Valkir's page

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Hi all.
In a non-PFS game and a question has come up about the spell Page-Bound Epiphany.

Does the spell allow for retries? Say a caster uses the spell to learn about a King's lineage, and learns of his children. Can the spell be used again for the same check, to try to learn more about the family tree?


Most of the posts I've seen on Windy Escape come from 2012 to 2014, and state that since the spell is an immediate action it does not provoke an attack of opportunity. However, when I read on spell casting and AoO, it says spells that require only a free action do not provoke.

So, it would seem to me that casting this spell to avoid taking damage would in fact invite free hits from in-range attackers. I don't think that is the intention, but is that the way it works out?


I'm playing a bard that can use Improved Dirge of Doom, perform as a move action, and have several ways to demoralize (skill use, Dazzling Display, Blistering Invective). There is a high probability the demoralize will stick for more than a round.
The CRB 6th printing on demoralize and the entry on D20PFSRD.com are worded differently, so if anyone knows which is the accepted wording I'd appreciate a link stating so.

I'd like to run off different scenarios, and ask for feedback on correct outcomes.
A) Start turn with IDoD; demoralize as a standard action (spell or skill). Does this create the frightened condition?

B) What if the actions are switched? Standard action demoralize, then move action IDoD? Does this create the frightened condition?

C) Full action dazzling display; next round start IDoD. Does this create the frightened condition?

What I'm hoping to achieve to help my party in combat is to create crowd control with a fear effect, with the skills and feats I've chosen. I've considered replacing demoralize with the fear spell. This would start with IDoD, then the fear spell; so opponents would either fail the save and be panicked for multiple rounds, or else receive a 2nd shaken, causing fear for one round. The problem with the fear spell is it's indiscriminant; affecting allies in its cone as well as enemies.

Thoughts?


I've tried looking for an answer on this, and perhaps I'm over-thinking the wording of the ability. The Wildshape class feature says "The effect lasts for 1 hour per druid level, or until she changes back." "A druid can use this ability an additional time per day at 6th level and every two levels thereafter,..." until they reach unlimited uses at 20th.

So my question is how long can they stay in Wildshape? At 6th, do they get 2 wildshape sessions for up to 12 hours; 24 hours with 3 sessions at 8th? Or at 6th do they get to use up to 6 hours of wildshape, with 2 shape changes; 8 hours with 3 changes at 8th, etc?

Thanks!


I won't post links here, but the request was made roughly 3 PM CST. If you have a login on their website, please consider changing your password.


So, Gibs has been jailed for his role in defacing the Harrowstone memorial, and the murder of one person. Now that he can no longer do the will of The Splatter Man, the ghost must choose another to carry out his work. Has anyone played in a game (player, or DM) where a party member was selected as a pawn? If so, how did it work out?


Greetings all,
I will be putting a few friends and family through Carrion Crown in the near future, and I would like to bounce a few ideas off the community, regarding the Professor.

I think I read at one point that Petros stipulated that he receive no resurrection should he die, but I can't locate the source. It makes sense for the plot arc of the module, and lends a couple of extrapolations. First, that Petros worshiped (or at least held the beliefs of ) Pharasma. If I go down this path, knowing that The Lady of Graves may allow a spirit to visit family briefly before moving on, we have a good lead into the party investigating his murder. Or, if I emphasize that he was the last person killed on an already haunted site (and by a spell that literally scares the victim to death), then his soul's fate could take an ironic twist as a restless spirit that now haunts the area. His ghost could either return to his home and haunt Kendra, or it could remain at the site of his murder, to be encountered by those who approach the prison. This could be a decent side-quest, to put his spirit to rest.
Secondly, since Pharasma and her church oppose undead, why hasn't this temple undertaken any serious mission to cleanse the prison? The town knows it's haunted. Perhaps that is what the cache of anti-ghost items was for, at one time? Still leaves the current clergy occupants looking like they are sitting on their hands when there is work to be done. Perhaps I'll have them take a more active roll, or at least be more quickly swayed to the PCs side in offering aid, once the party commits to tackling the ghosts and haunts.


I know it has been established that SLAs can be considered for fulfilling the requirement of 2nd level arcane casting. What of SLAs that "may" be considered arcane?
The cleric domain Knowledge grants the use of Clairvoyance /Clairaudience (an arcane spell) through the Remote Viewing SLA. Would this be considered acceptable? With it, a character could go C6/W1/MT.
I'm inclined to say that the Remote Viewing is divine in nature, and does not count as arcane, but I wanted to hear other's thoughts on the matter.

Thanks!


With tongue planted firmly in cheek, let me say that I find the missing data on space/reach for the Dire Boar very silly. Given the standing rule that if not specified, then the creature is considered space 5' /Reach 5', I see the Dire Boars all across Golarion as trying to fit their 10-foot frames into a 5-foot space. Maybe they should be granted Spring Attack or Lunge as a free feat.


This isn't any kind of rules question, just an observation of the description of the revolver in pathfinder.
I've been wrapping my imagination around the description, and I don't think there is a real-world analog. From the Ultimate Equipment Guide, the Ultimate Combat Guide, and the d20pfsrd website, they all say this about the revolver:

"Each chamber can hold a metal cartridge, and when one cartridge is shot, the cylinder automatically rotates (no extra hand or action required), readying the next chamber for firing."

In a single action revolver the hammer is pulled back manually, and the mechanics of the weapon also rotate the cylinder to bring the chamber to be fired in line with the firing pin. The trigger's only action then, when pulled, is to release the hammer.

In a double action revolver the trigger pull carries the task of pulling back the hammer, which also performs the cylinder rotation. At the end of the trigger pull the hammer falls.

I don't know of a revolver design where the cylinder rotation occurs after the hammer has dropped on the existing chamber. To my mind, the Pathfinder advanced revolver would have to rely on releasing the trigger to activate the weapon's mechanics (counter-levers, springs, lugs, etc.) that would then rotate the cylinder for the next shot. That would make all revolvers in Golarion weird Single Action revolvers; requiring two distinct actions:
Pull the trigger -
The hammer comes back and releases, thereby firing the round.
Release the trigger -
The hammer remains in place, while the cylinder cycles to the next chamber.

Does this about right? May I go to bed now?


Howdy all!

Tried searching the message boards, and I wanted to ask here before I submitted an errata request for the Ultimate Equipment guide.

Page 16 of the UE book states that crits are confirmed when the confirmation roll only exceeds the AC - not just meets it.

UE wrote:
"If this second attack roll exceeds the target’s AC, the hit becomes a critical hit, dealing additional damage."

But this leaves out "meets or" does it not?

Apologies if this has already been discussed.


My impression is that the spell is meant to be used on others, to grant them some of the caster's skill. But I can't see anything in the spell write-up that states the caster cannot use it on themself.
Giving yourself an insight bonus from a skill you already have sounds cheesy, but I would not mind giving myself 2 dice to roll for an important skill check.


Now, I realize the standard generic answer is "Play the game in a way that makes you happy" and a get that; trust me, I get it. But I would like to hear from folks their advice and experiences on this dilema. Please avoid spoilers pertaining to the Serpent's Skull AP.

With that said, we had just arrived in the lost city of Saventh-Yih, and the second combat saw the death of my 7th Lvl Dwarf Monk. We broke that game session, and the DM tells me that I have amassed enough faction points with our chosen group to have a raise dead spell cast for me. So I need to weigh many things here.

For raising:
He's survived so far, and has RP value to the other companions of the Shiv.
He died in a stupid way, and I should learn to play combats with more wisdom.
He retains his standing with the chosen faction.
He fills roles with high perceptions, movement, and grapples that can move big guys (even though doing so got him killed [side-bar question: should a grappled girallon be able to Rend?]).

Against raising:
Classic monk failings (which I won't go into here), make him a running ball of combat fail.
The party of seven includes a ranger (with dino pet), fighter, paladin, inquisitor (switch hitter), ranger (range), wizard, and yours truly. NPCs fill the cleric role, and we are considering leaving them back at base camp. in short, we are already front-line heavy.

If I bring in a new character, he starts with 0 faction standing, and the points available to my monk are wasted. OOH! IDEA! what if I bring in a new cleric, and at 9th level take leadership, allow the faction to raise the monk, and Boom! Instant cohort!


I think I can guess the answer to this, but I would like to make sure.

A monk with Ki counts his unarmed strikes as magic for the purpose of overcoming DR. This does not count against a ghost's incoporeal nature. Correct?


Just want to throw this out and ask others if my understanding on the matter is accurate.

Snake Fang (the 3rd feat in the Snake Style tree) allows an Attack of Opportunity when a foe's attack misses.
1. This isn't a free AoO, right? Assuming no combat reflexes, if I make use of this one, I am done with AoO for the round? If I have already used an AoO, then I cannot take advantage of an opponents miss?

2. Foe melee attacks only? If some wierd circumstance (of me using the lunge feat on someone who stood 10' away and chucked a dart at me) arose, would that trigger the attack?

3. The immediate action follow-up is not available if another immediate action, or a swift action has already been used this round, correct?


As a player I've played into 2 adventure paths, and darn near completed a third. Two of them are older conversions from the 3.5 era. Please do not take what is said here just as a gripe; I'd like to offer my observations, and ask other's opinions.

When we get together as players of the game, it seems to me that a lot of the loot we earn is not useful to our group. Yes, until everyone has a +1 ring of protection, then earning more is good; but in one AP, we have a bag of holding with about 5 of these bouncing around, and that is after giving one to the cat familiar, and one cleric for his undead fire giant sleleton. One AP has yieled up so many +1 Greataxes (...of "insert various nasty power") that I wish we had all played medium sized and large sized barbarians. Caster-friendly items were mostly one-shot, or limited charges; and the only magic staff had a single effect so vile that neither good-aligned caster wanted to claim it. The melee types keep hoping to find or earn armor and weapon upgrades, only to find that the items are either still +1, or large, or Both. And while we can sell off all this excess and un-usable stuff and take the money to buy/make the things we want, I feel disappointed that this route happens more times than not. Items found as treasure often are not useful at the level they are found. At 10th level, how useful is a thunderstone? MW armor at 13? A wand of summouning III at 14th?

to the players of characters: how do you feel? Do you see similar events in your adventures, and if so are you satisfied with having time in the game to go sell then buy?

to the GMs of said adventures: do you tailor item rewards to be in line with your group of charactrers and the player's goals?

I understand that this could significantly change how encounters play out. After all, the Bad Guy wearing better armor, swinging a better sword, or having more wondrous items at his disposal will make for harder challenges. But once defeated maybe we could move on as adventures, and skip the trader's market?