I am just trying to get a clarification on something for my own piece of mind. I got a VC ruling for local play, but I guess I am a glutton for punishment because I can't wrap my mind around the mechanics.
Situation: An invisible NPC is trying to get through a door blocked by a PC to escape. The other party members are near the door as well, and combat has already ensued. If the invisible NPC tries to acrobatics through the space of the PC blocking the door, and no one in the party succeeds the perception check to notice the NPC, do they increase the DC for the acrobatics check? I am granting the PC who is in the space in question will notice something and be a threat.
My train of thought is that the PC's are all considered flat footed to the invisible character, and if you are flat footed you don't get an AOO unless you have combat reflexes. So in that case they are not considered threatening the squares the invisible NPC is moving through, at least while the NPC is invisible.
The ruling by my VC was that the acrobatics is for moving through threatened squares, so the DC goes up for each PC the NPC was moving past. Invisibility didn't matter.
THanks for your input. Just trying to wrap my head around it. I was not very articulate, to the point of being brain dead, when discussing it with my VC.
if you have natural fortification does it kick In vs a coup de grace? admittedly they could just try again if you are paralyzed, but if asleep and the crit fails to go off because your fortification blocks it it could save your life. it hasn't come up yet in a game... bit as I type this the chance of it happening is about 50/50. lol
Ok, I am making a dwarven monk of the iron mountain and was wondering if the Class ability Iron Monk that grants a +1 natural armor bonus would stack with the dwarven racial feat Ironhide which also grants a +1 natural armor bonus.
I know the rule of thumb is that the same kind of bonuses don't stack, but one is a training effect while the other is a naturally thick hide. Just hoping I am missing something somewhere. Thanks in advance.
Do boots of striding and springing add their bonus before or after armor speed reductions? They say they add to the base speed, so my interpretation is the armor reduction applies to them, but I have seen plenty of people using them with med and heavy armor and not reducing the speed bonus (IE having 40 move speeds with barbarians in mithril plate with the boots, instead of the 35 they should have based on the carrying capacity/armor speed reduction chart here (http://www.d20pfsrd.com/alignment-description/carrying-capacity).
I just wanted to clarify this before I finalize my character for play at my current level, and I couldn't find it buried in the forums or the FAQ Thanks in advance for the help.
I was looking through trying to find some clarification on this. I know you need to select a weapon for Weapon focus, but it also states you can select Unarmed Strike as your weapon focus. It gives unarmed strike examples as Fist, knee, foot, elbow, and head. Would this allow you to select Natural weapons as a weapon focus?
My example is a Ratfolk with the feats Sharpclaw, Sharptooth, and a tailblade (Which counts as a natural weapon when used by a ratfolk). Would I have to take weapon focus: claw, weapon focus: bite, and weapon focus: tail blade? Or by the example given with unarmed strike's variant attacks be able to select Weapon Focus: Natural attacks?
I can easily see the arguments for and against it. I ask because by the actual description of unarmed strikes you could officially take an attack with each hand, each foot, and your head in a single round if you had the Base attack bonus.
I think my lack of clarity on this comes from the description of Weapon Focus.
"Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat."
I have read all the posts I can find on the cloak, and find nothing saying that the cloak will not work for the Dhampir. It states half human and gives Half-elf and Half-orc as examples, but leaves open the possibility of other half races. As I agree that Asimar and Tieflings are native outsiders so this would not work for them, the Dhampir is a Humanoid with the Dhampir subtype. It doesn't fit the usual theme of Humanoid with dual subtypes including the Human subtype, but considering one of the ways they are created is being born from a human who had congress with a vampire, wouldn't they qualify due to that description?
Just looking for thoughts, I think I know how my local GMs would rule on this, but getting a stronger feel or actual ruling on this would make me feel more at ease.
I have seen several answers to this first part saying both ways, but never in comparison to just using a regular arcane caster. And yes, this is PFS.
Trying to make a ratfolk (just got the boon) caster/rogue and am not sure if I should try magus or just go with a regular caster as I am using natural attacks to deliver my touch spells. I have found plenty of evidence that I can use my natural attacks with Spell combat and Arcane Pool (even to enchant them, though that one is still questionable. I have seen posts saying final word both ways. But more on that later.)
So the first part boils down to this:
If I cast a touch spell (say shocking hands) as a regular wizard/sorcerer/whatnot then can I deal my claw damage (admittedly only a d4 damage) with the "touch" part of the attack? or must I be a magus to do this? since I won't actually be channeling it into a weapon and using my normal method of delivery (ie my hand/claw)?
Secondly: I can see the argument against Arcane Pool working for natural attacks as it adds a +1 WEAPON enhancement, BUT an Amulet of Mighty Fists can be used to grant many if not all of the same enchantments to unarmed/natural attacks, even without the base +1 enchantment required for weapon enchants. As natural attacks (and the Amulet of Mighty Fists) use Magic Fang to get the enhancements, would a legal work around be requiring the amulet of magic fists with a +1 enchantment bonus (or equivalent effect) before I could use the arcane pool to grant other bonuses?
I know, when I ask questions, I ask them in deep detail. lol
I scanned through the forums, and searched every thread I could while taking care of a 4 year old and I couldn't find an answer. I know it is probably there, but RL restrictions preclude me from taking the time to find it.
I found a discrepancy in how enlarge person works in comparison to reduce person. I can understand why it might be left this way to minimize power-gaming.
Enlarge person states "Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."
This is contradictory compared to reduce person which states "Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them)."
To me by common sense the enlarged bow should deal more damage than the normal bow if the reduced bow deals less damage. It takes more force to launch an enlarged arrow, even if it shrinks after it leaves the bow.
The rule of "(projectiles deal damage based on the size of the weapon that fired them)" from reduce person SHOULD hold true both ways for consistency.
And yes, I DO understand consistency is not always consistent in PFS. I just wanted to get some clarification as I both use Enlarged Titan Fighters and Reduced small casters.
Thanks for your time and consideration in your answers.
I know the list is out here, I have seen it, But I just spent 2 hours searching everything I could think of and scanning every thread that might have it and I can't find the official list of damage dice progression. If someone who knows where it is could link it for me I would truly appreciate it. The small list in the CRB doesn't quite have what I need. I understand the math, but the list I was shown didn't match quite up with what I had generally used. I know a 2d6 weapon moves up to 3d6, then to 4d6, then 6d6, but I was wondering about other dice sets like the 1d12 or 2d4 past one or two size category increases. Thanks much.
Two quick questions that I can't find specific answers to despite several hours of looking around.
#1
Paladins, they are allowed to multiclass right? My brain keeps going back to 3.5 where they weren't without specific feats, but I find nothing telling me they can't specifically, so this is just a verification.
Which leads into Question 2...
#2
Do elemental resistances from different races/classes/archetypes stack if they don't say they don't? Or do they specifically have to say they stack with resistances from other sources?
Ifrit gives fire resist 5;
Empyreal Knight gives Resist 5 cold/acid/electricity at L3;
Elemental Bloodline gives resist 10 for chosen element at L4
(Celestial Bloodline gives resist 5 acid and cold at L4)
Giving either a resistance of 15 fire, 5 cold/acid/electricity,
OR a 5 fire/electricity, 10 cold/acid
Because of my caution I feel that they won't stack due to the worry of exploiting, But I have erred on the side of caution wrongly before.
This is mostly a flavor build that started stacking in ways I didn't forsee when I was looking at the cross classing as I wasn't interested in the mount feature of the Empyreal Knight. For extra info on the character, I decided to make a character that is my version of Vin Diesel's "Kaulder" from "The Last Witch Hunter," which I recently watched again.
Thanks in advance for all your help. I hope to one day be
As a newer player I just wanted to verify what races were available to play without boons as of the current time frame. I had heard someone say a list of races recently added and I haven't been able to find it myself. I just want to try to expand my repertoire and stop playing humans and elves all the time. ;)
Either a list posted here or a link to the list would be great. Thanks all.
devout of Desna and Ashava (also favors: Ng, Shelyn, Nethys, Yuelral, Irez, Sivanah, Milani, Calistria, Chucaro)
Location
Varisia
Languages
Common, Varisian, Elven, Draconic, Azlanti
Occupation
Dancer/Fortune-Teller
Strength
8
Dexterity
16
Constitution
13
Intelligence
16
Wisdom
11
Charisma
13
About Valentina Vitteri
CHARACTER DESCRIPTION
Appearance/Personality: A young woman dressed in bright Varisian purple & red dancing scarves made of heavy silk and reinforced with leather strips - they flutter and flow as she moves. Her only visible weapons are a starknife and sling. She seems quiet and reserved when not performing or in combat, and has a bit of an air of intellectualism about her.
History/Background: From Varisia. Trained in magical combat after tribe was attacked and mother was killed.
Religion: Desna
Weapon and Armor Proficiency - simple weapons and bladed scarves. (Not proficient with armor or shields)
STAT BLOCK:
Female Human (Varisian) Magus (Kapenia Dancer/Spell Dancer) 2
NG Medium humanoid (human & elf)
Movement 30' (+10' under Spell Dance)
Initiative +3
Senses: Perception +2
Defensive stats & abilities:
AC 18*, touch 16, flat-footed 13* (+3 DEX, +1 natural Armor, +2* Armor, +2 Dodge from Canny Defense; temp +2 increase vs AoO see Spell Dance)
hp 16 (2d8+2)
Fort +4, Ref +3, Will +3
CMD 15 (FF 10)
Amulet of Natural Armor +1 (Magic Item) +1 Natural Armor
Canny Defense (Subclass) 1 point of INT bonus/level to AC dodge bonus
Dancing Scarves (Armor) Whenever you move at least 10 feet during your turn, you gain a +2 armor bonus to AC until the beginning of your next turn. In addition, dancing scarves provide a +2 circumstance bonus on Bluff checks made to feint in combat. (No Arcane Spell Failure Chance)
Spell Dance (Subclass) 1 arcane point spent as swift action gives +2 dodge bonus to AC vs AoO for 1 min (increases w/ level)
Bladed Scarf (Special Qualities: disarm, trip): If you are proficient with a bladed scarf, you deal 1d4 points of slashing damage to any creature that makes a successful grapple check against you while you wield the scarf. Weapon Finesse applies on attack rolls (even though not a light weapon). Subclass allows me to use it one-handed.
Offensive stats & abilities:
Speed 30 ft. (temp +10 increase see Spell Dance) Base Atk +1; CMB +7 (Disarm), +5 (Dirty Trick, Drag, Reposition, Steal, Sunder, Trip), +0 (Bull Rush, Grapple, Overrun)
Melee: Bladed Scarf S/P (1-h), +5 on attack rolls (1d6 (+3 if P))
Starknife P (1-h), +4 on attack rolls (1d4/x3)
Ranged: Sling (range 50ft), +4 on attack rolls (1d4)
Special Attacks: Spell combat - TWF w/ offhand spells
Spellstrike - free melee attack w/ casting touch spell
Spell Dance (Subclass) 1 arcane point spent as swift action gives +10 enhancement bonus to movement rate for 1 min (increases w/ level)
Arcane pool (4/day, swift action)- +1 magic weapon bonus
Bladed Scarf (Special Qualities: disarm, trip): Weapon Finesse applies on attack rolls (even though not a light weapon). Subclass allows me to use it one-handed. If you are proficient with a bladed scarf, you deal 1d4 points of slashing damage to any creature that makes a successful grapple check against you while you wield the scarf. Slashing Grace (F)- change your slashing weapon to do piercing damage, and add your DEX to damage
Spells:
NO Arcane Spell Failure chance due to armor despite not being proficient
Feats: Racial Heritage: Elven (level 1) (Racial) Choose another humanoid race. You count as both human and that race for any effects related to race.
Weapon Finesse (bonus racial feat) (Combat) With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus (Scarf) (bonus Subclass feat) (Combat) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Slashing Grace (level 1) (Combat) Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Traits: Clever Wordplay (Social) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Heirloom Weapon (Equipment) You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon (Starknife).
Overprotective (Drawback) If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.(Apparently Drawbacks aren't a thing in Society? But still used for roleplay due to familial trauma)
Other Abilities:
Racial Abilities: Bonus Feat (feat) Humans select one extra feat at 1st level.
Skilled (skills) Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class Bonus (Human Magus): Add +1/4 point to the magus’ arcane pool.
Kapenia Dancer & Spell DancerMagus Class Abilities: Arcane Pool (Su) (4/day)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Dance (Su)
At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute.
(For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.)
This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
Spell Combat (Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Diminished Spellcasting
A bladed scarf dancer can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
Canny Defense (Ex)
At 1st level, when a bladed scarf dancer is wielding a bladed scarf, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his magus level (rather than his duelist level) affects his Armor Class.
When wearing light or no armor and not using a shield, a MAGUS adds 1 point of Intelligence bonus (if any) per MAGUS class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a MAGUS is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Weapon Focus (Ex)
At 1st level, a bladed scarf dancer gains Weapon Focus (bladed scarf) as a bonus feat.
Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Skills:
Acrobatics^ +3
DEX (3) + 0 ranks + 3 class bonus Appraise +3
INT (3) + 0 ranks
Bluff +1 (additional +2 against Goblins from "You Be Goblin!"; additional +2 to feint from "Dancing Scarves")
CHA (1) + 0 ranks
Climb^ -1
STR (-1) + 0 ranks + 3 class bonus Craft (Harrow Deck) +7
INT (3) + 1 ranks + 3 class bonus
Craft (_) untrained +3
INT (3) + 0 ranks + 3 class bonus Diplomacy +2 (additional +2 against Goblins from "You Be Goblin!")
CHA (1) + 1 ranks
Disable Device +_
DEX (3) + 0 ranks Disguise +1
CHA (1) + 0 ranks
Escape Artist^ +3
DEX (3) + 0 ranks
Fly +3
DEX (3) + 0 ranks + 3 class bonus Handle Animal +_
CHA (1) + 0 ranks Heal +0
WIS (0) + 0 ranks
Intimidate +2 (additional +2 against Goblins from "You Be Goblin!")
CHA (1) + 1 ranks
Knowledge (Arcana)^ +7
INT (3) + 1 rank + 3 class bonus
Knowledge (Dungeoneering)^ +7
INT (3) + 1 rank + 3 class bonus
Knowledge (Engineering)^ +_
INT (3) + 0 rank
Knowledge (Geography)^ +_
INT (3) + 0 rank
Knowledge (History)^ +_
INT (3) + 0 rank
Knowledge (Local)^ +_
INT (3) + 0 rank
Knowledge (Nature)^ +_
INT (3) + 0 rank
Knowledge (Nobility)^ +_
INT (3) + 0 rank Knowledge (Planes)^ +7
INT (3) + 1 rank + 3 class bonus
Knowledge (Religion)^ +_
INT (3) + 0 rank
Linguistics^ +_
INT (3) + 0 rank Perception +2
WIS (0) + 2 rank
Perform (Dance) +5
CHA (1) + 1 ranks + 3 class bonus
Perform (_) untrained +1
CHA (1) + 0 ranks
Profession (Fortune Teller) +_
WIS (0) + 0 rank + 3 class bonus Ride^ +3
DEX (3) + 0 ranks
Sense Motive +1 (additional +2 against Goblins from "You Be Goblin!")
CHA (1) + 1 ranks
Sleight of Hand^ +_
DEX (3) + 0 ranks Spellcraft^ +7
INT (3) + 1 rank + 3 class bonus
Stealth^ +3
DEX (3) + 0 ranks
Survival +0
WIS (0) + 0 ranks
Swim^ -1
STR (-1) + 0 ranks + 3 class bonus Use Magic Device +7
CHA INT (3) + 0 ranks + 3 class bonus
Armor check penalty (^) -0 (Dancing Scarves)
Clever Wordplay (Trait) Use INT for Use Magic Device instead of CHA
Overprotective (Drawback) –2 penalty on attack rolls & skill checks if >10 ft away from fallen ally.
You Be Goblin! (Chronicle Boon) gain a +2 bonus on all Bluff, Diplomacy, Intimidate & Sense Motive checks made against Goblins
Dancing Scarves (Armor) provide a +2 circumstance bonus on Bluff checks made to feint in combat
Equipment/Magic Items:
NEW: Amulet of Natural Armor +1
Holy Water
Holy Weapon Balm
Wand of Cure Light Wounds (50)
Bladed Kapenia Scarf
Dancing Scarves
Sling
Sling Bullets (10)
Harrow Deck
Traveling Spellbook (x2)
Scroll (Level 1: Lesser __? Restoration perhapsAccording to PfS must be lvl 2)
Explorer's Outfit
Entertainer's Outfit
Blanket
Waterproof Bag
Sack
Untrained Hireling (5 days)
Magus Kit:
Backpack (common)
Bedroll
Belt Puch
Slint & Steel
Ink
Inkpen
Iron Pot
Mess Kit
Rope (Hemp, 50')
Soap
Spell Component Pouch
Torches (10)
Trail Rations (4 days)
Waterskin (given away last adventure, must replace)
#2-11 The Penumbral Accords
#5-08 The Confirmation
We Be Goblins (You Be Goblin!)
#7-10 The Consortium Compact (Inside Knowledge)
Heroes for Highdelve (Blessing of Aurelliax & Highdelve's Hero)
Dark Archive: Knowledge (arcana), Linguistics, and Use Magic Device
Special Situations: The combination of Spell Combat + Spellstrike means at -2 to everything, I can cast a melee touch spell, deliver it through my weapon attack for free, and then attack a second time with the weapon (moving before, between, after or not at all).
If I cast a touch spell with spellstrike and miss on the weapon attack, the charge is still held on the weapon and can be used for a following attack.
future ideas & leveling info:
Feats: Combat Casting, Light Armor Proficiency, Extra Arcane Pool
Magus Arcana: Elasticity, Spirit Fingers, Close Range or Spell blending, Wand mastery? FAMILIAR
Poss. Multiclass with Bard?
-> Arcane Duelist? gets Combat Casting for free at level 2 - additional ways to make weapon magic without using spell slots?
-> Duettist? (Gain Familiar that can help with
DANCE (Acrobatics, Fly), Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Oratory (Diplomacy, Sense Motive), Sing (Bluff, Sense Motive)
-> Fortune Teller?