Rub-Eta's page

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I found probably the biggest difference between Pathfinder and Starfinder: In the Starfinder, the 'dead' condition makes you unable to act!


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Can Operatives snipe? Or what I'm really asking: What does"Debilitating Sniper" actually do?

Debilitating Sniper wrote:
You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flatfooted, and you can use debilitating tricks.

It seems to allow us to use "trick attack" with snipers (though not adding the trick attack damage). It adds snipers to the list of weapons that can be used while performing a trick attack, right next to "a melee weapon with the operative special property or with any small arm", right?

Trick Attack wrote:
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm.

But wait... as a full action?

Sniper wrote:
If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

This means that "Debilitating Sniper" makes you able to use trick attack with sniper weapons, when you are not sniping... when you are not using the sniper correctly...

Am I missing something here?


My idea for a new house rule is to allow players (and DMs, of course) to trade down in spell progression in order to up BAB progression.
Ex:
An Arcanist can be converted to a 3/4 BAB class with 6th level casting.
A Magus can be converted to a full BAB class with 4th level casting.

This could become a problem with Clerics, since they'd become full BAB with 6th level casting.
Anything else I should consider before attempting to implement this? Should the trade be more compensated than just BAB?


There is a lot of weirdness around the phenomenon of going up a level. One part of it is the fact that anybody, with the appropriate Intelligence to know a language, can put a rank into the Linguistics skill an instantly know a new language.
Mechanically, this makes sense. Roleplaying and flavour wise, it does not.

Sure, you can implement elements in the roleplaying of your character to cover studies of languages long before you level up and put the rank in the skill.
This is the assumed case for a lot of new powers gained at new levels. For example, a Wizard doesn't just hit a eureka moment after most bosses, they've actually studied in between as well and the leveling up is just a point where they are mechanically deemed to have completed some research.
However, learning and researching new spells is something every Wizard would be assumed to do at every level and at all time. Learning a new language isn't. The additional problem is that you don't always know if you need to learn a new language or not, meaning that you can't always implement this roleplaying element beforehand.

I'm going to present an idea that hopefully will make sense in both a mechanical and roleplay perspective, without going too far away from the already established rules. I'm not looking to make a new, big system to just handle languages. I'm aiming for some easy rules that can be applied to anybody's game without too much impact, while still slowing down the process a bit to leave room and time for roleplay.

Linguistics: When you put a rank in this skill you start to learn a new language.
You must succeed a DC 25 Linguistics check to fully learn the new language. You can attempt this check once every day after spending at least 4 hours of studying the language. The DC of the check is reduced by 1 for each previous attempt to learn the language. Studying and learning the language can be done through many means and during other activities, such as traveling or crafting.
The only requirement is that you need something or somebody that you can communicate with that also uses the language correctly.
During this learning process, you decrease the DC to decipher writing in the language you're learning by 5 + 1 for each previous attempt to learn the language.

This means that the level 1 commoner with 10 Int will have to spend at least 4 days of studying and an average of 14 days before learning the new language. My 12th level Wizard could probably do it in 1 day (an Int based character with 12 ranks in Linguistics) or in a maximum of 3 days.

Personally, I think that it may take a bit too long at early levels. 14 days are sometimes more than days in between levels in APs. This is something I'm going to look closer at.

Feel free to steal and/or change the idea. Feel free to give feed-back. What do you think of the general idea? Is anything unclear? What would you change? Should any of the numbers (DC, amount of time or the DC decrease) be higher or lower? Anything else? Thanks in advance.


In a game that I'm playing in, we've come to a situation where I really, REALLY want to boil water. Like, about a 10ft cube of water, for at least a full day (if anybody knows what I'm talking about, keep as it spoiler free as possible).
The resourses at hand are:
One level 10 Wizard (with a Lyriaken Familiar)
One level 10 Cleric (Traveler and Liberation Domains)
One level 10 Fighter
One level 10 Ranger (with a Wolf AC)
One level 10 Slayer
~50k gp (though the less to spend the better)

Extra info: I can't really get under the pool of water, so can't set fire underneath it.

While I doubt that the Fighter, Ranger or Slayer could help: How do I go about this? Any ideas? It seems a bit strange that a level 10 Wizard can't boil water, not even a cup sized boiling spell exists.

I'm asking because I do have a few ideas but I don't really know if they'd work or if there's any better solution:
1. River Dragons, Adults and up, boils water in their near vicinity. Problem is: where do I get this???
2. Aquatic Spell, metamagic feat, and cast a long lasting fire spell under water. Problem here: This is 1 level away, it's a feat that I'll never use again (though retrain can be done, that's two weeks later) an long lasting fire spell is hard to come by. If I'm using Wall of Fire I'll need a way to concentrate for about 24 hours.

Anybody got any input or any other ideas? It doesn't really have to be serious, though it's a huge + if it's doable.

A bonus question: Do you know a way to create a hole in solid rock? I'd prefer a permanent hole. Anything earlier than Disintegrate?


45 people marked this as FAQ candidate. Answered in the FAQ. 10 people marked this as a favorite.

My question is: In what way does the Unsworn Shaman's Minor Spirit feature alter Hex?

Pre-errata, Minor Spirit replaced hex, meaning that Minor Spirit dictated the number of hexes an Unsworn Shaman could gain. However, as it is now, it only "alters hex".

Minor Spirit wrote:

At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a shaman or witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.

She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

This ability replaces spirit and alters hex.

It does not mention that it removes any hexes gained at any levels (unlike for example some Arcanist archetypes that removes specific exploits gained at specific levels or many of the other Shaman archetypes that removes specific hexes gained at specific levels). It is not clear as to what it alters, as it went from removing the entire ability to "changing" it. For example, number of hexes gained can be vastly different as you no longer lose the hex class feat that grants a lot of hexes.

As I see it, there are three ways to interpret the number of hexes an Unsworn Shaman gains:
1: Like they did pre-errate. The errate was only to enable them to pick Hex Feats, removing the number of hexes gain from the hex class feature was just forgotten in the errata. One at level 1 and second at level 4 and every 4th level there after for a total of 6 hexes at level 20 (levels 1,4,8,12,16,20).
2: They gain one more than the regular Shaman (save only for Wandering Hex which puts the Unsworn 1 hex shorter). The Minor Spirit adds 1 hex and alters what hexes you're allowed to pick at mentioned levels while at level 2, 10 and 18 you gain regular static hexes. They gain a total of 9. (levels 1,2,4,8,10,12,16,18,20)
3: You gain both the hexes stated in the Hex class feature and in Minor Spirit as there is no mention in Minor Spirit to remove any hexes. This is a total of 14 hexes (level 1,2,4,4,8,8,10,12,12,16,16,18,20,20). I would actually say that this is the RAW at this moment.

While I do think #1 is the propper answer and #3 is a power-gamer's dream, I'd like to know for sure. As the errata could possibly intentionally give the Unsworn Shaman more hexes, as otherwise it would only gain 6 in total while a regular Shaman would get 10 (with wandering hex), almost double the amount as the Unsworn Shaman gains.


I'm thinking of refining an idea I tried before and I need more opinions and minds to help me think it over, there may be some feats or something else that could help me that I'm not aware of. Just to note: This is not PFS, all Paizo material is green, no 3PP (and it's a 20 point-buy, though I'm not really looking for advice on that as I already know that I want high DEX and WIS).

Goal is: I want to make an Inquisitor who maxes out DEX and WIS and uses it well. This means DEX to hit and damage and as much more as possible, WIS to AC and as much more as possible (Inquisitor and Monk does a lot of this).

However, the question is how. DEX to hit and damage comes in different forms, so does WIS to AC.

To start of, one choice needs to be made: Deity.
This governs a lot of other decisions. Main candidates are Sarenrae and Cayden Cailean. Both their favoured weapons are able to get DEX to hit and damage (dervish dancer and fencing grace).
However, worshipping Cayden makes me unable to multiclass as Monk, due to clashing alignments (can't be lawful but I need to be). Further, I'm thinking Unchained Monk but I could go with Core Monk if there's something specific in there that would help my build (or any other class that grants WIS to AC).

This brings me to the decision of race. The alignment problem can however be solved with the trait Enlightened Warrior, meaning that I need to play Aasimar (Garuda-Blooded does give +2 to both DEX and WIS). But the extra feat from human is also really attractive, though it means that I'll get 2 points lower WIS or DEX.

Then there's also the option of Sacred Fist instead of monk which doesn't need to be lawful, and I also get a Blessing (though it won't scale).
But that also loses me Unchained FoB, which could be a great addition if I only could use it with weapon that I can get DEX to hit and damage with. This can be solved with Crusader's Flurry (as Rapiers and Scimitars can be DEX'd) but that's also followed by the need of Channel Energy (the Weapon Focus feat prerequisite is also needed for fencing grace as well).

While Sacred Fist would get Channel Energy, 4 levels of multiclassing is too much. As of now I'm aware of four other options: Cleric or Oracle of Life multiclass or their VMC, the cleric VMC coming online at level 7 and Oracle VMC at level 3. Late levels are not necessarily a problem, as I'll need at least three other feats before (Weapon Finesse, Weapon Focus and Dervish Dancer or Fencing Grace) meaning that level 7 isn't too late. But that also eats my feats, which is why the human extra feat is so attractive.
All in all, I feel like Cleric is better than Oracle in both normal and VMC, as it's also WIS based and I don't really have a need for the curse (and it scales bad even in the VMC). Cleric will also grant me an extra domain. Question is if I should go normal multiclassing or VMC. VMC loses me feats but grants me scaling abilities OR taking a level in cleric, it eats one level (that's one more level I won't progress in Inquisitor abilities beyond the monk level, which hurts) and doesn't scale (though I get Orisons).

Well, this is what was on the top of my head that I need to decide on, if there's more I'll fill out later. I would appreciate any input as to what you think I should pick or if you know of something else that could add to this build: other ways to get WIS to AC, DEX to hit/damage or way to get Channel Energy or maybe something else that you think I shouldn't miss picking up.

EDIT: Or just what domain/inquisition, traits and other things you think I should pick.


I have a questions concerning my order.
It says that the payment authorization expires today, what does this mean?


Friendly reminder to keep this thread civil. I don't know the general consensus about the Hunter class and I don't want this to turn into a slam thread.
What I want out of this thread is some help to understand why you would ever pick this set of rules above any other class. Are we looking at a new kind of game play (Ex. the way you act in combat)? What builds are we looking at? What's enabled within this class that isn't in any other? Is there anything that eases up some older builds from older classes within this one?
What roles can Hunter fill?
To me it seems like a weaker Ranger but with much more focus on the Animal Companion and more spells. Or something like what the Druid is to the Cleric but to the Inquisitor/Warpriest. So, what can we get out of this?

Something I'm seeing that looks fun is martial proficiency in a 6th level spell caster.


I'm about to order Pathfinder Campaign Setting: Inner Sea Gods (PFRPG) Hardcover and Pathfinder Campaign Setting: The Inner Sea World Guide (PFRPG) Hardcover and also pre-order Pathfinder Roleplaying Game: Pathfinder Unchained (OGL) Hardcover.
When I go to "Confirm your order" I can see that these books will be sent in three seperat packages with 18$-21$ shipping fee each. I figure that the point of ordering several books at once would be that they arrive in the same package for less shipping cost? My question is: Is there any way for me to put these together into the same package in my order?


I'm going to add Berul here?


And so it starts!


In my group we mostly just kill the monsters/enemies we are faced with and don't really bother cleaning after wards.
We only did it once when we were attacked at the in we were staying at, we helped the guy who owned the place to swab up.

Are there any ethics or unwritten rules that says that it's rude to leave corpses everywhere to rot?

How do you, other PsychoPathfinders, do? What do you do after an encounter? Besids stripping every enemy to their bones for loot.

Burn the bodies? Bury them? Sacrifice?
Any character specific quirks?

Would love to hear what everyone have come up with! Feel free to tell a story about how you and your group handle the aftermath of a fight!


Last session I noticed that my DM wasn't aware of a few rules. It made me wonder if he uses the monster from the Bestiarys the right way. When I looked them up (it was Faceless Stalker) I noticed that he had done several things wrong.

Ex. He had told me, when I rolled my knowledge check, that they are resistant to piercing and slashing damage. It's the other way around, they have DR5/piercing or slashing.

There were also several other things that he hadn't taken into account and it became obvious to me that he didn't know how to interpret the Bestiary entries.

He also made sneak attacks against our characters when we were grappled (which isn't "allowed" if I'm not missing something?) It doesn't make you flat-footed or denies you your Dex to AC (only lowers your Dex by 4).

Now to the question: How do I tell him that he's doing it wrong?

Of course this is going to make it seem like I'm trying to cheat my way around and look up his monsters to gain advantage in combat, but I only did it because I noticed him, not, doing things right.

I didn't want to stop the session to ask. Everyone at the table just gets angry when I tell them what they can and can't do with and without certain feats (I'm getting really tired of being my groups rule-lawyer).
So I figured that trying to tell the DM mid-session "I suspect that you're doing something wrong" would be much harder than to just look it up after and tell him later...


I've been looking making a Dervish Dance Bard (not the archetype, I mean using the feat with the Bard).

The Dervish of Dawn archetype grants the Dervish Dance feat but also replaces Bardic Knowledge, which I do want as well.

My question is: Can I take 1 level in the Dervish of Dawn archetype (to gain the Dervish Dance feat) and also have levels in a regular Bard which would grant me Bardic Knowledge like normal? (Dipping one level in Dervish of Dawn would save me 3 feats: Weapon Finesse, Weapon Proficiency (Scimitar) and Dervish Dance).

Ex: (order doesn't really matter)
1st level - Bard (lvl 1)
2nd level - Dervish of Dawn (lvl 1)
3rd level - Bard (lvl 2)
4th level - Bard (lvl 3)

I'm asking this since I'm thinking that there may be restrictions on how you are allowed to multiclass within the same class. Are you limited to only one type of each class or is "archetype dipping" just like multiclassing between any other classes?

Extra question: will this also grant double set of cantrips, level 1 spells known and spells per day?
I guess I'd have to use them in their correct spells per day allotment?
Ex: From first level in Dervish of Dawn, lets say I pick the Alarm spell. Will I only be able to cast it once a day since I only have one spell per day from Dervish of Dawn? Or can I cast it with my other spells per day from regular Bard as well?
(I know the latter isn't the case for the normal "cross-class-multiclassing", ex: Bard and Sorcerer spells don't stack).


I apologize in advance if I'm starting some discussion/thread you have already seen a thousand times over, I just could not find an already existing thread that answered my question. If you know a similar thread, please put a link to it here!

Me and my group are somewhat new to Pathfinder, and RPGs in general, we're learning fast and are finding it to be great fun. We're playing RotR and are about to start the second book this Sunday.
(This is just to set the scenario and situation of my group, just to state: we don't have that much player/GM experience).

Something that we haven't really done, yet, is buying new equipment, specifically magic.
My question/s is/are:
How would you, more experienced players, say is the way to go about it?
I'm asking this because I don't want anybody in my group to ever have run around with the same normal weapons/armor with thousands of gp in their pockets because they can't find anything more useful or anything they want to spend their money on anywhere. But I also don't want magic items being treated as: "just gotta go get some milk from the store"-kinda thing.

I take it that the GM shouldn't just ask what items they want in and put them in an available store.
But should they make it more likely for those items to "appear" (putting them in a separate table when you roll for new items or something)?
Or should they just stick to a random generated assortment of magic items? Do they get good enough stuff anyway?

If a player wants a specific item, should that be left to the magic crafter of the party to fix?
Would hiring a smith and commission a wizard to make their magic weapons/armor for them be a good solution?

I would love to know how you people do this.

And now I'll apologize in post for my potentially bad grammar and spelling errors or if I'm formulating myself strange.