Bard Worshipper of Desna

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So I've started GMing War for the Crown a while ago (online, via Roll20), we just finished the Book 1 Wyssilka fight today, and are gonna handle the finale of the book tomorrow before a break while I set up Book 2. The adventure has been quite... shall we say, unique, and I've been advised to share the results here!

Foreword: I tend to be a reasonably lenient GM, and try to help encourage creative solutions. This has resulted in very unusual circumstances, but people love having me as a GM, so it works out!

Characters:
-LG Human Male Paladin (Shining Knight) of Iomedae
-TN Human Male Occultist (Silksworn)
-NG Kitsune Female Swashbuckler (who's in human form most the time)
-NE Human Male Cleric of Norgorber (who's telling both the other PCs and players he actually follows Cayden)

Certainly that last one gave me some pause, but as the player is my best friend, I will trust in her decisions. I'm aware of the Norgorber involvement in the AP, especially where it comes to later books, but I've studied the details, and, ultimately, I found the idea workable. It helps that the character is from Vyre, which has some very... unique cultural takes on being a Norgorber cultist that do not particularly mesh all that well with the Norgorber caste in Taldor.

Part 1 - The Gala
Right off the bat, the group really liked Martella. I helped set things up with a sort of pre-session (at the tailor shop they were getting clothes from) to set things up, and that segueing into the actual meeting with Martella the next morning worked quite well, and rapidly established Martella as being both clever and resourceful.

The way the party were able to adapt to waiting in line before the gala felt so appropriate. The Swashbuckler even thought it would be interesting to actively go buy the knickknacks available at the store, and spent the money to get these trinkets in her inventory. They picked up pretty quickly that Kathann's singling out probably meant she was helping them and was one of Martella's allies.

The gala itself proceeded rather smoothly. The Paladin quickly finished his Politicking mission, and proceeded to hobnob with anybody that looked reasonably just and heroic (developing a special fondness for Remilliard Kastner, who was one of the bonus senators I added into the event), while the Occultist made a beeline for the Archives to talk to literally every intellectual there, as well as Abrielle for completing his Discovery mission.

The Cleric focused on getting his Sabotage mission done quickly, then attempted, with repeated and often hilarious failure to influence the Gallery. He also made very quick success in befriending both Kalbio and Wyssilka during the event, which turns out to be quite fitting. (And his player was the only one to notice the correlation between Wyssilka being a halfling and having raccoon facepaint... that was quite the foreshadowing!)

The Swashbuckler wanted to talk to a lot of random NPCs after she was done doing her Spy mission on Pythareus, and that included Pythareus himself. She didn't have any skills that worked well for that... but what she did have was Bluff. A whole lot of Bluff. So she literally faked her way into influencing him, despite the high DC I set for it.

When Malphene showed up and Martella asked the group to keep an eye on her, half the party decided not to and just spend that social round socializing instead of stalking her. So only the Paladin and Cleric ended up showing up to stop her, failed to either Diplomacy or Intimidate her, and ended up having to fight an extremely lopsided battle that actually proved to be rather dangerous for them.

And then Stavian's announcement, which caught the entire group by shock. This scene went over very well with them, and Stavian's default script proved incredibly effective at communicating his general slightly-off-ness. Then the party were caught trying to fight the assassins, and then things went dark.

Part 2 - The Sublevels
So remember that part about three humans and one kitsune? Yeah, nobody has darkvision. And nobody brought torches, candles, or any of that. They fumbled in the dark until they found the candles, and then were able to use a flint and steel to light it and gain at least some light.

It is at this point that it came to light that the Cleric has claustrophobia. Being trapped in an enclosed space didn't sit well with him at all, so he ignored every room, quickly taking the candle into the next one in a desperate attempt to find some sort of way out until it dawned on him that he was actually stuck. The party worked together quite effectively to solve the puzzle, and the players absolutely loved the escape room style challenge. And with that handled, they were able to get into the main sublevels.

Despite the issue with Malphene before, the party was immediately sympathetic to her loss, and worked hard on befriending her. Jowuan, they were less happy about having to pay for, and ultimately never bought any spellcasting from him. As for Imistos, everybody more or less ignored him, except for the Cleric who thought he looked suspicious but was clearly trying to avoid attention, so more-or-less left him alone. The other nobles to rescue were mostly considered accessories, and I didn't force too much involvement with them.

After easily defeating the phantom armors, the Occultist used Item Reading on Dignity's Barb (psychometry is an amazing thing, since this basically let him peer directly into the Taldan zeitgeist) and immediately decided he wanted to use it. The rest of the path out of the museum was uneventful, as the path they took was one without traps (other than the wig ooze, which was spotted quickly and done away with). They definitely found all the circles appearing everywhere ominous, and once the Occultist found Glendower's autobiography in the library, conspiracy theories began to circulate (with the prevailing one that Glendower became a ghost).

The Occultist also did not particularly appreciate Viecar, due to being a devout follower of Aroden. (He insists Aroden isn't actually dead and will return.) He did, however, appreciate the gishvits. After deciding to befriend them by voluntarily sharing information with them, he immediately started considering what it would take to get one as a familiar.

Nobody expected Dagio (though they expected enough rats to buy out Mimips's stock of alchemist's fire, despite no common language), and, while surprised, ultimately decided to leave him unconscious but not bleeding so that he can recover. Due to his fascination with Glendower's intellect, the Occultist felt sympathy with the rat and later decided to seek out ways to negotiate with him.

Similarly, while people were suspicious of the halflings afterward, the Cleric didn't realize the sheer ramifications of his positioning until Imistos rolled higher than him in initiative... and was 10 feet away. What followed was quite the amazing roll of dice where, in view of everybody, Imistos got a nat 20 attack roll, followed by a nat 20 confirm, followed by max weapon damage and max sneak attack damage, which knocked the Cleric from full health down to a sliver. Luckily the earlier persuading with Malphene led her to lend her blade in support, and she was able to distract (and kill, with very lucky rolls) Imistos while he limped off to try to not die.

After taking another rest break, the group went off to go find Martella, though the Cleric already knew the hint on who captured her.

Part 3 - The Safehouse
Stealth, alongside the Occultist having successfully influenced Gloriana earlier to get the Pathfinder Support, enabled the group to take out the entrance guards stealthily. One of them was taken out before his turn, and by the time it was the other's turn, they were already at their flee point in Morale so they didn't even bother triggering the alarm.

Efarni was another story. Nobody trusted him, and by the time he got a good chance, he decided his best bet was to dump a stink bomb on the group, run to the northern door, and open it and shout the alarm directly at the entire warehouse.

The battle of the warehouse proved to be quite complicated indeed, not only because multiple party members got nauseated by the stink bomb and were stuck dealing with half a dozen rogues as well as Efarni and Mr. Smiles, but because half of them were practicing nonlethal tactics, as the Cleric felt like he shouldn't be killing followers of Norgorber and the Paladin simply didn't like killing, which added a surprising amount of penalty to everybody's attack rolls. Up until the Occultist imbued the Paladin's weapon (Malphene's +1 Rapier reward) with Human-Bane, which was suddenly meaning it was dealing so much nonlethal damage it was looping around and very nearly killing them with lethal damage instantly.

Battered by the battle but unwilling to take a rest, the group continued into the safe house, where the paladin ran ahead, got a javelin trap in his arm, and decided to be more cautious from then on. The cultists up near the sleeping quarters proved to be quite the challenge, especially owing to Commands to flee and tricky total defense into sudden shift tactics. They fell too, but took so much damage that they died before they could be healed, which pained both the Cleric and Paladin. (To add further insult to injury, the round the Occultist finished using Spellcraft to speed-ID their potions as healing was the round the last one died.)

The party met the fantionette, but nobody took her bait. Everybody just assumed she was a child, due to their prior attempts to nonlethal the rogues above, and nobody got close enough to warrant the Will saves for the aura (or get sneak-attacked by her), nor rolled high enough to beat the fantionette's Bluff, so they just told her to stay there since they were at a loss of where else to take her and went back around.

They also decided to handle the halfling guard outside Wyssilka's room in an interesting way, since, rather than immediately leap into combat, they decided they'd rather not actually bother with that, and instead started trying to buy the Gixx-follower's loyalty. Being easily won over by the opportunity for free gold (and the promise that they'll try to keep his boss alive), the halfling left them alone for the final room, and after spotting and disabling the final trap, they went in to deal with Wyssilka.

They also greatly enjoyed Wyssilka as a character. In general, being able to so enthusiastically talk about what was going on while still being clearly unrepentantly evil made Wyssilka affable in a strange way to them, and when combat finally broke out, they fought hard against the dangerous sneak-attack-prone cultists, even despite getting Outflank.
Things were going pretty well, with the Swashbuckler dealing a lot of damage (and resisting Wyssilka's Hold Person), but in one single round, Wyssilka both KOed the Swashbuckler and had her Spiritual Weapon KO the Cleric (who she didn't recognize as the guy who influenced her, due to a high Disguise result and Oath of Anonymity)

The Paladin fell afterward, and the Occultist tried to forcefeed a potion to the dying Swashbuckler, prompting Wyssilka to just kill the still-unconscious character before going to try to kill the Occultist, who at that point was convinced to escape via a stolen gaseous form potion and barely survived the negative energy Fervor before escaping.

With one PC left dead and two more unconscious and at Wyssilka's mercy, this would seem to be the end of the campaign. But with the Occultist leaving to try to get help, I ruled that the Pathfinder agents were able to storm the place and force a retreat from Wyssilka, rescuing both Martella and the other three party members (who, at that point, would require just as much recuperation as Martella herself), so people could keep playing. Though with the fact that they didn't get the experience for Wyssilka, they didn't get the massive 2000 gold payoff, and they didn't qualify for the first triumph for their relics, they'll have a little bit of catching up to do during the between-book downtime.

And Wyssilka herself is on the loose, and since every single Silent Blade member either fled or was nonlethaled, they'll be returning to cause the party some more mischief later.


As a Pathfinder Player Companion Subscriber, I aim to gain the benefits of the books and PDFs as soon as possible. That's my actual primary reason for subscribing; I don't use the physical books, I just want the PDFs. (I understand you don't offer a PDF-only subscription; this isn't about that.)

The problem is that the PDF doesn't become available until the product ships. And while I was informed on May 14th that it would be 1-7 days until the product shipped (and thus that the PDF would be added to my digital content), it's now May 28th... two weeks past that. I've received no confirmation of the order shipping, it's made no effort to charge my card, and it's rapidly approaching the point where I am paying an extra $9 for what will only amount for one day advance on the book. This isn't something I'm at all inclined to do.

Is there any sign at all of what is happening to my order? ...And is there going to be anything to compensate for it being over a week late? My Ruins of Azlant campaign is running tomorrow, and I would very greatly like to see what's in there for Azlanti-related history before I finalize a level-up. But right now it doesn't look like that's going to happen.


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Narrowing it to core certainly limits some of my preferences; my favorites tend to be either base or occult classes. However! My favorite five among the base 11+alchemist, in no particular order:

Nature Fang (Druid)
Wild Shape can be very clunky at times, and often a headache to manage if you want multiple forms. On top of that, shapeshifting to be decent at combat may not at all fit one's concept. This archetype is amazing because it subs out the shapeshifting for combat potency with ways to be effective in combat regardless.

Scout (Rogue)
Being rewarded to stay mobile is great. The advantage of being able to maintain your key source of damage even while darting around the battle is very useful. Furthermore, the flavor is excellent at capturing the essence of somebody who's not fighting head-on, but isn't a skulk.

Virtuous Bravo (Paladin)
Not all knights in shining armor are knights... or wearing armor, at that! Virtuous Bravo turns what it means to be a paladin on its head, letting you be one who darts into battle nimbly and skillfully in your eternal pursuit of removing evil from the land.

Zen Archer (Monk)
The use of a bow, the careful precision of one's arrow, the training and mastery in mastering your form; the use of bows in monk training has always felt right to me. While the archetype's mechanics have certainly verged on the overly powerful, with a little rebalancing one can allow the monk to build themselves around ranged combat, for honing their mind rather than only their body.

Chirurgeon (Alchemist)
Not all get into medicine to harm. Being able to heal with one's concoctions is a critical calling of many an alchemist, and the ability to apply salves to wounds or otherwise ensure your community or friends are safe from harm has always been what being an alchemist was to me.


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Marvelous Meowstic wrote:
Surely Paizo will listen and realize this isn't what we, as a community, want.

You know, it's interesting. I see a lot... and I mean a LOT of praise in these forums over the 2E announcement, and a lot of what they were sharing of it.

I haven't seen much at all in the way of "this entire thing is terrible", only particular, pinpoint concerns.

So, when it comes to speaking for communities as a whole, I'm not entirely convinced your viewpoint is the majority one.


...Except for the fact that the feat, as written, only grants army special abilities that share a name with one of your class features. As there is no army special ability named Perfect Self (or most of the other high-level-only abilities), taking this feat doesn't grant your army of you any more abilities than you would have had simply by being an army that is 100% monk.


CorvusMask wrote:
That doesn't work though since worshiping Asmodeus counts as evil action still, so hypothetical paladin of Asmodeus from Holomog would immediately become ex paladin <_<
Darksol the Painbringer wrote:
Paladins worshipping an Evil deity is akin to working with Evil, and is something that is both A. not acceptable unless in dire circumstances, and even then, once those circumstances alleviate themselves, they're back at each others' throats, and B. it would require him doing actions that are most certainly less than Good.

A paladin can worship Irori or Abadar just fine and regularly not fall from Lawful Good for following a Lawful Neutral deity, which the trait allows the Paladin to treat Asmodeus of in regards for determining his alignment.

Furthermore, there certainly exists the possibilities of Lawful Neutral worshipers of Asmodeus, that are able to remain Lawful Neutral. If simply worshipping a given god was an act in alignment with that god, there would exist no followers that were one alignment step away. You don't have to adhere to the particular principles of that deity you don't agree with. A Lawful Neutral cleric of Asmodeus can focus on the aspects involving contracts, without ever actually dipping their hands into evil.

The whole purpose of this trait is to allow Lawful Good and True Neutral people to worship Asmodeus. If this is still somehow an alignment infraction, then the trait fails at the basic purpose it was intended for.

And, finally, if all else fails, the Gray Paladin exists as an archetype, which offers certain levels of leeway in one's alignment. So if nothing else, that in conjunction with the trait would still allow Asmodeus to have paladins.


BigNorseWolf wrote:
(and asmodeous doesn't have paladins)
BigNorseWolf wrote:
THATS why there's no asmodean paladins...

I'll just leave this here.


It uses Strength Focus and Powerful Strike for Anger Phantoms, and Power from Despair and Miserable Strike for Despair Phantoms as its examples for Excitation. If we follow this trend, this means, for Hatred, the two abilities you choose from are Weapon Finesse and Hated Strike.


Don't do drugs, kids. Stick to more wholesome things, like being a bloodsucking abomination of the night.

I agree with Claxon's interpretation. If you have no functional bloodstream, drugs shouldn't have an effect.


Death Ward (Sp): At 7th level, a grave warden learns to perform a short ritual that grants the benefits of death ward, using his slayer level as his caster level. Performing this ritual takes 1 minute and uses 4 flasks of holy water. The grave warden can protect only himself with this ability. This ability replaces stalker.

You are correct, in that the ritual takes a minute to perform, with a duration measured in minutes of itself.

The general purpose, at least as far as I can see, is to be something you use just as you are about to enter combat with something you need the protection for. Such as you are aware the next room has the vampire, so you and your party all start preparing yourself before busting in and catching him in the middle of his dark ritual, ready for a climactic showdown.

Lasting only a single minute would be pretty rough when it costs four flasks of holy water. I like the way it is now more.


I get the feeling this revelation was meant to be based on whether you selected to add all Cure spells or add all Inflict spells to your spells known, but it doesn't specify that. As it's worded, if you choose whether to automatically know either Cure or Inflict spells, but then select the other as actual spells known, this revelation would help them all.


Spell-like abilities would also work, as they take only a standard action even if the spell they are replicating would take longer.


"On an animal that serves as a mount" is the key thing. Since 'mount' is a fairly ambiguous term, the idea would seem to be animals that are more suitable for mounts. Horses, ponies, camels, riding dogs, yeah, definitely. Anything called out as an option within the mount class feature. But not just anything that one could theoretically tame into a mount, at least not until it's actually been trained as one.


graystone wrote:
Nothing stops you from picking magic tail as a bonus feat, as per the trait: This doesn't change the fact that you need to meet the prerequisite to USE the feat. You'd need something like the racial heritage feat to actually make use of the feats.

I would be hesitant about using this as a ruling. There are a number of situations where you gain a feat without meeting the prerequisites.

Ranger says "He can choose feats from his selected combat style, even if he does not have the normal prerequisites.", and Monk says "A monk need not have any of the prerequisites normally required for these feats to select them.". Note that these reference "choosing" and "selecting", not "using" as you are currently making a distinction. With that take, needing the prerequisites to use the feat you were allowed to choose would invalidate a lot of characters.

If you can choose a feat, you can use it. It's as simple as that.

Though I do think just taking Racial Heritage should be the easiest way to appease the GM in this scenario, because at least that way you can actually say you have kitsune family, instead of just sprouting tails because you were taken in as an orphan.


Promise of Faith: A blossoming light vows to trust in her deity’s protection over arms and armor. She is not proficient with any armor or shields. The blossoming light cannot use or benefit from any of her class features (including spellcasting) while wearing armor or using a shield, or for 1 minute thereafter.

You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion’s holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.

Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Since instant armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your caster level.

The Instant Armor is actual armor, not merely an armor bonus to AC. Casting it would be immediate grounds for loss of clerical abilities. Personally, I'd think your deity would not even allow you to prepare it, but the rules don't say a lot on the deity's choice in the matter of spell preparation.

Luckily, even though you lost all your class abilities, you likely can still simply choose to dismiss the spell, and then wait out the minute for your blunder.


The Engineer archetype for Alchemists, or at least the one Lokai appears to be referring to, is located in a section of the site D20PFSRD dedicated for homebrew content.

I would flag this to be sent to third-party... but this content isn't even third-party; it was made and posted by just one guy and isn't in a book anywhere.

Anyways, the archetype doesn't mention you getting ordinary deeds other than the 'special deeds', so... you don't. Your grit is useless for you at 1st level unless you get something else that lets you spend it.


No. Shadow Well is not described as being an illusion effect. The passive half of the ability functions mundanely, similar to Hide in Plain Sight. The secondary half, the spell-like ability, functions like Dimension Door, and so is a conjuration SLA, not an illusion one.

Trus Seeing does not detect creatures that are, as it describes, 'simply hiding', which is what Shadow Well is allowing you to do.


If you want a question of intent, you need to look at release dates.

Faction Guide (Grand Master Performer): May 2010
Inner Sea Gods (Divine Expression): March 2014
Advanced Class Guide (Skald class): August 2014
Adventurer Guide (Diva Style): May 2017

For Grand Master Performer and Divine Expression, Skalds did not exist at the time, so their exclusion from level requirements is relatively forgivable. While I do agree that Divine Expression has an incredibly specific flavor, and thus would not personally open it to the Skald class, Grand Master Performer seems much more a matter of circumstance if anything, and arguing for Skald entry makes some matter of sense.

Diva Style, however, was written three years after the Skald. Other contents of the book prove they knew Skalds were a thing, and thus the Skald getting 1st-level access was clearly purposefully excluded.


Equal to means you use that as the strength score for the hair; you don't use your own strength score. Your own strength score doesn't matter for attack and damage rolls made with the hair; you can even use it to help force doors open or other situations you would typically use Strength checks for.

Also, while this is a comparatively fresh corpse compared to some of the ones I've been seeing walking around lately, just because it's a witch topic doesn't make thread necromancy all that okay.


You can swap out and retrain a familiar's feats, yes. This is especially useful for familiars that come with Weapon Finesse, which is useless for familiars to have (as they get Dex to hit automatically).

As for the crossbow... yes, you can get the monkey to be proficient in crossbows. But you can't easily persuade him to use it; an animal will always prefer its natural weapons over human tools. Even a familiar-level intelligent one.


I've never heard of such a feat, but I'm not discounting the possibility of it being new. Typically, Elemental Ascetics don't get blasts at all.

It may have been third party. Kineticists of Porphyra, perhaps?


You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall’s squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

There is no implication at all of it being shapeable. In the absence of that sort of text, I would think that it must be one solid line.


Are the forums haunted? There's a lot of necromancy as of late.

The prerequisites for Final Embrace state:

Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack as a racial ability; base attack bonus +3.

It's the third prerequisite that's the biggest issue here: "naga, serpentfolk, or creature that has the constrict special attack as a racial ability".

The eidolon is not a naga or a serpentfolk. (unless it had the ancestor subtype and its master was one of those... but then it would be disallowed from counting as one for this feat prerequisite anyways)
The eidolon has the constrict special attack... but it's not a racial ability. It was something granted to it, not an innate quality.

As such, no. It does not meet the prerequisites.


Bard level 1st, cleric or oracle level 1st, worshiper of Shelyn.
Bardic performance class feature, Extra Performance, Master Performer, bard level 8th, Kitharodian Academy 20 TPA.

Both of these have absolute levels of bard required. The skald class does not qualify for them without a class dip (a rather significant one, in the latter's case).


Al Sha-Him wrote:
couldnt i just take alchemist again just to get back what i lost?

I'm not sure what you're asking here. Taking more levels in alchemist furthers the archetype you already have. You can't take levels in a class you already have ant nod have it count towards levels you already have.

In short, taking 1 level in Alchemist (Promethean Disciple) and 1 level in Alchemist (vanilla) is impossible.


"The quicksilver found in the center of the stone may also be put to another use." The wording heavily implies this is an alternative use for the quicksilver, not an additional one.

You need to choose which you value more; your money or your life.


It's completely true, they're made of shadow, there should be no explosive force involved.

But that's not what the rules say. The rules say that the firearm misfires on given rolls. And as Shadowshooting offers no provision regarding misfires (unlike, say, the Pistol of the Infinite Sky), it still suffers them, risking becoming broken or even exploding.

Any exception to this must be worked out between you and your GM, and if you are playing PFS, you are stuck with the misfire rate.


Agreed, looks fine to me.

Worth noting, however, is that they don't combine to "gaining a bonus equal to your cavalier level". Rather, it is "gaining a bonus equal to half your cavalier level, twice". This means the bonus will increase by 2 at every even level, but by 0 every odd level.


Familiar wrote:
While a familiar is within arm’s reach, the master gains the Alertness feat.

You actually have the feat, and just need the familiar around during the time you gain the new feat.

Note that if at any point your familiar stops being within arm's reach, you no longer have Alertness, which means you stop qualifying for a feat you currently have. The rules of this happening are shaky, but it is likely that you will not gain the benefits of the feat that relies on Alertness as long as you don't have Alertness.


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There are quite a lot of instances within Paizo-published material that imply it is the former reading, to apply to either light piercing weapons or one-handed piercing weapons.


You have the following options available to you, with this combination:

You may fire your gun, as a normal attack or full attack. This consumes ammo as normal, and deals damage as standard for the firearm in question if it hits.

You may cast a spell. While doing so, if the spell is a ranged touch, cone, line, or ray spell, you may choose to fire it through the firearm. Doing so applies the gun's enhancement bonus to the spell's attack roll or to its DC. This carries with it the cost of being broken, or exploding on you.

Additionally, if the spell is a ranged touch spell, you may choose to fire it through spellstrike. Doing so allows you to make a normal attack with your firearm, consuming ammo and applying firearm damage, but also applying the effects of the spell if it hits. It is probably possible to combine these two methods, with the heightened risk on if you roll a natural 1.

And finally, you may choose to use spell combat. Doing so is a full-round action, and allows you to cast a spell (with all considerations whether you are firing it through your gun) as well as make a normal attack with your gun. Note that if you are choosing to use spellstrike with your gun from the spell half of this, you must have some way to reload it in order to use it with the attack half.

I have no input on the Path of War content. You may find better luck in the appropriate third-party forum.


The party I have been GMing Wrath of the Righteous for over the last several months has been trusting. Very trusting. They're quite prone to redeeming reasonably redeemable enemies, and while it took a while for them to find a good chance to confront her, this party was able to effortlessly persuade the halfling, Nurah Dendiwhar, to give up her evil ways and begin a road to redemption.

And throughout their journey of Citadel Drezen, they disabled, and subsequently befriended, Jestak, and learned from her that Staunton Vhane's younger brother was potentially redeemable as well. Of course, the idea of saving people from demons continued to appeal to them, so they continued through the citadel, freed the captured crusader Maranse, and allowed him to join their cause against Vhane.

It is about this time that things started to go bad for them. Once they reached Joran Vhane's quarters and begin to fight against him and the babaus, they began to be outnumbered; not only by Staunton Vhane coming to stop the PCs from redeeming Joran, but by Kiranda, who wasted no time in shedding the Maranse disguise and stab the wizard in the literal back. This forced the party to retreat, an act that cost the life of Jestak (but fortunately neither Nurah nor Irabeth, nor any of the PCs).

It was at this point that as a GM, I needed to decide how Vhane and Kiranda would react to this attempt. Vhane's decision to kill his brother was obvious, and as the PCs left him unconscious, this proved to be an easy task (and one encouraged by Kiranda, who overheard the party's desire to redeem him). As for Kiranda, I decided she would test just how gullible the party was, and pull the exact same trick over again, this time disguising herself as Joran Vhane fleeing from his psychotic brother just as the party re-enters the Citadel.

So the party go to challenge Vhane again, and, predictably, Kiranda betrays them again, causing them to be caught off guard yet again and struggle through the fight despite their mythic power. And Kiranda managed to teleport away before she was killed, and thus moved to Chorussina's room (as detailed in her tactics). And, as the party moved on without finding Vhane's treasure, I followed the AP's directives of having a minion use the Oil of Life that was in Vhane's treasure to revive him... and left enough hints that it was Kiranda.

The party was able to take out Chorussina easily enough (due to the entire ritual circle failing saves against an Arcane Surged Confusion), but Kiranda was able to survive long enough to escape. Yet again. It's clear at this point that she's continuing to be a thorn in the party's side, and it is at this point that I feel I am fully justified in 'slipping' her a Nahyndrian Elixir just to make her that much more of an recurring antagonist to the party.

And all the while, the players have been loving it. They love just how much she's been deceiving them and taking advantage of their gullibility, and are definitely keen on seeing her continue to tease and torment them, both physically and verbally.

Has anyone else been having fun with this mischievous succubus?


Piercing Spell wrote:
When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell’s actual level.

This is not a numerical bonus to your spell. This is a numerical penalty to the target of the spell.

If it said "add 5 to caster level checks made to penetrate spell resistance", that would be something you would double.


I didn't realize it required an official ruling.

Ice Armor wrote:
You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor’s bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without penalty.

The thing is, it simply says it 'offers the same protection as a breastplate'. It could have said it functions as a breastplate, which would have been fewer words and made it clear, but in this case it says it's offering the protection, without any mention of downsides. On this note, I would definitely believe it has no ACP and no ASF.


It's a little oddly worded, but the basics are that for any creature that possesses darkvision, they cannot see the red light unless they have another source of light within range that they can also rely on their normal vision (whether augmented by LLV or not).

The design intent is to give you a light that does not automatically reveal you to enemies with darkvision.


Each archetype is typically designed in a void, so it is possible abilities replaced by one make the benefit of the other obsolete. This circumstance is no different.

A GM may be willing to grant you something else in place of Precise Bombs, but for the purposes of PFS, you are stuck with a dead discovery.


Chapter 1, Races.

Half-elves lack them in this book, but:
Page 13 mentions the elf racial traits (including the wizard one to increase wizard school power uses).
Page 23 mentions the human racial traits (including the wizard one to add spells to your spellbook).


Starting a new thread would have been preferable to animating one from five years ago.

Different special attacks apply under different circumstances. Breath weapons are standard actions (unless specified otherwise), so they are typically incompatible with full attacks. Swallow Whole and Constrict are both part of grappling, which is also incompatible with full attacks (as it requires a standard action to maintain). Rake is either part of grappling, or is part of a pounce; the latter IS included in full attacks, but only while charging.


You gain the benefits of a physical shield regardless of whether you're flatfooted, flanked, or otherwise not at your full fighting potential, and, since it's typically strapped to your arm, it's actually less flexible to shield blows than a magical floating shield.

I see no reason why the AC gained by the Shield spell would not also apply.


Weapons aren't left out, either!. Feel free to buy your tiny-sized toothpick and wield it like a hero.
(though this doesn't help if you actively do wield weapons of a size greater than yourself, such as through Titan Mauler.)


nosig wrote:
If a PC is the target of a daze spell cast by a monster as a SLA, with a DC of 10 and he makes the save, is he then immune (for a minute) to another daze spell cast by a different monster (say a Sorcerer with a DC of 15)? and also immune to a third daze cast by a psychic?

Emphasis mine. He only becomes immune to the effects of Daze if he is dazed by the spell, which does not happen until he actually fails a save. If he is making his saves, you can continue to cast Daze spells at him, and the first one to actually succeed is what dazes him and starts the timer of how long he is immune to the effects.

Quote:
Are all three spells (one a SLA, one an Arcane spell, and one a psychic spell, all having different DCs) all the same spell? All Daze, right?

They are all the same spell, no matter the casting method used to cast them. Arcane, Divine, Psychic, SLAs, doesn't matter. If it directly replicates the spell 'Daze', it follows all the rules of the spell, including the immunity to further castings of that spell.


ohako wrote:
A ioun wyrd is a pile of flying rocks. A mauler ioun wyrd has the strength to carry a rider...but, well, can you saddle one?

The image for them provided in Familiar Folio demonstrates them as having a humanoid shape. This makes them about as difficult to ride as you might expect, and at the very least, you would need an exotic saddle.

Quote:
Bonus silly question: A ioun wyrd should have at least one ioun stone in it. If it's a mauler, does the ioun stone(s) get bigger too?

I would say that it does, as per equipment increasing in size with enlarge person. Of course, once the transformation ends, so too does the size increase.

Quote:
Bonus bonus question: A ioun wyrd is a construct. A mauler ioun wyrd can get to size Medium. Constructs of different sizes get bonuses to hit points (in lieu of having a Constitution score). A familiar generally only has hit points equal to 1/2 of their master's maximum. Does a Medium-sized ioun wyrd get the bonus hit points for being bigger?

The hit points of the ioun wyrd itself should increase by its increased size, using the base 5 that ioun wyrds typically have. However, this personal hit point value is still replaced by 'half of their master's hit point maximum', and changing in size won't affect this.


If it is cast as a spell-like ability, then you can cast it while Wildshaped, owing to the fact that you do not need to perform verbal or somatic components for spell-like abilities. However, you cannot pass it on through effects that care about spells, since it is not a spell.

If it is a cast as an actual spell, you need to provide components as usual. This would let it work with effects like Share Spells or the Beast-Bond Brand, but not with Wild Shape, unless you had something like Natural Spell. (You mention Nature Magic here, but I wonder if Natural Spell is what you meant.)


While the precise wording could go either way, a number of the Contingency-related effects (such as Mythic Contingency or Contingent Action) all imply the limitation of one Contingency at a time is a per-character basis. On that notion, if you cast it on an animal companion or familiar or similar companion through Share Spells, then that's a Contingency on them, and you may still have another one on yourself.


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Molthuni Arsenal Chaplain wrote:
Sacred Weapon (Su): The base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6. This alters sacred weapon.

This alters Sacred Weapon, and doesn't perform any particular modifications to it. So, you apply the modification to the Sacred Weapon ability.

Warpriest wrote:
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type, but does not increase above 1d6. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

You do not change the base damage of weapons who innately exceed 1d6 damage. Your greataxe remains 1d12.


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None of those options existed in 2012, which is where the thread originated. You cannot fault them for mentioning information that was completely accurate at the time they stated it.


Wording is key here.

Improved Damage wrote:
One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.
Grab wrote:
An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller. Eidolons with this evolution receive a +4 bonus on CMB checks made to grapple.

Improved Damage and Grab both specify types or forms of attack. In situations like this, if you apply it to claw, it affects all claw attacks the eidolon is capable of.

Reach wrote:
One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

In this case, Reach specifies just one attack, singular. If you apply it to a claw, you need to actively specify which claw, and it applies only to that one. Any other claws remain reach-less.

[Quotes are from original Summoner, but the Unchained Summoner uses effectively the same wording]


It's neither retrograde amnesia nor anterograde amnesia. It's magic amnesia. It makes you forget just what it says it does.


I saw it, I just didn't really have anything more to contribute.

My opinion is the same as Jeff's.


The FAQ does not specify "their benefits do not stack". It specifies you simply cannot have multiple simultaneous rages.

Otherwise, there would be no problem in having more than one rage at the same time as their benefits would typically not stack.

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