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Uldane the Curious's page

No posts. Organized Play character for kronovan.



Scarab Sages

I have the Midgard Bestiary for Pathfinder 1E, but I'm wondering if anyone here who's familiar with the Midgard setting could comment on which of the Paizo bestiaries best compliments and expands it?

I'm looking to run a campaign beginning in Midgard's central city of Zobeck. I plan on using some of what's in the Zobeck Gazetteer and the Streets of Zobeck and Tales of the Old Margreve campaign books. So there'll be a lot of campaigning in the Crossroads region. If the campaign runs long enough though, they'll also be opportunities for the player to adventure into the Rothenian Plane, Wasted West and the Duchy of Dornig/Domains of the Princes.

Scarab Sages

An incident came up in the private campaign I'm playing in, in which a party PC attempted an unarmed strike against my PC - they missed. Their reason was that they didn't like the way I was interacting with a NPC, claiming I was being disrespectful and too conniving. Considering I'm a SotB Druid spec'd for melee with a Leopard companion, I was surprised they'd even consider such an action. Especially since we're all level 2 and the party member attempting the strike is a Wizard with nothing more powerful than magic missile and a marginal AC even with their Mage Armor cast.

Without going into too much detail, the NPC who I was interacting with had disrespected and made an unsolicited and inappropriate proposition to my PC in an earlier encounter, so it wasn't like my approach was unwarranted. I'm also a neutrally aligned worshiper of Gozreh, so it also wasn't really acting OOC.

The player is young and fairly new to PF, so my approach was to let it slide. That was a bit tricky with my companion though, as I had to fudge things a bit around it not noticing the attempted strike. My leopard is weapon finessing with a very good attack, so it's unlikely it would have wiffed. I did explain to the player it was a foolish move and that it could have had bigger consequences than they thought. I'm not a 100% they really heard me out though. My PC is also the only healer in the party, so there's the potential consequences of that too.

Well I'm receptive to feedback on how I play and open to constructive criticism, I'm not planning on making big changes to my play style in this campaign, as I don't feel I'm really playing my Druid OOC and other players aren't having a problem with my style. I really haven't been confronted with a party member acting like this in years, so it was a bit of a curve ball tossed my way. I'm wondering how others would have handled this situation; avoid the retaliatory attacks as I did, or retaliate with your PC and companion?

Scarab Sages

I've started to create some fairly some generic encounters that I can insert into a campaign where appropriate. I've been using the CRB, GM and 3 bestiary books, but a few question have come up - especially around the area of terrain which doesn't always seem consistent across all books.

I've noted the text in the encounter creation section of the CRB that mentions that the CR for the encounter should be increased by 1 for the purposes of PC XP, if the terrain favors the monsters. I've been basing the encounters type of terrain on the 11 types that are present in the list of the Ranger's favored terrain, since there's 2 rangers in my party of PC's. Meanwhile the 3 bestiaries give a more granular break-down of those types of terrain. While the adventure gen table in the GM are based on much more general terrain types.

The question I have is: are monsters with a terrain type of "any terrain" ever considered to be in their favored terrain?

If they aren't; are monsters with a more granular temperature description for their any terrain environ considered in their favored terrain where appropriate; i.e. if I build a encounter set in a Cold setting/location, are monsters with the "Any Terrain - Cold" environment considered to be in favorable terrain?

Then there's a question around the adventure gen tables in the GM book. Those adventures types are broken down as Dungeons, Planar, Urban, Water and Wilderness. My initial thought was that planar would correspond to the Ranger's "planes" terrain, urban to "urban", water to "water", and Wilderness to any of the others with the exception of maybe cold. The Dungeons adventure section seems an exception as the table description clearly identify them as associated with terrain types other than "underground". The problem with most of those adventure sections random gen tables is that the monsters in them seem to be of different terrain types.

So that brings up the question: for the sake of easy encounter design, should I just treat any monster rolled on those tables as being in their favored terrain, or should I take the trouble to reference their terrain listing in the bestiary?

I typically wouldn't bother with this type of detail when creating an adventure, but the 2 rangers in the party pay attention to and expect this type of detail. And I'm willing to accommodate them to some extent as they're good role players; especially how the lay of the land effects the RP of their PC's.

I'm sure more questions will arise as I get further into this, but this is a start. If any GM's here who've built some encounters could provides some answers to my questions, it'd be greatly appreciated.

Scarab Sages

What effect does my 2nd level Magus' +1 enhancement from his Arcane Pool have on overcoming DR? I read through this earlier thread, but it left more questions unanswered than answered for me. The last PFS adventure I played in, the GM ruled that my PC's arcane pool bonus had no effect on overcoming DR on a monster that had DR 5/Cold, but I'm wondering if that was correct?

Scarab Sages

I've searched and read through a number of threads here on spellstrike -even one that mentioned 2-Handed weapons- but I'm still not clear if this is doable. I have a Weapon Finessing Elven Magus that wants to use the Elven Curve Blade with his spellstrike (su). I'm well aware that this weapon wouldn't be possible to use with Spell Combat, so I'm not looking for feedback on that.

It's clear from the descriptive text for Spellstrike that the melee attack is a free action similar to the way the delivery of a melee touch spell is. From my understanding of it, it's possible for a Magus to cast their touch spell, move and then deliver their melee weapon attack all in 1 round. Many of the touch spells my Magus will be using have a somatic component, so my Magus will need to have 1 hand free. I've read that the act of grasping a weapon with 2 hands is a free action, but I'm not sure about the rules around temporarily holding a 2-handed weapon with only 1 hand. So....what my question is:

Can a Magus with a 2-handed Elven Curve Blade initially have 1 hand off their weapon to cast their touch spell, then grasp the weapon 2-handed, move and make their melee attack all in the same round?

Scarab Sages

A situation came up yesterday in our private campaign when a player made a TWF attack for which he declared the primary and offhand attacks against the same target. He claimed that because he had already declared he'd be making a full attack with both weapons, he didn't need to declare the order of the d20 rolls. That didn't sound right to me, as I recalled something in the full attack section of the combat chapter that stated you had to declare it. So I looked it up, and to my surprise the rule does seem to only demand the declaration/order when making an multi attack when a PC's BAB allows it; i.e. BAB +6/+1. Here's what the rules state and I highlighted the only section I could find about roll order.

PRD wrote:

Full Attack

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.

I looked up the rules under the TWF'ing section and the TWF Feat and nothing in those states the roll order must be declared. This really constitutes a "take the highest of the 2" for the primary attack IMO. I've always declared which weapon my rolls apply to in PFS play for my TWF Ranger, before actually making the roll. Surely there's some other section of the CRB that states the need for declaring a roll order - is there?

Scarab Sages

I noticed this in the description for the Fly skill:

"A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large –2, Huge –4, Gargantuan –6, Colossal –8."

So I guess the question is, do Gnomes and Halfings qualify as small creatures under the details for this skill and therefore get the bonus?

Scarab Sages

Does this extraordinary ability...

Quote:
Magical Talent (Ex): A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.

..increase with overall character level or just with Bard class level?

My multiclassing idea for this involves another class as the favored class, so I'm not sure if that has any bearing on it. Which sort of brings up another question:
Does a Bard have to take Performance as a skill?

I'd be using this PC in PFS play, so I'll have to play it by the book.

Scarab Sages

I read a guide recently that focused on a companion controlling and wild shaping Druid. The guide mentioned that Knowledge Nature is critical to the build as it effects the different animals the Druid can change into. I'm wondering how this comes into play.

Does the druid have to make roll a Knowledge Nature check against a DC of 10+Animal's CR; the same as any PC would if they wanted to identify some specific aspect of an animal?

Scarab Sages

As the subject line states, I'm wondering if such a build is viable. I should probably get my biases out of the way, by saying I don't think Rangers are particularly good animal companion masters for PFS play.

Druids on the other hand seems much more viable as an animal companion master, mostly on account of them getting it from level 1. Problem I can see with the Druid though is the very poor weapon selection and no combat-related sa's sp's or ex's, which makes them seriously challenged for any martial capability. Then there's the issue of their defensive spells, which seem to only come at level 3 with barkskin. I can't imagine a Druid that does melee or ranged combat that isn't DEX based. They're not ever going to be good damage dealers, but at least they might be able to hit often (along with their companion) and have decent defense.

The problem though is it seems they really have to burn a minimum of 2 feats from the get go to achieve any fighting ability. From my read of them, you either have to go Point Blank + Martial prof. or Weapon Finesse + Martial Weapon prof. - it would be ideal if the latter could be Weapon Finesse+Exotic Weap Prof., but they start at BAB 0. Might just be me, but finesseing a Sickle seems down right pathetic and chucking a spear of flinging a sling seems about equivalent. You get the 2 starting traits in PFS play, so I'm thinking at least 1 would be Adopted to get the Humans' bonus feat.

Then there's the issue of ability stat distribution. If I was going to attempt anything like this I'm thinking I'd go with the Asimar for their +2 in WIS and CHA and no negatives. My problem I have though whenever thinkings stats, is I'd still want a decent number of skills, so I'd want to keep INT at 10. I'd also like to exploit the CHA for Diplomacy, since that's often lacking at the PFS table I play at - easily doable with a Grand lodge trait. I also much prefer playing balanced as opposed to min-max builds.

I guess most importantly I really like the flavor of a nature-focused PC that works synergy with their animal companion and spells to fight in combat. Throw is a few social skills with Humans and Animals and that's icing on the cake. It's a character type I could see myself having fun RP'ing. Of course, like any PC, I'm not going to enjoy it if it end up being seriously nerfed.

I realize the Druid is considered broken by many, so I'm not really looking for feedback that just confirms that opinion. Any thoughts on whether such a build is doable and what sort of starting stats and feats would work would be appreciated. As well, if there's any other class that does it better I like to hear about it. One caveat; I'm not looking to create a Summoner - we have enough of them at the society tables I play at.

Scarab Sages

I've been considering a Druid and I'm wondering how the 2 d8 Hit Dice that a starting AC gets are handled in terms of calculating HP.

a) Do they use the same system as a player character; i.e. 8+CON bonus for hit dice 1 with 5 + CON bonus for every other hit dice?

b) Or do they use something similar to the Bestiary; i.e. 5+CON bonus for hit dice 1, and 5+CON bonus for every other hit dice as well?

c) Or is it yet something different than a & b?

Scarab Sages

Ok, so I've read a number of the the threads here regarding this topic and in a number there's the mention that as per the rules in the CRB, the arcane pool bonus doesn't stack with the MW weapons attack bonus. Last night I searched through quite a bit of the CRB, but couldn't find a rule that would prevent this. I mostly read through the the Equipment, Combat and Magic chapters, but couldn't find a rule that would disallow this. I did find something in the Magic Weapon spell, but that's a specific spell and the Arcane pool descriptive text doesn't make any reference to it.

If there's a rule, could someone be so kind as to list its pages in the CRB or quote it? Many thanks in advance for anyone who can help me with this.

Scarab Sages

I sat in on my son's campaign today and this came up with a Tiefling that had the Prehensile Tail alternate racial trait. He ruled the swapping as a swift action wasn't possible on account of a bow being a weapon that requires 2 hands and being quite long and unwieldy. I figured that was the correct ruling, but it got me thinking so I dove into the CRB and ARG to confirm it.

The ARG states this under the Tiefling alternate racial traits:

"Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery."

The CRB gives this text for the size of weapons:

"A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder."

CRB then states the following in the description for the 2 different types of bows:

"Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size."

"Shortbow: A shortbow is made up of one piece of wood, about 3 feet in length. You need two hands to use a bow, regardless of its size."

The way I read that, bows are 2-handed and therefore aren't considered small weapons for a medium sized race like a Tiefling, which would disallow them from swapping one with a 1-handed weapon held by their tail as a swift action. That makes sense to me, especially for the longbow which is 5' long and a bit unwieldy. The player argued briefly that the bows were small weapons on account of their weight, but I don't see anything in the RAW that supports that - otherwise, wouldn't the weapon size text specifically refer to "two-handed melee" weapons? To me the rules seem to state that it's a dimension/bulkiness factor rather than weight that classifies the weapon as being medium sized.

Anyhow, just curious what other folks think about this - did my son have it right?

Scarab Sages

Yesterday I played in my 1st PFS adventure that involved demons. They all had DR 10, DR Cold, Fire and Electricity 10 and decent Spell Resistance scores.That made my Gnome Sorcerer with Elemental(Air) bloodline very challenged to do any damage against them, as his Burning Hands and Elemental (Ray) were more or less useless. As well, being only level 4 it also made it quite a challenge for Magic Missile as my PC had to initially overcome their spell resistance. The only other attack my PC has is a light Crossbow, which with only the potential to do max damage of d6+1, was useless. From my understanding, those DR abilities are fairly common for demons.

This was an all around bad adventure for my Sorcerer as when we arrived at an adventure point where there was some cold iron weapons, but there were no cold iron bolts to be had. What I'm wondering is what I can do moving forward to make my Sorcerer better at attacking demons. I know I can purchase Cold Iron bolts, but as stated above for my PC they would only do 2-7 damage. My PC has Dex 14, Point blank + Precise shot, so he's decent at ranged attacks. He also has a good rank (+12) in Use Magic Device, Ok in Spellcraft (+8) and next level (1 adventure away) I'm planning on taking Magical Aptitude and spending a point in each, so they'll respectively increase to +15 and +11. I'm also taking Knowledge(Planes)by dumping 2 points into it, which will give me a starting skill of +7.

My Sorcerer does fairly well on defence against demons, as he has Mage Armor, Mirror Image and carries a wand of Expeditious retreat to get his speed to 50'

Any suggestions on how I could make my Elemental Sorcerer better at dealing damage to demons would be appreciated.

Scarab Sages

I've noted in the Advanced Players Guide that the Witch doesn't have limits to their hex uses per day other than those that state they can only be used on a specific character once per day. Is this also true for the Magus Hexcrafter's use of hexes?

Another question is whether the Hexcrafter can use a Witches hex for Spell Combat or Spellstrike?
My reading is that the answer is "no" since the text states that the spell must come from the Magus spell list, but I'm asking the question just in case I read or interpreted it incorrectly.

Further to that, the Hexcrafter adds all spells with the word "curse" that are level 6 or lower. It's clear from the Hexcrafter archetype text that they can use those curse spells for Spellstrike, but can they also use them with Spell Combat?

Scarab Sages

6 people marked this as FAQ candidate.

IT's clear to me that based on this entry in Ultimate Magic:

"Hex Magus: At 4th level, the hexcrafter magus gains access to to a small number of witch's hexes (see the Advanced Players Guide)..."

that the Hexcrafter doesn't gain any hexes until level 4. Based upon the sentence that follows that one:

"The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses the hex as if he were a witch of a level equal to his magus level."

It reads like the hexcrafter immediately gains a hex at level 4. Is that correct?

Another question I have comes up a a result of the 1st sentence in the next paragraph:

"Hex Arcana: A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana."

The question that brings up for me is whether the hexcrafter can sub their 3rd level Magus Arcana with a hex?

My hexcrafter is being used in PFS play and I'm trying to determine how many hexes I'd be eligible by level 12. I need to follow the RAW or RAI on this, but I did some searching here and I've seen threads where people seem to interpret the 3rd level Magus Arcana subbing either way.

Scarab Sages

I really love the flavor of the Witch class, but I can't see enjoying playing one without multiclassing, since primarily being a controller isn't really my thing. I love caster classes -currently play a 4th level Air Elemental Sorcerer- so trying to make a dual-class Witch is something I've been thinking about. What I've considering is a Half-Elf dual classed as a Witch-Barbarian or Witch-Fighter. I'm aware it's easier to do this with a Wizard, but I pefer the Witch for thematic and RP reasons.

This PC would be for PF Society play, so I'd be using a 20 point build, 2 starting Traits and only planned to advance to level 12. I'm not sure if this is feasible, mostly because it's hard with that many points to get decent scores in INT, STR, DEX and CON. I figured though with some of the hexes and spells that the Witch can gain, it might be feasible to get some synergy between either of these 2 classes. I should probably mention that I prefer skilled PC's and always like to have at lease 1 decent social skill and aim for decent Perception. I'm also not a Min-Maxer and like balanced characters.

I'm really undecided what weapons would work best with this, as it could even be ranged if going with the Witch-Fighter build. Something I've learned with our tables though; there's no point going ranged unless you're willing to invest in Point Blank + Precise Shot. Some players have tried to encourage more coordinated fights, but playing with new players every session, fights often degenerate into swarms. I've toyed with the idea of 2-handed w/Reach which could be safer for this build, but I've never tried that with a caster and I'm uncertain how that might get in the way of casting.

I realize it would be easier starting this build as Barbarian or Fighter at level 1, but based on player dynamics at some of our tables I figure it's better to start as a struggling Witch than a smart but melee challenged tank. ;) I'm also looking to exploit the PFS rules of allowing changes before level 2, so I'm looking to dump Toughness once I level up. I haven't put a lot of thought beyond level 4, other than I'd increase either CON or INT at level 8 depending on which of those I increased at level 4.

Anyhow, this is what I have for the 1st 4 levels, minus any gear or damage stats. I'm sure I've made a lot of mistakes, but I'm looking more for suggestions on better or alternative ways to do this build. Any feedback is appreciated.

Race: Half-Elf, +2 INT, Skill Focus: Perception, Favored classes: Witch and Barbarian xOR Fighter.
Starting Stats: INT 17, STR 14, DEX 14, CON 13, CHA 10, WIS 10

**Level 1**

Class: Witch
Witches Familiar: Toad(+3 HP to master)
HP: 14 (+6 class, +3 Toughness, +1 Favored class, +1 CON, +3 toad familiar)
AC: 16 (+2 Dex, + 4 Mage Armor)
Saving Throws: Will +2, Fort +1, Reflex +2
Attack: Melee +2, Ranged +2
CMB: +2, CMD: 14
Starting Feat: Toughness
Traits: Observant (+1 Perception and class skill), Bullied (+1 Intimidation)
Patron: Elements
Hex: Slumber
Cantrips: Light, Detect Magic, Resistance, Stabilize
Level 1 spells: Mage Armor (2 preparations)
Skills: Knowledge Nature +7, Knowledge Aracna +7, Spellcraft +7, Intimidate +5,Perception +8

**Level 2**

Class: Barbarian
HP: 25 (+6+12 class, +2 Favored class pnts, +2 Con +3 Toad familiar)
AC: 17 (+2 Dex, +1 Dodge +4 Mage Armor), 15 while Raging, 17 Touch, 14 flat footed
Saving Throws: Will +2, Fort +3, Reflex +2
Attack: Melee +3 (+5 Raged), Ranged +3
CMB: +3, CMD: 15
Starting Feat: Dodge replaces Toughness
Class Features: Rage, Fast Movement
Skills: Knowledge Nature +8, Knowledge Arcana +8, Spellcraft +8, Intimidate +6, Perception +9, Acrobatics +6, Climb +6

OR

Fighter Class
HP 23 (+6+10 class, +2 Favored class pnts, +2 Con +3 Toad familiar)
AC: 17 (+2 Dex +1 Dodge +4 Mage Armor)
Saving Throws: Will +2, Fort +3, Reflex +2
Attack: Melee +3 (+4 arcane stk), Ranged +3 (+4 arcane stk)
CMB: +3, CMD: 15
Starting Feat: Dodge replaces Toughness
Class Bonus Feat: Arcane Strike
Skills: Knowledge Nature +8, Knowledge Arcana +7, Spellcraft +8, Intimidate +6, Perception +9, Climb +6

**Level 3**

Witch Class (2nd)
HP: 31 (Barbarian, 33 Raged) or 29 (Fighter)
AC: 17 (+2 Dex +1 Dodge +4 Mage Armor), 15 While Raging, Touch 17, Flat footed 14
Saving Throws: Will +3, Fort +3, Reflex +2
Attack(Barbarian): Melee +4 (+5 Arc Stk, +7 Raged), Ranged +4 (+5 Arc Stk)
Attack(Fighter): Melee +4 (+5 arc stk), Ranged +4 (+5 arc stk)
CMB: +4, CMD: 16
Feats(Barbarian): Dodge, Arcane Strike (3rd lvl)
Feats(Fighter): Dodge, Arcane Strike, Improved Initiative (3rd lvl)
Hexes: Slumber, Evil Eye OR Healing
Cantrips: Light, Detect Magic, Resistance, Stabilize, Bleed
Level 1 spells: Mage Armor (2 preparations), Shocking Grasp OR Burning Hands
Skills(w/Barbarian): Knowledge Nature +9, Knowledge Arcana +9, Spellcraft +8, Intimidate +7, Perception +10, Acrobatics +7, Climb +6
Skills(w/Fighter): Knowledge Nature +9, Knowledge Arcana +8, Spellcraft +9, Intimidate +7, Perception +10, Climb +6

**Level 4**

Barbarian Class (2nd)
Ability Increase: CON 14 (mostly to benefit Rage)
HP 44 (46 Raged)
AC: 17 (+2 Dex +1 Dodge +4 Mage Armor), 15 (Raged), Touch 17, Flat footed 14
Saving Throws: Will +3, Fort +5, Reflex +2
Attack: Melee +5 (+6, Arc Stk, +7 Raged), Ranged +5 (+6 Arc Stk,)
CMB: +5, CMD: 17
Feats: Dodge, Arcane Strike
Rage Power:
Skills: Knowledge Nature +10, Knowledge Arcana +10, Spellcraft +9, Intimidate +8, Perception +11, Acrobatics +8, Climb +7

OR

Fighter Class (2nd)
Ability Increase: INT 18 (to benefit Witches spell DC and # of hexes/day)
HP: 38
AC: 17 (+2 Dex +1 Dodge +4 Mage Armor), Touch 17, Flat footed 14
Saving Throws: Will +3, Fort +4, Reflex +2
Attack Melee: +5 (+6 Arc Stk), Ranged +5 (+6 Arc Stk)
CMB: +5, CMD: 17
Feats: Dodge, Arcane Strike, Improved Initiative
Bonus Combat Feat: Intimidating Prowess
Skills: Knowledge Nature +10, Knowledge Arcana +9, Spellcraft +10, Intimidate +10, Perception +11, Climb +7

Scarab Sages

I downloaded the PFS Chronicle sheet for Death's Heretic and noticed this in the 3rd bullet point for the "How to Use" section:

"In order for the Chronicle sheet to be considered legal
for play, the player must show to the GM a copy of
Plague of Shadows, either in printed or digital format."

I'm 99.9% sure that's a typo, but since I've never submitted a Pathfinder Tale sheet before I thought I better check.
So I guess my question is; are you ever required to have a copy of another novel in the series in addition to the novel for which the sheet is specifically for?

Scarab Sages

I just downloaded the PFS Chronicle sheet for the Pathfinder Tales novel Nightglass. The last listing on the sheet is a Scrysphere item, which is used in the novel and is very cool - something I might like to get for my Sorcerer. The details on the sheet for the item reference "CL 5th,Pathfinder Campaign Setting: Classic Treasures Revisited 45" for the source, but I can find no such book when I search Paizo products. There is the "Pathfinder Chronicles: Classic Treasures Revisited" book, but the Scryshpere isn't 1 of the 10 items in that book.

Is this possibly an incorrect source listing, or have I just read that reference incorrectly?

Scarab Sages

When a Rogue uses UMD for a wand that's a spell with a variable effect based on Caster Level, which of these determines the level:

- They use UMD to emulate the Caster level: d20+UMD-20?
- The CL is based upon their Rouge class level?

Or is it yet something different from either of those?

Scarab Sages

I was under the impression it would require Weapon Finesse, Martial Weapon Proficiency(Elven Curve Blade)+ Exotic Weapon Proficiency(Elven Curve Blade)for a Halfling Rogue to be able to use their DEX for attacks with this weapon. However, someone at my game table said it would only take Weapon Finesse and Exotic Weapon Proficiency(Elven Curve Blade). My understanding is that since a Rogue doesn't have general Martial Weapon proficiency they'd require all 3 feats?

Any answers to help clarify this would be much appreciated?

Scarab Sages

I'm wondering if any friendly PC in the 15' Cone Burst area also suffer the spells effect? Since it doesn't affect sightless foes, I wondered if party members with their backs to the caster might also avoid it? I'm guessing without any real rules in Pathfinder around character facing the answer is; yes it affects them too. And of course being magical, there's always the possibility that it just magically avoids damage to friendlies. ;)

I love the idea of the spell, but until I got precise shot I already had many frustrations with my ranged attacks due to party tanks always and immediately in melee with foes. If this does affect party members, it seems like it would be difficult to pull off. And yes, just in case anyone is wondering, I do remind party members at the beginning of encounters that there are times when rushing into battle to immediately melee foes can cause problems for casters, <sigh> but they always seem to forget or ignore it. I'm playing in PF Society play with at least 3 tables always running, so I'm often playing with different players for the 1st time.

Scarab Sages

I did a search on this, but didn't find any thread that really addressed this. What I'm wondering is whether or not a figment can consist of multiple humanoid or creatures that fit within the maximum allowed area? The description for Silent Image states:

"This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect."

From my reading of that, multiple creatures should be possible, provided they all fit within the area which would be 7x10' cubes for my Sorcerer. As well, nothing in the description of a figment would seem to disallow it:

"A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental impression. Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like (or copy another sense exactly unless you have experienced it).

Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly."

I'd like my 3rd level Sorcerer to be able use there Ghost Sound to make the sound of 12 creatures or humanoids and then follow it up with Silent Image to create a figment of that group of creatures/humanoids.

Scarab Sages

I did a search, but I couldn't find a thread that provided a definitive answer to this. I'm aware that the Ranger class grants Martial Weapons proficiency and that a Dwarf's racial trait allows them to treat an exotic dwarven waraxe as a martial weapon. However, I'm confused by the last 2 sentences of the dwarven waraxe description in the core rulebook:

"A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand."

My question are:
How can a dwarf use it one-handed when their size is medium?
Is that last sentence referring to a dwarf that's had their size increased by a spell like Enlarge Person?
Or does a dwarfs' special, racial ability actually allow them to wield it one-handed, despite them being medium sized?

If possible I'd like my Dwarf Ranger to dual wield a dwarven waraxe with a throwing axe in the off hand, but from what's stated in the core rules I'm not sure that's possible or not.

Scarab Sages

I've searched and read some of the threads here about crafting, and I've come to the conclusion that for the little extra gp a day job will bring it isn't worth investing points in a craft skill at the start for my Gnome Sorcerer. Maybe I've read the rules wrong, but for a Sorcerer it seems about the only worthwhile option is to wait until I've gained 5 PP and then invest in a caravan to use my Bluff for a day job skill. I was very keen on Alchemy, but from what I've read the Alchemist or Rogue with Poisoner archetype are the only classes that can craft poisons and really benefit from it. Considering you also can't craft anything magical that finished off my enthusiasm for it.

I generally enjoy crafting and roleplaying around it in my RPG games, but I'm feeling quite bummed about the restrictions on crafting in PF Society play. Unfortunately getting in on a private campaign right now just isn't an option. I also don't want to drop a few levels into another class just so I can craft poisons. Maybe I've overlooked something, so if anyone can give some ideas or suggestions of a craft that might be worthwhile for my Sorcerer, I'd love to hear them.

Scarab Sages

I'm actually posting for my son who's just stated his 1st campaign as a GM. All of his players are 1st time players as well. Anyhow, here's the system:

Max value of hit dice + CON Modifier + random roll of Hit Dice.

This resulted in HP's ranging from 14 for an Elf Sorceress with the Toughness feat -to- 18 for a Dwarf Cleric.

It seems reasonable (especially for 1st time players), but for any of the games I've played in the standard system of Max value of Hit Dice + CON Modifier was used. My son asked me if I think it's a bit too generous, but I'm honestly not sure if it is or might cause problems later. Any feedback on this would be much appreciated.

Scarab Sages

I'm wondering if anyone here has tried using the Vassal D&DM or D&D Tactical modules to host Pathfinder campaigns? I've hosted a campaign based on the fan made Star Wars Minis Campaign Edition RPG via the Vassal SW Mini's module and it's very similar to the D&DM one. I'm admittedly not that familiar at all with Pathfinders, but I'm wondering if there's enough in common with races and the bestiary for it to work. If Vassal isn't really feasible, what Internet / Web enabled tools are GM's using?

Any info/feedback would be greatly appreciated.