Search Posts
So, I'm kind of looking for a definitive answer on this topic. Let's say I'm a Rogue, with the True Professional archetype and the Magical Expertise sub-ability. Say I take Greater Magical Talent (Cure Light Wounds), because the Magical Expertise sub-ability lets me take from any spell list, not just the wizard/sorcerer list. According to a 2011 FAQ ruling, I *can't* use a wand of cure light wounds without a dc 20 UMD check, but according to a 2015 FAQ ruling I can actually (help) create one. Is this still the case, or am I missing a more recent ruling?
So, I've got a concept for a character, and I'm missing a key element. The core of it is a Kitsune Sorcerer with the psychic bloodline feat who stays in Fox shape (hence the Psychic bloodline). The key problem, of course, is communicating with the party. I'm looking for a spell, or an item, or similar that would allow what is essentially an intelligent animal to communicate with the rest of the party? Preferably NOT via writing. I already thought of mage hand and chalk, but that's not helpful in combat. Should mention that it's for a party of level 2s.
So, this question has roots in some third party. Basically, the conflict here comes up that the Training enchantment is relatively unique among enchantments, being that it explicitly states that you CAN put it on a weapon multiple times, and spells out that you simply don't gain the benefits of feats you can't qualify for without them - meaning you COULD put the whole Two Weapon Fighting chain on one sword, but you'd only get the lowest one you qualify for on your own. So, in theory, sticking the SAME combat feat on it three or more times is teeeechnically legit, though the case where there would normally BE a benefit to doing so is limited. The entire question arises because of the note that Flaming doesn't stack with Flaming on the same weapon, or even with Flaming-like spells (Sunmetal, for example). So, the ENTIRE question is this:
I know it seems like a pretty simple yes-no question, but I've got pretty good arguments on both sides.
So, to preface, yes. I know it's probably impossible. No, i don't care. Mach 5 is the target, not the expected outcome. Aaaand, no, I really don't care that it's ponyfinder. I could use a dozen different flying critters. Salient points are this:
Two of my feats are called for by other things, and a third by the Run feat (unless there's a better one for flying). But I'm using a true professional rogue, so i still have 19 (combat feat basic talent, general feat advanced talent), giving me a 220 base fly, 1100 on a 'run'.
Beyond that, spells and disposable items are off the table. Anyone got suggestions for more zoom?
So, many moons ago, my current GM said it was impossible to kill a properly built level 20 wizard as a rogue. I took this as a challenge. I'm at the point where I've one detail left: getting to the wizard's personal domain to kill the 'real' him and his clone(s). I need a way to travel across the planes to a given person, rather than going to a specific plane. Any suggestions? (In the spirit of the challenge, I'm not using Eldritch Scoundrel, and premade items are required. Third party items are ok, but I'd prefer PFS compliant.) Also, if anyone has a sample l20 wizard they could direct me to, that would be fantastic.
So, yeah... Exactly what the title says, but I'll refine my terms a little. I need one spell that fills the following criteria: ~Up to level 5, preferably 4
My GM is telling me that an idea I had for a spell is over powered explicitly because it is, as he and I both define it, 'an army killer'. But I know for a fact that Contagion could do it with a little luck, and that Greater Contagion could do it with great ease. But I'm looking for 'quick' results on the slaughter.
I know it was asked like seven years ago, but are evil outsiders considered to be operating on positive energy for the purposes of healing? I ask this question specifically because of Holy Water, which states that it is 'infused with positive energy', and damages both undead and evil outsiders. It could go either way in my book, but nothing else calls it out the way Holy Water does.
So, my GM and I are arguing over whether or not he can add his dex bonus to a combat maneuver made using a Gypsy Prank, because he's using a bladed scarf and had Weapon Finesse. I'm telling my GM that he's an idiot, because he's replacing the CMB with his Perform Check. He's citing the line "If the gypsy gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Perform bonus when using the appropriate combat maneuver" as to why he should add his dex bonus. Can I get a rules lawyer, please? I'd like an FAQ, if there is one, that addresses this. Or a specific rule. Or just a half-brick in a sock.
I'm asking because I'm not finding my question anywhere on the forum, which either means it hasn't been asked, or it's been asked but it's buried. I want to know how a humanoid, such as a human, elf, Kitsune, etc, on a plane not the Prime Material would react to a Dismissal or Banishment spell. The latter, obviously, from a native denizen of the plane (since that's the wording). I ask because they both say "extraplanar creature", not "outsider." If a human travels to, say, the Elemental Plan of Earth, do they count as extraplanar creatures at that point? If my oracle gets transported to Hell, can he Dismiss himself back to (80% chance) the Prime Material plane? If I get plopped into the Abyss, can a demon Banish me back to same said (assuming they can cast the spell)?
So, I just started a game. One of my players was bored before we actually got running, and we did a scene out of his back story, just so he could get into the character. Long story short, I need something that will be an extreme challenge for a level one Kobold Rogue with what amounts to the Advanced template (he doesn't, but it's a custom subrace, and compared to a regular Kobold, it's a powerhouse.) The LAST 'challenge' he took on was, basically, killing an entire caravan of 50 drow. He succeeded with only one NPC helping. Now he has four. Someone help. Please.
The label says the important part. My party has an NPC who has cobbled together a circus, thanks to a certain slightly kleptomaniacal PC (I SWEAR, that wizard didn't EVER have that wand of polymorph). We need acts, beyond the normal crap. I mean, we've GOT the knife throwers, the high wire act, elephants... an owl bear, a mimic that would rather be fed than hunt... A minor carnival surrounding it. I'm looking for some REALLY weird stuff to throw at my GM.
OK, so I know about Paizo's short list of NPCs, but I'm looking for something a little more comprehensive. Any time my GM wants a challenge to the party, he makes me roll up a new monster. Which gets annoying, because THEN he has to nerf the monster. I'm a dirty, unabashed minmaxer, and he knows it. Grave knights? 'Hey, Zari, roll me up a level 10 fighter!' Two rounds into combat, 'Dangit, Zari, you made them too powerful!' (He didn't tell me they were going to end up grave knights, so I gave them adamantine plate and the fighter advanced armor perk that stacks two DR onto it. I also gave them a 19-20/x3 weapon, so a couple lucky shots and they were threatening a TPK.) So, I'm looking for a bunch of ready-made NPCs I can throw at him, and he can stop making me do his dirty work. Because I totally won't feel bad when I can't kill my own monster, I'll just feel that I did a good job. But the rest of the play group might get mad at me when he tells them it's my fault.
So, here's the situation. Large party (Six PCs, two cohorts) of level 8s (cohorts are lower). Problem is that out of three encounters, all of the monsters have been Spectres. Party is currently at a cumulative 10 negative levels. We've withdrawn from the dungeon to recover and better prepare (we didn't know they were spectres going in). We're now looking for protection from the negative levels caused by the Energy Drain effect. Our main healer is an oracle (Bones, but with the Channel revelation from the Life mystery), so being able to CAST death ward is out, since their one selectable fourth level spell is already called for. Hiring out for it is a possibility, but I don't like relying on NPCs that aren't cohorts, personally. So, other than Death Ward, what else can we do?
So, I know that if you use a Conductive weapon, or the Magus' Spell Strike ability, or other things that let you cast a spell through a weapon, the spell takes on the critical threat range - if the weapon crits, the spell crits. My question is, specifically, is this true of Forceful Strike? The reason I'm asking is because, the way the spell's info is worded, I could see it going either way... On the one hand, you could say that the weapon strike is the Somatic component, not the casting medium. But, on the other hand, it's cast at the end of the weapon, whether that's a touch attack or a sword strike, and it has to pass through SOMETHING.
So, my GM, in a pure RP session, decided to entice my character with what is clearly a magical puzzle box. The solution not only changes every time it's reset, but it's apparently known to change midway through solutions. The problem, of course, is that it's lead-lined, so I can't use Detect Magic+Spell Craft. I was considering trying to see if I could find a mid-high level bard that might be able to recognize it from a story, but if that fails, I need away to ID it through the lead lining. And I don't know if the lead is integral to the puzzle box, so I can't just remove the lead. Any suggestions?
So, I'm not finding anything in the PF rules, and I don't recall it being answered in 3.5 (and Touch AC didn't EXIST in 2nd ed), so my question is brutally simple: If I declare an attack and, as part of the attack, cast Forceful Strike, and I miss my attack, but I still meet/beat the Touch AC of my target, do I still hit with the spell? If not, does the spell carry over to the second iteration of my attack? Since it can be a touch spell, do I hold the charge?
So, my GM and I are looking at the Paladin's mercy ability, and have a minor disagreement. If I'm reading the ability correctly, starting at level 3, regardless of what mercy the paladin selects, his lay on hands will suspend any curse, poison, or disease effect for one hour, period. It requires the respective sixth or ninth level Mercies to actually REMOVE these afflictions, correct? Also, does the timer on these afflictions keep rolling, like your buffs in an AMF? Or does the mercy basically pause them?
Assuming a free action for reload (repeating crossbow), a BAB of +6, and the ability to reload two crossbows at once (a little homebrew stuff), I'm trying to get more attacks. I know about TWF, Rapid Shot, and the Speed enhancement/haste. Are there any other ways, with no open feats (but I CAN use the Training enhancement), are there any OTHER ways to get more attacks per round?
So, yeah. I'm sitting here trying to figure out a way to find a lich's phylactery, and I had a thought pertaining to Discern Location. Is a phylactery that houses a lich's soul entirely 100% a different object? Or could it be located by trying to locate the lich? After all, his soul is stored in it. It's still linked to him. It's still PART of him. Even if the lich, himself, is under a Mind blank, could the phylactery be located indirectly by the fact that his soul isn't protected by the mind blank, being separate from him?
So, yeah, short version in the title. I want to know how to find a Lich's phylactery. Longer version is that I'm of the opinion that anything is possible, if you put your mind to it, EXCEPT making something actually impossible. My character asked the head of a wizard's college/guild for suggestions on finding a Lich's phylactery. This was the nature of the response: npc wrote: "you're talking about a lich..." he said, frowning. "the best course of action is to be where the lich isnt." he replied dryly. "but if you absolutely HAD to find it.. your best bet is knowing what you're looking for in the first place. and knowing where it is. so, get the lich to tell you. otherwise, you're never finding it. as i'm no doubt sure you know, it's reletively easy to prevent magical detection. anchor the object in place using a combination of anti teleportaion and physical restraint, block scrying permanently, hide it in a location that's nigh imposible to find in the first place. normally you'd have some mundane means of wild conjecture in the form of hired peasants who helped build the location, but you're talking about a master of the undead. any servants he possesses arnt telling rumors. and chances are good any lich would build it themselves, well well away from prying eyes who might catch even the smallest glimmer of their doings. so the only advice i could give you is to be wildly paranoid and jump at any hint of a clue..." So, class skills for pretty much any class are on the table. Pretty much any spell is on the table. I don't care about 'easy', though an 'easy button' would be nice. I care about getting it done.
OK, so I'm going to ask a question that seems to have a brutally obvious answer to me, but which my GM is arguing that I'm wrong about. I'm arguing that Glamered, because it's listed both on the table and in it's entry, as +4,000 costs 4,000 to add to a weapon, regardless of what actual enhancements are on the weapon. My GM is saying that, because it appears in the +1 equivalents table, it costs a +1 enhancement AND an additional 4,000 gold to add it to a weapon. Can someone tell me if I'm just being a greedy bastard or if my GM is, in fact, bloody bonkers?
So, basically, I'm looking at putting an Eversmoking Bottle on my character that's blind with 30' blindsight. Obviously, the key issues with smoke, such as concealment, aren't relevant to her. But there's still the choking issue. I'm an alchemist, and I'm running Internal Alchemist past my GM, but I've already taken Vivisectionist, so he might say no since they both alter the Discoveries list. Any other ways to avoid the choking issue? Feats and discoveries are off the table, they're all already called for.
OK, so long story short, one of the players in the game I'm running has issues with a certain type of entity. That being self-assured/arrogant (he sees the former as the latter) magic users. I kinda accidentally made exactly that (it was supposed to be a 'theoretical' - or not-real - character for side BS RP, but then the other player involved decided they wanted to roll theirs up, so my GM told me to go ahead and roll mine up. Now, in fairness to the character with the issue, he's pretty bad-ass for a level 8 ranger. Except one of the rogues, who committed a war crime by salting a few hundred fey parasite captives, he's got more kills than the entire rest of the party combined. But, to wrap up the short version, both my GM and I suspect he's going to take umbrage with my new character, just on principal. So I need a bit more AC than I've got juuuuust in case. I'm working with Mithral Nimble plate armor (no feat for the mod, so +8)
I don't have any feats to work with, no space for a shield, and I need 7 more AC. As much as I'd like it, Blood Armor doesn't work, because I'm trying to AVOID getting hit by this guy, because he hits like a freight train to the face. Sadly, I think I've got about 10k gold to work with.
OK, so, simple question. There are several archetypes that eliminate the Bombs class feature from alchemist. There's also a few that don't actually SAY they modify how bombs work, but do stuff like give you a bomb-related discovery that you would SEEM to be unable to use. Is this correct? Or would to just not get "standard" bombs? Like, the Dragonblood Chymist "gives" you the Breath Weapon Bomb, but you have to ALWAYS use it.
OK, so, the super short version of the story is that My gm and one of the other players were goofing around and RPing as "theoretical" characters as some side BS to kill time. During this, the other player's character got murdered. (Even longer story even shorter, she decided to play an evil character and got too into the roll, and the party murder-hobo'ed the bastard.) This has prmpted the other player to roll up their "theoretical character" as her replacement. My GM therefore offered me the opportunity to roll mine up, and I accepted. The rub of it is this: The now-backup character's story makes her an Outsider tied to the plane of Dreams. We have applied a slightly modified Shadow Creature template (We replaced the Shadow Melding with Phantasmal Foe as a standard action, once per day per target... Basically a Hex) and the Outsider data, but I want to know... If I'm playing an outsider that takes levels in, say, Alchemist, do I get the d10 on hit die and the 6+int in place of the class's d8 and 4+int? Or does that ONLY apply to racial HD, of which I have none?
My first question is, if I grapple an enemy wizard and then the wizard's monk body guard grapples me, does the monk's grapple on me break my grapple on the wizard? My second question is, if I use my claws as a full attack, tacking a grapple on the end with Flurry of Maneuvers on someone already grappled by me, does that break my previous grapple, or can I claw them and still try to advance my grapple to a pin?
OK, I'm arguing with my GM over some magic items. Books, which are in a sense, magically trapped. Some of them trigger their magical effect by being touched. The problem is that, he's saying, the only way to know if the trigger is touch based is to try to ID it. Which requires touching is. If a character has Detect Magic and Trapfinding, can they determine the trigger of a magical trap without licking a damn grenade? (The last two created - yes, created, they didn't dissipate after killing it - a Saltwater Croc and a Winterwolf.)
Literally, the titles says my question. If, for some reason, it were more advantageous to make a grapple as a Full Attack Actions (Maneuver Master), can it be made as such, the way a single arrow shot or a single sword blow from someone with a BAB lower than +6 can perform those as a Full Attack Action?
So, yeah. My GM and I are arguing over a question of "obviously harmful." My PC and his cohort have deemed one of the party members to be a Hostile Entity. If, in theory, I were to steal all of this hostile PC's stuff - including his spell books, etc - and hide it all in an extradimensional space that only these two people can access (pocket dimension keyed to a specific bloodline), would I be within my rights to consider giving his stuff back "an obviously harmful act" for the purposes of Suggestion?
OK, so small bit of back story. I'm in control of two characters, twin Kitsune children, one male and one female (One's the PC, the other is a Cohort my GM is letting me control out of laziness on his part). One member of the party has decided to intentionally take advantage of one of them in a significant way. I'm looking for suggestions on how my little foxes can avail themselves of vengeance without actually killing the party member involved. I've already thought of some of the obvious things like stealing their stuff (I can actually hide their stuff in a pocket dimension only the twins can access), breaking permanent or long-term ongoing spell effects on them, waiting until the last possible moment to heal them, and then only doing the bear minimum (sorry, had to) to keep them alive - yeah... my PC also happens to be the party's healer. But I'm looking for more subtle ways. Things that don't - yet - involve earning the Psychotic Prankster achievement.
So, I'm looking at the info for animal companions, and it doesn't specify a very, very important question... An animal companion is GIVEN feats by simply being an animal companion. But it's also given HD for same-said. Does an animal companion ALSO get extra feats for the extra HD it gains? This question also technically applies to the Ability Score increases it gets every 4 actual HD it gains. Specifically, one of the other players in my party has an animal companion that STARTS at 2 HD. Per the RAW, at level one (of having an animal companion, since rangers run at -3), it gets 2 HD, and thus hits both the 3hd feat AND the 4hd bonus stat point... And would then gain a feat from the fact that it's an animal companion, to boot? I ask because the other player knows what they want to DO with their character, but I've been playing table tops since I was a little kid, so I basically update their sheet, and I want to make sure I'm doing it right... And I just realized this (a year and half and six level ups into the campaign) could be incorrect. =/
So, my GM is sticking on a specific wording in the item, Page of Spell Knowledge, that says "It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted)." Now, as a specific example, Boneshaker is on both the Cleric/Oracle spell list, and the Wizard/Sorcerer list. If my Oracle, who CAN cast it, makes a page with that as the spell, is it a problem for the party's sorcerer to cast it from the item? In case anyone's wondering, my party found a really nifty spell book, and I was considering being slightly insane and turning the whole book into a volume of Pages of Spell Knowledge.
So, I've been looking at the armor list and I like to slap the system around like it my plaything. One interesting note I was noticing is that even though it's classified as Masterwork on it's own, Hellknight Plate still has it's own separate entry... with a lower Armor Check Penalty than regular Full Plate. Would this stack with the bonuses from Mithral, granting Mithral Hellknight Plate a lower ACP than normal Mithral Full Plate? I mostly ask because it's kind of an interesting idea to have what amounts to half-plate with an ACP of 1, once you also factor in the Nimble armor modification...
So, yeah, I want to know if a paladin that's forced to commit murder under the influence of mind-control magic looses their class features as if they performed the deed willingly. SPECIFICALLY, I suspect Suggestion, but I still want to know about things like Dominate and other spells, class features, etc, that can force someone to act directly against their will or nature. My main reason for asking is because if the mere existence of the spell Absolution, which wouldn't need to exist if they didn't.
Other than Linite (Which is the problem I'm having), and Frost-forged or fire-forged steel - My GM would make me need a full suit of armor, and the armor is already taken for other stuff - are there any other <b>exclusively non-magical</b> means of getting fire or cold resist? Preferably something that lasts more than a few rounds. Even two or three minutes would be acceptable, if it's cheap. (He has also nixed asbestos, as being 'too techy'.) (Extra side note, I've looked at the Alchemical Creations page, i wouldn't consider 150 for an hour cheap. =/) I'm trying to find a way to counter the 1 point of fire/cold damage that a Linite sword during a tournament that my GM has strongly indicated would take place in a either an antimagic field or a microscopic dead magic zone.
OK, so I'm trying to work out exactly how an AMF would affect my oracle's Armor of Bones. Basically, the short version of my question is: If I become subject to an AMF AFTER I've already called my Armor of Bones into being, is the Armor's existence suspended the way a summoned creature's would be? (If the answer is 'no, it stays active', I'd REAAAALLY like a ruling reference to argue my case to my GM.) Also, would an AMF protect against a dragon's breath weapon that originates from outside the AMF? o.o
Well, I'll expound. I'm looking for spells for hitting dragons. Ranged touch or melee touch (presume I'm smart enough to wear a fire resist item) are fine, but the keys are no saving throws, no spell resistance. I know, it's a much harder time, but it is what it is. To be clear, the party has both arcane and divine casters, so putting up either type is fine, but I would like them marked if it's not too much trouble. Thanks for any help!
So, I've got a mount that just got an upgrade. It's now got 4 HD over its base, so it gets a stat point. From my understanding, an int of 3 is a critical definitive marker, dividing beast and intelligent creatures. ~If my mount has an int of 2 already, am I allowed to plop my upgrade point in to
|