Kaziel, the Quiet One's page

No posts. Organized Play character for gatlingxyz.




Let me start by saying that I'm playing PFS.

I have an Unchained Summoner and an Eidolon. In a session that just finished, I was told that Bless Weapon wouldn't apply to my Eidolon's natural attacks by the GM. I'm very confused, as I looked it up before the session and the spell doesn't state anything about not being applicable to natural attacks. Align Weapon explicitly says no, and Versatile Weapon says yes, the latter of which is going to be my backup plan but if I can avoid having to buy oils of Versatile Weapon all the time, that'd be great.

My GM said there was some ruling about natural attacks not being weapons (or something, I don't remember as I gave up as to not hold the game up). Can anyone point me, in either direction, to a definitive answer? I showed him the PRD for Natural attacks, bless weapon's spell description, and this forum post but no luck.

Natural Attacks (emphasis mine) wrote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet).
Bless weapon wrote:

This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.


I have an Undine Sorcerer who specializes in Hydraulic Push. I came across the "Recharge Innate Magic" but it's a Dwarf-only spell. I was thinking about getting a wand of this to recharge her SLA.

My question is simply, which DC(s) for UMD do I follow? I'm not sure if I need to make one check or two, and if only one check, which DC?

I'm leaning towards the DC 20 check because the UMD for spell trigger doesn't say anything about race.

Quote:
Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.

But I could be wrong.


So, I misunderstood how the Headband of Vast Intelligence worked when I originally bought. For some reason, I thought it gave you skills points that one time and never again. For instance, my character got one at 4th level, so I figured 4 skills points and that was it. Come to find out, it grows with you. That's great and all, but that actually messes up things for me. I had planned on being able to add skill points on top of that to handle the case when the headband has to come off.

I put those skill points in a skill required for a prestige class, so when I take the headband off now (at level 7), I pretty much can't be my prestige class. "Don't take it off then!"... except if I'm playing a scenario where you have to (which came up a level or two back).

I was wondering do the retraining rules work in this instance? I want to apply the skill it's locked in to to another skill that I won't need/miss if I have to take the headband off again.

Or, should I just sell it and buy a new one? That will ultimately be my plan if I can't retrain (or I figure I want to keep my 5 prestige points).


So, I made a post a few days about the Veiled Illusionist spell DC for the disguise self spell-like ability, and the more I do research the more clear yet confusing things have become.

My Wizard (who is now a V.I., by the way) has had Varisian Tattoo for some time now, and I believe I may have misunderstood it.

1) Does Varisian Tattoo modify the CL of the SLA given and other SLAs?
2) While on that topic, do those SLAs granted by Varisian Tattoo use CHA? (God I hope not...)

Luckily, I've never used the SLA from it in PFS, but on a similar note, I have an Undine Aquatic Tattooed Sorcerer in PFS as well, and was under the impression that the Undine's Hydraulic Push SLA could be modified by Varisian Tattoo (and traits). I may have been completely mistaken, though I've only played her once so not much of a concern.

3) If Varisian Tattoo doesn't alter a SLA's caster level, and Spell Focus doesn't raise the DC for SLAs, how come Augment Summoning most definitely works for a Summoner's SLA? (Relevant Summoner FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9rbq)

I'm mostly trying to wrap my head about the intricacies of the rulings. I ran across another thread as well where Owen Stevens says Spell Focus should raise the DC, but it's from 7 years ago so I'm not sure if it actually holds up (http://paizo.com/threads/rzs2kjnz?Summoner-Class-and-Augment-Summoning#22)


I'm a little sure that this won't work the way I want it, but it's worth a shot.

Let's say I have an +1 Undead Bane weapon and am fighting a ghost. Because my target is Undead, the enhancement bonus is +2 higher, equaling a 3 total. Cool. Would activating Ghostslayer make the weapon act as ghost touch, or is Ghostslayer still looking at the actual/original enhancement bonus?

Quote:

Bane

A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus.

Quote:

Ghostslayer

As a swift action, you can imbue a weapon you wield with spiritual energies for 1 round. An imbued weapon damages incorporeal creatures as though it were magical. If the imbued weapon has an enhancement bonus of +2 or greater, it functions as a ghost touch weapon. A weapon imbued in this way can deal precision damage (such as sneak attack damage) to incorporeal creatures.

Or, make me feel even better: would Ghostslayer apply regardless, since the total amount of bonuses is 2? This was my original assumption until I reread the feat again.


Just recently had my Illusionist wizard become a Veiled Illusionist. I'm wondering does Spell Focus and Greater Spell Focus enhance the DC to his Veiled Pool ability?

Quote:
As a standard action, the veiled illusionist can spend 1 point from her veil pool to alter her appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled illusionist’s class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled illusionist’s veil pool.

Emphasis mine. Not sure if it applies since i'm not actually casting disguise self but using a spell-like ability that mimics it.


First question: does a character actually have to be a follower of the attached god to use the item? In this case, Nethys.

Second question: is this item (and the others) upgrade-able? There's a paragraph in the beginning the makes me believe yes, but PFS rules may trump this.

Inner Sea Gods, p. 254, emphasis mine:

Quote:
The following are only some of the specific magic weapons popular among devout mortals. This section focuses on relatively inexpensive weapons that lowlevel characters can afford. For higher-level characters, remember that these weapons can be upgraded like any other magic item by adding plus-equivalent or gp-value abilities, then paying the difference between the original item’s price and its price with the additional abilities. The full rules for customizing magic weapons can be found in Chapter 15 of the Pathfinder RPG Core Rulebook.


Quote:
Arcane School: In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Quote:
Preferred Spell: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Let's say I have Hypnotic Pattern (lv 2 Illusion) prepared in my Illusion School slot, and some other number of level 2 spells prepped. Shadow Trap (lv 1 Illusion) is my Preferred Spell. Could I sacrifice Hypnotic Pattern to cast Shadow Trap? Or, can I only sacrifice the other spells? I bolded the portions that make me think the former, but I could be wrong.


I've been up and down the forum looking for a definitive answer. Some came from before the FAQ was posted/updated in 2013, so I'm not sure if I can follow those.

Let's say I have my arcane bond as an amulet. I choose to upgrade it to an Amulet of Natural Armor +1. I am 100% sure that the cost of this upgrade is 1,000 gp. Cool.

When I choose to upgrade this item to a Amulet of Natural Armor +2, do I pay 4,000gp or 8,000gp? Pre-FAQ kept saying something about the 50% cost being a one-time thing, but the FAQ makes me believe that I always pay the cost (using the price and Fame to know if I can upgrade). I feel like I'm overthinking it, but just want to be sure.