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Hello folks,

an alchemist can get access to blood money as a spell (not extract) through the spell knowledge discovery or by multiclassing.

Would he then be able to use blood money with an extract?

I'm seeing arguments for both sides here. Extracts behave as spells, have material components and so on, so mechanically there should be no problem. However they are no spells per definition.

Second issue: The rules state that material components are used when the extract is drunk (and thus cast), but there is an I believe unresolved discussion when the choices of an extract are made. In the case of potions it is at creation time. For spells like stoneskin it is no issue, because no choices are made, but I'm looking at the spell "Daggermark's Exchange" where the material component is variable and thus affects the blood money outcome as well. Same goes for Animate Dead, Fabricate and the like.

The whole Extracts ruling is quite a mess. They duplicate spells, but are no spells, they behave like potions, but are no potions. Is there any ruling I'm not aware of that clarifies how extracts should be treated in that regard?

Greetings


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Hello there,

the Lucky Number Spell says:

You are able to tweak tiny variables affecting a creature’s immediate future in order to grant the target a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by that spell, the new number replaces the previous one.

Notably: regardless of what type of dice the target rolls

A summoning class that summons several monsters from one or two lists down (1d3 or 1d4+1 respectively) would apply for the Lucky Number bonus, no? Provided you roll a 1-4 on your Lucky Number roll, you would get 2 (3 with Fate's Favored) extra summons out of this 1st level spell.

The odds could be turned in your favor if you apply things like the Luck Domain to your Lucky Number roll (roll twice and take the more favorable - in this case lower - result). Which you could further increase by the 6th level reroll power from the luck domain or the "Borrow Fortune" Spell that for example the Fate subdomain grants.

Anything that prevents this powerful combination ruleswise?

Also do you have any further options to reduce the roll on the Lucky Number Spell?


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Hello Folks,

I read into the Occultist Focus Powers and my Attention was drawn by the Soulbound Puppet ability of the Necromancy implement. While it seems mediocre on the first look, I dived into all the possibilities and was amazed at how with one ability, you can essentially fulfill almost every role out of combat and many roles during combat.

The ability says:

Soulbound Puppet (Su)
As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus, but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time.
The soulbound puppet remains animated for 10 minutes per occultist level you possess.

So we get a familiar. The text says "you can select any of the familiar choices available to a wizard". While it aims at chosing every kind of animal, it also means: every familiar archetype available.

So you spend some Mental Focus (the more, the better) into this one focus power, no more investment necessary, and you can have whatever you need at the moment for 10 minutes per level. This is huge. Compared to a class with fixed familiars, you get:

- a familiar tailored to your current needs for a full round action
- a familiar that disappears anyway, so it can die easily without negative consequences (no money to be paid to raise a new one)
- potentially many different kind of familiars on the same day, maybe even during the same combat
- a different bonus granted to the master as well as a different starting feat every time, so potential use of niche feats that shine in specific situations

Now for the first advantage to comprehend, we need to browse all familiar options. I just started, but some options seem so overpowered I already feel remorse for using them (starting with the least powerful and increasing in overpower):

- the Mauler familiar for a nice critter in melee that can flank, damage and more importantly take damage and die. It's basically a summoned monster.
- the Valet familiar during crafting hours to double your crafting speed. This is tricky though, because it needs to be present all the time (so rather at high levels and you need to spend a lot of points)
- the protector familiar, who since it can die means at later levels: double your hit points and divide damage evenly between the two of you, with the possibility to negate hits (Bodyguard) and direct hits towards the disposable minion (in harm's way), with other words: DR/half with benefits
- the Figment/Sage combination. Need to pass any Knowledge check? Raise a Sage with ranks in the category you need and give it the Skilled Evolution via Figment. That's a +3(class skill)+8(Skilled)+1,5xLvl(Sage)+Int Bonus to the check. Not bad? It gets even better. You can do this with any skill you have no ranks in (without the half level bonus though). Any skill that comes up too seldom to invest in now becomes available. That's not even all. Some skills need to be done by you for various reasons (in my case of a Psychometrist Vigilante the Occult skill unlocks). There's a 1 Point Eidolon Evolution called "Shared Evolution" with which your Figment familiar can give you another Evolution it possesses. So from level 7 it can give you Skilled (+8 bonus) to any one skill you want. Taken into account, that many skills can get another +3 by chosing the right type of animal, we are looking at a +11 untyped/racial bonus to most skills.

- further useful archetypes in specific situations: Animal Exemplar/Ambassador if your group lacks a face/druid, Pilferer or Infiltrator for spying and stealing, Decoy for intrigue like games, Prankster for some fun at parties and Mascot to improve group interaction and teamwork.

To summarize: You can do any skill in the game, you can summon a meat shield and boost your defenses. You can adapt to many different tasks and have enough versatility for almost any encounter.

This is more than any other ability I've seen in this game. Please change my mind.


Hello folks,

I was Looking into the Prowler At World's End Bloodrager archetype and got confused about to what extend I can use the Level 11 ability to apply Beast Shape IV to my rage?

The ability states I can only take the form of a great cat of the kind I channeled via the Spirit ability.

If I channeled the lion, does that mean I am stuck with the CR3 Lion creature? What about the Dire Lion, Cave Lion or the Mythical Lion, as they appear in the Bestiary? I was searching for other lion creatures in order to maximize the damage dice and found the Blood Lion. It qualifies for Beast Shape IV, however it is a magical beast, so I found it rather unlikely to fit into the ability.

On closer inspection I went through all the great Cat animals and found that all abilities they grant are covered with Beast Shape III, so I wondered why it said Beast Shape IV, when in fact you would not get any advantage out of it. Now I'm kind of hoping that the Blood Lion is legitimate.

Any thoughts?


Hello folks,

I'm currently working on a Psychodermist Occultist and they get this feat for free:

Harvest Parts:

Spoiler:
You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.

I always looked at the feat as it is, and it looked fine to me, but when reading further into the mentioned rules for making a trophy, it seemed you can do all this and even more without the requirement of having the feat, in fact the yield you get from Harvest Parts is way less than the yield from ordinary Trophies.

To compare, Trophies and Treasures gives us these options:

Spoiler:
Harvesting Trophies
When a monster is defeated in combat, the process of identifying what portions of the creature can serve as a trophy and harvesting the trophy are somewhat abstracted—there’s no need to track the values for each part of every monster in the game once they’re gathered as trophies.
In order to harvest and preserve a trophy from a kill, a character must attempt three checks: one to determine what parts of the creature are worth harvesting for a trophy, one to determine if she successfully harvests the trophy components without damaging or ruining them, and one to turn the components into a permanent trophy.

Identifying Trophies: To identify what portions of a creature have value as trophies, a character must succeed at a Knowledge check determined by the creature type, as normal. The DC for this check is equal to 15 + the creature’s CR. This examination takes 1 minute to perform.

Harvesting Trophy Components: Once a character identifies potential trophies, she must attempt a skill check to harvest the relevant components. This is typically either a Survival check (for external features, such as hide, horns, teeth, or the like) or a Heal check (for internal features, such as blood, internal organs, or sweat). The DC for this check is equal to 15 + the creature’s CR. Harvesting trophy components generally takes 10 minutes of work (at the GM’s discretion, this could be as much as 1 hour of work for creatures whose bodies are particularly difficult to work with).

Creating Trophies: Once trophy components are harvested, they generally remain viable for 24 hours before decay or spoilage ruins them. Application of gentle repose, oil of timelessness, or similar magic can extend this period of decay. In order to turn components harvested from a creature into a long-lasting trophy, a character must attempt a check with an appropriate Craft skill (the exact skill varies according to the nature of the trophy the character is creating, but it is usually one from the following list: alchemy, jewelry, leather, or taxidermy) to preserve the components and turn them into a trophy. The DC of this check is equal to 15 + the creature’s CR.

Selling Trophies
Once a trophy is created, it can be kept or sold. Generally, a trophy can be sold to any merchant for its full value, as if it were an art object, but at the GM’s discretion, certain trophies may require the PC to seek out black markets or specialized merchants to receive the full price. In some societies, selling certain trophies may be illegal or have other ramifications.

To be fair, it seems you need a wider set of skills to finally craft a trophy (Knowledge to identify, Survival or Heal to Harvest and Craft to Create the Trophy, each at a DC of 15+CR), but the listed value of Trophies exceeds the yield you'd get from Harvest Parts on every level sometimes by over x2 (except on CR10, where they match). You can sell Trophies right away, whereas Harvest Parts requires you to use them in your item crafting and even then not more than 1/4 of the item's value.

On top of that, if you read further down the chapter about Trophies and Treasures, you can use Knowledge on specific creature types to gain crafting material with Magical Affinities, increasing their value by another 20%.

I hope someone has read into these mechanics as well and can give me some clarity. How is the Harvest Parts feat intended to interact with these rules and what are its designated benefits? I know it's rather niche material here, but maybe someone has got some more insight into this topic than me.


Hello folks,

I am GMing a group of 5 people in a homebrew campaign. We were friends before Pathfinder and not everyone is a dedicated PF geek as I am, so there is always the danger of small talk interrupting the sessions.

The others are less experienced, so during play lots of rules/character build questions are directed towards me. Besides, the campaign is rather complex, so I have to do a lot of talk. I'm doing my best to answer quickly, but often some players are left with nothing to do but waiting for other isszes to be solved.

Luckily, we have 1 or 2 players who would GM as well, so I was wondering if I could take one of them as a second GM. I don't want to split the table though, so it must be 2 GMs working simoultaneously. The advantage, I could do the rule questions why the other carries on with the plot, or in the case of splitting the party on some occasions being able to act out two scenes at the same time.

Now there are a lot of potential issues, so I'd like to ask if anyone had any experience and can tell if it works or why not?


Hello,

there are two Vigilante Talents:

Cunning Feint:

The vigilante can feint as a move action or in place of his first attack during a full attack. At 8th level, when the vigilante successfully feints, the opponent is denied its Dexterity bonus to AC against all attacks until the vigilante’s next turn.

Concealed Strike:

Whenever the vigilante attacks an opponent with a concealed weapon that his target wasn’t aware of, he can attempt a Bluff check to feint that opponent as a move action. If he has the Improved Feint feat, he attempts this check as a free action instead. A vigilante must be at least 6th level to select this talent.

Cunning Feint works exactly like Improved Feint and Greater Feint, although the feats are not spelled out. Improved Feint is needed to make Concealed Strike a free action though.

Now with Quick draw, a Stalker Vigilante would get a guaranteed lesser sneak attack full attack every round, provided that the Bluff check succeeds.

Pretty nice combo, but has there been a ruling I oversaw that makes Cunning Feint count as Improved Feint for prerequesites? It should be, obviously, but I'd like to have it RAW.

Thanks in advance


Hello community,

my group is planning a 4vs4 Arena mode (every player makes a team of 4 Lvl 9 PCs). My head is aching over the need to counter every possible build my opponents might come up with, but I think I got some awesome stuff against spellcasting.

It is basically an archer with the Overwatch Style feat chain, resulting in Overwatch Vortex (via multiclassing in Master of Many Styles Monk to get it without BAB requirement).

So what I am planning to do is ready 4 ranged attacks in our preparation time before I see the other PCs, triggering "when A/B/C/D starts casting a spell". I managed my damage output so they lose their spell on almost every hit, but now I have a question about the initiative stuff:

1. Let us say there are 4 casters in the opponent team, each try to cast, each of them gets interrupted. Does my Initiative go right before the last caster, meaning the other 3 casters may freely cast spells before I am able to ready again?

2. Now there are only 2 casters. I know I only need one shot to interrupt them, so I ready "when A casts", "when B casts", "when A casts a second time", "when B casts a second time". Both try to cast, get interrupted, my Initiative goes before B, but since I readied another shot I can interrupt A when it is his turn, shoving my Init before A, so B gets a try, but I also readied this. Legit?

3. First fight is over, now in the second combat my opponent already knows what I am up to and decides to ruin this plan. Initiative order is "Me", A, B, C, D. I ready 4 ranged attacks against each one casting a spell. A, B and C do other stuff, like trying to kill the Archer in melee. D casts a stupid cantrip or so, my Init goes down to D. A and B attack in melee, C casts a cantrip, I shoot once but cannot do anything else. Same happens next two rounds with B and A casting, so they locked me in my Overwatch Vortex for 4 rounds. Is this possible and is there any way to negate this possibility?

I find it quite difficult to get my head around this readying multiple attacks, since usually you ready only one action and if it does not trigger, you get your normal turn at your first Init place.

Thanks in advance.


Hello again,

Recently, I found out about this funny little Pretige Class:

The Brewkeeper.

The search function revealed that there has never been a discussion about this class, only some side mentions in some class guides. Or is there another name due to licence issues that made me miss it on the boards?

Anyways ... I would like to collect some powerful or at least well rounded ideas of what to do with this class. Analyzing the most important class features, I see the following:

Prerequesites:

This basically shouts Alchemist at me. Free Brew Potion, 2nd Level extracts, ranks in craft (Alchemy). You can however take any spellcasting class and buy Brew Potion as a regular feat.

Distilled Spells:

While Alchemist triumphs in prerequesites, they lose on this one: They already have Spells in potion form. the only benefit they get here is the Infusion Discovery, which is one feat at most for every straight Alchemist.
For every other spellcasting class, this is golden. You lose one Level of spell Progression, but then you can give away any 1st-9th Level spell as a potion. Divine Power to the Fate's Favored Half-Orc Fighter? No problem here. It seems that 9th Level prepared casters benefit the most of it. Stay away from spontaneous classes though, because creating Draughts in advance destroys your spontaneity.

Faithful Drinker:

You need to drink regularly to really benefit from this. That's difficult for any class, so you need to build towards it: I can see either the Divine Fighting Technique feat with Cayden Cailean's "Blade and Tankard Style" or the "Acclerated Drinker" trait combined with any build that only uses Standard Actions (Vital Strike, Casting). Note that draughts function as potions, so in contrast to extracts, they would qualify for Accelerated Drinker.

Helpful Homebrew:

This lets you use metamagic without a Level increase. Instead, you utilize your Brew Reservoir Points that are quite limited. Although there are "harmful" and "helpful" Homebrews, I think that the helpful ones are best used offensively - namely Empower and Maximize Spell. Magus Comes to my mind. If you want to use this feature with Draughts, only "Extend Spell" seems useful. Since Empower and Maximize cost 2 resp. 3 Brew Points, you burn through it fast.

Harmful Homebrew:

At the cost of 1 Brew Point, this comes cheaper. You can add debuffs to either Splash Weapons or Touch Spells. The only classes that excel at this are Alchemist (Bombs) and Magus (Spellstrike), so they seem to be the only viable classes for this Feature.

So I currently see these options:

- Bomb-throwing Alchemist, handing out Extended Infusions and adding even more debuffs than usual to your bombs.
- Magus, burning though their Brew Points while using empowered, maximized touch spells augmented with Harmful Homebrews for extra debuff. Maybe hand out some buff draughts to non caster allies.
- Prepared 9th Level caster buffer (Cleric, Druid, Shaman, maybe Witch or Wizard) who empower or maximize their damage spells and extend their buff Draughts.
- Action economy king: Accelerated Drinker Warpriest (swift action self buff, move action drink Draught, standard action cast or vital strike)

So what else is there? Any spells that are particularly good in potion form but not on the Alchemist list? Any combination that kicks ass? Strong synergy with any feat chain? Which of them options would you recommend the most?

Thanks in advance!


Hello folks,

I start GMing a group of 8th level characters in a group I played in until now, changing the seats with my former GM, who wants to be a player for a while.

My chapter of the campaign is going to lead them into a Duchy, whose people live isolated between a creepy swamp and an even creepier forest. They worship an ancient golden dragon, who was supposed to be the founder of this Duchy, yet was never seen for a century or two.

When my players arrive, a golden dragon will appear in the sky, which the superstitious people of course see as a sign for an upcoming Kindom of Heaven or something like this. Following their tradition, a Festival is Held, which includes a tournament, called the "Dragon Run".

The players may participate in this run. What I need is some tasks that fit thematically to dragons, especially the golden ones.

- There will of Course be some parkour that requires a combination of physical skills (Climb, Acrobatics, Swim...)
- since golden Dragons are immune to fire, I thought of some kind of Walking across glowing coals or dodging fire related traps
- there should be some fights, because that's what Pathfinder does best, I thought of some constructs/plants that only grapple or try to impede movement by other means. Any suggestions?
- something with Draconic language...maybe a riddle?

The Group consists of a Strix Airborne Ambusher, a Bard, a Synergist Witch, a ranged Warpriest and a Divine Marksman Ranger.

How would you run such a run?


Hi guys,

I am a little bit confused. I thought that I understood most of the basic rules, but now I have to ask one thing:

I know bonuses of the same type (e.g. enhancement) don't stack, as long as they apply to the same thing. I also know that e.g. an enhancement bonus to Initiative stacks with an enhancement bonus to DEX, although both de facto affect the Initiative score.

I noticed some cases, in which the difference is not so clear. Can you help me with these and maybe point me towards a general rule that helps me understanding?

A. A +1 trait bonus to will saves (indomitable will) and a +2 trait bonus to saves vs. mind-affecting effects (Latent Psion)

B. A resistance bonus on all saves and a resistance bonus to Will only (pretty sure they overlap here, but for a General rules clarification want to mention them)

C. An enhancement bonus to one combat maneuver (Belt of superior maneuvers) and the enhancement bonus of a weapon that is used to trip/disarm, which also applies to the CMB check.

I think those are all I thought of.
Thank you very much in advance.


Heyho,

let's say there is a PC with these two items and natural attacks or unarmed strikes as weapons.

There are some abilities, that let you switch/add the enhancement bonus of the weapon to something else, namely Guardian, Defending or Brawling.

What is considered the weapon in this case? Is it the natural attack/unarmed strike or is it the amulet/bodywraps?

Because in the former case, I could just make a +3 bodywraps, while I put Guardian and Brawling to the amulet, thus saving money by seperating enhancement bonus and special abilities?

Is this legit or are there any rules objections I might have overseen?

Thank you very much!


Hello swarm intelligence, I need you:

When I built the concept of my Bloodrager, I wanted to maximize the stuff she's good at and decided to totally dump the stuff she's bad at. The latter are AC (around 10 while raging) and will saves (currently -2 at lvl 7). I planned to compensate these bad numbers by different means. AC is well compensated by Greater arcane bloodrage (free displacement) and Mirror Image (free from Level 11), as well as tons of HP.

What gives me a headache is her bad will save. Because increasing the save is like fighting windmills, I plan to compensate by getting as many immunities to effect types that target will saves as possible.

So far I found this:

Mind buttressing armor for charm and compulsion effects (and a flat +2 will).

Ring of mind shielding (against reading my mind)

1. Are there any more Magic items, maybe traits or feats, that grant me immunity or maybe transfer the required save to Fort or something?
2. Can anyone point out what is covered exactly by the buttressing armor? All charm or compulsion spells (including Sleep/Slumber Hexes? Hold Person?). Other subtypes that are not pointed out as charm or compulsion? Maybe even the mind reading effects that are covered by the ring of mind shielding?
3. What types and subtypes of spells/effects are there that target will, besides those described? I feel like the buttressing armor already covers a lot, but I'd like to know what evil stuff I might be vulnerable to.

Once again, thanks in advance. You are awesome!


Hey folks,

in one of my groups I played a Polearm Fighter focused on tripping as a cohort (Leadership feat). As we have become too many chars (new players, NPC's), we decided to reduce the number of PC's. Since this fighter build kicked ass although 2 levels behind, I will keep him and abandon my other char. Last session we leveled up. In the upcoming session my fighter will (as now he is a main char) rise from Level 11 to 14, so I have some feats to spend and already spent some time optimizing him even further.

The feats are as follows (not necessarily in this order, as he joined the group on level 10):

1 Dodge
1 Mobility
1 Combat Expertise --> already retrained to dirty fighting
2 improved trip
3 power attack
4 fury's fall
5 combat reflexes
6 greater trip
7 combat patrol
8 lunge
9 spring attack
10 whirlwind attack
11 pin down

the class abilities of the polearm fighter are essentially:

- Usual Weapon Training limited to polearms (+1 atk/dmg on lvl 5, 9, 13, 17)
- +1 atk with attacks of opportunity + readied attacks on lvl 3, 7, 11, 15, 19
- ability to immediately gain 5ft reach with polearms with decreasing malus on atk rolls

Where would you go from here? Which feats would you consider less important and replacable?

I do not intend to focus on damage at all, we already have a ranger archer for that (I even considered swapping power attack). My aim is to control the battlefield, keep foes at distance and prone or provide flanking situations for the rogue.

I have figured 3 directions to go:

- Dazing assault debuffs: In this case, Power attack will be a feat tax and seldom used, additionally I'll need Ability Focus for +2 on the Fort DC and (Greater/) Weapon Focus to maintain my decent accuracy
- Focus on tripping only: WF, Greater WF, ???
- Defense buffs: Just out of reach, because few melees will get adjacent due to my Trip A.o.O.s and the Pin Down feat, additionally either Shield of Swings (since half damage does not hurt me as much as a damage dealer) OR Weapon trick Polearm (the ability to wield Polearms onehanded for a -2 malus on attacks lets me have a shield)

I have currently 3 feats to spend (+ those I might retrain). I am willing to mix some of the above feats or take entirely new ones I might be missing out. I am also looking for awesome tactics I might have overseen or combinations with magic items etc.

____

This post is already too long, but has anyone used combat patrol mid-combat and can share their experience? So far I used it once, when some mounted enemies were charging from far away, and I loved it. I also have pin down to back the feat's usefulness up, but is it worth it, compared to a simple whirlwind trip or a full attack?

Thanks in advance!


Hi folks,

this is at first a rules question, but I'd appreciate some advice as well. The character in question is a Bloodrager Blood Conduit who performs bull rushs and then casts swift action touch spells along. Shocking grasp is obvious, but it caps at 5w6. Then I found this:

Blood Intensity:
Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level.
This ability replaces the sorcerer's 3rd-level bloodline power or the bloodrager's 8th-level bloodline power.

Since Bloodragers have the highest possible STR, my maths have revealed that with this I will have 1d6/level up to level 20 (22 to be honest), which makes me want to focus solely on shocking grasp.

My rules question:

Does the mutation take a higher level slot as the intensified spell metamagic talent?

Depending on the answer I'm considering burning all my slots with shocking grasp. I am looking for optimization.

1. Are there possibilities (traits, magic items, rare feats) to enhance this particular spell or the casting situation I described?
2. Are there other spells from the bloodrager list that benefit significantly from this mutation except: Burning Hands and corrosive touch? Level caps of 10 are quite late in game and in my mind don't justify one of the few uses I have.
3. I can also use my 3rd or 4th level slots to cast shocking grasp, but this would be a waste. So I should use meatamagic to adjust the slot level, but don't know much about the possibilities. Which metamagic feats would you recommend? Is there another possibility except taking the feat or wielding rods? My char has not many feats to spare...


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Apologies in advance, if there is a similar thread. I'm having a hard time searching for discussions about specific aspects of this rulesystem.

My GM spontaneously awarded us with a nice manor in a big city - an orphanage, but we plan to use the kids for our purpose (huahahaha)

Since no one of our group has yet read through the downtime rules, especially rooms,I took the job and soon stumbeled upon the inconsistencies of the system. With your help I woould like to find a reasonable way to handle this.

For simplicity, i suggest working with an example: I'm aiming to generate as much magic capital as possible for the hundreds of wondrous items I want to craft. I found out that a classroom (thematically fitting with the orphanage) has the best cost/prize ratio, then the magical repository is a must, besides a scriptorium, alchemy lab, courtyard, storefront, maybe furnishings...
These are the questions I have to solve. As far as I see they are not clearly worded or broken. I'm not asking for RAW here, unless they are totally reasonable. Im looking for a balanced way to make it work

a) Beginning construction: I want to earn capital to reduce prizes. So me and my 4 co adventurers spread out into the city, doing stuff to gain the capital. Each has a skill modifier so that they will earn 2 capitals each, so it will not last too long, but is it resonable I have to wait till I gathered all compontents, before I can start construction? I think workers should be able to start with 2 goods, 2 labor and 2 influence.

a²) More important: We want to build multiple rooms, but the building section of the rules indicate that we have to add the time of all rooms together. Now if my herbalist mate wants to build a beautiful garden, my dhampir builds some Gothic stuff in the cellar and I start my classroom, why should we not be able to construct simultanously? I really have no time to wait half a year for my business to become useful. We could forgo this rule by stating each player runs his own business, and even when we want to have more than one construction per person - what stops us from giving my favorite orphan all the money and goods and let him start construction time. It should be allowed for everyone to start as much construction as possible. They paid the labor price for each individually, so each construction site should have its own workers...

b) Room size: There is a range of how many squares a room takes, but it says you can reduce the size below the minimum if you wish. So since we don't have infinite space, we should build each room at 1 square - even the classroom o.O Even wihh the minimum squares listed, it is only 5 squares. Are there any penalties for small rooms that I am missing? Should there be? I'd really like a fix number of squares, otherwise it feels too cheeesy.

c) Building vs. rooms: The rules suggest that you add up all modifiers for one sort of capital per building. It seems to be no must, so logically it is much more effective to take 10 on alchemy lab, take 10 on magical repository and maybe roll on the classroom. Every modifier below 10 becomes worse with this system, but it is still better than combining. What are your rule suggestions here?

c²) Working at a room: Now I have some days to spare and want to work at the magic repository to increase magical income. Rules say I get a +10 bonus to my 1d20+12, fine. I did not quite understand if I also add my Spellcraft modifier as in the skilled work section. Is it 1d20+10+12+Spellcraft or 1d20+10+12? If the latter, it is much more productive to let the business work on its own and go spellcrafting in the city. Even with the former rules, it is only slightly better, because (taking 10) 10+Spellcraft and 10+12 are the same, except when you'd reach the next 10 points.

d) Splitting income: The rules say we can split a modifier to serve different capital incomes. Assume we are at the beginning of the whole process and only have our classroom. Would it not be much more effective if we just split the +8 to +1 Goods, +1 Labor, +1 Influence, +5 Magic? Thus we get 1 of each while we are away, opposed to only 1 magic capital. Or does the room only get one check per day? Then it is impossible to split the earning...

e) Running a business with all PC's: We are a nice team and want to run the business as a group. Assume we play with the combining modifier rule, so my 5-7 magic generating rooms all add up to +50 or something. Since my cook and bartender mate wants to have a belt of giant strength and my herbalist mate is tired of earning gp at a very bad rate, they want to help with acquiring magic capital. Can I give each of them another room to boost the income with their skilled labor?

f) Earning gp from a room: If I work at some room to earn money, what skill check do I apply to my result? Is it up to the player to come up with a creative way and to be nodded by the GM? For example a Spellcraft check to craft and sell small magic items at the magical repository?

___________

If I were GM, my ruling would be:

- All modifiers to the same capital add up, while the adventurers are away and when only one of them takes care of the business.
- you cannot split modifiers for one room, unless you have another room generating the other income (e.g. Bar makes gold, my magic capital earnings check results in 42, so I spend 2 points of one modifier to the gold production of the bar.
- Characters that work in the room roll seperately, as if in the city. Then they add the +10 bonus and make the normal check for the room, adding all together. That results in effectively +1 capital (compared to earning capital seperately)
- When multiple or all party members take care of the business, they can divide the modifiers to the same capital earnings between them. So I take magical repository+classroom for a +20 modifier, while my herbalist mate runs the alchemy lab for +10 (thus you gain one additional check for each PC, which is reasonable, since we could also just build our own business and run nothing together).

I'm open to suggestions and corrections of my misunderstanding of the rules. Thanks for your help!


Hello community,

Blade and Tankard Style:
Initial Benefit(s): You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trick combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

I recently found this awesome feat and was quite surprised that there are so few discussions about it on the board. Anyone of you ever had some builds upon this feat and want to share their experience?

What immediately came to my mind was to abuse it with extracts. It says you can drink a potion in place of an attack, so extracts should work fine with it.

So you basically play an investigator or alchemist. Since you need all the TWF feats (and suffer from the usual -2 penalty) and only have 3/4 BAB, you will have some disadvantage at hitting, so Iˋd recommend investigator that gets some boosts to attack rolls.

Next thing you need is this:

http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/fi ghting-tankard

Now you can place 6 different extracts into the tankard.

Upon level 9 (thatˋs probably when you can afford the tankard easily), you get Improved two-weapon-fighting and can:

- attack with rapier or similar
- drink extract
- attack with rapier at -5
- drink another extract

Or just buy two of them tankards (since they are light maces=light weapons) and do:

- 4x drink extract
next round: unleash hell

An arguable ranged option would be (assuming alchemistˋs bombs are light weapons): Buff with extracts, while you throw bombs (fast bombs discovery required).

Any thoughts on these ideas? Are there other viable options to use this feat? It seems to be absolutely overpowered, getting up to 4 boosts per round for a mere -2 penalty on your attack routine and a few feats that usually need 4 rounds. Overpowered, but awesome!


Hello community,

I was wondering if I could decrease the STR my char uses for an attack voluntarily?

There are some situations, in which this might be handy. I'm currently thinking of:

a) Bull rushing with the knockback rage power that deals ST mod as damage. I am playing a Blood Conduit Bloodrager and when one of my team mates is surrounded, I would like to bull rush him out of danger and by this way heal or boost him with a touch spell. I don't want to hurt him with the rush, so if I could lower my STR to 10, there would be no harm (although the bull rush won't get the ST Bonus of course)

b) Torturing someone with lethal damage, but not too fast, so that they have enough time to overthink their uncooperative behavior ;-)

Besides, can someone who wants to be attacked/bull rushed/... voluntarily lower their DEX to make it easier?

Considering logic, both should be possible. You can punch someone hard or soft, which is exactly what STR stands for rulewise. Same with dexterity, which represents the ability to dodge.

I would be glad though, if it was possible RAW. I haven't found anything so far.

Thanks in advance.


Hello,

Iˋm planning on a Bloodrager (Blood Conduit Archetype) that focuses on bull rush and claw fighting via Abyssal Bloodline Power.

Via Primalist, I exchange my 4th level bloodline power for the "knockback" rage power. Besides I have the merciless rush feat.

Both allow me to deal my STR as damage with a successfull bull rush. I assume both effects stack, at least this was the consense of another thread.

(merciles rush:"When you bull rush a creature and your check exceeds the target's CMD by 5 or more, you deal damage equal to your Strength modifier to that target.")

(knockback:"Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.")

Now I will take power attack with my 6th level bonus feat, since I need it for greater bull rush.

My questions are:

a) Can power attack be applied to the bull rush damage of merciless rush and knockback? The malus on attack roles would affect bull rush, so it does not seem too broken. Though, bull rush was not intended to do damage in the first place, so it might be a bit cheesy...

b) I have a constant attack routine of 2 claws at full BAB, with knockback I can exchange one of the claws by bull rush. That makes one claw, one bull rush, which seems okay. If I want to optimize now, would it be legit if on level 11 I took a weapon in one hand, thus use my iterative three attacks, the first replaced by bull rush, AND use my remaining claw at -5?

It would be:
1. bull rush
2. weapon -5
3. weapon -10
4. claw -5

instead of:
1. Bull rush
2. claw

Thank you for your help, I hope I did not mess up my first post :P

Prof. Löwenzahn

Full Name

Brebork

Race

Half-Orc

Classes/Levels

Cleric 2

Gender

Male

Size

6' 8' 250 lbs

Age

19

Special Abilities

Intimidation, Diplomacy, Glory, Fire

Alignment

Neutral Good

Deity

Sarenrae

Location

Katapesh

Languages

Orc; Common

Occupation

Missionary

Strength 15
Dexterity 10
Constitution 13
Intelligence 10
Wisdom 16
Charisma 14

About Brebork

BREBORK : MISSIONARY OF SARENRAE

Male Half-Orc: Cleric of Sarenrae Level 2
Favoured Class:Cleric
Alignment: Neutral Good

XP 1350

DESCRIPTION:
6’8” 250 LB’S A big-boned young half-orc of 19 years. Tall with, long-limbs, broad shoulders and bristling facial hair. Wears a loose- fitting camel wool tob and a kufiyeh style headress...common travel clothing for the desert region.

He has a powerful voice with dynamic range from deep to shrill. Deep set eyes have a remarkable paleness which is characteristic of many half-orcs in the region. His eyes are unsettling though - is that glimmer of a fire deep within?

ATTITUDE:
Brebork has been selected in this mission for his dedication to the church, his powerful voice and his passionate zeal. The passion is manifest in the rare magical fire which the Dawnflower bestows on him. Yet not all of his superiors were comfortable with him as a candidate for the task. The faithful of Sarenrae preach redemption and forgiveness - yet Brebork is prone to bouts of viscious anger. Smouldering inside him are painful memories from childhood and he struggles sometimes with vengeful feelings and grievances with past enemies.

BACKGROUND:
Brebork grew up as a street kid amid the filth and scum of Dog Town, outside the walls of Katapesh. His childhood was a brutal one full of of poverty, misery and violence. Half-Orcs were a small but much despised minority there, and they vied with the Gnoll gangs for survival on the streets. Fortunately for Brebork the priests of Sarenrae were active in the quarter and they found him at a young age, and saw to it that he visited their temple for sanctuary. He has spent much of the last several years serving the faith, and his conviction and dedication to the church has impressed many. The faith has long supported him, and he is eager to repay the church in some way.

In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and the faithful are keenly interested in being represented there. Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself,but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. Brebork joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village.

MEETING GARAVEL:
"Yes, he will do perfectly", says the male figure pointing at you, as he speaks with Father Jezrel, the high priest of the Temple of Sarenrae in Solku. The male is a lantern-jawed 6'1" well-dressed human, with grey hair encroaching on his temples. At his side, dangles the well-notched handle of a longsword. As you look upon them confused, Father Jezrel calls you over. "Brebork, you can finish your cleaning duties later. Please accompany Garavel here, he is a major domo of the merchant princess Almah Roveshki, very important, so you pay attention. He needs to speak to you." As you go, your perceptive eyes catch Father Jezrel put a pretty full coin bag into the folds of his robes.

"Damn, boy, you block the sun, you're so big", says Garavel, straining his neck to look up at your 6'8" frame. After a few minutes walking, he says, "Here, have a seat", motioning to a bench in the small park outside your temple. "Ok, let's be frank, boy", says Garavel, as he lights what would be the equivalent of today's cigar. "I couldn't care less what god you prayed to. Religion in my life has brought me nothing but grief. My sword arm is the only salvation I'll ever need. And as long as you don't sacrifice small children, I don't give a damn what you do. Now, why am I here then, right?" Garavel takes a puff of his cigar. "Simple, actually, I am leading an expedition into the desert on behalf of my Lady, to liberate the gnoll-infested village of Kelmarane and you know what? That godforsaken village is smack dab in the middle of the desert in gnoll country! So if I have any miniscule hope of surviving, I'd better bring a cleric with me, who can kumbaya and chant around a fire and keep my people healthy for combat. And besides, with your size, you'd better damn be able to fight and kill some gnoll ass." Garavel takes another puff. "That is all, think about it." As you get up to leave, he says: "One more thing, kid, out there in the desert", as he points to the north, "in that wasteland, gnoll tribes gather under one banner, that of a gnoll they call the Carrion King and if we don't stop them and teach them a lesson in Kelmarane, then you'd better pray that Sarenrae herself comes down and saves you from the hell on earth they will bring when those gnolls gather and invade!" Garavel pats you on your back, says bye, and starts to walk away. He suddenly stops and without looking back in your direction says: "Oh, one last thing.....you were all I could afford! See you at the North Gate at 8am, pack for the desert." He then continues on his merry way.

STATS:
ABILITIES
ST 15 DX 10 CN 13 IT 10 WS 16 CH 14
Speed: 30’;
Encumbrance: Light: 66 or less Medium: 67–133 lbs. Heavy: 134–200
Initiative: +0
Perception:+3 60’Darkvision
Hit Dice 2 : d8 + 1 (+ 1 optional)per cleric level
HD Count: (8+1), (5+1+1)
Hit Points: HD 16
Orc Blood, Orc Ferocity, Intimidating

SAVES:
Fortitude: +4 (Base +3, CON +1)
Reflex: +0
Will: +6 (Base +3, WIS +3 )
Armour Check Penalty -2

RANKED SKILLS, FEATS AND TRAITS:
SKILLS:
2 (+1 fav class option); Armour Check Penalty -2
Ranked Skills:
Intimidate +8 (Cha. +2, Rank +1, Class +3, Racial +2)
Diplomacy +7 (Cha. +2, Rank +1, Class +3, Trait +1)
Heal +7 (Wis +3, Rank +1, Class +3)
Sense Motive +7 (WIS +3, Rank +1, Class +3)
Knowledge Religion: +4 (Rank +1, Class +3)

LANGUAGES
Orc, Common

FEATS
Extra Channel +2 x per day

TRAITS
Blade of Mercy: Non-lethal: +1 damage and no attack penalty
Missionary: +1 to Diplomacy

CLERIC ABILITIES:
CLERIC OF SARENRAE
Aura of Good

Spontaneously Cast Cure Spells

Channeling Positive Energy:
7x/day: (3 base + 2 CHA + 2 Feat)
1d6
30’
DC 15 will halves damage (DC = 10 +2CHA +1/2 lvl +2 Glory)

FIRE DOMAIN
Fire Bolt – 6x/day; 1d6+1; 30ft
Domain Spell: 1st – Burning Hands

GLORY DOMAIN
Channeling: Save DC +2
Touch of Glory: 1 hr dur.; +1 to a CHA check; 6x per day, touch
Domain Spell: 1st – Shield of Faith

SPELLCASTING
Orisons: 4 x / day : DC 13 at will from Cleric List
1st Spells: 3x per day: prepped from cleric list: DC14
Domain: 1 Bonus Domain spell per level per day.

Typical Daily Spell Selection:
Orisons: Create Water; Detect Magic; Guidance
1st Level Bonus Domain Spell: Burning Hands;
1st Level Spell: Bless; Shield of Faith

COMBAT STATS:
BASE COMBAT STATS
BAB: +1 / CMB: +3 CMD:+12 (Str +2)

DEFENSE
Studded Leather +3; Buckler +1
AC 14; Touch 11 Flatfooted: 14

OFFENSE:

Ranged:
Dagger (+1;1d4+2 19-20x2; 10’)

Melee: with buckler
Scimitar 2 handed no buckler (+3; 1d6+3; 18-20 x2)
Scimitar 1 handed (+3; 1d6+2; 18-20 x2)
Dagger (+3 1d4+2;19-20x2)
Longspear 2 handed with buckler -1 (+2; 1d8+3; x3; 7' brace and reach)

EQUIPMENT:
EQUIPMENT
GPs / LBs
Studded Leather 25 / 20
Buckler 15 / 5
Scimitar 15 / 4
Longspear* 5 / 9
Dagger 2 / 1

Travellers Outfit 1 / 4
Holy Symbol (Gold) 25 -

Backpack 2/ 2
Healer’s Kit (10 units) 50/ 1
Cleric’s Vestments 1/ 3
3 Days Rations 3/ 2.5
Light Bedroll 0.1/ 3
2 Waterskin 2/ 8
2 Flasks of Holy Water - 2
Compact Holy Book - 1
Iron Aspergillum w/ incense* 2 2
(*a slotted container on a chain to dispense holy water or incense. Can be attached to a longspear for use in combat - for example)

Money Pouch - -
Money 3gp -

SPECIAL ITEMS
Brooch of Shielding 98pts

Total Weight: 67 encumbrance / Light Load
Total Gold Value: 150