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**** Pathfinder Society GM. 256 posts. 1 review. No lists. No wishlists. 11 Organized Play characters.


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Liberty's Edge

Do all Necromancy spells (regardless of spell list used) require access to the negative energy plane?

That is: if a PC was on a plane that did not touch the negative energy plane, could that PC cast Necromancy spells?

Liberty's Edge

Dave Justus wrote:

So you want to ride a flying mount and jump around between shadows? I don't see these two things working together, one or the other would be fine, trying to do both probably means you will suck at both. At level 16 what are you going to do with your 4 HD Hippogriff?

I don't see the point of the barbarian levels either.

Personally, I wouldn't bother with weapon finesse, Rapid shot and many shot are obvious choices though. Improved Precise Shot is good too.

Fair points.

Having a flying mount will be fun for a while. And as long as I'm 80' off the ground, I can shadowjump down off of it. :)

All that said, maybe a straight Rogue 1/Ranger 16 is the easist build (and keeps my flying mount tenable).

The barbarian levels actually sync nicely with the shadowdancer uncanny dodge bump, and get rid of the repetitive Ranger abilities. How many favoured enemies do you need? :) As for the other ranger abilities like camofluage etc, the shadowdancer gets hide in plain sight. So it's simply better, faster.

All that said, I know it's a dog's breakfast, but it's not wholly illogical which is why I'm toying with it still.

Liberty's Edge

Okay...I'm reading all your comments. The direction I'm leaning is this:

Rogue (1)
Ranger (5)
Barbarian (4)
Shadowdancer (7)

Sub-optimal perhaps, but flavourful.

So if you can still help me despite the dogs-breakfast of multiclassing, I need your help on CORE ONLY Feats.

My focus(es) are...
Ranged
Weapon Finesse

In short: dex based feats that will help in combat/archery.

The feats I already have in mind are: PBS, Precise Shot, Weapon Finesse, Sable Company Marine.

Any other dex based feats to help my sneaky/dexterous archer/shadowjumper?

Liberty's Edge

Let's assume that these are my first seven levels:

Rogue (trap finding is what is needed here)
Ranger
Ranger
Ranger (Feat: Sable Company Marine - hippogriff animal companion) Allowed because it's a Curse of the Crimson Throne campaign.
Ranger
Ranger

etc..

So the build I'm going for is sneaky, flying mounted (sometimes)...

AND I want to go melee rather than ranged.

What's next?

Do I prestige into Duelist?
Do I prestige into Shadowdancer?
Do I just go ranger all the way up?

Liberty's Edge

First World Bard wrote:

Ranger-Rogue is a classic combo. TWF style works better with sneak attacks.

How far do you expect the game to go, level-wise? The two classes have a bit of overlap (with respect to Evasion at Ranger 9), but if you don't think you'll get that far it's a good mix. I'd probably either treat the Rogue as a dip (for trapfinding) or advance the classes somewhat evenly.

We're looking at 16 levels.

Liberty's Edge

Kaouse wrote:

How about you try the Slayer?

It's a Hybrid class for the Ranger & Rogue. You can also get Trapfinding through a Slayer Talent.

Core Only. :(

Liberty's Edge

Dave Justus wrote:
Unchained Rogue isn't particularly weak and is a fine melee combatant.

Core only. :(

Liberty's Edge

Matthew Downie wrote:
Are you set on rogue/fighter? Rogue/ranger would give you a lot more skill points.

Ranger could work!

Liberty's Edge

Hey everyone,

I'm playing a core game and my party needs a rogue. And I want to play a rogue. But I know it's a bit of a weak class.

I want to make my rogue memorable and handy in a fight.

So: how do I build a great rouge/fighter (using Core only) and should I prestige into Shadowdancer or Duelist?

Using 20 point build.

Any and all input welcome. If you know if a thread/link that already address this issue, please point me to it!

Thanks.

Liberty's Edge

JDLPF wrote:

First question: Why do you desire the Arcane Archer prestige? Especially with Core only, there's very few worthwhile spells to put onto an Imbue Arrow that you couldn't just cast from range. Unless your DM is the type to give you maps with hundreds of feet distance between you and your target, I think you'll be disappointed in this choice.

In any case, my advice would be Sorcerer 6/Dragon Disciple 4/Arcane Archer 2/Dragon Disciple 6. You get free stat boosts to make up your lack of stats, maintain as much of your caster level as possible, get to advance your Sorcerer bloodline and don't need to splash into a martial class. 19th and 20th level would probably be either more Sorcerer levels or more Arcane Archer, but most games never reach this high anyhow.

That's an interesting build!

The reason I want Arcane Archer is just to do something different. Also, I like the idea of firing off an antimagic field at the foe. :)

One point of clarification for me: I thought Arcane Archer was Charisma dependent for DCs. It's not. So I might just go Wizard-build vs. Sorcerer-Build. :)

Liberty's Edge

I'm considering two builds for my core Arcane Archer. Please help me decide which one's better.

Fighter 1/ Wizard 5/ Eldritch Knight 3/ Arcane Archer 3/ Eldritch Knight 2
Advantages: Only 5 levels of wizard helps with BAB and Reaching higher spell casting level faster.
Disadvantage: Multiple Ability Dependent (Dexterity, Intelligence, Charisma)

Fighter 1/ Sorcerer 6/ Eldritch Knight 2/ Arcane Archer 4 etc.
Advantage: Only Dexterity and Charisma needed.
Disadvantage: slower BAB progression, slower spell level access.

So which is worse: Is Multi-Ability Dependency OR slower BAB slower spell access?

Once I have that figured out, I can tinker some more.
Thanks everyone!

Liberty's Edge 4/5

Great! Thanks for everything. Much appreciated.

Liberty's Edge 4/5

Hey everyone,

I'm hoping to get to New York City this summer.

I'm looking for two things:

1) How do I find all the PFS games in NYC?
2) Where are the best game shops in NYC? I'm looking for old 1st-3rd edition D&D stuff as well as Pathfinder materials.

Any and all suggestions are welcome and appreciated!

Thanks.

Liberty's Edge 4/5

Murdock Mudeater wrote:

Well you could be something else reflavored, but yeah, paizo really doesn't seem to like the Samurai.

Not a Tiger, but you could get a Worg mount for your Samurai via the Monstrous Mount feat. A Worg isn't a Tiger, but it's closer to a Tiger than a Horse is...

You've nailed it Murdock.

The Samurai has such flavour. But it's woefully under-represented (even comapred to the Cavalier).

The fact Monstrous Mount opens up the door to such cool creatures...but keeps the door closed to a mundane beast like a tiger... Again, I weep.

And if I'm not mistaken, Tigers can be purchased as riding animals in the Animal Archive...so what gives?

Give us a feat like this: Exotic Mount: "You are permitted to purchase any mount listed on page XXXX of the Animal Archive that is listed as a riding animal. This feature alters the Samurai "Mount" Feature."

Liberty's Edge 4/5

1 person marked this as a favorite.

A Samurai that can ride a tiger mount WITHOUT having to be a Cavalier Beast Rider that is "reflavoured" as a Samurai...

I can't believe with all the sourcebooks in Pathfinder, such a simple request isn't legal for the oft-ignored and under-sourced Samurai class.

I weep silently, Paizo mocks me from afar...

Liberty's Edge

That's what I figured.

Now the problem gets more complex:

My player wants to take a warpriest with the Sacred Weapon choice of "natural weapon".

So, it appears my player is using the category of "natural weapon" as though it was equivalent to all natural weapons being one type of weapon.

In short: if my player's warpriest wants to make "natural weapon" his Sacred Weapon, he needs to choose either claw or bite at level 1, right?

Liberty's Edge

Hey everyone,

If my character can attack with two claws and one bite, does "weapon focus" cover all three natural attacks, or must I take "weapon focus: Claw" and "weapon focus: Bite" separately?

I can't find a citation that indicates that each different type of natural attack requires a separate weapon focus feat.

Please advise.
Thanks!

Liberty's Edge

Hi Mr. Jacobs,

I've been researching the relationship between magic enhancement bonuses and overcoming DR.

My question: what is the cosmological reason for why magic bonuses overcome DR for specific materials?

That is:
+3 overcomes cold iron/silver,
+4 overcomes adamantine,
+5 overcomes alignment-based

Why in this order?

Note: I read an article from 1977 (The Dragon Magazine Volume 1, Number 8) by Gary Gygax arguing that there was a relationship between a creature existing on varying planes simultaneously and the magical bonuses needed for cutting through that number of planes (so a +5 would cut through five planes of existence, thus touch all of the creature that exists contemporaneously on 5 planes).

Is any of this true in Pathfinder still?
Thanks!

Liberty's Edge

1 person marked this as a favorite.

Hi Mr. Compton,

I've been researching the relationship between magic enhancement bonuses and overcoming DR.

My question: what is the cosmological reason for why magic bonuses overcome DR for specific materials?

That is:
+3 overcomes cold iron/silver,
+4 overcomes adamantine,
+5 overcomes alignment-based

Why in this order?

Note: I read an article from 1977 (The Dragon Magazine Volume 1, Number 8) by Gary Gygax arguing that there was a relationship between a creature existing on varying planes simultaneously and the magical bonuses needed for cutting through that number of planes (so a +5 would cut through five planes of existence, thus touch all of the creature that exists contemporaneously on 5 planes).

Is any of this true in Pathfinder still?
Thanks!

Liberty's Edge 4/5

Great tips.

Thank you my fellow GMs. Much appreciated.

Liberty's Edge 4/5

DrParty06 wrote:
Silverhand wrote:

We round robin the table, each player GMs 1 portion, plays 5.

As long as they do it at the same sitting, and finish what they play that sitting - it's legal?
You could even do that across a couple sittings, as long as those characters aren't used for another scenario in between.

Ahhh! Okay. I was misreading it. Thank you. This clarifies the situation.

Thank you both.

Liberty's Edge 4/5

So let's take Honor's Echo for example:

There are six parts. I have six players.

We round robin the table, each player GMs 1 portion, plays 5.
As long as they do it at the same sitting, and finish what they play that sitting - it's legal?

Liberty's Edge 4/5

Hi everyone.

I'm trying to get my new players to become GMs. My strategy is to give them each a section of a multi-stage PFS sanctioned "Quest". That way, they have a short reading and a short time behind the GM screen.

My question: is it PFS legal for me to have GMs/Players rotate at the same table, doing the same Quest?

Thanks in advance for your insight.

Liberty's Edge

Tarantula wrote:
Quote:
2) PC says, "Nope' and walks through as though it were nothing.

PC spends a move action and spends 10' moving adjacent to the wall, pc tries to continue movement through the wall, is successful because the wall doesn't exist, continues to finish movement.

Or, PC spends a move action and spends 10' moving adjacent to the wall, pc tries to continue movement through the wall, and fails because he can't walk through walls. PC can take remaining movement left in move action.

Similar to if the PC tried to move through a doorway, but the enemy had readied an action to close the door in his face. He could then back away with the rest of his move action.

All of the stated actions I've said involved an action from the PC, either shooting the wall or trying to move through it.

I disagree that talking to a guard would give you a saving throw. Those guys with the big hats sure don't react at all, and yet they are real.

Now, if you walked up in front of the guard, and tried to start a conversation(using a skill, bluff, diplomacy, perform, something), I'd give you a save. But just shouting towards him isn't going to do it (free action therefore no save).

I think we agree on most of these points:

a) As long as the PC is spending the time to interact, then reasonable allowances for disbelief could be made.
b) Indeed, depending on the sort of talking the PC was doing with the guard. If they were just shouting at the guard, it might not work. Trying to interact (key word!) with the guard through conversation, then...that would count.

Note also: imagine my wizard tries to hide his fellow PC in an illusory box. The poor PC in the illusory box would have to touch the box etc (interact/move action) before the disbelieve Will save could be done. If the PC wished to stay in the box and use it as cover while firing his arrows through the box, he'd have to successfully disbelieve the illusion with a will save. If he failed the Will Save, he couldn't see through the illusion. He could fire through total concealment, and then disbelieve, according to our discussion.

What a mess illusions can be!

Liberty's Edge

Tarantula wrote:

If you fail the throw, and must assume its real, then they would never have a reason to attempt to interact with it in the first place.

Not so. If they saw an illusion of a guard standing still, they might try talking to the guard. That's an interaction. If they decided to sneak past the guard, that's not an interaction (as noted in those articles I linked).

Tarantula wrote:

The player can decide if their character reacts like the wall is real, or illusionary. If they want to attack the wall, they can. If they want to attack the square in front of them because they think there is an invisible creature there every round, they can.

I don't know. They what's the point in the saving throw to disbelieve?

I suppose as long as the player isn't doing it instantaneously (that is, as long as they're spending time to attack/inspect) then, sure. But it has to eat up time/actions so that the illusion isn't simply disregarded.

example:
1) wall appears.
2) PC says, "Nope' and walks through as though it were nothing.

That certainly wouldn't make sense.

Tarantula wrote:


Or maybe the PC felt trapped, and since this wall suddenly appeared, maybe its weaker than the other walls that were here the whole time, so he is just hoping to try to escape by breaking it down, only to find it isn't a wall at all!

Okay! No problem. But the PC must spent the requisite time interacting with it. Then yes. But it's not automatic. there must be some action used that shows meaningful interaction and thoughtfulness is taking place.

Tarantula wrote:


Point is, the player is in control of the character. Whether repeatedly trying to disbelieve something because they think its an illusion is metagaming is a different discussion.

The player IS in charge of the character, but they have to follow the rules as written around illusions. As I'm starting to see, interaction and disbelief isn't only about the saving throw, it's about time spent and actions spent. As long as the PC isn't simply ignoring the illusion out-of-hand, then I think reasonable accommodations can be made by GM and PC alike. Also, asking the PC, "Why would your character do that?" is wholly fair. "I'm just feeling like shooting at a wall/waling into walls for fun."

Doesn't make a lot of sense. Saying a player can do anything they want as a way of getting around a sensible/reasonable rule is where the game gets silly and unfair to the illusionist. The PC must have a reason for being suspicious that there's an illusion in play before they just start firing at walls or walking into them.

Liberty's Edge

Tarantula wrote:

Full-round attack, first arrow is to shoot at the wall their wizard friend said is fake.

Or, having experienced wall illusions before, full-round attack, spend first arrow to fire at the wall, arrow bounces off, stop full-attack and spend move action to do something else because this wall is real.

The fact that the wall appeared suddenly in the middle of the fight means it could be an illusion, or it could be real. If the archer is familiar with illusions, or has a history of their wizard using them, its not unreasonable for his first assumption to be the that the wall is one, even if it looks real.

Indeed. But even if they assume it's an illusion they still can't tell on their own that's its real or not unless they interact with it. They can't auto disbelieve. They still have to make a saving throw even if they have a hunch it's an illusion. And if they fail the saving throw, they have to assume it's real.

Liberty's Edge

Tarantula wrote:
Silverhand wrote:
Tarantula wrote:
I've had rogues who buy chalk, and draw it down the wall in dungeons, both to prevent getting lost/backtracked, and because they will find a fake wall when their hand goes through it instead of drawing a line.
But why are they drawing a line right up to the wall? :)And if they did, they'd still have to roll to disbelieve their senses because they have minds that can be fooled. If they failed their save, they'd think, "that was weird, I'm losing my mind" not, "It's an illusion!" because that would mean they're getting the benefit of a successful save instead of a failed one.

They literally said, "In a dungeon, unless in a fight, I draw a line on the left hand wall and mark it with arrows to indicate which way I'm going. I keep the line unbroken, and don't take the chalk off the wall unless we're in a fight when I drop it."

If there was a hallway to the left, hidden by a silent image of a wall, they automatically are going to put their hand through it while trying to draw their line of chalk down the wall.

Similar to a pit trap hidden by a silent imaged floor. Probing the foor ahead of you or searching as you go would give you a save, putting your foot through the floor is automatic.

From the articles you linked:

Quote:
According to the Player's Handbook, if you're faced with proof that an illusion isn't real, you disbelieve the illusion without making a saving throw. The rules give a few examples of "proof" that an illusion isn't real. If you step on an illusory floor and fall through, you know that floor isn't real. Likewise, if you poke around an illusory floor and your hand (or the implement you're using as a probe) goes through the floor, you know the floor isn't real.

Absolutely!

Now that I know that there would be 100% constant contact with the wall, that's different. I thought the PCs were drawing on the floor for some reason and came to a wall and tried drawing through the wall. Apologies.

Liberty's Edge

Tarantula wrote:
Silverhand wrote:
Also, hitting an illusion would automatically disprove the illusion, but illusions have AC, so you have to hit the AC of the illusion or else you'd fail to disbelieve.
Does shooting an arrow through the illusory wall not count as hitting it? Does the archer have to specifically test the wall with an arrow instead? Even with that, that is still the exact outcome I described before. Archer shoots the wall (instead of at a square he thought an enemy was at) and thus succeeds in automatically disproving the illusion. Wall has what, a whopping 10 - (Size mod), I think he'll hit it.

If the Archer is told, "hey it's an illusion" the archer would have to spend some sort of action to disbelieve but would get the +4 benefit to the saving throw. Upon spending the appropriate action (move action? Not sure...) they succeeded in their saving throw, the figment would become a translucent outline and the archer would fire through unhindered.

If the archer was not told it was an illusion the archer would have to interact to disbelieve. Just firing an arrow at it would imply the archer already disbelieves before interaction. So, they'd have to spend an action to disbelieve. If they failed the save, they'd think it's real. If they were ornery, they could fire at the "wall" (a strange thing to do to a wall they believe is real! Sounds pretty meta-gamey to me...and going against the rules of illusion interaction entirely!). BUT in theory, if the arrow hit the AC, the archer would interact and therefore get a saving throw...or auto-disbelieve (I'd have to re-read the article to know for sure).

Liberty's Edge

1 person marked this as a favorite.

As an aside, WotC had a four part article series entitled: "All about Illusions" that does answer quite a few of the problems on this thread.

For example, spending time poking around an illusion (like an illusory wall) would eventually be enough to allow for disbelief. But the action and time must be taken. It's not instantaneous.

Also, hitting an illusion would automatically disprove the illusion, but illusions have AC, so you have to hit the AC of the illusion or else you'd fail to disbelieve.

Please find parts 1-4 in the links below.
VERY illuminating and lends credence to some of the folks who I'd initially opposed on this thread.

http://archive.wizards.com/default.asp?x=dnd/rg/20060207a
http://archive.wizards.com/default.asp?x=dnd/rg/20060214a
http://archive.wizards.com/default.asp?x=dnd/rg/20060221a
http://archive.wizards.com/default.asp?x=dnd/rg/20060228a

Note: as per the original question posed, the Spellcraft of an illusion spell being cast is not mentioned in the above articles. Interaction remains the prerequisite for almost all cases.

Liberty's Edge

1 person marked this as a favorite.
Tarantula wrote:
Nothing is stopping you from trying to move through every wall you see on the off-chance ones an illusion.

I disagree here. If I failed my save (thus, I believe it's a real wall), I can't just say, "well, just in case it's not real I'll try walking through it anyway". Because I failed my save I believe it's real. By just deciding to try walking through it after I failed my save, I'm intentionally circumventing the rules and ignoring my saving throw failure.

Tarantula wrote:
I've had rogues who buy chalk, and draw it down the wall in dungeons, both to prevent getting lost/backtracked, and because they will find a fake wall when their hand goes through it instead of drawing a line.

But why are they drawing a line right up to the wall? :)And if they did, they'd still have to roll to disbelieve their senses because they have minds that can be fooled. If they failed their save, they'd think, "that was weird, I'm losing my mind" not, "It's an illusion!" because that would mean they're getting the benefit of a successful save instead of a failed one.

Liberty's Edge

I want to go back to the original situation because something just struck me:

1) My spell caster casts "silent image" in plain view of an opponent.
2) My opponent does a spellcraft check and SUCCEEDS in identifying the spell.
3) RAW, this does not constitute "proof" that the illusion is an illusion, it just means my opponent has identified the spell.
4) Now to explore the problem, let's say my opponent goes to interact with the spell but FAILS their saving throw.
5) Having failed the save, they must accept that the silent image is real, therefore, they can't just walk through it as a test. OTHERWISE, it makes the will saving throw to disbelieve utterly pointless. If they fail the save, they believe (opposite of disbelief is belief, after all) and won't willingly walk into a wall they perceive as being "real" - even if they have a hunch it might be an illusion...otherwise they're auto-disbelieving again!

Liberty's Edge

BTW: the initial question about Spellcraft as proof is something I'd like to make an FAQ candidate. Please click on FAQ on the initial post of this thread. I'd love to get an official ruling.

Liberty's Edge

I agree with this assessment.
Now, apply this same principle to spellcraft. I know it's a spell but i still need to interact to disbelieve.

Liberty's Edge

Tarantula wrote:

For silent image? You can choose to directly interact with the image, such as trying to walk through it.

The wall looks solid. They saw it just appear. They know both illusions and walls exist and can be created by magic in the middle of the fight. They decide to try to walk through the wall, and surprise, they do.

If the archer makes his will saving through, then the wall turns translucent and he can shoot through it clearly.

If he fails the saving throw, and decides to blindly fire at where the enemy was before, because you told him the wall is an illusion, and sees the arrow go through the wall instead of bouncing off, he now has proof its an illusion and can now see through it for future attacks.

Here's where we disagree:

The archer has been told it's an illusion. If they fire blindly, they no longer need to make the saving throw. The experiment alone is "proof".
But that negates the need to interact.
The illusion fools the senses. They must interact with it before experimenting.
If they know it's an illusion and they interact and fail their save, they are confused, "I'm sure they said it's an illusion, but it seems so real". Then they can experiment to test it, not before.

In other words: if the experiment alone is sufficient, what's the point of the +4 bonus? It should be an auto success.

Liberty's Edge

So if you see an illusion spell cast in front of you, you have the choice to just ignore the need to interact just because you've heard of illusions?

I don't think so.

Knowing it might be an illusion gives you the +4 bonus. Guessing it might be and just testing it removes the need to save entirely.

The question is: even if I know it's an illusion, do I have to interact with it?

So if I cast a silent image of a wall in front of my archer, and I say "it's just an illusion" my archer doesn't need to save? No. she gets the +4 to the save.

Liberty's Edge

So let me pose another question:
My wizard casts silent image in front of the opponent.
The opponent fails their spellcraft check but thinks "something's fishy" and just walks through my silent image. Now they have proof it's not real thus, no need to save.

In other words: by living in a magical world, they "predisbelieve" the silent image and just test it out.

The problem here is, they bypass the need to interact.

Similarly, if the opponent succeeds in their spellcraft check, does that give them the automatic right to walk through the wall without having to convince themselves (via disbelief saving throw) that it's not real?

Liberty's Edge

Makes sense. Why have a specific section on disbelief if it could have been covered in the spellcraft entry.

Part of this must also have to do with illusions being mind affecting: even though a creature suspects it's an illusion, their senses are confused...even if they know better...

Also explains why mindless creatures aren't impacted by illusions.

Liberty's Edge

So spell craft doesn't automatically allow for proof thereby bypassing a will save.

Any other opinions on this?

Liberty's Edge

Fair enough.

Let's look at Phantasmal Killer then.

Its spell description states that a Will save is required for disbelief.

So:if the target of a Phantasmal Killer spell did a successful Spellcraft check to identify the spell being cast, would the target of the spell be required to make a Will save for disbelief, or would the successful Spellcraft check be considered "Proof" that the Phantasmal Killer isn't real, thus making the Saving Throw unnecessary?

Liberty's Edge

Additionally....

Example:

Spellcaster A casts "Invisibility" on themselves.

Spellcaster B successfully identifies "Invisibility" being cast. This is Proof that the Spellcaster A isn't really invisible; It's just an illusion.

Result: because spellcaster B successfully identifies "Invisibility" as an illusion,(Proof that Invisibility is only an illusion) Spellcaster A is not invisible to Spellcaster B.

In summary: identifying the illusion as it is being cast negates the illusion, therefore, Invisibility does not work against those who identify it as it is being cast because a successful spellcraft check constitutes proof.

Is that where we're going?

Liberty's Edge

Plausible Pseudonym wrote:
My main concern is when using Shadow Enchantment (or Phantasmal Killer) on someone with Spellcraft. They shouldn't auto disbelieve the faux mind control I'm using on them, just get a bonus.

Yes, this is were the problem occurs.

Is anyone aware of a formal ruling on Spellcraft as "proof"?

Liberty's Edge

Plausible Pseudonym wrote:
Weables wrote:

Generally, yes. Even without the 'manifestations', you only need to hear the spell cast to try to identify it, with a +5 penalty for missing some components (visual in this case)

Disagree.

Spellcraft skill wrote:
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.
Seeing, not perceiving, is a requirement of using Spellcraft to identify a spell. If someone casts a spell behind a curtain 5' away you have no way to identify it no matter how high a Perception check you roll.

Thanks. So I guess we'll just have to wait on that FAQ then. :)

Liberty's Edge

2 people marked this as FAQ candidate.

A caster is invisible.
The caster casts a spell with VSM components (not just vocal).
The spell being cast is not aggressive, and thus does not end the invisibility.

Does a spellcraft check work against an invisible caster in such a case?

Thanks!

Liberty's Edge

3 people marked this as FAQ candidate. 1 person marked this as a favorite.

Here's the situation:

A wizard casts "Silent Image".

While casting Silent Image, the opponent does a "Spellcraft" check and identifies the spell as it is being cast.

The Silent Image spell goes off, creating an illusory wall.

Does the successful "spellcraft" check act as "proof" that the illusion is not real:

"A character faced with proof that an illusion isn't real needs no saving throw."

In other words, is identifying the spell as it's being cast(Spellcraft) act as proof that the illusion isn't real, thus eliminating the need for that character to have to make a saving throw?

Help. :) Thanks!

Liberty's Edge

Hi everyone,

I'm trying to create a dragon-slaying character for PFS.

Here are the specs I have so far:
-Human
-Paladin of Erastil
-Ranger of Erastil

I only need a 7-level build.
I'm open to multi-classing and to all archetypes.

Any advice would be greatly appreciated!

Liberty's Edge

Thanks for this! That said: Monstrous mount Feats? There's more than one? I can only find this one:

http://www.d20pfsrd.com/feats/general-feats/monstrous-mount

Are there others? :)

Thanks again.

Liberty's Edge

Hey everyone,

I like the Samurai class, but I don't like the list of mounts for medium Samurai (Horse and Camel).

I want to play a legal Samurai with a legal mount. BUT....

are there any magical items that changes a creature's species?

Any ideas?
Thanks!

Liberty's Edge 4/5

Hey GMs,

I'm running Thornkeep's "Enigma Vaults" pretty soon.

Here's the question:
Can a creature that cannot speak activate a spell (from a scroll) that requires a vocal component?

It's particularly relevant since the tactics section mentions the creature will go invisible first, then on its next turn, begin casting from a scroll. Since the creature can't speak it will be invisible and silent while casting. NOTE: the creature does not have "silent spell" feat.

Thoughts?

Liberty's Edge 4/5

James Risner wrote:

You are missing that people are all over the levels.

I try despair early to play characters from level 1 to 12 in sequence. I find I hardly can ever do so.

Thanks for this and, fair point.

Just spit-balling now. What if the model was changed to allow for level 1-12 advancement by releasing scenarios in tiers that overlapped?
So release two 1-5 followed by a 3-7 next? Etc.

Anyway, Paizo knows what they're doing. I just find the hopping around between scenarios/seasons in order to level-up very distracting and a discouragement to verisimilitude.

I also like the idea of creating a "season 8" character and running it from start to finish. With say, 24 scenarios released a year, a character could likely use a combination of normal and slow-track to play them all. :) That would be pretty darn satisfying.

Liberty's Edge 4/5

One additional question.

I was looking over the pattern of how scenarios are released by tier.

Why does Paizo release games in what appears to be a haphazard fashion? That is, why not release scenarios in order of tier in order to create a "campaign" feeling?

In short: what is the rationale behind the current "haphazard" tier-pattern?

What am I missing here?

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