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Sczarni

So if a summoner has dim door, can I use the clause in share spells that says I can cast a spell with a target of "you" as a touch spell on my eidolon and thereby making him the focus of the dim door instead of me?
Basic scenario is I have 5 players who need to be moved. Round 1 I cast using share spells and have the eidolon grab two while I touch him and bamph. Round 2 I cast again grabbing two more and bamph. Now all 5 of us are where we need.
Legitimate reading of the rules?

Sczarni

Is there any prestige class that gives a +1 to two spellcasting classes like the MT does? I have been looking through the various one on the web, but don't know if I missed something.

I know in 3.5 there was the Arcane Hierophant, but its easier if I go with official paizo material.

I know the argument for the Exalted PRC maybe doing it if you are already a MT, but I need to steer out of gray areas.

Thanks

Sczarni

Is there anyway to increase the level dependent segments for a clerics domain power? Monks have robes, sorcerers have robes, and for each they can increase your stuff by X levels. Is there such an item for a cleric? Specifically I have a healing domain MT that will never get the empowered healing part at level 6 unless such an item exists. I have looked but maybe I missed something?
Thanks

Sczarni

So, anyone who has played a large part of PFS adventures knows that demons are a large enough part of the usual enemies.

So in banishment it says if you can present an object they hate/fear/oppose, then you increase your DC and ability to get past their SR. (Rare giving +2/4)

What items do I need for each of the demons? Is there any source book that actually spells it out? What counts as rare?

I have a summoner who wants to pick that for his 5th level spell and need a good laundry list of items he should buy to be more effective.
Specifically I'm looking at the below as the others are completely inconsequential or just not worried about.
Babau
Balor
Glabrezu
Hezrou
Marilith
Nalfeshnee
Kalavakus
Vrock

Thanks

Sczarni

Other than eliminating the V/M components and then using secret signs to disguise the remaining part, what other methods are their to disguise the casting of your spell? Or at least make it harder to figure out?

I know there is the Illusion of calm, but that doesn't disguise the verbal component, so as per RAW enemies can still ID the spell.

Any other routes I'm not aware of?

Sczarni 2/5

So how good or bad of an idea will it be to have a Razmiran "Cleric" who insinuates himself into the society?

My idea for him is to have a vow of non-violence (due to a challenge from another player to make something not overpowering in damage, as I do that way to easily) and to buff/debuff in combat with some healing.

His back story is, as an Ifrit Blood originally from Qadira, he joined the cult of Razmir where he learned the art of charlatanism and developed it to the point of near perfection (high bluff and perform:act[closest perform that fits a charlatan] along with a decent diplomacy and intimidate to assist allow for almost always a success). Using his talents he insinuated himself into a local lodge under the guise of a Priest who is bent on ferreting out the corrupt Razmirans, as a true Rasmiran wouldn't do the evil things they are normally accused of... ;)

Now that I have traveled with some pathfinders, I convince any new Pathfinders that I am a cleric, but that Razmir grants his powers differently (unless they have knowledge religion, they take the bluff). As I heal (infernal healing) I convince the character getting healed that the weight of their sins prevents the full blessing of Razmir, thus the slowness of the healing and the feeling of evil in their soul...when I can afford the 2nd level ring of spell knowledge I plan to snag one and have CLW put in it just because.

Yes I know technically you can not use social skills against other players, however so far the 2 tables I have sat down at with him have humored the role-play of this as it doesn't adversely affect them or the story.

Sczarni

So looking over the spells in my memory that one could use to gain temp HP.
Aid
False life (later greater, don't stack with each other)
Vampiric touch

What else can you think of? Just wondering which methods might be worthwhile for a high umd person to fake the funk on.

Sczarni 2/5

Ok, what stuff are we allowed to keep form our old faction? I did some searching but can't find my answer...I know I saw we could keep some but not all of our prestige awards.

Sczarni

Ok, now I know that this may seem silly, but I wondered which interpretation would be valid for spellstrike gloves.

Relevant info:
Three times per day, the gloves allow the wearer to treat a ranged magus spell as a spell with a range of "touch," allowing him to deliver the spell with his spellstrike ability. The glove can only affect spells that normally affect one or more creatures at a range greater than "touch" (such as slow), not rays or other created effects. The altered spell only affects the creature attacked (any other targets normally allowed by the spell are lost).

Alright: So by treating a spell with a range of "touch" do I follow all the rules for touch spells? As in with a normal touch spell, if I crit, I deal double damage? Or am I looking too much into it?

Option 1. I use a fireball through my gloves and confirm a crit: since its touch I double the damage on the fireball.

Option 2. I use a fireball through my gloves and confirm a crit: since a fireball does not need an attack roll to hit normally, merely changing it via the gloves doesn't change its nature; not crit damage.

_________________________________________________________

Second issue: Since it is now treated as a touch spell, do I hold the charge if I miss?

So far my PFS whip magus has only had the crit issue come up and the DM went option 1 as we were on a time crunch and looking too deeply into it would have detracted from the game...I mentioned I would look for additional guidance.

Sczarni

How useful would a Sandman Bard 5 and Rogue 1 be for an Arcane Trickster build? I know it doesn't get "all" of the full bang out of a AT as say a wizard would, but I was thinking it would do better on the trap/skill end.
Thoughts?

As I see it (just levels, no feats)
1-Rogue - +1d6 sneak attack
2-Sandman 1
3-Sandman 2
4-Sandman 3
5-Sandman 4 2nd level arcane spells
6-Sandman 5 +1d6 sneak attack
7+-Arcane Trickster

Sczarni

So, I am DM'ing the Thornkeep module, and will have a character who will be level 7 when I'm finished. He will have the 3 first steps, all 5 parts of the Thornkeep Module, and likely 1 more level 7ish, all as GM certs.

I'm trying to think of any character ideas that really are hard to enjoy at low levels, but come together around level 7.

I will have ~32000 starting gold from all my certs, but only 28 prestige so I will be limited to no single item being more than 11,750 (none of the cert items are really that intersting so nothing to really add to my list of available items). (Unless there is a potion using build, then there is a 2k item that ups the caster level of all potions placed in it by 2)

Originally I had thought of adding this all to my Shield/Shield ranger to get past that hump of level 6 to use my shields enh bonus to attack and damage, but with a loss of 10 prestige for the 5 parts, that idea was discarded.

Any suggestions please with basic gear advice?

Sczarni

What is entailed in the phrase "you must be holding the (object) to use its abilities"?

Can holding include something in the crook of your arm?

Can I hold more than one thing in my hand (provided I don't swing/shoot it)?

Can it be in a belt loop and I reach down and "hold" it while activating it?

If the belt loop thing is legit, if I have something in my hand, can I still reach down and "hold" it for its use?

I know that in a game of rules not all real life things can be used as a justification for doing something in game...but I know you can do all the things I mentioned in real life...usually not comfortably, usually not delicately, but you can "hold" more than one thing...the question is..where does the game rules stack up on this? As best I could tell they are silent so DM call?

Sczarni

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Ok, so i have 21k atm...and am looking for gear advice for a level 10 magus.

Build notes: Bladebound + Kensai ---so no need for magic weapon or armor.
Whip+Trip+Disarm spec. Already have an AC of 29-35, depending on spells/combat expertise.

I have:
Spellstrike Gloves (has unique properties I wanted)
Selective Metamagicrod Lesser.
Headband int +2
Belt of Dex +2
(assorted wands/scrolls for utility)

Currently considering between a few items, but looking for advice on others (there is a lot in the dang book, i'm sure I missed a few things)
Echoing Metamagic Rod (cheaper than 3 level 3 pearls, only 2k more than 3 level 2 pearls) --Would likely pick up one or two level 1 pearls with this to round it out.
Intensified Metamagic Lesser+ Level 1 Pearls=Win :) [No room for the feat, all feats went into being a *highly* effective trip monkey]

Thoughts?

Sczarni

I know in 3.5 you could get ways to do monstrous humanoids...but how can I with Pathfinder? I have an ape shaman and that would be cool...

Any thoughts?

Sczarni

I thought somewhere there was a feat or trait or something where a Half-Elf could count as a human for feats...but I can't seem to find it.

Any help? or was this a bad hold over from another unnamed edition?

Thanks

Sczarni

If I choose my 1st feat for a biped eidolon to be Simple weapon prof, would the Weapon Training Evolution get the "upgrade" version of martial if I selected it or would it be a simple doulbe-up and be useless?

I can honestly see it both ways...was curious if anyone had any specific rules sources they could think of.

Sczarni

I have a Roc companion (staying medium). Currently I haven't planned to change the Int to 3 to open up feat options, but am open to the idea (the 4hd bump went to Con for HP).

Required info: It needs to keep in mind PFS rules which basically restrict my feats (int 2) to what is listed in the Core book or (int 3+) to feats that are normal player feats. (so no beastiary feats outside of those listed in the Core book).

Starting off I went with Weapon Finesse...any specific suggestions for future feats? I had considered some teamwork feats if I went int 3 as he is also a mount for my halfling.

Sczarni

So I have a particular build in mind for a mounted halfling on a flying mount. As I pour over the various material, I kept coming around to this main problem: None of the main sources have a mounted class with a stock mount that is flying at a reasonable level (if at all). So after doing my research, I have settled on the basic build below. I welcome any insight on how to improve it. Feat 3 and 5 will be spent on the mount itself, and this is not a thread to hijack for rules debate on "if" I can gain a mount this way. All other criticism/suggestions are welcome.

Thanks

Halfling Fighter-Dragoon Archtype
Stats: Bought 17, 12, 12, 10, 12, 11
Final 15, 14, 12, 10, 12, 13
Feats:
1:Mounted Combat
1:Skill Focus Ride
1:Skill Focus Knowledge Nature
2:Weapon Focus Lance
3:Eldritch Heritage- Fey modified with Sylvan=Animal Companion DL-5
4:Ride By Attack
5:Boon Companion DL-1
6:Spirited Charge
7:Death from Above
8:Wheeling Charge
9:Weapon Specialization Lance
10:?
11:?

Mount: I was thinking of either a Roc, Pteranodon, or perhaps a Dire bat...kind of torn between the Roc and the Bat. Either way, I will likely keep it at the medium size instead of increasing it. --This will allow me to actually have him in most dungeon settings.

I know that inherently this is not going to turn out as an "optimal" build. It is not meant to be that. It is meant to be a flying cavalry that can generate decent amount of damage, but that is not going to showboat the rest of the party into uselessness.

--That being said, what feats would you possibly suggest as alternatives, and why? This is a "playable to level 1-11" type build...there are several feats that I could put for 10 and 11...any suggestions? Obviously I could have gone Beastmaster Ranger and gotten similar, but the 4 extra feats with Dragoon Fighter are a bit more helpful overall.

Sczarni 2/5

Hi, I have a character nearing retirement and wanted to know how much XP is in the Eyes of Ten series? Based off the description from their blurbs it seems that all 4 parts would be 8 xp... Is this correct for those that have the scenarios? And the rule in the guide about if you level to 13 while in the middle of a multi part arc you level and can keep playing applies to this one right? So going through the arc if it's normal xp would put me at 14 2/3 level right?

Thanks

Sczarni

7 people marked this as FAQ candidate.

Alright, I know this may seem like I'm trying to cheese out this spell, but I'm needing to know its full limitations before I start using it. Even with the most restrictive assumption, it is a nice spell for my wife's cleric and my whip magus.

Ok, from d20pfsrd.com the weapon wand states:

Weaponwand:
School transmutation; Level bard 1, cleric 1, inquisitor 1, magus 1

CASTING
Casting Time 1 round
Components V, S, F (a magic wand)

EFFECT
Range touch
Target one weapon
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
DESCRIPTION
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

By its reading it is obvious that I can use say a light mace or even a whip to deliver my attack roll of the wand (if one is needed) without adding the weapon damage but getting the bonuses to hit (so say weapon fcs or such). This is fine...

So here is where the questions come in...the target entry just says "one weapon" it does not specify melee or not. So with this, I could have a character use a crossbow to store the wand. Now the part that is not debatable (for party touch spells that is) is using my crossbow to deliver the melee touch by literally touching someone...since that is still using the method of delivery of say a Cure Light Wounds to heal my ally.

What if I wanted to use the crossbow to deliver my melee touch spell at a range? It may seem wierd but as it is worded, it is open to that train of reasoning. The requisite line from the spell is "making an attack with the weapon at its highest bonus". So why can't I use my crossbow with a CLW wand put in it to deliver a heal to a party member 75ft away? Yes, this would then require a ranged touch attack, but without danger of hurting a party member it isn't that big a loss, also assumption that the charge would be lost if I missed.

Conversely, my whip magus who is a bladebound kensai could he not put a wand of scorching ray in his whip, using it to deliver the attack against a nearby enemy? Thereby making it a melee touch attack? (Yes I know I can't use this normally with spell combat or anything).

Along the thought of the crossbow with a wand..if I had a wand of say CLW that I needed to touch a zombie with who is adjacent to me...would I still be able to use the crossbow to deliver the touch in melee? But then would it be considered improvised and thereby getting a -4 penalty? Or would it not? (assuming situation doesn't allow a 5ft step away to make it a moot point). Since it says you "may make the attack.......rather than the normal attack with the wand" I would assume the crossbow used in melee in this manner would not impart anything positively or negatively to my attack roll as I would just make the normal "wand" attack.

The questions above if answered favorably to the stance of "yes by wording it is true" won't by most measures break anything game wise...getting the CLW at range seemse powerful, but the reality is this will only happen rarely and with the potential of losing the charge, it would not be the preferred method. The same goes with a ranged attack spell beign transformed into a melee isn't that big a deal unless you have a low dex, high str character..but its still touch and usually is either insanely easy to hit or very hard (well built monks). My whip magus is a dex/finesse guy anyway.

Sczarni

Hey as this is a character who specifically will be played in PFS I wanted to have the appropriate rabbit trail noted and printed out.
Specifically: Bladebound archetype- at level 3 I gain the black blade..now it is a +1 enhancement. As I gain more levels the enhancement grows. Now these bonuses will strictly be just enhancement correct? I can't instead make it keen permanently?
Now assuming my reading is right and it's only normal enhancement, what are the rules for upgrading an intelligent item? As in at level 4 I will have roughly 6k saved, what rules explain if I can add the keen ability to my +1 weapon? In reading the info on intelligent weapons they are just regular items but gain the intelligent quality. So if it's just a normal weapon then I can upgrade as normal, paying the appropriate gap costs?