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![]() It seems to say that it turns your blast into a 60 ft line attack plus the effects of gust of wind? That's way better than Torrent which you get access to 5 levels later. I'd believe it more if it only caused the effects of gust of wind to the target of an ordinary blast but gust of wind has some effects that don't make sense as an attack roll and that's not what the text of gusting infusion implies. On the other hand gusting infusion is a substance infusion, which usually doesn't alter the shape of a blast. Any thoughts? ![]()
![]() I don't really get why Zealot vigilantes exist. They don't get any unique powers, use the inquisitor spell list, and almost all of their vigilante talents are inquisitor abilities. Their flavor's pretty much the same as an inquisitor too. Unlike the Avenger, who gets feat chains and Vital Strike AoOs, the Stalker, who gets tons of powerful talents, and the Warlock, who at least gets eldritch bolts, the Zealot gets nothing cool or interesting. They feel entirely like an afterthought just put in to fill out the warrior/rogue/wizard/cleric square. ![]()
![]() Peacemaker:
The DC to resist spells you cast to ensure peace or force aggressive creatures to become peaceful increases by +2. This affects spells that dissuade creatures from aggressive actions without exerting long-term or absolute control over them, and without leaving them defenseless. These spells include, but are not limited to, calm animals, calm emotions, command, compassionate ally, enthrall, euphoric tranquility, sanctuary, and serenity. This feat has GM fiat written all over it but it's completely legal for PFS. What other spells should fall under this banner and should spells that sometimes qualify and sometimes not like Sow Thoughts be able to qualify based on use? Edit: Also what about debuff spells that penalize attacking? Something like Archon's Aura could be said to dissuade creature's from aggressive actions as could Bestow Curse or Mark of Justice situationally. The language is so vague. ![]()
![]() Immolation Bomb:
Benefit: When the alchemist creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist’s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater. Sticky Bomb:
Benefit: The effects of the alchemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. Sticky Bombs aren't asterisked so the two effects can be used simultaneously. I'm just not entirely certain how they work together. ![]()
![]() Ring of Tactical Precision:
The wearer gains a +5 competence bonus on Profession (soldier) checks, and anytime the wearer gives or receives a numeric bonus from a teamwork feat or the aid another action, that bonus increases by +1. By wearing the ring for 1 hour, a creature may imbue it with a teamwork feat he knows for 24 hours. During this time, any creature wearing the ring may use that feat when cooperating with the creature that imbued it, but not with other creatures even if they possess the same teamwork feat. If the ring is imbued with a new teamwork feat, it replaces the previous feat. Essentially if me and an ally both have Amplified Rage or something does my ally wearing this ring count as giving me a numeric bonus from a teamwork feat? ![]()
![]() I've been trying to figure out how movement feats like Step Up and Rhino Charge work with mounted combat and I came across this thread. http://rpg.stackexchange.com/questions/53809/at-what-point-do-i-stop-my-cha rge-while-mounted-and-using-a-lance The question:
So I got into this discussion the last time my group met and I still don't have a solid answer. When a medium character wielding a lance charges on his mount he needs to stop and attack from 10 feet away to make his attack because he's using a reach weapon. This is where the argument begins for us, my friend uses the following passages from the Mounted Combat and Charge sections of the Combat chapter for support.
If your mount charges, you also take the AC penalty associated with a charge. You must move to the closest space from which you can attack the opponent. He points out that because your mount is the one charging and because it must move to the "closest space from which you can attack the opponent" which for a horse is adjacent, its rider can't make an attack with a lance or any reach weapon. While I can't help but agree with him in his interpretation of the rules there are glaring examples (double damage with a lance, spirited charge, etc) throughout the core book that indicate a mounted character can indeed make a charge attack with a lance. Is he wrong? The response:
Your friend is basically wrong.
The mounted combat rules are not very well written. But the crux of the matter is that there is a distinction between you charging while mounted, and your mount charging while you are mounted. From the Mounted Combat section of the SRD: Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. Mechanically, the mount spends its action to grant you its movement, rather than moving directly itself. In other words, when you "move" while mounted, the mount spends actions. When you charge while mounted, the mount spends actions, but you are still the one who is charging. Particularly bad is this paragraph: If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge). You really have two different clauses here. The first is what happens when your mount charges (instead of granting you movement): If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. The second is the special rule for lances, which triggers "when you make a charge while mounted:"When charging on horseback, you deal double damage with a lance (see Charge). When trying to run at someone and hit them with a lance, the mechanics are: Y ou take the charge full-round action. The mount spends its actions to grant you its movement. You stop at the edge of your reach, and poke it with your lance. By contrast, I suppose you could command your mount to charge.
Is this actually how mounted combat works? If not how does it? ![]()
![]() Does Kirin Style's damage multiply off of Spirited Charge? How about on a crit? How exactly would it multiply? Ordinarily you add multipliers together so a x3 crit on a x2 Spirited Charge would combine to be x5 damage. However Kirin Style multiplies a stat and adds it as a static damage bonus to a weapon damage roll. Would Kirin Style add 2x, 3x or 4x your intelligence modifier to a Spirited Charge? ![]()
![]() Aboleth Lung just says it affects creatures touched but with reach spell you can conceivably touch a large number of enemies. There isn't a limit built into the spell besides it saying you have to split the duration amongst all targets. It doesn't even have the usual caveat of requiring duration to be split into a minimum amount. Can you just affect as many people as you want with Aboleth Lung? ![]()
![]() Baron Francis Blanchett is an alright sort, as far as Varisian nobles go. He's helped you out of at least one scrape while you were travelling through Korvosa so when the time came when he asked you to return the favor you were willing, at least once he promised to pay you for your trouble. You retrieved some letters with apparently sensitive information in them from a political rival of the Baron. As thanks for your discretion the Baron gave you a sum of gold, an adamantine amulet, an old map, and a letter of authenticity. "The amulet and map are a pair you see. I took them as payment of a debt some years ago. Wouldn't have taken them but the debtor was my wife's cousin's husband, you know how it is. He had that letter of authenticity from a diviner at the Star Temple so I'm sure it's accurate. Well, as accurate as a centuries old map of a growing jungle can be mind. See those runes at the bottom right there? They say Dostol 48 yun. Now I have no clue as to how far a yun is but Dostol is an old name for Nantambu, a city in the southwest jungles of the Mwangi Expanse. Somewhere between there and this body of water here which I assume must be Lake Ocata is this valley here," he said pointing to the runes at the center of the map surrounded by mountains. "This here says 'Heart of the World' in old dwarfish. I tried to get diviners and historians to tell me about the Heart of the World but all anyone could tell me was that it was old and powerful. I won't tell you not to sell this map and be done with it but I'm mighty curious as to what's at the heart of all this, mind the expression. If you go to this 'Heart of the World' and come back with a story I can tell my associates at the Pathfinder's Society I'll buy back that map off of you for 5000 gold pieces, 10 times what you could sell it for to an antique dealer even if you had Asmodeus's silver tongue." Here's a copy of the map The easiest boat to the Mwangi Expanse drops you off at Bloodcove, the only foreigner run port city in the country. It's a cut throat city, much like the nearby jungle, but you can find pretty much anything you'll need here to start your exploration. ![]()
![]() Quick Study (Ex): The arcanist can prepare a spell in place
What the f---? Am I reading this wrong? For those of you who don't know the Arcanist is the new Sorcerer/Wizard hybrid class paizo released in the Advanced Class Guide. They're essentially sorcerers with fewer spells per day but the ability to prepare new spells known every morning. They were considered one of the strongest classes in the playtest. Then they released this ability with the book's official release as one of the Arcane Exploits Arcanists get every other level. Not only does this ability overwrite prepared spells, something that nothing else in the game can do, it can do so in combat. Why would I ever play a wizard or a sorcerer if I can play an Arcanist and be a sorcerer who chooses his spells on the fly? ![]()
![]() Dazing Spell:
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not inflict damage do not benefit from this feat. If this metamagic is put on a spell like Acid Arrow or Call Lightning does Dazing pop each time damage is dealt or only the first time damage is dealt? ![]()
![]() Using the familiar spell metamagic feat you can have your familiar possess objects for you. This presents some interesting problems as familiars get a number of abilities relating to spellcasting that Possess Object seems intent on circumventing. Possess Object:
Target one object; see text Duration 1 hour/level or until you return to your body DESCRIPTION This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you. Magic Jar:
If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body. So is a Familiar able to access its Share Spells or Deliver Touch Spells abilities while inside a possessed object? It would give it access to some useful polymorph spells like Beast Shape and allow it to deliver persistent touch spells like Frostbite for some truly devastating attacks coming from a Gargantuan Animated Object's ability scores. It would also let it assume a useful size for traveling using Alter Self. Alternatively, can you use a Greater Hat of Disguise while possessing an object to gain the benefits of Alter Self? ![]()
![]() Here's the text of the Fire Seeds spell Holly Berry Bombs: wrote: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. What's to stop you from casting Resist Energy to get 20 points of fire resistance, keeping these in your pocket, and then walking into an enemy and blowing yourself up? The berries do individual damage so you shouldn't take any damage through your fire resistance. You could strap them to a fighter or animal companion too. Downside is any fire resistance of your enemies is going to be multiplied by 8 against this spell and even enemies with crappy Reflex save are probably going to resist something, but it's probably a neat trick against certain opponents. ![]()
![]() Bladed Belt:
Rather than being made of one continuous line
of material, this belt consists of many bits of tanned leather joined together by thick metal studs. On command, the belt’s wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item. When the belt is in weapon form does it still take up the belt slot? ![]()
![]() It seems to be the new thing to do so I figured I'd try my hand at it. I'm planning on starting a new 20th level hunter killer arena. Each contestant is a master of his or her craft from Golarion's history who, at one point or another, decided that they were powerful enough to take the Test of the Starstone. All have been transported across time and space to a multidimensional arena of epic proportions. Your instructions are simple, kill all other participants. If you fall in battle your body, your mind, your very soul will be used to fuel a ritual to create the next deity, the same ritual that created Cayden Cailean, Iomedae, and Norgorber. Fall and your existence will be erased from the multiverse, so rise and ascend to godhood. I'll create an obsidian portal page with details about the arena's structure after I've gauged interest. I would prefer not to use battle maps if possible but if people have suggestions for good online campaign editors that they think could handle multiple actors using secret information such as invisibility or traps I'm open to suggestions. Basic information is that there will be a total of 25 separate planes in 4 rings that you will move through in your pursuit of other combatants. The outer ring is made of 12 planes with passive hazards, things that might be able to kill you but only if you committed suicide or someone used them against you. Once a certain number of participants are eliminated you move to the middle ring. The middle ring is made of 8 planes with more active hazards, things that might be a challenge for lesser mortals but shouldn't be more than a distraction for beings of your caliber. After yet more participants are eliminated here you will move in towards the inner ring. The inner ring will be a measure of your traits and character and will be made of 4 separate planes. The inner ring surrounds the final arena where the last 2 participants will fight. Each individual plane will be connected to 2 adjacent planes by hidden portals you will have to discover through exploration. Once enough players have been eliminated you will be offered the choice to move on to one of 2 inner planes based on the one you're in when this happens. You won't know where other players are, however you will told the names of participants who are in the same plane you are and alerted when one enters or leaves your plane. You are defeated when you die and aren't defeated until you die and have remained dead for 12 hours. If you defeat another participant you get their gear and detailed information either about one other participant or what's going on in another plane at that moment. You don't have any information about the other participants except their names as you enter the arena, however a name can be used for various divinations such as Legend Lore (which works because at 20th level you're a significant figure no matter how incognito you might try to go) to discover more information about you. For this reason I'd like participants to give me some kind of backstory in addition to their stat sheet. At most this campaign could handle 12 participants and requires a minimum of 5. I'm open to pretty much any character concept or tactic that uses rules released by paizo. I know the core book and APG well enough, but for anything from another book please give me a link to its entry in the srd. That's enough info for now. Tell me what you guys think and if anyone's interested in participating. ![]()
![]() So there's this new type of metamagic called Familiar Spell Familiar Spell:
You can imbue your familiar with a spell. Prerequisites: Spellcaster with familiar class feature. Benefit: You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Variables that rely on caster level function according to your caster level, not your familiar's Hit Dice, though your familiar's Intelligence may influence how precisely it can follow your instructions on how to use these spells. Your familiar must be able to speak to cast spells with a verbal component (the ability to speak with its master or creatures of its kind is insufficient). Your familiar must be carrying any material or focus components necessary, unless the materials cost less than 1 gp and the spell is prepared with Eschew Materials. Attack rolls use your familiar's ability scores. A familiar spell counts against the number of spells you may prepare for as long as your familiar retains the spell. Once your familiar casts a retained spell, you can prepare a new spell in that slot the next time you prepare spells. A familiar spell uses up a spell slot 3 levels higher than the spell's actual level. Your familiar can store a number of spell levels (including this modifier) equal to your caster level, but no spell's adjusted level can exceed half your caster level. Special: If you are a spontaneous caster, you must select a specific spell with which to imbue your familiar; you cannot imbue your familiar with an open spell slot. So this brings up some interesting questions. First, how do feats apply to spellcasting? Since the familiar is the one who actually ends up casting the spell do feats like Spell Focus or Spell Specialization work? Second, what happens when you cast a spell like Magic Jar modified by Familiar Spell? Does the familiar's soul take over creatures or does yours? What does this do to all of the abilities a Familiar has or grants? If your thrush familiar takes over the body of a green scorpion do you get a +3 bonus to Diplomacy, a +2 bonus to initiative, or nothing? Since the familiar's body is effectively dead while its soul is Magic Jarring does this disrupt or sever the familiar bond? Third, is the familiar able to cast spells with a range of personal such as Mirror Image back on the caster? ![]()
![]() Soul Eaters have an ability that makes resurrection more difficult when they kill a target from Wisdom damage Soul Drain (Su) If the Wisdom damage from a soul eater’s claw attacks equals or exceeds an opponent’s actual Wisdom score, rendering the victim helpless, the soul eater can devour that creature’s soul as a standard action that provokes an attack of opportunity. This attack kills the victim. The dead victim can resist having her soul eaten by making a (DC 17) Fortitude save; success means she is still dead, but can be restored to life normally. If she fails this save, her soul is consumed by the soul eater. A victim slain in this manner cannot be returned to life with clone, raise dead, or reincarnation. She can be restored to life via resurrection, true resurrection, miracle, or wish, but only if the caster can succeed on a DC 30 caster level check. If the soul eater is killed within 120 feet of its victim’s corpse, and the victim has been dead for no longer than 1 minute, the victim’s soul returns to her body and restores her to life, leaving her unconscious and at –1 hit point. This is a death effect. The save DC is Constitution-based. It specifically calls out Raise Dead and Reincarnate as not working when the soul is eaten but implies that these spells work when the victim makes the Fort save upon dying. However, because this is a death effect, Reincarnate and Raise Dead shouldn't work to resurrect the victim anyway as those spells specifically don't work when the victim was slain by a death effect. So do Raise Dead or Reincarnate work on victims killed by Soul Drain or not? ![]()
![]() Mind Blank: The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. Essentially does Mind Blank protect against spell-like abilities? ![]()
![]() I'm considering making a whip wielding magus illusionist. I think using Silent Image to make a mist you and your party can see through but you're opponents can't and striking from the shadows sounds like a cool style. The problem lies in concentration. Magi use their swift actions all the time so the Effortless Illusionist feat for gnomes can't help me and I don't really want to multiclass to wizard. Should I scrap this idea and just go full caster, stick to short duration higher level spells, or is there something I'm not thinking of? ![]()
![]() According to Gods and Magic Illusionist servants of Sivanah can use their Shadow Conjuration spells to cast conjuration (healing) spells. Sivanah (The Seventh Veil): Sivanah’s illusionists may
I'd like to know how exactly this is supposed to work. Does it heal 20% on a successful save? What happens to spell components and Divine Foci requirements? What I really want to know is if it works with Blood Money since this would be a cheap way to get Raise Deads and Restorations. ![]()
![]() Limp Lash
This dapper robe enables a sorcerer to add the effects of her
The way I think these things interact is to immediately nauseate (effectively) a creature for 1 round and sap their physical stats by 1d6, then next round sap again before giving the creature a chance to act. This happens after hitting with a ranged touch attack and has no save. Do I have any of this wrong? ![]()
![]() I have this problem where I hate every character name I come up with that isn't Paul or Geoffrey or some other name that actually exists. I want to get into the fantasy theme of Golarion and I realize that means naming my characters, especially the non-human ones, something outside the realm of actual names. I want to name my Kitsune character Ryuuou because I think it sounds cool but can't call myself that in my head without cringing. What naming systems do people use and how do you get over the inherent cringe factor of making up your own names for your characters? ![]()
![]() My GM is letting me play a Samsaran with the Mystical Past Life racial trait, yay!
Advance Race Guide pg 198 wrote:
He's given me a few restrictions to make it a bit less broken though. First I have to take my spells from their full casting class list when available (no 2nd level haste from the summoner list :(, I have to take the 3rd level Wizard version). Second when taking spells from a 3/4 or 1/4 casting class's list I don't gain access to the spell until that class would gain access to it and I cast it as if it's spell level was equal to the spell level of the highest level spell I could cast at that level. So for example if I wanted to take the 4th level Bard spell Dance of a Hundred Cuts I wouldn't be able to learn it until 10th level (when bards get 4th level spells) and would cast it as a 5th level spell (the highest level of spell a witch can cast at 10th level). I'm maxing out my Int to 20 so with these restrictions in mind what 6 spells should I take? In essence, what are your favorite arcane spells that aren't on the Witch's spell list? I'm also thinking of playing a Druid (I just want to be a witch of the wilderness and Druid fits that just as well) so non-Druid divine spells are welcome too. So really what spells, arcane or divine, do you guys think would be cool all to have on one caster? ![]()
![]() How exactly do these things interact? If my wizard isn't proficient with great swords can he use Hand of the Apprentice with Throw Anything to throw the sword without penalty? What are the limits of what can be used? Hand of the Apprentice doesn't have a weight limit, so could I use this combination to throw ridiculous things like logs or pillars? Would I need Improvised Weapon Mastery? ![]()
![]() Persistent touch spells like Chill Touch are touch range so technically you can enhance them with Reach metamagic to make them ranged attacks. My opinion would be that it would end up working like Produce Flame, with no duration except that it would end when you cast another spell. On the other hand, Chill Touch relies on the Holding the Charge rules to function so maybe you'd only get one strike and then it would dissipate. On the other hand, chill touch just says that it targets one touch creature per level, so maybe adding range to it would mean you could target a whole bunch of creatures with Chill Touch's effect at once. Overall, its confusing and if people could offer their opinions on this topic (or point me to a thread where this has been discussed before since my searchfu failed) I would be appreciative. Sign in to create or edit a product review. |