A Cyclonic weapon can pierce through spells like Wind Wall or Flickle Winds, but can it get through the protections of the Level 9 spell Winds of Vengeance?
I'm trying to recreate a grappler build that has Grab from years back. The previous method to gain Grab via final embrace has been errata way back and I'm not sure how to recreate it.
With all the new material since, I was wondering if there are any new options that I have overlooked in my research. Any advice would be greatly appreciated.
What happens when a magical melee weapon with the Throwing special weapon ability gets enchanted with the Furious special weapon ability?
Does Furious (which can only be applied to melee weapons) still work when the weapon is thrown?
Also is a melee weapon with Throwing considered a melee weapon or a range weapon for the purpose of feats etc, when it is thrown?
For example, does works with power attacks? Or deadly aim?
I have mainly played a mystic (star shaman) for most of my starfinder games.
Now that the COM is out, I'm thinking of playing a caster for my 2nd character and make a Witchwarper.
However the more I read into what a Witchwarper can do... the more confused I get. It just feels like whatever a Witchwarper can do, a mystic or technomancer can do it better.
From what I can understand the Withcwarper is a mix of AOE dmg and battlefield control via changing the environment.
But the AOE aspect seems be equal or weaker then the technomancer and the battlefield control is of limited uses, given that more of the effects can be avoided, or over come with the right gear. There also seems to be a spammerable AOE attack (Hazard) ... but the damage output is weaker then then a gun and don't scale at all.
When making my mystic, what you get is clearly layout. Each connection brings a different character to the table. It is also easy to understand the technomancer. Depending on what you are building for, some options are better then others.
But this doesn't seem to be the case with the witchwarper. All the options sees lackluster or don't help to improve what seemed the focus of the class.
No one even seems to dare make a guide for it.
I'm stumped.
So how is the Witchwarper supposed to be played?
I'm thinking of grabbing mage armor as a dedication spell. Heightening it as I level up.
One of my fellow players feels that mage armor is kinda pointless in PF2. Feeling that even a caster can grab a simple +1 magic armor and get just as much AC, without wasting a precious spell known and slot.
I'm feeling that while it is weak at lower levels, it does gain more benefits as you level up. It's also last 24 hrs, which is great for a dedication spell, given 1 slot you get for each level.
Does anyone have any experience with mage armor? Is it worth getting as a spell known? Or are there better level 1 spells out there? (for a bard dedication)
I'm thinking of remaking one of my first PFS characters in PF2. A dwarf fighter archer.
While the ability scores are now very easy to achieve (it was PAINFUL making a Dwarf Archer in PF1), I am not sure which class would suit an archer better in PF2.
The fighter archer in PF1 is very easy to build, you get a ton of feats that all make your archery ever more deadly and just build straight up.
Now that many of these former archery feats are "class feats", it kinda forces you to pick 1 class over the other and rely on dedications if you want to dip into another class for more feats.
So which class is better suited as the base for an archer build in PF2? Fighter or Ranger?
I'm trying to under how the craft skill works in PF2.
Can a character with craft, apply it to any form of crafting?
Like if a character wants to work with stone/wood/metal/books, he or she just need to roll craft?
*The speciality crafting fest only seems to help give a bonus when crafting specific type of items.
In PF1, each craft skill is individual, sort of like how lore has subcategories in PF2. Is this no longer the case in PF2?
Happy new year!
I'm making an elf elemental bloodline Sorcerer and I need advice on which elemental type to pick.
I'm playing in a Age of Ashes AP.
*My gm has clarified that the produce flame spell/burning hands etc can actually generate/gather the given element. Meaning I can produce water, earth, fire or air.
All 4 elements have their pros and cons and I'm really torn on which element I should be going for...
Any advice?
I'm finalizing the rebuild of my lv 15 (PFS) Character into a Evangelist Cleric. (Got the rebuild thanks to him having 14 levels of Lore Warden)
I'm planning to take up the Evangelist Prestige class, but I'm torn over if it's worth the 1 caster level deduction over being a pure cleric?
The main feature of the evangelist class is early access to a deity's Deific obedience boons. At lv 15,thats only 1 level away from the 2nd boon.
Had anyone played a high level cleric before? Is the Evangelist PrC worth it for high level play? Or is more spells better?
Character is a Dwarf Cleric of Milani. Focusing on casting and buffing
*Spoilers Alert!*
*Too many possible spoiler information to hide behind a Spoiler button
I got hold of this AP recently and I'm planning to run it in the near future.
While reading the first book, I noticed that the "clear spindle ioun stone", specifically its resonance's power, is an important plot device.
Namely, the clear spindle ioun stone used to grand a permanent mind protecting effect as per protection from evil as its resonance power and this effect is part of the AP's story.
However, in the newer Adventurer's Guide, this was changed to a daily casting of protection from. Or as an immediate action to cast protection from, but doing so as an immediate action would render the ioun stone powerless forever.
Checking through the books, clear spindle ioun stones are given as possible loot in the other books.
So which version of the clear spindle ioun stone's renounce power should these stones have? The original permanent version that the story itself relies on or the newer weaken version in the Adventurer's Guide?
Or alternatively choose to use the newer version as "weakened over time" versions of the original?
*Side note: I'm flabbergasted that the AP actually relies on an item's power that was "nerfed" just months before the AP published as an important plot device.
This is just me putting down a point of concern in PF2.0 for a class that I dearly love to play.
I have been playing some D&D5ed and Starfinder Society games recently and it struck me that both of these games restrict the cleric/mystic class domains(Connections in SF) severely compared to PF1.0
This leads to a huge lack of diversity in character options for these classes in those games.
In PF1.0 the cleric is a very diverse class. No 2 cleric characters are exactly alike. Even if 2 clerics worship the same deity, they can have different domains, making each a unique character.
So while 2 clerics might have the same fire domain, their other domain can make them very different characters. One can be a buffer, the other a damage dealer, etc.
This is not the case in 5ed and to some extend SFS.
In 5ed, clerics only have 1 domain. While this makes character creation easy, it means there is effectively no difference between making a War Domain cleric of 1 deity vs another. They will end up largely the same. Its the same for being a light domain cleric of a deity of the sun is mechanical no difference from a deity of beauty that also gives the light domain. You end up with the same character/role.
This 1 domain restriction also means that the domain you pick WILL end up shoehorning you into a given a role. A Light domain cleric for example, will end up being seen as a caster cleric, cos that is what that domain is all about, same for a war domain being seen as a weapon user and so forth.
In SF, the 1 connection option for the Mystic, kinda leads to this same effect. In this case, the Mystic works kinda more like a Oracle in may ways. Still each Connection kinda restrict your role, not as much as 5ed's, but its still there.
I hope that the cleric in PF2.0 give us just as much options as in PF1.0.
Please make it great! And don't water it down for the sake of simplicity.
Given that the Pathfinders have a negative reputation for grave robbing, stealing and other actions (murderhobo), often seen with a negative light in the inner-sea region... has anyone make use of this "reputation" to intimidate NPCs during a scenario?
Like "Talk! Or you will see what Pathfinders can do to you, your home and the graves of your ancestors! When we are done, there won't even be a broken bowl left for you to beg with!"
Or do most players avoid this cos its too evil?
After hours of research and discussion among my local group, the conclusion is that the Psychic class is close to useless for PFS play.
1) For anything it can do, there is another class/build that can do it better.
2) The fact that it can access higher lv 7+ spells, is mooted in PFS.
3) It can do mind-affecting stuff (its a psychic), but there are other classes like the mesmerist that just do it way better.
I really want to love and play a psychic, but it just seems impossible!.
Is there any way to build a viable psychic for PFS? (Preferably a Cha based one.)
The spell Life Bubble, surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions.
Does this lay of air allow you to fire off firearms underwater or a vacuum?
Life Bubble wrote: Description
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.
Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.
If an ally is being grappled by an enemy or via a spell like black tentacles, what action is required for another ally to move them out of the grapple?
I did look at using other combat maneuvers like reposition or bull rush... but upon reading the combat rules, realise that the rules for all combat maneuvers states either FOE or OPPONENT as valid targets. Meaning by RAW, you can't actually use combat maneuvers on allies.
So what can be used?
Or must an ally help (via the Aid Another action) the grappled ally get out of the grapple first?
Never played a psychic or a psychic class before and decided to give a Kitsune Psychic a try.
However, I'm really unfamiliar with the Psychic class and NOT ONE plays one in my local PFS group. Most of the fellow players dismiss it as too weak a class for PFS play. (They tend to favor high damage, skills or other min-max builds.)
So since I am making a new PFS Kitsune character, I thought to give it a shot.
And psychic spells can be cast while in a Tiny Fox form.
Please let me know if there is anyway to improve this build.
I am going for more of a support buffer build, but I'm not sure how to build the character past lv 1.
Lv 1 Kitsune Psychic (Self-Perfection)
Keen Kitsune - +2 to Dex and Int, instead of Dex and Cha
Self-Perfection Psychic Discipline - Wis to AC
Ability score
STR: 8 DEX: 14 CON: 12 INT: 18 WIS: 16 CHA: 7
(Tiny Fox form)
STR: 6 DEX: 18 CON: 12 INT: 18 WIS: 16 CHA: 7
Traits:
1)Clever Wordplay - Int for 1 Cha skill (Diplomacy) or Student of Philosophy
2) Pragmatic Activator - Int for UMD
Defence
AC: 15 (+2 Dex, +3 Wis) - (19 w/ Mage Armor, 23 Mage Armor + Shield)
AC (Tiny Fox): 20 (+4 Dex, +3 Wis, +1 Natural Armor, +2 Size)
CMD: 14 (-1 Str, +2 Dex, +3 Wis)
CMD (Tiny Fox): 13 (-2 Str, +4 Dex, +3 Wis -2 Size)
Feats: Fox Shape
Self-Perfection Bonus Spells: expeditious retreat (1st), bear's endurance (4th), haste (6th), freedom of movement (8th), echolocation (10th), transformation (12th), ethereal jaunt (14th), iron body (16th), akashic form (18th).
Spells in mind:
1) Mage Armor, Color Spray, Sleep, Magic Missile, Mind Thrust, Enlarge Person
2) Blindness/Deafness, Blur, Darkvision, Invisibility, Mirror Image, Placebo Effect, Resist Energy, See Invisibility,
3) Fly, Dispel Magic, Heroism, Resist Energy, Communal, Reflexive Barrier
Is casting the Spiritual Ally or Spiritual Weapon spells consider an attack on a creature?
Trying to figure this out as both spells don't seem to target an enemy directly and instead list their effects as "Effect: spiritual ally of force" and "Effect: magic weapon of force" respectively. And it is these ally/weapon that is making the attack.
Invisibility wrote: The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
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In many recent PFS games, it is becoming overwhelmingly clear that Str is effectively useless as an ability score. As Dex builds are simply equal to or way better then any Str build.
There are now many ways to use Dex for attacking and melee damage. Not to mention that many of these Dex builds benefit from an increase in the attacks of opportunity they have via Combat Reflexes.
Even range attacks are useless against Dex builds with feats like Cut from the Air.
With so many options leaning heavily towards Dex, why even brother with making any Str-based character at all?
Is the Pathfinder system even doing anything to balance this?
Strength
- Attack
- Melee Damage
- CMB
- CMD
- Carry weight
- Str Skills (Climb, Swim)
Dexterity
- Attack (Weapon Finesse, Advanced weapon training)
- Damage (Advanced weapon training, style feats, Slashing Grace, Agile weapon)
- CMB (Some combat maneuvers can use Dex if Dex is used to attack and there is a feat to use Dex for all maneuvers)
- CMD
- Attack of Opportunity (Combat Reflexes)
- Initiative
- AC
- Reflex saving throws
- Dex Skills - More then Str ones (Escape artist, Stealth, Disable Device, Fly, Ride, Slight of hand)
- STOPPING attacks via Parry and Repose
Just looking at the pros of each ability score and its clear Dex clearly leads in almost every way.
Hope that future source materials can make Str builds viable again.
The Adventurer's Guide made a lot of changes to pre-existing archetypes. Bring them closer to their original description or balancing them.
One archetype that is in much need of being closer to its original description seems to be missing from the lineup, the Alchemist archetype - Grenadier
The Grenadier came from the Pathfinder Society Field Guide the same source at the much discussed Lore Warden.
The main reason is the bold text below. It states that the Grenadier is suppose to be able to drink potions quickly and safely in dangerous situations. Yet none of the Grenadier's archetype features provide for such a benefit.
Given that other archetypes are called out for revision in the Adventurer's Guide, why isn't the Grenadier given the same make over?
Or have some other means such as a new alchemical discovery that provides this missing archetype feature?
Grenadier Description wrote: Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so. A grenadier has the following class features. Full information on the Grenadier
An underlying question; Why is the revision of older materials so selective? Some materials that are clearly in need of an update are ignored, while others are completely gutted and rebuild from the ground up.
Note that while the popularity of a given material could be an explanation. However, some ignored materials could have been ignored in the first place, due to the fact that they have issues that needed fixing, hence their unpopularity in the first place.
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I just realize that selling back stuff in SF is only 10% of the purchase price. Instead of 50% in PFS.
With no way to upgrade equipment in SFS, is the 10% sell back for equipment really viable in SFS?
I'm asking this, as this whole buy at 100%, sell at 10% system, just seems to encourage players to save on money, by holding back on buying anything till later, when better equipment is available. Riding on the efforts (and purchases) of other players to complete missions instead.
Whats the point of getting a lv 4 armor, when you know you could save money by holding out and get the much better lv 7 armor version instead?
Anyone who actively upgrade their weapon and armor as they level, will have a lot less wealth per level, over someone that don't buy till later levels.
It just seems like the weirdest way to discourage people from being actively useful to a party.
*One item that can be upgraded is the personal implant. Why can't that be the same for the other equipment?
All classes gain the Weapon Specialization feat at lv 3.
WEAPON SPECIALIZATION (EX) 3RD LEVEL
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
Does this means that say a technomancer with the Longarms Proficiency won't get Weapon Specialization with longarms, unless he send another feat to get Weapon Specialization (longarms)?
Looking at the various Mystic connections, the Star Shaman feels really odd, as it is the only connection that don't have a pre-level 12 resolve class power.
The first use of resolve for the Star Shaman is at lv 12 and even then its limited, as it keys off the 2/day lv 6 power.
Is this an intended effect for this connection? Should/Could Star Shaman characters work with a lower Wisdom?
My group have been going through the options for the Mystic and it seems like the Healer Connection is pretty much the only real option for a caster focused Mystic.
They point out that it is the only option that can really do something other classes can't do. Namely mass area heal.
The other connections do bring great options to the table, but the roles they fill can usually be taken up by other classes.
Torn between making a Shirren Healer Mystic (feels a little like a healbot) or a Star Shaman Ace Pilot lashunta, who will be pretty good at piloting, but would suck at in-combat healing.
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The Noble Scion feat has an option from Pathfinder Player Companion: Heroes of the High
Heroes of the High wrote: Scion of Katapesh: Once per day, you can attempt a Diplomacy check to reduce the cost of an item by 10% (DC = 15, + 1 for every 500 gp of the item’s base cost). The item must have a market value of 5,000 gp or less. Is this option legal?
And given that there is no set among of in-game time between scenarios, does this means all purchases can effectively be 10% cheaper?
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If an Eidolon (Unchained) have the Reach (Ex) evolution, can the reach be applied to one weapon* attack?
*Weapon here means a sword, spear or other actual weapon. Not natural attacks.
Pathfinder Unchained wrote: Reach (Ex): One of the eidolon’s attacks is capable of striking foes at a distance. Select one attack. The eidolon’s reach with that attack increases by 5 feet.
2 people marked this as FAQ candidate.
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I'm asking this cos firstly, the Harrow Deck(all versions) is out of print on Paizo's store (as far as googling goes).
Which makes it REALLY weird that a Harrow Deck is still listed as a requirement to use of certain archetypes and feats, like Varisian Pilgrim's lv 8 - Blessing of the Harrow (Su)
Not only must you own the Inner Sea World Guide book/pdf, you must own an out-of-print product to make use of archetype.
Secondly, while there seems to be a couple of copies available else where online, the shipping (to my county) + product cost is way too expensive for a single archetype's ability.
It feels like a uncalled for tax to players who already own the Inner Sea World Guide to hunt down an out of print product like the harrow deck. The AA after all keeps pointing out that "The Harrow deck may be used if it is an actual Harrow deck. Any alternative means to simulate the Harrow deck usage, such as a normal deck of cards or dice, is not legal"
More worryingly! I want to point out that some of these 3rd party sources of the Harrow Deck has forced the prices way high for a copy.
Look at this link Pathfinder Chronicles: Harrow Deck by Paizo Staff
That's $45.00 vs $15.99 for the original.
The Deluxe Harrow Deck version does not currently list a price.
I hope that the Varisian Pilgrim archetype and the Harrow Deck as a requirement for play, can be looked into, so as to give players a fair use of Harrow Deck affected archetypes, abilities etc.
Finally, for the Inner Sea World Guide's cleric archetype - Varisian Pilgrim, it says in the additional resources...
Additional Resources wrote: Upon gaining 8th level, the Varisian Pilgrim may gain the 8th-level ability Blessing of the Harrow as long as the player possesses a Harrow deck. Since this ability is a MAY gain.
Does this means that if I got the PDF for inner sea world guide, but can't afford to get an actual real life harrow deck, my character can ignore the Varisian Pilgrim's lv 8 Blessing of the Harrow and have 2 normal domains instead? (Blessing of the Harrow usually replaces one lv 8 domain power.)
Varisian Pilgrim wrote: Blessing of the Harrow (Su): At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class (Inner Sea World Guide 276). This replaces an 8th-level domain power of the Varisian pilgrim’s choice.
I'm thinking of homebrewing a more martial warpriest, by allowing full BAB, but swap the warpriest's spell list and progression with the much slower Paladin's.
Is this viable and balanced? Or does it makes for too overpowered a class?
I am trying to make a Gunslinger Musket Master with a religious theme.
I am torn between taking a level of Cleric or a level of Warpriest for my Gunslinger of Shelyn.
Never played a full Gunslinger before, so I am unsure which would be better.
From what I'm looking at its:
Cleric -
Luck domain, Conversion Inquisition
Able to buff (via bit of luck and useful all round)
Wis to Intimidate, Diplomacy and Bluff (Combos well with Larger then Life trait for a Intimidate skill build)
Warpriest -
Air Blessing and Luck or Good(?)
Weapon Focus
Able to shot from really far away
Able to AVOID AOOs (Which is usually via Point Blank Master, for fighters and rangers)
More damage via good, or a little buffing via luck
Basically, one is much better in some social skills and can buff, while the other is more combat focus....
Why can't I have both... T_T
Is there a better way to make this work?
I have a player who wants to play a necromancer type character in a no-evil alignment PCs campaign.
His solution to avoid casting evil create undead spells is to play an occultist - Necroccultist and make use of the Necromancy school's Necromantic Servant power below to create undead servants.
However given how similar the power is to create undead, aka they both need and animate bodies, should using Necromantic Servant be considered an evil act?
Please note this is not a rule question, but more of a gming question.
Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.
Can the Ilsurian Archer archetype use wand and scrolls?
The archetype doesn't seem to mention the lost of the ability to use spell trigger and spell completion magic items. (See Skirmisher archetype example below.)
Weapon Master's Handbook pg. 6 wrote: Ilsurian Archer
Ilsurian archers maintain the strong tradition of archery first developed by soldiers in the service of Ilsur, who raised a small army with which he intended to overthrow the monarch of Korvosa after the fall of the Chelish Empire. Though Ilsur’s Arena teaches only the basics of these techniques, a few dedicated students strive toward true mastery in each generation.
Bullseye Shot (Ex): At 1st level, an Ilsurian archer gains the Bullseye ShotISG feat as a bonus feat. He need not meet its prerequisites. This ability replaces track and wild empathy.
Archery Style (Ex): At 2nd level, an Ilsurian archer must select the archery combat style. This modifies the ranger’s combat style feat class feature.
Vicious Aim (Ex): At 4th level, an Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.
Iomedae’s Influence (Ex): At 8th level, an Ilsurian archer gains Weapon Focus with the longsword as a bonus feat, due to the inf luence the church of Iomedae has over Ilsurian causes. This ability replaces swift tracking.
Pinpoint Targeting (Ex): At 11th level, an Ilsurian ranger gains Pinpoint Targeting as a bonus feat, even if he does not meet its prerequisites. This replaces quarry.
Quarry (Ex): At 19th level, an Ilsurian ranger gains the quarry class feature. This ability replaces improved quarry.
Advanced Player's Guide wrote: Skirmisher
Hunter’s Tricks: At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Note that a CL 0 character like Paladin, Ranger or Bloodrager levels 1-3 can still use wands.
What happens if you play a 1-5 scenario (that rewards faction boons) with a lv 1 character of the appropriate faction, but decides to rebuild the lv 1 character to another faction for the next game?
Do you retroactively lose those faction boons? Or do you get to keep them?
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Does melee weapon special abilities, still work on a weapon when it is used as a range weapon? And vice versa?
Example weapons, daggers, throwing axes, etc.
Clarification; this is about weapon special abilities, not enchantment bonues. The term weapon enchantment is for +1 to +5 bonus on weapons.
I'm thinking of making a custom spell as a reward for my players.
The inspiration is base off Lina Inverse's Flare Arrow, but mechanically is would be similar to Neverwinter Night's version of Flame Arrow.
It is basically scorching ray as a save or suck type spell.
Need some advise if it is balanced, in the right school and if the spell level is right.
If it works, I could apply it to other elemental types.
Custom spell wrote: Flare Arrow
School Conjuration [fire]; Level sorcerer/wizard 3, druid 3 (May add other schools)
Casting
Casting Time 1 standard action
Components V, S, M (Flint)
Effect
Range medium (100 ft. + 10 ft./level)
Target one or more target/s, no more than 10 feet away from each other
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Description
The spell creates a flaming arrow in your square, plus one additional arrow for every four caster levels beyond 3rd (to a maximum of five arrows at 19th level), which hurl themselves toward one or more targets that are no more than 10 feet away from each other. Each arrow deals 4d6 points of fire damage and causes the target to catch on fire. The save for each arrow is rolled separately. On a successful save, the target avoids catching on fire and halves the damage.
The flaming arrows can sets fire to combustibles and damages objects it hits. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused by an arrow to an interposing barrier shatters or breaks through it, the subsequent arrows may continue beyond the barrier to the target if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The arrows may be fired at the same or different targets, but all arrows must be aimed at targets within 10 feet of each other and fired simultaneously.
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Are large-sized light weapons, counted as one-handed weapons?
Example, is a large-sized dagger counted as a one-handed weapon for the purpose of feats, etc?
Example feat wrote:
Two-Handed Thrower (Combat)
Source - Ultimate Combat
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.
Prerequisites: Str 15.
Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.
I'm contemplating allowing damage dealing Conjuration spells into my home game. But I'm unsure if the are balanced/suited for pathfinder.
Conjuration spells that deal damage's main selling point is that spell resistance don't work on them. Allowing them to harm normally spell immune targets like Golems.
Their drawback is that they are usually 1 spell level higher, are single target only, require a ranged touch attack to hit or have slower/lower damage progression.
Examples:
Arc of Lightning
Spell level : Druid: 4, Sorcerer/Wizard: 5
School : Conjuration
Descriptor(s) : Electricity
Components : Verbal and Somatic
Range : Short
Target/Area : Special
Duration : Instantaneous
Save : Reflex 1/2
Spell resistance : No
Description
This bolt targets two creatures and deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.
Or like the orb series:
Orb of Fire, Lesser
Spell Information
Spell level : Innate level: ?, Sorcerer/Wizard: 1
School : Conjuration
Descriptor(s) : Fire
Components : Verbal and Somatic
Range : Close
Target/Area : Single
Duration : Instantaneous
Save : None
Spell resistance : No
Description
An orb of fire about 2 inches across shoots from your palm at its target dealing 1d8 points of fire damage. You must succeed on ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
And its bigger brother:
Orb of Fire
Spell Information
Spell level : Innate level: 4, Sorcerer/Wizard: 4
School : Conjuration
Descriptor(s) : fire
Components : Verbal and Somatic
Range : close
Target/Area : single
Duration : Instantaneous
Save : Fortitude partial
Spell resistance : no
Description
An orb of fire about 3 inches across shoots from your palm at its target dealing 1D6 points of fire damage per caster level (maximum 15D6). You must succeed on ranged touch attack to hit your target. A creature struck by the orb take damage and becomes dazed for 1 round. A successful fortitude save negates the dazed effect, but does not reduce damage.
And finally Snowball, the pathfinder edition conjuration damage spell:
Snowball
Source People of the North pg. 26
School conjuration (creation) [cold, water]; Level arcanist 1, druid 1, hunter 1, magus 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1, witch 1
Casting Time: 1 standard action
Components V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one ball of ice and snow
Duration: instantaneous
Saving Throw: Fortitude partial (see text); Spell Resistance: no
Description
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. On a successful hit, the snowball deals 1d6 points of cold damage per caster level (maximum 5d6), and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Damage dealing conjuration spells have been adapted to pathfinder in the paizo sources before like Snowball from People of the North, but there were complaints of snowball being OP and its other elemental counterparts have yet to be seen.
So would the above spells be considered balanced for a lv 7 party using Pathfinder rules?
Or does the lack of SR makes them too imba?
I'm thinking of making an Axe-thrower Ulfen Guard character for PFS.
The Ulfen Guard PC seems like a mix of Fighter and Barbarian...
So how could I make this character ideal work? How much of each class or even other classes like bloodrager, slayer, etc should I have?
Should I also focus on STR and get a Belt of Mighty Hurling (Lesser) for throwing axes?
The basic ideal is kinda like a Thor like character that uses axes. Start early level as melee axe build and move on to focusing on throwing one weapon via Ricochet Toss feat.
If a PC wants to make someone (NPCs, etc) else feel "uncomfortable" or disgusted, which social skill or skill/s should be used?
An example, a PC causes a distraction by wolf-whistling, catcalling or giving "hungry eyes" at some NPCs.
Which social skill or skill/s should be used in this situation? Assuming that the PC is NOT ACTING and actually having the hots for the NPCs.
Some thoughts on this...
● I was thinking a performance skill like acting, but then I realise that the target of the PC's catcalling might actually feel even MORE "uncomfortable" or disgusted if the PC is actually being genuine in their actions.
● Bluff kinda usually works, but the PC is not bluffing here.
● Diplomacy seems counter to what is going on...
● and Intimidate, might work?
● But what if the target ENJOYS that catcalling?
● It rotates back to Diplomacy?
● And what if the Intimidate fails and cause the target to get angry?
● Then it becomes a "success" cos you failed a skill check, but succeeded in your intention of making a target "uncomfortable"? (+ Angry)
● AND then there is dirty tricks, but those are melee only and you don't need to be in melee to give "hungry eyes" to a target from across the room?
I'm confuse....
So most magical items, and magical weapon and armor qualities have a caster level listed.
This is important for saves and repairing or making whole destroyed magical items.
Make whole wrote: Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. But what is the caster level for magical weapons and armor that are just a flat +1 to +5?
Examples, +2 longsword or +5 full plate?
Is it just a caster level 5, no matter the number of the "+X"? As per the requirement for the Craft Magic Arms and Armor feat?
Or is there another way to calculate the caster level these items?
I'm as asking as the GM, if this is a good or bad ideal for GMing and story.
And what should I do in this situation?
My party wants to have the party wizard's familiar (Lyrakien azata) be the replacement ruler of their country. Via a Hat of Disguise.
The current ruler's slot is vacant after the ruler player had to leave the game due to other commitments.
The party wants to make use of the Lyrakien azata, as it has a high Cha stat of 20. (Rulers add their Cha modifiers to any one of the 3 main kingdom stats.)
While this make some sense from a mechanical standpoint, I'm very hesitant to allow this, both from a GMing standpoint; 1) I feel it cheapens the ideal of having PCs if the party has a NPC companion in such a role. And also from a story point of view, as 2) the Lyrakien azata is from a wizard's Pact Wizard archetype's True Form ability and not just a normal improved familiar. The Pact Wizard's patron being Desna. While she is a CG goddess, she doesn't seem to be the type of goddess that would support having a servant of her's outright lying to a nation. The Lyrakien azata after all is a servant of Desna's.
(A Pact wizard is an archetype where the wizard forms a pact with an outsider for power.
"Some wizards make bargains with beings from other realms in order to gain arcane power. These pact wizards have unparalleled access to extraplanar allies, but these bonds never come without strings attached.")
I'm considering the following options.... but are there any others I should consider?
No to Familiar as Ruler -
1) Have the Lyrakien azata outright deny being used in such a role. (As a servant of Desna.)
2) Consider have the Lyrakien azata LEAVE the wizard.
Yes to Familiar as Ruler -
3) Allow the Lyrakien azata to become the ruler, but play out the possible issues with this setup. Example, the Lyrakien azata's disguise being just an illusion is unable to touch anything.
4) Allow the Familiar to be ruler, but have the party and nation take alignment hits for doing so. I'm considering a drop 1 step to chaotic and maybe 1 step down to evil. Its really possibly more a chaotic then really evil action tho.
What should I do?
--
Some extra info:
The Party's country alignment is NG
Party:
LG Paladin
NG Druid
NG Wizard
NG Cleric
NG(?) Barb (New)
If you are wondering why not just get the Paladin to be the ruler?
The Paladin player has expressed that he does not want to be a ruler.
My PFS eagle shaman Druid just leveled up to lv 9 and I get to pick an extra feat, thanks to the archetype.
However, I'm not sure which of the these 2 feats I should pick up; Flyby Attack or Wind Stance?
*Wind Stance requires me to pick up Dodge as well, with my lv 9 feat slot.
I'm a caster (summoning) focus druid, so I only have a 12+ in Str. (Depends on what I wildshape into.)
Flyby Attack
Pros - It allows a STANDARD action. Meaning I can fly, cast a spell and fly away.
- It's usually a monster only feat.
Cons - I likely won't be able to use it for fly + grab attacks, even in Roc form as I just don't have the str to pull it off. Not to mention the amount of rounds needed to pull that off.
-
Wind Stance
Pros - Gives 20% concealment vs range as long as I move.
Cons - It eats up my other lv 9 feat slot, as it needs dodge too.
-
So which of these 2 feats, would you advise my character to pick up?
I'm currently leaning more towards, Flyby Attack, as it is a feat not usually available. Or maybe I should consider one of the other feats, Improved Lightning Reflexes, Lightning Reflexes, Skill Focus (Perception)?
I'm trying to make a new PFS character and I'm thinking of making a Gunslinger Warpriest, that uses a Musket.
Basically a priest with a firearm build.
However, no matter how I try, I can't seem to get the two classes to work well together.
My original plan was to take a 1 level dip into Musket Master and go the rest of the way as a Warpriest.
That way I can still have access to the Warpriest's level 10 blessing at character lv 11 and make the most of the various buffs a warpriest gets as you level up.
PFS characters "retire" at lv 12
Upon further reading I realized that two-handed firearms need a full round action to reload. Even with the Musket Master's rapid reload and the use of alchemical cartridges, I would still need a move action to reload.
This means taking at least 3 levels of Musket Master to reload at the same speed as a 1 handed firearm.
With Warpriest being such a level dependent class, I'm not sure how to balance these two classes to make the character ideal of a priest using a firearm work.
Am I looking at this build the wrong way?
Can anyone help with this build.
*I already played a paladin, hence I wish to avoid making a Range Paladin build.
When using the air blessing's Zephyr's Gift with a Firearm, does this means you can make ranged touch attacks regardless of distance?
Warpriest wrote: Air Blessing
Source Advanced Class Guide pg. 63
Deities: Gozreh, Shelyn.
Zephyr's Gift (minor): At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity.
Firearms wrote: Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
What happens when you cast Dispel Magic on an Armor with the Fitting property?
*OR wear say armor into a anti-magic field?
Giant Hunter's Handbook wrote: Fitting
Source Giant Hunter's Handbook pg. 33
Aura faint transmutation CL 5th
Slot none; Price +2,000 gp; Weight —
Description
A fitting shield or suit of armor instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently worn by another creature. It reverts to its original size 1 round after it leaves that creature’s possession.
Construction
Requirements Craft Magic Arms and Armor, resize item; Price 1,000 gp
Dispel Magic wrote: If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. Antimagic Field wrote: Likewise, it prevents the functioning of any magic items or spells within its confines. Does the Fitting Armor reverts to its original size?
Example, Small Fitting Armor worn on a medium sized character. Character enters a antimagic field.
Does the character goes pop? As the armor shrinks back to small size?
Asking as a GM.
I'm trying to find a list of the scenarios including which venture captain is the one that give out that mission in the scenario's story.
I remembered seeing it once before... but I can't seem to google it out.
Does anyone know?
I'm updating my pre-inventory sheet lv 6 alchemist and giving him a proper inventory sheet. He is made like like 3 - 4 years ago.
However, as he was my VERY FIRST PFS character... I didn't have a very good record keeping of the items he has on him and the amount that was used.
The alchemical items like acid and alchemical fire were written all over the place, deducted randomly, etc.
Could I just play like 500gp "fine" for possible miscounting of the purchase/use of such items?
The 150 starting gp was also not properly accounted for... :(
Other more expensive items like magic armor and items are properly noted down.
Edit: I also swapped him from the Grand Lodge to the Scarab Sages during the season 6 free change of factions, but I never played him at all for the past 3 seasons. The swap was just noted on his character sheet.
Is there anything I should know about the free faction change?
Would I have needed to actually play a game with him during season 6 to make use of the free retrain?
None of my other characters took the free faction change, so I'm not sure what do I get to keep and what would I have to remove.
Example, faction traits and vanities from the Grand Lodge, would I need to remove them? Or do I get to keep them?
My google search failed me...
There are many adventures where the actions of the party can have lasting effects on NPCs.
If the actions of a character or the party causes an NPC to lose their innocence, should this be considered an evil act?
Examples of a lost of innocence would be actions or the results of the party's actions that causes a traumatizing experience for NPC/s.
Or actions that results in an NPC's alignment turning from good or neutral to evil.
When a party finds loot items like jewellery, precious stones or other non magical, non adventuring gear items with a listed worth, are these items sold at the full worth price? Or at half the worth price?
Asking cos the core book seems to say magical items and gear at half price and trade goods at full.
Asking as a GM.
My current homebrew has my players' characters originating from a world where mana-based magic is the norm.
We are currently using default pathfinder and its Vacian style magic system, but I'm thinking of switching over to a spell point based system to reflect the characters' origins. In which I will be using something similar to d20srd's spell point system, with modifications to make it more balanced and updated from its 3.5 roots.
Question(?) - Is the spell point system viable, balanced and fun to use for a homebrew?
I have no experience with the spell point system and I'm unsure if it has any bugs or problems. Does anyone have any experience with running or playing a game using spell points? Any advice on how to use or run it properly?
*For setting and ease of gameplay reasons, most enemies encountered would still use the vacian/default magic system.
I'm trying to flesh out some NPCs for my homebrew and I'm a little stumped on how to make some of the martial NPCs charismatic.
To be more specific, I'm trying to make a Barbarian Warlord type character, but I find it hard to up his cha, without making him a weaker combatant, or become a bloodrager.
It's like muscles = less cha... :S
And Swashbuckler or some dex/cha combo is not suitable for this character's backstory. Nor is forcing a rod of splendor onto this character's gear.
The overall ideal for part of the campaign is to have the party find a way to overcome the Barbarian Warlord's army, by replacing him, turn his army against him or some other course of action.
Hence the need for a charismatic marital character.
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