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* Pathfinder Society GM. 77 posts (562 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 1 alias.


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1/5

Good Morning all.

I have a friend who is giving me a boon for helping him out last minute with running a scenario, but he doesn't have any that would help me out so I am looking to see if any of the ones he does have interest anyone that does have one that can help me.

Available options:
Haven't I been Here Before
Lingering Resonance
Mounted Tradition
On-the-Job Training
Master Herbalist
Goblin Patronage

According to the amazing Michael Eshleman compiled boon list any single one of the ones below would meet my need.

Want options:
Faction's Favor Explorer
Counter Consortium Explorer
Shadow Lodge Explorer
Extra Trait
Xenophile (with a Tiefling OR Aasimer boon, totally "expensive" not expecting, but fits my needs)
*OR any other boon that gives either Diplomacy, Disguise, or Bluff as a class skill*

Thank you,
Zephyre14

1/5

Hello all,

Super short version: I am looking to see if there is an easy way to find when and where might be running specials particularly older ones.

Short specific to me: I am trying to see if there is anywhere that is running 5-00 in the relatively near future somewhere in the midwest-ish region of the US.

Long: My wife and I have our -2 characters (My -1 died horribly at level 3 and her -1 was not as fun as she hoped) up to level 15 and have played most of the seeker level scenarios. I know there are a couple more things that we could in theory play, but we (I especially) would really like the chance to take on 5-00 as our characters are a paladin and warpriest of Iomedae that are, backstory wise, to have come from the crusaders, meaning it would be really fitting to get the chance to defend our capital home city. If I am unable to find a chance for us to play 5-00 we will likely try to fill that slot in our "to 20" plan with Unleashing the Untouchable as it is the only 12-15 we have yet to play. (I know Passing the torch is coming out, it is in the plan at the 17 -18 tier).

Thank you everyone,
Zephyre14

1/5

This checks out to me assuming it is a small or medium weapon.

1/5

Richard Lowe wrote:
Zephyre14 wrote:
Nefreet wrote:

You can, now.

Earlier in this thread you were unable to.

Nefreet, I am trying to figure out where the "lesser" to "normal"/"greater" part of the upgrade rules changed. We have things so all over the place now, I can't find where the language on upgrading got more generous.

If you could help me out, I would much appreciate it.

Thank you,
Zephyre14

I think this is the FAQ you're looking for.

The important part being; "You may upgrade one weapon, armor, or wondrous item to another as long as the new item occupies the same slot, is made of the same material, has the same general shape, and has all of the abilities of the original item."

Thank you, Richard, I do believe that is what I was looking for.

1/5

Nefreet wrote:

You can, now.

Earlier in this thread you were unable to.

Nefreet, I am trying to figure out where the "lesser" to "normal"/"greater" part of the upgrade rules changed. We have things so all over the place now, I can't find where the language on upgrading got more generous.

If you could help me out, I would much appreciate it.

Thank you,
Zephyre14

1/5

Thank you Michael Sayre for the update.


There was a situation in my game the other day that I am curious about how this would work, and essentially I think it comes down to how is an ooze split treated.

We had an ooze try to "run" past one of our players and it got hit by his AOO triggering the split ability in the middle of the movement. As the now oozeS continue to move forward how are they treated? Are they both new oozes with new amounts of movement and new ability to trigger AOOs from movement, just one is new with above implications, both are "halves of the old" with no more AOOs possible and only remaining movement? How does that work?

I then wonder how it works if you extrapolate it to other effects? If the original was say on fire, or under hold monster, or target of a judgment or smite ability?

I am sure this is asked before or answered somewhere, but my search-fu failed me.

Thank you,
Zephyre14

1/5

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Michael Sayre wrote:

I've been spearheading a lot of the AP sanctioning for org play credit and Chronicle sheets (which is a bit different than sanctioning the new player content for use in org play) but I haven't started on Return of the Runelords because I'm currently playing through it and we're only on book 2. I was hoping that John or Linda might be able to spearhead this one, but if it ends up not looking like they have room on their plates it may be something I jump on once I have a little more bandwidth so that we can get it ready ASAP (it's also possible one of them already started this; I'll follow up on that during our meeting tomorrow).

Unfortunately, sanctioning an AP for org play credit is one of the more time-consuming pieces of the various sanctioning tasks and we're about neck-deep with the expanded schedule of scenarios and specials that are coming out for convention season. We definitely don't want this getting lost in the shuffle or delayed too long past the window where people are actually playing it though.

Michael Sayre, was there an update on this at your meeting?

Mostly for myself I am wondering what levels the last book (or two) will be sanctioned for. There is a lot of speculation of at least XX-19 if not XX-20. I personally am looking at the last few scenarios of PFS1 and trying to figure out how to hit most/all of the seeker level scenarios with my one high level PC (preferably with a path to lvl 20 if one is available/I can hit Race for the Runecarved Key). The tiers for that book (and possible the second to last one) have a reasonable impact on that path forward. do you have any information on that even if it is just something like "that is a possibility, but we don't know yet" or "the last book will definitely be no higher than XX-18"?

Thank you,

Zephyre14

1/5

I have been trying to do research on good ways to cast daylight and have come across very few things that actually say something to the effect of "this item casts daylight". Alternatively I have found several items that say some variation of "creates light like a daylight spell".

This seems like a minor difference until you consider the darkness magic negating effect of the actual daylight spell. I wanted to know if these wordings actually mean something different or not.

I have included a few examples below (specifically ones I am considering as I am looking for something slotless).

If these don't include the negation effect because they don't ACTUALLY cast daylight then what are some items that do, preferably at a cost that is realistic for PFS?(I also am avoiding potions/oils because character concept/don't want to item manage for this character, but if that ends up my only option I will do it if I have to)

Thank you,
Zephyre14

Glorious Weapon Enchantment

Radiant Armor Enchantment

Dayfinder copy pasted because I don't think it has an AON entry.

Dayfinder (10 PP): Similar to a normal wayfinder in all
external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.

1/5

I haven't GM'd this scenario, but I did just play it the other day.

I actually really like the consequence part of the brine dragon fight, for what it is, BUT (and I don't own the scenario so I can't say it is an as written problem or a GM issue) the feeling I got from the encounter was not one of "overriding my oaths to my god and the society" (or in this case RP oaths to the forest my druid came from), but more of "hey you promise to work for me if/when I need you" (more like a aligning yourselves with the dragon instead of against). Being my character I tried to ask about what the dragon would have us do and got "no answer" and also tried to say "well I am already sworn to my home forest, soooo...", but due to the rest of the party not seeing any problem and pretty much immediately being willing to promise to help the dragon I didn't want to push things for my own sake.

Basically what I am saying, is in my groups particular case we needed a little more "this is not inherently your best option like diplomacy is in almost any other time you are not dealing with the Aspis Consortium".

Then (again not sure as written problem or GM interpretation), the brine dragon didn't tell us what we had to do for it until we were in the midst of leaving and gave no option/time to be like "wait what?" Which was weird to me because if we had a chance to be like "hey you want one now? OR like what, cuz we can bring one back in like half hour, give us a sec to go meet our friends and get one"

Also James Anderson's solution to the teleport scroll problem seems like a rather good option to give the players before then slapping them with the "boon" that then commits each of them to buy such an expensive scroll individually at some point.

One other note I want to mention I find funny. Reading the "boon" by the time the brine dragon would come to cause issues for you, I feel the PC's would be strong enough to possibly even go slay the bigger dragon it is pretending to be by themselves if it was causing problems for them, so the concept of it seems rather funny.


Eduardco and KingofAnything,

I think you are both poking at the opposite ideas of wands I have put in my original post.

Eduardco, I like your idea of diversifying that staves focus on spell effect where wands focus on casting process.
I have a question though, if another item (in the case I presented casting foci like a magic-y skull or gem or whatever) did this would you be apposed to wands being the "spell access with resonance" option that KingofAnything and my other wand option proposed?

KingofAnything, What your saying about staves seems to be where the design team currently has them from the example, and the idea of wands being no frills lower level versions of staffs fits in with how I felt the difference in wands and staves was dealt with in PF1. Do you have any opposition to the other version that Eduardco and my other wand concept put out, if maybe it were a variant of wand or foci item?


edduardco wrote:
Zephyre14 wrote:
edduardco wrote:
QuidEst wrote:
KingOfAnything wrote:

Wands: Each wand is 1/day spend an RP to get a spell, and then is spend an RP and a spell slot to get a spell.

I like wands in a space a little more limited than staves so that a staff feels like an upgrade.

That’s basically how the staffs work.
Th problem with that is why would you want a Wand when you already have a Staff? I think Wands and Staves should cover different design spaces.
I think KingofAnything is meaning basically like a staff without the bonus effect, in the blog example being the bonus to healing, so it is a low cost option till you can afford the more powerful staff.
That is what I'm trying to say, I don't like Wands just being cheaper low level Staves, I would prefer to see them do something different.

Fair enough, so how would you make them work and be different?


Farrindor wrote:

I would prefer to see wands become more of a 'metamagic rod' focus item than spells-in-a-can. If you attuned yourself that day (for your initial RP cost), they allow modifications to your spell casting. 'Bigger' influences might need an on-the-spot RP cost, while other minor ones might not. The wand can be spell specific, or school specific, or metamagic feat specific; they might allow you to apply one of your metamagic feats known without adding an action perhaps, or provide a metamagic feat you spend a Resonance on to add to your spell. Yes, it steps on the 'rod' section of items, but as I can't stand the idea of consumables (actual consumables) still needing to spend RP on top of their limited-then-done uses, I don't mind it.

(Bonus benefit - Harry Potter fans will love it, and a homebrew could take the idea and run with it to suit that setting.)

Malk_Content wrote:

Potions: More expensive than scrolls. Resonance is paid by the creator on creation. User pays nothing.

Scrolls: Pretty cheap, anyone can use them. Resonance is paid by the user to "complete" the spell.

Staves: Actually really like where they went with Staves, keep em as is.

Wands: Used as the equivalent of a +x weapon for certain schools, improving either your DCs or To-Hit rolls. Thus you don't have a wand of fireballs, you have an Evokers Wand +1, or a Necromancers Wand +2 etc.

I think you are both getting at in different ways and varying breadths the kind of bonuses I am talking about for my option 2 of wands/foci. It is nice to see I am not the only one at least.

Specifically what Malk is saying is the kind of thing I was think of when trying to describe them, but couldn't figure out how best to apply it to spell casting, to me straight +1s that equate to the same meanings as for a martial's sword will likely end up making spell casters "weapons" significantly more potent than a martial's is why I avoided the type of explanation you gave, but it is definitely the same type of thinking.


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edduardco wrote:
QuidEst wrote:
KingOfAnything wrote:

Wands: Each wand is 1/day spend an RP to get a spell, and then is spend an RP and a spell slot to get a spell.

I like wands in a space a little more limited than staves so that a staff feels like an upgrade.

That’s basically how the staffs work.
Th problem with that is why would you want a Wand when you already have a Staff? I think Wands and Staves should cover different design spaces.

I think KingofAnything is meaning basically like a staff without the bonus effect, in the blog example being the bonus to healing, so it is a low cost option till you can afford the more powerful staff.


Bardarok wrote:

This was my post on this topic over in the trinkets thread, I think it relevant here as well on a more focused thread. This solution would remove charges from the game but keep some wands at a similar cost level.

RE: Charges and Resonance

I don't think tracking both resonance and charges is worth it. Let potions, scrolls, and trinkets be the only consumables. I'd say drop all spells from low level staves and make them spell boosting items that cost 1 RP to invest. High level staves have spells as appropriate but without charges/only RP limited.

Split wands into lesser and greater wands:

Make lesser wands be 1 RP per use items for cantrips only. Higher level wands cast heightened cantrips. Good for non-casters to pick up some magic tricks or for mages to get extra cantrips but not really a risk of being over powered or over priced for the role.

Greater Wands cast 1st-3rd leveled spells 1 RP in one spell out, price them accordingly.

I like what you are saying and I feel it is in a similar vein to what I am looking at. I kind of think as staves as more powerful, which is part of why I liked the idea of basically making staffs the spell boosting (likely higher level effects than a wand or foci can achieve) and casting (higher limit or no limit on spell level) item (think the foci on top of an elongated wand, you know like all the fancy staffs have some sort of precious something or other on them), the kind of thing that your higher end more powerful spell casters will be carrying around all the time. This left wands/foci as your lower spell level and lower bonus stuff. I like your idea of lesser and greater wands, which I think is a great idea and could even be "sub-implemented" under my idea of wands, I would maybe even make the lesser wands a invested item and/or not require at spellcasting/UMD type ability

For one I forgot to mention resonance and semi-intentionally left out trinkets. I am to this point too unsure about the kinds of effects will produce as they don't seem to be "spell in a can" necessarily thought some might be. On that note resonance:

Potions, scrolls, trinkets, no resonance, price accordingly.
Yes this might mean that the "wand of CLW problem" becomes a "barrel of scroll of CLW" problem, but I hope that with proper pricing it will be more about balancing a gold only no resonance option vs a minimal gold with resonance option, as below.

Staves, invested RP for bonuses, activation RP or spell slot for casting. Should be higher level and higher cost effects and spells. Some special lower level stuff could be possible like the healing too, but these should mostly focus on higher tier.

Wands/foci, activation RP if for casting, invested RP if for bonuses. Capped on power, maybe even lower than 4th level this time, 3rd? to create more space for staves to be and feel powerful. Similar for bonuses, but that is less simple to define. And also some way of not combining them with each other like metamagic rods were.


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Mark Seifter wrote:
thflame wrote:
Mark Seifter wrote:
Deadmanwalking wrote:
Mark Seifter wrote:
Deadmanwalking wrote:
an item with charges (which seem common, Wands and Staves seem to all fall into this category)
Wands and staves, and only wands and staves, fall into this category. Staves are almost certainly the most complex item type in the game right now.

This is good to know, and if it were only Staves I'd be less concerned. Wands are super common and gonna continue to be so, though, and by far the most logistically difficult item to keep track of in PF1. Adding Resonance costs just makes that worse.

I mean, lower number of charges would help (and seems likely based on stuff you said in another thread)...but I still remain very concerned about the specific Resonance/Charges interaction.

I think as long as wands remain a multi-use consumable, it's definitionally and tautologically going to have charges, or at least a synonym for charges (I mean, they are basically similar to scrolls in bulk, like in PF1). Staves could lose their charges in their current incarnation and still function just fine, though.

Perhaps just don't make wands consumable?

Here's how I would handle it:

-Spend 1 RP to attune a wand.

-Spend 1 RP to cast the spell from the wand. (And any required actions for the spell.)

From your earlier response to my post, I assume that these items exist, they just aren't "wands". I guess what I am suggesting is that those items SHOULD be wands, and "wands" as they are(or "charged items"), just should not exist.

This is all coming purely from a ease of use stand point. I don't want to have to track Resonance AND charges simultaneously. I feel like doing so defeats the point of having Resonance in the first place.

If so, a wand of invisibility is going to cost more like 1,000 gp and be something you find/buy/get closer to 10th level than to 4th. And it would invert the relationship between staves and wands, insomuch as wands would be a lot more expensive than staves. Not saying it's impossible, but it's a big shift (one way to reduce that shift could be to have wands be something like a one-spell version of the current staves and remove charges from both, though then they are very similar to each other unless staves also change). Personally, I'm curious about how we can best use the really heavily thematic types of magic items with heavy genre buy-in (staves, wands, scrolls, potions, to name some) in ways that make some of them more interesting than just various numbers of uses of spells in a can. Staves and potions have moved away from that; scrolls seem like the best item type to continue being a spell in a can since it's like a pre-written spell, so that does leave room for wands to be something else.

First I know that is a long quote, but I feel the whole context is appropriate.

On page 3 of the Trinkets and Teasures Blog yester day, Mark Seifter made this quote.

I may be reading into it too much, but to me this sounds like he is saying that maybe the design team is not necessarily sure how best to differentiate the "spell in a can" items, especially with the new ideas of resonance and trying to avoid the ""just buy the cheap healing" philosophy of PF1.

I wanted to see what ideas other people had on creating this differentiation and see if maybe we could give the design team some ideas.

I know we haven't seen the current system in practice yet, but we are starting to get some ideas from the blogs and podcasts.

My thoughts:

Potions, leave them as is/PF1 style, it is a way to get spells to even the non-spellcasting especially since this has a lot of the "heal in a pinch" factor to it. I think it is also very appropriate to the genre as is too.

Scrolls, also leave as is, the ability for magically trained, even if not themselves not spell casters to be able to read someone else's magically enhanced script of a spell and cast it seems appropriate to me. They are cheap one use, investment based things, that while I see scrolls as usually being more for transferring the knowledge to others and most of the "I cast a spell by reading a thing" being more for book type objects it is a shrunken version of a book and things like rituals could be in books.

Staves, this is where things get a bit different for me. I think I actually like the direction that the blog seems to be taking things. Staves a magically empowered, but still have to channel your own magic. They can gift bonuses by channeling through them (such as the healing boost) and have a few spells inherent to them that you can use it to cast by channeling your own power through it. To me this seems like a very thematic way to make a staff feel like an extension of the caster and not just like the source of a spell, you aren't useless without it, but it is a huge boon.

Wands, okay the really tricky one. So we don't want heaps of free casting like PF1, and we don't want them to feel the same as any of the other three options. I believe the resolution to this is 1 of two things, and maybe you can have wands of either kind or create something else like foci (your crystal ball or magic skull or whatever you carry around)

1. Make each wand hold a single spell and you can either resonance cast that spell or use a spell slot to cast it, basically like a stave, except exclusively 1 spell and no other bonuses. To me this type of wand fulfills the purpose of PF1 style wands without giving the mass casting of them.

2. Give bonuses, (this is the version I would think foci could be if you did both) for instance like the plus 1 to healing spells or making the 1d4 of your damaging 0 level spell to a 1d6, or being able to change up to 1 dice of a spells damage to the specific element of that wand, or increasing the range of the spell by a up to 10% or allowing you to focus a cone spell into a line spell. To me while this may be much more out of line with the old version of wands I feel it is much more genre appropriate to wands. Whenever I see wands in a fantasy environment they always seem to be more of objects to channel someone's magic, not necessarily items of magic themselves.

I do believe that for the sake of a game system there is need for "wands" of type 1 to help with various situations, most specifically healing. In my experience (though limited compared to a lot of you long-timers) if it isn't healing you are only not using a scroll to save gold in the long run and the new resonance system and gold value system I am getting from the blog implies that may not be a good excuse anymore.

I know this is really long, but I hope it starts some good conversation and I hope it gets some people thinking.

In the mean time, how much longer till we get to actually test this thing again? ;P

1/5

Kwinten Koëter wrote:

In your particular example, there's no spell that can save you from that. By that point, Mass Cure spells maybe, but other than that, you're too late. I'll list several spells that I saw being particularly useful:

- As said, Breath of Life.
- In a similar vein, Heal.
- Invisibility (or Vanish) for you to get out.
- Dimension Door.
- Obscuring Mist is incredibly good against ranged attackers. Hiding in or behind your mist and regrouping/healing is very smart while the archers get closer, or waste their turns waiting.

In general, being a Bard is good enough. Bards have great spells in general and great utility; maxing UMD shouldn't be an issue. Carry several wands or scrolls with you and choose which is appropriate. I won't necessarily discourage specialising in a specific spell, as I've seen those builds work,but it's generally easier to just give blanket boosts.
Also note that if you're casting from a scroll, you need to have the necessary mental stat, or make a pretty tough UMD check, so you might not want to dump any mental stats if you intend to cast off of many other spell lists.

Also, it's pricey, but if you can afford to use it often from a scroll, Bard's Escape is an amazing spell. I've seen people teleport out of a jam, or suddenly teleport into ideal formation out of nowhere. That spell is a lifesaver. You don't have to hold hands, just be in a 30 foot bubble, targets an insane amount of people, and you can position them however you want. It can turn an ugly situation into an amazing one.

I think Bards Escape will actually serve exactly the purpose I was looking for. I may have to combine it with a next turn teleport, but if I can Bard's escape myself and 4 allies to on top of the 5th person (assuming we aren't a 7 person party) then either next turn or my familiar could use teleport to get us actually out of there.

I am not actually going straight bard, it is a multi-classed monstrosity of bard, impericist investigator, pathfinder savant, and pathfinder delver, but I am using flagbearer and aiming for a banner of the ancient kings ASAP, my familiar is also goig to spend most of its time once I get to level 7 for it using a wand of moment of greatness every round, soooo yeah not traditional, but I be buffin'.

1/5

I have breath of life as part of the plan (so much so that I inyend to have a familiar who can fly off and scroll cast it on people without me), though that saves 1 person at a time, but I am more thinking along the lines of "the party walked in the room and the 3 bad guys nuked the party with 3 fireballs and now I am the only one still standing because I was still in the hallway around the corner" type of bad.

Interdimensional storage could work, but I would need a way to clear the bad guys and/or not get killed while collecting my friends.

1/5

I have just started my first full support character based around bard bonuses and having all the skill checks.

In theory the amount of bonuses I should be giving should make up for my essentially 0 actual combat ability.

BUT! I as the "wise old helper" character he is I would like to have a "trump card" in case everything goes to crap.

As of about level 6 I will be able to cast any 1 spell off a scroll without fail, but I have to pick one. Originally I was going to use a Summon Monster IX scroll as the parties safety button, but I was informed about the limit on 7th level and higher scroll purchases.

So with that I am looking to you all for a new suggestion, the only good one I jave thought of so far is teleport, but at scrolls level I could only bring 3 people with me and since I intend to mostly play this character with high party count groups to make my bonuses worth more that can't save everyone.

Any good ideas?

1/5

@Sebastian Hirsch: That is correct, personally though I want the high octane version of this item, I feel it would be best just not being part of the AR due to the "well what can I do with it?" nature of the item.

1/5

James Anderson wrote:

I've had something like this happen already. It's called teleport.

** spoiler omitted **

I charged the other PC 5pp for a Body Recovery. It just happened to be on-screen, with other players doing it instead of after the game. Everyone had a good time with it.

The technically correct ruling was a bit nebulous no matter how I looked at it, so I went with the fun way.

Let me start with the obligatory WIZARDS OP!! Lol

But seriously that is an awesome story something like that is essentially the type of situation I want this item to be able to help with. Literally an everything has gone to crap and either everyone is or everyone will be dead if I don't call upon my trump card.

As I said originally I was going to use a high level scroll (particularly summon monster 9) until I found the likely rarely relevant "can't buy use limited spell casting items of 7?th level or higher unless at least seeker level already" rule.

In the case of this ring, lets assume for a minute you can attune it to anyone and you have some other character (lore or other PC) tuned to the ring who is lvl 20, because that is as OP as you could likely make it.

To even buy the ring you need the approximate wealth of a 6th level character and all of it to go to the ring, meaning you are buying nothing else. Even at 11th level it would take almost the entirety of three missions to pay for it.

Then once you get it you only have 4 uses. Meaning each use is valued at 4750. That is more gold than you can expect to get per mission as a 7th level character.

Now I understand that at the point that you do use it to "summon" your level 20 "invincible slayer of all things in your path" that new entity would completely control the rest of the scenario.

My question then becomes though, if you can't attune it to just anyone, who/what can you attune it to? Only your companions and NPC you have already met in the adventure? I only have less than 50 games under my belt, but the usefulness of that seems REALLY limited to me, I can't think of, but once that might have been useful and it basically would have only been to reverse the teleport that our own wizard did to get to the grand lodge for a resurrection for one of our companions, which we ended up resting and waiting till the next morning to teleport back, this particular scenario being time sensitive (I think it was by 8 hour increments), it would have helped a touch, but minimally.

So, TLDR considering limited use item and cost, how do you balance what can and can't be "summoned" in a sensible and equitable way?

1/5

I am very curious about this item too.

I had a character concept I was working on that essentially amounted to the wise old helper. Bard bonuses and more basically designed as a character to make other players the star, but I wanted an emergency "everything went to crap" button. Originally I was going to use high level scrolls until I realized the limitation on scrolls above 6th level.

This could be an alternative to that, it would be super expensive (as I expected the scrolls to be), but would absolutely meet the intent if I could "friend link" to whoever I wanted.


Quicken rod with Gloves of Storing and Quick draw for the weapon solve the problems with the rod not helping, or even just always carrying out the rod and dropping it after use then quick draw for the weapon.


I like what you have going there. I have a couple questions to see how I can be even better with looking at what you have done, if you don't mind.

1.What do you mean +2 cha boon? like your leveling?

2.How did you get the LoH from 8d6+16 to 8D6+18?

3.I am counting Fort +26, 8 Pal lvls + 2 BR lvls + 3 cloak + 8 Cha + 3 Con + 2 for Lucky Horshoe & Trait, what did I miss?

4.By Noble Scion (cha) you mean the one that puts CHA to initiative?

5.You seem to have a lot of "I will not be caught not being able to see my enemy" has that really been that much of a problem for you? I have only run into that once or twice, though I have my wife's warpriest with me all the time that casts Light on my big metal butt whenever it gets dark.

6. Because I only have 1 skill point per level I am considering an INT Ioun stone linked to fly to help with the hovering problem and such, my access to fly is currently my Angelic Aspect Spell, what do you think?

7.How does shield other do for you? I looked at it when I got level 2 spells, but I always worried about it making me dead and or picking the wrong person/people to share damage with, whereas paladin's sacrifice is a bit more controllable and can be used on whoever needs it at the moment to avoid such a case, though it does only work for one attack a day.

8. When I picked my mercies I didn't know about the Healer's Handbook ones, but after looking into it I was worried about targeted causing enemies to just decide I wasn't tasty enough and going past/around me, or the DC not being enough to make a difference, it seems to work well for you, anything you can share about that?

9.Enfeebled and restorative, how much use do you get from them? They look really good, and I don't get much use out of any of my mercies, so a possible retraining target.

Something I want to compliment you on because I hadn't seen it before.

I really like what you did with divine favor and Fate's Favored, and with Wayang Spell hunter and Encouraging for Good Hope, I wish at least one gave a bonus to AC, but you have me considering retraining Weapon Focus, and not re-taking Greater Mercy for the additional traits and encouraging shenanigans.


Trevor,

I am currently 2.1 levels behind you with a paladin of Iomedea and in a similar position as far as gear and moving forward concepts.

Relative to what you have their are only a couple things I have come up with.

1. Lesser extend metamagic rod to use with delay poison every morning to essentially be immune to poison.

2. Orellon's advice, grab a Ring of Freedom of Movement.

3. Keep adding plus 1's to your current equipment and/or upgrade your belt.

4. You could also get a Cracked Pale Green Prism Ioun Stone for a plus 1 to attack competence bonus for only 4000gp.

The one main difference in our builds seems to be the thing that changed for me recently with the announcement of how to properly price different sized equipment. I have an adamantine weapon that was a large rhoka, but with the increased cost I decided to drop it to a one-handed medium weapon, which then gave me the ability to retrain my Greater Mercy feat for Quickdraw and get a Quick draw shield, so now I can two-hand my weapon on my turn do free actions to have my shield on not my turn and one-hand the weapon for AOO's then back to two-hand on my turn. This has given me a new source of cheap AC to work with, putting me at if I remember 29 at level 11. I got nothing on for the touch AC though, we just have to use our absurd paladin saves and lay on hands to fix that stuff.

By the way I am curious about the rest of your build (stat distribution, mercies, feats you mentioned taking weapon bond), mind sharing?

To be fair:
Paladin 11
Nagaji
STR 18
Dex 12
Con 14
Int 5
Wis 10
Cha 23

Traits:
Magical Knack
Purity of Faith

Mercies:
Fatigued
Sickened
Cursed
Blinded (lvl 12 plan)
Deafened (lvl 15 plan)

Feats
Fey Foundling
Greater Mercy (retrained to Quickdraw)
Power Attack
Weapon Focus: Rhoka
Improved Critical: Rhoka
Divine Interference
Greater Mercy (lvl 13 plan)
Toughness (level 15 plan possibly change depending if I get the +4 CON/STR belt)

1 Skill point in Diplomacy every level

Current Equipment
Masterwork Earthbreaker (weapon from before getting Rhoka proficiency)
Daggers
Adamantine Rhoka +1

Fulle Plate +3
Mithral Light Steel Quickdraw Shield +2

Ring of Freedom of Movement

Dusty Rose Prism Ioun Stone (in wayfinder)
Cracked Clear Pyramid Ioun Stone (make rhoka martial)
Cracked Pale Green Prism Ioun Stone [Saves]
Cracked Pink and Green Sphere Ioun Stone [Diplomacy]

Headband of Alluring Charisma +4

Cloak of Resistance +2

Amulet of Natural Armor +1

Bracers of the Merciful Knight

Lesser Extend Metamagic Rod

Masterwork Diplomacy Tool (For speaching about Iomedae) I call it Iomedae's Tips for Creating Believer's (For Dummy's Edition)[Guilded]

Spells
1st
Bless Weapon X2
Hero's Defiance X2

2nd
Delay Poison
Effortless Armor
Paladin's Sacrifice

3rd
Angelic Aspect
Blade of Bright Victory


I don't know if this will help you or not, but I will give you a little story with my introduction to the game.

I wanted to try D&D since I was younger (which I later learned I meant a tabletop RPG not necessarily D&D), my brother in law was big into Pathfinder and had heard from my wife about my interest. I had minimal interest though because of time investment and scheduling and the like. He told me about the "freedom" of Pathfinder Society and being able to play anywhere.

With that my wife and I went with my brother-in-law to a couple PFS games and played pre-generated characters and learned the ropes that way. I found it neat and interesting, but wanted to play my own character.

Being a big fan of the "semi-mythological" person of Musashi Miyamoto I wanted to make a 2 sword wielding fighter, lucky for me that is a relatively basic concept, though you do have to pick a few specific options and balance a few stats to make it work decent. So with that I had a character up and running pretty quick for a couple games, and being my own character it felt good.

As I continued I kept looking in to ways to make my character stronger and more effective. A couple levels in as I was just about to get to some of the important options to my character, he died. which in Pathfinder Society at low levels, means he is dead-DEAD. It was my fault in the build concept, I had made him REALLY hard to get hit, but left him with low health so when he did get hit by the natural 20 critical hit he had no chance of survival.

Saddened, and frustrated, I still had a lot of fun to that point so I got into the rules and resources and did research and learned and studied and collected all kinds of options and opinions on a quest to make the most unkillable force possible. To me just that research was fun, gaining new knowledge, and then talking with and bouncing ideas off of the people I had met about character concepts and builds and different class and feat and item options I could take. I enjoyed the character building and the effort so that I could create something that I would be proud of.

Now my main character is a Lizard-boy Paladin whom named himself Paladinian because of his issues saying "Paladin" when he was found in the woods abandoned, only protected by the fey whom took pity on him, with 5 Intelligence (only slightly smarter than an animal) who runs around with his Warpriest "babysitter" (My wife) from the Mendevian Crusaders who sent him away to the Pathfinder Society because they were tired of his idiocy and hoped he could do some good there or if not at least die trying. He has slain beast not meant to be slain (more than one enemy written into scenarios as set pieces, evil in nature of course, because Paladin), and gained back SOME respect from his fellow crusaders.

I have a build planned out for him even beyond the normal levels of Pathfinder Society, but between him and my other characters that I have been theory crafting I always find it fun to look for more cool options for them to take and to discuss those options with all of those awesome people I have found playing with.

(P.S. I have only ever gotten to play within PFS because life and reasons)


As some of you are saying where does it stop if it trumps Hold Person, I would like to just also drop on the considerations of if FoM gets rid of armor speed penalties, and of difficult terrain issues, both of which are physical and yet, I have been told are not prevented by FoM.

1/5

Replying only because of my -2 and -7 being to this point unique.

-1 Wakizashi X2 (dead)
-2 Rhoka Sword
-3 Fireball
-4 (oops I somehow deleted it while making it?)
-5 Kinetic Blast
-6 Horsechopper
-7 Sonic Rifle (...yeah not playing till level 7 just for concept sucks)
-8 Longbow
-9 Katana or Wakizashi or kukri X2 (big brother/sister revenge for -1 haven't decided exact build yet)
-10 spellcasting
-11 Buff (if the longspear he hold his BotAK on, but tries never to be close enough to attack with counts then that)


Hey guys, I just saw this thread exists.

I asked a similar question over in the PFS forums.

http://paizo.com/threads/rzs2usdm?Unusual-sized-mundaneslotlessnot-weapon-o r#18

Essentially we didn't get anywhere.

It came up for me because I have my improved familiar rocking UMD and want it to be able to use a scroll of breath of life. Because action economy of it I wanted a spring-loaded wrist sheath to keep the scroll in (which by PFS rules that I know are not universal, but still give some guidance for those outside of it) a scroll can be put in a sprin loaded wrist sheath.

The ensuing mental imagery of a diminutive sized familiar with these items lead me to the forums.

Anybody heard anymore on this topic or are we still twiddling our thumbs up to your GM?

1/5

Ward Davis:
This kind of stuff extended down to familiar sizes (and I guess also all the way up for AC's) is why this thread exists.

BNW: I understand that sounds pretty absurd, that is why I am asking about all this, because mehanicaly/rules wise there is nothing that says otherwise that I know of. I would be more than happy to buy the mundane item and scroll (or heck even a magical item) at a only usable by a diminutive size (ya know the same as if I bought armor for it).

1/5

FAQ wrote:
Familiars in categories marked with an asterisk (*) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient.

Specifies one object at a time, which to me meant 1 object total, not one per hand, but with one per hand that would work.

Also correct me if I'm wrong, but my research seems to think you only need one available hand for a scroll, so the familiar wouldn't need to drop the wand.

1/5

The current plan is to have him constantly using a wand of moment of greatness to boost my bard inspire courage for my companions. Essentially at high enough levels I intend to have my character just standing in the back with flagbearer/inspire courage/banner of the ancient kings and using my familiar to boost those bonuses/provide emergency heal/recovery services.

If this doesn't work I can adjust, but even if this character doesn't use this strategy (or any other one involving familiars and gear) I want to make sure if someone else could/couldn't as I also try to GM from time to time.

1/5

So there is some amount of precedent for the changing size/weight of these kinds of items, though currently limited to small size, and only items such specified, I missed that part, thank you Nefreet.

Then as you said it is anyones guess how it scales out past that or if it even does. Using armor scaling as a reference doesnt work since it has medium to small halving weight not quartering it. Using reduce person guidelines doesn't work as it makes 1/8 weight.

Wonder if there is anything else I am missing out there for this.

1/5

Familiar Items FAQ

If this works then I could have just clicked the in page link that drops to the particular FAQ and used the resulting URL. Didn't realize it created a new URL when you do that.

Familiar Items FAQ:
Can my familiar wield weapons or use magic items?
By default, familiars do not have any magic item slots, but they can unlock magic item slots associated with their respective body shape. See below for the list of which body slots each familiar is eligible to unlock. To unlock a magic item slot, a familiar must take the Extra Item Slot feat, which appears in Pathfinder Player Companion: Animal Archive and will be reprinted in the Pathfinder Society Roleplaying Guild Guide as of version 9.0. In the Pathfinder Society Roleplaying Guild, familiars of all body shapes may take this feat, including humanoid-shaped familiars. When you gain a familiar, you may exchange one of its non-bonus feats for Extra Item Slot for free (bonus feats are marked with a superscript B after the feat’s name). You may retrain your familiar’s other non-bonus feats into Extra Item Slot using the standard rules for feat retraining. Familiars may also carry slotless magic items.

Some Tiny familiars have the Weapon Finesse feat listed as one of their feats, even though they gain the benefits of Weapon Finesse for free from their size. Swapping out this feat does not deprive Tiny familiars of the ability to use its Dexterity to hit.

The following chart specifies the magic item slots that each familiar can unlock. Available slots followed by either (saddle) or (horseshoes) denote that creatures of that body type can only wear magic items in those slots if they are saddles or horseshoes, respectively. Creatures without these notes cannot wear saddles or horseshoes. Celestial, entropic, fiendish, and resolute familiars use the same slots as typical animals of their kind.

All familiars can activate the abilities of their use-activated magic items, so long as these abilities do not require a command word. The following familiars can use spell trigger and spell completion magic items, including wands and scrolls, as well as magic items with a command word: arbiter, brownie, cassisian (in small humanoid form), faerie dragon, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), nosoi, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, and zhyen. For more information on these magic item categories, see page 456 of the Pathfinder RPG Core Rulebook.

Familiars in categories marked with an asterisk (*) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient. Most familiars cannot wield weapons in combat. The following familiars can wield weapons: arbiter, brownie, cassisian (in small humanoid form), imp, leshy (any), liminal sprite, lyrakien, mephit (any), nuglub, pooka, quasit, shikigami, soulbound doll, sprite, and zhyen.

Some familiars have natural shapeshifting ability. One of the most striking cases is the cassisian familiar, which is listed below in both its humanoid form and its helmet form. Whenever a familiar changes from a form that has access to a magic item slot into a form that does not, the item melded into its body. A melded item provides no benefits. For familiars that can take the shapes of animals, use the standard item categories for that animal listed below.

Please review Additional Resources before selecting a familiar. Some of the listed familiars are only legal choices if your character has a Chronicle sheet boon or an archetype that grants access to them.
Arbiter* (eyes, hand, headband, wrist): Arbiter
Auger (eyes, headband): Auger
Avian* (armor, belt, chest [saddle], eyes, headband, neck, ring, wrist): Archaeopteryx, arctic tern, bat, chicken, clockwork familiar, dodo, dove, flying fox, hawk, kakapo, mockingfey, nosoi, osprey, owl, parrot, peacock, penguin, pseudowyvern, ptarmigan, puffin, raven, rhamphorhynchus, snail kite, snowy owl, thrush, toucan
Biped [claws/paws]* (armor, belt, chest, eyes, head, headband, neck, ring, shoulders): Compsognathus, wallaby
Biped [hands]* (all item slots): Brownie, cassisan (Small humanoid form), coral capuchin, faerie dragon, homunculus, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), monkey, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, xiao, zhyen
Cassisian (headband): Cassisian (helmet form)
Floating Head (eyes, head, headband): Doru, spirit oni
None (no item slots): Eyeball, harbinger, paracletus, wysp
Piscine (belt, chest [saddle], eyes): Popoto dolphin, pufferfish, seal
Quadruped [claws/paws] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Almiraj, arctic fox, arctic hare, armadillo, brain mole, calligraphy wyrm, cat, cat sith, caypup, chuspiki, dire rat, donkey rat, ermine, flying squirrel, fox, hedgehog, koala, lemming, mole, mongoose, otter, platypus, pseudodragon, pseudosphinx, rabbit, raccoon, rat, red panda, silvanshee, skunk, sloth, squirrel, weasel
Quadruped [hooves] (armor, belt [saddle], chest, eyes, feet [horseshoes], head, headband, neck, shoulders): Goat, pig
Quadruped [squat body] (armor, eyes, head, headband, neck, shoulders): Snapping turtle, toad, turtle
Saurian (armor, belt [saddle], chest, eyes, head, headband, neck): Dwarf caiman, lizard, marine iguana, tuatara
Serpentine (belt, eyes, headband): cacodaemon, leopard slug, mamiwa, nehushtan, nycar, pipefox, raktavarna, sea krait, viper, voidworm
Plant/Verminous (belt, eyes): Blue-ringed octopus, clockwork spy, elemental (any type), giant flea, giant isopod, greensting scorpion, house centipede, katroome, king crab, octopus (young template), petrifern, scarlet spider, stirge, trilobite, typhilipede

Okay cool I did it both ways. Too bad I can't fix the OP now.

Back on Topic:
Is there any rules for item sizes for familiars (my particular case is diminutive)?

Otherwise I am left to say that you can give them the same items and they can use them just the same as a medium/small character could.

Meaning despite the practical/logical/real-world problems of my diminutive pyrausta having a spring loaded wrist sheath (that will still weigh 1 lb) loaded with a breath of life spell it mechanically works just fine.

Anything that says otherwise?

1/5

Yeah I was going to lonk to it, but I don't know how to create links to a position on a page.

...also realized 1 hour edit rules means I can't fix it now, oops.

To the point though, scrolls are all the same size, there are no rules about changing its sizes...just as there are no rules for changing mundane item sizes (in this case the spring loaded wrist sheath), and yet as the rules are written there is no reason I can't equip my familiar with those items for the same mechanical use.

That has me confused...

EDIT: Not really confused, but thinking there must be another rule I am missing about unusual sized items.

1/5

I'll be straight to the point of why I want to know and maybe someone else can more generalize the question.

I want to give my familiar some equipment that is not armor/weapons in this particular case spring-loaded wrist sheaths for a scroll of breath of life. (Yes I understand the using magic items and everythig rules the wonderful recent FAQ on that is very nice and I am including it here for reference)

As of my understanding there are no rules for resizing equipment, but by my understanding of the FAQ I can put slotless equipment on a familiar/animal companion with no problems. Also by the other recent FAQ scrolls are good to go for spring loaded wrist sheaths.

So to me this would work by the rules, but in "I'm thinking about this practically land" those are some tiny wrists and thats gonna end up a tiny scroll and can my familiar and I use the same scroll that was stuff it it's wrist sheath if so tiny and is that wrist sheath really still going to weight 1 lb (or oh goodness what if I give my familiar a handy haversack for the less rush need supplies thats 5 lbs and most of it's light load).

Sorry if there isn't an exact question in there, but I think what I am going for is, does this actually work? And if so are there any rules I am missing that affect it I should know about?

Thanks everyone.

P.S.
Can my familiar wield weapons or use magic items?
By default, familiars do not have any magic item slots, but they can unlock magic item slots associated with their respective body shape. See below for the list of which body slots each familiar is eligible to unlock. To unlock a magic item slot, a familiar must take the Extra Item Slot feat, which appears in Pathfinder Player Companion: Animal Archive and will be reprinted in the Pathfinder Society Roleplaying Guild Guide as of version 9.0. In the Pathfinder Society Roleplaying Guild, familiars of all body shapes may take this feat, including humanoid-shaped familiars. When you gain a familiar, you may exchange one of its non-bonus feats for Extra Item Slot for free (bonus feats are marked with a superscript B after the feat’s name). You may retrain your familiar’s other non-bonus feats into Extra Item Slot using the standard rules for feat retraining. Familiars may also carry slotless magic items.

Some Tiny familiars have the Weapon Finesse feat listed as one of their feats, even though they gain the benefits of Weapon Finesse for free from their size. Swapping out this feat does not deprive Tiny familiars of the ability to use its Dexterity to hit.

The following chart specifies the magic item slots that each familiar can unlock. Available slots followed by either (saddle) or (horseshoes) denote that creatures of that body type can only wear magic items in those slots if they are saddles or horseshoes, respectively. Creatures without these notes cannot wear saddles or horseshoes. Celestial, entropic, fiendish, and resolute familiars use the same slots as typical animals of their kind.

All familiars can activate the abilities of their use-activated magic items, so long as these abilities do not require a command word. The following familiars can use spell trigger and spell completion magic items, including wands and scrolls, as well as magic items with a command word: arbiter, brownie, cassisian (in small humanoid form), faerie dragon, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), nosoi, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, and zhyen. For more information on these magic item categories, see page 456 of the Pathfinder RPG Core Rulebook.

Familiars in categories marked with an asterisk (*) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient. Most familiars cannot wield weapons in combat. The following familiars can wield weapons: arbiter, brownie, cassisian (in small humanoid form), imp, leshy (any), liminal sprite, lyrakien, mephit (any), nuglub, pooka, quasit, shikigami, soulbound doll, sprite, and zhyen.

Some familiars have natural shapeshifting ability. One of the most striking cases is the cassisian familiar, which is listed below in both its humanoid form and its helmet form. Whenever a familiar changes from a form that has access to a magic item slot into a form that does not, the item melded into its body. A melded item provides no benefits. For familiars that can take the shapes of animals, use the standard item categories for that animal listed below.

Please review Additional Resources before selecting a familiar. Some of the listed familiars are only legal choices if your character has a Chronicle sheet boon or an archetype that grants access to them.
Arbiter* (eyes, hand, headband, wrist): Arbiter
Auger (eyes, headband): Auger
Avian* (armor, belt, chest [saddle], eyes, headband, neck, ring, wrist): Archaeopteryx, arctic tern, bat, chicken, clockwork familiar, dodo, dove, flying fox, hawk, kakapo, mockingfey, nosoi, osprey, owl, parrot, peacock, penguin, pseudowyvern, ptarmigan, puffin, raven, rhamphorhynchus, snail kite, snowy owl, thrush, toucan
Biped [claws/paws]* (armor, belt, chest, eyes, head, headband, neck, ring, shoulders): Compsognathus, wallaby
Biped [hands]* (all item slots): Brownie, cassisan (Small humanoid form), coral capuchin, faerie dragon, homunculus, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), monkey, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, xiao, zhyen
Cassisian (headband): Cassisian (helmet form)
Floating Head (eyes, head, headband): Doru, spirit oni
None (no item slots): Eyeball, harbinger, paracletus, wysp
Piscine (belt, chest [saddle], eyes): Popoto dolphin, pufferfish, seal
Quadruped [claws/paws] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Almiraj, arctic fox, arctic hare, armadillo, brain mole, calligraphy wyrm, cat, cat sith, caypup, chuspiki, dire rat, donkey rat, ermine, flying squirrel, fox, hedgehog, koala, lemming, mole, mongoose, otter, platypus, pseudodragon, pseudosphinx, rabbit, raccoon, rat, red panda, silvanshee, skunk, sloth, squirrel, weasel
Quadruped [hooves] (armor, belt [saddle], chest, eyes, feet [horseshoes], head, headband, neck, shoulders): Goat, pig
Quadruped [squat body] (armor, eyes, head, headband, neck, shoulders): Snapping turtle, toad, turtle
Saurian (armor, belt [saddle], chest, eyes, head, headband, neck): Dwarf caiman, lizard, marine iguana, tuatara
Serpentine (belt, eyes, headband): cacodaemon, leopard slug, mamiwa, nehushtan, nycar, pipefox, raktavarna, sea krait, viper, voidworm
Plant/Verminous (belt, eyes): Blue-ringed octopus, clockwork spy, elemental (any type), giant flea, giant isopod, greensting scorpion, house centipede, katroome, king crab, octopus (young template), petrifern, scarlet spider, stirge, trilobite, typhilipede

P.P.S. I'll try to spoiler the FAQ when I get to a computer. On my phone right now.


Apologies, I didn't mean background in actual lore (though the lore did help some), but more in concept/intent of character.

For instance with the previous thinking I had of you want it to be a force for good against the demon lords, this was never going to work because the paladin smite evil ability is just too strong against evil for you to have the character still feel like a paladin and meet the rest of your requests.

Putting the character against neutral enemies and expecting it to fight at equal type power as a demon lords is a little bit more feasible (still a lvl 20 paladin on a balor chassis is going to be strong, but with not optimizing too hard and doing some "unique character" [possibly such as the turning "good" part weakening the unclass leveled, base of the character because of how connected balor's power is to evil and the abyssal plane, or equipping it as a unique "herald" of Lord Gwain instead of just with all the strongest things] type ideas instead of building it completely like a PC this MIGHT be possible)

Is there anything else of importance, like specific fighting styles/personalities/out of combat capabilities that this character needs to be able to do or that would fit the of Acinder of Gwain concept to help target this characters creation?


I am really interested in how this topic goes forth, but don't know enough about higher level stuff to make the comments I am currently thinking.

Let me ask a couple things first.

A)Loremaster Howlin, what is the point of this character like actually hold his own or like slaughter the demon lords, a little background would be great, and are you talking hold their own with the demon lords in their own realm (where they have mythic abilities and such) or just out and about?

B)BlackOuroboros or someone else how much of an impact does Mythic stuff make on things? Like I am under the impression Mythic in concept is kind of a "mortal" then "Mythic" then "true Deity" tier system, but that is all I have. Any basic guidance someone can explain just a basic bit so I can make a better contribution to the OP would be great.

Right now at a glance of thinks a 20th level paladin on a Balor chassis would obliterate even Pazuzu without his mythic abilities (and possibly even with them)


Beneficent Touch gives you the same trait bonus without having a deity requirement.

Otherwise you covered everything that I have seen while looking for stuff for my own Paladin.


Lady-J wrote:
immunity to blindness, death and stunned would help

That could help, how would you propose going about that?


1 person marked this as a favorite.

Thank you to everyone who has replied. Let me consolidate what I have seen so far.

--Prevent the attack with an AOO or readied action

--Not be a valid target (ie too much health, temporary health counts)

--High touch AC in the case of touch attack based effects

--Contingency Spell to immediately remove the effect

-SR (probably not going to work for how low what you are able to get is and how high the caster check these guys will be throwing is likely to be.)

-Spell turning (10 min/level or till used whichever less, Just make sure you roll high enough on the D4, is only one use)

-Rod of Absorption *Must be in hand* (50 total spell levels)

-Lavender and Green Ellipsoid Ioun Stone *Requires prepared action*(lvl 8 or less spells, 50 total spell levels)

-Lavender and Green Ellipsoid Ioun Stone Cracked *Requires prepared action*(lvl 2 or less spells, 10 total spell levels)

-Lavender and Green Ellipsoid Ioun Stone Flawed *Requires prepared action*(lvl 6 or less spells [and take damage], 50 total spell levels)

-Pale Lavender Ellipsoid Ioun Stone *Requires prepared action*(lvl 4 or less spells, 20 total spell levels)

-Pale Lavender Ellipsoid Ioun Stone Cracked *Requires prepared action*(lvl 1 spells 5 total spell levels)

-Pale Lavender Ellipsoid Ioun Stone Flawed *Requires prepared action*(lvl 3 or less spells [and take damage], 20 total spell levels)

-Lesser Globe of Invulnerability (lvl 3 or less spells)

-Globe of Invulnerability (lvl 4 or less spells)

-Spell Immunity (lvl 4 or lower, 1 SPECIFIC spell per 4 caster levels, 10min/lvl, spell must be effected by SR)

-Greater Spell Immunity (lvl 8 or lower, 1 SPECIFIC spell per 4 caster levels, 10min/lvl, spell must be effected by SR)

Of these the only ones that would work in the specifically brutal case of Power Word Stun would be AOO's/Readied Actions, not be a valid target, spell turning (need at least a 2 on the roll), Rod of Absorption *must be in hand*, Lavender and Green Ellipsoid Ioun Stone *must ready action*, and greater spell immunity *must put into effect on exact correct spell*


I am sure this is somewhere in the depths of the forums, but I can't find it.

How do you defend against spells with no save?

In this particular case I am looking at Power Word Blind/Stun/Kill spells?

I know they have the HP threshold that you should just try to stay above, but if being used against PC's by a monster that is APL+2 or 3 or worse, the PC's may not even be high enough level to be above the HP threshold unless they are a CON monster Barbarian or if they were enough higher, one AOE (fireball or something of the sort) will take them below the threshold.

I also know that power word Kill inparticular can be defended with Death Ward at least allowing a save, but what about the lower two? Stun inparticular makes you useless and it doesn't even allow you to undo it yourself with a potion/wand/spell/cure item since you get no actions.

Any advice against no save spells? Power Word Stun/Blind being prime examples?


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Something like Paladin to life Oracle would be very thematic if I am understanding the Oracle class correctly (got old couldn't wield the weapon good anymore, but the diety still speaks through and empowers your frailing body to do it's work).

I would not recommend Sorcerer since it is a class so linked to heritage and the like and you are playing up the role-play of the character.


This is actually my first reasonably leveled character so I am not too experienced with PFS and my opinion is based on "I can only smite 1 guy at a time and a +2 for the whole group I am fighting is better than just the 1 presumably tougher guy I am smiting"

Is that not prevalent enough in PFS to be important? (I mean crusading does only last 1 minute also, but I have rarely if ever seen a combat last more than 10 rounds)


I have a Paladin in a similar situation, I don't have the level of Bloodrager to have rage or to have access to the shield spell in my case, but I agree with what is being said here, especially Chess Pwn.

My Paladin actually currently has 26 AC, up to 32 when smiting at level 9.

Full Plate +3=+12
Dex=+1
Nagaji +1 Natural=+1
Dusty Rose Prism=+1
Amulet of Natural Armor +1=+1

Something for not having the Bloodrager level to cast shield, I have been told to get the Ring of Force Shield and use it for the +2 shield bonus. (I can't find an official ruling on it with a 2HW, but my area seems to think it works so that is what I am going with unless proven wrong)

I am avoiding the Ring of Deflection because not stacking with the Smite Bonus.

I had never heard of Crusading until this thread and it will likely find it's way on my armor here soon enough, I like the champion quality, but since it is only on smite targets which I get the +6 to anyways it seems less useful than Crusading ( since I currently have 12 LOH a day and have only once needed more than a handful [and that time was because...well...reasons...]).

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Flutter wrote:
Zephyre14 wrote:


And doesn't a druid's armor shape change/meld with them already?

It melds automatically, rendering it useless.

Given how late in the game wild armor comes on (and how ridiculously expensive it is) druids local 704 recommends tying a note and a bag of gold around your neck and heading to the (now ridiculously lucrative) armory and getting barding made for your favorite combat form. A tap from a wand of mage armor wouldn't hurt, just in case you need to pop into air elemental form to fly or something.

Oh, okay, yeah for if they only equip the armor while in their beast shape and then only use creatures of approximately the same shape as they progress in levels, like the different types of cats. Kinda like if they themselves were the AC. Got it, thank you.

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Terminalmancer wrote:

This is also not how I have read the rules, but since this clears up the worst of the problems, I think I am also okay with it. Thanks to the design team for reviewing it so quickly!

The various methods for calculating special material cost, using different categories, criteria, and cost calculations--some with, and some without, the masterwork cost included--have really not done anyone a favor. I think the longer-term solution should be to rewrite the costs of every special material to be based on weight and weight alone and make the masterwork cost entirely separate, but that sounds like a job for my home games or pathfinder 2.

You would also create a weird mess of "realism" vs "mechanics". As was pointed out in at least one of the threads about this FAQ. Most things are priced based on mechanical benefit not really practical use or "actual economics" would price it.

As such if my 35lb adamantine banded mail, provided the same DR3/- as my 50lb adamantine full plate, but is 70% cheaper, that makes things awkward.

In the case of like current mithral pricing being based on weight for weapons you have the only benefit (besides counted as silver, which is a super cheap bonus on itself) being that it weighs less, so it makes sense that the cost should be directly proportionate to the weight, because the weight is the benefit.

I don't know how this translates out to a lot of other materials because those are the two that I use/care about the most, but it seems to me that special materials are priced they way they are because of mechanical benefit reasons, not realism.

This pricing idea I think is also why a lot of people thought that special material prices would not be multiplied with size difference because it provides the same mechanical benefit, but it is now at a new size level which gives different scales of power possibilities for the creatures it is made for, so seeing it get more expensive does not seem unreasonable.

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Talonhawke wrote:
Well that would limit it to what Druids who use multiple sizes that could wear the same armor then?

Also in theory if you were able to afford the fitting armor while your AC was still small/medium it would be able to grow with them to medium/large or bigger.

And doesn't a druid's armor shape change/meld with them already?


Also things that only have one natural attack get 1.5x strength modifier, which if they also have the powerful charge you mentioned takes it to 2x, but that is only when they charge. Firebug got you the ones for standard 2x.

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My question, at least for the time being, is how quickly we should enforce this into PFS?

From reading John's comment, it seems (could be wrong) he did not know this was coming and it may cause some rulings in PFS to be developed, possibly not, but possibly so.

I really don't want some player to do a whole "well then I will just use fitting on all my AC's armor" or "well then this just changed the whole economics of my build, I need to redo EVERYTHING" then have some ruling for PFS happen in a couple days (or in the new field guide which should be due any time now) that invalidates all the changes they just made causing a second rebuild.