Zakur Opzan's page

Organized Play Member. 98 posts (102 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.




This weekend at a small game con, I played my witch with evil eye and misfortune hexes. I used small soda bottle rings of different colors for each different hex. I knoticed the GM wasnt rolling 2 dice for the misfortune hex, so i reminded him. I also knoticed that the -2 to saves and -2 to AC wasn't being factored in when the other party members rolls should have been hitting so i reminded him. I had the colors marked down so he could easily check which debuff was applied.
What is the common courtesy on this?

Also Players at the table didnt remember to add in buffs that were active so i reminded them. Afterwards I felt like an --- for being the party "mother". What is the common courtesy that is done in this situtation?

At another table we were up against a wizard with another GM and this wizard had blur and mirror image up. The warrior was next to him and the wizard would move more than 5' (all the ground was difficult terrain) and the GM said that the warrior wouldnt get an attack of opportunity because of concealment. I said that didnt seem right, but let it go. Now I see that blur grants concealment, but not total concealment, so as such AoO's would have been able to be made correct? The warrior died during this encounter, and had he been alloted the AoO's most likely would not have as the wizard moved every round. After the fact, how is this normally handled? Is this something that gets put in on the character area with "problem with this game"?

Thanks for advice.


Hello, I am new to PFS. Someone said as a healer I should spend my first 2 PP points on a wand of cure light wounds. I was wondering if there was a publication or an online page that has listed what prestige points can buy. I have the PFS handbook, and field guide, and the only listing i saw was for spending PP on faction Boons.

Thanks for any help!


With MEPA Con around the corner, I wanted to create my first "real" PFS character. I was thinking of Inquisitor, Witch , or Druid. Or sorcerer.. or...lol

I noticed on the sign up sheets there were alot of melee so inquisitor is out. I have a witch in homebrew and it is by far and away my favorite PF class. I was thinking trying out Hedge Witch as I have a character concept in mind. Last year I played a pregen witch at the table and was the only withc I think at the entire Con!

I also have a concept Idea for a druid, but that is less along than the witch. any thoughts?


Ultimate Magic wrote:
Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Just wondering...how often can the hex be given to other players? It does not say it is once every 24 hours like most hexes do. It does however seem balanced that a witch would have to reapply it every minute to keep it up, limiting other actions.


In my reg path game (lev 5), my GM was complaining about my witch being overpowered. I had cakle, cauldron, misfortune, and sleep hex. My usual tactic at 4-5th level was to sleep the mobs, and misfortune the baddest ugliest guy i saw. I had a bow, so i would most of the time use that for damage, as a majority of my spells were healing because we lacked any other character to heal. I tried to point out that if i went damage class, say a ranger, i would probably take out the same guys i was CCing for the rest of the party to take out. we had a barbarian, a TW fighter, and a sorcerer in the party. I would throw out some spell damage once in a while, not often though. Is it really an overpowered class?


In the game I was just in (I am no longer with that group) the GM decided to change all PC powers that were SU to SP because he felt SU was overpowered for PC's. I think that creates alot of unbalance issues. Anyone agree with that, and why?


First, for the most part i like the group im with. My gm is fair most times, however when he pulls something it is big.
For instance, level 3 witch and group got ambushed by kobolds. all 6 of them attack my familiar on the ground next to me, 2 of them taking AoO to do so. When i questioned why they would avoid the 4 humanoids that will do more damage and are more of a threat i got the I am DM speech...

Recently my Alchemist was said to be unbalanced because the enemy we were up against had SR and the bombs that were thrown at him bypass SR because they are SU in origin. SO now in the middle of the next fight the bombs have been changed to SP instead of SU. My argument was that alchemists do not have anything to lower SR like our mage could have used. Again the I am DM speech...
(what he and everyone in the group forgot was that every enemy up until now was healed by fire and draining the heat from us and i just watched the fighters ko them from a distance, and heal them after the fight)

When we were playing another game, i was told i could not do something because it was a house rule. When i asked how come i didnt know about the rule before the decision, i was told it was a house rule for years. (i've only been with the group for maybe 2 years) I asked for a listing of houserules and "have become the rules lawyer" at the table.

Last game i had to defend the levitate spell. the spell ended because the character pushed off a wall and went horizontially. I pulled out the spell description and explained that the spell itself does not do horizontal movement, but that doesnt mean the spell ends if someone does.

I am there on time (99% of the time) have my spell list ahead of time, books earmarked, index cards made, dice ready to play, and know my character almost inside and out. *sigh*

What i originally wanted to know was should i be looking for another table, but i guess the answer is clear (or not so clear). I dont care if anybody responds, sometimes its just better to get it out, and not at your party mates.


d20pfsrd said wrote:


Breath Weapon Bomb
Prerequisite: Alchemist 6
Benefit: Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.

Fast Bombs:

Fast Bombs
Prerequisite: Alchemist 8
Benefit: An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Are breath weapon bombs subject to the Fast bombs discovery, and able to breathe more than one per round? My alchemist gets 2 attacks per round (BAB) and is hasted. If i were throwing regular bombs i could throw 3, so should i be able to Breathe 3 of these too?


Someone said wrote:
The pdf specifically states that extracts are created much like potions and follow the rules of dispel magic. I think if the Alchemist makes all of his extracts in the morning, (playtest btw 17th alchemist vs. 17 wizard), he is very vulnerable to losing his extracts if hit with a mage's disjunction. I think you might want to clarify the difference between extracts and potions for this spell specifically. If a wizard casts disjunction on another wizard, he may lose items, spells in affect and a few other things, but he won't lose the memory of the prepared spells he hasn't cast yet. If the alchemist fails his saves vs. mage's disjunction he is crippled. He effectively loses his "alchemy" spells on the extractions that failed their save. No extractions, no potions. Shutting down a 17th level character for 17 minutes is very costly. You might not negate all of the extractions but you can sorely hamper his ability. You might want to specifically state that extracts are not magical items or potions until they are activated or imbibed. Otherwise as a DM I would rule they are potions and would require a saving throw against disjunction. This could severly cripple an alchemist, and as a wizard, the first 9th level spell I learn is mage's disjunction.

In a battle last night one of our party members read a glyph underwater that dispelled all our effects. Our GM decided that all my prepared extracts were dispelled as well. I agree to the buffs, as these are what the book specifically states as the "effects" being dispellable.

However an alchemists extracts are supernatural (as stated in the APG) in origin and therefore not subject to dispel magic or Mages disjunction (mages Disjunction works on spells and spell like effects, both of which an extract is not, they are SU)... Am I correct on this?


Pathfinder wrote:

Undead Anatomy

School transmutation (polymorph);

When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type, which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and darkvision 60 feet. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, low-light vision, and scent.

In this form, you detect as an undead creature (such as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as searing light).

Small undead: If the form you take is that of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium undead: If the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

My question is this: If you assume the form of an undead, do you get any of the undead traits? If you are treated as undead regarding Heal spells and channeled energy, do you take negative energy damage or ability drain from undead with those abilities?