RigaMortus's page

Organized Play Member. 68 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


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As for selling a ship... Roll xd4 (where X = BP cost of ship) and multiply by 1,000 cr...

What about movement speed due to size? In PF if you were a small race you often had a 20 ft movement.

I like the simplicity of removing the size modifiers even if it doesn't make sense that a small creature would have an easier time hitting a colossal one...

ShroudedInLight wrote:

Attacks w/ Mutagen: +7 Claw (1d6+5), +7 Claw (1d6+5), +7 Bite (1d8+5), +5 Hoof (1d4+2), +5 Hoof (1d4+2), +7 Gore (1d6+5)

How are you obtaining all those attacks?

I know there are a lot of threads on Rake, I did do a search beforehand, but there are some questions I have that I don't see answers for, and a lot of the answers to how Pounce/Grab/Rake work don't seem to have a consensus. So looking for some advice, mostly on Rake...

I know Animal Companions and the actual animal from the Bestiary are often different from one another, different states, etc. So I am specifically asking about the "Cat, Big" animal companion (not the Tiger out of the Bestiary and no Eidilons)...

On the "Cat, Big" stat block entry, it lists the special attack of Rake as "Rake (1d6)". Yet when you look up the Rake ability the example for the format is "rake (2 claws +8, 1d4+2)"...

1) Is Rake a rolled attack or just automatic bonus damage?
2) Do I add bonus strength damage to the 1d6?
3) Do I get 2 Rake attacks or just 1? It only has it listed once, but a "Cat, Big" would have 2 hind claws.
4) If my claw damage increases (such as from Improved Natural Attack) does the Rake damage also increase to match the Claw damage?

How I believe Pounce/Grab/Rake interact (correct me where I might be wrong):

Cat, Big Pounces and gets full attack.
Cat, Big rolls for Bite, Claw, Claw (in whatever order)
If any attack hits, you get a free Grapple attempt via Grab.
If you successfully Grapple off the Pounce/Grab you WOULD get Rake because of Pounce. Normally you'd need to already start the turn Grappled, but Pounce overrides this.

If you Pounce, do you get all of your attacks even if you successfully Grapple (Grab) with the first attack? It seems like you would from what I have read.

I don't think you can, but I have seen several builds that rely on using Combat Trick multiple times to pick up feats. So I don't think these builds I am seeing are legit.

I question it because of this line:


A rogue cannot select an individual talent more than once.

Just looking for confirmation... If you CAN select this specific talent (Combat Trick) more than once, can someone cite the rule for me?

So just because I am a "Fighter" class, doesn't that mean I am limited to fighting and only fighting?

If I was a Cleric or Rogue, could I not fight? Do I have to dip 1 level into Fighter in order to "fight"?

lol this is a silly thread/topic...

I see.

Any idea why the level 7 version of "Cat, big" has pounce and grab added as special attacks, and not the level 1 version?

Do I have to select them as feats as they companion levels up in order to obtain them? Or is this a special attack they somehow get for free at some point?

The fact that it shows a level 1 version vs a level 7 version w/o explaining how/when they get the special attacks is throwing me off.

Why does the (Lunar) Oracle Primal Companion Revelation specifically state Tiger as an option, rather than "Cat, big"?

Been awhile since I played a Druid or any class that had an Animal Companion for that matter...

So I've been intrigued with the Oracle class lately, they have a lot of flexibility, and I thought about a Lunar Oracle w/ an animal companion.

But I am confused on what type animal companion I am using for the stat block? Is it the one listed in the Bestiary or is the one listed under the Druid's Animal Companions?

So for example, this is listed for the Oracle:


Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.

I am interested in starting with a Tiger. So do I use the Tiger from the Bestiary?


It states to use the druid's animal companion, but they do not have an actual tiger listed. The closest they have is "Cat, big" with Lion or Tiger as an example.

So I am OK with using that, but the # do not match... The Bestiary gives the Tiger Grab, Rake and Pounce, but the Druid AC listing omits the grab and pounce ability (until level 7). Also, the damage on the claws and bite are lower than the default Tiger in the Bestiary...

So I am OK with starting out with a "newbie" Tiger, maybe they do not get all the cool abilities from the get-go or higher damage. I get that you have to level it up. But it isn't exactly clear when abilities like Grab and Pounce get activated? Do I assume level 7 as it says in the Druid AC stat block? Do they just automatically get them at that level? Where does it state this? Do I need to burn a feats for them as they level up? If so, why am I not burning a feat for Rake?

Need help/advice on where to start with my Animal Companion. Thank you.

Looking for feats, spells, class abilities, etc. that allow you either automatically crit (preferably) or at the very least automatically confirm a crit.

Can be anything Paizo or 3rd party is fine too

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I am looking for alternate ways to either summon, call or create a weapon out of thin air. Specifically, a musket (one used by a Gunslinger). I am looking for class dips, feats, spells, etc. that might accomplish this.

So far I have only found Call Weaponry, which is in 3rd party Ultimate Psionics book. It is a psionic power for certain classes.

I also found Summon Weapon, also in a 3rd party book ("101 1st level spells" by Rite Publishing) which is a 1st level Sorcerer/Wizard spell.

Trying to avoid 3rd party material if I can help it. Looking for Paizo-specific ways to do this.

Any thoughts/ideas?

7 people marked this as FAQ candidate.

It says it kills creatures whose HD is lower than 3...

Assume a Crab Swarm, which is a 7 HD creature... But individually the crabs can't be more than 3 HD...

The wording on Cloudkill specifies creatures that are in it, a swarm is made up of individual creatures... So how would this be ruled?

Still looking for advice on this

If a character has water walk cast, and is fighting a creature on the surface of water (say a lake)... Can the creature grab the water walking character, and force it under water, or does water walk prevent you from re-submerging? Would it matter if you were standing during the grapple (as opposed to prone, where your feet aren't on the liquid surface).

I am just wondering based on:
"If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it."

I'd think if the spell is strong enough to force you to the surface at 60 feet/round, it'd be strong enough to prevent someone from forcing you back down.

Lastly, could you argue at least for some sort of check to prevent being moved into a "hazardous" location (under water)?

I don't know... The trait comes out and point blank changes the normal flanking rules.

Normal flanking conditions:
1) Melee attack
2) Threatening opponent
3) Opposite side of creatures (presumable in melee reach)

Swarm flanking conditions:
1) Two Ratfolk share same square
2) Attack same opponent

If those two conditions are met, it is "as if they were in two opposite squares".

To me, Swarm trait changes the conditions of flanking. Old conditions to flank don't matter, Swarming overrides them.

I'm not sure about melee only...

The wording suggests that melee attacks gain a +2 flanking bonus. But what is flanking?


When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.

So if I am 20 feet away from an enemy, my ally is opposite enemy, also 20 feet away, we meet the conditions of the imaginary line crossing the opposite borders.

The only condition that "forces" this to be melee is the additional condition of needing to be threatening the opponent (which you can only do with melee weapons, barring any special feats.

Swarming breaks these rules, making the new condition of flanking as "occupying the same square" and "attack the same foe". Specific bests general.

Can two Rogue Ratfolk, that are swarming, deal Sneak Attack damage to a target within 30 feet? It seems the only two conditions that must be met are to stand in the same square (Swarming) and attack the same target. Nothing about threatening...

Thanks Aboniks, exactly what I am looking for...

Do you think, if the person leaves u/h and then re-enters, will Dispel Magic go off again?

The question was about the difference between dispelling and counter spelling... Not countering and counter spelling. Might be the same semantically, or not... The rules often use specific verbiage for a reason.

So if Hallow is a 24 hour cast time, how does the opponent counter (or counter spell it) as it is being cast!

This would make them Medium sized creatures. I don't see any reason why it wouldn't work by RAW...

I am looking for advice...

Teleport clearly says "Range: Personal and Touch"... So you are saying it is NOT a touch spell?

However, I will concede... I did not notice that it was Will negates (object) only... Thanks for pointing that out...

The instantaneous part has nothing to do with it going off immediately when you cast the spell. Take a look at Cure Light Wounds... It is also Range: Touch and Duration: Instantaneous. CLW doesn't go off as soon as you cast it, it goes off as soon as you touch something after you cast it (you can cast and touch as one action per spell casting rules or hold the charge).

Anyway, it's moot, Will negates is object only...

I'm sorry Rynjin, I am not sure that answered any of my questions...


1 person marked this as FAQ candidate.

So the easiest way for me to ask this question is to set up the scenario, explain how I think it would work out, and have people comment if it is accurate or if it doesn't work out, explain to me why...

First I want to define if Teleport is considered a "touch spell". The Range on Teleport says "Personal and Touch". To me, I believe that qualifies Teleport as BOTH a range "personal" spell AND a range "touch" spell.

Assuming I am correct so far, the scene...

PC Witch character has a bat familiar. He casts Teleport spell and wants to deliver the touch spell through his bat familiar, but he wants to hold the charge for several rounds/minutes/hours/what have you. So long as bat familiar does not touch something inadvertently AND the Witch doesn't cast another Spell/Hex while holding the charge, I believe this is fine. Bat flutters around a structure (castle/keep) waiting for a particular individual (the BBEG) to emerge. After X amount of time lapses, BBEG exits his home. Bat flies down and attempts a touch attack. Assuming he hits, Teleport gets discharged and BBEG (assuming he's unwilling) also gets to make a Will save. Assuming the Will save fails, Teleport goes off, BBEG and the Witch (the caster) Teleport to desired location. Bat gets left behind.

Also assume BBEG does NOT have any anti-teleport magic up (such as Dimensional Anchor).

Is this scenario accurate on how it could play out? Any rule I am missing as to why this tactic would not work?

So, can you stack the +Dex from Weapon Finesse, Agile Maneuvers, and Fury's Fall on a Trip Combat Maneuver?

This is why I think Weapon Finesse applies Dex instead of Str for CMB.

CMB = Base attack bonus + Strength modifier + special size modifier

Performing a combat maneuver: When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.

Weapon Finesse: you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

I am a little confused on how a Hex is applied via Hex Strike. After successfully hitting with an Unarmed Strike, does the Hex you choose automatically apply (via Swift Action) OR does the opponent still get the save involved againt the Hex?


Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.

So lets say I took the Slumber Hex (for example).

The "effects" of the Slumber Hex are:


Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

If Hex Strike allows me to apply the "effects" of the Hex, it appears (to me) that the Will save is part of the Hex effect, so the creature still gets the save? Which would make this feat a little weaker than I first thought...

So what's the true way this applies?

Ross Byers wrote:
RigaMortus wrote:
Why not place the sword more than 10 feet away?
A portable hole is only 10 feet deep.

But is it 10 feet long? Or 10 feet wide?


How is Dispel Magic treated if assigned to a Hallowed area? If a creature in the Hallowed area triggers the Dispel Magic, does the Dispel Magic go off each round until the creature leaves the area? Or does it go off just once, and if the creature leaves and re-enters it goes off again?


Do you have to choose the specific effect of the Dispel Magic, or are they both in effect (Targetted Dispel vs Counterspell Dispel)? In other words, if creature enters the area, is it hit with BOTH a targetted Dispel AND will be subject to Counterspells if it attempts to cast? Or is it one or the other?

I was kind of thinking thats what it was, but Pathfinder and 3E often have a general rule of giving things a "minimum of 1".

As the title says...

I'm not a fan of PvP in what is supposed to be a cooperative party based game. If his character has gotten past the point of redemption (or the player doesn't want to go that route), I'd retire that character, make him an NPC baddie that the party has to deal with.

I think this is awesome storytelling. Kind of reminds me of Jamie Lannister (except he lost his hand, not just broke an arm).

Then the character questions his own morality and turns to a darker path (that of an unscrupulous Rogue).

I know most players that would have been disappointed if that happened to their characters, maybe start a new one, but this player rolls with it and builds it into his story and character.

Any ideas here?

The wording is very strange, at the end of spell description it says the Hallow can counter Unhallow, but not dispel it? I thought to counter something, you needed to Ready an action at the time of casting, but this spell takes 24 hours to cast, so that seems strange.

What is difference between dispelling and countering?

Are there any other ways to remove Hallow?

They plan on updating Deflect Arrows to mirror this feat?

Why not place the sword more than 10 feet away?

^ This

Good points all. Thanks for the advice on how to handle.

Claxon wrote:
RigaMortus wrote:

My advice...

You can be standard Rogue or Ninja (I prefer Ninja).

Take the Scout Rogue Archetype, works with Ninja... Lose Uncanny Dodge and Improved version at levels 4 and 8, and gain sneak attack damage on a charge at level 4, or hold out until level 8 and deal sneak attack by moving 10 feet (continue to keep your distance).

If you don't want to wait 8 levels to sneak attack, grab Hurling Charger, and you can use a thrown weapon when you charge, and get your charging sneak attack at level 4.

Save your ki and invis to get out of sticky situations.

That still doesn't really mesh well with the concept of ranged archery. Also, I think some people are assuming his goal was to sneak attack with snipping rather than to just be hidden while sniping. Now, this is very possible but the OP hasn't stated what class he intended to play. I suggested Ninja because they get the best common access to greater invisibility (that I can think of).

OP asked for a way to consistently sneak attack with bow. Scout archetype is the easiest way to do it consistently. Don't have to worry about starting in initiative first, or how to make opponent lose Dex bonus, or super high stealth. Just got to be able to move 10 feet each round, and given that archers are mobile combatants, shouldn't be hard to do.

And he can still max out on Stealth if need be, or go Ninja and take Invisibility trick.

My advice...

You can be standard Rogue or Ninja (I prefer Ninja).

Take the Scout Rogue Archetype, works with Ninja... Lose Uncanny Dodge and Improved version at levels 4 and 8, and gain sneak attack damage on a charge at level 4, or hold out until level 8 and deal sneak attack by moving 10 feet (continue to keep your distance).

If you don't want to wait 8 levels to sneak attack, grab Hurling Charger, and you can use a thrown weapon when you charge, and get your charging sneak attack at level 4.

Save your ki and invis to get out of sticky situations.

But it states that "When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being." If I attempt to enter the portable hole, I am traveling into an extradimensional space...

And Dimensional Anchor reads "Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel."

So... ?

I can't seem to find any posted builds, just piece meal advice here and there...

I'm looking for a pirate themed build. Doesn't necessarily have to be Gunslinger, but I do want the Sword and Pistol feat...

If a player gets hit with Dimensional Anchor, can they enter a portable hole?

Can you open a potable hole (and have access to it) within a Forbiddance spell?

Little confused here...


Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons...

So they are proficient with shurikens, but treat normal weapons as improvised weapons. Doesn't this mean they treat shurikens as improvised weapons?


Starting at 1st level, a monk of the empty hand can make a flurry of blows using any combination of unarmed strikes or attacks with an improvised weapon. He may not make a flurry of blows with any other weapons, including special monk weapons.

Ummmm... So a Monk of Empty Hand can or can not flurry with shurikens? They are treated as improvised weapons (I think ) but they are also special monk weapons, so they can't be used in flurry?


Honored Fist of Society trait will get you a +1 to ki pool.

Reactionary trait will get you a +2 trait bonus to initiative (in lieu of Exile which might not be allowed as it is campaign specific). Just as an alternative.

Rich Parents trait lets you start with 900 gp which affords you enough money to get a Masterwork Darkwood Composite Longbow +2 Strength (630 gp) and have some left over...

I have a few questions/ideas...

How would the Fortune Witch Hex interact with Perfect Strike? My feeling is that you'd get 3 rolls, and can choose any 1 of them (or any 2 of them if you crit).

Once a Monk gets iterative attacks, is it best to use Perfect Strike on their highest attack, or lowest? I ask because while the highest obviously has best chance at hitting, you also get a better chance of confirming a crit. On the other hand, the lower attack will have a better chance of connecting...

Can I take I Improved Natural Attack (Unarmed Strike) + Vital Strike, spend a point of ki to use Unarmed damage in place of bow damage, and reap the benefits? :)

WiseWolfOfYoitsu wrote:


How are you taking the vows?

"The ability to take these vows replaces the still mind class feature, even if the monk abandons all his vows." Ultimate Magic (page 50).

As a Zen Archer, Point Blank Master replaces still mind. Doesn't this mean that Zen Archers cannot take vows?

I agree, don't think Zen Archer qualifies for Vows. They do not have Still Mind to begin with. Can't replace something you never had...

ChaiGuy wrote:

I’m supprised that detect magic hasn’t been brought up in this thread. In the opening post Martin Kauffman 530 noted unlimited cantrips “… tends to make classes like the rogue less useful. …” In a game I ran a player proposed that since detect magic can be used at will that magical traps are completely useless. Also they stated that creatures hidden by the spell invisibility are no longer a threat. Finally it would weaken if not invalidate the enchantment school, someone acting strange? Cast detect magic, get the aura of enchantment, then you know the cause of the strange behavior.

In the end I asserted that since the people who created magical traps (including spells like the circle of X spell), invisibility, and the enchantment line of spells knew about detect magic and since they are not stupid, they made all of that non detectable by detect magic. The player was not entirely satisfied by that, but went with it. Is that a house rule, or how it generally works? Has anyone had problems with detect magic?

1) You still have to deal with the magical trap. Just because you know one is there via Detect Magic, doesn't mean you can easily disarm or bypass it. Hell, you don't even know it's a trap really, could be any magical aura in the area. And of course, DM won't help detecting mundane traps either...

2) Invisibility, same thing... Might be an invisible creature, or might me a magical effect on the area. If it is an invisible creature, you still have miss chance to hit, and only DM users can see it... And yes, obviously if you have a good indication that the aura is from an invis creature, you can always follow up with a Glitterdust.

3) Detect Magic vs enchantment spells... It might give you a hunch that something is up, but you better be certain. You might be picking up a beneficial aura (a buff) the person has cast on themselves. If you really think a person is acting out of sorts, you don't need DM to figure that out, but it can be an additional tool in your arsenal. I don't see anything wrong with that.

Also remember you have to concentrate for 3 rounds to get full benefit of DM.

Imagine if you had this active all day, in a world where magic and Wizards are commonplace. You'd see auras everywhere, constantly. Might eventually get to a person...

Ross Byers wrote:

Also, repeated spellcasting is going to be exhausting at worst, and mentally tedious at best. (Pick an action that takes 6 seconds, any action, and repeat it for 10 minutes and see how it makes you feel.)

Not if you treat your PnP game like a video game, as a lot of gamers seem to do...

Tacticslion wrote:

There's a spell. It's called "Detect Evil". It tells you if someone is evil.

There's an entry on alignments. It defines good and evil.

Thus, objective.

True, but the subjective part is how each person (player and DM) defines what an evil or good act, or what good or evil intention is.

Detect Evil won't tell you if killing an adversary is a good or evil act, or if sparing their life is a good or evil act. The DM usually defines that (and hopefully the players have some knowledge of this)

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