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suppose a life oracle with the channel energy revelation multiclasses as a cleric, so you have 2 separate pools to use for channeling. now this character takes a level of holy vindicator which states:
Quote: The vindicator’s class level stacks with levels in any other class that grants the channel energy ability. would the holy vindicator levels count twice for how much each pool of channels could heal?
The animal and terrain domains in ultimate magic specify that "Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain." Does that mean a cleric of Erastil, Gozreh, or Ketephys could choose one of those domains? They are easily nature themed classes with access to domains (not sure anything other than cleric, inquisitor, or the occasional paladin can get them at all)
I have an idea for a cleric of shelyn as a PFS character, and was thinking of making her a summoner/buffer. making her an aasimar, first feats being spell focus conjuration and augment summoning. not sure if there is an archetype that would help, thinking cloistered cleric but just for story reasons, not really attached to it. i really like the idea of her being an intellectual studious cleric. i was toying with the separatist archetype so i could choose a different domain, and choosing the eagle domain druids get for an eagle familiar (closest i can could come to an owl, which i think would fit best thematically). but i think the wording of those domains specifically calling on 'druid levels' for the domain powers would mean i wouldn't get anything from it. i know i could get an interesting familiar with eldritch heritage, but it seemed like too many feats just to get a familiar. i would appreciate any suggestions.
i am looking for a pfs cleric that can get a familiar without going the eldritch heritage route to get one. i was looking at the separatist archetype which says Forbidden Rites wrote:
it seems like from RAW perspective this is legal way to choose the monkey/viper/eagle/frog domains that druids can choose from in order to get a familiar, then choose improved familiar to get a good one that can use wands. anyone see a flaw in this thinking?
does anyone know of any gear that would work on incorporeal creatures? i know you can add ghost touch to weapons and armor so that they can be used, but what about any other equipment? does anyone know of any examples of incorporeal creatures using equipment? or possibly crafting their own equipment (out of ethereal matter instead of normal matter) with having the craft wondrous item feat? a friend of mine is running a high level one shot adventure and i was thinking of playing a shadow demon rogue/sorcerer/arcane trickster, but i realized that most of the gear i would want him to wear would probably fall right through him. any thoughts on how to get around that dilemma? thanks
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.
Traits:rough and ready and armor expert 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.
I'm a bit confused as to how overrun works by it's wording. Particularly this srd on overrun wrote:
The confusion I have is the 'as part of a charge' sentence. Let's say this line is my charge lane, with X being my character, Y being a goblin, and Z being the evil wizard i want to charge.X...Y...Z So...
Or...
ALSO elephant stomp:
When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space and knocking her prone, you may stop in the space directly in front of the opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action. This feat has a lot of prerequisites. But how exactly does this feat differ from just charging an opponent? it completely takes the benefits away of your successful overrun, and just allows you to make an attack as a swift action. So in place of your overrun attempt with a charge or standard action as part of a move, it just lets you make an attack? and just with an unarmed strike or natural weapon? How is that any different from just charging, or moving up to attack? What am I missing?
I had a GM at my game last night claim that since the grapple ruling by Jason Bulmahn and Sean K Reynolds was not valid in PFS because the PFS guide to organized play specifically states that only 'campaign leadership' rulings count, and aalthough they make rulings on the game, they are not specifically campaign leadership. PFS guide to organized play wrote: You may not simply ignore rules clarifications made by the campaign leadership, including the campaign coordinator and campaign developer, on the paizo.com messageboards. Could you please clarify 'campaign leadership' and correct him? This resulted in a much more frustrating encounter with a black tentacles, and even though i showed him the post, he would not change his ruling. thank you.
There are several ways to get a specific type of familiar. As a druid you can choose eagle, frog, monkey, or serpent from these domains or choose as a sorcerer the serpentine bloodline gets you one at 3rd level. My question is this: Is there any reason why one of these characters could not choose Improved Familiar and choose any of the new familiars on that list?
I just noticed that while the ranger trapper archetype is legal for pfs play, they do get a trap ability that requires the use of bought poisons, they are not on the list of characters that are allowed to buy poisons. The ability I am talking about is the extraordinary use of the poison trap, it requires the trapper to provide his own poison, but he is not allowed per the FAQ rule. is this intentional?
So a 6th level elven rogue choosing a 1st level wizard spell for the major magic rogue talent, which would be the best spell to choose? i know utility is usually best but if there is an offensive spell you might think of, my rogue has a 16 int so the saving throw wouldn't be horrible. my ideas have been:
i know some of these are better than others, but anyone have any ideas or spells i haven't thought of?
so having seen multiple pfs summoners at my local game stores, i decided i wanted to make a summoner with a different flavor, whose eidolon wasn't some combat monster but something similar to a pixie-ish skill monkey. basically see him as a primarily a support character, few offensive spells but mostly buffs. has anyone attempted to do this? if so what decisions did you make with your eidolon? i'm not sure if you can choose bipedal and lose the claws option because that really isn't fitting, but i would like to. also some evolution to make it tiny would be nice (i'm not sure why they didn't include smaller evolution choices while they included large/huge). maybe a small eidolon who focuses on tripping with a reach weapon to help out the other melee classes in combat? i would think a half elf (for the favored class bonus) would be nice. plus you can more easily qualify for getting eldrith heritage + improved familiar for a lyrakie familiar, who could be similar to your eidolon at later levels. also the ability to summon fey creatures with good skills and the ability to cast spells is nice. the nymph in particular seems like a powerful support character, since she is a 7th level druid. does anyone know if there is a rule for summoning a nymph with a different spell list than the bestiary lists? one of those spells is useless when summoned, she gets summon nature's ally 4 as default on her spell list which she cannot cast if she is summoned. thanks in advance :)
is there any vanity or anything that would allow you to have a translator as a follower? similar to a chronicler but able to translate 1 or more languages to common? i wanted to play a character who could not speak common, and have a translator capable of translating his speech for his fellow adventurers. is there any way to do this?
I have a friend planning to play at 2 conventions in mid to late january, and he doesn't have a character higher than level 2 at the moment. (he also cannot get games regularly because of his work, so he cannot try to level by then) i had heard that there were supposed to be slightly modified iconics from the npc codex that were going to be used as the new pregens, for level 1 and 7 from codex, and level 4s made at some point. has this happened yet? or is there a timeline? we plan on going to illogicon in about 2 weeks and scarab the week after that. any idea if he will be able to use the codex iconics? or just the normal pregens? thanks :)
If you recall there was an issue with a season 4 scenario scenario name: giving you access to a normally banned The Sanos Abduction improved familiar candidate: . there were questions of if it would count as one of the 'special ones' from the FAQ on the subject of improved familiars and what they could do and wear.
faerie dragon You mentioned in this post that they could, and that the FAQ would be updated, but it never was. As my character that this affects is going to be level 7 soon, (and this familiar will take over most of what he will be doing in combat, because he's an old man and shouldn't be out adventuring like some young whippersnapper) could we get it added to the faq? Or at least make a post of some sort clarifying it and adding it to the 'Compilation of message board clarifications for PFS Rulings' sticky? It would be appreciated, and once again thank you for all your hard work in cat herding :) Respectfully yours, Professor Beltin Rodar
so, for the description of channeling energy it describes the ability to harm as
Quote: Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. which seems to imply that unless you are a living or undead creature, it doesn't do anything to you. BUT then there is the variant channeling ability called 'destruction' which says:
Quote: Destruction: Heal—Creatures gain a channel bonus on attack and damage rolls against objects, CMB for sunder attempts, and Strength checks to break objects until the end of your next turn. Harm—Unattended objects take full channel damage (not half). which implies that under normal circumstances, unattended objects are harmed by the energy like normal spell energy damage, regardless of whether or not it is positive or negative energy. half damage then apply hardness. doesn't this seem to contradict itself, or am i missing something?
for the two handed fighter archetype, the overhand chop ability is described as: Quote: Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1. does that mean that he would get 1.5 times his strength as normal for using a two handed weapon, PLUS another strength bonus on top of that? the ability doesn't say it REPLACES the str x1.5 to str x2, it says it just adds another str bonus on top of it(implying str x2.5). so does an 18 str two handed fighter using a greatsword get 2d6+8 or 2d6+10?
since it refers to the blur spell i would assume it provides concealment like blur does. Cloak of Displacement, Minor: This item appears to be a normal cloak, with a pattern very similar to a major cloak of displacement’s nocturnal designs, but when worn its magical properties distort and warp light waves. This displacement works similar to the blur spell, granting a 20% miss chance on attacks against the wearer. It functions continually.
is there any way to stop a shadow's strength damage ability? without having to buff yourself beforehand(ie. not casting death ward before you're attacked.) my worry is that my strength 6, level 12 sorcerer will die in one hit to a cr3 shadow in one lucky, normal hit (from it coming out of the ground(5ft step) and touching me on the surprise round). i don't want to permanently raise my strength just for that though. i was thinking the deathless quality from UE, but that seems questionable to me, because it seems to imply hp damage, but strength damage is damage caused by negative energy in this instance, and i'm not sure if it qualifies and/or is intended by the magic property it gives. Deathless: DEATHLESS PRICE +1 BONUS
AURA moderate abjuration CL 7th WEIGHT — This armor protects its wearer from harmful negative and
CONSTRUCTION REQUIREMENTS COST +1 bonus
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.
I know the bard ability lore master allows a bard to take 10 on knowledge checks and take 20 once a day on knowledge checks.
SRD wrote: Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. I always assumed that meant normally people could not take 10 on knowledge checks (ie. like UMD says you cannot) But it was brought to my attention today that the description of the knowledge skill does not say explicitly you cannot take 10, unlike the other skills that say so. does that mean that this bard ability is only useful for taking 20 once a day? or is the rule for taking 10 on knowledge checks located somewhere else? thanks for the help
i am playing a multiclassed character with 2 levels of mindchemist archetype. i am trying to make him completely a support character, but i still have the ability to throw bombs. the thing is i don't really see this character as the type of person to make aggressive actions in combat. is there some way for an alchemist (even another archetype) to give up bombs for something else? (especially if it's a support ability i would gain) i could see maybe the character in question using the timed bomb ability in combat possibly, but flavor-wise it is supposed to be an old man who really isn't good at combat actions. so healing or buffing allies is ok, but no direct aggressive actions. anyone have any ideas on how to fit bombs into that concept?
Let me first be absolutely clear i am not talking about divine characters I was wondering if it is possible for someone to worship more than one god. I know that in the PFS guide to organized play ALL characters must be within one alignment step of the god they worship(which personally i do not agree with, if you do not receive powers from a divine source, you should be able to worship whoever you want) for the record PFS Guide to Organized Play pg. 10 wrote: Religion: Characters can elect to worship any deity listed in a table of gods in the Core Rulebook, The Inner Sea World Guide, Pathfinder Campaign Setting: Gods and Magic, or any other source listed as an official Additional Resource. Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity. For clerics, this is an especially important choice, since the deity’s alignment determines whether the cleric channels positive or negative energy, a decision with significant tactical implications for the cleric and her allies. Characters who do not receive powers from a divine source may choose to be atheists or to have no deity at all. But could a character (in my case, a chaotic good rogue) worship both Shelyn and Cayden Cailean? PFS seems overly restrictive to me on non-divine characters allowable dieties, so I thought I would ask. tl;dr Is it ok for my chaotic good rogue to worship both Shelyn and Cayden Cailean
could a sorcerer, WITHOUT MAGIC MISSILE OR SHIELD on his list of known spells, recharge a staff of minor arcana by using UMD to simulate having one of those 2 spells on his spell list, and sacrificing one of his 1st level spell slots?
i was thinking of making a new character for pfs, and trying to make an oddball concept character and try to make it feasible within the rules. i came up with the idea of using flame blade as a primary weapon, possibly combining with scimitar specialization with fighter, or combine with magus for some really strange abilities to combine with a sword made out of fire. it's a shame that since the spell doesn't allow you to add strength to damage you couldn't get the most out of dervish dance with it. i'm thinking going the CMB route would do well because it's always a touch attack. anyone have any interesting ideas or have built a character with this concept before? thanks in advance :)
can a grenadier use his Alchemical Weapon (Su) Spoiler: to apply his bombs to his weapon/ammo? At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
i have a newly level 12 sylvan sorcerer, who plans on casting transformation on his animal companion every combat. as you might notice the material component is a potion of bull strength, at 300g each time you cast it would get really expensive. i found the spell blood money so that i could take 1d6 damage + 1 str damage instead of using a potion. is there any way, in combat or outside combat (between encounters), you could heal the str damage cheaper than using a wand of lesser restoration?
since it is actually an earth elemental, using bestiary stats, what can you equip it with? it is not a mount, animal companion, or a normal/improved familiar. i have a stonelord about to be level 5, and i am assuming that you could buy it mithril chain shirt armor/barding/whatever(because it has no armor feats), but what else? or would armor not be allowed either? it is quite weak compared to a paladin mount as it is.
I know that there are 2 extra pregens available for the PFS version of we be goblins, the witch and barbarian. it was run at one of my local game stores (game theory in raleigh, nc) and i wanted them to have all 6 since it was a full table, and i wasn't sure if the organizers were even aware of their existence. my issue was that i had to comb the internet for copies of those 2 pregens. i eventually found them and put them up on our facebook page for people to use, but i would like to request that those 2 pdf pages be added to the zip file that has the other 4 pregens here thank you
is it allowed to take 20 on sleight of hand checks to hide items on your person? i am of the opinion that you can. after each attempt, you could then yourself (or an ally) take 20 on a perception check to notice them, if they do, you just try again, over and over until you get them as difficult to spot as possible. this would technically take longer, but i'm just using it as an example as to how it is possible to do with no real penalty for failure. and in the same vein i think it would be possible to take 20 on a stealth check to wait in ambush for someone for the same reasons as above (assuming you would have ample time to hide yourself, and knew when and where your target was coming)
Buy a +1 dwarven waraxe, use it for a ridiculously long time until you can afford a rod of dwarven might (in which one of its forms is a magical dwarven waraxe). if not, could you buy a +1 returning light hammer (which is the 'normal' form of a rod of dwarven might) and upgrade that when you finally get the money and fame to afford it. thanks
ok starting backwards from power attack, it allow you to increase the damage by 50% if you attack with a 2 handed weapon, a 1 handed weapon used in 2 hands, or 'primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls' monk unarmed strike is 'A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.' my question is does this apply to a monk using his normal fists if he has dragon ferocity feat? it states 'while using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus' if his unarmed strikes are also considered primary natural weapons, would all his unarmed strikes get the 50% power attack bonus? or would he have to have some kind of natural attack, weapon focus in that attack, and feral combat training before being able to add the 50% bonus from power attack? thank you everyone for clarification.
Are staves assumed to be recharged in the downtime between scenarios?
In order to recharge a staff, "so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells" and "the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff" my question is kind of two-fold, and i know partially should be asked in the rules forum, but i really just want some sort of official answer for pfs on the above question, and if the answer is no, then: if i am not a normal spellcasting class, but i can cast a spell the staff can cast and which is also the highest level spell the staff can cast, can i recharge it between scenarios? Since i don't have a 'spell list' i would think no. my example would be my pfs rogue, who has a staff of minor arcana and also has the major magic rogue talent that lets him cast shield twice a day. the staff can only cast 2 spells, both of which are first level and one of which is shield. I know technically I need to make a UMD check to use the staff because the spell isn't on my 'spell list' (since i don't have one), but the staff recharge rules just say spellcaster, and i do cast spells. and if the above answer is once again no, then is there any way a character can make a UMD check to charge a staff? I am just worried that if my rogue spends 8k on the staff, once i burn through the 10 charges i would only be able to get fellow casters during the scenario to recharge it for me. thank you for your help, and i do apologize if i put this in the incorrect forum.
This is 2 somewhat similar questions in that they deal with 2 things I would like to see how they work with a rogue i'm playing in pfs. 1) The first (and easier) question is if you have a spell like ability, can you activate a spell trigger item (eg. staff or wand) as if you had that spell on your spell list? 2) if you use UMD on a staff, what is your caster level? say casting magic missile from a staff, how many missiles would you get? would you need to make another roll to emulate the spellcasting class feature to get your UMD result - 20 as your caster level? if so what happens to the very likely chance it is below 1? 0 missiles based on caster level 0? a bunch of magic missiles blast you in your face? The reason i am asking is because i have a rogue in pfs that will have at 6th level the major magic talent (shield) and also a staff of minor arcana and go around in robes pretending to be a wizard. thanks everyone for the help.
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