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Wolfswift's page
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So, my friends and I are getting ready to start into our first foray into Pathfinder Second Edition playing Abomination Vaults. (No spoilers for that please) Our friend who's GMing has some experience with 2e and advised us to have a healer, but uhh... besides Cleric's Divine Font, I didn't see much in the way of dedicated healing, I also didn't feel like being the healer. I picked Bard, it has Soothe, s'okay for healing... figured someone else could handle main healing... everyone else picked Fighter, Rogue and Witch...
Our Witch is primal, so Heal spell is good. But I'm concerned if we run out of spell slots. I got Battle Medicine, but it's just once per person per day... Treat Wounds should help out of combat, but I'm concerned if we need more healing in combat... I was considering the Medic atchetype, but it only grants one more use of Battle Medicine and more medicine options... I'm most strongly considering Blessed One because it could grant up to 3 Lay on Hands uses per combat, but I'm also considering Herbalist or Alchemist Multiclass for bonus free elixirs per day.
What do you all think would be the best archetype to supplement healing?
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So my friends and I are getting ready to start a second edition game and I wanted my Awakened Animal character to have been a former character's familiar who'd been holding a chaege of a spell when her spellcaster died, since they always gained intellect as the spellcaster leveled up and there was no information on what happens to a familiar if the spellcaster dies. But my GM says familiars don't gain intelligence at all anymore and so I was hoping to have her be from before the Laws of the world changed, but it is seeming to me that there was no major event in the Lore that explains how everything changed? Am I missing something?
The spellcaster in question was also a wizard/cleric/mystic theurge, which also wouldn't just translate over... I'm considering if nothing major lore-wise seems to have happened, she's instead from some kind of alternate universe or something.

magnuskn wrote: Well, I guess I'm completely wrong there, then. Sorry, I should have actually checked the relevant rule rather than working from memory. Dang. Yeah, it turns out that in the rules under Casting Spells it defines you must be able to speak, but it also defines "Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic.
Nearly all spells manifest a spell signature—a colorful, glowing ring of magical runes that appears in midair, typically around your hands" so now, in addition to all spells requiring a spellcaster to "make gestures and utter incantations" they're all flashy and dramatic now, unless they have the Subtle trait, which some do by default, like Charm. Otherwise, adding the Subtle trait to a spell requires something like the feat Conceal Spell.
On top of all this, Subtle only removes the requirement for incantations and the flashy obvious effects, so they would still have the Manipulate trait, meaning the Restrained condition does in fact still render a spellcaster incapable of casting even Subtle spells.
So in conclusion, it turns out spellcasting is still much as it was before, though it is much flashier and dramatic and all spells seem to require what were previously known as verbal and somatic components now, although it's possible some won't, evidently Shield has no Manipulate tag anc therefore probably no gesturing required. And Locus is the new Focus, even though merriam-webster defines locus as "the place where something is situated or occurs : SITE, LOCATION" so how it's a thing and not a place is beyond me, unless perhaps it's something used to define a place.
Wolfswift wrote: ... focus components seem to just be gone, in it’s place there is mention of spells sometimes need a locus or loci, which seems to be related to a location, the only spell thqt seems to need one is Interplaner Teleport which uses a “planar key” as the locus… moosher12 wrote: A Locus is a Focus. Foci were renamed to Loci to avoid confusion with with Focus spells, according to the Rage of Elements Remaster Preview Web Supplement. I did basically say locus replaced focus, but it is sort of different, it seems like they use it as a sort of location focus. Again, in the only spell that actually seems to call for it so far, that seems to be it's purpose.
Yeah, I decided to ask in the Pathfinder discord and got a quick answer. The traits don't cover it, but evidently the rules for Casting a Spell mention all spells basically now require you to shout and gesticulate, so they basically all have verbal and somatic components now unless they're subtle... but material and focus components are really just gone. But binding and gagging a spellcaster does still stop their casting.

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I'm upset with the remaster… they had a perfectly reasonable, viable spellcasting system… and they broke it! Spells which were previously verbal no longer seem to officially require any actual words or even sounds now, unless they actually have the auditory trait, (which most don't) they just need the ability to concentrate…
Spells that previously required somatic, material, or focus components now just have the manipulate tag, which just seems to require you have applicable limbs and maybe gesticulate a little… so all the various flavor methods various classes had to forgo non-costly material components are out the window…
(noncostly) Material components and focus components seem to just be gone, in it’s place there is mention of spells sometimes need a locus or loci, which seems to be related to a location, the only spell thqt seems to need one is Interplaner Teleport which uses a “planar key” as the locus… costly material components are now just costs and they don't officially seem to need a free hand to retrieve, so presumably they're just consumed now…
The silence spell specifically stops all spellcasting now, unless the spell has the subtle tag evidently… Before, binding and gagging a spellcaster would usually stop basically all spellcasting… not now… The only non-magical, non-lethal means of subduing spellcasters now seems to be a blindfold to stop line of sight/effect, except they can prolly cast some personal things still and free themselves… so… blind them permanently I guess, but even then, paralyze or maim all limbs and render them basically braindead or somehow torture them constantly to render them incapable of concentrating. It makes capturing enemy spellcasters peacefully near impossible and it makes being captured as a spellcaster absolutely terrifying unless the enemies have no idea how broken spellcasting now is.
Am I just missing something, or can all spells basically just be silent and (mostly) still now?
Dubious Scholar wrote: One use case is Animal Order Druids - they get a focus spell for healing their animal companions, but can't normally use it on PCs because it targets "1 willing living animal". Unfortunately our group is gonna be a fighter, rogue, witch, and I'm playing a bard, so no druid.
Hey all, I'm looking to play an awakened animal in an my first ever upcoming Pathfinder 2e game and I was wondering what all effects would be neat to be treated as an animal for? I searched up Animal Growth remembering it was always a Greater enlarge spell, but couldn't find it. Not sure what effects the Awakened Mind ability is actually useful for.
I like the overall flavor of it, but without context on what it can be used for, I'm just left with being able to talk to one kind of animal only... a bit underwhelming then. So I am hoping the community can give me some ideas for what being treated as an animal for effects is good for.

Okay so, I'll actually wear a Shinobi Shozoku under my disguised clothes, but I still think that using the Sleeves of Disguise to make an almost perfect camouflage could potentially be a different circumstance bonus. Granted, it'd be visual only, but there is a camouflage blanket that does a similiar effect. I just thought it'd be a cool role-play thing that might be a good enough idea people would surely agree that's an applicable circumstance bonus.
Also, I'm playing a Keen Kitsune with Realistic Likeness, so I basically have Disguise Self at will, sans clothes, so I figured the Sleeves or Many Garments were a must to complete disguises. I also plan to be an Unchained Rogue (Kitsune Trickster) and role-play that I'm a Sorcerer, hence I needed money to get a wand I could slight of hand out of my sleeve and keep the tip under my finger and pretend I was a beginning spellcaster until I could get a level in Wizard.
I don't think Rich Parents is too busted, it becomes practically worthless after level 3. It's only OP if a GM lets a layer retrain it away later, which I don't plan to do, I'll be stuck with a bum trait the rest of this character's adventuring career. But that's not what was here to be discussed. I've relayed the opinions expressed here to my GM and will be using an actual Shozoku as my base outfit underneath the illusions.

So I'm looking at playing a stealthy master of disguise Arcane Trickster character in an upcoming Pathfinder 1e game and with the Rich Parents trait I'm getting Sleeves of Many Garments to augment my disguises. Now I know they are illusion and can't mimic tactile benefits like pretending to be a Swarmsuit and actually conferring the benefits of that is right out, but as the +2 stealth of a Shinobi Shozoku is largely visual, does anyone think that's reasonable?
My GM is on the fence about it. I mentioned I could even augment the illusory Shozoku color and pattern to match the terrain and be extra camouflaged, better than the original. So it seems entirely plausible it could confer a +2 circumstance bonus to stealth, right? My actual clothes underneath is a Monk's Outfit, which I'm just saying are comfy silken pajamas, but they should be just as quiet, and my armor is a Haramaki, which meets the Shozoku's no base AC higher than +1 to function as well.
I just need to know, if you were GM and a player asked you thus, how would you rule it and why?

Myself & another player were making our characters for an upcoming Tyrant's Grasp campaign with a couple other friends & we were talking about being tribal folk, or at least raised in a tribal setting, as my character is going to be barbarian-like & savage (it's a Harbinger from path of war) and his is going to be a shaman. We had been thinking we might be raised amongst the orc tribes having been kidnapped from Rosler's Coffin around the age of 6 and barely remembering out parents. We'd take the Reclaimer campaign traits. DM hand waived it, but in trying to better define it, I keep stumbling into minor spoilers. I'm becoming concerned if the orc tribes might play a vital role in the story and it might not be feasible if we knew them too well... But of course I can't confirm this without spoiling the plot for myself too much, so I'm at a loss.
Half of me is thinking maybe we could've been kidnapped to be used as slaves by the orcs, but saved by Shoanti tribesmen and raised by them instead, before returning home when we came of age about 18. But... That kinda feels like a cop out, but I don't know what works best for the story without getting too spoiled.

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So I'm playing a Mystic in an upcoming game and a few things have been asked with little to no answer. So I thought I'd pose my questions here and see what people think.
1. If I'm using a healing maneuver from Silver Crane or Radiant Dawn, if I can negate the damage with a counter, can I still slap myself or someone else and initiate the healing maneuver even out of combat?
2. Is hitting yourself actually an attack? Is that a thing you can do? Does it require an attack roll? Can you even miss?
3. If I were to utilize one of the discipline stance feats that let me expend readied maneuvers, like say Veiled Moon Shunt, it lets me teleport an opponent 30ft away, even up, after hitting them with a maneuver, presuming I expend a readied maneuver to use it. Now for Mystics, their readied maneuvers are divided into granted and withheld maneuvers, but both sorts are readied, can I burn a withheld maneuver to essentially cut down the turns required before I can ready all maneuvers again?
It feels like the answer to this is yes, but that somehow feels too strong with the Mystic's mechanic for resetting maneuvers.
4. If I added a readied maneuver via a feat, would it be added to my granted maneuvers or withheld maneuvers?
5. So, on archetypes, Knight-Chandler's Illumination ability is a bit confusing, they get Illumination instead of Animus, but then they also get Tap Animus as a bonus feat? Isn't that exactly the same as the Animus class feature just with a weak sauce starting pool? Like it can still be used for all the same things and all, right? It's not more limited than that is it?
6. I read somewhere that Aurora Soul's Defensive Aura had errata somewhere that made it not work with light armor as well, is that right? Because it seemed to me they were wrong.
7. Gunsmoke Mystic is supposedly from the Path of War: Expanded book, but I can't find it inside there anywhere, nor in the Mystic specific book. Is it homebrew, errata or like actually from a blurb somewhere or something?

Kelseus wrote: need a bit more info then you're giving right now.
Are you playing P1 or P2? What was the Perception or Disable Device/Thievery check DC? what was the Save DC? what was the max possible damage? What level are you?
In P1, a level 8 monster is worth 4800xp. Even at level 1, if you have 4 PCs that will only get you up one level.
First edition, no maximum damage, it was save or die, at level 1. The DCs were like 15 or 20, he was trying to make it possible and I suspect he would've given us a second chance to save as I don't think he actually wanted to kill us with them. He trout exp for a trap was only based on its DC. It was supposed to be mechanical, sci-fi level mechanical with death lasers, but still mechanical, but the others decided it would have to be magical because evidently no mechanical trap can be save or die. It was instant reset, AoE proximity instant death if you failed your reflex save to jump back. It was all sorts of levels of BS.
The other players looked at a table determined it would be like minimum CR 10 due to AoE instant death alone having to imitate sphere of annihilation. He just seemed upset by his mistake and I don't want him to feel like he's already ruined his campaign. If we end up jumping to level 3 or 4 because of one trap, it could lead to him losing confidence in himself as a GM again and calling off his whole campaign for the third time now.
I like his concept for his campaign, I like my character in his campaign and I want him to continue.
So a friend of mine GMed for the first time last night and didn't know how to calculate the exp for traps. He set the DCs moderately low thinking that would make them only decent exp, but he made them instant death traps. Now the other players are saying its so much exp because AoE instant death traps have to be based off the sphere of annihilation spell and it's minimum CR is 10, we're shooting up to 3 or 4 easily because of this. But he seems unhappy with that... he said it wasn't supposed to be spell-like, it was supposed to be mechanical, high tech lasers and like falling into an arc furnace or something. I'm just wondering if there is a way to salvage his mistake, he's quit GMing in the past over such mistakes and I don't want him to give it up again now.

1. So I was right, hoorah.
2. I am thus far allowing it, but that same player also DMs for the group's 3.5 games fairly often and criticized me for making too many allowances and letting the players walk all over me, then threatened to leave the game again a while later when I mentioned maybe we don't need laptops and phones out at all times at a PEN and PAPER game. <.<
3. I do realize it's possible to find magical traps without it, I also know it's potentially possible to bypass, destroy or set them off safely without actually disabling them, I just worried and wasn't sure if maybe some had very high DCs to notice or were incredibly hard to get around or trick and might absolutely require Trapfinding. It's really too bad, my next character idea is actually a Rogue, but I don't want to have a Mary Sue who Deus Ex Machinas and steals all the limelight.
4. So that thread had the one resource I had found useful so far, that NPC listing, I was also hoping to find something more like full stats for each NPC and potentially more information on each building and likelyhoods of encountering which NPCs in each without having to skim the whole list to find which NPCs can be found where and when or how often.
5. I figured whatever pawn pack will due, I figure can print more creatures on cardstock to stick into the stands, important thing was to aquire the multiple sized stands to start with.
6. I only worry if a player might feel they have to take the backseat on their specialty all the time. That "Always a bridesmaid, never a bride." kind of feeling, where they're always second fiddle or what have you.

I've never really GMed before, and was preparing to start Rise of the Runelords with some friends. I did technically try to run this once years ago with a couple of other friends I thought it'd be easier for me to start with a preset campaign like Rise of the Runelords, so I bought the book. But I kind of broke down when they wanted to ask Ameiko if she was native born or if she immigrated and follow up with how was life in a foreign culture and so forth. I looked all around frantically and could not find an answer to this and was not sure if it was important or if I could fluff it and wasn't really sure how to answer even if I did fluff it and ultimately I gave up GMing back then.
But recently my new group seemed more chill and less into asking a million hard to answer questions and I thought I might could try again. Thus far my group consists of a Kitsune Wizard(Spellslinger), a Gnomish Tiefling Alchemist(Mind Chemist), a Dhampir Gunslinger(Mysterious Stranger), and a Human Vigilante(Magical Child), there is a potential 5th person who might join, no idea what they'll play, anyhow, been running into a few problems.
1. Spellslinger and Gunslinger want to know what kind of guns are available in Golarion, but as far as I can tell they are only mentioned much in Alkenstar, I suppose there they'd be "Guns Everywhere" but I'm not fully sure what guns are like outside there as they keep their gun technology a closely guarded secret, I've tentatively told them "Emerging Guns" but am not fully sure. How common should guns be in Golarion?
2. The Gunslinger's player insists that Pistol is a family of firearms and any pistol type gun is acceptable to start with and threatened to quit if he can't start with a Double-Barreled Pistol. I looked into it and it seemed to me they were only refering to the gun named "Pistol" exactly, but he argued and argued and eventually I noticed the Blunderbuss they can start with is worth a higher value even and the double-barreled pistol has a higher misfire chance and is otherwise mostly like a double weapon, it can fire twice, but takes -4 on each shot if they're both fired in the same round, so it seemed mostly balanced, but is that alright?
3. The party has no Trapfinding, I told the Alchemist he might consider taking Trap Breaker instead of Mind Chemist but he's dead set on Mind Chemist not only for the Cognatogens, but also for the Perfect Recall that replaces Poison Use at level 2, which is what makes it incompatible with Trap Breaker, the Trapfinding from Trap Breaker replaces Poison Use and Poison Resistance +2. No one else has any method of obtaining Trapfinding, so unless that potential 5th person makes a Rogue or something I'm worried the group might be missing a crucial role, but I'm not sure how nessessary it is in Rise of the Runelords, can a party survive without it?
4. I'm struggling to pool together information and study as much NPC and Sandpoint lore as I can, but I'm really worried I might not be able to answer any question a player might have, are there any good resources for this sort of thing?
5. I'm worried I might not have everything I need for GMing, I have a GM Screen, the Rise of the Runelords book, I'm trying to print all the important rules for reference as well, a dry erase board for keeping track of time, date and initiative or other information, loads of dice, pencils, I have some miniatures for players and NPCs and I'm planning to buy a Bestiary Box for the various size stands and printing off extra monster cut outs on card stock to stand in them as nessessary. I can't afford to use miniatures for everything and I figure it's good to have something different for the enemies so players don't try to wail on NPCs by mistake. I also plan on trying to blow up the maps in the books and get them printed with a 1" scale soon. But I constantly feel underprepared and nervous, am I forgetting anything important?
6. Also, I'm concerned if the Wizard and the Alchemist(With Mind Chemist's Perfect Recall ability) both focus on knowledge skills so much and step on each other's toes about who's the knowledge expert, similiar case with the Vigilante and the Gunslinger, they're both specializing in charisma skills heavily, I'm afraid if they might argue over who's the proper face of the party. I want to give everyone a chance to shine but am afraid of these double ups that might cause one or the other of them to shine a lot more than the other. I don't want anyone to feel left out.
I'm just really anxious and want everything to be great. I have so little experience GMing and I thought asking these things here could really help. Thank you for any advice you may have.
Alright... but say a Headband of Alurring Charisma, created at medium size, was put on by a tiny creature, it would resize, right? If removed and set down, would it return to medium size or would it stay tiny until someone else of another size picked it up?
If a medium wonderous item was aquired by a tiny adventurer, it would shrink to 1/4 it's size to fit them, right? So would it's weight also decrease to 1/4? What about a Huge character, would it quadruple in weight? Do magic items resize and just become more or less dense?
For that matter, if a Bag of Holding was shrunk to tiny size, would items put inside while it was medium still fit out magically? Would mundane items coming out also be resized for a tiny character? Would the tiny character need to put the bag down so it could return to normal size to retrieve items? Would it return to normal size if set down?

It makes sense that once you can get a hold of a tiny creature that they are easy to hold on to and crush, but I don't understand why it's suddenly easier to get a hold of them. This is like the martial arts movies where the master challenges the pupil to grab the fly and he can't for the longest time, because it's not easy.
In 3.5 the rules required a melee touch attack to grab, establishing contact, then once you grabbed them, an opposed grapple check to hold them. It was essentially CMB vs CMB, it also added special size modifiers and everything. So smaller things were hard to grab but easy to hold, and larger things were easy to grab but hard to hold. Now Pathfinder's simplification doesn't really affect medium or larger creatures, they're about the same, it just skipps the grab stage and goes into the hold stage, but for smaller creatures it makes 0 sense. They're harder to touch but somehow much easier to just snatch out of the air.
The obvious solution is just to reestablish the melee touch attack being required and it's my suggestion to my GM, but I'm trying to find out if there is errata somewhere I don't know about. The combat manuever system was simplified, that's generally good, but in this case there is an obvious problem.
So in an upcoming game I'm looking to play a Tiny race and possibly even smaller, my issue comes with realizing that while size bonus makes you hard to hit, it somehow makes you easier to grapple? How does that make sense, like a Tiny pixie flying around is hard to hit but easy to grab? In 3.5 grappling and other combat maneuvers required a melee touch attack to initiate contact before calculating what you roll vs the opponent to succeed or fail. So smaller creatures were still hard to initiate contact with, but once grabbed we're easy to hold onto and crush. Now in Pathfinder it seems like if you're fighting tiny and Smaller enemies grappling is easier to initiate and hold, but Why? Am I missing something?
Well... Praise be to Pulura then! The Shimmering Maiden has brought together the class abilities I wanted to create the ultimate healer, now I can get those sweet sweet Life Revalations and a few nice hexes too, like mostly the healing hex, maybe fortune and such too. But I was thinking Oracle revalations would work better anyhow.
Oh and I had just found the Spirit Guide and was gonna say it wasn't enough if it only allowed access to the small list of hexes available to the spirit, I mostly wanted the healing hex, but yeah, above and beyond here, now I'm curious if anything else can top Stargazer!
So I previously played a healer Witch, I liked healing hex being usable once per person per day, but that campaign ended prematurely. I decided to pick up the character again, but remix her, I decided a Shaman of the Life Spirit would make a better healer, with channel energy and healing boosts. But I've been considering swapping to Oracle for some of the Life Revalations, I considered multiclassing, but many of the shaman hexes and oracle revalations depend on the shaman or oracle level...
So I'm looking all over for a feat or archetype or magic item or something that grants Shaman some Oracle Revalations or maybe grants Oracle some Shaman Hexes? I just wanna make the greatest healer/buffer support.
How does one go about raising the existing effect on the item to the new CL? Is it automatically done when you make a new effect on the item with a higher CL? Does it require another workday and a new spellcraft check?

So for a while now I've been making magic items, often adding new effects to existing magic items, the DM has okayed it all, following the rule of adding a new ability to an existing magic item costs 1.5x the price for the new effect.
But it was getting a bit hard to remember, I was going to go ahead and catalog the effects on my items when I remembered, some of the effects are of different caster levels, I mostly made them at low CL at first to make the Spellcraft DCs easier to achieve, but since then my spellcraft has gone through the roof, due in no small part to magic items boosting it.
But were a dispel effect to hit one of my magic items with multiple effects, how might that work? Would each effect on the item save using it's CL and the magic item may have some effects continue and some stop? Would the item only use the highest CL on it for it's save? Have I been doing this all wrong and all effects on the same item should always have had synchronized CLs? If I put a new effect on with a higher CL, does it overwrite the lower CL effects and synchronize them all with the highest.
Another question, would such a magic item with multiple different effects also thereby have multiple magic auras? I was looking back at cataloging effects and noticed aura listings for effects.

Third Mind wrote: Not a ward perse, but if you can manage to get your hands on a bunch of sheets of lead, and line the entirety of the inside of the bunker with it, people cannot scry on you (including detect magic) and I also believe it stops earth gliders since lead is a metal. I think it also blocks one or two other things as well, just can't remember them.
Perhaps you could get an immovable Rod and rivet some heavy plates on the back of the doors with a slot to slide the rod into, then press the button, making it really hard to open even if they get through the lock somehow.
Sorry, I don't know witch's as well, so I can't say on their spells and warding. If they get Alarm, no reason not to cast it just before going to sleep to make sure you're awake when someone tries to come in.
Unfortunately witches do not get Alarm, and it'd cost too much to keep buying scrolls of it constantly. It also only lasts 2 hours per caster level, so it wouldn't work all night unless it was caster level 4 or higher, which jeez to find spell level 1 scrolls at caster level 4 of that constantly, ugg, but the lead lining isn't too bad an idea, I can see about like making it like lead wallpaper, then actual wallpaper over it to prevent lead poisoning, then of course hit up the ceiling and maybe floor too just in case.
I'll have to look into an immovable rod, but that's also a cool idea. I think one sentry skull to alert me if the door is opened is probly also a good idea, since sentry skull works similarly to the mental alarm version of the alarm spell, except only if it sees it with it's +5 perception, but if it's always watching the door, seeing the door move shouldn't be too hard. Of course if someone teleported in or phased in, I'd be screwed, still gotta figure that out.
EDIT: AHA! I found something good while trying to find out how much something like lead foil wallpapering is, searching for "lead" led me to alchemical creations and I found Blightburn Paste limits teleportation within 60 ft, it makes them have to succeed at a DC 30 caster level check to successfully teleport in. But it's kept inside a lead lined box,(this instance of lead is how I found it) presumably to keep it's teleportation limiting powers in check, but if I thereby hung this lead wallpaper with the blightburn paste against the wall, I think thereby it'd be hard to teleport into the room, but fine to teleport out of it? Since the lead would thereby be between the paste and the inside of the room.

So I'm in a campaign where our party is staying in a large house together, but they are all rather hostile toward each other, but we are forced to work together and unable to kill each other, my character is trying to urge them to work together better and grow together as a party, but they keep on being jerks to each other. I'm the only good and only non chaotic one.(I'm NG, the rest are 3 CN and one CE(He openly says he'll murder every enemy we encounter, even if we need to interrogate them, what a jerk)) So far their hostilities haven't pointed at me, and I know they can't try to kill me,(I am their only healer even if they did want to) but apparently stealing stuff is okay. I am currently a level 2 Witch, intending to make magic items with Craft Wonderous Items next level, I have so far rolled the best magic items consistantly, and I don't want my stuff stolen.
I got Detect Secret Doors and searched the house for a secret room to call my own, DM rolled, but said there wasn't one, good to know regardless, no secret passages people can sneak in through. So I searched around if there was a cellar and the DM rolled and said there was a cellar door in the garden outside. I asked about it, it has an iron door and a good lock, and inside it has some good space for a magic workshop, and it has only one door to secure, so I replaced the lock with an amazing lock and got a scroll of Arcane Lock and cast it on the door, so it has a Disable Device DC of 50 now and a break DC of 38, that feels fairly secure. I also went ahead and cast Mask Dweomer on it to hide it's magic aura so people detecting magic don't take it as a challenge,(or at higher levels, just dispel my Arcane Lock and get in much easier, they won't just dispel it if they never know it's there) I'm recasting that every other day for now, but looking for a more permanent solution.
I also went ahead and against my better judgement had the party's roguish sort(the type likely to steal from me) to help me conceal the entrance because DM said it'd be a disguise check, I tried to argue it could be like a Craft(painting) check to camoflage it(I have 5 CHA and 20 INT) but he said it'd be disguise, so I got some help. I think I'm pretty well protected against my party, but if we're raided and they have a big party blasting away at the door, I would be cornered, so I'm trying to figure out if I can make a secret passageway out, just in case. I mean, I guess I could hire some kind of construction crew to carve out a passage, but that'd be pretty obvious, I was looking for a spell for it.
I was looking at spells I can get as a witch later and saw Sentry Skull and figured that'd be cool,(I know it's evil, but a little evil spell just once shouldn't make me evil right away, and I still intend to help the sick and the wounded and such, much more good) being woken up automatically if someone manages to open the door or get in or w/e. I do wonder if the skull would have a base perception based on the creature it came from that then got boosted by +5, or if it only has a d20+5 ever. I also wondered if the skull would then be rotting and stink since it has to be no more than 24 hours since the creature's death, and if then I could just cast Decompose Corpse on it and then it wouldn't be rotting since it was already a clean skull. So yeah, I'm trying to set up a secure bunker where I can work in peace and sleep and keep my things and not worry about the rest of the party or other intruders stealing or wrecking my stuff. Any other wards I could use would be good to know about, preferably on the Witch spell list, but I can probly get scrolls if they aren't,(like I did with Arcane Lock) those preferably being more permanent effects, I don't want to have to buy scrolls all the time.
Matthew Downie wrote: I've changed it in my games - allowing people to nominate a bunch of interesting items that they can access quickly. I've experienced no problems. That is exactly what I mean! If the items are like strapped to your belt or in belt pouches or on a bandolier or something, it only makes sense you'd be able to retrieve them as part of a regular move just like a weapon, as opposed to like having to rummage through your bag for junk.
Cavall wrote: Also as ammo it's destroyed upon use! That is if it hits it's target, if the ammo is just pulled out and swung around or pointed at people it wouldn't just break for no reason. Only if you smack someone with it or throw it at someone. But it would probly have a much lower hardness and HP and would probly be fragile, it might just break for swinging it around, but I doubt it would be destroyed beyond repair so spontaneously. A simple mending spell could fix up a broken wand without losing it's magic. I laugh when I think of someone swinging an arrow around as a wand and then it just snaps. All subject to DM discretion tho if it'd be destroyed for one use or break or if it'd even be possible to make.

alexd1976 wrote: If you are crafting wands, make them using an arrow as the base item.
As ammo, drawing them isn't even an action at all.
Solves the wand problem at least...
That is devious and highly subject to DM approval, but I will ask him about it, I won't be crafting wands until higher level anyhow, was just using them as an example, didn't know they were now covered by the draw a weapon while moving rule.
Mysterious Stranger wrote: One reason that alchemical weapons are allowed and potions are not is due to the fact of how they are used. To use an alchemical weapon you pretty much just pull it out and throw it. The idea is to get the substance all over the target. Potion on the other hand not only need to be retrieved they need to be opened without spill them all over the place. It’s the difference between pulling out a bottle of beer to throw at someone vs pulling it out and opening it and removing the cap. I'm not questioning that drinking a potion is a standard action, just as throwing a splash weapon is a standard action to throw, your arguement is invalid because for both items it's a move action to retrieve it and a standard to use, why is one able to be drawn while moving and one takes an entire move action to retrieve? I just don't see why if it's in reach it'd be more difficult to grab, If we need to use a potion on our turn we have to stand still and get potion(move action), open and drink potion(standard action) and be done. Why can't I also move around a bit while retrieving the potion if it's within easy reach?
I mean, what if it's a potion of Bestow Curse and I intend to use it to cast Beguiling Gift on an opponent? That is kinda weaponlike, why can't I retrieve this offensive potion while I move into range of an enemy to use it?
People keep giving reasons like "Because the rules say so." and I want more solid reasons why my character is capable of retriving weaponlike items while moving and is apparently incapable of doing so for other items within similiar reach. Are player characters just uncoordinated unless it's a weapon? For some reason?
Okay, so wands are okay to retrieve as part of a move action if you have +1 BAB, cool, but what about splash weapons? Like Alchemist's Fire and Acid? If you can retrieve those as part of a move action, why not other flask type items like potions and such, all once again presuming they are stored in reach like on a bandolier or belt or such not in your pack.
What is the big difference between drawing a weapon as part of a regular move over retrieving an item similiarly? I know it doesn't say anywhere that you can, but I don't get why. Draw a dagger off your belt as part of a move, but not your wand loaded with an attack spell from a similiar location? And I mean, presuming the item was in easy reach like on a bandolier or strapped to your belt just like a weapon would be, why is it different? I get it if you have to rummage through your bag for it, but not if it's on a bandolier or on your belt like a weapon would be, so why can't we retrieve an item located similiarly to our weapons as part of a regular move?

Gauss wrote: Wolfswift, if you want to make a scroll or wand you just need to find someone to cast the spell for you. Your party cleric can do that.
Regarding learning every spell on their list, sure...you don't even need (more expensive) scrolls for that. You can learn from other spellbooks for much less money (spell level*spell level*5gp + scribing cost). Of course, as a Witch you cannot use a spellbook and must find another witch (a greater restriction than other prepared arcane spellcasters).
Regarding new Witch versions of existing spells on other spell lists, that is up to your GM but as a GM, I wouldn't allow it because that breaks the basic premise of different classes having different spell lists.
I feel like I might be able to get away with some, I'm not intending to go for like TONS of the super powerful ones. I took the Healing patron to get some useful ones like the Restoration spells and such. As for getting the group's cleric to cast spells for me, well I am the only group healer, hense why I intend to try get more support spells. I may have to locate some random spellcasters and pay them to cast for me to make wands or staves. I chose Witch because Healing hex is cool and Fortune and Ward hexes and such, Witch gets some good support spells, but there are many it does not, I intend to be as supporty as possible.
I considered Shaman, especially with some racial favored class bonuses being "Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast." That is pretty cool, but there are far too many things I find wrong with the Shaman. I like Witch more for being INT based (for spellcraft, knowledges, skill ranks and such) and having more hexes and major hexes and such. They can behave more like a Wizard or other such intelligent caster. I feel a Shaman would be a whole different direction, completely different feel, and it's weird that it's supposedly a Witch/Oracle Hybrid, but it casts on WIS, neither INT or CHA of it's parent classes, and it's missing spells that appear on both the Witch and Oracle spell list, and it randomly gets Summon Nature's ally? They randomly threw Druid in there. Shaman definately needs it's kinks ironed out.

I can't make scrolls or wands without the spell though, they are spell-completion magic items and do require you to have the spell handy. And if I wanted to have the spell for casting over and over, a scroll wouldn't cut it. I'm also not sure I would be able to find a scroll or wand of every spell I may end up wanting. I have considered if I can just research new Witch versions of spells, and considered it might be the only way, even if it will cut into Magic Item Creation downtime, but maybe if we have days off and I can only spend 8 hours crafting anyhow, the rest of my waking hours can be focused on spell research.
If wands and scrolls are readily available and not too crazy expensive, I might look into that sort of thing. But if scrolls are made readily available, there isn't a whole lot stopping wizards, witches, magus and alchemists from learning every spell on their lists pretty easily. So I feel like if some scrolls and such are available, it'll be a few here and there, not like ready access to any and all.
Yeah, so I misread it. I thought it said something about how it works, like in general for casters and then specified how it'd work for spontaneous casters in more detail. So that item is out regardless, but I could probly make a similiar new item that'd work the way I want it to, just gotta talk to my DM about it.

Drahliana Moonrunner wrote: With all the rules you're breaking already, what's one more? I am asking what rules are, not breaking them, and in the end, rules interpretations come down to DM discretion regardless. I still have to bring this up with my DM, I'm just curious what other people had to say. I already intended to roll UMD for pages of spell knowledge, I'm just thinking if I myself make it, if I can make it as my class even though it's another class's spell list and not have to roll UMD each time to prepare it. I'm making a Witch with a support and healing kind of feel to it, and would like to get some cleric spells, I don't mind rolling UMD every time if I must, but it'd be nice if I could get around that, maybe raising the price or something. I might just roll UMD regardless tho, it's fine.
Drahliana Moonrunner wrote: The last part doesn't work as the rules say "the creator must be an elf". You can't just drag an elf off the street, and satisfy the requisite that way.
I also generally exclude PCs of the given race as essentially racial items of that magnitude or better, are created by elder crafters of the given race who don't give out their secrets easily.
Also Pathfinder Unchained includes rules about Dynamic Item Creation and how a group can all craft together and only one Creator needs the item creation feat, and talks about all working on the item as creators. So I do feel like if more than one person work together on something each of them is a creator and can probably meet those prerequisites together. But as far as them needing to be elders and such, that's very DM decision territory and I'd say not everyone may want to do that.
So out of curiousity, if I waive the "creator must be able to cast the spell contained in the page" for Pages of Spell Knowledge, and I make a spell knowledge page with a spell from a different spell list, would I still have to roll Use Magic Device to emulate being that class to prepare said spell from another list? Being as I made it and all, can I somehow make it usable by my class?

So in Craft Wonderous Item it says
"Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory."
But then there are items like Gloves of Elvenkind which says "creator must be an elf" and items like the Corset of Dire Witchcraft says "creator must be a witch" and the Pages of Spell Knowledge say "creator must be able to cast the spell contained in the page"
So my question is, all these "musts", are they also exceptions to the +5 to the DC to waive them or can they be waived with a +5 as well? Or for that matter, if my tiefling is making an Elvenkind item, can I just get an elf to touch it at some point and provide that requirement? Or what if they aided me in making it? (more than just a mere touch I mean) Same with other such requirements, if they are actual "musts"(or even if they aren't) can these be met through others like access to spells through another caster can? For that matter, would a polymorph spell to turn me into an elf help make Elvenkind items?
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