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Organized Play Member. 179 posts (760 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.

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While creating a sorcerer who specializes in hunting undead for a one-shot that requires us to be members of the Esoteric Order of the Palatine Eye, I initially thought it would be a good idea to select Ghostly Weapon so I could give my more martial allies the ability to bypass the damage reduction on ghosts. Unfortunately, the spell can only target non-magic weapons. Since it is a third level spell, by the time a player gets it, they're likely to have access to potency runes, which make their weapons magical and therefore ineligible for Ghostly Weapon.

Looking at the Bestiary, casting Ghostly Weapon might still be worthwhile in corner cases. The damage resistances that Ghostly Weapon bypasses range from 5 to 10, which means a d4 weapon would need a +2 rune for its average bonus damage to match the weakest resistance and a +4 rune for its average bonus damage to match the strongest.

Of course, that's a d4 weapon, which few players will use. A d6 weapon would only be 1.5 damage behind the weakest resistance with a +1 rune or 3 damage behind the strongest resistance with a +2 rune, and a d8 weapon would only be 0.5 damage behind the weakest resistance with a +1 rune and 1 damage behind the strongest with a +2 weapon.

Even if the resistances were stronger, Ghostly Weapon should still be able to affect magical weapons. It's silly to picture a spellcaster saying, "That's an undead, boy! Put away your grandfather's magic sword and draw your backup so I can give you the power to strike our foe effectively!"

Please let Ghost Touch affect magic weapons. If I'm spending a third-level spell slot to make someone else more effective, it needs to make them noticeably more effective. Especially since the spell's one-minute duration means I'll likely need to go into melee or take Reach Spell to grant its benefit.

When I try to open Player Paraphernalia #32—Magus Archetype: The Ecclesiast using the iPad programs GoodReader and iBooks, the file is marked as a review copy. The mark interferes with my ability to read several parts. It is absent if I download and look at the file on my computer, so it may be an issue with the software. Regardless, can I get a copy that is completely free of the mark?

I'm likely to play in my first Pathfinder Society game on Tuesday. Unfortunately, I'm having trouble deciding what character to bring.

One of my biggest concerns is endurance. I've read several times that a Pathfinder Society character should expect to deal with five encounters a day. Is that true? If so, are all of the encounters combat-focused?

I'm asking primarily because most of the characters I like are casters with limited spell slots. My favorite options right now are an Elemental Ally Druid focusing on elemental spells rather than staples such as Entangle, a Counter-Summoner who concentrates on Conjuration's flagship battlefield control spells, and a Mesmerist with a penchant for Silent Image and Color Spray.

With the exception of the Druid, none of these characters have more than two spell slots. Because I love skill points and want to contribute to social encounters, they favor Intelligence, Charisma and Wisdom over Strength, Dexterity, and Constitution. The Druid and Summoner can fall back on their Eidolons when fights break out, but I'm worried the Mesmerist will have little to contribute once his two spells are gone.

In general, is there anywhere I can go to find advice on building characters and etiquette that is specific to PFS?

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Can a Relic Hunter take Extra Focus Power ("Prerequisite: Focus power class feature") or Extra Mental Focus ("Prerequisite: Mental focus class feature")? The Relic Hunter's equivalent class feature is called Deific Focus rather than Mental Focus, but the feature "acts like the occultist's focus powers and mental focus class features."

For context, here is that feature:


Deific Focus (Su): At 1st level, a relic hunter learns

to invest divine power into her chosen relics. This acts
like the occultist’s focus powers and mental focus class
(see pages 47 and 48, respectively), with the
following adjustments.
Each day, a relic hunter has a number of points of deific
focus equal to her inquisitor level + her Wisdom modifier,
and she must spend 1 hour in prayer with her relics to
invest them with divine power. These points refresh at
the start of each day.
At 1st level, the relic hunter learns the two base focus
powers from her chosen relic schools and can select one
more focus power from the list of those made available
by her chosen schools. Whenever she gains a new relic
school, she gains the base focus power of that school.
In addition, at 4th level and every 4 levels thereafter,
she learns a new focus power selected from all of the
powers granted by all of the relic schools she knows.
She can use these focus powers only by expending
points of deif ic focus. Unless otherwise noted, the DC
for any saving throws against a focus power is equal
to 10 + 1/2 the inquisitor’s class level + the inquisitor’s
Wisdom modif ier. She cannot select a focus power more
than once. She uses her inquisitor level in place of an
occultist level to qualify for focus powers.
This ability replaces domain, bane, greater bane,
second judgment, and third judgment.

Would I be correct in assuming the bolded text allows the class feature to count as the Mental Focus and Focus Power class features for the purpose of feat prerequisites?

Hello all. I am playing a Bard in a Pathfinder version of The Red Hand of Doom, a 3.5 module that runs from level 5 to level 10 and focuses on dragon-worshiping goblinoids invading a mostly defenseless agricultural region. I would like to play a character that uses illusions to trick and trap foes, as that will give me a reason to be creative in combat. Ideally, I would also like to be decent at debuffing spells, such as Glitterdust. I have a few questions:
1. Can a Bard that focuses most of his feats and gold on spellcasting still contribute to combat when he isn't casting spells?
2. Is Sound Striker worth using? I like it conceptually, but since we have some damage-focused characters in the party and a tripper that gets several attacks of opportunity a round, I suspect Inspire Courage will be better mechanically. It'll also make me look less selfish, which is important since I'm new to this group.
3. Can a Bard that focuses on Inspire Courage make a decent summoner despite getting access to the Summon Monster spells at a later level than a pure caster?
4. Aside from the feat Spellsong, is there any way to cast spells while concentrating on an illusion?

If it helps, we are level 6 and are using a variant of 20 point buy where no stat can be below 10 before racial modifiers. My current build is:
Level 6 Human Bard
Strength: 12
Dexterity: 16
Constitution: 12
Wisdom: 10
Intelligence: 14 [This has to stay. I'm even tempted to boost it to 16.]
Charisma: 16 (18 with Headband of Charisma)

Level 1: Racial Heritage (gnome) (to qualify for Effortless Trickery)
Level 1: Effortless Trickery (to concentrate on Illusion spells as a Swift action)
Level 3: Quick Draw (to retrieve a Rod of Persistent Spell in the same round I want to use it)
Level 5: Improved Initiative (I want to go first so I can get Inspire Courage up or debuff enemies before others act.)

I can change my feats and equipment before the next game, but the class and race are fixed. To use third party or 3.5 feats and equipment, I need permission from the DM. Since the group doesn't strike me as over-optimized and makes decisions based on roleplay during combat, I'd generally prefer not to ask (though Magic Reservist and Knowledge Devotion have me really, really tempted).