Arclord of Nex

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Organized Play Member. 1,488 posts (1,504 including aliases). 1 review. No lists. No wishlists. 1 Organized Play character. 2 aliases.

Working on getting a smattering of spells converted from 1e to 2e for various reasons, Serren's Armor Lock caught my eye and I'm workshopping some different effects for the condition imposed. Here's what I have so far for Armor Lock

Serren’s Armor Lock Spell 3
Traditions: Arcane
Cast 2A (Verbal, Material)
Range 100 feet Target 1 armored creature
Saving Throw reflex

You bind the target’s armor in otherworldly chains stiffening their joints and restricting their movement. The target makes a reflex save, if the target is wearing heavy armor they take a -1 circumstance penalty on their save.
Critical Success: The target is unaffected
Success: The target is encumbered for one round.
Failure: The target is encumbered for one minute and must make a DC 5 flat check to perform actions with the manipulate trait.
Critical Failure: As failure, and the target is slowed 1 for one minute.

Heightened 6th The spell can target up to 10 creatures

Does this look about right for a third level spell?

So you're building your cadre of animated objects and you get a critical success, what single goal do you have it follow single-mindedly to completion? Some thoughts:

Turn this wheel forever. Have them turn a wheel/gear forever and use that to power other more complex devices. Do it to a squirrel figurine and install them into your giant robot man.

Perform this dance forever. Gives you some fun animatronic decorations for your grand foyer. Maybe your fountain has stone fish that swim and dance about it, statues of yourself dancing or brandishing weapons, statues of your greatest enemy falling at your blade, etc.

Pass the butter.

Sweep the house forever. An obvious command for an animated broom. Also mop the house forever for an animated mop, dust the furnishings for an animated feather duster, etc. etc. etc.

Grab an Edge wrote:

Grab an Edge Reaction

Source Core Rulebook pg. 472
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise restrained
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.

Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
Critical Failure You continue to fall, and if you’ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.

If you fell past a flying creature large enough to support your weight (dragons, griffons, night gaunts, whatever else), could you use Grab an Edge to grab onto it? Like snag onto a talon or horn or tail or whatever? And what happens next if you do?

Basically the title is the question here. What false info do you give players for combat? What is off-limits or too-far?

For me, I try to make the misinformation something that will quickly be discovered or have a small impact. Biggest way for that is giving fake weaknesses and resistances to specific kinds of damage.

I'll give a false weakness to a damage type the party doesn't typically use (but could), they'll try it and immediately see that the information was false, but they will then just switch back to normal. Not a huge effect, still an effect.

I'll give a false resistance to a damage type the party might use, but isn't reliant on. Them not using that damage type does affect them, but not hugely because they have another viable damage type available, it just limits the options they feel like using (until they spot the deception).

A big caveat however is that I don't do this if it is going to screw them over too much. For instance, if the party's only splash damage or aoe is acid splash I won't tell them a swarm is resistant to acid. If the creature is normally resistant I won't tell them the monster is weak or vice versa. That feels too punishing for my taste.

I just recently got my Lost Omens Character Guide and have found I have trouble with the pronunciation of the several names in the Magaambya section. Specifically, Uzunjati, Magaambya, Aengasi, and Demuwe. How are they meant to be pronounced?

I'm working on a campaign that will be going into the Mana Wastes, so I've been trying to draft up some good mutant creatures that roam the wasteland, here's the first pass at a new mutant adjustment:

Mutant creatures tend to have two mutations, one positive and one negative. Elite mutants might lack a negative mutation or possess two positive mutations while Weak mutants might lack a positive mutation or possess two negative mutations.

Negative Mutations:
  • Fragile: The mutant treats all fortitude saving throws as one degree of success worse than normal.
  • Fractured Mind: The mutant treats all will saving throws as one degree of success worse than normal.
  • Mutant spasms: The mutant treats all reflex saving throws as one degree of success worse than normal.
  • Clumsy Frame: The mutant is permanently and incurably clumsy 1 and increases the value of any negative effect that makes them clumsy by 1.
  • Light Sensitivity: The mutant is dazzled while in areas of bright light.
  • Lame: The mutant takes a -5 penalty to all speeds.
  • Vulnerable: The mutant gains weakness equal to their level (minimum 3) to bludgeoning, piercing, slashing, fire, electricity, cold, or acid damage. If the mutant is normally resistant to the chosen damage type that resistance disappears. If the mutant would normally be immune to a damage type they cannot be vulnerable to it.
Positive Mutations:
  • Armored: The mutant gains a +2 status bonus to AC
  • Bulbous Eyes: The mutant gains darkvision and low-light vision
  • Many-Eyed: The mutant can only be flanked if they are within reach of at least 3 creatures. The mutant gains a +2 status bonus on perception checks to seek using sight.
  • Many-Eared: The mutant gains blindsense (imprecise) 10' based on sound and a +2 status bonus on perception checks to seek using hearing.
  • Digging Claws: The mutant gains a burrow speed of 10' or increases their burrow speed by 5'.
  • Resilient: The mutant gains resistance to it's level (minimum 3) to any one of the damage types listed in the Vulnerable negative mutation.
  • Springing Legs: The mutant gains the Swift Leap action..
Ghoul wrote:
Swift Leap Single Action (move) The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions.

How do these look? My goal is to be able to apply one positive and negative mutation to a creature without adjusting their level, as well as to have some extra strong/weak mutants to go with the elite/weak adjustment. Any of the numbers seem off or are there any particular negative/positive mutation pairings I should avoid?

In the Lost Omens World Guide it says the gates to Refuge (Nex's personal demiplane bunker) opened in 4716, 3 years prior to the current setting timeline. Did that happen in an adventure path or module or pathfinder society scenario that I didn't happen to catch and could look at to learn more, or was it off-screen?

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Seems like a few items have some price errors.
-Aldori Dueling Sword was confirmed on a podcast to be 20sp not 20gp.
-Swim Fins and Jellyfish Lanterns might be overpriced, both seem like their price (5 and 2 gold respectively) should be silver for what they do.
-Black Pearl Aeon Stone is 2000. Not 2000 gold or silver or copper or platinum, just 2000. I assume it is supposed to be gold.
Anything else seem mispriced?

Lost Omens World Guide pg 92 wrote:

Blessed Tattoo Item 4

Uncommon, Abjuration, Invested, Magical, Tattoo
Price 90gp
Usage tattoo; Bulk -
You can activate the tattoo as a reaction instead of a 2-action activity, triggered when a demon attacks you or you attempt a saving throw against a Demon's ability.
Activate 2 Actions Envision, Interact;
Frequency once per day; Effect You gain the effect of protection against evil.

The item has no alignment tag, neither does it's activation. Can a non-good character use the item? Or does the alignment tag on the spell shut it down?

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With all the changes to summoning, I thought it might be good to discuss tactics where you should or should not summon. Here are some of my thoughts on tactical summoning:

First, you never want to summon out of a slot that is not your highest level. They are just too far behind for that to work out well. Similarly, you don't want summons to engage with bosses, or even on-level threats. This doesn't make them worthless in boss fights necessarily, but they should only go after the mooks or else serve to block mobility for the boss.

Their offense is so low against strong opponents that the boss will probably not bother unless the summon is in the way of them. That said, physically larger summons could plausibly slow an enemy down by taking up more of the field. They can also provide flanking. As soon as a boss starts focusing on the summon they quickly die. This is good, every attack a summon absorbs is an attack that doesn't kill the party and damage that doesn't need healing.

They might actually be decent in fights with lots of foes. More enemies tends to mean lower-level enemies, so they might be weak enough for the summon to contribute damage. If the summon does damage reliably they also become a target for the enemy, which as mentioned above is generally a good thing.

Other thoughts/commentary?

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Golems are now uncommon it seems, was this the case before? Most adventurers I've played in 1e ran into them, they were used by ancient empires as well as wizards in several nations. Magnimar is famous for the golemworks, and there are golem forged in kaer maga and absalom as well IIRC. Seems like there is plenty of room for stories about them to diffuse across Golarion. Were golems more obscure than I thought?

The new rod of wonder is kinda disappointing compared to the previous. I'm fine with things like the item eventually being somewhat obsolete due to math or the item being rare (and not allowed by the GM) and the chance that nothing really happens because monsters imagining that they grow leaves doesn't really impede them. That stuff was in there before after all, if you used the rod you accepted the risk that nothing happened, and if the GM didn't like the rod you generally didn't find it. What I'm less fine with is the cooldown. See, before you could spam it for as long as you dared to get an effect that suited the fight. You shouldn't necessarily, it raises the risk of friendly fire, but the option was there to make it less disappointing. Now you get one chance every d4 hours, and that comes with a good risk of doing nothing. Does anything break if that cooldown is cut out?

Dancer's Sash let's you spend an action to get concealed. Can you use that to hide, dancing into invisibility?

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We finally have a description of the gnome flickmace! Released in Gnomes of Golarion with the flavor text cut for space, it has been bouncing around golarion like an undefined ghost of a weapon until 2e gives us this:

Core Rulebook pg 285 wrote:
More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike.

Given that I've wanted to know what that flickmace looks like for literally years, I think this might be one of my favorite things about the new edition.

Archives of Nethys wrote:

Spellwrack Spell 6

Abjuration Curse Force
Source Core Rulebook pg. 371
Traditions arcane, divine, occult
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will
You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save.

Critical Success The target is unaffected.
Success Whenever the target becomes affected by a spell with a duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage; the curse and the persistent damage end after 1 minute.
Failure As success, but the curse and persistent damage do not end on their own.
Critical Failure As failure, but the persistent force damage is 4d12.

I'm having a bit of trouble understanding some parts of this spell.

First, does persistent damage stack? I'm inclined to say no, but I can't find anything on Archives of Nethys indicating that it doesn't.

Second, the success effect, does the curse reduce it's own duration when triggered?

So, lets say you have 7 rounds left on both a 1 minute spell and spellwrack affecting you, and before the next round someone lands 2 spells with durations on you. First, do you take 2d12 or 4d12 persistent force damage? Next, does the duration for your buff and spellwrack both go down to 5 rounds, or is it just your buff? Third, lets say next round you recover from all persistent damage but someone hits you with another spell with duration, do you begin taking the persistent damage again?

Archives of Nethys wrote:

Telekinetic Manuever Spell 2

Attack Evocation Force
Source Core Rulebook pg. 377
Traditions arcane, occult
Cast Two Actions somatic, verbal
Range 60 feet; Targets 1 creature
With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check.
There are some odd interactions between this and the Disarm, Shove, and Trip actions, best shown through Shove.
Archives of Nethys wrote:

Shove Single Action

Source Core Rulebook pg. 243
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You push an opponent away from you. Attempt an Athletics check against your opponent’s Fortitude DC.

Critical Success You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.

It seems you still get the free stride after you succeed/crit and still fall prone if you crit fail. Which I don't think was intended, but I can't find anything to suggest otherwise. Am I off base for thinking this is odd? Is there some obscure feature of the rules that makes this not work?

I assume it isn't the intent, however

Archives of Nethys wrote:

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

This can be read two ways. First, that the magical shield can be used with the shield block general feat. Second, the cantrip gives you the Shield Block reaction EDIT:without the feat and only with the magic shield /EDIT. Am I missing something?

With the newest alchemist updates, advanced alchemy and quick alchemy make any items created infused. Including poisons, it seems. Which means powerful alchemy feat sets the DC of any item made by advanced alchemy/quick alchemy to class DC. And potent poisoner gives a +2DC, but caps at class DC. So, does the feat do anything? Am I missing something about poisons never being infused in 1.6?

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Splitting off from some of the other threads to start a place to discuss some of the changes for 1.6 other than the paladin change.

Note: Please, take the discussion of the paladin alignment change somewhere else. Maybe over here. Or to the next paladin's should/shouldn't be LG-only thread. This is more for the rest of the 1.6 stuff they released.

First with the update post in the 1.6 update thread, and a big thanks to Ediwir for giving a quick summary of the livestream for those of us who can't twitch.

Ediwir wrote:

So many red flags on this stream.

Top 5:

5. Stances: no more Open trait on stances (still 1/r)
4. More class options. Rangers get early level “ranger edges” (flurry, precision, stalker). Rogues get “techniques” (finesse, brute attack, feint)
3. Monks get more Ki powers, buff on Ki strike, everybody was kung fu fighting, more flexibility on abilities.
2. ALCHEMIST. Lots of stuff. Big deals include: removal of resonance alchemy, replaced with infused reagents similar to resonance playtest version. ALCHEMISTS GET RESEARCH FIELDS like bomber, chirurgeon, mutagenist (lower level mutagens will be a thing), poisoner.
1. PALADIN. Removed from the game. That's what Stephen (senior designer) said, I swear to Asmodeus.


He was kidding, paladin will be Any Good rather than Lawful Good, but with slightly different codes (Defender LG, Redeemer NG, Liberator CG). Don't smite the messenger.

Someone read my alchemist rants <3 happy me.
This thread is still being edited and added to at the time of posting.

Also notes:
Some more minor updates COULD happen but will not follow a schedule and will not be of this magnitude.

"X Form" spells that use bestiary stats cannot be a thing because bestiary uses different creation rules that are not fitting for the PCs and would end up in cherry-picking monsters (Personal note: 3.5 Hydra form wizard with shared spell familiar anyone?)

1e to 2e conversion was talked about mostly in monster terms but republishing old adventures in 2e won't likely sell much.

Once the playtest ends in December, some information blogs on final 2e will come out - the proper form of this is still in the works.

LV12 bunnies issue: On one side, a GM creating an adventure will set a DC to challenge a party if the situation demands it. On the other, a GM creating a world will set level challenges regardless on when players meet them. Meeting the two is the issue and they need to work on conveying that idea. The chat demands a shrubbery to climb.

I tried to ask about mandatory item bonuses (working the question in a little less loaded way) but it wasn't picked up. There's a bit more discussion I didn't jot down, so feel free to check the stream if you want more details!


My own thoughts on the updates:

Monk stuff looks pretty cool. I wonder how ki strike is going to feel more powerful, maybe it will add a die of damage on top of the accuracy bump, or come with something like bypassing resistances or concealed. More ki-monk options is a definite plus.

I'm curious how the new 'rogue techniques' will be different than the current paths we have now. Maybe more feat support later on for brute/feint methods? Maybe there will be better weapon support for brute rogues or better damage support for feint rogues?

I absolutely love that poisoner is going to be an alchemist specialization option now. Other specs for them are cool too.

Any thoughts on how the stance change is going to work out in play? I like the idea of getting into dragon style round 1, then swapping to crane style at the end of round 2 for some defense after a strong opener. Also seeds in some support for an eventual Master of Many Styles that might be able to enter multiple stances at once. Or maybe the stance change is only for fighter stances and monk styles are still only at the start of the round.

Came up in the playtest, characters got so enfeebled they were rolling less than 0 damage. What happens? Do they default to 1 nonlethal (the PF1 default)? Does damage stop at 0 HP? Doe they heal the target by accident?

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Fun situation came up in the playtest earlier this week. Party was kinda split up, and the enemy was coordinating by shouting at eachother, didn't always have line of sight to each other. I was a bard, and wanted to try and interfere with this communication, so I think about yelling "The cleric's going upstairs" and rolling deception to trick the enemies into going on a goose chase. Thought I'd go to impersonate (mimicing the enemy's voice) and found out it takes 10 minutes to impersonate someone. Doesn't seem to make a distinction for purely verbal impersonations. Checked lie, but that takes a full round. To say something it wouldn't take me a full 2 seconds say. I'd be fine with an action, but a full round seems excessive.

New update gave us multiclass rules for paladin. The first feat says you are bound by being LG and by your deity's anathema. It also is the only way to get instant heavy armor proficiency. And the only things you lose for violating the code is the benefits of feats you don't have to take. So, for example, a CE monk could take this while violating the paladin codes all the way, and still get a fun weapon and some good armor proficiencies. And now can take a feat for divine grace (about as good as any other monk reaction IMO) and another for armor expert.

Is this supposed to open up 'paladins' of every alignment?

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As the title suggests, I don't see any reason to ever pick bear, wolf, or bull totems in comparison to other totems.

Bear gives you claw and bite attacks, and a slightly faster movespeed with animal rage. Which is supposed to compete with cat totem, which does all of this except the claws are better and the movespeed is faster. No disadvantage here, no area where bear is better, just a bear+.

Wolf and Bull give you a single natural attack, and with animal rage gives you a slightly better speed. Deer does this too, but is faster than either of the other two with animal rage.

The other totems have a niche IMO. Ape is the fastest climber, so if you adventure in a region where climb speeds will be incredibly useful it might be good to be the best here. Shark is the fastest swimmer, as ape but for water. Frog is slower at swimming than shark, but has a landspeed and some reach, making it decent if you are going for a more amphibious environment and helps compensate slower speed by not needing to go as far. Snake is slower than any other option, but it can climb, swim, and move overland. Not every campaign or playstyle will benefit from these, but the benefits exist.

For wolf, bull, and bear, I just don't see a mechanical reason to not be a deer or cat instead. Anything I'm missing? Does this bother anyone else?

In a fight, can you apply poison to an ally's blade? I can't find anything prohibiting it (and think it would be a pretty neat buff style for an alchemist).

Related question, if you apply poison to a weapon, does it stay on the weapon until a strike is made with that weapon, allowing a character to walk around with pre-poisoned arrows/blades?

Sorry if these have obvious answers, some of the alchemy and poison rules are all over the place and I want to be sure I know how applying poisons work before making a poisoner.

The weapons section is probably one of my favorite parts of PF2. Weapon traits feel a lot more important, useful, and interesting than they did in PF1, they actively encourage using weapons, and weapons with more of them feel better than weapons with less even if they do the same damage. There are some duds (like the ancestry ones, or volley) but the mostly I really like the change. Weapon specialization takes this one step further and makes each weapon group a bit more unique and useful for highly skilled users than the average warrior. It is a fantastic framework.

That said, the armor section is severely disappointing, especially when compared to the weapons section. Armor traits do the opposite of weapon traits, they actively discourage use. You aren't encouraged to use armor because it has interesting features that help with defense, but instead because it doesn't have features that harm your defenses. It feels like armor choices that have the best numbers are actively punishing you for not picking something else. That doesn't feel right to me. I'd really like to see armor traits that encouraged using armor rather than discouraged using it. Like having some armor be swift and have a lower penalty to speed if you are striding more than your move speed (worded carefully to allow for things like sudden charge) or other armor be steady and give a bonus to any checks or DCs which would prevent you from losing your balance.

Also, maybe not for the CRB2, but eventually getting some armor specialization feats and features would be pretty cool too.

Aberration Sorcerer gets the first level power Tentacular Limbs, but this doesn't really do a lot for them. It gives 10' reach for touch spells and strikes with the arms themselves (but not weapons), which is neat but the Occult spell list doesn't have a ton of offensive touch spells. You can take chill touch, which is okay. They get touch of idiocy, which is level 2. Not a whole lot at level 1, and I don't see a ton of options at later levels. I guess it helps with some buffs, but it seems kinda underwhelming. Any gems I am missing?

Saw some interesting discussions of PFS and PF2 rules and how they should interact, thought it was worth a thread of its own instead of being tucked in other threads.

How much should PFS experience and demands influence PF2's rules? How much do we suspect it will?

Will it be difficult to add homebrew creatures to the playtest without skewing the results? I ask because I am working on a 2e homebrew playtest game (right now just the story and an estimate of CR) and it hinges on a couple creatures in bestiary 5 (specifically deep ones and greys), which means I doubt the playtest bestiary will include them. Do we know if there will be guidance on creating monsters/expected numbers, or if there will be similar creatures in the playtest bestiary?

We know that shields can be destroyed in use, and as such can be considered a consumable, at least for low-level shields.

We know that Resonance ties magic items to character ability to manipulate magic more than item slots did.

We know that the new Alchemist is focused on alchemy more than the old one, rather than being a bottle-caster like before.

We know that the new magic items aren't going to be based on the big six any more, with a wider array of cool items that aren't competing with the ability to maintain competence/excellence as an adventurer.

Maybe PF2 is going to be more supportive of consumable items than PF1 was. In PF1, from my experience, a lot of consumables took a back seat to renewable resources simply because they were a gold sink. First level wands were common (because they were super cheap) and a couple of scrolls or potions for utility were as well, but after about level 4 or so things like 1 time use magic items or alchemical weapons and remedies tended vanish as they didn't scale and cost too much to keep up with, either in gold or action economy or both.

Now we have a new magic item system that can make these consumables reusable at the cost of a daily resource, we have a new crafting system and a class focused on making items that were traditionally consumables, we have a reason for magic DCs to scale with level, and a big defensive boost that can be purchased for a time. Any thoughts? Have I missed something that supports or rejects this?

So, we know that in PF2 Goblins are a player race. We also know that something happens to make this more palatable than it currently is for those opposed, but we (and potentially paizo) don't know what. So, what changes might occur in 10-12 years to completely alter their role in society?

EDIT:Curiosity was prompted by this post

Jason Bulmahn wrote:
3. There is more to the shift in goblins that I can honestly talk about here. Some of it would be a spoiler for things that are still in the planning phases, making them way to premature to talk about. Even if I could, I would not want to ruin the reveals.

What key features of the game do you think establishes the feel of Pathfinder for you, instead of D&D or any other game?

What do you think PF2 should incorporate to make the game feel like Pathfinder, but better?

Curious what others think as I personally have very little experience with RPGs beyond PF and I'm not sure what would constitute achieving the design goal PF2 has for being True to Pathfinder.

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Is the Giant Mantis Shrimp supposed to have the aquatic subtype?

UW has a vermin companion for Giant Mantis Shrimp. It is described as aquatic in the description text (colorful aquatic vermin), has a swim speed, and is based on an aquatic creature. However, there are other aquatic animal companions in the book which have the aquatic special quality in their write-up. The Giant Mantis Shrimp has a special quality called "aquatic blindsense 10ft" rather than having aquatic and blindsense 10ft. The former implies blindsense in aquatic environments, the latter simply means a comma is missing.

If an Envoy uses Clever Attack with a ranged weapon while threatened, does he provoke? Does an ally using a ranged attack against a clever feinted foe provoke? I don't think it does, because flat-footed prohibits reactions (so it would provoke but the for couldn't do anything) but I'm not sure if I'm missing something or if this is against the intent.

Relevant text from SRD:
Clever Attack wrote:
As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack.
Clever Feint wrote:
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn.
Flat-Footed wrote:
At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.

Out of curiosity, what are the most popular UMD scrolls/wands/etc? I would imagine enlarge person and grease, as well as ill omen familiar shenanigans, any other popular ones?

Do monks lose any abilities when wearing mock armor?

One of my favorite archetypes from Horror Adventures, Mad Scientist, unfortunately requires a bit of advanced preparation to work. Fortunately, here are tables for each level of extract. Don't know if anybody else ever plans on using this archetype, but I certainly have a number of NPC's lined up for this, and want to make a PC Mad Scientist if I ever get a convenient chance.

2nd Level Extracts:
First roll (1d3-1)x10. Then add 1d10. Redo if the result is 30 until a valid result occurs.
2:Alchemical Allocation
3:Alter Self
6:Bull's Strength
7:Cat's Grace
8:Cure Moderate Wounds
10:Delay Poison
11:Detect Thoughts
12:Eagle's Splendor
13:Elemental Touche
14:False Life
15:Fire Breath
16:Fox's Cunning
17:Heroic Fortune
20:Owl's Wisdom
21:Perceive Clues
22:Protection from Arrows
23:Resist Energy
24:Restoration (Lesser)
25:See Invisibility
26:Spider Climb
27:Transmute Potion to Poison
28:Undetectable Alignment
29:Vomit Swarm
3rd Level:
First Roll (1d3-1)x10 then add 1d10 or 1d4 if the result of the first roll is 20.
1:Absorbing Touch
2:Amplify Elixir
3:Arcane Sight
4:Beast Shape I
6:Cure Serious Wounds
8:Draconic Resevoir
9:Elemental Aura
11:Gaseous Form
15:Protection from Energy
17:Remove Blindness/Deafness
18:Remove Curse
19:Remove Disease
20:Seek Thoughts
21:Thorn Body
23:Water Breathing
4th Level:
Roll (1d3-1)+6 then add 1d6.
1:Air Walk
2:Arcane Eye
3:Beast Shape II
4:Cure Critical Wounds
5:Death Ward
7:Discern Lies
8:Dragon's Breath
9:Elemental Body I
10:Fire Shield
11:Fluid Form
12:Freedom of Movement
13:Invisibility, Greater
14:Neutralize Poison
16:Spell Immunity
18:Universal Formula
5th level:
Roll (1d3-1)+5. Then add 1d10/2(minimum 1)
1:Beast Shape III
2:Contact Other Plane
3:Delayed Consumption
5:Elemental Boddy II
6:Elude Time
7:Magic Jar
9:Overland Flight
10:Planar Adaptation
11:Plant Shape I
13:Resurgent Transformation
15:Spell Resistance
6th Level:
Roll (1d3-1)+5 then add 1d10/2(minimum 1)
1:Analyze Dweomer
2:Beast Shape IV
3:Elemental Body III
5:Form of the Dragon I
6:Giant Form I
9:Plant Shape II
10:Shadow Walk
13:True Seeing
14:Twin Form
15:Wind Walk
Hope that these lists might help anyone else thinking of using this archetype.

Barring GM fiat, is it possible to wear armor underneath your normal armor?

Not for any benefit mechanically of course, but is it possible to wear a chain shirt under full plate? Or maybe even Chainmail under full plate? Would it change if the chainmail were mithral?

I'm asking with regards to a sunder character, covering some bases in case of GM's deciding to start sundering my stuff.

Recently Horror Adventures was released with the Living Grimoire Inquisitor within. A quick skim and you see that it is an Int-based, prepared inquisitor. The same quick skim shows it is an awesome archetype thematically. But while it removes most of the wisdom-dependent class features (Monster Lore, Cunning Initiative, spellcasting, and True Judgement), it keeps the ability to change teamwork feats based on wisdom, as well as keeping wisdom-dependent domains. Was this an oversight (like Slayer) or is Living Grimoire supposed to be slightly more MAD? Or am I missing the lines where this is corrected?

Minor Creation wrote:

School conjuration (creation); Level sorcerer/wizard 4

Casting Time 1 minute
Components V, S, M (a tiny piece of matter of the same sort of item you plan to create with minor creation)
Range 0 ft.
Effect unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

So, lets say I get the duration of this to 40 hours (extended and CL 20), and make an abnormally large carrot. Then eat said abnormally large carrot. What happens in 40 hours after I have finished digesting it? Does the nourishment from said carrot leave me? If this is all I have been eating will I begin to starve? Or do I keep the nutrients from the food and only the waste disappears?

If a 10th level warpriest with weapon focus (trident) casts Divine Trident (gozreh's trident in the books), is it augmented by sacred weapon?

Unscathed Trait (ultimate campaign) wrote:
You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.
Gnome Druid Alternate Favored Class Bonus (advanced race guide) wrote:
The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).

1) If I take Unscathed at first level, does it apply to energy resistance gained later (through the FCB)?

1b) If the answer above is no, would it apply if it was taken by additional traits after a point of resistance was in all 4 categories?

2) Does Unscathed override the cap allowing me to get resist 12 at level 10?

3) Does Unscathed do anything if I take additional traits after reaching the FCB cap at level 10?

I'd like to start this by saying I personally like the idea of antimagic zones, and the ability to generate them, as a way to challenge PCs and counter NPCs. But I hate the Antimagic Field spell. It can only be used in incredibly one-sided ways, usually* to the caster's dismay, it very rarely works as advertised** and if it does work, its one of the most boring tricks for the table. As a GM, I avoid tricks that eliminate players from combats. But still I like the idea of areas where magic doesn't work well. I often fiat areas where concentration checks (of appropriate difficulty for the party) are needed, or where wildmagic exists and your spell might be a rod of wonder. But I was curious, in any of the various splatbooks and 3pp products for PF, are there options for players to make "magic-free" areas centered on areas, or objects, or the like? Or is there some obvious use for this I am missing?

*Its not to the caster's obvious disadvantage when the caster can center it on others, like arcane archery. Its not to the caster's obvious disadvantage when the caster is a dragon or similar monster. Otherwise it makes wizards overrated commoners.

**It has a radius of 10', and instantaneous effects still work. So unless it is centered on the thing you want shut down, it can be avoided with a little thinking.

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Inspired by this thread.

Magic Shooting Stule:

Through the years, many have studied the art of magic. Many find simple tricks they can use as training wheels to help them learn the practices of their school, family, god, or spirits, but most often they later abandon such tricks once the powers of the cosmos open up to them. But for some, they see these tricks as icons of their calling. These powers to them are not mere parlor tricks to impress the locals, but weapons equal to any sword when put in the hands of these specialists.


Magic Shooting Style
Prerequisites: point blank shot; domain, bloodline, school, or spirit power, or revelation which does 1d6 +1/2levels elemental damage at a range, weapon focus in said power.
Benefit: When using the ability specified above and in this style, any opponent struck with this ability must make a fortitude save (DC 10+1/2lv+highest mental ability score) or take a -2 penalty on saves and to AC v. any spells you cast tied to this ability until the end of your next turn.

Magic Trick Shot
Prerequisites: Magic Shooting Style, CL 5
Benefits: When in magic shooting style enemies who fail their fort save apply the penalties to AC and saves against all attacks, and treat them as 2 higher against your related spells.

Magic Force Shot
Prerequisites: Magic Trick Shot, CL 9
Benefits: You do 1d6 damage/2 levels of the appropriate type when making a magic trick shot instead of 1d6+1/2 levels..

*for wizards "spells related to your ability" applies to spells prepared in bonus slots from their specialty school, and all duplicate spells prepared, but not all spells of their specialty school. For others it includes bloodline spells, spirit magic spells from the related spirit, domain spells (including ones in non-domain slots) and revelations.

The idea behind these feats is to make abilities like acid dart scale with level much better, so that at high levels you still might use these abilities. The damage boost is just to help keep up with resistance a bit, and the penalty on saves and to AC helps the whole party, and yourself even more. Of course, at 20th level doing 10d6+10 is easy with a wizard, but at lower levels you do enough damage to keep up with resistance, and make your fancier tricks easier while also helping the party.

Shamans and Oracles might not have any of these yet (I'm not sure) but I included them in case such abilities arise later.

EDIT:Thoughts? Is it too strong or too weak? Consider that its meant to be used alongside houserules where feats scale (like TWF and Combat Maneuvers).


Many times, martial classes tend to be built to do damage in melee combat. For most of these classes, they have many different levels of "power" in terms of melee or ranged damage. Everyone likes "ON" mode, where the ranger has his 1st favored enemy, the paladin smites a demon, the Bloodrager is raging, large, and hasted, etc. But how much should you do in "Off" mode, when your only buff is Power Attack? Or to put it another way, when could a warrior NPC do your job competently in a fight?

Would the following changes be broken?

1). Size modifiers do not exist. This includes what size you can attempt maneuvers against. If an ability normally would give you this bonus (like underfoot adept monks) you can reintroduce the number change, not the restrictions.

2). Combat maneuver feats scale, adding one higher bonus to CMB and CMD every 5 BAB after the first (+3 @ 6, +4 @ 11, etc) and the greater feat kicks in for free at 6th BAB.

3). You can make any combat maneuver with a weapon and in place of a weapon attack.

4). Combat maneuvers only provoke if the creature attempting it has a lesser version of the improved feat (a 1st level fighter with improved grapple provokes against a 6th level fighter with the same, and gets an ao v. a fighter without said option).

5). Grab and similar powers are considered the improved feat, with a bab appropriate for the bonus (+4 would be like a +11 bab for the previous houserule)

These are to hopefully encourage options other than vanilla attack/damage. Thoughts?