Droogami

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Cheapy wrote:
For what it's worth, the in-game Pathfinder Society canonically recommends using Summon Monster to trip traps.

Or Summon Monster could be the trap that you just tripped. Next thing you know, your in middle of a rope bridge with devil using you as target practice.


David Thomassen wrote:

UC Scorpion Whip - "Scorpion whip 5 gp 1d3 1d4 ×2 — 3 lbs S performance" = No Reach, Lethal Damage.

"Scorpion Whip: This whip has a series of razor-sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip."

D20PFSRD Scorpion Whip - their take on that last statement = "Weapon Feature(s): performance (plus disarm, reach, and trip if you are proficient with whip.)"

Adventurer's Armory Entry from Errata "Scorpion whip 5 gp 1d3 1d4 ×2 — 3 lbs. S disarm, reach, trip"

So the Scorpion Whip with Proficiency in EWP Whip is a reach weapon of 15' with some of the limitaions of the whip - Counts as a ranged weapon, does not threaten. It does not have the limitation of Non-leathal damage vs armoured opponents.

Thanks...I needed a second set of eyes. I wanted Scorpion Whip, because things I fight generally aren't alive, but 15ft reach was a nice benefit of the whip. You think the could just say. Scorpion Whip is a Whip that does Lethal damage.


There also quite a few more mechanical traps in this version of the rules. Compared to other systems. Personally if I was running something. I wouldn't use magical traps very often. They be a rare, dangerous thing. Something to make the party worry and think for a moment. Instead of going...rogue disarm it. I hate people assuming all rogues can disarm traps. When I think of a rogue, I think Han Solo or Sinbad the pirate or a lesser known character, Silk from The Belgariad Books by David Eddings.


7 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

Hello, just seeing if someone could clarify something for me. Just to make sure I'm reading it right. It matters for a character of mine. I have character that going to take a level of Cleric(following Calistria because he was raised by his elven priestess mother before she was killed by his human father. Which in turn, he killed his father for the act..etc etc. Short version of his story.) Now on to the question. I'll be getting Exotic W/P (Whip) when I take the level of Cleric. That doesn't make me proficient with a Scorpion Whip. Just I can use it as a Whip? Also, it only has 10ft reach where the Whip has 15ft reach? That's all correct right? It matters for feats and such that I might or could take.


All right, I was recently told to make a character for a module and to have some fun with it. So I thought of a Goblin Alchemist. Never played either. So thought it would be fun. So I picked up the Goblin Companion to read more about goblins and to get some character options. I came across Burn! Burn! Burn! the feat. Which adds an extra 1d4 of fire damage to non-magical fire and alchemical fire effects (Not magical fire or splash effects). So I'm unsure if that applies to Alchemist's bombs...which doesn't say they are magical outright, but says they use magic to augment them.


ryric wrote:
Seraphimpunk wrote:
Follow up question: do you think before your old familiar departs, it can teach your new one all it knows, so that a witch doesn't lose spells she's paid money for her familiar to learn?

This is a complete house rule, but I've run Improved Familiar as if the old familar "morphs" into the new one. To me, familiars are thematically extensions of the spellcaster's own energy and are just manifestations. So if the player wants, I just have the familiar change to the new form when they take the feat. That way the witch doesn't lose any spells known, and the player doesn't have to get rid of an old pet/friend just for mechanical benefit.

Not exactly RAW, but not broken in any way I can see.

That's how I would do it if I was running things and how I figured one of my DMs would do it. At least, if you're only adding a template to animal. Say you have a fox, that you want to make a Celestial fox with Improved Familiar. I can't see making someone go through getting rid of one fox. Just to get another. You simply could say when the witch/sorcerer/wizard goes to sleep. When he wakes up. His familiar is different. Then go about business as usually.

Since this is thread talking about familiars. I do have a question? Do familiars get feats like animal companions based on their HD? I've never ran a PC with a familiar. So I've never built one from the ground up. I've done Druids with animal companions, but the rules are slightly different obviously.