Jeggare Noble

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Organized Play Member. 3,214 posts (3,236 including aliases). No reviews. 1 list. 1 wishlist. 1 Organized Play character. 2 aliases.

BTW, Flask Avengers are back:
Sneak attack works with alchemist flasks like acid or alchemist's fire.

So, have trouble hitting normal AC, go for touch by throwing a flask or two, especially with sneak attack.

Haven't tested the Alchemist class's bombs, but normal ones work.

Love this because 3.5 D&D allowed it but I never got to try it out back then.

The pathfinder Wiki says Urumi can strike 10 feet away or adjacent, this is like a 3.5 Spiked Chain.


Was this errata'ed or does it do this still?

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I've been meaning to update Hexblade to Pathfinder. So here is my take on it.
Yes, Magus has an archetype that is close with gaining hexes. But no curse ability. _bT4/edit

Hexblade has full BAB (while no bonus hit abilities, they can reduce enemy AC)
Magus has 6th level spells, while Hexblade now gets up to 5th.
Hexblade is now spontaneous, while Magus is prepared. Going with that Hexblde now has low known, while Magus can learn as much as he wants).

I gave Hexblade Luck mechanics (Grit/Panache mentions Luck) so now has deeds.
While Hexblade allows substituting Cha for hit/Damage I limited by Class level to keep it balanced.

So, I was thinking about the Eldritch guardian combined with Swarm Monger.

Due to both granting Familiars, they stack for everything, even the swarm damage since that is based on HD.

Now, the bigger question is feats.
As vermin familiars lose mindless and thus have feats (sadly 1), but Eldritch Guardian grants all your combat feats:
Armor feats, Caster's Champion, Piranha Strike?, etc all work great. If you have a poison, ability focus is a feat that the vermin could use.

Now, my question is Piranha strike does this apply to swarm damage?
Or does their need to be a attack roll?
The feat only disallows touch attacks and none damage attacks: swarms are neither.

In Shared of Sin (Shattered Star AP), there are sewer goblins that make a burlap sack full of soil and broken glass: On s touch attack, it deals 1 damage, sicken 1d6 rd (on a Crit it Blinds 1 rd).
If they make fort save sicken only 1 rd.

Since it isn't a alchemy weapon, can Rogues sneak attack with it?
Would you let your players recreate it in regular games?

Because it is honestly an amazing item but sadly no details if cost anything to make yourself (broken glass shouldn't be expensive).

I remade Zaggar to Wizard with Fighter Template in Hell's Compact instead of normal Fighter Hobgoblin Sargent. I figured at most he would be a good fight, and at best he would not be mind control/charmed, but dice betrayed me so now he is charmed.
As he is charmed he is helpful so he might take a job offer, but how much, and for how long (even if he wouldn't stay forever, he might stay for a while).

How much do I go for?

36 people marked this as FAQ candidate.
Tarantula wrote:

Here's my suggestion for a FAQ question on this:

Are swarms immune to spells which require a ranged attack roll to hit a single target(ex Acid Arrow, Ray of Frost) even if the spell doesn't specifically state it targets a single creature?

I heard it is better if the FAQ is first post so started a new Thread for my spider friend.

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The illumians are a race created through sorcery. Through painstaking ritual, they've developed a mystical connection to the magic runes that make up their alphabet. Glowing sigils surround them, granting the power of an eldritch language made flesh.
Illumians are contemplative humanoids, driven and ambitious, taught from an early age to master every field of study.
Personality: Illumians tend to be somewhat cautious, choosing to study a situation and develop a plan before acting.
They're also proud of their heritage as illumians, extolling to anyone who'll hear the virtues of illumians in general and their cabal in particular for anyone who'll listen.
Physical Description:
Illumians look like the humans who first learned the Ritual of Words Made Flesh -- pale-skinned and somewhat taller than average. More than half of all illumians are completely bald, while the rest have blond or red hair. Facial hair is almost unheard of.
Illumians -- even poor ones -- favor the most expensive dress they can afford, with fine embroidery, long robes and capes, and multiple layers. In many cases, their bulky dress makes the illumians look bigger and more muscular than they actually are. Many illumians have a great distaste for dirt and will take pains to keep their clothes clean, even in a wilderness or dungeon setting.
Elaborate facial makeup is also common among the illumians, particularly older ones who've already mated for their cabal. While some humans wear makeup to make themselves appear more attractive, illumians wear it for the opposite reason: to keep others at a distance. The more garish and outlandish the makeup, the more likely it is that a particular illumian wishes to be left alone.
Illumians regard humans as a brother race, but remain somewhat distant -- after all, humanity is what the illumians left behind when they undertook the Ritual of the Word Made Flesh. Elves are admired for their long lifespans, love of learning, and facility with magic, while dwarves are regarded as consummate craftsmen but little else. Illumians confronted with gnomes and halflings sometimes let a bit of paternalism seep through their efforts to be polite, unconsciously treating them like children.
Whenever they can the illumians seek common ground with other species that demonstrate a love of learning, such as dragons and many outsiders.
The cabals that form the backbone of illumian society have codes of honor they expect members to follow, so illumians have a tendency toward lawful alignments. These chaotic illumians count many barbarians among their number.
Illumian Lands:
A cabal of illumians usually forms a small community far away from civilization, where they are free to make their plans without outside interference. But some cabals (or clusters of allied cabals) take over buildings or neighborhoods in major human cities, where eventually their appearance arouses no particular curiosity. And many cabals have a magic portal that whisks illumians to the Shadow City of Elirhondas, a teeming metropolis where illumians are an overwhelming majority.
Many illumian clerics worship Tarmuid, the First Speaker who invented the Ritual of the Word Made Flesh and uttered the words that created the illumians centuries ago. Since then, a few other illumians -- mostly those who participated in the very first Ritual of the Word Made Flesh -- have ascended to godhood by making a Final Utterance (described below).
The illumians speak the language that Tarmuid discovered (or invented, according to some cabals), the magic language that powered the ritual that created the first illumians. Even infants can speak Illumian -- slowly and poorly -- within a few days of birth. But nonillumians who don't have an instinctive, racial grasp of the language find it very hard to learn. Because they aren't magically infused with the language the way an illumian is, other speakers of Illumian receive no power from the hundreds of sigils that form the alphabet.
Names: Illumian personal names are almost always two or three syllables long, chosen from syllables that have a positive connotation (the Names section below has a list of good choices for an illumian PC). Illumians also take the name of their cabal as their own. Because the cabals help define an illumian's place in the world, most illumians give their cabal name first, followed by their personal name. When speaking in Common, illumians usually translate the cabal name but leave the personal name in Illumian because it probably doesn't have an exact match in Common.
Male Names: Vyurek, Iarmid, Abthek, Kyrish, Hautra, Kaulesh, Ooleg, Duensel, Ghautar, Byerek, Shelkau, Yeylea.
Female Names: Zhaolei, Fraona, Querik, Chalaum, Prekish, Woothal, Xiroth, Rhealoo, Andrin, Eallie, Sreiska, Nuele.
Cabal Names: Bloodwing, Rustdreamer, Blackpennant, Stormwind, Frostpeak, Duskwatcher, Driftcloud.
Many illumians travel to learn more about the surrounding world on behalf of their cabals, and some undertake dangerous missions on behalf of their cabal leaders. A few illumians have been cast out of their cabals, but it's far more likely that an adventuring illumian left voluntarily, hoping to gain enough knowledge and power to attract illumians and so found a new cabal. Many illumians spend a number of their adolescent or young adult years wandering the world, dreaming of being a puppetmaster at the center of a powerful illumian cabal.
Illumian Racial Traits
• Illumian base land speed is 30 feet.

• Sigils: A 1st-level illumian has two glowing sigils that slowly orbit her head at slightly above eye level. She chooses a third sigil at 5th level, a fourth sigil at 10th level, a fifth sigil at 15th level, and a sixth sigil at 20th level. The sigils are entirely insubstantial and disappear into any matter they touch. But each sigil bestows magical properties on the illumian, and certain combinations of sigils offer greater power. The illumian retains the power of the sigils even when in another form, unless her type permanently changes as a result. An illumian wizard who casts the polymorph spell on herself retains her sigils, but an illumian who becomes a lich loses them.
Leph: This sigil, taken from the Illumian word for "fury," grants an extra round of rage per day for each sigil the il-lumian possesses.
Khur: This sigil, meaning "echo," grants an extra round of bardic music or Ragesong per day per each sigil the il-lumian possesses.
Mao: This sigil, which forms part of the word "channel," gives the illumian a bonus on Channgel energy equal to the number of sigils the illumian possesses. Thus a 3rd level Cleric, Tina, uses Channel energy to heal, heals 2d6 +2 due to having 2 sigils.
Shel: This sigil, part of the Illumian word for "growth," enables the illumian with access wild shape or polymorph subtype abilities or spell to gain a Enhancement bonus to hit/damage, equal to her number of sigils divided by two and rounded up, while transformed. For example a 5th-level illumian druid with the shel sigil could wild shape into bear with +2 enhancement bonus to hit/damage.
Uur: This sigil, taken from the Illumian word for "break," grants the illumian a bonus on melee damage when she wields a weapon she has the Weapon Focus feat for. The bonus is equal to the number of sigils she has, divided by two and rounded up.
Chea: Part of the Illumian word for "hand," this sigil grants the illumian a racial bonus on unarmed strike damage equal to her number of sigils divided by two and rounded up.
Dool: This sigil, part of the Illumian word for "brave," grants a number of extra smite attacks equal to her number of sigils divided by two and rounded up.
Aesh: This sigil, taken from the Illumian word for "hunt," improves the illumian's favored enemy bonuses by a number equal to the number of sigils she has.
Zill: This sigil, which forms the Illumian word for "death," grants extra dice of sneak attack damage equal to the number of sigils she has, divided by two and rounded up.
Hoon: This sigil, which means "blood" in Illumian, grants a spontaneous spellcaster an extra spell known for each sigil she has. The illumian can choose any spell she is high enough level to cast. Thus a 1st-level sorcerer with the hoon sigil knows two extra 1st-level spells, and at 5th level she knows an extra 2nd-level spell.
Krau: This sigil, taken from the Illumian word for "ink," grants the ability to prepare two spells without a spellbook (as the Spell Mastery feat) for each sigil the illumian possesses.
Naen: This sigil, part of the word "mind" in Illumian, grants a number of bonus psionic power points equal to the number of sigils the illumian possesses.
Vaul: This sigil, taken from the Illumian word for "shadow," grants a racial bonus on checks to overcome spell re-sistance equal to the number of sigils the illumian possesses.
Bley: This sigil, which indicates "fortunate" in Illumian, grants the illumian a racial bonus on saving throws equal to her number of sigils divided by two and rounded up.
• Illumian Words: Some combinations of sigils grant extra abilities when they spell Illumian words of great power. If an illumian has the sigils to form any of the following words, he or she gains the relevant benefit. Uurkrau: Illumians possessing both the uur and krau sigils have their arcane spell failure chance reduced by 10% for each sigil they possess. Many illumians with both uur and krau are fighter/wizards.
Khurleph: Illumians with both the khur and leph sigils can issue forth a piercing scream as a swift action whenever they're raging. The scream functions as a sound burst spell, except that the spread is always centered on you. You aren't affected by your own scream, but everyone else must succeed at a Fortitude save (DC 10 + your HD + Con modifier). The scream deals 1d8 points of damage for every sigil the illumian has, and each scream expends 2 rounds use of the illumian's bardic music ability. For example, a 5th-level illumian bard with 13 Cha with the khur and leph sigils could scream 5 times per day while raging, with each scream dealing 3d8 points of damage. Barbarian/bards often have the khur and leph sigils.
Cheahoon: Illumians with both the chea sigil and the hoon sigil can instantaneously convert potential spell energy into ki power for extra damage. When striking unarmed or with a special monk weapon, the illumian can sacrifice a spell slot (as if she cast the spell) to deal an extra 1d6 points of damage per spell level sacrificed. For example, an illumian who's a 6th-level sorcerer could sacrifice a 3rd-level spell slot to deal an extra 3d6 points of damage.
Because the transfer of energy happens instantaneously, an illumian can wait until after he knows his attack hits before using this ability. An illumian can use this ability once per day for every sigil she has. Many illumians with the chea and hoon sigils are sorcerer/monks.
Zilldool: Illumians with both the zill and dool sigils can unleash a devastating strike against unprepared foes. When using her smite ability during a sneak attack, she deals an extra 2d6 points of damage per sigil, beyond the extra damage that the smite and sneak attack class features provide. Illumians with both the zill and dool sigils are often paladin/rogues, with many belonging to the Order of the Whisper Crusaders.
Naenmao: Illumians with both the naen and mao sigils have unlocked the secret of converting positive or negative elemental energy into psionic energy -- and back again. As a free action, the illumian can make an attempt channel energy, instead channeling the energy into her own mind. The illumian then rolls 1d6 thereafter spend power points as if she were a psionic character with a level with that number added. She can therefore spend more power points per round than she'd ordinarily be able to do so. The higher spending limit lasts for 1 round for each sigil the illumian has.
For example, an illumian 5th-level psion/5th-level cleric with the naen and mao sigils gets 1d6 and gets a 3. For the next 4 rounds, she can spend 8 power points per round, rather than her usual limit of 5 points per round.
Illumian cleric/psions often have both the naen and mao sigils.
Shelaesh: Illumians who possess both the shel and aesh sigils have a gift for companionship with animals and magical beasts. Illumians add the number of sigils they have to their character level to determine the capabilities of their animal companion.
Many illumians with the shel and aesh sigils are druid/rangers, so they add their druid levels, one-half their ranger levels, and their number of sigils together to determine the abilities and Hit Dice of their animal companion.
• Shadow Familiarity: Because illumians' magic heritage is tied to the Plane of Shadow, they gain a +2 racial bonus against spells with the Shadow descriptor.

• Glyphic Resonance: Illumians are the physical embodiment of magic language, so they interact strangely with other glyph- and word-based magic (such as glyphs of warding and the various symbol and power word spells). When an illumian encounters such magic, one of two things happen: either the illumian's resonance overpowers the glyph or symbol, or the foreign magic corrupts the mystic language that defines the illumian. Illumians suffer a -4 racial penalty on saving throws against glyph- or word-based magic if their Hit Dice is less than the caster level of the spell. If an illumian's Hit Dice is equal to or greater than the spell's caster level, they are completely immune to the effect.

• Illumination: The sigils that orbit an illumian's head glow softly, providing illumination equal to a candle (10 ft. shadowy illumination). Illumians can make their sigils disappear by concentrating for a moment (taking a standard action to do so), but they don't get the sigils' benefits while they're doused.

• Final Utterance: When an illumian dies, his or her body releases the stored Illumian language within it. For 1 round per Hit Dice of the illumian anyone within earshot hears several rounds of ululating Illumian syllables -- usually gibberish, but occasionally a prophetic phrase or final curse on the illumian's enemies. The illumian's body need not remain intact for the final utterance to occur. Even if an illumian succumbs to a disintegrate spell, his or her disembodied voice will still utter strange gibberish for several rounds.

• Automatic Languages: Common and Illumian. Bonus languages: Auran, Aquan, Terran, Ignan, Gith, Infernal, Celestial, Abyssal, Draconic. An illumians' love of language sends them to learn the complex languages of the Inner and Outer Planes.

• Never Illiterate: Even illumian barbarians can read and write, because the race is so intrinsically tied to language.

Changes: Mostly change Turn Undead to Channel, Bardic Music to rds, as well as Rage Rounds.

Does Abbie, the dog, the gong farmers, etc have immunity to waste hazard?

While the owner of Tannery has Profession Tanner so we know he is immune, I'm not sure if the two commoners count as immune even though they have been here many time so maybe are used to the smell.
Also, dog likely can't use scent with all that smell around, but is it used to the smell and not sickened?

Couldn't find any threads on this.

1 person marked this as FAQ candidate.

The rules state you can't have more than 9 manifestations, because your manifestation level is equal to number you have.

Darkest Desires requires you to have 9 already.
So it can't be taken?

Was the Prereq supposed to be 8th?

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I wanted to rewrite the Corruptions because I feel they aren't exactly right.
Now for some, they feel that even if not perfect they good enough.
Others feel, they give too much penalties for too little power.
A third category, feel that it is too short a path (3 stages).

I will be changing the main mechanic of progression to similar to Possession Corruption, tweaked when needed, as this feel most closely to image of what Corrupting is.
Accepting power that toxically influences you. What I mean, is, for example, you accept greater corrupting score in return for more power.
The best example in the book is Possession. It works like Spirits used by the medium.
Their influence is counted with every manifestation power you get. If you have 4 or more, the manifestation Contaminated Personality grants you untyped +2 cha. This rewards you for straddling the line between extra corruption and safety.
The power Weightlessness lets you add 1 influence in exchange for using a spell-like ability of Levitate or Spider Climb.

Now without further ado:
All corruptions have influence like the medium's spirit, this is called Corruption.
Each day at sunrise, it returns to 1 (how changes with each, example, ghoul requires consumption of flesh within a week or doesn't reset).
It gains 1 when you certain circumstances occur.

When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.
Note; While your daily* (sometimes monthly) Corruption drops to 1, you stage of Corruption does not.

1. Accursed:
(The progression is tied to spiteful actions you take that
have lasting consequences.) When you inflict a permanent or
long-lasting curse, such as bestow curse, or engage in brutal
retaliation (what constitutes brutal retaliation is up to the GM,
but usually includes disproportionate acts of violence against
living creatures), you lower your Corruption to 1 if first time done that day.
This corruptions have influence like the medium's spirit.
Each day at sunrise, Corruption returns to 1 (if you have caused brutal retaliation or a long lasting curse the previous day).
It gains 1 when you certain circumstances occur.

When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.

You must also attempt a saving throw after any month in which you have failed to perform a number of spiteful retaliations equal to or greater than your manifestation level. If you fail any of these saving throws, you must use the most severe punishment at your disposal against
the next creature that wrongs you, even in a minor way.
If you fail the save but your allies or others prevent you
from exacting your retribution for three consecutive slights,
you shake off this urge. You avoid having to exact retribution
for the time being, and your corruption doesn’t progress.
However, the DC of the Will save against your corruption
progressing increases by 2. These increases stack each time
you shake off this urge, and they last until your corruption
reaches the next corruption stage.

When reaching the next stage:


Corruption Stage 1: The first time you engage in disproportionate punishment (voluntarily or because of a failed save), your alignment shifts one step toward evil and your face changes, making you memorably ugly or beautiful.

Corruption Stage 2: The second time you engage in this behavior, your alignment shifts another step toward evil and you take on an inhuman appearance, increasingly resembling the type of creature that cursed you.

Corruption Stage 3: The third time you engage in this behavior, you take on closer inhuman appearance, even more increasingly resembling the type of creature that cursed you.

Corruption Stage 4: The fourth time you engage in this behavior, you are utterly consumed by your hatred and become an NPC under the GM’s control.

Manifestation for Possessed:


a) Cold Iron Allergy
Your skin is as hardened as your heart.
Prerequisite: Manifestation level 4th.
Gift: You gain an amount of damage reduction equal to 1/2 your manifestation level. This DR is overcome by cold iron. You can double this DR for 1 minute by raising your Corruption by 1.

Stain: Whenever you touch cold iron, including being struck by a cold iron weapon, you are sickened for 1 round. Immunities don’t prevent this sickened condition, and you can’t remove it early by any means. You can attempt to hide this aversion from foes with a Bluff check opposed by their Sense Motive checks.

b) Cruel Deceiver
You can weave magical lies to set victims up for a downfall.
Prerequisite: Manifestation level 2nd.
Gift: You gain a +2 bonus on Bluff and Disguise checks. You can use dancing lights, disguise self, and ghost sound once per day each as a spell-like ability. You can perfectly mimic the sound of any animal or voice you have ever heard. At manifestation level 3rd, the bonus doubles. At manifestation level 5th, you can use mirage arcana once per day as a spell-like ability. You can cast any one of these an additional time by accepting 1 Corruption each time.

Stain: You can never speak or otherwise communicate the truth. You can still communicate by various methods, such as uttering insignificant lies, obvious lies, or nonstatements.

c) Grim Fate
You can twist the strands of fate to your desires.
Gift: In exchange for increasing your Corruption by 1 each time: As an immediate action, you can reroll an ability check, attack roll, caster level check, saving throw, or skill check after learning the result.
At manifestation level 8th, you can also lay a curse of unluck upon a creature once per day. This takes a standard action, and must target a creature you can see within 30 feet. You can use this an additional time by accepting 1 Corruption each time.

Stain: You can’t benefit from morale bonuses. You take a –2 penalty on Perform and Sense Motive checks. At manifestation level 3rd, the penalty doubles.

d) Horrific Shock: Same as book, haven't figured out how to change.

e) Spiteful Transformation: Same as book, but you can use this again by increasing your Corruption by 1 (but this doesn't count for retting your Corruption to 1)

f) Undying Hatred: Each use increases your Corruption by 1. But no daily limit.

g) Weakening Claws: Each use increases your Corruption by 1. But no daily limit.
Comment Note: I know, it seems strong, but remember Corruption limits useage unless really good saving throws.

h) Wish Peddler: Each use increases your Corruption by 1. But no daily limit.
Comment Note: Seems strong, but again, Corruption Limits and limited by Manifest level. By 9th level, assuming you had it at first, the strongest you can cast is 5th level spells, since you can only get a new manifestation every 2 levels.

I) Baleful Glare (I missed this one): Each use increases your Corruption by 1. But no daily limit.

2. Deep One:
Once the deep one corruption has taken root, the summons
calling you to the deep ones’ cold, lightless realm becomes
a constant thrum in the back of your mind. Exposure to sea
water becomes increasingly important to you. Each day that
you spend at least 1 hour per manifestation level fully
immersed in the ocean or a salt-water sea, you lower your Corruption to 1 if first time done that day.

This corruption have influence like the medium's spirit.
Each day at sunrise, Corruption returns to 1 (if you have immersed in ocean or salt water, a barrel or bathtub filled will suffice).
It gains 1 when you certain circumstances occur.

When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.

You also need to attempt such a Will save whenever you are a target
of (or in the area of ) a divine spell or spell-like ability with
the evil descriptor.

When reaching the next stage:


Corruption Stage 1: The first time you fail, you lose control
of yourself for 24 hours. When you regain your senses, you
find yourself in the sea or an ocean, or at least on your way to
such a place if you were too far away to reach it. Either way,
your alignment shifts one step towards chaotic evil.

Corruption Stage 2: The second time you fail, you lose
control again, and you find that you have made contact with
an alien entity during the missing time. Your race changes to deep one
hybrid (Pathfinder RPG Bestiary 5 70), if it wasn’t already, this rejuvenates you and restores you to middle age if already too old.

Corruption Stage 3: The third stage you fail, your alignment shifts again closer to CE (if you aren't already). Your Corruption starts each day at 2 instead of 2 each day.

Corruption Stage 3: The fourth stage you fail, you mind gets taken over completely into a Deep One under GM's control.

Manifestations for Deep One:


a) Bloodthirst: Fine as written.
b) Call of Deep: Fine as Written.
c) Claws of the Deep: Fine as Written, but deal an extra +1 hit/damage for 2 minute if increase Corruption by 1.

3) Ghoul:
Each day at sunrise, it returns to 1 (ghoul requires consumption of flesh within a week or doesn't reset).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.

In addition, each week, you need to consume one portion of flesh from a
sentient creature. A creature one size category smaller than you
counts as one portion, a creature of your size category counts
as two portions, and each time you increase a size category, the amount of portions it provides doubles (a creature one size larger counts as 4
After a week, if you haven’t consumed enough flesh, you must
succeed at a Will saving throw DC 12 + 2[manifest level]+2 per previous save each day until you’ve eaten enough, failure raises Corruption by 1.
If circumstances make it impossible to feed (such as if you
are tied down or in a locale with nothing to feed upon), you
start to starve as if you had not eaten in 3 days (Pathfinder
RPG Core Rulebook 445), and you continue to hunger for flesh
and struggle to escape and feed until you have received
five times the amount of flesh from sentient creatures you
normally require. If your allies are able to restrain and feed
you flesh from sentient creatures, your corruption doesn’t
progress. Unlike normal, these increases stack each time this occurs, and they last until your corruption reaches the next corruption stage.

In addition to starvation, close brushes with death also
increase your craving for flesh. Whenever you are dropped
below 0 hit points, your corruption starting point is 2 instead of 1; also you must attempt a single saving throw as if you hadn’t eaten enough flesh that week.

If you fail the save, the next time you rest your corruptions takes over and you unconsciously hunt and feed, devouring a living sentient
creature completely. In this state, you can’t differentiate
between creatures and might consume an innocent; if you do
so, your corruption progresses to the next stage.

I'll ad more later

Not correct me if I am wrong, but I thought undead (and Constructs) are immune to Fort saves (unless text says it affects objects).

Yet, Channel the Void doesn't say it affect undead (and Constructs) as though it was Fort (object) even though it should since they are immune to it as it is a Fort save.

Are you just supposed to assume it meant to affect undead even though it is a Fort save?

Or is this a goof up and needs to be errated?

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Well, the Brute seems rather lackluster on multiple views.
It gets a size bonus to it, yes, but -2 AC (plus normal size penalties).

It can only hold this form for 3 times/day, each time no more than 2 hours...

So, I've decided it needs a boost. Heck, even with my boost it might still be weak, but playtesting will help decide.

No limitations to amount of times one can turn to and be Brute, it already has weakness that it fatigues same amount of time after (plus can't be immune unlike Barbarian).
No altering weapons/armor proficiencies. This changes lets you stack more archetypes with it.
Bonus feat- Improved Unarmed Strike (they originally gave the feat in the Weapon/armor profiencies).
Temp hp x2 Class level while in Brute (these refresh if come back to Brute after 10 minutes from reverting).
NA Boost: At 1st and every 5 thereafter,(1st, 5, 10, 15, 20) gains +1 to base NA.
Saves: Good Reflex/Fort, it supposed to have bad will like Unchained Monks. So let us keep that for Prereqs like Prcs.
Indomitable Mind: class feature that grant +1 Will saves every 1/4th level starting at 4th (so 4, 8, 12, 16, 20) resulting in +5 at 20. This represents he gets better at controlling himself and his Mind as time goes by. In total, along with his poor Will save, this adds up to +11, a almost Good Will save. So his base saves look like this:
+12 Fort/+12 Reflex/+6 (+5)=11 Will saves.
So it is closer to Chained Monk (3/4th BAB, almost full saves, full BAB when attacking, etc).

Also new Brute Talents:
Wounded Ferocity: While a Brute, in Vigilante form, is at 1/2 or lower health, they gain +1 hit/damage with all attacks and their DR 1 higher (if they have no DR, they gain DR 1/-). This increases at every 4 levels by +1 more hit/damage and their DR increases by 1 more (If they had multiple types of DR, it increases all of them by 1). Only Brute may take this talent.

Control yourself: When a Brute succeeds on a Will save to not attack allies or innocence bystanders, instead of reverting you may stay in Brute form. You don't need to roll a Will save to control yourself for 5 minutes (after that time you must roll as normal). Only Brute may take this talent.

Strikeback: A brute who has this talent can attack back any who attack him as AoO (attack of opportunity) limited by number of AoO you are limited to (Combat reflexes expanse this as normal). Only Brute may take this talent.

Rogues are sometimes noted to be weak in combat as sneak attack only functions some of the time. I am curious if static bonuses that occur all the time, but get boosted when performing a sneak attack*.

So, Cunning Strike that occurs a +1 hit and damage at all times. When he/she could make what was a Sneak Attack, they get doubled (from +1 to +2). It improves slower but it might be too strong if it didn't.

In addition, since it is static and not precision, it multiples on a crit. Also, at 3rd level, you can take an expansion on the ways to qualify like Fear, Elevation, Shock, Restraint, etc.

I would love if someone would help test out how this works in a real game. Is it a funner, weaker, or stronger, etc version of Rogue.

Either Unchained or Chained Rogue.

Rogue’s Cunning Strike:
Cunning strike (Ex) is always on, providing a bonus to hit and damage with all weapons (though rogues favor one-handed, light, and ranged) (within 30 ft.). At 1st level, when the rogue is making a Cunning Strike*, he gains a +1 bonus on the attack roll and damage. This bonus increases by +1 at 5th level and every four additional levels, to a maximum of +5 hit/dam at 17th level.
If a Rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. When this happens, the bonus granted to hit/dam from Cunning Strike is doubled. This is sometimes referred to as a sneak attack*.

The Rogue’s attack deals this doubled (from +1 to +2, etc) extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a cunning strike, this extra damage is multiplied.

Ranged attacks can count as cunning strikes only if the target is within 30 feet. As a full attack action, you can make a single ranged sneak attack at any range.

If you make a sneak attack during a surprise round with a concealed weapon that the opponent does not know about, your sneak attack's weapon damage is automatically maximized if you succeed at a Sleight of Hand check made as part of the attack (DC 10 + the opponent’s base attack bonus). Your sneak attack's weapon damage is also maximized when used against a creature that is totally unaware of your presence. You can use a maximized sneak attack in this manner only once on any particular creature; thereafter, it will be wary of such a method from you (even when surprised).

At 3rd level, a rogue may choose one of the following sets of conditions to exploit. Against an opponent who does not normally qualify for sneak attack but is under the effects of one of the selected conditions, she may apply her doubled value of bonus hit/damage from Cunning Strike with a successful attack. At 7th level and every four levels thereafter, the rogue may select another set of conditions. Normally, a Sneak attack is only when target is denied dex to AC or flat foot.
*Compromised - foe is Prone or standing up from Prone.
*Fear - foe is Frightened, Panicked, or Shaken.

*Lethargy - foe is Fatigued or Exhausted.

*Obscuration - foe has Concealment.
*Pain - foe is under a Bleed or Pain effect.
*Queasiness - foe is Sickened or Nauseated.

*Restraint - foe is Entangled or Grappled.

*Sensory Deprivation - foe is Dazzled, Deafened, or under temporary loss of a primary sense (Blindsense, etc).

*Shock - foe is Dazed, Disabled, or Staggered.

*Elevation - foe is kneeling or sitting. Also, when attacking from higher ground

So now, we can finally use Vital Strike on a charge. Though you need a feat or rage power (barn can replace a rage power with it) to take this feat.
Also feat lets you use it on AoO.

So this solves why can't you use it on a charge issue people had.

Anyone else notice any new paradigms in the book?

I was looking at Spiritualist's Ectoplasmtist Spiritual Combat, but unlike Magus, there are few 0th levels to get that free attack (no arcane mark).

Virtue works, but it helps the enemy so weird thing to do. Resistance is better since at least it only buffs saves (and you are dealing out hp damage with the lash).

Is there a trait that adds a good 0th level to Spiritualist known?

2 people marked this as FAQ candidate.

What does this mean?
A spelleater's blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is instead added to this effective damage reduction.

Does it mean all DR stacks?

I was reading Shattered Star and noticed there were Acrobat Rogue enemies. So I decided to check out the archetype.
It says:
At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.

It doesn't say ACP from Armor but all ACP (granted only on skills).

So a Rogue can use a Heavy Shield (not proficient) and suffer no ACP to those skills?
Not that it would be super useful, but hey 2 extra AC bonus isn't bad.

3 people marked this as FAQ candidate.

Free Actions: How many free actions can I take in a round?


A: Core Rulebook page 181 says,
"Free Action: Free actions consume a very small amount of time and effort. You can perform one or more fr ee actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM."
Core Rulebook page 188 says,
"Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn."

Although there are no specific rules about how many free actions you may take in a round, it is reasonable for a GM to limit you to performing 5 free actions per round if each is a different free action, or perhaps 3 free actions per round if two or more are the same free action.
Part of this is for the sake of game balance (as some abilities used together may allow you to perform an unlimited number of useful free actions on your turn).
Part is for realism (as just because you can do something as a free action doesn't really mean you could realistically perform that action 5 or more times in 6 seconds).
Part is to speed up gameplay (as one character taking a dozen actions on his turn slows down the game compared to a character who only takes a standard action and move action on her turn).

Again, these are guidelines, and the GM can allow more or fewer free actions as appropriate to the circumstances.

Example: In one round you could speak, cease concentrating on a spell, dismount (with a DC 20 Ride check), drop a weapon or shield, and drop prone, as each is a different free action.
Example: In one round you could reload a pistol three times (using alchemical cartridges and Rapid Reload [pistol]), or speak and reload a pistol twice, as you are repeating the same free action multiple times.

I mean why even limit it so much as an example... seems to nerf gunslingers, archers, etc.

Rorkoun located here (from Pathfinder River Run Red):

They have the feat Improved Grapple feat without Improved unarmed strike Prerequisite.

Was this a mistake or new errated rules that you don't need the Prereq anymore for the feat?

1 person marked this as FAQ candidate. 4

"You're making this out to be more complex than it actually is. Any large source of fire (frex, a fireball spell) can set someone's clothes on fire.

Fail your save vs. flaming sphere or fireball? You're on fire. Save once per round on your turn. If you make the save, you put out the fire. If you fail the save, you take 1d6 fire damage. If you failed your save by rolling a 1, then you start dealing with items catching fire--turn to page 216 and work your way through the hierarchy of objects until you find something flammable.

The rules have a structure that you can use to decide what to do when something happens that isn't spelled out exactly in the rules."

Was this quote rules or opinion?
Because it actually improves Fireball a lot if it has this effect. Flaming Sphere isn't instantaneous so the rules support it already doing that.

Now, it affects weapons.
Monk's treat their unarmed strikes as both a weapon and natural depending which is beneficial.
So, can one not masterwork an unarmed strike of a monk?


monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

So it qualifies for targeting and effect.

Now since it is a masterwork weapon, can one now enhance it?

Even better: You decide if the object’s appearance changes to reflect this improved quality.

So you can look more awesome after casting is done. why? Remember that a monk's unarmed strike is their entire body!

Now we all know Tarrasque is supposed to be unkillable. And it was in 3.5.

But it isn't in Pathfinder because Zombies lose all supernatural qualities of old form. A Zombie Tarrasque wouldn't regenerate (till someone True Resurrects it).
But how do we get a Zombie Tarrasque?

In Pathfinder, he actually does die from save or die spells just regains life 3 rounds after. Meaning you can totally make a Zombie/ghoul/Mummy Tarrasque.

"No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains"

So in Pathfinder, you use Disintegrate or a death effect: it dies, then you cast Animate Dead or Create Undead (Pathfinder Zombies don't have HD limit).
It is stuck as a Zombie losing all supernatural abilities till someone Resurrects it.
If you cast disintegrate you can't cast Animate Dead (as no body). But you could Create Undead a Ghost.

1) that is a huge amount of Onyx wasting
2) It need to fail save vs Death (and survive each round you fail
3) You'll likely fail control of zombie Tarrasque unless you are very high caster
4) What to do with the zombie/undead afterward
5) Enemy Clerics might try to steal it

I was looking at SRD and Battle pois, and I keep thinking are they touch attacks?
A fire attack that must hit normal AC looks weird. I mean fire is hot, just touching fire shoud hurt you. It only does energy damage (1d4 fire), not blunt like a torch.

But it doesn't mention it hits touch AC. e-poi

Is it a normak attack? Can you then Pirana Strike with it?

Okay, Lounge is a non-action that lets you increase reach by take a AC penalty.

But Monkey Lounge is a standard action (meaning you have a move action left) to use Lounge without penalty.
Is the purpose for AoO only?

14 people marked this as FAQ candidate.

I was listening to a podcast and it mentioned Vicious says it works on guns according to spellslinger. rd-archetypes/spellslinger
Here: A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious , and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.

So is this an error?
Because here: it says Melee only

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

A dude on said about building a barbarian.


Toughness is always good, cus your going to get hit alot. Also I would only pick a race where I can pick Barbarian twice as my favored class (+2 HP a level!)

You get to pick your favored class in Pathfinder which gives you +1 skill or +1 HP every time you take a level in that class. The advantage of the Half-Elf (for example) lets you pick two classes as favored classes. You are allowed to pick the same class twice so you can double your bonus. So if your playing a class that needs HP or Skills its a huge advantage. As a Half-Elf Barbarian I'm gaining +2HP per level.

I have to admit, it does not say pick two different classes. So ergo, he isn't wrong by the wording.

Is there a FAQ about this?
Can you pick same class for favored class bonuses?

I was reading staffs and material components charge you as if 50 charges, but you only get 10.

Is this a mistake or intentional nerf to cost of staffs?
Before you got charge 1 component per charge.
Now you get charged 5 components per charge.
Anyone know why this tax was kept same price?

I've never read about wizards much in Pathfinder in the PFSRD. Someone recently mentioned that they get a magic item for free. They pointed this line out:


At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost . Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

Are they just saying they get a free masterwork item ((such as a empty charges wand) or do you really get a magic item (like a wand for free with full charges)?

He said this here:


I'm not even talking about upgrading an item into a Luckblade like [insert dudes name here] thinks; it's a blank check at 1st. If that offends your sensibilities too much, then just get one of the better staffs, or put points in UMD and fish for a Level 4 Paladin/Ranger spell wand. Or get a talking sword.

It's poorly worded but not at all ambiguous, really. If they didn't want you to have magic poop at level 1, they would have either put in a GP cost or said "At level 1 you can only choose a normal masterwork ring, amulet, or weapon". The fact that wands and staffs count without any rider (possibly because of 4e and wizard implements) gives a reasonable idea of intent, and that intent is for a Wizard to get magic poop in exchange for having to hold it all the time in able to cast effectively. They probably thought Sunder/Disarm would ruin the Wizard's day or something.

The FAQ/errata right beside it in the SRD says nothing. It's probably a rules oversight like the Sorcerer Striptease is talking about, but it also allows for somebody to play the "hero with a talking sword" archetype at Level 1.

Do you think he has merit that it is open ended or what?

I was looking here:

And the duration is 1 rd/lv (see text).

The text says: The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6).

So does the duration mean: you can shoot a scream each rd (for 1 rd/lv)

There seems to be a disconnect.

Okay, you can use your scatter attack (cone) to shoot 2d6 fire (Reflex for 1/2).
Drawback is you count as misfiring if either (and both) rolls are 1's.
This seems you are doubling misfire chance.

A normal Blunderbuss is Misfire Nat 1-2. So 2 times out of a d20 (2 outcomes).
The chance to roll a 1 on a 2d6 is 3 outcomes, when one turns out a 1, when the other does, and when both do.

Why did pathfinder think it was worth it for a tiny boost in damage (elemental at that)?

I thought bleed was an effect/condition.

But the gunslinger causes 1 Con Bleed for 2 grit at level 11 (Bleeding Wound).
If it works like normal bleed damage that would mean 1 Con damage/rd (till fix bleeding by heal check or spell).

Can anyone cite a rules about bleed damage being a damage type (it seems to be used as a energy type in Ultimate Combat. But I don't think it is supposed to be)?

1) Titan Mauler lets you weild lower penalties from size.
2 handed Firearms can be used in one hand with -4 hit (but just thought that was interesting).
2) The size of as weapon doesn't affect how many hands can be used.

Thus, Titan mauler can wield large Shotguns (or blunderbuss) with -2 size to hit, but he lowers this with Massive Weapons ability (assuming 6 levels Barb) to -0.

You could get a huge one, but you'd need 12 levels Barb to negate the penalty.
The penalty to hit from size should be fine either way since hits touch AC.

Either way, I thought that was cool that you can technically get a massive gun.
You might wonder where you get the gun? Gunslinger doesn't say the gun must be appropriately sized.

So a Barb multiclassing into Gunslinger now has a free Huge Blunderbuss. Awesome damage (2d6->3d6? or is it 2d6->4d6? I forget weapon increasing size chart says).

Would you as a DM let a person use Summon Minor Monster summon a Hydry or Skunk?

Skunk is fan made, (Hydry is 3rd party book), but both legal summoned monster as both are tiny (as the spell says animal animal that is tiny).

If not, explain why. And same for if yes.

I believe it fits spell:

I'm trying to summize what I understand: if I am making a mistake please correct.

1) An individual spell cannot contain two words from the
same group.

2) You use 1 target word and any effect words

3) You must choose this variant as soon as could gain spells.

4) You can't use spell now, but still count for spell trigger items.

5) Prepared must prepare words in advance; spontaneous as spontaneous

6) Components:
minimum 2, max 4.
Total cost can't be greater than points for a spell of that level.

7) Effect word: save counts for both effects if it has more than 1 effect word

8) Casting standard action as normal.

9) Start with all target word even if higher level than you can use.

10) Wizard pay no cost to scribe, but 1 page each in spellbook.

11) Effect words are like spells known (Sorceror uses same table)

12) word of power point cost: 0th : 3, previous cost +2 (up to 2nd), previous +3 (3rd to 5th), previous +4 (6th to 9th)

Example effect word:
Mage armor effect: called Force shield, less duration

Wait, Force armor is basically Force Shield but better in everyway. Seems like you'd dump Force Shield after gaining firce armor.

These seem like the same spell but repeated. Seems it would make more sense to make 1 there that can be augmented (put more points in it) to be better than make 4 separeate ones.
But than again vancian never was simple.

So fireball recreated at 5th level caster: 16 points available
Let me try chosen as 1st will be Fire Blast (6/8)+ then Medium Blast (5) + then Cramp (2/3). Since both meduim blast and fire blast are 3rd level you can choose which is first word.
Cost: 6+ 5+ 3=14 so we are good.

So it can make a fireball that damages and 1/2s speed for 1 turn (reflex 1/2 damage/negate speed reduction).