Is there a rule that clearly state that you do not gain dex AC against an opponent you cannot see?The closest thing to that would be the rules on armor class which state
Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change.
which i consider RAW saying you get no dex bonus to attacks you cannot perceive (eg the first attack from a stealthed opponent).
Vincent The Dark wrote:
Have you guys seen the Tattooed sorcerer? She does not need to ever remove the tattoo that is her familiar. Would you say that 100% qualifies her as having the feat for the Detective's requirement?
the black raven is correct, you just need alertness when you first take the prestige class. having a familiar counts for the alertness feat. regardless of how you get it, you qualify for the prestige class.
(all this time i was assuming it was an archetype)
ignore the people saying anything about 'permanent' and 'temporary' bonuses. those rules only apply to ability scores. unless the class explicitly states that you lose abilities if you no longer meet the prerequisites, you can continue in that class. classes like paladin and antipaladin state in their descriptions that happens, but nothing in the description of sleepless detective says that, so you will be fine.
i would like to point out any familiar that can use an improvised reach weapon can flank.
Tiny Coffee Golem wrote:
Explain how a fighter can have an edilion please.
Kobold Quarterly #21Seraphic Cohort (Fighter)
Some warriors are so pious a deity sends a heavenly emissary to aid and protect the favored individual. These men and women are called seraphic cohorts, and they form a bond with a celestial outsider.
Alignment: A seraphic cohort must have a good alignment.
Angelic Protector: At 1st level, the seraphic cohort gains an angelic protector. The seraphic cohort can summon an eidolon as if he were a summoner equal to his fighter level. Variables, such as caster level and evolution points, are determined using the seraphic cohort’s fighter level. The seraphic cohort also gains, at the appropriate level, all summoner abilities related to the eidolon except bond senses, aspect, and greater aspect. The eidolon must take the angel form described in Ultimate Magic and must select all available primary and secondary evolutions listed under the angel model (or the new evolutions below) before selecting additional evolutions. This replaces all fighter bonus feats for this character.
Rejuvenate Eidolon (Sp): Three times per day at 3rd level, the seraphic cohort may cast lesser rejuvenate eidolon on his angelic protector as a spell-like ability. This becomes rejuvenate eidolon at 8th level, and greater rejuvenate eidolon at 13th level. At 10th level, the seraphic cohort may sacrifice all his uses of this spell-like ability to instead cast purified calling. This replaces armor training 1, 2, and 3.
Code of Behavior: A seraphic cohort earns the loyalty of a good outsider through his adherence to a strict code of moral behavior. A seraphic cohort who does not champion the cause of good and righteousness in all his actions or who willingly or who knowingly performs an evil act instantly loses the ability to summon his angelic protector. The GM decides how and if this occurs and what the seraphic cohort must do to regain his outsider companion’s loyalty. Gray areas are few: the code of the seraphic consort is strict.
"Devil's Advocate" wrote:
Thats the Familiar I was thinking off, too. I cant make a new character to get it now and Im already level 5 or 6.
it will take your cleric 3 feats (skill focus, eldritch heritage, improved familiar) but you can get him eventually. but level 9 is when you would qualify. (he requires level 7 and eldritch heritage is character level minus 2)
not sure of any other way to get him within PFS rules (i don't think clerics are allowed the frog/monkey domains druids get, unless there is some god out there im not familiar with)
I am not at all in any position to make an official stance, but this same issue applies to anything in ultimate equipment that existed before. It has not come up for that book, so i don't think it would come up with this one either.
So yes owning the old copy counts as having a source in order to legally use it, but you must use the wording of boon companion in animal archive in order to use it. that is what i think the official stance would be.
Tiago Oliveira wrote:
it does list that you get the natural attacks of the form. that would just be another natural attack, so it should apply.
Tiny Coffee Golem wrote:
a faerie dragon is the only familiar (allowed in pfs anyway, not sure about others) with an actual class (unlike others who just have spell like abilities). this means that you can buy it pages of spell knowledge to increase its spells known, and a ring of wizardry to double its number of 1st level spells. also items that help skills are nice too if you happen to have good skills on your character. (my rogue has a 20 int so he has tons of skills, all of which get passed to the familiar, which is nice because he has the dragon skill list, which is a good one)
currently in PFS i have a level 12 rogue who at level 10 took the advanced rogue talent to get a familiar, and at level 11 took improved familiar to get a faerie dragon. he currently has the following gear, most of which is secondary gear for my rogue,excepting the spellcaster only items:
- hat of disguise (he can change himself into any dragon between 6 inches and 2 feet,6 inches according to the spell)
he can use silent image to make a wall between you and some enemies, then telepathically tell you and all your allies that its an illusion giving you a free save with a +4 so that you aren't affected by it. that makes a wall that you and your allies can see through (providing you make the DC 16 save with a +4 bonus), but none of your enemies can see through it until they interact with it (spend an action of some sort to get a save)
note this use will let a melee character who can make the save get an attack off against an opponent who cannot see them.
also a combination of grease as a standard action on one of your allies who is grappled and liberating command as a swift action on your turn will in one turn allow said grappled character make a free escape artist check to get out with a +16 to the roll (+10 grease +6 liberating command from a 3rd level caster)
that is just some of the tricks you can do with him, i'm still finding ways that it is incredibly useful to have a 3rd level caster with another standard action per turn along with your own.
i would recommend UMD as a class skill highly, there are a lot of level 1 wands that are useful in PFS. i would drop bless and protection from evil as your chosen spells and replace them with wands. go with spells where level(or casting time) actually matters. i suggest liberating command instead, it is incredibly useful when it comes up, and is immediate casting time. also burning disarm is good(because something bad happens even if they make their save), and forbid action is nice. shield of faith would get better as you level also (unlike protection from evil)
with UMD i suggest wands of touch of the sea, infernal healing, protection from evil, bless, longstrider, magic missile, keep watch. all very useful level 1 spells. remember in PFS you will likely gain 2 prestige every adventure, and buying almost any level 1 wand is only 2 prestige. wouldn't take you that long to accumulate a few useful wands without having to spend any gold at all.
for loremaster spells: offense/defense (depending on what youre going for)
depending on what youre going for there may be better spells, but all of these are decent.
Not everyone who goes on a mission, is a pathfinder agent. i'm pretty sure those characters that own slaves and bring them along, those slaves are not actual pathfinders.
the same thing can be said about a hired cook.
and as far as factions are concerned, i don't see sczarni being all too picky about anyone necessarily being a pathfinder or not, as long as said person has access to, and can complete, their missions.
So a discussion on one of the PFS forums inspired me to make a somewhat goofy build for a character that is forced to fight sometimes even though he doesn't want to.
I have yet to decide on the actual background of why this character is the way he is. It will either be A) an ex soldier who excelled at his job but really just wanted to be a cook (eg. steven seigal in 'under siege') or B) a guy who was in pathfinder training, who had the capacity to succeed but failed just due to his own cowardice, and therefore has to make a living being a cook-for-hire for pathfinders.
Either way the character would be a fighter, who keeps a cooking skill maxed.
I'm not looking for complete optimization, I would just like people to take a look at the build i have come up with, and maybe give some advice on feats that might fit the theme of the character. as you can see i couldn't even think of anything for the 10th level combat feat.
Going with the idea of the coward, I went with the cad archetype.
Level Feat (* = fighter bonus)
So the idea is that the rough and ready trait will let me hit people with a large heavy skillet (equivalent 1d8) and a ladle or something (equivalent 1d4) in my off hand. I will blind/whatever with dirty trick when i can, and beat people with my cooking utensils when i have to. I will have eventually a mithral cauldron as a two handed weapon if necessary.
Having the rather decent skill set of the cad, plus 4 skill points per level (favored class bonus always used for skill points) means he would actually be useful out of combat, and using mithral breastplate and armor expert means i can still use a decent medium armor.
As always thanks for any advice/help you can give. This seems like it will be a very fun character to play.
there has been no change in the rules on making unusual armor from mithral/adamantine in the conversion from 3.5 to pathfinder. It was clarified in the 3.5 FAQ that the cost of the base material is multiplied along with the cost of the armor itself. but what i had forgotten is you subtract the cost of masterwork from the material before multiplying. that is not included in pathfinder rules for unusual armor.
3.5 FAQ wrote:
so the cost for mithral is still multiplied, hence 4400g
For a 2nd-level spell slot, I'd rather prepare Invisibility, for a duration of 50 rounds...
well if youre a spontaneous caster and already have the extend feat (because it is generally useful) you can save yourself a 2nd level spell choice by just casting an extended vanish. especially if you just cast it in combat and are going to break it in the same combat.
Name a single spell that would fall under both of the below categories:
A) The spells target is "You"
The answer : None
Your interpretation of the ability that it requires both A and B to be true means that the ability is completely useless to have the sentence
A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider)
in it at all.
Why have that sentence in there is it can never ever be applied because of the previous sentence?
Therefore I submit that your interpretation is incorrect, and that it is EITHER not BOTH A and B that can be used.
Hence you can cast enlarge person on your eidolon.
hopefully this will be an easy question, but is it possible to wield a spiked gauntlet and a dagger in the same hand? i'm not talking about wielding them both at the same time. my question stems from what i'd like my rogue to do, which is use (twf) daggers in melee combat, but before combat have a spiked gauntlet or cestus enchanted with dueling just to get +4 initiative bonus.
get the advanced race guide and be a stonelord paladin. charisma isn't anywhere near as important so the -2 to cha isn't a big deal. all you really lose is more lay on hands.
i have a stonelord paladin in pfs with a 5 cha, just because i could. i have tons of fun, his physical stats are awesome, and all he really loses is the ability to lay on hands until level 8 :) hasn't been an issue with as many hp and high armor class though.
and even if you aren't silly like me and still keep an ok cha (10 imo is perfectly ok) your mercy you get at 6th level can cure fatigue, so you can use your defensive stance multiple times per encounter.
unless youre healed by my rogue with a ridiculously good bluff.
'that wand i just UMDed on you was a healing wand. a new kind they just invented. it's a stick how could it possibly be evil?'
assuming the paladin has no ranks in spellcraft. might want to put a point into it :)
regardless my stonelord paladin makes it a point to hunt down and kill devils so he has more blood component to heal himself so he cant hunt down more devils. that didn't start until i first played him though.
because that stupid damned (ha!) imp of the paracountess in first steps REALLY pissed him off
he always carries a 'special' wand with markings on it so he can only be healed with that one. which was made from the blood of that in the spoiler.
harpies appear far too often in scenarios. i have a level 9 sorcerer who has bought magic items specifically to fight them because his first time it almost killed his entire party, and the next scenario after that also featured a harpy fight.
if he bought magic items specifically for those monsters i don't see how you can say he doesn't know about them at the beginning of an adventure (boy i have a lot of earplugs and scrolls of silence in this bag i bought yesterday. i wonder why i did that?) regardless of what other people say, he knows about harpies.
how do you define ranger favored enemy bonuses unless he/she actually knows about those creatures?
feats: spell focus:illusion, threatening illusion, effortless trickery, persistent spell(or a lesser rod of it)
say with magic items you have a 24 spellcasting stat.
when you wake up in the morning and memorize spells, you use a 4th level spell slot to memorize a threatening(metamagic feat above) major image. you immediately cast it using the metamagic rod, making something scary only 1 square big. you then spend a swift action for the rest of the day maintaining it(effortless trickery). any time you come across bad guys you can place the illusion in a spot to flank, and they have to succeed at 2 DC 22 will saves(persistent) or be threatened by the illusion. you still have your move and standard action every round.
shadow gambit is a feat that lets you destroy one of your ongoing illusions to do real damage to people.
placing an illusionary wall spell to recreate a floor over a pit trap is a permanent spell and unlikely to be noticed since illusions have to be interacted with to get a save, and once you interact with the illusion youre probably falling into the pit(or an active perception check would grant a save also if PCs are actively looking)
I would also recommend the 3.5 description of illusions all about illusions part 1 which is a series explaining how do deal with illusions. pathfinder has never made one but i think it is very good read for everyone who has to deal with illusions, as player or GM.
technically you can move through opponents squares with a successful acrobatics roll. i would force an acrobatics check, if he succeeds he gets to pass through, but up to the GM if he notices anything (i would argue he would notice brushing up against something). if he fails his movement ends but provokes an aoo from the invisible guy. i would give the invisible guy the option to have the character automatically succeed the acrobatics check to get by if he wishes.
i think this is as close as you can get to RAW, but someone correct me if i missed something. obviously there is some gm fiat in there too but i tried to get as close as possible to RAW.
i think you should just be a normal druid, because with the exception of between level 4 and level 8 the archetype is just worse than a druid.
there are only 39 plants (from normal pathfinder sources)you can turn in to that range between small and huge.
i will give you automatic hits for slightly higher damage than normal(1d6+2=5.5 average) for 3 rounds = 18 damage, barbarian is still not dead.barbarian has a 30%chance to hit you, 40% on a charge, and you die in 1 hit from minimum damage (15) with your max hp+con+favored class bonus of 13hp. odds are i will hit you in one of those 3 rounds, even if you hit me every attack, which you probably won't given that his ac would be around 13 while raging(12 dex + chain shirt).
you would have to enlarge the familiar also,it has to be small not tiny. thats 3 spells as a lvl 1 caster if youre going that route.
gnome druid with roc animal companion would do it
Anyone remember the old 1st Ed. AD&D dragon magazine article (also in 'best of dragon' for that year) that had a class description for all 7 alignments not previously covered by paladin/anti-paladin?
i think it would be nice to have some paladin archetypes that would simulate this. after all, if the dwarven stonelord from ARG can completely gut the paladin class and basically make another class(all class features are changed except for detect evil and lay on hands) why not do the same thing for paladins of other alignments?
it's PFS, can't do that :)
i would like to thank everyone in this thread for spurring my imagination for finally deciding what feats my large cat animal companion on my PFS sylvan sorcerer will take:
i just giggle now thinking of a pounce with 4 claws(rake) doing 1d6+22+2d6+(2d6 if evil)** each, with maybe a stun thrown in for good measure :) not to mention the lesser bite(because it doesn't qualify for the unarmed strike feats)
**(has a vicious holy AoMF)
GNOME SORCERER ILLUSIONIST
gnome sorcerer of any bloodline that floats your boat
obviously focus on illusions but you can fireball/glitterdust too, take the usually good sorcerer spells to go with it, plus its not dependent on a bloodline so you can have a familiar or animal companion to help with your trickery(although if someone knows of a good illusionist bloodline i would very much like to know of it)
flesh out the stats and spells how you like, it's a VERY fun character to play. (mine is only lvl 7 so i haven't thought much about what to take lvl 10+)
if you are using a spell to do sneak attack damage, the extra damage is the same type as the spell does, acid for acid splash or acid arrow, fire for scorching ray. spells that do not do actual damage (eg enervation) do extra damage based on the spell (so enervation sneak attack would do negative energy damage, HP DAMAGE, not extra level drain.)
I know this may be late for you, but after reading the various suggestions i figured i would add my 2 cents worth since i currently have a level 7 gnome sorcerer (anarchy bloodline for story reasons) but who specializes in illusions.
3 points i would like to make:
1) taking the trait 'magical lineage' is a good idea, but what i did with it is to choose ghost sound. the reason for this is that you can add the metamagic feat 'threatening illusion' to it and still have it be a 0 level spell you can cast whenever, helps for letting rogues get sneak attack, or if you win initiative maybe let some people charge into a flank by putting it on the opposite side of the bad guys. really not bad for a spell that doesn't cost anything but a standard action.
2) effortless trickery let you maintain an illusion spell as a swift action instead of a standard. what i like to do is cast major image when i wake up in the morning, and have it shaped as something weird (ie no knowledge check would work on it, because of my bloodline i call it a chaos elemental named bob :) ). This is just a nice little thing to have around, maintain it all day (basically giving up all your swift actions) to have it enter rooms to possibly set off ambushes, create giant glowing arrows above peoples heads to draw attention to them, or anything you can think to make it do. i once was in a area of silence with possibly aggressive people and used it to make a glowing sign in the air to communicate that we came in peace. plus once you can cast 4th level spells you can add threatening illusion to it too to have a constant flanker for people (with level 4 spells you can also indefinitely maintain a shadow conjuration 'rain of frogs', which is just funny). plus it gives another ongoing illusion to use in the point below.
3) the feat 'shadow gambit' fits well in that it allows you to do 'real' damage(not a lot, only 1d6 per level of the spell, but its real) with your figment illusions. as a standard action you can destroy one of your ongoing illusions to do damage to someone. the neat thing is you choose what damage it does based on what you make the illusion do. turn it into a bunch of swords that rush at your enemy (doing a ranged touch attack that does slashing damage) or make it turn into a bucket of acid that pours on their head (and have them take acid damage with a reflex save for half). i have a lot of fun coming up with imaginative ways to make enemies take damage, plus its very versatile for doing the type of damage you need to do (ie fire/acid vs trolls or whatever). also note that its any figment illusion it works on. your mirror image spell down to its last image? turn that image of you into a version of you that spits fire, making them take 2d6 fire (save for half) or make that image of you suddenly throw a ton of daggers making a ranged touch for piercing damage. then you can cast another mirror image if necessary and do it again when it gets low. not super powerful but very fun.
also id like to concur with the 'trickster' trait, it comes in handy
hope this helps.