Petrune

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So this isn't exactly RAW, but give me your best ruling on this:

2nd level spell from 3rd party Rogue Genius Games, their book The Genius Guide to Air Magic.

The Spell is Thunderfist:
School evocation [air]; Level archon 2, druid 3, sorcerer/wizard 2

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range short (25 ft. +5 ft./2 levels)
Effect shimmering limbs of air
Duration 1 round/2 levels
Saving Throw none; Spell Resistance yes

DESCRIPTION
This spell creates two columns of wind that can mimic your limbs’ movements when you make unarmed attacks. This allows you to make unarmed attacks at range. You can make one such attack on the same round you cast the spell. On subsequent rounds you can make a single ranged unarmed attack as a standard action or, as a full round action, make as many ranged attacks as you are normally allowed unarmed attacks when performing a full attack action. These attacks use your unarmed melee attack bonus and deal 1d4 damage or your normal unarmed damage (whichever is greater). The damage from these attacks may be lethal or nonlethal damage at your choice.

You may not use this spell to make combat maneuvers or deliver special attacks normally associated with unarmed attacks (such as Stunning Fist). You also cannot use it to deliver touch-range spells or similar magic effects. You cannot use this spell to make ranged attacks with natural weapons. While casting this spell provokes attacks of opportunity normally, the attacks made with the spell do not.

****

I've ruled that based on the spell description's use of "you" and "your" that it is a target self spell only. The caster can't use it on someone else. But that's ok, because the caster has taken a few levels of monk. So far, so good.

The new wrinkle is that the character has just taken Combat Reflexes, and now the player is arguing that with this spell they should get Attacks of Opportunity on everything within range of the spell (Short range, he's 12th level, so that makes it 55 feet).

Seems to me based on the spell description this is kosher. The spell specifically forbids using combat maneuvers or special effects, but AOO is neither. Alternately, I could retcon the spell itself such that it specially says it increases Reach out to a distance of X.

Your thoughts?


"A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when she makes a sneak attack with it."

So +4 to the weapon damage roll. **NOT** +4 to the sneak attack roll, and certainly not +4 to EACH DIE of the sneak attack roll.

Or am I wrong?


So we're starting a new campaign and I'm taking over the DM's chair. I finally get the chance to do all the weird little rules changes I've been thinking about for the last few years. Implementation of John Walt's Silver System, for instance.

Anyway, I had found and saved at some point a rule set for creating custom magic items for the players that scale up along with the players as they level up. That removes the "video game" dynamic of finishing an adventure, going back to ye olde Magic Walmart, and trading in your +1 weapons and armor for +2, also let's head over to aisle 18 and stock up on healing potions, and ya know I think we might have finally saved up enough for that Magic Carpet I've had my eye on for the last few months.

Problem is, now that I need it I can't find it.

Any pointers from the Hivemind?


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BLUF: I want to know if paizo defined their published adventure paths as taking place in specific years of the Golarian timeline.

My gaming group is just about to finish up an adventure path after nearly two years of real time gaming. Once we finish that, we plan to start a new campaign and I'll be taking over as DM. I'm looking at starting a different adventure path series, but I'm curious:

Did paizo create a timeline anywhere that the events of the various adventure paths fit into? I've found a few events in the pathfinder wiki that specifies the year (or close enough to approximate) that the event happened.

I want to be able to have the events of our old campaign to have happened in the relatively recent past, so that the new campaign will be influenced by them - people, places, items, etc might turn up from time to time in the new game. Old PCs might reappear as NPC encounters, that sort of thing.

I'm perfectly willing to just shoehorn it all together, but if there's already a pre-existing timeline somewhere that would save me some work. Or as the old Tom Lehrer song goes: "PLAGERIZE! Let no one else's work evade your eyes!"


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So lately I've been reading the Alex Verus books by Benedict Jacka, and they're making me want to explore a new character idea.

The main character in these books is a mage, in a modern setting, similar to Jim Butcher's Dresden files. But the way magic is organized in these books is that mages tend to be, if not one-trick ponies, then very focused.

The main character, for instance, is a diviner. And that's about all he can really do. He can read the future, and a few other scrying type abilities, but that's all. No fireballs, lightning bolts, flying, healing, etc.

And the question I've finally gotten around to: Is there already a variant spellcaster class in one of the PF books that is restricted to a single school of spells? If not, I guess I'll have to brew one up.


BLUF: Need advice for my divine spellcaster half.

This time around, I want to try something different from any character I've previously run. I'm usually combat-heavy as a fighter-type, battle mage, monk, or combo of the above.

So this time: elderly (in his 60s), cowardly librarian who only recent left his life-long job in the monastery library for (as yet unwritten plot reasons). I figure to eventually use the mystic theurge prestige class.

For the arcane half I'm thinking wizard (abjuration), for two reasons. (1) The highest he will ever reach in this class is 7th level and for most of the wizard subtypes that means he loses out on his second class ability which most give out at 8th level, and (2) the self-protection aspect fits the character concept.

I didn't go with sorcerer or arcanist because I need to be able to cast 2nd levels spells to qualify for mystic theurge, and both those classes have to wait for caster level 4, as opposed to caster level 3 for a wizard.

For the divine half...I don't think I've ever actually played a cleric class before (excepting paladin) so I'm a little in the dark.

Cloistered Cleric seemed like a good fit for the character concept, but to honest it seems like a pretty underpowered class variant. I wanted a boost to knowledge skills but the loss of spells per level is too much.

So currently I'm defaulting back to the base core rules cleric. Anyone got advice on a different archtype/variant that might work better for this character build?


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I know somewhere I read about a spell, feat, or magic item that allows a caster to see through the eyes of a summoned creature. But I can’t for the life of me remember it now.

A little help, O Great Hivemind?


So, let's say we have a thief in the party who likes to hide/stealth in available terrain, and then snipe with his crossbow to score his bonus sneak damage.

And let's say there's a mage in the party who also likes to hide outside of combat, and who could cast Ricochet Shot on the thief (or who could brew a potion of Ricochet Shot which the thief could use at need).

Would our sneaky thief get his bonus sneak damage on both the primary and secondary/ricochet targets?

Or...

Let's say instead the mage created a Wand of Magic Missiles for the thief. Would he get sneak damage using the wand instead of the crossbow? And if so, could he fire one magic missile at each of several targets and get sneak damage against each?

And...

The Ricochet Shot spell description does not specify an arrow, bolt, or bullet. All it says is "projectile weapon". A Wand of Magic Missiles is a weapon which fires projectiles. So in theory, our (10th level, for this example) thief could fire his Wand from stealth at 5 different targets, hit all 5 with no to-hit roll needed and no saving throw, doing d4+1 +5d6 stealth damage to each target, and then Ricochet all five missiles to each hit another five targets, again doing d4+1 +5d6 damage.


I’m having a rules argument with my DM. Hoping I can get some clarity on this.

Does a monk get an additional attack when using Flurry of Blows while under the effect of a Haste spell?


I'm having trouble understanding how monk attacks are supposed to work; I hope someone can break this down for me.

Let's assume a 2nd level monk. He has a BAB+1 and Flurry of Blows bonus+0/+0.

So, he can do 1 unarmed attack against a single target, with his BAB+1. Or, he can do FoB for two strikes also against a single target at (+1+0)/(+1+0).

At 3rd level his bonuses increase to BAB+2 and FoB+1/+1, so again two strike against a single target at (+2+1=+3)/(+2+1=+3). Which would mean it makes absolutely no sense to not use FoB every single time he attacks: double the number of attacks, with an extra +1 to each.

Same thing up the 5th level: BAB+3 and FoB+3/+3.

I have to assume I'm misunderstanding something here, because using FoB for every attack you ever do gets you two strikes instead of one, with an extra +3 to hit for each. It would make zero sense to ever NOT use FoB.

My next question shows up at 8th level when the to hit bonuses become BAB+6/+1 and FoB+6/+6/+1/+1.

So he can not strike two different targets once each at +6 and +1 respectively. Or he can use FoB to hit a single target four times at +12/+12/+2/+2?

Or does each of the attacks from his BAB generate it's own FoB strike? Which would give him one FoB at +12/+12/+7/+7 and a second at +7/+7/+2/+2.

That can't possibly be right. That's 8d10 potential damage per round.

A 15th level monk gets three attacks per round and FoB of six attacks per round. Is this guy throwing 18 punches per round at 2d6 damage each?

Third question: What if he's using Haste? It gives one additional attack per round. Does that give an extra attack on the FoB streak? Or does that generate an entirely new FoB streak? Or would he just do a regular attack without using FoB and gain 1 extra attack from the spell? If so, what's the benefit to a monk of using Haste?


I remember a magic item back in 1st or 2nd Ed D&D - it was a belt with a bunch of small pouches, each of which was a mini bag of holding. It was for magicusers to carry material components.

IIRC, when reaching into a pouch, whatever item you were looking for was automatically on top.

Does anyone else remember this, and what it was called?


Between myself and the other mage in the party, we've put together a pretty impressive list of items we want to make. The problem is it would take over a year of campaign time to put any kind of real dent in the list.

Obvious solution - first we make a magic item that speeds up making magic items!

The simplest first move is to simply make an ioun stone (or a piece of stationary lab equipment, whatever) which gives a +5 to spellcraft (or may as well go +10, why not?).

That would let you use the basic rules of doubling your work speed (pg 549, core rulebook) while essentially removing the penalty +5 to item creation DC.

Item with skill +5 is only 5k, and 5 days of work. Simple. Now I can work twice as fast.

But what if I want to go even faster? Any ideas?

PS And while I'm on the subject, what's the cost/requirements/CL/DC for a magic item that gives skill point boosts without boosting ability scores?


For some things figuring this is easy; for potions and scrolls, you literally use the Caster level of the spell.

I want to make a ring, intended for a monk, which acts as a continuous "Strong Jaw" spell. This boosts his unarmed combat damage by two size classes.

Per the base rulebook (table 15-29, pg 550), base price is (spell level x caster level x 2000gp) for a continuous spell effect device.

Strong jaw is a 3rd level Ranger or 4th level Druid spell, requiring a minimum 11th level Ranger or 7th level Druid, respectively.

So punching the numbers, that comes to 66k if I get a Ranger to cast the spell for me, or 56k for a Druid.

Do I therefore simply use that caster's level as the item Caster Level? To me, it just seems arbitrary to do that, as the CL is used to calculate the item creation DC.

IOW, it's cheaper, faster to make, and has a lower DC (12 vs 16) if I find myself a Druid instead of a Ranger spellcaster to assist my mage.

Or am I totally off the track, here?


I'm playing a wizard/monk, and the central idea of this guy is that he carries no weapons, and most of his spells are non-direct damage oriented (he's a specialist conjurer, uses a lot of summon spells and creative uses of unseen servant, that sort of thing).

I was thinking of crafting an enchanted rope which is sort of a combination of the rope of climbing and rope of entanglement. So my actual question is this: if I fling out my rope and entangle someone, could I then cast a touch spell through the rope at a target 20 or so feet away?

Currently I use a monkey familiar for this sort of thing, but in-character I think this fits better.