Witch

Xaimum Mafire's page

* Pathfinder Society GM. 248 posts (284 including aliases). No reviews. No lists. 1 wishlist. 7 Organized Play characters. 2 aliases.


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Spermy The Cat wrote:
But can I just touch someone with the hair itself?

It's not spelled out in the rules, but I'd say yes. Replace "hair" with any other natural weapon. Can a bear just reach out and touch someone with one of its claws? Can a bird reach out and touch something with a wing or a talon?

Also, the fluff text for White-Haired Witch says, "A white-haired witch concentrates her mysterious powers on improving her prowess in melee, using feats of agility and her prehensile hair to deal extreme damage." Prehensile means capable of holding or grasping, so it doesn't make sense that you can reach out and grab someone, but you can't reach out an touch someone. That's like saying RAW doesn't allow you to point with your finger unless you're aiming a ray spell because there's no rule for it.


Since the earth elemental has "(minimum +1)" in its description, I'm going to say that you don't get any damage at all until level 3.


Per the rules, you can absolutely hold a touch spell, then discharge it with a natural attack. Core Rulebook under the Combat chapter, section "Actions in Combat," subsection Standard Actions, in case you want to point it out to him directly.

Cast a Spell

Touch Spells in Combat:
Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent’s AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn’t provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

The relevant text: "If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge."


Xexyz wrote:
Solar Bloodline? Where does this come from?

Qadira: Jewel of the East, not Qadira: Gateway to the East


Just check Ultimate Campaign use those.

Gluttony = Hedonist drawback

Lust = Attached drawback

Wrath = Power-Hungry, Zealous or Xenophobic drawback

Sloth = Doubt or Sentimental drawback


I totally forgot about Spell Specialization. I'll go with that over Varisian Tattoo at level 1, since I need Spell Focus, anyway. I'll take Varisan Tattoo at level 3, giving my new Bard-based Magic Missile a CL7 when I pick it up.


(This is gor PFS. I should have mentioned that in the beginning. The character is going to start at level 2.)

I'll look into Skald. I'm not that familiar with them.

As for the overall power of the build, I'm aware that it's not extremely powerful, Magic Missile's strength is that it never misses.

That said, I'm leaning towards Magician just because it will give me access to other arcane casters' spells at higher levels.

The plan is to go human and take Spell Focus (evocation) and Varisian Tattoo (evocation) at level 1. I'll probably take Shield or Obscuring Mist as my sorcerer spell and buy a Page of Spell Knowledge (Magic Missile) to use my sorcerer slots to fight. I also plan on taking the traits Gifted Adept and Secrets of the Impossible Kingdom to give my Magic Missile and extra 2 caster levels. This will put my sorcerer-based Magic Missile at CL4. Can someone think of a way to get 1 more caster level (other than another level of Sorcerer or the Bloatmage Initiate feat)?


I've got two ideas for a Bard that shoots flaming Magic Missiles with the Fire Music feat. I've got two ideas

1. Bard with the Flame Dancer and Flamesinger archetypes and a Ring of Spell Knowledge II. I'd be able to get Magic Missile as 2nd-level spell using a Ring of Spell Knowledge and cast it at Character level 4. Flamesinger gets Fire Magic as a bonus feat at level 1 (and the Summon Monster spells as bonus spells).

2. Sorcerer Draconic/Solar(Crossblooded) 1 and Bard 4 with the Magician archetype. I can get Magic Missile as a Bard spell at level 2, but I'd need 5 ranks in Spellcraft and a fire spell in a non-Bard arcane class to qualify for Fire Music. This build would also net me an extra +2 damage on any spell with the fire descriptor that I cast. Fire Music gives the fire descriptor to any spell it alters. But, this wouldn't come online until Character level 5 because of the 5 ranks in Spellcraft needed.

I guess my question is, between the Magician and Flamesinger archetypes, which one is more useful to a party? I'm leaning toward number for the damage, but Bards don't really get that many spells per day.


Freedom of Movement spell and Water Breathing spell. You aren't really going to get the crying thing, but Freedom of Movement lets you move unhindered (with no Acrobatics/Swim checks) in any environment.


I fully support any option that involves Kobolds.

If you go the Racial Heritage (Kobold) route and want to go green dragon/copper dragon, half-orc count as human and can take human feats like Racial Heritage. They can also have a bite attack at level 1 from either an alternate trait, feat, or additional trait (Toothy, Razortusk, or Tusked). Also, half-orcs can have greenish or copperish skin normally.


And again, interrogation techniques don't have to involve pain.

Think good cop, bad cop. Unless the bad cop actually starts hurting the subject, that can't cross into torture.

The discussion needs to nail down a specific for torture because at this point, someone could argue that working a full time job is torture...


Hugo Rune wrote:
I'm not going to disagree that torturing someone for the sake of it isn't evil. But neither do I think that a captured assassin is going to reveal who hired him in exchange for a plate of cookies. I also think your second, blackmail example, sits on the spectrum as the priest would be psychologically tortured.

To use a real world example of how a plate of cookies turned an enemy into an informant, check out Abu Jandal. You're severely overrating the practical utility in torture.

Threatening to defame someone certainly isn't a good act, but calling it psychological torture is like saying that a wet willy is basically malicious wounding.


Dispel Magic.

You have 3 PCs that should have access to Dispel Magic/Greater Dispel Magic. Unless you somehow stack the DC to dispel the wizard's spells, he's sitting at a DC 31 to dispel his magic. Granted, the part casters are only getting a +14 to their dispel check (needing a 17 on the die), but they can take Mythic options to boost their caster levels and dispel checks.

And the best thing to do is to fully stat out this wizard. Right now, we're dealing with Schrodinger's Wizard who has all the best spells in his spellbook and no spells prepared until he needs them. Having a bunch of summons and demiplanes and permanent divinations feeding him all of the answers he needs is fine, unless he took Conjuration and Divination as he opposition schools.

Also, why are they fighting this wizard?


If the disk accomp the caster, then the caster has to stay adjacent to the rider. Which means that the caster effectively becomes "mounted." If we take that reading, then I wouldn't put any addtional restrictions, since the caster is effectively stuck next to the rider.


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::Hires a wizard to Detect Thoughts on a subject of interrogation::

PCs: "Better torture the wizard to make sure that he's not lying about his spell working."


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Hugo Rune wrote:


Isn't that just semantics? Profession (Interrogator) isn't evil. But the interrogation techniques could include thumbscrews and the rack.

One interesting example is the cane. Is a teacher caning naughty pupils engaged in dangerous naughty activities evil? If the teacher enjoys inflicting pain then yes.If the teacher truly believes that they are stopping the chilren from killing or maiming themselves and takes no pleasure from it then they may be good, if misguided by modern conventions.

You're conflating "torture" and "interrogation." Interrogation is just asking questions. Torture is inflicting pain to achieve a desired result. You can interrogate someone without torturing them, and you can torture someone without interrogating them.

Example 1: Someone refuses to answer my questions, so give them a plate of cookies. They then answer all of my questions because they want more cookies. I've just sucessfully interrogated them.

Example 2: I detain a prominent priest of Iomaede. I ask him questions and threaten to expose to the public that visits brothels and drinks to excess on the regular. He answers my questions. He was interrogated without being tortured.

Example 3: I arrest and question the bouncer of a local tavern. He tells me the names and addresses of everyone involved in a recent bar fight because he just felt like telling me the truth. Interrogated without torture.


Just want to chime in about how awesome Ultimate Campaign's character generator is, especially for new players. I break it out whenever I introduce a player tabletop RPG because rolling dice is always more fun than parsing out rules. I even use it for my own characters to generate info that I want them to have, but I'm too lazy to figure out on my own.


If this is for PFS, I don't think you can do this. At the very least, you wouldn't be able to get any effect out of it.

If this were a home game, then you could just use the gold-plated material and pay the cost of a light weapon.


Use traps. Not super high-level magic traps, but things like trap doors and tripwire crossbows. This will keep the PCs on their toes during the fight without risking their outright death from a single bad roll.

You can also have guards (2 or 3 levels in the NPC Warrior class) in hidden walls with arrow slits during the final fight. If this boss has been built up, then he should be expecting the PCs, he should be somewhat prepared.

Sticking with the trap angle, you can give the cleric an attendant/flunkie who runs around the final fight serting off traps. This guys shouldn't be powerful (no more than two level of Expert or Commoner), and have him start the fight hidden.

You could combine these ideas by having a couple of guards for the cleric to buff while his flunkie runs around setting of traps.


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My favorite thing about this thread is how multiple people stated that there wouldn't be a general consensus on this issue, then the general consensus was that torture is an evil act in Pathfinder (with quotes from different rulebooks to support that fact).


Leopards get medium at level 7. You're now small. Grab Mounted Combat/Mounted Archery and ride your leopard into battle.


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Extra Channel and Improved Channel are options, if you really want to channel with an 8 Charisma.

Also, look into Bless Equipment from the Undead Slayer's Handbook.

Bless Equipment

The table it mentions in the link is here: Align Equipment

Align Equipment isn't that great, but it's an option, if you like what Bless Equipment can do.


They stack. There's even a caveat for Elemental Summoning that lets it work with creatures that already have you type of elemental resistance.

Also:

[quote=" Exotic Heritage
Source Ultimate Wilderness pg. 110"]
Your blood carries hints of an extraplanar ancestor, granting you a talent for a certain skill.

Benefit: Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4. This bonus does not stack with that granted by Skill Focus. This feat counts as Skill Focus with the chosen skill for the purpose of meeting the prerequisites of the Eldritch Heritage feat. When you select Eldritch Heritage, if you use this feat as a prerequisite, you can choose a mutated version of your chosen bloodline as though you were a sorcerer with the wildblooded archetype. All other restrictions and requirements of Eldritch Heritage still apply.

Grab that instead of Skill Focus (Know- Planes) to take a wildblooded bloodline.


If someone takes a bunch of combat options, then doesn't use them, then it's waste because they choose to waste them.

Anyway, since this is a 25-point build at level 5, I wouldn't even bother with Guided Hand. Especially since Orcs get a +4 Strength and -2 Wisdom, just stick with a Strength build.

Str: 15 (19 with racial) [7 points]
Dex: 12 [2 points]
Con: 14 [5 points]
Int: 7 (5 with racial) [+4 points]
Wis: 16 (14 with racial) [10 points]
Cha: 14 (12 with racial) [5 points]
Level 4 Ability bonus into Str for 20

Feats: Power Attack, Improved Channel, Versatile Channel (worship a neutral god)


TheGreatWot wrote:
Eldritch knight hurts on a sorcerer because your casting is already delayed one level. That type of delay means you'll never see level 9 spells even if you make it to 20th, and might not even get level 8 in a normal campaign.

A Fighter 1/Sorcerer 9/Eldritch Knight 10 would get 9th-level spells exactly at level 20.

Also, there's a feat called Prestigious Spellcaster that lets you get a missed caster level from taking a prestige class that doesn't advance it every level.


Eldritch Knight. Start with a level in Fighter, then flip a coin between Sorcerer or Wizard. Have your first two feats be Shield Focus and Shielded Mage. Shielded Mage lets you cast somatic components with a shield while ignoring up to 15% of Arcane Spell Failure (aka, wearing a heavy shield), so it'll be useless until you take your first level in wizard/sorcerer.

If you go wizard, look into the Sword Binder archetype. Basically, you get Spell Strike at level 5, so you can enter Eldrtich Knight without missing the good feature of the archetype. Also, you get proficiency in any sword that you chose as an Arcane Bond, so can get bastard sword proficiency (or something else) as a free feat by taking Wizard levels.


I would call it an attended object, since everything that requires an attack to hit the arrow uses the shooter's attack roll or some ability/statistic of the shooter.


I'm leaning towards making a PC with a Drake Companion (specifically a Drakerider Cavalier) and I wanted to use either the water or air subtype. Considering that these two subtypes are closely tied to the Planes of Water and Air respectively, would my Drake Companion qualify for the Planar Infusion feat? If not, would I have to use 2 PP to "attune" my Drake to a plane using the PC rules?


There's also Missile Shield and Deflect Arrows/Snatch Arrows.

There's also a Ranger Archetype, Toxophilite, that can attack arrows and bolts out of the air.

From the Toxophilite's Intercept Arrow:

"Intercept Arrow (Ex): At 3rd level, a toxophilite can ready a ranged attack to deflect a ranged weapon attack against her or an ally within 30 feet. To deflect the attack, the toxophilite makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent’s roll, the opponent’s initial attack automatically misses. For each size category the attacking creature is larger than the toxophilite, the toxophilite takes a –4 penalty on her attack roll. The toxophilite must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can’t be deflected. This ability replaces endurance."

Effectively, a projectile in flight wouldn't be considered an unattended object until after the attack resolved, it seems.


Material means that it's consumed. Focus means that it can be reused.


Half-elf Paladin with Racial Heritage (Kobold).


Ryan Freire wrote:
Scott Wilhelm wrote:
Xaimum Mafire wrote:

Fudging rolls to keep the players alive? Yes.

Fudging roll to keep NPCs and monsters alive? No.

I'm not so sure.

There might be a story reason why a monster or NPC needs to die in the next chapter or be killed by a different party member.

eh, in that case i dont fudge die rolls, i just apply more hp.

I just alter the story. Did I plan for the mook to divulge his master's plan after surrendering? Yes. Did the raging Barbarian critically hit the mook with his greataxe? Yes. Is the party still going to learn about the BBEG's plan from the mook? Only if they search his body and make a Linguistics check to decipher the note he was carrying.


Fudging rolls to keep the players alive? Yes.

Fudging roll to keep NPCs and monsters alive? No.


Expanded Arcana is good, if you want more spells. It works with any spontaneous caster, even Oracles.

I also recommend Dispel Focus and reading up on the dispel rules.

As a Kistune, you get a bonus to your Enchantment spell DCs, so look into stuff like Trick Spell from Dirty Tactics Toolbox or Spell Focus (Enchantment).


And if the definition of "wield" is "to have and be able to use," then rays can't be used with Dazzling Display by your own definition: Since a ray is gone once you use it, you don't have it anymore... You're arguing in bad faith.


Scott Wilhelm wrote:
There's no rule that says you have to hold a weapon to wield it. That's usually how it works, but it doesn't have to be. You wouldn't hold an Abrams tank, but you sure can intimidate someone with it! You could intimidate everyone within 30' with it!

Scott Wilhelm, this is the Rules Questions forum. This is not the place to debate your opinion. This is the forum to answer questions on how the rules are supposed to work.

The bottom line is that the ray cannot be held, which means that, regardless of anything else you have to say, it does not exist for long enough to be used with Dazzling Display. Even if you use a Quickened ray spell, the ray only exists until the attack roll is resolved.

By trying to "win" this discussion, you're doing a disservice to anyone looking for a clear answer to the original question.

And as for your nonsense response about "no rule that says you have to hold a weapon to wield it," I suggest you actually read the core rulebook. There are numerous references to wielding a weapon and how they must be in a hand (or appendage that can hold and manipulate it).

Here's an excerpt from p. 140 of the Core Rulebook:

"The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all."

If you can't hold, then you can't wield it...


Eh, I don't like that answer, but it makes sense, so I can't argue it, lol.


p. 183 of the Core Rulebook wrote:
Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.

You can't hold a ranged touch spell/ray. Therefore, you can't wield a ray. Therefore, you can't use Dazzling Display with a ray spell because you can't use the standard action cast it in one turn, then next turn use the full-round action that Dazzling Display requires. Because rays can't be held, so you can't "wield" them.


Even though its effective spell level is +0, its actual spell level is still +1.


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Meirril wrote:


You do realize that you can't target anything in that smoke until you are 5' away, right? So blindness = useless, unless you can inflict it when a player sees you. The same thing for targeting the bottle, you have to see it to target.

The only thing you've really brought up is that a Silence spell would be inconvenient, assuming the entire party hasn't purchased something like a Goz mask.

You're mistaking Obscuring Mist/Fog Cloud rule for the smoke rules. Smoke only grants 20% concealment and you still have line of effect to your target, unless they make a Stealth check. Also, can still see them, just not clearly enough for things like Sneak Attack/precision damage to work.

Rules for Concealment:
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has concealment.

When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn’t adjacent to you, use the rules for determining concealment from ranged attacks.

In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists.

Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally—if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.

Concealment and Stealth Checks: You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check.

And even if smoke granted Total Concealment (which only the Eversmoking Bottle does), a creature can still make Perception checks to guess which square a PC is in, then target that square. AoE attacks and spells still work without doing that. This is on top of the numerous ways that I've already listed to challenge a party that relies on using smoke. If you don't want to apply wind effects, use the dozens of wind spells, sunder the bottle, steal the bottle, dispel the bottle, blind the party, silence the Flame Dancer, have them make escalating Fortitude saves if they don't hold their breath, etc., that's not because smoke is difficult counter; it's because you don't feel like adapting to your players.

And if "finding the bottle" is a problem, use the touch rule for invisible creatures:
"A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown."

Also, if the whole party bought Goz Masks, then they've expended resources and are using their head slot.

But most importantly, you, as a GM, don't have to have a perfect counter to every single option that your party has. They're the heroes of the story, and if they worked as a team to coordinate with each other use smoke to win fights? Let them do it, especially if you don't even want to use the hard counter to smoke that are written into the rule for both regular smoke and the Eversmoking Bottle.


Xaimum Mafire wrote:

So, the Mixed Scales feat for Kobolds states:

Mixed Scales wrote:
Benefit: Choose an additional color for your Draconic Aspect feat or dragon-scaled racial trait. You gain the benefits of both this color and the color you originally chose... If you gain abilities that rely on scale color, choose which color gains the benefits.

So, you get the benefits of both scale colors, but you still have to choose which color gets the benefits? Does that mean when I use Draconic Breath and have both red and blue scales, I either choose which breath weapon I use when I activate the ability, or I choose which color of breath weapon I can use when I select the feat and I'm stuck with it?

If it's the first interpretation, how would that work with the Draconic Magic feat, which gives me a set of two spell-like abilities based on my color?

Still looking for an answer on this.


And for smoke, in particular:

"Smoke Effects
Source- PRPG Core Rulebook pg. 444
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it."

Are your PC stating that they hold their breath before the smoke covers the field? Otherwise, they're due for escalating Fort saves every round of the fight...


Meirril wrote:


Yeah. And exactly how many times can you pull out the card "high winds" to keep the smoke/fog from working? You certainly can't indoors or underground. Especially when the party has something like an Eversmoking Bottle. If the party had to spend resources to keep sight blocked that would be more tolerable. No resources spent and they can do it constantly? Just how is it good for a game?

Drafty/windy caverns are a thing. Roll a percentage die to determine the weather for the day to make it fair. Have the chance increase by a certain amount for every day that there's no wind (similar mechanic to a Flesh Golem's chance to rage).

There are also spells that create wind, so you can pull out the high winds card as many times as you have the party fight spellcasters.

And an Eversmoking Bottle is a resource. One that can be stopped by plugging the bottle. And it can be stolen. And sundered. And dispelled temporarily...

And for a Flame Dancer's Song of the Fiery Gaze?
"Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components. This ability replaces inspire competence."

Silence and deafness stop that. Even blindness works because they still need light to see through the smoke...

It seems like you didn't read how the abilities work because this isn't any worse than a spellcaster with a high DC Glitterdust...


I was mostly asking for Pathfinder Society. Rule Zero reigns in most of the home games that I play in, and in my opinion, Item Mastery feats should work with any magic item that has an equivalent in a book.

However, my opinion doesn't matter for PFS, so that's why I'm asking here.


Awesome! I was asking because because I'm building a fire-focused Human Draconic/Solar Crossblooded Sorcerer/Fighter/Eldritch Knight around Flumefire Rage. Mad Magic is a Combat feat, so I can take Raging Blood and Flumefire Rage at level 1, and multiclass into Fighter and take Mad Magic at level 2. From there, I'd grab Spell Focus (Evocation) at level 3 because I'd have the Bloodline Mutation, Blood Havoc from level 1 (but, Burning Hands isn't a bloodline spell for Draconic or Solar).


Actions in Combat

Technically, casting Acid Splash is the action of "Casting a Spell/Spellcasting." The Attack action is hitting someone with a manufactured or natural weapon. By RAW, this wouldn't work, but only the most strict GM wouldn't allow it.

Sidenote: Acid Splash isn't a ray spell; Ray of Frost is. The only reason that matters is if you take Weapon Focus (Ray), it wouldn't apply to Acid Splash.


The feat, Raging Blood, states that it give you a "lesser" bloodrage. Also, it states

Raging Blood wrote:


Your blood boils with latent energy, filling you with an intense fury.

Prerequisites: Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager’s bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.

If you have more than one bloodline, you choose the bloodline this applies to upon taking the feat.

The part that says "this benefit is the same as the bloodrage class feature" means that you can use the 1st-level bloodrager bloodline power by activating the Raging Blood feat. This also means that you're treated as Bloodraging when you use it.

Now, if this feat counts as giving you the benefit of the Bloodrage class feature, does that mean you can use it to qualify for feats like Mad Magic that have "Bloodrage class feature" as a pre-requisite?


Scaled Fist Monk/Oracle with the Lore Mystery and Sidestep Secret.

Scaled Fist used Charisma instead of Wisdom for all Monk class features.

The Lore mystery's Lore Keeper revelation lets you use CHA for Knowledge checks, so that's a decent option once you've stacked your AC.

Also, there's no class feature that adds DEX to AC; that's a core rule of Ability Scores. Sidestep Secret is a class feature that overrides the core rule of how AC is calculated.


Cevah wrote:

OP: You are barking up the wrong tree. All the Item Mastery feats are of the form:

You can cause an item that has a XXXX spell of ### level or higher listed in its construction requirements to cast XXXX.

Your shadow weapons do not have construction requirements, so cannot drive these feats.

Weapon Evoker Mastery says:

"Benefit: As a swift action while wielding a magic weapon with a weapon special ability that deals extra acid, cold, fire, electricity, or sonic damage on a hit, you deal an additional 1d4 points of damage of the same type with each hit you make with that weapon for 1 round."

I guess what I'm getting at is that a +1 Ghost Touch battleaxe (for example) manifested by a levle 7 Gloomblade is the treated the same as a +1 Ghost Touch battleaxe that's bought from a store.

I suppose a follow-up inquiry would be "If a class feature adds a weapon/armor/shield property to an item (such as a Paladin's Divine Bond with a weapon), does that count as meeting the construction requirement?"

Would this be a RAW vs RAI issue?


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Scott Wilhelm wrote:
Xaimum Mafire wrote:
you can use a Rogue Talent to get Improved Trip without burning a feat on Combat Expertise/Dirty Fighting.
Another Rogue Talent to take would be Underhanded Trick, which gives you Improved Dirty Trick. Both Improved Dirty Trick and Improved Trip have Combat Expertise or Dirty Fighting as a prerequisite, which you would still need if you want to take Greater Trip or Quick or Greater Dirty Trick.

Unbalancing Trick specifically calls out that you don't need Combat Expertise to qualify for Greater Trip.

"Unbalancing Trick (Ex) (Elemental Master's Handbook pg. 9): The rogue gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits)."

Same for Underhanded Trick for Improved Dirty Trick.

Scott Wilhelm wrote:


Xaimum Mafire wrote:
Sap Master

IIRC, to use Sap Master, your opponent must be actually Flatfooted. It's not enough to just be targeting Flatfooted AC. You can make your opponent Flatfooted with the Shatter Defenses Feat, which requires the Dazzling Display Feat. Maybe also Cornugon Smash. If you take Knockout Artist, that would be even more Damage, but that only works with Unarmed Strikes, which I was suggesting via Vicious Stomp.

I think exploiting Sap Master would be very, very Feat intensive, possibly worth it, though.

That's why I suggested the Scout archetype. You trade out Uncanny Dodge, but enemies that you charge as flat-footed. At level 8, the first enemy that you strike each round after moving 10ft also counts as flat-footed.

Scout archetype for Rogue

Full Name

Cernan Olmeric

Classes/Levels

Detective Cernan's on the case! *** M Aasimar (Emberkin) Arcanist (White Mage) 2 *** Party-at-a-Glance Spreadsheet

Size

M

Age

112

Alignment

NG

Languages

Common, Celestial, Draconic, Elven, Dwarven, Gnome, Tien, Nirisian, Embishiu, Fiendish, Read Lips

Occupation

Consulting Detective for Magical Inquiries

Strength 11
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 12
Charisma 14

About Cernan the Patient

Defense:

HP: 16/16
AC: 13 (16 with Mage Armor)
Fort +2, Ref +2, Will +5

Offense:

Speet 30 ft
Initiative +2

Crossbow, Light +3 (1d8)
Morningstar, +1 (1d8)

Spells:

Per Day:
Level 1: 3+2

Prepared:
Level 0: 5 (Light, Read Magic, Detect Magic, Prestidigitation, Message)
Level 1: 2 (Mage Armor, Color Spray)

Spellbook:
Level 0:
-All?

Level 1:
-Mage Armor
-Burning Hands
-Color Spray
-Grease
-Magic Missile
- + 5 others

Wishlist:
-Crafter's Fortune (1)
-Fireball (2)
-Treasure Map (2)
-Share Memory (2)
-Bestow Insight (2)
-Blood Biography (3)

Role:

• Switch-caster; can use support spells or offensive spells, with spontaneous curing from archetypes

• Skilled investigator, general skill-user

• Skilled in Knowledge, Professions, Language, and social graces—can fit in everywhere

Feats and Traits:

Feats:
Breadth of Experience (+2 to Knowledge & Profession, can be used untrained)

Wishlist:
Sacred Geometry (Consecrate, Lingering, Elemental, Still)
Dilettante

Traits:
Eyes and Ears of the City (Perception)
Trap Finder (Disable Device)
Suspicious (Sense Motive)
Condescending (Drawback; -5 to Diplomacy and Intimidate related to attitudes)

Class Abilities:

Arcane Reservoir: 5 points, 4 per day

Spontaneous Healing

Consume Spells

Race Traits:

Emberkin (Half-Peri), with +2 Int variant replacing SLA

Resist Acid 5, Cold 5, Electricity 5

Darkvision 60 ft

Truespeaker (+2 to Linguistics, Sense Motive, 2 languages/Linguistics

Skills:

Skill Points: 20 (Class 4, Int 10, Favored Class 2, Campaign Bonus 4)

*Indicates class skill

*Appraise: +9 (1 pt)
*Craft (alchemy): +11 (1 pt - +2 tools bonus)
*Craft (bowyer): +11 (1 pt - +2 tools bonus)
*Craft (armorsmith): +11 (1 pt - +2 tools bonus)
*Craft (painting): +11 (1 pt - +2 tools bonus)
*Disable Device: +10 (1 pt - +2 tools bonus +1 trait bonus)
*Fly
*Knowledge (arcana): +11 (1 pt - +2 feat bonus)
*Knowledge (dungeoneering): +7 (+2 feat bonus, can use untrained)
*Knowledge (engineering): +11 (1 pt - +2 feat bonus)
*Knowledge (geography): +11 (1 pt - +2 feat bonus)
*Knowledge (history): +11 (1 pt - +2 feat bonus)
*Knowledge (local): +11 (1 pt - +2 feat bonus)
*Knowledge (nature): +7 (+2 feat bonus, can use untrained)
*Knowledge (nobility): +7 (+2 feat bonus, can use untrained)
*Knowledge (planes): +11 (1 pt - +2 feat bonus)
*Knowledge (religion): +11 (1 pt - +2 feat bonus)
*Linguistics: +12 (2 pt - +2 race bonus)
*Perception: +6 (1 pt - + 1 trait bonus)
*Profession (librarian): +7 (1 pt - +2 feat bonus)
*Profession (scribe): +9 (1 pt - +2 feat bonus +2 tools bonus)
*Profession (all others): +3 (+2 feat bonus, can use untrained)
*Sense Motive: +8 (1 pt - +1 trait bonus +2 race bonus)
*Spellcraft: +9 (1 pt)
*Use Magic Device

Wishlist:
Profession (sketch artist)

Equipment:

Masterwork Thieves' Tools
Traveler's Any-Tool
Masterwork Alchemist's Kit
Masterwork Scribe's Kit
Masterwork Painting Kit
Silken Ceremonial Armor

436 gp