Gnoll Warden

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I've heard a smidge, it seems like a great thing for people who like "pets".


What if we give Create Thrall the ability to "stick" Thralls to other creatures.
The target would make a Reflex, Fortitude or Will save against the Necromancer class DC.

If they critically fail the Thrall goes with them wherever they go,and is considered to be flanking the target,until it is destroyed or the target Escapes.

If the target fails they are flanked by the created Thrall and it goes where they go,till the begining of the Necromancers next turn unless it is destroyed or the target Escapes before then.

If the target succeeds they are flanked by the created Thrall and it goes where they go, for the rest of that turn,unless it is destroyed or the target Escapes before then.

If the target critically succeeds, no Thrall appears.

This gives a way to attack flying and swimming targets, and it lets PCs carry Thralls with them for offensive and defensive purposes.

If this were to be adopted, the Thralls should probably be weightless and share a space with the target.

It could be restricted only to Will saves and flavored as spirits.

Just another idea on how to make the Necromancer/Thrall relationship fun and simple.


Do Thralls go poof or melt away when they are destroyed?
Or do they leave behind bodies?
"they are not minions with the summoned trait."
That sentence suggests they would leave behind bodies.

"Thrall Enhancement You can still make use of a destroyed thrall’s flesh. Whenever one of your thralls is destroyed, you can cause the thrall to leave behind difficult terrain in the space they were destroyed. The difficult terrain lasts for 10 minutes."

That paragraph implies that without this particular Thrall Enhancement, you can't pile enough Thrall bodies in a square to make it into Difficult Terrain.
Or maybe it's still possible,just harder to do.


Well, it's Bless for me.
What do y'all think?


The general description of the Curses says they cannot be avoided or mitigated in any way, but what does that mean?
Mitigate and Avoid are not defined terms in this game.
For example the Bones Curse say specifically that any immunity or resistances are suppressed, but the Flames Curse doesn't mention immunity or resistances at all.

If I'm on fire, taking two points of damage a round,and I have fire resistance, do I still take damage ?
Resistance doesn't put out the fire, but it does "mitigate" the effects.
What if I'm under the effect of a Numbing or Soothing Tonic?
Is fast healing mitigation?
What about regular healing?
Are temporary hit points mitigating?

The Flame Curse is to be on fire, not to take damage.
Even unavoidable damage is the intended effect does the prohibition on mitigation prevent healing or temporary hit points?
If so,are you then never allowed to heal?
Heck,refocusing "mitigates" the curse, and we are certainly allowed to do that.

As written, I think resistances, healing, and temporary boosts to accuracy, hit points etc, all are allowed to work, unless they are specifically excluded in a given Curses description.
Nothing that changes or removes a Status should be allowed.
You must remain on fire, Clumsy, or Enfeebled, but you can boost the affected checks and/or attributes, heal damage, and even resist damage, unless your curse specifies otherwise.
This reading increases the imbalance between the different the Curses, but they were pretty terribly out of balance already.

Flames comes out looking good since fire resistance is not disallowed, but Cosmos was already in the lead with a Curse that is barely and inconvenience.


I know you mudt have a trained skill to qualify for the feat.
Can you be untrained the skill you are using with this feat?
For eximple be a Druid, trained in Nature, untrained Archana or Occult and attempt to trick a scroll of uh, lets say Resplendent Mansion?
I imagine your chances would be very poor,but you can still attempt it, right?


From what I understand, this is a weak point for them.
Are there items, archetypes, or other choices that can address this?


I know you can pay them to go adventuring with you, but what about combat?
Having someone raise a tower sheild,take cover,and m9ve as directed seems worth 2 silver a day.

Related question,can two or more characters share a Mount?


I just noticed something cool.

A discussion around Large characters navigating narrow spaces made me realize that the Rootball Chair Animal Companion is ideal for these situations.

Their ability to ignore difficult terrain should allow a Large sized Rootball to move at full speed down a narrow hallway aa easily as across a broken landscape.

A Small PC can Take Cover/Hide behind a Large Rootball Chair.
A Medium sized PC could ride this same Large Companion anywhere he can walk.


I was thinking about a familiar, but the question applies to any minion that you could set to doing a repetitive task.
I realize the DCs involved might make this question moot, but I figure we can burn that bridge when we come to it.


With large PCs being more available for play, could the Fanged Rune help them overcome the drawbacks of their size?
On handwraps of mighty blows, with a bite attack, it seems like a very cheap work around.
With other unarmed attacks, it gets goofy looking(Antlers wielded in ones mouth?)
Making the mouth unusable for anything else seems like the balance point, though I suppose the visual give away of an animal with a weapon in its mouth counts for something as well.

What do yall think?


With so many large ancestries to choose from, some will certainly be better at grapplingthan than others.
Which one is best?
I'm leaning towards a Climbing Awakened Animal, but I think Centaur and Minotaur both have some decent Ancestral Feats.


Can one simply choose to craft a Shoddy version of an item?


Does a wand cane qualify as a weapon?

Wand cane wrote:

Source Treasure Vault pg. 105 1.1

Price 100 gp
Usage held in 1 hand; Bulk L
Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane.

I would argue that it is at the very least an improvised weapon, but then so is a wand.

If improvised weapons qualified for quickdraw, there would be no need to search for an alternate method, and I wouldn't be asking about the Wand Cane.
My searches on this site came up with only gloves of storing as a way to quick draw wands.

Keeping that exploit in mind, and the lack of weapon attributes listed, I'm pretty sure
the consensuses will be no, the Wand Cane is not a weapon, but I thought I'd ask anyway.


Each Shifter Prosthesis can absorb up to two weapons, as a 3 action activation.
The weapons must be one handed.
Then ther is this:

Archives of Nethys said wrote:
Activate envision; Frequency once per minute; Effect The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis..

I have some questions, but the first one is "will this allow a free action retrieval of a scroll staff?"

The second question is" is the arm stuck as weapon for a full minute? "
The third " can I cast spells from a absorbed staff?"


I just saw a video that showed the Rootball Chair, which has 10 feet of reach, and a 30 foot vertical leap as its advanced maneuver!
Now I need a round rubber ball weapon that has returning on it...

Seriously, the armchair was cool, this is maybe even better, and I still dont know what the oozeform chair can do!

BTW, how are Large sized chair Companions treated when it comes to being indoors?


Tripping seems to be a great debuff.
Tripping with a bolo protects from the consequences of critical failure and allows you to Trip at(short) range.

Unfortunately Athletics keys off of Str, not something a ranged character or a caster usually boosts.
Bolo is also a Martial weapon, not something most casters are proficient in by default.

Does lack of proficiency matter if you are using a weapon to Trip?

Will the expected Strength bonus deficit make tossing a bolo at a level appropriate enemy a waste of time?


I've seen a build that uses the Psychic version of shield to trigger +1d6 Psy Strikes on a monks flurry.

Are there other builds using a different Mental cantrip or a ranged strike?

Is one extra 1d6 on a single Strike worth the feat and action?


It seems to be missing that clause.
Am I just being dumb, or is this a thing?


As a caster, you can't stay hidden, but you can hide your casting.

Melodious spell should cover up what you are doing,so all that's left is to make you appear harmless on a battlefield.

I think a Leshy can appear as plant, but can they act without breaking the illusion?

There could be a mundane ways of doing this, like a small PC dressing as a child, I'm open to suggestions.


A long time ago I tried to understand stealthy spell casting in PF2.

I came away with the understanding that practically speaking it doesn't exist.

Now the Psychic exists and brings Mental as a substitute for Verbal components and I'm wondering why?

If I understand correctly casting a spell immediately makes you observed and if you are attacking with a spell your attack does not benefit from them being flat footed relative to you.

Further, your spell makes noise and has a visual component, even if that isn't in the spell description?

If this is true,the only advantage I can think of is you can cast under the effects a Silence spell.

Hide the fact you are casting a spell you can use feats from the Bard, Witch or Wizard classes.
They can hide every trace that shows you are casting a spell but the act will still give away your presence.
Do I have this right?


I want to build a goblin wolfrider.
Rides with wolves.
Shoots bows.
Does the outdoor thing.

I would like to start with a reskined riding dog.
Would this be acceptable, given the in universe lore?

The earliest way to a rideable canine companion seems to be second level,with Rough Rider and Cavalier.

Assuming this takes care of wolf riding,I'm inclined to go druid from the outdoor skills and allowing me to talk to my wolf.
Unfortunately druids don't seem to be trained in using bows.

I could ditch the bow use in favor of a spear, princess mononoke style, or choose another base class.
Bard actually seems like it makes sense.
I'd lose the ability to talk to my wolf, but be able to boost my "pack".

I'm a 5e refugee who prefers support casters, so I'm looking for that kind of feel.

Advice on a class choice is welcome.
Ways to add bow to druid or animal speech to Bard are welcome.


Any of these creatures might potentially have a skill that could benefit from mundane equipment.
They might be commanded to perform an unskilled task that includes the use of equipment.
They might be more useful holding a tower sheild than they would be attacking.

There are specific rules that say they can't use equipment unless it has the proper trait, but a literal reading of them results in creatures with arms and hands that cannot pick up a bucket.
That would be stupid,but it might be case.

Is there a consensus on this?


How does this work: "You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice."
Emphasis mine.
The double Stride happens as part of the actions of casting the spell?


So, this seems like something a summoner might pull off.
3d maneuvering gear and dual weilding, would be nice but extra.

Anyone have a build to share?


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Playing a strait class anything is kind of boring to me, I love me some archetypes.

I keep looking for good synergies from adding Summoner dedication zo ozhrr classes, butIm having a hard time seeing it.

The spells that make help make an Edilon viable are not available through the Archetype.
I think an Alchemist's creations could make up for this, but the edilon also misses out on advancing in AC and weapons.

So start as a summoner and add on?

Is a edilon viable without spending feats on it?


I was reading a summoner thread that bemoaned the lack of slots, among other things.
Are there any Archetypes, Feats or other things that add the greatest number of slots?


What all can an edilon do?

Cann edilon Raise A Shield?
Can it wear a breastplate?

Can it be smaller than medium?
What sizes can it be?

Can it have 13 arms/hands?

Can it wear cloths?

Can it eat?
Does it need to eat?
How much?
Can it digest?
Can it vomit?
How much can it swallow?

Does it need to breath?
Can it sleep?

Can it be healed via mundane means?
Can I perform surgery on it?
Body modifications?
Could it be a rug?
How about a cape?

Can it be Disguised?
Camouflaged?
Can it be tattooed?
Painted?

Ok, plenty from me.
Mostly I want to know if it can use weapons, armor, shields, other equipment, and if so, do they go with them when they go poof?


I think I asked this before, but I couldn't find anything with the search function.


Goblin wolf riders are a thing, right?
I'm seeing one as a mounted archer...

Goblin Bard with Rough Rider.
At second, take Cavalier.
Rough Rider gives you a Wolf, Cavalier dedication makes it Medium.

If you go Druid,you could get a small Wolf companion at first level,next level take Beastmaster for a second Wolf,then at 4th Mature Beastmaster Companion would make both your wolves Medium.
Extra Companions means you can get a fresh mount/ tank in a single minute, so go ahead and get a third if you want.

Add Train Animal and you could get one more well trained but fragile Wolf.


I know summing is very nerfed, but I like the idea ofit so I want to see if we can make something of it.
Looking at the Summon Fey list, I spot the Griggle for the fiddling, the Nixie for accessing any 1st level spell, and the Satyr as a pocket bard.

Unicorns have couple of 3rd level Heals for a 4th level spell,Dryads can spam 2cond level Entangles.

Is there anything of note on the other lists?


Versatile Performance seems like a a way to replace Intimidate/Deception/Diplomacy, at first.
Once you realize the limitations, it still seems good for scaring people in combat and making friends out of combat, oh, and impersonation.

But Bon Mot doesn't work with Versatile Performance, and it's really really good, so you might really want to boost Diplomacy.
Versatile Performance does work with a lot of the Intimidate feats, but not with Scare To Death, which is also really good

Should a bard just skip Versatile Performance if they plan on using one or both of these feats?


I'm sure it's just an oversight, but...

"Gorm quickly unslung his harp and began playing a tune he’d written himself some years back, a lullaby he thought to call Sleep of the Petal Maidens. Hearing the ensorcelled notes through the din of combat, the pixies and naiads began to nod and blink drowsily; the distraction wasn’t enough to lull the fey to sleep, but it did slow them just long enough for Fola to shred the nearest of them with her magically controlled vines and send the others scurrying into the forest.

“Well done!” Gorm cried, dismissing his invisibility and stepping up beside Fola."

From Assault Formation:

https://paizo.com/community/blog/v5748dyo6shdb?Tales-of-Lost-Omens-Assault- Formation#discuss

Seems pretty hostile to me, surely enough to dismiss the invisibility.
Again, just an oversight.
The targeting of treants, and naiads by the heroic Pathfinders actually confuses me more, but I don't keep up with the gameworld politics, so...


With the dedication, can one only choose companions with the Mount special ability?
Can you chose any companion, which then gets the mount special ability?
Or, can you chose any companion but it doesn't get the mount special ability?

AFAIK, only the horse, riding drake and monitor lizard have the Mount special ability, but the Cavalier Dedication has a provision that makes companions that are normally small in size , medium sized instead.
That provision seems to eliminate the "companions with Mount only" option.

So do you get to add Mount to your companion, or is the mention of Mount just to allow you to take companions that happen to have that trait already?


What equipment can a familiar benefit from?
I started out thinking of mutagens but any item, magical or mundane, could be interesting.
Items that grant carrying capacity,attacks, defenses, spellcasting, skills or skill boosts could all be useful.
If your patron is Baba Yaga, your familiar might BE a useful item.
I like Hand of the Mage or a Lifting Belt, what would you give your familiar?


I noticed the new weapon, Bolas.
It can do a ranged trip and it's not uncommon.
It is Martial,so not a choice for everyone.
My question is it worth it for anyone?
Maybe for an Investigator?
For any martial character as an opener?


Well, is there?


I think I would use Witch as the base class and pursue Alchemist as a dedication.
Witches get spells and familiar benefits as they level and curses mostly seem to suck, so putting feats into an Alchemist dedication wouldn't bother me.

What spell list would you choose?

What order would you takes what feats in?


I think I would use Witch as the base class and pursue Alchemist as a dedication.
Witches get spells and familiar benefits as they level and curses mostly seem to suck, so putting feats into an Alchemist dedication wouldn't bother me.

What spell list would you choose?

What order would you takes what feats in?


If I understand correctly, Witches can take Enhanced Familiar,and Familiar Masters can take it, but Alchemists still have to take a dedication to get Enhanced Familiar?


Of the three, on the net has any listing in PF2,so far.
The bolo could be an improvised weapon with the ability to trip, and the lasso and net something similar.
So,even with a -2 for being improvised, would you allow this?

I'm interested, because I see an animal wrangling or even a technically pacifist bard as neat concepts.
The whip, sap and Daze spell are good starts, but I want more.

The lasso offers the biggest challenge, since one would expect it to offer ongoing control and maybe even grappling or reverse shoving.
Plus tying it to a saddle allows a mount to assist.

Items like tanglefoot bags and movement impairing snares seem to not do very much, thus my expectations are tempered.


These two spells,are they dependent on a shared language to allow communication?
I would like to use them to talk to friendly animals.


I want an effect that will create concealment by swirling light objects into the air.
Snow, sand ,feathers, leaves, water droplets, whatever.
The material component would determine what it was made of, and creatures with vision smoke sight or the wortwitch ability would gain an advantage.

It should cover one square at 1st level and either give better cover or get wider with heightening.


I have seen it said that Melodious Spell cannot hide the "fireworks" that come with spellcasting.
I don't think that's true.

Melodious Spell wrote:
You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance.

The text specifies "sensory manifestations that would make spellcasting obvious to those around you" as one of 4 things hidden as part of an ordinary performance.

When you become Hidden via the Hide action, the rules strictly limit the actions you can take and remaining Hidden to Hide, Sneak, or Step, so Melodious Spell doesn't help you cast from hiding.

This only becomes controversial when the Melodious Spell Performance is Mimed ,and the Bard spell caster is invisible.

I believe a successful Melodious Spell Performance check (Miming) will keep the spell casting from revealing the invisible spell caster.


If a monk for instance was to multiclass into a spellcasting Archetype, which one would grant the most spell slots?
I'm figuring Wizard, even without a ring.
What do you think?
I'm not concerned with high level spells or attacking with the spells, just utility and buffing.


Feeding potions/elixiers to an unconscious ally obviously doesn't require any actions from the ally.
What if the ally is conscious?
I would like to command a familiar feed me elixirs, and ideally that wouldn't cost a second action on my part.
Would it work?

I wish there were injected elixirs, just for the ate up fluff/flavor of it.


So, what formulas should one choose when taking these feats?
Also, are these feats worth taking at all?

For Magical Crafting I like:

Oil of Potency
Healing Potion (Minor)
Weapon Potency (+1)
Wondrous Figurine (Onyx Dog)
Jade Cat


Could a character drink a Lesser Juggernaut elixir, gain 5 temporary hit points, then drink the Lesser Quicksilver elixir and lose the 2x level hit points from the Juggernaut
granted temporary hit points pool?


Looking to start out early with 10'of climb speed and two hands free in PFS and it looks like Sure Feet plus Tailed Goblin might do it.

Is there a core class or background that could get me the general feat I need to do this at first level?


I wanted to make arrows with Junk Tinker, but I cannot tell what the crafting level of arrows or any other weapons.
I'm sure it's obvious and I'm just missing it.
Any help?

About Balent Vilagos

Acrobatics +3 Dex +3 +0 +0
Appraise +1 INT +1 +0 +0