Eldran Tesh

Sporge's page

Goblin Squad Member. Organized Play Member. 155 posts (156 including aliases). 1 review. 1 list. 2 wishlists. 34 Organized Play characters.



Dark Archive

*rant start*

So I was planning a silly build using a pufferfish familiar and with ultimate wilderness came a lot of familiar things. Now the pufferfish can't even attack with its poison so to use it was taking some setup, but the poison used to be staggered 1 round then paralyzed for rounds. Somehow it got altered to staggered one round then minor strength damage. Given that poisons in Pathfinder have never been terribly powerful, who saw the pufferfish and thought, this is too powerful?!

I like challenges, but I like nice payoffs for those challenges, so it kinda annoys me when things like this get nerfed, while a lot of the generally broken mechanics stick around or get more broken. Cause, while I spend time buffing a pufferfish poison DC and trying to goad things with enchantment to attack it, would be fun if it means they get paralyzed potentially, other wizards are just dazing acid arrowing things for a 3rd level spell slot. Considering how many things are simply immune, how many saves this takes at not great DCS to start, and how much prep is needed for this to work even reasonably, I don't know why it was worth the time when it removes the flavor of the apparently dreaded fugu fish.

*rant over*

Dark Archive

So I was building a Psychic bloodline sorcerer and was planning to take the veiled illusionist prestige class. I was building it in hero lab and it is interacting weirdly and upon rereading, I want a second opinion or 2.
Undercasting prodigy reads:

Undercasting Prodigy:
Undercasting Prodigy (Sp): Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.

It says any psychic bloodline spells, regardless of if you in sorcerer long enough to get it as a bonus spell, at least that is how hero lab is reading it. I don't think it is entirely intentional but RAW is that how it works?
When building I thought I wouldn't have spells past ego whip 1 learned and was getting the 9th level power through the robes of arcane heritage. I was expecting it to give me mind thrust/ego whip at higher level versions but it also gave me intellect fortress.

Dark Archive

So I was building a Psychic bloodline sorcerer and was planning to take the veiled illusionist prestige class. I was building it in hero lab and it is interacting weirdly and upon rereading, I want a second opinion or 2.
Undercasting prodigy reads:
[spoiler = Undercasting Prodigy]
Undercasting Prodigy (Sp): Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.
[/spoiler]

It says any psychic bloodline spells, regardless of if you in sorcerer long enough to get it as a bonus spell, at least that is how hero lab is reading it. I don't think it is entirely intentional but RAW is that how it works?
When building I thought I wouldn't have spells past ego whip 1 learned and was getting the 9th level power through the robes of arcane heritage. I was expecting it to give me mind thrust/ego whip at higher level versions but it also gave me intellect fortress.

Dark Archive

So the spell parchment swarm reads

Spell description:
When you cast this spell, you quickly tear a parchment into shreds, releasing the flying fragments to swarm around a target creature and deliver thousands of tiny paper cuts. Using normal parchment, the spell deals 1d6 points of magical slashing damage per caster level (maximum 15d6).

If you use a magic scroll as the material component, choose one of the spells stored in the scroll. If the spell is 1st level, you can choose to apply the effect of that spell to the parchment swarm’s target on a failed Reflex save (if the spell on the scroll has its own saving throw, the target then attempts that save as normal). If the spell on the scroll is at least 2nd level, you can choose to instead change parchment swarm to affect a 20-foot-radius spread instead of a single target.

The way it's written I feel like the 2nd level scroll version literally does nothing. My question is was this intended to be an increasing effect? So paper does damage, and first level scroll does damage and might affect them with the spell, and a second level or higher scroll does both those previous things and affects and area?

Dark Archive

So I am fairly certain I know the answer, but it occurred to me that the aegis of recovery states that when it is used to heal you after you drop to 0 hp or less it crumbles to dust. Does that mean it just destroys itself and if so can the dust be repaired with make whole?

I'm doubting so, I just don't feel like being a member of the dawnflower's flock just for a dawnflower's sash and don't want to spend an extra 1500 gp every time I drop below 0. Might need to find another way, so any advice would also be accepted!

Dark Archive

I'm not sure if there was a specific ruling but was having trouble finding a good answer.
Can you youse use magic device to, for example, activate a holy avenger as if you were a paladin, or wear a witching gown and get the bonus as if a witch?

Instead what about already being a wizard, but not a transmuter, and umding annihilation spectacles to act as if you had chosen the transmutation school? Or an Oracle using umd ona ring of revelation from a different mystery.

If interested in why I am asking, I wanted to make someone specialized in umd and have quirky items worn, trying to use it as much as I can. If you have suggestions for items other than staffs, wands, and scrolls would be appreciated as well!

Dark Archive

7 people marked this as FAQ candidate. 2 people marked this as a favorite.

Alright so recently I have been playing a Kineticist and just hit level 10, and was picking up the Telekinetic maneuvers wild talent. This lets me use combat maneuvers as if it was the telekinesis spell.

This apparently has several things less clear than it did at a glance, I cannot find a thread actually getting an answer on most of it. There are a few clarifications I think need to be made about the spell in general.

1. What is the CMD of the telekinesis when grappling someone? It is either the 10 + the CMB, 10 + the CMB + your Dex, or 10 + the CMD + your casting stat. I lean towards the middle one as I think it makes sense to still be based on your quickness.

2. Do rider effects occur? As in if I grapple someone 500 ft away with this spell are they pulled at break-neck speeds to me in order to be adjacent to me, allowing me to basically pull all my allies out of trouble when needed? Does failing a trip attempt by 10 or more with the spell mean I might fall over? And if you do keep them where they are when grappling in particular does it hold them there keeping them from falling?

3. Is size ever a consideration for this spell? If I am smaller like being a gnome do I take a penalty? If I polymorph into a huge thing do I get bonuses? Can I not trip things of much larger sizes?

4. When bull rushing can you choose the direction, or is it still straight away from you?

5. When grappling you can pin, but was it intended never to damage or move? I feel like move would make sense, may be not the others, but if you can damage what is the damage?

6. Specifically for the Kineticist does doing the steal maneuver pull the object right to you?

7. Do feats or bonuses that improve your combat maneuvers apply to the spell? Does Greater Grapple let me concentrate as a move action to maintain the spell/grapple, and am I still limited to only one maneuver check each round? Does Greater Trip allow the spell to let my allies get an attack of opportunity?

Dark Archive

9 people marked this as FAQ candidate.

Alright so here's the situation. I have had a character who stays in wildshape all day as a small elemental, using dex for his to hit and damage(weapon finesse, and agile on an amulet of mighty fists).

He recently acquired +1 wild stoneplate (a dwarven fullplate), bumping his ac up by 10 and claiming that he gets none of the penalties of the armor despite not being proficient to begin with because it melds into his body when he polymorphs.

I've looked into this and from what people on the boards say seems to agree, but from the core book it actually never says you loose the penalties just the bonuses.

Either way using dexterity to its full ability while also getting the benefit of full plate and none of the drawbacks just seems off power wise. you can argue wild is +3 because of this but items of comparable price are no where near +10 AC. 16000 bracers are a +4 for example. It concerns me also since one of a fighters shticks is being the best in armor, and honestly this kinda makes a druid better at wearing armor when they can afford it up until high level.

This character is already an urban barbarian as well, uping dex with the rage, and they were also inquiring if they count as wearing armor wild shape for if they took levels in Monk, adding their wisdom modifier on top of the already ridiculous AC.

Either way I am curious for how other society GMs would rule on this, and whether they think it is legitimate or not. Currently this is around level 7 and though it was playing down in a 5-9 scenario, I would not be able to hit him without natural 20s.

Dark Archive

I was hoping to get some opinions and clarification on how the prohibited school was worded. In the added restrictions it says that the specialist cannot prepare a spell from a prohibited school, but then has a dash mentioning that they are not considered on his class spell list. My question was what occurs if he gets one added to his spell list? For example going into Magaambyann Arcanist you gain access to all the spells from the good domain, which could add spells of your prohibited school back onto the wizard's spell list.

Inner Sea Magic pg. 17 wrote:
Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

My thought is that adding it to your class list means it can be prepared and used without UMD, but takes two slots to prepare since it never replaces the actual opposition school feature. I'm uncertain though and was hoping someone here might know more about it.

Dark Archive 4/5

So I noticed the swift scrivener cypherlore is not PFS legal due to it involving item crafting. However I think the last sentence may have been overlooked, as that ability could still be considered worth it without the item crafting part mattering.

Inner Sea Magic pg. 44 wrote:
Swift Scrivener (Ex): The cyphermage may scribe up to two scrolls per day, so long as the total market price of all scrolls scribed that day does not exceed 1,000 gp. The cyphermage reduces the casting time of all symbol spells to 1 minute.

I've seen rulings on things like improved leadership for the battle herald and just leaving the ability in, and was wondering if this would be a similar case.

Ruling
Albeit one with an actual effect, but not one that seems particularly game breaking.

Dark Archive

So I ran a group of all new classes through First steps part 1. Not a huge amount to test with level ones but some thing stood out.

The party was 2 warpriests, a swashbuckler, a hunter, an investigator, and a shaman.

First things first... the shaman had a flying pig which was interesting to say the least.

I was concerned with how the swashbuckler did. Firstly apparently had taken weapon finesse with the intention to switch it after level 1. I don't think that sort of situation should occur. The class being so dex based, and themed as a melee class should get the ability to hit things better at first level without strength or level one rebuild shenanigans. He did dump strength really low though so damage output was really low.

The war priests were essentially clerics at this level, nothing setting them apart. One idea I heard from them was if the warpriest got spell combat, even if it was just for spells cast on themselves. Just something to set them apart a little.

The shaman also seemed very much like a cleric at this level, though did use the fearie fire like thing on something that was identified as being able to go invisible.

The investigator was a skill monkey largely, and helpful in many of the challenges, though less so in combat, but it is first level.

The hunter seemed the most combat ready at level 1, having a pet always does that though so no surprises there.

Dark Archive

So after seeing the arcanist for he playtest I wanted to take it and see what I could do with it.

Here's my attempt at balancing and flavoring I did make the tables as well and reduced the max spells per day, as well as spells prepped, though did add in the school bloodline spells as always considered prepped (so like a bonus spell known for sorcerer).

Anything I was removing is in red and anything added is blue.

Arcanist

Arcanist tables

Still working on it but I did get the abjuration bloodline pretty flushed out. Any critique or suggestions are welcome, doing this largely for practice.

Dark Archive

Could we get a thread perhaps just tbe sticky on on this forum that lists all the updates for all the classes? Just so there is one place to go for all of them?

Dark Archive

4 people marked this as a favorite.

http://www.d20pfsrd.com/magic/all-spells/b/blood-money

Blood Money basically gets you the component you need for a spell you are about to cast.... at the cost of 1 d6 of damage, and 1 strength damage per 500 gp...

Sooo in order to get a free wish we need to be able to take 50 points of strength damage.

Let's have some fun now, I think the easiest way to get this is as a sorcerer with 4 levels of dragon disiple, wish is even learned for free later on.

Let's be modest to start, lets say 16 strength, I know awful for a caster lol
Dragon Disiple gets you four more strength, so 20
Form of Dragon 3 gets you plus 10 Strength so 30
belt of strength +6 gets you to 36
And how about blood rage 46
now we are still a little short, could easily make it if we put our ability ups in Strength, or started a little higher, but even here shelling out the money for that +5 inherent bonus could be worth it, bringing us to 51 strength.

Just make sure to not be wearing anything.

And boom free wish.

Now if we want several of these in a row we need a friend. A high level alchemist feeding us standard action Restorations! (now not technically free but much cheaper wishes)

Hmm but how about making these free too... for this we need a coven of witches of the healing patron, at least three all with blood money as well a reasonable strength, all casting restoration one after the other. Then all the wishes you want so long as you have the slots for it.

I was bored and wanted a problem to solve. Free wishes seemed like an interesting thing to try and weasel out. :-p

Dark Archive

2 people marked this as FAQ candidate. 3 people marked this as a favorite.

Alright so I got in a little debate the other night over whether a parrot could use a wand with use magic device or not.

As far as I could see I did not have any reason to believe it couldn't. After all to use a spell trigger item you simply need to be able to speak and parrots do. The parrot has a higher intelligence than a sorcerer I have elsewhere even, so it is real speech not animal mimicry. In the using wand section it appeared all that was needed was the ability to hold the wand and point it in a general direction. I don't see how a parrot couldn't do that...

It really seemed to anger someone who seemed to think the entire point of taking improved familiar was so they could use a skill like that, but certain familiars are just capable of skills others aren't. Most familiars cannot use magic device do to the inability to speak. Many cannot use disable device due to a lack of digit dexterity, but I would let a monkey do that.

I was told there was some official ruling on this and was really hoping someone could point me to that. Until then I think a parrot is fine using a wand. It does make it a bigger target for an enemy to take out.

Dark Archive

Does fleet increase all base speeds or just base land speed?

I can't seem to find anything on it one way or another and was looking into ways to increase a characters fly speed. Fleet unlike most others doesn't specify land nor states that it applies to all.

Dark Archive

Hey so I am gonna be moving to Redmond Washington just outside of Seattle, and am interested in finding a group to play with.

Anyone in the area?