I would like to point out that I’m also a druid and even if buying them to free them isn’t as “chaotic” as most of my acts, it allows all of my party members to leave with their lives. There’s 5 of us and about 40 goblins.
My party and I came across a goblin outpost that was selling slaves, our wizard said that we HAVE to fight the goblins to free the slaves and I just said we’ll buy them and set them free. He said I could not do that because slave trade is an evil act and I’m not an evil character. Thoughts? Currently I’m a chaotic neutral character and I don’t see how freeing slaves is an evil act
My wife has recently gotten into pathfinder and I had her play black fangs dungeon, obviously he escapes(most of the time) and I would like either a home brew or something to follow him so she can slay him. Anything would be greatly appreciated
If a creature is immune to any spell with a will save, would they be immune to illusion of calm, it’s a will save, but on hit
Illusion of calm
When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.
So, fun but confusing fact about Pathfinder 1: Race Traits and Racial Traits are two entirely separate things.
Race traits are a category of trait, like Faith Traits or Social Traits.
Racial traits are the features that your race starts with, in the case of Aasimar things like their spell-like abilities and celestial resistances.
Peri-blooded Aasimar can, in fact, take the Scion of Humanity alternate racial traits because none of the racial traits they swap out affect the Celestial language and native subtype racial traits and all aasimar start with.
Is that in the core rule book or anywhere I can reference for my dm? Just so I can back it up if he questions it, he’s a first time dm and I’ve only played one campaign before this with a pretty straight forward Drow sorcerer
I believe this alternate racial trait from the Advanced Race Guide should solve you worries nicely.
Advanced Race Guide pg. 85 wrote:
Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
It would if the title didn’t say Peri-Blooded aasimar already, I took peri-blooded for the bonus damage to fire spells. I would take scion of humanity if Peri-Blooded didn’t give me the best bonus to an arcanist.
My group and I are starting tyrants grasp, I’ve been following a blood arcanist guide, that says to take reduce person, but as an aasimar I’m not humanoid, is there another way around it, or from the orc bloodline where I gain the orc subtype, am I considered humanoid?
Ultimate Intrigue: Skills in Conflict: Perception and Stealth: Cover and Concealment for Stealth wrote:
The reason a character usually needs cover or concealment to use Stealth is tied to the fact that characters can't use Stealth while being observed. A sneaking character needs to avoid all of an opponent's precise senses in order to use Stealth, and for most creatures, that means vision. Effects such as blur and displacement, which leave a clear visual of the character within the perceiving character's vision, aren't sufficient to use Stealth, but a shadowy area or a curtain work nicely, for example. The hide in plain sight class ability allows a creature to use Stealth while being observed and thus avoids this whole situation. A sneaking character can come out of cover or concealment during her turn, as long as she doesn't end her turn where other characters are directly observing her.
It just seems redundant to put that last sentence in, if it doesn’t apply to HIPS. It also reads (to me) that it’s when you start stealth using HIPS or hellcat you still need cover/concealment to end. “As long as she doesn’t end her turn other characters are directly observing her”
I understand how HIPS reads, that it allows checks to be made even while observed.
My rogue and I were discussing his hellcat stealth and how he plans on getting a variant of HIPS, which is Eldritch heritage (shadow bloodline) and improved Eldritch heritage(shadow bloodline 9th level). The question is, when using hellcat or HIPS, do you still need to end the round with cover or does these abilities circumvent that?
I was wondering as how the fortification enhancement works, my DM said he only believes that the light enhancement can be put on light armor, moderate enhancement on medium armor, and the heavy enhancement in heavy armor. He said he is unsure and I can’t find a really much on it
Another player in my campaign had stated that inscribe magical tattoos are a one time use, my rogue and I disagreed, and can’t seem to find any particular rule on this
I though the rogue class was supposed to be considered not worth it, broken, and not competitive or viable at all unless using the unchained rules.
Ah, yes. Let this handy flowchart explain the situation.
How to not suck as a rogue
Do you depend on flanking? ---No---> You don't suck!
====
That's basically the biggest mistake all rogues make, unchained or not. While there are builds that can certainly provide reliable flanking, such as Ratfolks or Leadership with a dedicated flanking partner, you normally waste turns moving around enemies trying to get one Sneak Attack.
There are a lot of ways to trigger Sneak Attack nowadays, much more so than when the game first came out and even Stealth didn't deny enemies dex-to-AC. The svirfneblin rogue is probably using the Scout archetype or Shatter Defenses to get Sap Master damage, which makes their build far more competitive than what most people remember the rogue being capable of.
Of course, any enemy with Uncanny Dodge or who is immune to Sneak Attack makes the svirfneblin go from hero to zero instantly.
====
@Lelomenia
Quick Runner's Shirt was nerfed into the ground some time ago. No psuedo-pounce for your theoretical rogue!
He’s actually a vexing dodger archetype, and he does not have shatter defenses, although he has said if he doesn’t retrain back to lethal damage, he’s going to retrain into shatter defenses
Too late to buy gear/more magic now buddy, we’re in the tournament! Also, thanks for helping him try to figure out how to beat who he thought was going to be his opponent, but now he found out his first real opponent will be a level 10 cleric! Also, hilariously, the rogue drew what should have been an easy 1st round matchup vs a fighter, and while he won the initiative and should have easily won with sneak attack damage, he rolled a 1 to hit and has been getting pummeled as a result. Also the arena is 100X100 with spectators filling the seats surrounding the walls. Any damage to the spectators will disqualify you from the tournament!
That's actually a great improvement for our sorcerer. His CC spells can slow down the cleric and fireball and snow ball can take him out. The sorcerer should have a decent chance of winning.
Now, as far as the fighter vs rogue fight....I wouldn't call that a good matchup in favor of the rogue. Unless the rogue kills the fighter first round (unlikely) he's going to have hard time getting consistent sneak attack. Assuming an equal or higher level fighter, the rogue will most likely loose against a well built fighter. What will really hurt the rogue is unless they have a good method of getting multiple sneak attacks each round, their damage is going to be nothing compared to the fighter.
I did retrain into hold person, I have fireball, and I still have elemental blast, scorching Ray from my bloodline as well(even though elemental blast is once a day)
Too late to buy gear/more magic now buddy, we’re in the tournament! Also, thanks for helping him try to figure out how to beat who he thought was going to be his opponent, but now he found out his first real opponent will be a level 10 cleric! Also, hilariously, the rogue drew what should have been an easy 1st round matchup vs a fighter, and while he won the initiative and should have easily won with sneak attack damage, he rolled a 1 to hit and has been getting pummeled as a result. Also the arena is 100X100 with spectators filling the seats surrounding the walls. Any damage to the spectators will disqualify you from the tournament!
Although I assumed to be fighting sasu, I still am adamant that him and I will fight in the future. I don’t care about them spectators. Elemental blast is an amazing spell, and I will use it!
He might be able to counter it, but he probably wont have it active before the fight start, which means he'll waste his turn doing so. Then you cast fly. He probably wont have access to fly, but if he does he still burns another turn countering your magic.
Next, cast summon monster and get as many lantern archons as you can. Keep summoning lantern archons and keep away from the rogue. It doesn't matter if he kills some archons. They have touch attacks that do 1d6 of damage that can't be resisted.
If you go second and he can reach you and attack, you're probably dead.
His dc for blindness is pretty low 16 I think, the size of the arena is undisclosed currently. The rogues subclass is a vexing dodger, who also has points in assassin. My idea was to win intiative, quicken greater invisible, quicken fireball, move 30 feet to another location, attack move, attack move
Our king has decided to host a battle arena, to which my opponent is the dreaded rogue from our party. I’m a lvl 9 drow sorcerer(elemental bloodline), I was wondering for any tips or tricks to help me defeat him in an upcoming battle.
He’s a lvl 9 svirfneblin rogue, we will not be allowed to enter the arena with any magic spells activated, but magic will be allowed once it starts and magic items are allowed. The rogue is a SAP rogue build, specializes in(high) non lethal damage
This is my current gear
Headband of alluring cha +4
Eyes of the eagle
Robes of arcane heritage
Ring of freedom of movement
Ring of prot+2
Cloak of resist +3
Amulet of nat armor +1
Lesser quicken spell rod
We fight monsters very well, handle quests well, and time was rewound, so after a second chance the rogue did not take the deal, he’s just on seriously thin ice, and has to handle with the seriously chaotic drow.
I am ok with using the rod for crafting. Why? Because:
1) Others can supply all requirements other than the crafting feat
2) The quicken feat can be gotten by a 1st level character
3) You can hire a 1st level character for 3 gp/day.
Therefore, using the rod saves 3 gp/day in return for 1 use of the rod.
The reason the magic item price for a weapon of true strike was 200K and not 400K was because the +20 was on BAB and not Damage, and no concealment interaction.
The Magic Item Compendium from 3.5 had the True Strike Gauntlets for 3,500 gp. It gave a 1/day standard action activation True Strike. This let you use it in the next round. For swift activation, you need 5x spell level effect, and 9x caster level effect, for 3,500 x 5 x 9 = 157,500 gp. If your GM is allowing if to 90K, take it and be happy you saved a lot.
For your plan of abusing your party members, it is probably cheaper to change the standerd activation from command word to somatic activation. Then you just need to keep your target from seeing the activation.
As to targeting your party, this is a fast road to a disaster. In character, they have no reason to stick with a PC that does bad things to them. You will soon find you are not offered healing resources. Or you will be left to fight the monster on your own. Or even worst, your party will turn on you.
By choosing this abusive path, you break the unspoken agreement that holds a party together. You give them reason to leave you when you are in need instead of coming to your aid.
/cevah
Our rogue agreed to sell us out to a demon in exchange for a couple items, he deserves ALL the torment he gets. Most of the trickery is non harmful like faerie fire, net traps, and 95% on the rogue because he offered to kill us all. I have saved all of my party members at least a few times, I mean trickery aside we’re a decent party except for the ***hole rogue lol
Well, since they have 'settled on 5 charges a day' it obviously is not, a continuous or use activated.
While the typical command word is a standard action, there are magic items that activate with a swift action, and they would use the command word, not continuous or use activated cost (this cost is for 'no action required items', which is why the duration makes a difference.)
There are no 'building rules' for swift activated magical items that I am aware of, but if using a base spell formula, the adjustment for quickened spell works well enough in most cases.
I agree, I will have to confirm with my dm if he wants to adjust the price any further, thank you everyone for your input. This has actually been a tremendous help.
My dm said that since I’m adding the quicken spell he’s allowing the “use” of the ring to be a swift action only 5 charges a day, I’m pretty sure if I wanted it at will instead of quickened he would probably not allow it. It’s amazing he’s even letting me make a ring of true strike
Oh it’s not unlimited a day, we settled on 5 charges a day, and there’s 6 people in this campaign, but realistically only two of us hunt for loot, and we just got all this money and items from the vordekai fight, who had 1100 platinum alone
Some classes, like alchemists, gunslingers, and kineticists, effectively have a +20 bonus to hit built into their class. It's called "touch attacks," and it's essentially why they never really miss.
You should have to pay 400,000gp just to play one of those classes! It's the only way to keep the holy balance. Lol.
:P
My GM and I agreed that we could not understand why everyone compares it to a +enhancement on a weapon, which is a constant effect, and true strike is not.
It's because it's one of the specific examples used in the book, and people get fixated on the comparison without understanding the difference between a constant +20 to hit, and an 'activated' +20 to hit, whether it's a standard or swift action.
Clearly, a swift action true strike isn't as powerful as a constant +20 to hit as you only get it on 1 attack per round, and have to use a swift action to do so.
Nonetheless, you should, at the very minimum, pay for the effective 'spell cost' for the item, which would be:
1800 * 5 * 9 = 81k
Now, whether 81k is too cheap for an item that uses a swift action to guarantee a single attack hits probably can only be determined through gameplay, but there aren't very many items that are more expensive than that.
As for people insisting that this is equivalent to a constant +20 to hit, just ignore them.
It doesn’t guarantee a hit, I could always crit fail, which is a very common occurrence in this campaign.
My GM and I agreed that we could not understand why everyone compares it to a +enhancement on a weapon, which is a constant effect, and true strike is not.
I'm not sure that anyone really has done that though.
I, at least, asked you how you intended to use it. Had I gotten a real answer, I might have been able to provide you with some pricing suggestions.
As I stated above it’s to torment the other PCs, for example I’m always casting faerie fire on our rogue so he cannot hide, or following him when he’s trying to sneak about the kingdom(we’re in the kingmaker campaign if that’s relevant). We have a barbarian I want to wrestle as our king has suggested a battle arena for the kingdom.
Some classes, like alchemists, gunslingers, and kineticists, effectively have a +20 bonus to hit built into their class. It's called "touch attacks," and it's essentially why they never really miss.
You should have to pay 400,000gp just to play one of those classes! It's the only way to keep the holy balance. Lol.
:P
My GM and I agreed that we could not understand why everyone compares it to a +enhancement on a weapon, which is a constant effect, and true strike is not.
“Activating a magic item is a standard action unless the item description indicates otherwise.” Is from D20PSFRD
Since it is a quickened ring, it should be a swift action.
I can also see the inverse to that “ it’s a ring of quickened (insert spell here)”
There are dozens of pathfinder rules that make absolutely no sense to me(maybe it’s because I’ve been playing pathfinder for less than a year), if I knew the rules didn’t exist why would I post it in the forums to settle a debate between the dm and I? He could always just be like I’m the dm I said no, however it was a legit question to someone who is still relatively new to pathfinder. I was planning on using the ring as a quickened true strike spell. Mainly so I could grapple my teammates(my character constantly harrasses other PCs). I’ve also agreed with the dm that it would not ignore concealment as a concession. If there is no mention of using rods in crafting, no one can say they cannot be used, It’s like Schrödinger’s cat. My dm said I can use it to avoid the 5DC increase but it doesn’t reduce the cost as I had suggested. Which I’ve conceded to my dm as we’ve had a relatively unbiased opinion group on here.
which you started almost half an hour earlier then this one. So, yeah you have two posts asking the same question.
I wasn’t aware it posted twice, I’ve only been on the one that actually loaded while I was at work, i flagged the other post as I’m not sure how to close or delete a thread
And I’m still waiting for a rule or something that says I cannot use a rod as part of item creation, again I’m not worried about the cost, but if you're telling me I cannot, then I’m asking you to show your reason why
2) A true strike item is one of the abuses of the crafting rules that is strongly discouraged by the developers.
3) Even if you dismiss all the above, your GM is right, what matter is the level of the spell cast by the crafted item, not how you are able to cast that spell. The item cast a spell with a spell level of 5 and a caster level of 9, you pay for that.
Is there a rule that says you can’t use a rod for magic item creation?
It is simply irrelevant. Using the rod don't change the spell level or caster level of the final spell that you put in the ring.
The ring output is a quickened true strike? You must pay the cost of putting a quickened true strike in the ring, not the cost of a true strike affected by a lesser rod of quickening.
im not arguing the cost, I asked if there was a rule that said you cannot use a rod, because you said I cannot, and you completely ignored the second half of my reply.
2) A true strike item is one of the abuses of the crafting rules that is strongly discouraged by the developers.
3) Even if you dismiss all the above, your GM is right, what matter is the level of the spell cast by the crafted item, not how you are able to cast that spell. The item cast a spell with a spell level of 5 and a caster level of 9, you pay for that.
Is there a rule that says you can’t use a rod for magic item creation? Why is everyone pricing an insight bonus as an enhancement bonus? The insight is not a continuous effect like enhancement
My DM recently agreed that I could make a quickened ring of true strike, he also stated that I could use my quickened rod as part of the item creation, which allows me to use the quickened spell. Now he said that the cost would be 5(spell level)x9(CL)x2000 and we are currently arguing because when using a rod, it does not increase the spell slot level of the spell, so I argued it would cost 1x9x2000.
Is there anything in the rules that shows a table for using rods as part of a magic item creation?
Full Name
Kebro
Race
| HP 17/17 | AC 16 t 12 ff 10 | BAB +1 | CMB +2, CMD 14 | F: +5, R: +2, W: +5 | Init: +2 | Low Light vision 60 ft |
Classes/Levels
| Speed 20 ft. | Cold Iron Scimitar: 1d6 +2 Spear: 1d8 20 ft. Sling: 1d4 50ft. Short spear 1d6 20ft. Darts 1d4 20ft.
A very androgenous Kebro wears a tattered dark brown wide brimmed hat, worn out bandanna over their face that was once black but now worn to grayish. Piercing green eyes, light colored long whispy hair, weathered light skinned face, and pointed ears under the hat. They wear a tight vest, fitted worn hide armor, and boots all shades of brown and seemingly "patchwork". Over all of this is a collared cloak, tattered and worn, with a split in the bottom middle of it resembling wings, long enough to wrap around fully for protection from the elements. Kebro uses a spear as a walking stick, scimitar at their side, and every once in a while a small multi-hued scarab beetle can be seen darting around their person.
Stats:
N Half Elf Desert Druid 1
Init +2; lowlightvision 60 ft
------------------------------
DEFENCE
------------------------------
AC 16, touch 12, flat-footed 10 (+2 dex +4 armor)
hp 17
Fort +5, Ref +2, Will +5
------------------------------
OFFENSE
------------------------------
BAB:+1
Speed 20 ft.
Scimitar: 1d6
Spear: 1d8 20 ft. When Ranged
Short spear (3):1d6 20ft.
Dart (10):1d4 20ft.
Sling (20): 1d4 50ft.
------------------------------
COMPANION
------------------------------
Giant scarab beetle
Lvl:1
Hp:11
Size Small
Speed 20 ft., fly 20 ft. (poor)
AC :17 (+1 dex, +6 nat)
BAB+1
Attack bite (1d6)
Saves: fort +3 ref+3 will+0
Ability Scores Str 13, Dex 12, Con 13, Int —, Wis 11, Cha 4
Special Qualities darkvision
CMD +8 vs. trip.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
4th-Level Advancement: Size Medium; Attack bite (1d8); Ability Scores Str +4, Dex -2, Con +2; Special Attacks trample (1d4).
------------------------------
SPELLS PREPARED
------------------------------
0
▪Light
▪Flare
Casting Time
1 standard action
Range
close (25 ft. + 5 ft./2 levels)
Saving Throw
Fortitude negates; Spell Resistance yes
Description
Creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
▪Detect magic
1ST:
▪Cure light wounds
Cure 1d8+1/lvl (max +5)
------------------------------
STATISTICS
------------------------------
Str 14, Dex 15, Con 14, Int 13, Wis 14, Cha 9
Base Atk+1; CMB +2; CMD 14
Skills
Acrobatics +2
Climb +2
Fly +2
Handle animal +3
Heal+2
Knowledge geography +6
Knowledge nature +5
Perception +11
Survival +6
Traits:
Desert nomad (+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.)
Grit Goggles (+2 trait bonus against being blinded by foreign objects and you halve any reductions in visibility from the environment and their corresponding penalties.)
Languages Common Elven Druidic
Special abilities:
Multitalented:Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
-druid:skill point disguise
Keen Senses:Half-elves receive a +2 racial bonus on Perception checks.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects