphere +2 wis Ioun Stone -- ditto, avoid expensive headband
Ring of Inner Fortitude
Guardian weapon (put on armor spikes or something--help saves!)
Cracked Pale Green Prism Ioun Stone
Stone of Good Luck

BASIC IDEA OF BUILD:
Mind thrust a lot. Use magic missile if you can't mind thrust. Once you get 6th level, stay in gaseous form all of the time.

WHAT I WANT FROM YOU, DEAR READERS!!! <---Feel free to skip to here if TLDR!
I know I can't choose ALL of the spells I listed above, and there are doubtless some I forgot. Please help me with the spell selection. I definitely want mind thrust, magic missile, gaseous form, and endure elements (remember--reign of winter--although hopefully the druid will take it too so that I don't have to waste all of my slots on it). Everything else is uncertain. Keep in mind that the character will have great DCs with divination spells and very high caster level with divination, so divination spells are good. Other good spells would be non-divination spells that don't have a save and/or don't use spell resistance.

Thanks!

Errata: If it is following PFS rules, it has to take developer commentary into account. So you can assume that this ruling stands.

Liberty's Edge

26 people marked this as FAQ candidate. 1 person marked this as a favorite.

When I search the forums on this, all I see is a great deal of murkiness. It would be nice if some official Paizo person chimed in to let me know. I have definitely been pleasantly surprised many times in the past when Paizo has chimed in (even if it was to say something that disagreed with me!)

Question: Can a magical child have a familiar with the mauler archetype?

Points against this: The magical child gets improved familiar for free later on, and these give up "speak with animals". Since Mauler also gives this up, this means you can't have the mauler archetype.

Points for this: A careful reading of magical child reveals that they do not get the improved familiar feat per se. Instead, it says:

* "At 3rd level, the magical child's familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster."

Note: This means that the option to take that creature is open, but nowhere does it say one has to give up all of the things that improved familiar gives up.

* As far as accepting the drawbacks of the improved familiar feat, the only thing I can find in the magical child writeup is: "The Improved Familiar feat's alignment restrictions apply to this ability, but only the magical child's vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar."

Note: In other words, one has to accept the alignment restrictions of the improved familiar feat, but it does not seem to be the case that one has to give up "speak with animals of its own kind."

From this, it seems that by a strict RAW analysis, a magical child in PFS can have an improved familiar with a Mauler archetype.

Agree, disagree, want more dev input? Then please chime in on this thread. The more input (even if you disagree with me) the better, as far as I am concerned...

Liberty's Edge

TEXT FOR ABILITY: "Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier).

Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components."

MY QUESTION: What exactly does, "Success renders the target immune to this power for 24 hours," mean? It seems to me that it could mean two things:

Option 1: If an unwilling target succeeds on a saving throw vs incite rage, they are immune to the ability for 24 hours.

Option 2: If the ability is successfully used on a target, the target is (after the ability runs its course) immune to the effects for 24 hours.

I am leaning towards Option 1 being the correct option. Do you agree? If option 1 is correct, then the thundercaller could (as long as they have enough rounds of performance) keep using incite rage on the same friendly target (who would not need to make a save because they are not unwilling) for several different battles in a given day.

Does this sound correct to people?

Liberty's Edge

Tripvine

(1) Is the reflex save one that the target (i.e., the rope) makes or is it one that the person getting tripped makes?

(2) "The rope attacks anything in a 10-foot-square area you designate." Does this mean you can just point to a square and the rope will joyfully go over there and start tripping people?
(a) If so, what is the range? The range of the spell is touch (because the target is the rope and you have to touch it) but there is no indication about the range of the square you designate.
(b) If not, this seems dangerous. Do you have physically to carry the rope over to the area yourself? Does it try to trip you the instant you put it down? Do you have to throw it at a square so it doesn't try to trip you as you place it?

(3) "The rope does not provoke an attack of opportunity. Its CMB is equal to your caster level +2. A tripped target that was running, jumping, or charging takes 1d6 points of nonlethal damage. Creatures aware of the tripvine gain a +4 bonus to their CMD against it." I would assume anyone seeing you cast the spell is aware of it, correct?

Liberty's Edge

Hi all,

I am trying to brainstorm builds for each of undine, sylph, oread, ifrit. They should be PFS legal. I have come up with things for the others, but am still struggling with oread.

One thing that bothers me about oreads is that they are so freaking slow. And their stat combination tends to push them toward wearing heavy armor, which makes them go at an absolute crawl.

So if anyone has some fun ideas for unconventional fast moving oread builds, please chime away. Try to make it a little more than just, "Take barbarian and/or monk for fast movement and go oread."

Liberty's Edge

Question: If you possess Intrepid Rescuer feat and the enemy by you attacks a fallen/prone/helpless ally with a full attack, do you get an AoO against him for every attack in the full attack (assuming you have enough AoOs left that round)?

Intrepid Rescuer: "Prerequisites: Combat Reflexes, worshiper of Kurgess.
Benefit: Whenever an opponent you threaten makes an attack against a helpless, prone, or stunned ally or any attack against a noncombatant, that opponent provokes an attack of opportunity from you. If your attack of opportunity hits your foe, she takes a –4 penalty on the attack roll that provoked this attack of opportunity."

Full attack: "If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

Deciding between an Attack or a Full Attack

After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.

Fighting Defensively as a Full-Round Action

You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn."

Liberty's Edge

1 person marked this as FAQ candidate.

This was motivated by some recent discussion in the "Songbird of Doom" thread.

Fox-form kitsune has a natural attack with their bite, but not any other limb.

Can they use claws (i.e., one of their front legs, which are not natural attacks) as an unarmed strike?

Liberty's Edge

"Sacred Conduit (Faith)
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.

Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy."

and

"Flames of Hell (Religion, Requirement(s) any archdevil)

Your bond with the archdevil you worship strengthens your ability to channel powers of the divine. Add 1 to the DC of saving throws made to resist the effects of your channel energy ability."

So RAW these stack, correct? The first is a trait bonus and the second is an untyped bonus.

PS: Please try to restrain yourself to RAW answers.

Liberty's Edge

See title. If a wishcrafter has a familiar who is able to speak with its master, can the familiar make a wish?

"what if a much of a which of a wind
gives the truth to summer's lie;
bloodies with dizzying leaves the sun
and yanks immortal stars awry?" - e e cummings

Liberty's Edge

Hi all,

I would like to create a thread for "traditional dungeon crawl" PFS-legal builds at level 7. The idea is that these builds should not really be diplomacy-and/or skill focused. They are just dungeon slog builds. Builds should fare well against traditional dungeon-slog enemies like undead and/or constructs. That is, your crossblooded orc/draconic sorcerer might be really awesome, but keep in mind they will probably be fighting against high energy resistance and/or enemies immune to magic.

If we could be more cooperative and positive, that would be great. That is, yes please spend some time criticizing existing builds and/or FAQ checking them. However, the best things to do would be to create your own build.

It is okay *cough*

Spoiler:
Scenario 4-12
*cough* to have a "level 7 bonus feat". Assume something close to 30K wealth (say 25k-35k).

4,000 Cracked Pale Green Prism (+1 competence attack or saves)
9,000 Cloak of Resistance +3
2,100 +1 Mithral chain shirt
1,005 +1 Buckler
16,000 Belt of Mighty Constitution +4
75 Ioun Torch
Total: 32,180

N alignment

Dual Talent Human

Traits:
Lessons of Chaldira
Indomitable Will

STR: 7
DEX: 18
CON: 20 (Increase every opportunity)
INT: 7
WIS: 14
CHA: 7

Skills:
Perception
Use Magic Device
(Both Class Skills)

Feats:
1. Point Blank Shot
3. Precise Shot
5. Iron Will
7. Improved Iron Will; Extra Bonus Feat: Weapon Finesse

First Element: Earth
Second Element: Aether

Infusions:
1. Kinetic Blade
2. Elemental Whispers (Hedgehog familiar +2 will save, Sage archetype)
3. Pushing Infusion
4. Earth Climb
5. Extended Range
6. Tremorsense
7. Rare-metal infusion

Level 7 Stats:
Put 1 point in buffer previous night.
Put 3 burn into Flesh of Stone in the morning.
Gain DR 7/Adamantine.
15% Chance to ignore critical hit and/or sneak attack

With adjustments from elemental overflow and items actual stats are:

STR: 7
DEX: 20
CON: 27
INT: 7
WIS: 14
CHA: 7

HP: 101
Burn: 3

Fort: 17 (5 class+8 con+3 cloak+1 ioun)
Reflex: 14 (5 class+5 dex+3 cloak+1 ioun)
Will: 13 (2 class+2 wis+1 trait+2 familiar+2 feat+3 cloak+1 ioun)

Empowered Extended Range Basic Earth Blast does Damage: 1.5 x (4d6 + 16) bludgeoning. If worried about provoking AoO, do kinetic blade instead.

Note that elemental whispers gives up speak with animals of same kind, but sage archetype does not give this up. So the sage familiar is compatible with elemental whispers. Sage is reasonable with all of the knowledge checks, which makes up for low intelligence and should give you a reasonable chance to identify various monsters.

Note that rare-metal infusion gives you adamantine and/or cold iron and/or silver for for exotic enemy types.

Basically, the benefits of the build are:
(1) Saves that are completely over-the-top awesome. In addition to awesome saves, however, there is lessons of chaldira for a free reroll. In addition to this, there is improved iron will for another free reroll.

(2) Good hit points for a level 7 character. Yes, the 101 HP has 3 burn, but it is still 101-21=80 hit points. A level 7 fighter with 16 Con who put favored class to hit points would only have 68 hit points.

(3) DR 7/Adamantine. This really synergizes with your high hit points.

(4) Forever (does not use additional burn--can keep doing until the cows come home) very high damage of 1.5 x (4d6 + 16) which averages to 45. And this damage is bludgeoning, which is not frequently resisted. At the risk of sacrificing the empowered metakinesis, can be made adamantine or whatever.

(5) Tremorsense! Try to sneak up on us!

I really wonder about people who say that kineticist is under-powered. Seriously, what alternate world are they living in?

Edit: (1) Yes, the buckler will sometimes be invalidated when using both hands. It is still useful for when caught flat footed at the beginning of a battle and other times.
(2) For those who might be tempted to complain about the 7 STR:
23 lbs or less is light encumbrance for human:
10 lbs mithral shirt
5 lbs buckler
1 lb cloak of resistance
1 lb belt
---
Total: 17 lbs

Liberty's Edge

Monstrous extremities: "You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing.

The subject must take approximately 10 minutes to familiarize itself with the function and MOVEMENT of the new extremity to use it properly. These new forms do not allow the subject to fly, run faster, or swim better; however, they do act as natural weapons of the appropriate type, and the subject can use them to make secondary attacks while making attacks with weapons as a full-attack action. The secondary attacks are made using the creature's base attack bonus –5 and adding only 1/2 the creature's Strength bonus on damage rolls. The subject cannot hold a weapon or use any item that would ordinarily fit into the slot of the changed extremity. The subject can receive the benefits of this spell multiple times."

Suppose you are fighting a bipedal enemy. And you use monstrous extremities to change one of his legs into a wing. This seems perfectly RAW looking at above. (Suppose he failed his will save.)

Further suppose that 10 minutes have not passed, so that he has not been able to take advantage of: "The subject must take approximately 10 minutes to familiarize itself with the function and MOVEMENT of the new extremity to use it properly."

Is the target now unable to move? It seems like RAW they are unable to move. Bipedal creatures cannot move on just one leg, and they have not spent 10 minutes to get accustomed to how to move when one of their legs is now a wing.

Liberty's Edge

Geyser says: "<other stuff and then> In addition, the geyser sprays boiling water in a hemispherical emanation around its square. The radius of this emanation is equal to one-half the geyser's height (e.g., a 50-foot geyser has a 25-foot-radius emanation). Any creature within this area, including yourself, takes 1d6 points of fire damage each round as droplets of boiling water cascade on them."

Say you have already cast the spell. Say someone is outside the effect of the geyser at the beginning of their turn, and for their turn they pass through the geyser's emanation effect, ending their turn outside of the geyser. Further suppose that they only ever enter the emanation effect of the geyser, ignoring the center of the geyser which could propel them upward.

When do they take damage? Never? When they first enter the geyser? When they leave the geyser? Some other time?

Liberty's Edge

Giant form II lets you be large and have regen 5. Giant form II lets you be huge and have regen 5.

I see many large trolls with regen 5, and some huge trolls with regen 10. I don't see any huge trolls with regen 5.

So if I use giant form ii for a huge troll with regen 10, what happens? Do I get 5 of that regen 10?

Liberty's Edge

Hi all,

I can't seem to locate it for the live of me now, but isn't there a rob or something that gives you spellstrike with spells from the magus list for 3 minutes a day? What is it?

I know about conductive weapons. But are there any other items that grant spellstrike?

Liberty's Edge

What if a player casts frostbite and then chill touch. And then they touch someone. Do both spells take effect?

Note: Please only reference actual FAQ entries and/or rules in your answer. Quite simply, I do not give a SH*T about your answer unless it references one of these. So please, don't embarrass yourself, and only quote legal sources in your answer. The only exception to this is that if you are a dev, opine away!

Liberty's Edge 3/5

"The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons."

So in PFS how does one determine the black blade's purpose?

(1) Does it have no purpose?
(2) Does the player pick the purpose?
(3) Does a random PFS GM pick the purpose and write it on the character sheet?
(4) Does each PFS GM in each scenario pick the purpose--which means the purpose might be somewhat chaotic as it changes from day to day?
(5) Does a PF GM, when the character reaches level 3, have the player roll randomly on the purpose table, and record the result?

Thanks!

Be sure to cite some evidence toward your conclusion. Remember, you are basically in "debate club" here unless you are a developer. You need to justify your answer with quotes from RAW.

Liberty's Edge

3 people marked this as FAQ candidate.

The Kapenia Dancer Magus archetype says: "Additionally, a bladed scarf dancer can wield a bladed scarf as a one-handed melee weapon."

I am fully aware that I can't apply slashing grace in a turn in which I use spell combat, because that would mean the other hand is "occupied" by the spell combat. My question is if I can take slashing grace at all. It seems to me that I can based on FAQ rulings, but I wanted to run it by people.

Slashing grace states "Choose one kind of light or one-handed slashing weapon (such as the longsword)..." and then goes on to say the effects of slashing grace.

Now there might be some debate as to whether or not the bladed scarf is a one-handed melee weapon or just wielded as a one-handed melee weapon.

However, the official FAQ states
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9rb5
"An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects."

This seems to be saying that if you have some ability that lets you treat something like a bladed scarf as a one-handed weapon, then it really is a one-handed weapon "for other effects" and so could work with slashing grace.

Liberty's Edge 3/5

1 person marked this as FAQ candidate.

Are these PFS compatible? It is somewhat confusing.

The FAQ states:
"In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes."

So it is okay that they both modify spellcasting, as long as they modify "two separate subfeatures".

Kapenia dancer modifies spells via:
"A bladed scarf dancer can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level."

Eldritch scion modifies spells via:
"An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.

This ability replaces the magus's spells class feature."

So do these two things modify different "subfeatures" or not?

PS: I have to say: The FAQ on the subject seems very poorly written. It doesn't really define "subfeature" and seems to obfuscate the issue more than anything else...

Liberty's Edge

Hi all,

I am trying to make sure I have understood something correctly. Alchemists can only heal themselves with Cure Light Wounds extracts, unless they have the infusion discovery? True or false?

Helpful threads:

Thread.

Thread.

Liberty's Edge

1 person marked this as FAQ candidate.

Does it take a standard action to "Activate" the wings, or can you just use a move action and fly?

Liberty's Edge 3/5

8 people marked this as FAQ candidate.

There is a bloodline familiar option:

"Bloodline Familiars

Source Familiar Folio

Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard's familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master's bloodline.

This replaces the 1st-level bloodline power granted by the character's bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below."

There seems to be some debate as to whether or not a wildblooded sorcerer can take this. The debate hinges upon:

Viewpoint A: Wildblooded modifies bloodlines and so the ARCHETYPE bloodline familiar cannot be chosen as it also modifies bloodlines.

and

Viewpoint B: Wildblooded is an archetype but "bloodline familiars" is an OPTION (whatever that means) and not an archetype, so a wildblooded sorcerer can choose to have a bloodline familiar.

MY QUESTION: This is for PFS, so I would like to have a ruling that isn't going to mess me up. Has this been decided one way or the other by any dev? As far as I can tell, it basically seems very murky with individual players...where some say it is okay and some say it is not okay.

Liberty's Edge

Hi all,

Sorry that I have been asking so many rules questions. I appreciate your help!

So Card Caster Magus modifies spellstrike and lets you used ranged weapons:

"Harrowed Spellstrike: Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell's normal casting time. The spell must target a single creature, and the spell's range changes to match the thrown weapon's range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks."

The problem is that the base Magaus spell combat ability requires melee weapons:

"At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks."

So I honestly think that this is basically a problem that Pathfinder is too complicated and so no single developer really understands what the hell is going on. But--that said--what would you say about the following:

* We have a cardcaster magus.
* Who has a dagger in one hand. Note that a dagger is a MELEE weapon.
* They cast a touch spell and using "Harrowed spellstrike" (dagger is ranged) and basic Spell Combat (dagger is melee weapon as well) cast the spell and throw the dagger to inflict the spell on the recipient of the dagger.

Is this okay?

Points to consider:
(1) The developer who created card caster didn't know what the f*ck they were talking about and would have modified spell combat if they had a clue.
(2) A dagger is a melee weapon. So the spell combat condition of needing a melee weapon in one hand and the other hand free is satisfied.

Liberty's Edge

Hi all,

"An unarmed fighter is not proficient with medium armor, heavy armor, or shields. An unarmed fighter is proficient with all monk weapons, including exotic monk weapons."

I assume that it is just modifying the fighter description here. In other words, they are proficient with light armor and are still proficient with all martial weapons. It is just that they can't use medium+ armor/shields and get access to monk weapons as well?

Liberty's Edge

I am looking at the Tatterdemalion. One stumbling block is that in place of the level 4 hex you have to take:

Moth-Eaten (Sp): At 4th level, a tatterdemalion can make a touch attack that damages leather, rope, or cloth like rusting grasp damages metal, once per day per witch level.

Keep in mind that rusting grasp does not work on any +1 etc magical metal. Just normal non magical metal.

So it is obvious that this ability is complete gimp. It is somewhat hilarious that they felt the need to limit the times per day you were using this pointless ability. If nothing else, that shows they are being extra cautious with archetypes now... I could be taking slumber, or evil eye, or misfortune, or cackle, but no...I am choosing to damage cloth/leather that is non-magical and so serves almost no gameplay purpose whatsoever.

I can see a once-in-a-blue-moon-point: The evil leader wants to escape on a rope. My witch (who is in the front-line because she has so many excellent defenses and high hit points) is right there and so dissolves the rope. The Big-Bad-Evil-Guy screams "Curse you, witch! If only you had not unwisely been on the frontlines so that you could dissolve my once-in-a-million-chance escape rope! I will fear Tatterdemalions forever!"

MY CHALLENGE TO THE POWERGAMERS:

Find some use for this ability that is reasonably frequent. I like the flavor of the archetype and would rather not have people laugh at me. So what uses does it have?

Edit: Seriously, this ability is Sp and so provokes? Was it really so powerful that it could not be Su? I really want to inhabit the mind of the dev who created this now. "Yeah, this ability is awesome!" There is no way it can be Su! We need to make it Sp, so that in addition to its limited uses, people get an AoO against us. After all, everyone fears their non-magical utterly pointless cloth disappearing.

Liberty's Edge

So I have a shaman PFS character and am about to create a witch one.

Shaman: Undine Speaker for the Past Waves shaman

Witch: Elf Cartomancer Endurance witch.

Can you help me understand why shaman aren't just better than witch?

(1) Shaman are 3/4 BAB compared to 1/2 BAB.

(2) Shaman get medium armor for free and take no arcane spell failure.

(3) Shaman know all spells their level or lower, like a cleric.

(4) Shaman are d8 hit points instead of d6.

In particular, my speaker for the past shaman gets ancestor/time mysteries:

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Time Hop (Su): As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.

Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects. You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely as a standard action. You can use this ability once per day at 11th level, and twice per day at 15th level. You must be at least 11th level to select this revelation.

Shaman just seem like more survivable witches that can basically do everything they can do. And they get chant/misfortune/evil eye and can choose witch hex for slumber. So they get all of the good hexes.

I am trying to get excited about my witch, but she just seems to be a gimped shaman. I also know people say the witch spell list is better, but that is not really my experience:
Monkey Fish
Restoration / Lesser restoration
etc

I actually find that there are a lot of spells that shaman get that witch don't have access to.

I want to play my witch, but I am just looking for some way that they are better. As I said, from my perspective, they just seem like shaman wanna-bes who aren't more powerful offensively and are more likely to die.

NOTE: This is for PFS, so things that come online later game are not really relevant.

Liberty's Edge

Can anyone help me with a build? It must be PFS legal and should be optimized to do poison damage over anything else with an Eldritch Poisoner Alchemist.

Alternate Racial Trait:
Dissolutions Child (Su): Vanish once per day

Traits:
Indomitable Faith (Faith): +1 will save
Silent Hunter (Regional): +1 stealth and stealth class skill

Wayang

Str: 7
Dex: 16
Con: 14
Int: 20
Wis: 9
Cha: 7

Feats
1. Point Blank Shot
3. Precise Shot
5. Skill Focus (Stealth)
7. Hellcat Stealth
9. Accomplished Sneak Attacker
11. Accomplished Sneak Attacker

Arcanotoxin enhancements:
1. STR damage
3. Damage die d3
5. INT damage
7. Damage die d4
9. Poison lasts 4 rounds
11. Damage die d6

Discoveries:
2. Envenom
6. Infusion
8. Monkey Tumor Familiar--Protector Archetype
10. Sickening Toxin
12. Spontaneous Healing

Poison will be delivered via a blowgun. Accomplished sneak attacker is not for actual sneak attack damage, but rather for the ability to convert each sneak attack die into +1 poison DC.

My thoughts are that INT is a pretty good thing to target. There are lots of beasts and similar creatures with like 2 int, and the PFSRD states that if because of ability damage: "A character with an Intelligence score of 0 is comatose." So targeting INT gives you a pretty good ability to take beast-like things out in one round.

Any comments? I am reluctant to move points from INT because it is all about the save DC. I realize the will save sucks and tried to add indomitable faith to counteract that a little.

It looks slow to get into its stride but pretty monstrous at level 12. If I put ability increases into INT and have a +4 Int item at level 12, I calculate the save DC as:
10 + 6 (level) + 8 (int) + 6 (converted sneak dice) = 30
This should be enough to get any GM gnashing their teeth about a level 12 DC.

If it does 3.5 damage for 4 rounds, that is 14 INT damage, which will take many non-wizards out and make the wizards stupid.

Liberty's Edge

Can one use

Weapon Versatility:
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

to get

Slashing Grace:
Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

with a light mace?

Liberty's Edge 3/5

Hi,

I backed PFO way back when and never used my kickstarter backer boon.

I have a question. It says, "Items found during this scenario..." and "Emerald Elixir: Stolen from a bizarre pool in the Emerald Spire superdungeon..."

The character I apply this to doesn't have to have gone through Emerald Spire, correct? I can just get some DM to sign the sheet and watch as I roll d20 for the boon?

Thanks!

Liberty's Edge

Can you please tell me if I am understanding this spell correctly?

The effect of the spell is a 5-ft square filled with water that shoots up. So if one casts the spell with a target the square a creature is in, then it will (if it fails it's save) shoot up and then fall prone.

It then lies in a random square adjacent to the geyser. (Adjacent here means adjacent to the 5-ft square filled with water shooting up.)

However, the now prone character is still within the area of the hemispherical emanation of the geyser, and they will take 1d6 damage a round if they do not move out of it.

In addition, as per:

http://paizo.com/threads/rzs2qt4n?How-would-you-adjudicate-a-Widened-Geyser -Spell

the spell is not an emanation and cannot be enhanced by widen spell.

Have I understood things correctly? Thanks!

Liberty's Edge

What do you think about using the Waves spirit Shaman Wave Strike Ability to escape a grapple:

"Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability."

The think that makes me think it might work is "pushed 5 feet DIRECTLY AWAY FROM THE SHAMAN." I can definitely see that maybe if two people were grappling and some other force pushed on them, they might get pushed away together. In this case, however, it is indicating the the force of Wave Strike is such that it is pushing the Shaman and the target away from each other.

Thoughts?

Liberty's Edge

Hi all,

So Amazon delivered Magic Tactics Toolbox in the mail to me today.

Burning amplification looks really good for a pyrokineticist. At the cost of -1 attack/-1 dc, you can apparently make the other guy on fire and putting it out on all subsequent rounds isn't the normal DC 15 reflex save but instead a 10+spell level+your spellcasting ability mod.

This seems to patch a hole in burning infusion, where for the first round the burning infusion DC is ridiculously high (since it is based on the spell level and your ability mod) but after that it is--presumably (I asked and no one said otherwise)--just the normal dc 15 for being on fire.

My question is what if a pyrokineticist with this feat casts a burning infusion on someone. Obviously, they don't catch on fire twice for 2x the damage. I'm not arguing that.

BUT burning infusion does state: "Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance."

I would interpret this as: Their first save is the burning infusion save. Saves in subsequent rounds are based on the burning amplification save. And--if they are still on fire--you as the pyrokineticist do get the bonus of +2 to attack and DCs.

Am I reading this correctly?

Liberty's Edge

So I read all of the forum posts and the "sucking counts as airbending" guide and Jolly's more positive guide. Thanks Jolly! And I saw the ranking of fire at the bottom of the kineticist elements in a recent forum ranking by Jolly.

So I guess I was surprised when my lvl 7 fire/fire kin was pretty good this past weekend. (Hi gamer group! I had fun with all of you!)

I based my build roughly off of Jolly's fire/fire/aether kin in the guide but made it fire/fire/fire instead and chose the dual talent human trait to start with super high dex and con.

I mean, the damage is absolutely top notch. At night, put 1 burn into the buffer. My strategy was in the morning I got 3 burn putting burn into 3 extra searing flesh. This 3 burn was enough to get me +2 attack, +4 damage via ele overflow and also get +2 con, +2 dex which further helps things, and also an additional +3 damage with fire's fury.

I know searing flesh isn't amazing, but it consists of points that are relatively well spent. Keep in mind that if you do spend a burn later while grappled or whatever you can make searing flesh do pretty good damage for that one turn. And I think most intelligent monsters will realize after a certain point that no only do you have a trillion hit points but they are damaging themselves each time they attack you.

After the initial morning, don't get any more burn. Just do move action gather power and then an empowered (burning/extended/fan of flames) infusion. At this point, even with 3 burn, I still had more HP than anyone else in the party.

Damage is really amazing if you calculate all of the bonuses in. By the end of the day, I hit lvl 8, so in the future I will be able to do empowered, burning and then either extended or fan without extra burn.

At 10th level I will be flying all of the time. When I hit 11th level, I will be able to do blasts that still do big damage and blind the BBEG every single f***ing turn with a really high save and no extra burn. And soon after that I will be able to dispel and attack.

I can already do the firesight-smokestorm combo.

And it is all with touch AC, so the only time I missed all night was when I rolled a natural 1.

Downsides:
* Horrible will save. Getting a clear spindle ioun stone in a wayfinder is a top priority. (Counterpoint: Fort and reflex saves are both ridiculously high. Like, super-duper-high.)
* Had to switch to a crossbow for negligable damage against an advanced template will-o-wisp, but then again everyone except the evocation-specialized sorceress also sucked against the will-o-wisp.
* If they are immune to fire I am hosed. If they are just resistant, there is still hope. Note that I can still smokestorm them though. I view this like when you have a rogue against something immune to precision damage--occasionally it will not be your fight.

Anyway, I am just surprised by the negative tone about kineticists on the forum, because that wasn't really my experience playing one.

Also, those who think they don't do good damage probably haven't really added up all of the fiddly bits and actually calculated things. Moreover take into account that only needing 2 stats (CON and DEX) makes you free to tank pretty much everything else in a point buy.

Liberty's Edge

The kineticist burning infusion says:

"Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance."

So I believe (based on how the description of DCs for kineticist) that when the ability is initially used, the saving throw DC is 10+(kin lvl)/2+Con modifier.

If the target fails this saving throw with above DC, it catches on fire.

MY QUESTION: What about subsequent saving throw DC in future rounds to extinguish the flame? Do these subsequent ones use the reflex save DC of 15 (default system one to put flames out if you are on fire), or some other DC? In other words, is the first DC relatively "hard" as it is the 10+(kin lvl)/2+Con modifier and subsequent ones are "easy" at 15?

Liberty's Edge

Hi all,

How exactly does searing flame work?

"Over time, your burning infusion sears away your foe's fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe's fire resistance by an amount equal to the unmodified burn damage; don't apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level.

These decreases stack, to a minimum resistance of 0."

And also burning infusion is:
"Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance."

So is the fire resistance reduced only by the additional "on fire" damage? If so, what if they are on fire for several rounds, does this stack?

Or is the fire resistance reduced only by the base "blast damage" of the infusion?

Or something else?

Liberty's Edge

This is with regard to a Kitsune fox form bite attack.

(1) According to:
http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#tabl e-3-1-natural-attacks-by-size
bite attacks are B/S/P whichever is most beneficial

(2) According to:
http://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat---final
Natural weapons are considered light weapons

(3) According to:
http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Natural-Attacks
you do 1.5 STR damage bonus if you only have one natural attack

(4) According to:
http://www.d20pfsrd.com/feats/combat-feats/slashing-grace-combat
you can apply slashing grace with a "light or one handed slashing weapon" which a bite attack is. Also, according to the FAQ for this, "Attacking with natural weapons beyond the weapon you chose for Slashing Grace also does not work," which also makes it clear one can use a natural weapon, they just don't want you using two.

The actual question: So can a kitsune in fox form use slashing grace to attack with the bite for 1.5 DEX bonus damage?

Liberty's Edge

12 people marked this as FAQ candidate. 3 people marked this as a favorite.

If one first casts silence

"Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects."

and then casts howling agony

"You send wracking pains through the targets’ bodies. Because of the pain, affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal to the DC of this spell) to cast spells. However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. “Screaming,” for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell."

are creatures then incapable of spending a move action screaming, so they have to suffer the full effects of howling agony?

PS: Mesmerist here, so silence doesn't bother me as far as casting spells. And yes, this is a serious question, and not some theoretical game. About to get level 6 (mesmerist level 4) and wonder if I should take both of these.

PPS: Look at
https://en.wikipedia.org/wiki/I_Have_No_Mouth,_and_I_Must_Scream
if you don't get the reference.

Liberty's Edge

Hi all,

Many of the mesmerist tricks seem to be reactive (mesmeric mirror pop up image when attacked to take blow, etc.)

Psychosomatic surge says:
"Psychosomatic Surge: Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist's level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged."

My question is simple: Can these hit points be used to absorb some of the damage of the blow that triggered the trick?

The reason I would think the answer is yes is the use of the subjunctive tense in "If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this..." which seems to suggest that now that the trick has been used, the user of the trick might no longer be reduced to 0 hit points or fewer, because the temporary hit point of the trick absorbed some of the blow.

It seems to me that if this were not the case, the wording would instead say, "If the damage from the triggering attack reduced the subject to 0 hit points or fewer, this..." i.e., it would have this different (and simpler) wording if the temp hit points couldn't be used to subtract damage from the triggering attack.

Thanks for any help!

Liberty's Edge

Hi,

Has there been any official clarification about the rope dart

http://www.d20pfsrd.com/equipment---final/weapons/eastern-weapons

from Paizo?

I know that there was an errata that said you could retrieve it as a free action. Has anything else happened?

In particular, why is it distracting and ranged when you can only feint with a melee weapon?

Any help would be appreciated.

Thanks!

Liberty's Edge 3/5

The "Fame and Item Purchases Table 5-3" in the pathfinder society roleplaying guild guide says:

Minimum fame req'd Maximum item cost
Under 5 0
5 500
9 1500
etc

Does this mean that if you have a new character who just completed one mission (and so only has fame 2) you can't even buy new arrows for ammunition because the maximum item cost is 0? If so, that seems rather draconian.

If not, what items does this maximum item cost cover?

Liberty's Edge

From http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracl e-mysteries/waves:

"Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost weapon."

Does this mean (1) That at 11th level, any weapon you wield is treated as a frost weapon ALL OF THE TIME; or (2) At 11th level, any weapon you wield is treated as a frost weapon during one of the 3+CHA times (rounds?) a day that you have activated the ability?

Liberty's Edge

From http://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo---witch -archetypes/ley-line-guardian-witch-archetype:

"A ley line guardian is a spontaneous spellcaster. She knows the same number of spells and receives the same number of spell slots per day as a sorcerer of her witch level."

From http://www.d20pfsrd.com/classes/core-classes/sorcerer:

"Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells)."

Is the number of bonus spells per day of a ley-line guardian then dependent upon their charisma modifier? That is what it seems to say above at least.

Thanks!

Liberty's Edge

Are there any other prestige classes like evangelist?

In particular, are there any other that let you keep progressing spells AND abilities of the "base class" while still leveling the prestige class?

I am mucking around with a mutation mind psychic. I could take magical knack to survive a couple of caster level hits but not more than that.

My idea is to basically create a Cthulhu monster. Someone where when people look at it they go, "This....this.... this can't be happening..." and take a sanity hit. If I choose the Psychedelia discipline with the psychic the "warped brain" and "hallucinogenic aura" fit right into this. I mean, you can't even be in their presence without being confused.

Then if I take mutation mind and load up on a bunch of physical mutations, that should just about do it as far as being spooky.

I think I want to concentrate with touch spells. So I want some way to improve the 1/2 BAB progression of the psychic. If I "graft on" the BAB progression of the evangelist, I get things +2 without messing over psychic much.

Is there any similar dip in a prestige class that could shore up the BAB better?

BONUS POINTS: What fun touch spells does the psychic have access to? I notice Touch of combustion, Disfiguring touch, Touch of idiocy, Vampiric touch, Calcific touch, and Touch of slime.

Are there others?

Liberty's Edge

Hi all,

What exactly does this ability do?

http://www.d20pfsrd.com/occult-adventures/occult-classes/psychic/archetypes /paizo-llc---psychic-archetypes/mutation-mind-psychic-archetype

"Toppling Fists (Ex): The mutation mind's fists become large masses of flesh, allowing her to attempt a bull rush combat maneuver check against one creature within 10 feet of her as a standard action."

From
http://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush

"You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver."

I honestly can't tell if the toppling fists ability does anything at all. Thanks!

Is it that it lets you do it as a standard action when they are 10 ft away? In that case, do you move toward them or do you stay where you are? I really can't see the advantage of this ability. Can someone maybe sketch a scenario where it would be useful?

Liberty's Edge

Hi all,

I am new to Pathfinder, although I have been playing RPGs since the mid 70s.

I have some questions about psychic spellcasting, particularly with the mesmerist. The books say things like you can cast psychic spells even while chained up, etc.

(1) Can you cast a psychic spell with a weapon in your main hand? i.e., you are not using the weapon this round. This round, you are only casting the spell. One would think that if you can cast a psychic spell while bound with ropes, you could do this, but I thought I would ask.

(2) Can you cast a psychic touch spell with a weapon in your main hand? That is, can you cast the spell, and then touch the other guy with your off hand to cast it? Note that you are not attacking with your main hand this round; you simply have your weapon drawn. If you can, are there any penalties to the touch attack?

Thanks!

Edit: Yes, I realize Magus would help with this. I am talking about non-Magus characters...