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So I've noticed that some constructs do not have a listed line in their construction requirements that tells you that you need to meet a certain caster level to make them. I'm wondering if this is in error, or if they actually intend for the construct to be created without needing a certain caster level.
In most situations, a crafter would need to be at least 5th level for Craft Construct due it the feat requiring caster level 5th. However, the Promethean Alchemist archetype gets Craft Construct for free at 1st level. Does this mean that (assuming all other DC's and requirements can be met) a 1st level Promethean Alchemist can make any construct that does not have a listed caster level in it's construction requirements?
Example 1; Ioun Wyrd
CL 5th; Price 1,500 gp plus ioun stone
Construction
Requirements Craft Construct, animate object, lesser geas; Skill Knowledge (arcana) DC 15; Cost 1,000 gp plus ioun stone
Here it lists the caster level of the item as 5th, however in the actual Construction Requirements entry it does not mention a caster level. So, if a 1st level Promethean Alchemist was able to get their Craft: Alchemy (promethean disciple replaces all checks with Alchemy) to make a DC 15 (not all that hard, even at level one), get the money and materials and 'buy' a casting of animate object and lesser geas, could they make an Ioun Wyrd at level 1?
There are more examples of this, many being in the lower levels but a few are a bit more egregious.
Iron Cobra
Poppet, Tiny and Small
Homunculus
These all list a caster level like the Ioun Wyrd, but do not have a caster level requirement in the construction section. However they are all relatively low level, and the Promethean Alchemist in fact gets a homunculus as part of their standard class abilities.
However, there are some that are considerably more powerful
Iron Sentinel, CR 5
CL 14th; Price 28,000 gp
Construction Requirements
Craft Construct, alarm, cone of cold, detect magic, geas/quest, limited wish; Skill Craft (sculpture) DC 22; Cost 14,000 gp
Sentinel Hut, CR 8
CL 10th; Price 33,000 gp
Construction Requirements
Craft Construct, animate object, cat’s grace, confusion, geas/quest, jump, minor creation; Skill Craft (sculptures) DC 18; Cost 18,000 gp
Set Guardian, CR 13(!!)
CL 17th; Price 184,000 gp
Construction Requirements
Craft Construct, blasphemy, geas/quest, miracle; Skill Heal DC 20 and Craft (armor) or Craft (blacksmithing) DC 22; Cost 90,000 gp.
Now granted, these are from Adventure Paths, so aren't exactly to be considered "standard" constructs that could be made such as regular golems and homunculi, but they DO have a listed construction section that leaves out a caster level requirement. Assuming the character is able to get their skill check DC's high enough and get enough money, by the rules it is physically possible for a 1st level Promethean Alchemist to make a CR 13 Set Guardian.
A hesitant solution is to use the listed Caster level of the item as a basis for what the caster level req should be, for many golems it is the same like Flesh (8th) and Iron (16th). However, there are even some basic golems where that doesn't hold true such as with the Blood Golem (caster level of 7, but requires caster level of 12, a considerable difference).
So, what's the deal? Do these constructs not require a caster level, and thus can be made as long as one has the feat and fulfills the other requirements? Are these errors in the entries and should be corrected? I've looked around and not found any answers, hope others can help solve my little issue!
So at 3rd level, the Imperious Bloodline gives Heroic Echo.
At the end of the ability it stats that you can use it once per day, plus one additional time per 3 levels. Is that only referring to the second part of sharing your bonus with other people? Is the first part, you getting a passive +1 to morale bonuses, just a constant effect you have. Or do you have to use one of your uses/day to get the +1?
I'm guessing its the former, that the +1 to morale bonuses you receive is a passive and constant effect, but I just want to double check.
So the fighter in my Skull and Shackles game is a 2-handed build swinging an earthbreaker and now he's asking if he can spike his armor and take the Two-Weapon Fighting feats. Does that work? The spikes are light weapons, so that plus the feat would bring him to the -2/-2,or is it not possible strictly because he's using a 2 handed weapon?

Okay, brief intro, so a few years back I was running a seafaring campaign pre-Pathfinder, and I came up with something that I thought was hilarious and fun to fight. After encountering it, all my players agreed it was one of the most interesting encounters they'd ever faced.
Now in the realm of Pathfinder, I'd like to pull it back out to surprise them with a "remember this guy? Heeee's baaaaack!"
The base would be a sea serpent/loch ness monster type creature, Huge sized (for swampy terrain, also more amphibious) or Gargantuan (for aquatic terrain). It's unique trick though is it's "breath weapon", where it rears up over the deck of the ship, pulls back its head and then pukes out a small pack of screaming goblins that swarm the deck.
The creature lives in a symbiotic relationship with a tribe of goblins that have evolved to live inside its stomach. They are immune to the acids and the creature has evolved away from having such "crushing" force in its gullet so as not to harm its passengers. The goblins would climb up the throat and gather in the mouth (giving the breath weapon the standard 1d4 rounds to recharge) and then the creature literally pukes them out. Damage wise it would only be like 2d6 acid in a 40ft cone, very short range and small damage. But every time it "breathes" it spits out 1d4+2 goblins that swarm the deck. After killing everyone, the goblins haul the corpses back down the creatures throat and toss them into the stomach acid, feeding the creature while swiping all the shinies for themselves.
In general I'm looking for advice because I've never created a monster all on my own from scratch before, and unlike the first time when I just "winged it" for the party, I'd like to have solid numbers crunched and out there for others to enjoy surprising their parties with. As the goblins would be small sized, a Gargantuan sized creature should be large enough to hold quite a few in its belly and mouth. I would ask people not to quote similar sized and type creatures and how many they could fit with a "swallow whole" mechanic, as this creature will have evolved in such a way that it has more room than others like it within its belly.
The Huge version would be a lower CR (thinking something like 6-8 for the huge, 12-14 for the gargantuan), and instead of being a "younger" form of the gargantuan, it is a different breed that evolved in the swamps instead of the ocean, so it's size was more restricted. Since it is smaller, the number of goblins it could have living in it would be less, also attributing to a lower CR.
So, what are peoples thoughts on it, do they like it, interested in seeing it at full build etc. All feedback is appreciated!

So I'm considering playing a Cartomancer in the upcoming Mummys Mask game, and after doing some digging have some solid ideas, but I'm looking for a little advice on stream-lining it. Primarily I'm following the base concept that Pupsocket had in a previous thread about the Deadly Dealer feat.
http://paizo.com/threads/rzs2pns8?TheoryCraft-Deadly-Dealer-Feat
is the thread, though it was made before Cartomancer existed I believe. I went looking for a cartomancer thread, but the only ones I saw were focusing more on the spellcasting and hexing than the potential to dish out damage with the cards.
Base idea is going Cartomancer for 3 levels, then either Rogue or Ranger for 3 more, then Horizon Walker. Favored Terrain Urban, Terrain Dominance Urban, flicking out cards with crazy Favored Enemy Bonus' from Terrain Dominance, potentially sneak attacking if I go down the rogue route.
One of my favorite ideas from the build was using Terrain Mastery: Ethereal Plane to negate the miss chance of fog/mist, dropping fog cloud on yourself and then sneak attacking from the safety of your fog bank.
However, the build is semi feat intensive and slightly feat starved, so the addition of 2 feats from ranger are appreciated (combat style feat as well as the prereq for Horizon Walker, Endurance.)
Was just wondering if anyone had some ideas or advice on the options, or had their own ideas for a dps build involving basically being Gambit.
So I was looking at the oracle FCB listing on the OGC, and saw that in addition to Aasimar; Elves, Ifrit and Sylph also get the +1/2 to a revelation. However, when I look at the entry for the Elf race, under its listing of FCB, it says they get +1/6.
Judging by the general discussions I've found in my searching for an answer, the general consensus is that +1/2 is correct, I'm simply wondering if I'm the first one to notice this as I was unable to find any thread or reference to that error.
Also, I would like to prevent this thread from turning into a discussion about whether or not the +1/2 to a revelation "affects this in this way" debate. There are already a few threads about that and that is not the purpose of this question.

In our game we're doing a rather technologically advanced world, the repeater rifle being the "standard" go to firearm that is readily available. One of the other things that we have is Warjacks froms the Iron Kingdoms campaign setting.
Converting them from 3.5 to Pathfinder was relatively simple, and as my DM has yet to ask me to ever make a "Jack Handling" check I believe he is disregarding that system of control in favor of a more fluid one, simply letting the 'Jacks and Servitors go on my initiative.
Under the original ruling though, was it possible for Warjacks and Servitors to gain feats? The basic Cerebral Matrix gave them an intelligence of 3, and the full Cortex could go as high as 10. But in none of my readings did I find any mention of them gaining feats/skills.
I believe the intention was for them not to gain feats/skills, at least in the original campaign setting they were designed for, however as my DM is allowing them more freedom in how they can act I was considering asking if they could be allowed to take feats.
A point that I intend to use in my debate with him is that the Homunculus is a construct, however as it has an intelligence score it is allowed to both gain feats and skill points. So my question is two parts, firstly does anyone know if they COULD take feats/skills in the original version, and if they couldn't do you think that with the way they are being allowed to work that it would be fair to ask if they can take feats?

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So our DM is taking us through The Return to the Tomb of Horrors campaign, which he's been spending weeks gradually going through and converting to Pathfinder. At one point in the game we encountered something that the original writers really didn't think through.
Barring the way into the next chamber was a door, masterfully crafted, 14 feet high, 28 feet wide and 3 feet thick...
Solid
Mithril.
Have to hand it to the writers, it was a rather effective trap as the party members nearly drowned on their own drool as they stared at the door and worked out how to remove it and take it with us.
Long story short, we got the door, crunched the numbers, went to Union and sold it for 120 million gold. Split 3 ways we each got 40 mil. We are 14th level, I am playing a Wizard Mgambyan Arcananist who focuses on summoning good creatures to aid in the fight (atm my summons are lasting almost a solid 3 minutes). Another player is playing some weird 3rd party 3.0 druid, dont ask what I'm not really sure, but he doesn't have an animal companion and when he "wild shapes" he doesn't turn into an animal but grows a size category and gets stronger, is using sword-n-board. The third member is a Ninja, rather simple, stealth, sneakattack, disarm traps etc.
So the ultimate question, what oh what do we buy? I've pretty much already gone over the Core Rulebook and Ultimate Equipment and many places on the PFSRD searching for gear, got most of the "core" stuff covered such as +6 to three stat items, +6 to ac items, robes of the archmagi etc.
One thing I'm considering is picking up an item that can cast a powerful spell at will, I don't want to go TOO overboard with spells though, we're not looking to go into the infinite god-tier of power, just stupid strong.
So, let the advice and suggestions flow my brothers and sisters!

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1 person marked this as FAQ candidate.
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While looking over the Brawler class I discovered that the class had potential to alter my Rogue(knifemaster)/Fighter(brawler) build. The only issue that I'm going to run into is the GM allowing me to consider having TWF for using my Two Weapon Feint abilities. As I will only be using the feint ability when I am making a full attack action, and whenever I am making a full attack action I will be using Brawlers Flurry, I do not see my DM having an issue with considering me to have them to enable my flurry of sneak attacks.
I do however like to keep as 'legit' as I can, so I checked when Brawlers are considered to have Imp TWF, and that's when I noticed the issue. The Brawler's Flurry has many copy/paste parts from the Monk's Flurry of blows, and I think they may have missed something.
The Monk's FoB does not count as Imp TWF until 8th level, because it is not until 8th level that they have a BaB of +6/+1. The Brawlers Flurry is the same, does not count as Imp TWF until 8th, however at 8th level a Brawler has a BaB of +8/+3!
Is this an oversight, and should the Brawler's Flurry count as Imp TWF at 6th level, when they get their second attack? Or was this intentionally done to keep them more in line with the Monk's power curve?
Edit: Upon further reading, they also are not considered to have Greater TWF until 15th (same as monk) but they have the required +11 BaB, giving them their third attack at 11th level.

My DM and I are in a disagreement about how two functions are interacting. It came about when we were planning an Inquisitor, the Stern Gaze ability states
An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
The half-orc inquisitor favored class option states
Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Do these bonuses stack together?
If they did, then at first level the bonus would be 1.5, stern gaze being minimum of 1, favored class being .5
Then at second level, the bonus from Stern Gaze would remain one, and the bonus from FC would increase to a full 1, making it 2
Third is where it gets tricky. Stern Gaze would put it at 1.5, and FC would also be 1.5, I see those numbers added together as 3, but my DM disagrees, saying that the .5 fractions wouldn't stack together to make a whole point.
Has anyone else encountered this issue and figured out how they interact? We couldn't find any ruling about how they stack together.
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1 person marked this as FAQ candidate.
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Was recently looking at info about the spellslinger archtype for wizards, and saw some other people mentioning using it as a 1 level dip class before moving on to other casting classes. What they didn't answer for me though was this. If you take the Spellslinger class, you get School of Gun instead of Arcane school, which restricts you by taking 4 opposition schools. From what I know/remember, even if you jump ship to another casting class (sorcerer/oracle/cleric etc), the restriction from the School of Gun applies to those classes casting as well. I could be wrong but I'm not sure on this one, anyone know?

So I'm building a ranger for a game my buddy is going to be starting. But the concept is a savage environment (at least for where the PC's are starting). Less education, more primal and survival of the fittest. No cities, no towns, just tribes and villages in a massive jungle.
I'm going with a Ranger that if you were to take one look at her you would think "Barbarian". She has a greatsword and uses thrown weapons, Strength based instead of Dex, Switch Hitter concept. Effectively I want her to be the type where combat starts up, she lobs a few axes/javelins and then wades in with her greatsword, but is still ready to toss out more weps if the need arises.
My stumbling block is feats, and when to get what. In the Advanced Players Guide there was an option for Rangers to take two handed weapon as their Combat Style, and it gave:
2nd Level - Cleave, Power Attack, Pushing Assault, and Shield of Swings
6th Level - Furious Focus, Great Cleave
10th Level - Dreadful Carnage Improved Sunder
And then I found thrown weapons on http://www.pathfinderdb.com/
2nd Level - Far Shot, Point Blank Shot, Quick Draw, Rapid Shot
6th Level - Deadly Aim, Throw Anything
10th Level - Penetrating Strike, Shot on the Run
Any recommendations as to which Combat Style I should take and which I should focus on with Regular feats (gonna be human btw, so extra feat at the start)
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