Neshari

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As tittle says? Is it mind-affecting? i know it is a visual effect, but it never states anything else.


So what happens if I cast a permantent invisibility to my weapon?

I remember a blade in CScoundrel that was invisible and enemies were flatfooted unless they succeded on a perception vs sleight of hand (sleight had 1 +10 for invisibiity).


I am playing a red mantis assassin and looking forward to my class abilites I saw Mantis Doom which is gained as a spell-like ability. Since mantis uses Sorc/Wiz spell list and Creeping doom has two different levels, 7 for druid, 4 for summoner I do not have a reference to use.
Do I use 10+7+Cha for the Fort DC ? or am I missing something? Do I use my red mantis level for duration or my character level?


I am making a new character and I was wondering, can I have Drug coated weapons? Lets say I want to coat my weapon with shiver which is an injury drug, how would that work?
If my character is an expert in craft alchemy and knows a bit or two about healing, can he possibly extract a disease from either a sick npc or an infectious enemy and coat his weapons with it?


As the Subject says. An in-class ability (No trace) uses references to the use of Survival to hide tracks. Shoudn't the ninja have that as a class skill?


3 people marked this as FAQ candidate.

I just read about Environment dangers and it lists lava as dealing 2d6 per round on contact and 20d6 if you are immersed but if you have fire immunity or resistance you are immune to that damage. Is this a typo meaning fire resistance applies or are you actually immune to magma damage?


Easy question, maybe I missed it somewhere. Can any of the archetypes presented take an alternate class feature from the APG?

Example: Let's say we have a Ninja who wants to take expert acrobat instead of poison use. Since this is an archetype, and poison use is used to replace trapfinding in the rogue, and expert acrobat also replaces trapfinding, can the swap be made according to rules?


6 people marked this as FAQ candidate. Staff response: no reply required.

Am I reading understanding this correctly?

If I cast shatter on the area where the alchemist is, I understand all the crystaline, glass, ceramic and the like gets destroyed, so I would most likely have the alchemist threat eliminated from the battle. He would have to rely on anything that is not bombs, extracts, mutagens or posions, which for the class should probably be a wand or scroll.

If this is true, an alchemist can almost effectively be disabled by a level 2 spell that the most common casters can do (bard, cleric, wizard & sorcerer) and being a bad guy you should either know the spell or have a wand for it in case the occasional adventuring party comes to your base to stop you from whatever evil is your birthright inflict to others or you are destined to do.

Last week's game a certain villain from AP2 killed three out of four in the party and two of my player's like the idea of alchemists, I wouldn't be suprised if I get to see one on the next session.

I'm up for ideas/questions/criticisms


Quick question.
How long do the components on a spell component pouch last?

Posible situations:
-A wizard is in the wild doing adventures for a very long time.
-Or wizard levels up in the middle of a dungeon.

What happens in those cases? Do the components get used when the spell is used? Is the wizard considered to have gathered spell components for spells he did not know yet?

I am really easy going on those matters, its just that the question got me thnking.


Here is a helpful list of all the prestige classes available in Golarion.

-I started this list as a reference for my player's for them to be able to look at prestige classes on Adventure paths without spoiling the story.

The following list shows only Paizo branded classes no third party material.

Prestige Classes Source
Arcane Archer-------------------PFRPG Core
Arcane Trickster----------------PFRPG Core
Ashvawg Tamer-------------------AP 5 - SotS pgs 71-72
Assassin------------------------PFRPG Core
Balanced Scale of Abadar--------Dark Markets pg. 54-55
Battle Herald-------------------APG
Bloatmage-----------------------City of Strangers
Brightness Seeker---------------Elves of Golarion pgs. 28-29
Chevalier-----------------------Children of the Void pgs. 62-63
Daivrat-------------------------Qadira, Gateway to the East pgs. 20-21
Demonic Initiate----------------AP 16 - TAE pgs. 62-65
Diabolist-----------------------Princess of Darkness pgs. 44-45
DragonDisciple------------------PFRPG Core
Duelist-------------------------PFRPG Core
Eldritch Knight-----------------PFRPG Core
Genie Binder--------------------AP 22 - LoF ToE pgs. 52-53
Harrower------------------------Campaign Setting
Hellknight----------------------AP 27 - WLiD pgs. 66-69
Holy Vindicator-----------------APG
Horizon Walker------------------APG
Inheritor's Crusader------------AP 26 - TST pgs. 71-72
Justiciar-----------------------AP 8 - SDttG pgs. 69-70
Liberator-----------------------Second Darkness pgs. 22-23
Lion Blade----------------------Taldor, Echoes of Glory pgs. 22-23
Living Monolith-----------------Osirion, land of Pharohs pgs. 22-23
Loremaster----------------------PFRPG Core
Low Templar---------------------Campaign Setting
Master Chymist------------------APG
Master Spy----------------------APG
Mystic Theurge------------------PFRPG Core
Nature Warden-------------------APG
Pain Tester---------------------AP 15 - TAE pgs. 60-62
Pathfinder Chronicler-----------PRPG Core
Pathfinder Delver---------------Seekers of Secrets
Pathfinder Savant---------------Seekers of Secrets
Rage Prophet--------------------APG
Red Mantis Assassin-------------AP 9 - EfOK pgs. 69-71&Campaign Setting
Shackless Pirate----------------Campaign Setting
Shadowdancer--------------------PFRPG Core
Spherewalker--------------------AP 2 - TSM pg. 73
Stalwart Defender---------------APG
Steel Falcon--------------------Andoran, Spirit of Liberty
Student of War------------------Seekers of Secrets

*"AP ## - XXXX pg. ##" is a reference to Adventure Path followed by its Adventure Path number, the volume's initials and page numbers to avoid adventure spoilers

This list was particulary useful for my players to make their character progressions an ideas. And it always helps me remember what are the choices.

Feel free to tell me if I am missing any PrC
I used everything I could find but I do not have Society and Modules, if there is any prestige class in there please feel free to update or of telling me so I can edit.

Hope it helps.


Ohh and btw my player is asking if you could nerf the class, his exact words where: !!!!!NERF MAGUS POWER-OVERWHELMING DETECTED!!!!!


Lets say I have a monk level 6.

A) Can he have Improved Natural Attack as Feat?

The Monk's Unarmed Strike reads:

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

And the Flurry of Blows reads:

A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed strike never states for "Feat Requirements" but Flurry does state no natural attacks.

I am guessing no would be the right answer, just want to be sure.

B) Can my monk have Greater Magic Fang casted on him?

If so, what is the effect? Does the monk have four or more natural weapons and just gets a +1 with each one or does it apply to all unarmed strikes.

Here's the text:

Magic Fang
Range touch
Target living creature touched
Duration 1 min./level
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.

Magic Fang, Greater
Target one living creature
Duration 1 hour/level
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.

Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).

Greater magic fang can be made permanent with a permanency spell.

I'm trying to get the answers before my monk player comes up with the idea and tries to convince me. He is getting his build for his new character and he already saw the price on the permanency for Magic Fang, Greater but couldn't afford it yet.