Pale Stranger

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Organized Play Member. 31 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


Dark Archive

Does a ranger need a Deity for Pathfinder society. I cannot find anything in the core book but the core book has limited reference for the cleric as well.

Dark Archive

GinoA wrote:

Two items of interest. This FAQ answer may shed some light on the intent of Paizo big wigs.

The Spell Sage's Spell Study ability is Supernatural. So, would it count as casting in any form?

That is a great point I didn't catch that; so I guess my question now is can a ability that is classified as (su) be used as a casting requirement for a prestige class.

Dark Archive

Gamerskum wrote:
casting 1 spell per day as a special feature isn't the same as being a spontaneous caster.

There have been other debates on this in the past I will look for an official ruling when I get a chance. But my understanding of the semantics is being able to cast 1 spell a day of multiple spell types is being able to cast spells. For further debate 1 spell a day is two spells in two days.

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Gamerskum wrote:
In every archetype that makes a prepared caster into a spontaneous caster it actually says it does that, spell sage does not.

I don't know of any rule changes but the requirement mentioned nothing about needing to be a spontaneous spell caster only that in order to qualify the character needed to cast the spells unprepared/spontaneously which oddly enough the spell sage does.

Dark Archive

What archetypes make prepared casters into spontaneous casters.

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Maybe but casting 1 spell per day spontaneously is a spontaneous caster by definition.

You mentioned that it being a special feature changes its meaning. Is this addressed in the FAQ or errata.

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Curaigh wrote:

That archetype is in the ACG not the APG, but I found it. :)

To your last question, the answer is under the magic section of the CRB, sorcerers and bards "do not use spell books or prepare spells" its not specific to DD. Later classes (like summoner, arcanist, skald, etc.) follow these. If an oracle archetype allowed arcane, they might qualify.

Yes I apologize the class is in the Advanced Class Guide.

For my question I was wondering how you got the answer that the Dragon Disciple line now means sorcerer, bard and archanist. This is not clarified in the Core Rule Book. (Unless there is some Errata that I am missing). It also states in the Core Rule Book that spontaneous caster means you don't have to prepare spells. With this in mind any class (not race) that casts spontaneous 1st level spells would qualify for the dragon disciple.

Dark Archive

The intent is to do Barb 3 Wizard 2 DD 4 and Qualify for eldritch Knight. My group uses PFS as a limit so I must be PFS qualify-able. I also didn't want to go further into DD because I would have to sacrifice more BAB. I dont want to use bloodrager because they don't get spells until 4th level and I would go Barb 1 Wiz 1 Barb 1 Wiz 1 Barb 1 DD1 and so on.

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BigNorseWolf wrote:
No. The dragon disciple line means a sorcerer, bard, or now i guesse the arcanist.

were does it state this I have been looking through the FAQ and cannot find this.

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I am not certin what revision you are referring to however when I checked here

I found only one rule that applied and it would not restrict or stop the Spell Sage from qualifying.

The Rule

Spontaneous Casting and Multiple Classes: Can I spontaneously cast spells from one of my classes using a different class’s spell slots?

No. This is only possible if you have a class feature that explicitly allows it, such as Combined Spells. This applies even if the two classes share a spell list or if one of the classes allows you to spontaneously convert that class’s spell slots into certain spells on that class’s spell list, such as cleric and druid.

As for Spell like Ability rule changes, this ability is not from a creature and is not affected by several of the rule changes nor is this a spell like ability unless I am missing something.

Dark Archive

What is SLA qualification.

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I am trying to figure out of the Spell Sage Archetype from the Advanced Players Guide makes a Wizard a legal base class for Dragon Disciple.

I do not believe this archetype is banned. Further the class gets the ability (Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared.)

The ability that is needed is this
(Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.)

Since the Core RAW defines spontaneous as
Core Book pg 206 (Most spellcasters prepare spells in advance—whether from a spellbook or through prayers—while some cast spells spontaneously without preparation.

This would qualify because it says spontaneously which is specifically described as without preparation.

What is everyone thought on this.

Dark Archive

Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.

If spells does not require more than one spell; then for raw (Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared.)

This would qualify because it says spontaneously which is specifically described as without preparation.

Core Book pg 206 (Most spellcasters prepare spells in advance—whether from a spellbook or through prayers—while some cast spells spontaneously without preparation.)

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I know this subject has been beating to death. I apologize for this; I was hoping some of you could help be determine if a Wizard can qualify for the Dragon Disciple Prestige Class with a 2nd level Wizard that has the archetype Spell Sage from the advanced class guide.

I am hoping for FAQ or RAW ruling for pathfinder society play.

Thank you to everyone for reading and or helping with this question.


Dark Archive

Does a creature with the grab ability add their +4 to initiating and maintaining a grapple to their cmd; for the grabbed opponent to break free.. Is this question addressed anywhere in the RAW.

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Are there any official rulings that anyone knows about, other forms, society determinations. Ultimately the RAW does support what he is saying; further it opens up DM discretion and he seemed unwilling to accept what this form has revealed so far.

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I am with you I have devoted 2/3 of my skill points to knowledge skills; then my DM throws this on me. But without some sort of official ruling he is stating that his decision is justified by RAW so...

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My DM is getting me on the arbitrary language; saying that it would say if there were no other times that it couldn't require a skill use it would state that it doesn't require a skill unless using untrained or in a library. Rather it states that in most cases and that the library could be seen as an example of such a case not the only example however.

I understand the frustration on this one and I appreciate any and all help that I can use to convince my DM.

Thank you,


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is there any official posting that determines the (but see "Untrained", below) is enough to indicate that that is what it is referring to when stating "in most cases")

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I have a question on knowledge checks; because the raw states that you can “answer a question within your field of study” and it states that “ in most cases, a knowledge check doesn't take an action” My DM has determined that knowledge checks require an action during combat and that you must specify the type of knowledge check you are making ie. Arcana, planes nature ect before doing the check.

Does anyone have any RAW or official ruling that can help me persuade my DM differently.

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I have run a few games for pfs now and I am a little uncertain of how to report some of the stats.

Do I report the character I am applying the DM experience in as a played character

For my DM number do I just use my base number or is there a second number I should have (eg 555555-1 or just 555555)

On the event sheets it asks how much prestige the GM gained ; isn't it just always 2 prestige.

Should I make an event sheet for the character I give the experience to

What do I need to bring for my character to play in other pfs games (GM scenario sheets or Player scenario sheets or both)

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I think I am in the know now.

Thank you for your help,

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Liberty’s Edge faction PCs qualify for Andoran faction vanities and mission boons available in past seasons. Likewise, Dark Archive faction PCs qualify for Cheliax rewards, Scarab Sages as Osirion, The Exchange as Qadira, and Sovereign Court as Taldor.

I was aware of this text in the book and this is were I became confused.

Either way could someone tell me if this is how I should take this wording.
Andoran is now Liberty's edge
Cheliax is not Dark Archive
Osirion is now Scarab Sages
Oadira is now The Exchange
Taldor is now Sovereign Court

If I am reading this writing correctly then what happened to sczarni and silver crusade. I have several pc's as Sczarni, should I have them just switch their character on the PFS website.

Dark Archive

So far I have ran my gaming group through 4 society scenarios; I am using season 1 so not to interfere with other society events. We are new to this.

I am wondering some things that I can't find clarifications on.

*What factions are available and if I read correctly that (Andoran, Cheliax, Lantern Lodge, Osirion, Qadira, Sczarni, Shadow Lodge, Taldor) are retired how can someone choose the new factions (all that are listed on the web site are the old factions)

*Supposedly there is a page were we can get the faction handout/letters could someone please link this site if it exists.

*Is there a page that gives a list of everything banned for PFS

Dark Archive

I am constructing my character and I am planning on making a Oracle with trapfinding. When considering my curse I was thinking of suing deaf however i was wondering if this could effect his trapfinding.

If anyone have any similar experiences or advice to give in this manner I would appreciate it.

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I am working on building a Brawler / Wildchild; I noticed that I can take the mutagenic mauler as well at the cost of Martial flexibility.

I was wondering how important or useful is Martial flexibility and can mutagen stack up to it or not.

Dark Archive

Hi Everyone,

I am new to pathfinder society I had some questions that were not directly answered in the FAQ or easily findable on Google searches; I was hoping everyone could help me out.

I would like to run a small group of friends with pathfinder society rules; I was going to run the Introductory Scenario “In Service to Lore”.

Is this Scenario relevant or still usable for pfs and does it grant xp

Will my players get credit in their PFS games from playing in this adventure (ie. xp)

To set up the adventure as official, do I just create a PFS event
How important is it to do this before play,
How to I make sure it is closed to my group

Does every player need to register their character in pfs
Do the players have to register their characters in pfs

How important is it to have 5 vs 4 total players
The rules say in certain circumstances 4 players are acceptable, is this subjective or definitive

Thank you,

Dark Archive

I am looking at the new classes and considering playing one in a new adventure. I was wondering how they hold up to there counterparts. If I classify a standard adventure group of 4 as Fighter, Wizard, Healer, Rogue and then place the 10 new classes in that category I get Fighter (Bloodrager, Brawler, Slayer, Swashbuckler and Warpriest-maby) Wizard (Arcanist) Cleric (Shaman), Rogue (Investigator) and Bard (Hunter, Skald). When broken down into these areas I am wondering how these classes compare in an adventure to the counterpart.

I do not discount that I am making some generalizations however in a group without a healer and instead they have a druid that character becomes the defacto healer. All characters fill a function with in a game; and I am looking at an entirely new set of classes. I was wondering what impression (if anything) has everyone gotten from the new classes usefulness in actual play.

My first impression
I have not played the characters yet, but from first impressions the fighter classes all have full bab; in my experience anything with full bab will hold true to its function, apart from flavor change and perhaps some dps maxing these characters all look to fill the part. The Arcanist looks to me more of a wizard than a sorcerer but all the same it is effective, the Exploits give it greater endurance over its counterparts however it has fewer spells than either and still needs a spell book so its a toss. The Cleric archetype Shamon is a combination of Druid, Witch and Oracle, this class is every-bit as convoluted as it seems having reduced spells per day, a limited spell list of the Druid and None of the good Hexes of the Witch I actually call this class a difficult option as even a alternative healer. The Rogue option of Investigator seems like a functional Rogue; apart from its reduce DPS, strange tie of Alchemist abilities and not gaining many of the classes more functional abilities until level 3 or 4, the class being the only alternative to a de-trapper other than an estranged ranger it is something else to play at least. The last two classes Skald and Hunter unfortunately fall in the vicinity of the 5th wheel. These characters lack the commitment of the other classes, they have no exclusive functions (IE healer, fighter, trapper or crowd control) and fall in the same category of the Bard. A bard lover myself, beside the point these classes fail to fill any specific function other than enhancement characters; or perhaps DPS? Further than that the Skald seems like a more combat oriented bard and the Hunter seems like a failed attempt at Druid; because the later offers the familiar that the Hunter gets with the same BAB a better casting ability and shapeshifting abilities to boot.

How far off am I, this is just a first impression and I would enjoy any responses to correct my misunderstandings. Most importantly please post any of your own experiences as to the functionality of the new characters.

Dark Archive

I can only hope that anyone notices any information posted in this old post, however I am wondering and yes it is a bit forward but does anyone know of any plans for advanced class options for the 10 new classes released in the advanced class guide.

Thanks to everyone,

Dark Archive

Mercurial wrote:

Smash build:

(Can't really call this a 'Rogue' build after all...)

Half-Orc Barbarian 2 (Invulnerable Rager) / Rogue (Thug & Scout) 18
The Barbarian levels are taken first

STR - 16 (+2 racial bonus, +2 at 11th, 15th and 17th, +1 at 16th and 20th)
DEX - 14
CON - 14
INT - 10
WIS - 10
CHA - 14 (+1 at 4t, 8th and 12th)

Berserker of the Society
Opportunistic Gambler
Toothy (racial alternative trait)

Feats and Class abilities:
1st - Power Attack
2nd - Intimidating Glare (Rage Power)
3rd - Bludgeoner
4th - Furious Focus
5th - Sap Adept
6th - Offensive Defense
7th - Sap Master
8th - Strong Impression
9th - Skill Focus: Survival
10th - Eldritch Heritage: Orc Bloodline (Touch of Rage)
11th - Improved Eldritch Heritage: Orc Bloodline (Strength of the Beast)
12th - Unwitting Ally
13th - Combat Reflexes
14th - Opportunist
15th - Dreadful Carnage
16th - Bleeding Strike
17th - Greater Eldritch Heritage: Orc Bloodline (Power of Giants)
18th - Vital Strike
19th - Improved Vital Strike
20th - Greater Vital Strike

Even level abilities are Rogue talents or feats granted by them unless otherwise noted. At 2nd level and thereafter you'll have 9 rounds of rage available to you.

This build takes advantage of Sap Mastery and the Scout's ability to deal more frequent sneak attack damage. The character is also very good at stacking the Shaken and Sickened conditions upon foes which amounts to a -4 attack penalty and -4 saves.

Case in point:
At 7th level if you charge or move than 10' between attacks, you'll deal 2d6 (Earthbreaker damage) +6 (Strength) +6 (Power Attack) +6d6 (sneak attack) + 6d6 (Sap Master) +12 (Sap Adept) in non-lethal damage - assuming a non-magical weapon and no critical hits. That's 14d6+24 damage and, depending on your DM's interpretation, get you +3 or +6 AC or your troubles. That also doesn't count Rage or the eventual Touch of Rage ability you'll get through Eldritch Heritage feats and...

How does this character get to use its sneak attack twice. Sap master doubles sneak attack damage for nonlethal. So at 6th level rogue you would have 6d6 sneak attack damage. You do not then add sneak attack damage on top of this.

Dark Archive

I am attempting to build an effective rogue for a new pathfinder campaign; however in looking at the rules this is what I discovered.

Since Burning hands is a CR 2 trap with a perception of 26 and a DD of 26 I am assuming that the highest base dc's for traps starts at 25 for level 1 and gains +1 per level.

Then for a 1st level rogue to be able to find this trap they need to be able to see a target number of 25. With a perception skill level of 1 a +3 bonus from a class skill a +1 bonus from rogue levels and we can assume a relatively high wisdom score of 14 for a total perception of 7. This would mean the rogue has a 10% chance of finding a trap. Even if the rogue takes a feat of skill focus +3 this would still mean they need a 15 or higher for a 25% chance of finding a trap.

When we can understand that some traps sacrifice this high DC for higher damage this would still mean that a trap with a 20 dc has only a 50% chance of being found. There fore in a best case scenario a Rogue is only likely to be effective at best 50% of the time.

So if you use a character slot as a rogue and waste significant resources on that rogue's trap-finding abilities you risk being effective only 25% of the time.

Are there any methods that could increase this change or a relatively effective change of just finding the trap because if you cant find the trap then disarming it is irrelevant.