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I came across this video examining a late 19th century weapon that is a real-world version of the Dagger Pistol, and I thought I'd share it. :)
On the Official FAQ Page I can't get any of the book listings to "open up" so I can read the errata. I noticed this last night on my old iPad mini, but figured it was likely a compatibility problem because it is running a very old iOS and using an old version of Safari. But just now I used my iPhone running iOS 18.5 and I've encountered the same problem. So I think something is wrong with the page itself. -----
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There's a post in the Organized Play General Discussion forum that is doxxing someone (name, address, and pictures) apparently for the purpose of instigating real world harassment. I flagged it, of course, but given the potential consequences, I thought I'd post here where I hope a mod will see it before next Monday.
Since the update yesterday, I haven't been able to use Archives of Nethys with Safari on my iPhone because the menu button doesn't do anything. (It is working in Chrome although each page loads very slowly.) Is anyone else having this menu issue?
As many of you know, I enjoy making lists and charts to help me plan out builds. Enough of them have proven useful to others that I decided to create a single thread to post them all. Currently they are all Google Docs. I've made a page for quick reference. I'll expand it as I add more items. Enjoy!
I've added the Magus and Summoner to my Proficiency Tables.
Background Investigators have the Skillful Lessons feature. APG, 59 wrote: At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology. The CRB and APG both have tables showing the skill feats that use each skill so it's easy to figure out which ones you can take with Skillful Lessons. But... Archetypes can have feats that are selected in place of skill feats rather than in place of class feats. CRB, p. 219 wrote: Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. There is no chart listing which skill is associated with each of these feats. ----- Question I'm wondering whether Skillful Lessons can be used to select archetype feats with the Skill Trait, and I can see three possibilities. 1.) Skillful Lessons works with ALL of these feats.
2.) Skillful Lessons works with NONE of these feats.
3.) Skillful Lessons works with SOME of these feats.
That last one could be difficult to implement without clarification. Sometimes the archetype feats give you a clue as to what the associated skill might be. For example, the Steel Skin feat from the Sentinel Archetype has "trained in Survival" as a prerequisite. While not definitive, that suggests that this is a Wis-based "skill feat." But the same archetype also has the Armor Specialist feat which doesn't mention any skills at all. I'm hoping that I've missed a rule somewhere, but it's possible that this interaction never occurred to the developers. Any clarifications or analysis from the community would be appreciated. Is it ALL, NONE, or SOME?
I'm wondering whether your Familiar counts as your Bonded Item for the purpose of Call Bonded Item if you have the Improved Familiar Attunement Thesis. CRB, p. wrote:
The prerequisite for Call Bonded Item is Arcane Bond. Does this altered version still qualify? It would be neat if you could call your Familiar to you anytime you want with a single action.
A while back I put together a few charts to help me visualize the optimal progression for Alchemist Multiclass Archetype. The tables assume that you take the main feats at the earliest possible levels. I've updated them with the new items from the APG. Thought I'd post them in case anyone else could use them.
The APG mentions Homunculus Familiars in two places. From the Familiar Master archetype:
APG, p. 174 wrote: From the wise owl perched on the wizard’s shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist’s lab to the clever monkey that picks the lock of the thief’s cell, familiars have always served. From the Familiars section: APG, p. 146 wrote:
But as far as I can tell, neither the APG nor the Bestiary give any rules for making a homunculus into a familiar. Have I missed something from another source or does the APG give us a Familiar Ability that can't currently be used?
Suddenly clicking on most product threads takes me to the Paizo Golem with this message. Quote: You’ve reached this page due to an error on paizo.com. The web team has been notified and are working to fix the issue. I'm on an iPhone 11 and using Safari. It doesn't seem to be a problem in the other forums.
I was having trouble visualizing the weapon proficiency progressions for the various classes, so I made up some tables. I thought I'd share them in case they can help others. I made sure to include special cases like the Fighter's Chosen Weapon Group and the Deity's Favored Weapon options for clerics. I based the Unarmed Strike rules on the statements developers have made regarding the upcoming errata. There is some guessing involved so those might need some changes in the future. Please let me know if you notice any errors or omissions. Enjoy!
I've been playing around with using Wizard Dedication to make 'Eldritch Knight' builds and 'Arcane Trickster' builds, and I just noticed this fact about Magical Staves. CRB,p. 592 wrote: Staves are also staff weapons (page 280), included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities. This got me thinking about the Shifting Rune which would let the Staff become any other one-handed melee weapon. CRB, p. 585 wrote: The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply. I can think of a lot of cool options for this. For example, a thief-based 'Arcane Trickster' might have a Staff of Abjuration and shift it into a rapier. That gives them a weapon that can take advantage of their Dexterity-based offensive abilities while also providing a range of defensive options like shield, feather fall, and resist energy. They could also turn the Staff into a dagger for easy storage or concealment. Does anyone knows of any rule that would prevent the Staff's spellcasting powers from functioning while it is in an alternate form?
Despite new posts, this thread isn't showing up in the Rules Forum as a newly updated thread.
I’m working on a list of the different types of spellcasters available from Paizo. I’d appreciate it if anyone can help corrrect any errors or omissions. The list uses the following format: Class: Magic Type (Casting Stat) - Prepared/Spontaneous (Max Spell Level) If a class has options, like archetypes, which alter these elements, they are listed below the basic class information. Link to updated Google Docs version. ------------------------------ Original List:
Arcanist: Arcane (Int) - Prepared (9th)
Bard: Arcane (Cha) - Spontaneous (6th) Bloodrager: Arcane (Cha) - Spontaneous (4th) Cleric: Divine (Wis) - Prepared (9th) Druid: Divine (Wis) - Prepared (9th) Fighter
Hunter: Divine (Wis) - Spontaneous (6th) Inquisitor: Divine (Wis) - Spontaneous (6th)
Investigator
Magus: Arcane (Int) - Prepared (6th)
Medium: Psychic (Cha) - Spontaneous (4th)
Mesmerist: Psychic (Cha) - Spontaneous (6th) Occultist: Psychic (Int) - Spontaneous (6th)
Oracle: Divine (Cha) - Spontaneous (9th) Paladin: Divine (Cha) - Prepared (4th) Psychic: Psychic (Int) - Spontaneous (9th) Ranger: Divine (Wis) - Prepared (4th) Shaman: Divine (Wis) - Prepared (9th) Skald: Arcane (Cha) - Spontaneous (6th) Sorcerer: Arcane (Cha) - Spontaneous (9th)
Spiritualist: Psychic (Wis) - Spontaneous (6th) Summoner: Arcane (Cha) - Spontaneous (6th) Vigilante
Warpriest: Divine (Wis) - Prepared (6th) Witch: Arcane (Int) - Prepared (9th) Wizard: Arcane (Int) - Prepared (9th) Edited to add Google Docs version.
I'm experiencing an odd little glitch. If I'm reading a thread (say on page 1) and select the link to a later page (say page 5), the link acts like the 'next' link and moves me forward one page (page 2 in this case) rather than taking me to the page that I selected. I'm having the issue on all the threads that I've tried so far.
Question Does Arcane Strike add its damage to Rays which cause damage? Overview This has been discussed many times in these threads before without definitive resolution. But I believe that the Warlock's Mystic Bolt ability clarifies that Arcane Strike will work with Rays that cause damage. Relevant Rules CRB wrote:
FAQ wrote:
FAQ wrote:
Thread History This question has been discussed many times before. Here is a sample of threads, going back as far as 2011, in which the topic has come up. Weapon Focus & Arcane Strike
Arguments I've seen two different arguments against Arcane Strike working with Rays. The first states that Arcane Strike only applies to weapons and Rays aren't weapons. But the FAQs clearly contradict this. I can't see any justification for this position. The second argument is more significant. Arcane Strike states that "[a]s a swift action, you can imbue your weapons with a fraction of your power." For many people this means that the only weapons that are "charged up" are those in your possession when you perform the swift action. Rays are instantaneous, and so can't persist long enough to perform a swift action. Since Rays can't even exist while you activate Arcane Strike, this argument leads to the conclusion that, in practice, there is no way to apply Arcane Strike to a Ray even though they are treated as weapons. Inspire Courage works with Rays because the ability operates while the Ray is in existence, but Arcane Strike is over before you can make any Rays. The counterargument is generally based on a different interpretation of the Arcane Strike description. In this view, the swift action isn't the only time window for "charging your weapons." Instead the sentence "[a]s a swift action, you can imbue your weapons with a fraction of your power" is interpreted to mean that it takes a swift action to grant yourself the ability to "charge up" your weapons. Under this interpretation, the next line "[f]or 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction" clarifies that any weapons you use that round, even if they weren't in your possession during the swift action, will gain those benefits. Under this model, Rays would get the increased damage so long as they are used during that round. If you read through the threads listed above, you will see both of these positions asserted over and over again. There weren't any other rules that enable us to determine which is the correct model for understanding the way Arcane Strike works, so there was no way to resolve the issue. But now that Ultimate Intrigue has introduced the Warlock's Mystic Bolts ability, I believe the deadlock has been resolved. UI wrote:
So if you use Arcane Striker (which is just the Arcane Strike feat until 12th level), and then create a Mystic Bolt, the Bolt is affected by Arcane Strike even though it didn't exist during the swift action. The description makes it clear that Arcane Striker doesn't work with Mystic Bolts because of some special dispensation, but rather because it, like Arcane Strike itself, is one of those abilities that affects all weapon attacks. If Arcane Strike really only affects weapons that exist during the swift action, then it shouldn't work on Mystic Bolts. But it does work on Mystic Bolts, so it should also work on Rays. Discuss or FAQ as you wish. :)
After a few days of heavy traffic, I'm able to get back on the messageboards using my computer. But my iPhone still just shows the "Heavy Traffic" message with nothing listed below. I can access my account and view my old posts, and if I click on one of them I am able to view that particular thread. Possibly Relevant Stuff: iPhone 5, Safari, iOS 9.2.1, AT&T
I really enjoy being able to add enhancements to weapons using Spells, Magic Items, and Class Abilities. I've been keeping a list of methods for doing so, and I thought I would share it. This is my first attempt to publish a document using Google Docs, so please let me know if you experience and technical issues.
About Elry LarkwingName pronounced: EL-ree Physical Description:
Age: 24 Hair: Blonde, wavy, thick and glossy. Usually keeps it in a braid. Height: 2' 9" Weight: 35 lbs (16 kgs) (Slim) Skin Colour: Pale, with ruddy complexion when in the sun for long periods. Voice: Melodic and easy on the ear. Speaks in a respectful tone/manner. Hands: Tends to gesture wildly as she speaks - her hands moving as if she needs to be speak with them. Dress: She dresses in practical attire - nothing too fancy, yet she is clean and presentable. Most of the time she wears no shoes, unless it's a formal event and then she'll wear soft leather boots that have stretch and aren't too constricting. Proudly wears her wooden holy symbol of two meadowlarks perched together in the silhouette of a heart (Aleria). Image of Elry
Personality:
Eager to fit in and be accepted (due to being adopted). Definitely a curious one and sometimes bordering on a little nosy/annoying. But Elry's sweet smile and easy-going nature tends to smooth any brief/momentary grievances. Loves to potter in gardens when she has free time - it helps balance/ground her. Elry is studious and dedicated although she isn't the brightest student. She can sit for long hours reading, studying etc. She thinks she's witty and can be found laughing at her own jests even when others are left scratching their heads trying to understand her particular brand of humour. She's devoted to people she cares about or for. The earth from which things grow, community, healing - these are her passions. She is kind, compassionate and eager to please. Elry has a strong sense of faith and duty and is a loyal friend and companion. She can adapt to a new place and circumstance without too much trouble. If an opportunity presents itself to get outdoors and travel the open roads/natural places, she'd gladly offer to go - and can readily make new friends along the way. If she's criticised sharply, she can become a little withdrawn and quiet until she finds her sense of balance and good humour. She isn't a coward (nor as delicate as she looks), yet maintains a level of wise caution especially when confronted with a larger threat/foe than she. Elry certainly likes to think things through. ==== Some background on Elry:
Elry's Halfling parents were Coran (mam) and Hal (dad) Larkwing. She was an only child. Her parents were farmsteaders that lived/worked in the South Valley/Farmer's Village.
Her maternal great-grandmother's family had once been slaves and managed to escape and run for their lives. Moving around as much as they did, trying to outrun the law and any bounty hunters on their trail, they performed "secret" good acts in the concealing cover of dusk so they would not be discovered and enslaved again. This enabled them to develop the ability to see in twilight beyond the usual keen sight of other halflings. They (these 'Twilight Halflings') passed this ability down the family tree - through to Elry's mam Coran and then onto Elry. When Elry was 5 years old, her Halfling parents were killed (they had visited the halfling owned Marigold Pub in Duskgate and some foreign traveller (from The Sunderlands) picked a fight with her father and ended up killing both her parents and leaving the pub before he could be put in cuffs/gaol. Her Halfling parents had two Human friends, Dafni & Grays Barrow, who adopted Elry and raised her as their own (they were a childless couple before Elry came to join their family). The Barrows were also farmsteaders in the South Valley. Dafni was a cleric of Aleria and had influenced (through subtle means) the young Halfling's desire to become a healer. (Also, losing both her bio parents and then losing her adopted mother gave Elry the desire to 'save' others.) Dafni died from Scarlet Fever. Elry became very close to her adopted dad, Grays, and together they venerated Aleria and worked the farm (and this is where she 'cultivated' her affinity with the earth). Many said she was wise beyond her years. Working beside people of different races and being so convivial (helping her make friends easily) refined Elry's ear for languages and she found it easy to learn new tongues. Her open disposition was a blessing to her father and community. It wasn't a surprise to her dad, Grays, when the young Halfling asked to go study/learn in the chapel to Aleria found in the Farmer's District. During the course of her study, Elry was sent, from time to time, as an emissary to the city of Hearth and it quickly became known to her as Darkwater Crossing. She enjoyed these divine sojourns and they triggered a small sense of wanderlust, which helped propel her into a life of adventuring. She was not the strongest of fighters, yet she could use a sickle and sling and at times her fist if she needed to physically extricate herself from a threat/dangerous situation. The divine magic granted to her by Aleria was something she learned to wield to aid others and herself. That's where her true strength lay - in her ability to help people with her magic, healer's skill, easy disposition and ear for tongues.
Significant Event:
Elry had known death intimately – first her halfling parents were killed by a passing traveller and then her human mother from an infectious illness. She wasn’t wholly experienced outside the walls of the chapel nor the gates of Darkwater Crossing. She had seen some of the world beyond when she sojourned to Hearth on behalf of her goddess; still it was only a small portion of the darkness and shadows in peoples’ natures. The previous month, Elry met and befriended a halfling family passing through the city – they were part of a travelling circus – and were known professionally as ‘The Three J’s!’ (father: Jare, mother: Jilla and young daughter Jomi). They were performers: jugglers, acrobats, tightrope walkers. Elry liked Jomi very much – such a sweet child – full of light and love. They left Darkwater Crossing later than the main caravan (Jilla had come down with an ear infection, which the healers were attending to). Elry found out weeks later that their wagon had been set upon by bandits and all three had been killed. The bodies were found by scouts (50 miles from the city outskirts) and returned to the chapel. Elry was heartbroken. Yet, this was a great catalyst for her – she would not see anyone else die on the roads without a healer to care for them and keep them alive if needs be. So, Elry would become an adventuring healer and not one closeted away inside a chapel. ===
Name: Elry Larkwing
Skills
Untrained Skills:
• Acrobatics +2(DEX) • Arcana +1(INT) • Crafting +1(INT) • Deception +2(CHA) • Intimidation +2(CHA) • Occultism +1(INT) • Performance +1(CHA) • Thievery +2(DEX) --------------------------------------------------------------------------- -----------------------------------------------------
Cloistered Cleric Feat: Domain Initiate Skill Feats: - (Background) Multilingual General Feats: - Class Feats & Abilities:
Bonus Feats: -
Cantrips (5 spells, cast at will):
1st Level (2 spells/day +3 additional healing spell slots):
Spell Attack Roll (T) 1d20+6 (3WIS+3Proficiency)
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Total Cost: 12 gp & 8 cp from 15 gp (carrying a total of 2 Bulk. 5+0STR=5 Bulk. Not exceeded, so not considered encumbered.)
Class & Heritage Features:
From Class: Perception : Trained in Perception Saving Throws: Trained in Fortitude, Trained in Reflex, Expert in Will Skills: Trained in Religion, Trained in one skill determined by your choice of deity (Medicine) Trained in a number of additional skills equal to 2 plus your Intelligence modifier = 3 (Diplomacy, Nature & Survival) Attacks: Trained in simple weapons. Trained in the favoured weapon of your deity (sickle). If your deity’s favoured weapon is uncommon, you also gain access to that weapon. Trained in unarmed attacks. Defenses: Untrained in all armor, though your doctrine might alter this. Trained in unarmoured defence. Spells: Trained in divine spell attacks. Trained in divine spell DCs. • Deity: Aleria, The Love of Life ==>Edict devotion to life and love and nurturing growth, tend to the land, provide for the family. ==>Anathema mistreatment of wild places, plants and animals, and of the family and community, hoarding. ==>Areas of Concern beauty, healing, and plants ==>Symbol Two meadowlarks, perched together in the silhouette of a heart ==>Sacred Animal meadowlark ==>Sacred Text Meadowlark's Hymn ==>Devotee Benefits ==>Divine Ability Constitution or Wisdom (selected WIS) ==>Divine Font Heal ==>Divine Skill Medicine ==>Favoured Weapon Sickle ==>Domains Family, Healing, Nature, Passion ==>Alternate Domain Earth (selected Earth) ==>Cleric Spells Cleric Spells 1st: Soothe, 4th: Speak with Plants, 9th: One with the Land (Priests of Aleria consider dawn sacred and prepare their spells at this time. They have many different means of doing so, each one as befits their place in the community. They have in common the Meadowlark’s Hymn, a mental prayer that lasts a minute and is accompanied by a melodic bird song (A Meadowlark's most common call is a low, bell-like pluk or chupp). • Divine Spellcasting: Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a material component pouch. At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. • Divine Font: Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of an ethical shift or divine intervention. (Selected Heal) Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.(1+2=3)
Other spells to choose from:
Possible Level 2 options:
Can select Battle Medicine (which is a general feat with skilled trait) in lieu of skill feat. Then going with Medic Dedication. Actions in combat: ◆= 1 Action
Proficiencies:
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