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Preferred spell seems like a waste on a Magus who can spell-recall spent spells with a swift action. Unless you are always short on arcana points.


JuliusCromwell wrote:
MrCharisma wrote:
MrCharisma wrote:
Samaphira wrote:
I personally am a fan of Force Hook Charge as it helps you get into fights and still make a full round of attacks. The fact it provokes AoO isn't ideal but I still found myself using this spell fairly frequently with my most recent Magus.

BLADED BRUSH

Same thing but no AoO and it's a spell level lower. It's better 99% of the time.

Derp, I meant BLADED DASH (now with a working link)
So can I cast this move up to 30 Make Single Attack as part of this Spell and then make a full Attack?

Bladed Dash will be a part of the full attack so you

Cast the spell to move 30ft and make an attack
Make another attack as part of spell combat
make the rest of your attacks as part of full attack action *and* step back with a 5ft step so the enemy needs to follow you if they want to strike back.


Valandil Ancalime wrote:
Lady Asharah wrote:
Going by the rules, it would take about 40 minutes to take 20 on a stealth check (most checks really) and during those 40 minutes you would be *very* obvious what you are doing (as it implies you have gone through all the possible results of your skill checks, including Nat 1)

Where do you get the 40 minutes? Take 20 takes x20 time, and a stealth check does not take 2 minutes. Though I will agree that it is very obvious (Nat 1 + stealth).

Does anyone remember any ambush scenarios in a published adventure and what stealth dc they used?

I misread the line I was reading, it would in fact take 2 minutes total to take 20 on stealth.


Alchemist's fire combusts in contact with air, it would be difficult to conceal it as a "drink"


Standard bard combined with either a Spell Warrior Skald (enchant party's weapons) or a Court Bard (debuff the enemies) will work quite nicely.

But if the Inspire Courage is the song of both bards, take a look at some masterpieces. Many are amazing but not quite as good as merely keeping Inspire Courage up... so if one bard Inspires Courage, the other one can perform masterpieces (Canticle of Joy is a particular favorite of mine).


Going by the rules, it would take about 40 minutes to take 20 on a stealth check (most checks really) and during those 40 minutes you would be *very* obvious what you are doing (as it implies you have gone through all the possible results of your skill checks, including Nat 1)

So setting up an ambush with plenty of time to spare would allow you to take 20.

If you hear fighting in the next room and start going to hide by taking 20, you better hope nobody comes to check on the noise you will be making for the next 40 minutes before you create yourself the perfect hiding spot.


Yup, and Cetus has Int of 5 so it's not particularly smart so Charm Monster might be all it takes to make it switch from "oooh, food" to "new friends!" mode.


That Cetus monster in particular seems very specific. It has a glaring weakness which is probably what accounts for its CR, but if the player characters don't know about the weakness, the monster will be far more powerful than it's supposed to be.

Flesh to Stone is a level 6 spell, so a level 11 full spellcaster should have access to it, and I think that with a monster *this specific* there should be some hints along the way that there may or may not be something vulnerable to petrification in the party's future. If the party has no full spellcaster, do they have anyone who can use wands? scrolls? Giving out an unusually specific piece of loot can be a portent of things to come ("So *that's* why we found the Scroll of Stone to Flesh last month").

With a +4 to DC of petrification effects, even badly optimized wizard should have a 50/50 shot of ending that encounter with a single spell, which may be underwhelming, but players employing the full extend of their abilities often can be.

Charm Monster would also have a decent chance of working and it would result in a hilarious effect of this extremely powerful creature now escorting the PCs and their ship to safety.

Sometimes fighting the massive enemy is the last thing you want to do and a party that goes all gung ho! on everything they see should eventually pay for their recklessness.


Don't forget that Gunsmithing is an economy breaking feat.

You can craft ammo at 10% of the value, and then sell it for 50% of the same value, thus making a tidy profit of about 400g per day.

DMs need to be on a lookout for people trying that kind of shenanigans.


You can't use Slashing Grace and Spell Combat at the same time, so what you can do is run a Elven Curve Blade Magus that ignores spell combat and just unloads two handed Spellstrikes.

Either way you will want the Agile enchantment over Slashing Grace.

If you absolutely need a magus with dex to damage but don't want the enchantment, then Dervish Dancer is really the best way to get it. Just reflavor your scimitar to be of elven make.


They don't.

As in they are really poor spells for their levels.


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It's a leftover from a very, very old idea that sight magic sort of works like x-rays, which is blocked by thin sheet of lead or thicker amount of other materials.


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Honestly

This thing


GotAFarmYet? wrote:
Letric wrote:
How does having Power Attack for free unbalance things? Or having a Weapon Focus that actually works, and it doesn't make you completely useless with any other weapon that isn't the WF one?

What they were talking about is a Feat that increase with your levels, which is basically a Class Feature. That doesn't work as You then get a Increase at level as a class feature and then again as a feat.

Take Weapon training for Example:
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

They were saying make a feat work the same way, not take the next feat in the progression to add another +1. In this case you will end up with martial characters doing more damage then the Magic Classes.

I think you misunderstood my idea... mostly because I have trouble wrapping my head around your explanation.

My idea is as such (keeping with the Weapon Focus as initial feat).
Level 1: Take Weapon Focus with an aim to explore the Dazzling Display tree
Level 3: Your Weapon Focus becomes Weapon Focus + Dazzling Display as a single feat for no cost to you.
Level 5: Your Weapon Focus + Dazzling Display now becomes Weapon Focus + Dazzling Display + Gory Finish all rolled into one.

By picking Dazzling display, you lock away any other feats that Weapon Focus is a prerequisite for from upgrading for free. So you would still need to take a feat for Weapon Specialization, etc.


The wizard identifies "Bless"

Does the wizard know bless?

No, it's not even on their spell list, and yet with good enough spellcraft roll they are able to identify the spell being cast.

That is a clear indication that you do not need to be able to cast a spell to know *about* it.

Spellcraft to identify spells being cast is affected by the same modifiers as perception, but once that is successful, I would imagine the party's oracle, hearing the wizard shout "they're casting Bless" can also roll their own check (in this situation Knowledge (divine) seems more appropriate as they are not identifying the particular words and gestures being used, but accessing their knowledge) with the same DC to know about the spell.


High level adventurers are powerful entities in their own right and their souls are worth a fortune in the beyond.

Just because your party can cast resurrection doesn't mean the soul is available to return

What will the party do if they cast their true resurrection and the spell fails?
Perhaps the soul was beset by a demon lord en route to its destination? (and now the party has to delve into abyss to rescue their friend?)
Perhaps the deceased met their god and decided paradise is better than adventuring?

Plenty of options


While I dislike feat tax, I also dislike removing feats generally considered tax. For a few reasons:
It's too granular, why is one feat considered a tax and another one isn't (yes, there are a few obvious picks, but the amount of feats is staggering and plain too large to make a consistent granular list of un-taxed feats).

Instead I came up with this system (that I haven't had a chance to playtest so it can understandably increase the power of the PCs beyond intended range):
Any feat that is the beginning of a chain, evolves with the character. Whenever you meet prerequisites for another feat down the chain line, you can select that feat and combine it with the previous one. If a feat is a prerequisite to multiple possible paths, you may only select one path for this free upgrade, any additional branches need to be picked as full feats.

Weapon Focus is a good example, it's a requirement for a plethora of feats and a +1 to hit with one weapon is REALLY BORING for a feat. This would allow you to pick one entire path that Weapon Focus is a prerequisite for at a cost of a single feat.


Cevah wrote:
CopperWyrm wrote:
Animate Objects is also an option, although you'd have to permanency the spell on different components of the ship before putting it together, since the caster level needed to animate a colossal object is 32.

There are two ways around that 32nd level casting:

1) Witch coven. The death star coven gets up over 100,000 levels for casting, if I remember correctly.
2) Don't create it by casting the spell but by using the construct crafting rules.

/cevah

for 2, to animate object with the construct crafting rules you are also limited to HD =< CL

The Haunting of Harrowstone wrote:
Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat. Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000. The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.

By the way, rules for constructs are kind of a mess in PF1, they are in a large amount of different published books and while they don't directly contradict one another, the later books usually add a new layer of complexity or restrictions on top of previous ones.


The two feats seem like overkill for already feat heavy game like Pathfinder.
I think the simplest would be to use crafting rules. Technically "crafting" a resource out of the carcass.

so, skill check result (Heal or Craft(of some kind)) x DC (set by DM, I'd go with CR of the creature +5) = value of harvested materials in silver. You could make it gold if the creature is particularly rare or powerful.


1. Build an appropriately sized shell from material of choice.
2. Cast Animate Object followed by Permanency or Craft Construct to create an Animated Object
3. ...
4. Profit!


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Agile enchantment on Finessable weapons
- Fencing Grace/Slashing grace without any of the feats caveats. Hell you can even put it on finessable two handed weapons (but no extra bonus for wielding it two handed) like Elven Curve Blade or Estoc.

I really wish I knew about this enchantment at the start of the game I'm currently in.


Control Weather seems like a complete overkill to blow away some smoke.


I'd imagine permanent SR could interfere with, you know, the magic holding a Lich together from properly dying?


Have you watched the Netflix's Sabrina?

In a couple episodes she does this whispery chant that is nevertheless heard around her despite being a whisper.

That's the cackle of a witch in my party.

In fact I looked up the clip in question:
Sabrina using Fortune Hex with Cackle to extend duration


Magus at level 4 can "recall" spells cast earlier as a swift action. At level 11 that ability becomes memorizing any spell in your spellbook as a swift action (and recalling previously cast spells becomes easier).


Why would you change that?

You are literally creating a brand new spell out of thin air, it's not supposed to be cheap.

Also, you can use more of the downtime rules to first earn Magic capital and effectively reduce the price by half by spending more time working on it.


Bjørn Røyrvik wrote:

'Afford' is such a wide concept. 'Total value of everything in the town' on one end and 'can comfortably part with' on the other.

Since most of these Golarion settlements in adventures seem have some sort of stats for their towns, I'd probably do something quick and dirty like use the gp purchase limit as the limit of what they are likely able to give without unduly affecting the town's well-being.

Was just going to say the same thing. I'd figure town's purchase limit would be all the money they have available if you pool everyone together. While it might not affect the town's day to day situation, it would likely negatively affect their long term prospects if that money is spent on a protection racket and not growing the town.


Diego Rossi wrote:
avr wrote:
Yeah, salvaging isn't a useful trick to save money, it's what you might do when you're a thousand miles from civilization and you have to have a new item, or otherwise not able to go to town and trade.

Well, it would have been useful to my players in the AP I am running. The market will not buy ogre hooks at half price as there are very few medium sized humanoids interested in them. Same thing for giant sized weapons.

That's why adventurers should quickly make friends with a crafter of magic items... those will buy anything at half price so they can salvage it and already turn a profit before even making their purchase into a new useful item (that they will then sell to the same or different adventurers at even better profit)


Senko wrote:
...(really wish we had rules for ingame spell research rather than out of game spell balancing)...

You mean these?

https://aonprd.com/Rules.aspx?Name=Research%20a%20Spell&Category=Downti me%20Activities


I would imagine the larger question should be, how do you handle Summon spells?

Because an Eidolon would follow the same rules. If wizards can summon monsters in combat, a Summoner would be able to call their Eidolon without issue. If wizards *can't* summon monsters in combat, then I think you have a few bigger problems to work out aside from an eidolon.


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Museum would get a replica, just as heavily guarded as the real thing, but entirely useless other than a display piece.


While healing HP is great, I think most of the time the average person will seek healing from a disease or poison rather than injury more often.

And channel doesn't help there. Remove Disease/Poison spells are also not very simple so even if there is a bunch of clerics roaming around they can easily get their magic access overwhelmed by an outbreak.


Winter Witch can be fantastic blaster (for a Witch) and a great controller.

The issues you will encounter are monster immune to mind affecting effects, and creatures resistant or immune to cold damage. Seems you've gotten the short end of a stick and ended up facing both.

Your hex choices are alright, but not at first level.

Slumber is save or suck, but you are at a point where the suck hurts you more than anything, so I would save it for a later level once you have the minimum required hexes (Evil Eye, Misfortune, Fortune, Cackle)

Prehensile Hair is... well I don't want to say terrible, but it's terrible. Get rid of it if you can.

I can't specifically speak about the reign of winter campaign, but it sounds like something a Winter Witch would fit right at home in (remember aside from doing plenty of cold damage, you also gain ever growing resistances to cold so it goes both ways). It definitely sounds like it will be an uphill battle at lower levels. How long is the module supposed to be?

As for the Winter Witch. I'd take Evil Eye as first hex. You will have people saying Misfortune is better, and it is, but the difference is that even if Evil Eye is resisted, it still takes effect for a full round and can be recast on the same target unlike many hexes. Then I would go for Fortune and Cackle for third Hex.

Between those three you can keep your enemies struggling, your allies knocking it out of the park with fortune as you merely stand behind them cackling ominously.

For your spells, Ear Piercing Scream is a good choice as it is sonic damage, something very few things have resistance to, plus it dazes so that's a nice bonus. Shadow Trap is a really good 1st level battlefield control spell, keeping those nasty high damage low will enemies away until you can deal with them safely. Any other spells are a bonus.

You will not be the primary damage dealer, not even the secondary one. Your role is to debilitate foes and boost allies, More in the former group than the latter one too so your bard can take care of helping allies while you make the enemies regret they ever decided to face your group.


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If your PCs are having issues with monsters that aren't *exactly* like in the bestiary... you may have some deeper issues on your hands to be honest.

It should be acceptable, no, *expected* for the DM to adjust the monsters to better fit the story or scenario.


Sure, a wizard can decipher a divine scroll and write the spell into their spellbook.

Can Wizards use Divine Foci? Because that's needed for every divine spell. The components required don't magically change.


Command word seems to be a problem. If you're not particularly set on the owl, Raven can speak Common and activate wands (though will need some UMD training for that)


ZᴇɴN wrote:

If you go by the magic item creation cost rules to make a cost for your flying rocks, then each one with a continuous fly spell effect would be 30k.

Spell level * caster level * 2000gp

times 2 because as such the items are "slotless"


That depends entirely on the value and skills of the slave.

Slavers (the ones that capture slaves) don't care.

Slave trainers and traders care a lot.

A slave ship would have slaves crammed in a cargo hold without even enough room for them to move around.


Crew implies supplies to keep them healthy and happy.

Slaves don't need nearly as much.


Cevah wrote:

Since no action is mentioned, it defaults to a standard action.

That bonus only applies to one foe. OK for a boss battle, but not against a lot of enemies at once. Add in eating a standard to designate a foe, and you are not taking the boss down efficiently.

Not as incredible as you think, in my opinion.

/cevah

Where is it written that no specified action defaults to standard action?


I bed the Lyrakien's song didn't give your position away ;)


You are not your own enemy.

That being said, that ring. Holy crap I never saw it before. It's ridiculously overpowered. Was the bonus meant to be untyped? Was it meant to specify an action to activate or is it a free action?

Because a free action +2 AC and saves that stacks with everything is incredibly overpowered even at 10k... especially at 10k. By the time you have all the typed bonuses maxed out and need to add a little extra 10k is nothing.

Considering Ring of Force Shield is only a little bit cheaper but counts as Shield bonus (though it works against all enemies) 10k makes it incredible.


That seems usable... but also strange. BP can be a number of things, from raw materials to actual workers, it could even be actual gold. Giving it a flat 10 tons is a solution, but an odd one.


Celestial Armor.

No seriously, for any Dex build it's literally the best armor in the game.

Just out of curiosity though, why doesn't your DM let you enchant the Celestial Armor? Can you enchant other specific magic items?


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Get a Skald with enough Bardic Performance to have 16 points
Get a Azata Lyrakien familiar.

Hustle for 8 hours by spending 8 point of bardic performance without accruing fatigue for hustling.

Accrue fatigue for traveling for 8 hours at a normal pace

Sit down for 10 minutes, listening to the Lyrakien's performance

Continue hustling for another 8 hours with the marching song playing.

You have just made the distance it would take an average person 4 days to cross without tiring... in 16 hours. You can still take an 8 hour rest and recharge before next day of marching.


Yes, there are rules for moving Capital.

they are "You tell DM you want your capital in city X instead of city Y, the DM tells you how long it will take and whether it will cost you anything extra"

You are in a deep realm of DM calls and house rules.

What you are asking for doesn't exist, perhaps a house rules forum would be a better bet, especially if you have some ideas to present.

Using Capital Mechanics interchangeably with BP and wealth rules is actually supported by the rules. 1 BP = 4000gp and each Capital also has its own value, you just do the required math.


You're thinking micro, the Kingdom Builder rules are very much macro.

If you want the kingdom micromanaged that's perfectly fine, but the rules themselves allow for a great room for the DM to zoom in and out as necessary.

Mine 10 Hexes away? Roll on the event table, see what happens. Tell players this might be a risky endeavor, ask them how they want to secure the transport. The "cost" to transport the goods is already included in the BP total, but any risk that may be associated with it is not.

Maybe a monster made a lair at the mine spot between the discovery and transport of resources and if not escorted, the workers will be eaten at their destination?
Maybe bandits learned about the shipment and set up an ambush along the way?


Interesting, I don't think the rules cover such a thing (Downtime rules speak of transporting Capital, but Kingdom rules assume your BP is available to you anywhere in the kingdom)

If you want to transport BP somewhere else *within the kingdom* I'd say it just gets there.

If you want to transport BP somewhere outside of the kingdom to create a satellite settlement? I think I would use trade rules to see if the initial route is successfully established and all BP made it to destination.


Leather.

Leather is waterproof. It has also been commonly used throughout history to make shelters out of.


Yes, but unless you're planning to earn gold with sale of your craft, that difference is meaningless.

You can say your character paints masterpieces in their spare time and never sells them and that is mechanically 100% acceptable.

This happens often in my group with perform skills. A character has talent in song but not many ranks in it. Unless they are trying to perform in front of an audience we don't bother rolling to check "how well they sing". We just know they're a good singer who may have problems with stage fright.

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