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I'm making a character that uses (among other things) blade rush, and I have a couple questions.
1) this is for an earth kineticist with earth glide. Can the movement be underground at any point?

2) what if the target is 20' away, do I have to move the full 30' before making the attack?

For reference:
Blade Rush
Source Psychic Anthology pg. 20
Talent Link Link
Element universal; Type form infusion; Level 2; Burn 2
Prerequisite kinetic blade
Associated Blasts any
Saving Throw none
You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush.


I'm in the process of making an unchained leaping rogue and I took Expert Leaper and Rogues Edge (Acrobatics) at separate points in the build process. As I was going over everything I started to get confused how they would work together (if at all).

Expert Leaper (Ex): When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.

Acrobatics skill unlock: With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

They are both in Pathfinder Unchained, so they should be compatible (I would think), but I'm not sure how.

Expert Leaper alone would get the following:
DC 15 - 20' less, DC 20 - 30' less, DC 25 - 40' less, ...

Acrobatics skill unlock would get the following:
DC 15 - 10' less, DC 25 - 20' less, DC 35 - 30' less, ...

Would you take the best (which would always be Expert Leaper) or would you combine the two (every 5 makes it 10' less, with a bonus 10' at every 10):
AKA
DC 15 - 20' less, DC 20 - 30' less, DC 25 - 50' less, DC 30 - 60' less, DC 35 - 80' less, ...?

Or something else I hadn't considered?

Thanks!!!


Is there a way for someone with a hex (in this case, a Sylvan Trickster with Evil Eye) to deliver their hex through a melee attack (in this case, a dagger).

I know about Hex Strike (requires the hex class ability and is done through an unarmed strike, so no go) and the Conductive weapon property (requires the supernatural ability to use a touch attack or ranged touch, which Evil Eye does neither). Any other way a melee attack can be combined with a hex?

Thanks!


For as long as I could remember, the Ring of Sustenance took a week to attune (and then only worked every other week, initially) and I never questioned it. It's a magic item, so... because a wizard said so.

It was only last night that I started to wonder why. Was there ever an explanation (in fluff or rules, in any edition) that said WHY it takes a week? In pathfinder, there are a lot of items that take some time before they give their full benefits (typically 24 hours, I believe), but a week seems excessive, and I'm just curious if anyone has an explanation.

Thanks!


I realize that i'm over thinking this, and I'll probably submit to the inevitable, but I'd like some others to provide input.

Here's the situation. Last game our characters were sent back in time, from a roughly modern setting (still fantasy, with magic and monsters, but with some modern mentalities and financial institutions) to a standard fantasy world (with gold pieces). During the downtime between last session and our next one, we sold off the treasure we found right before we got here and we ended up with about 4k gp each. My character is a blue-collar worker (a fisherman by trade when he's not doing the "adventurey" stuff) and, after some rough calculation, I figure it would take about six years to earn that much gold as a fisherman.

How would you, as a modern person used to cash, credit, debit, etc. deal with having six years of salary (almost 100 pounds of coins) with no permanent address and at least the hope of returning home some day? I know what I'd do as a player, but I'd like to at least consider this from a realistic perspective.

Would you hide it somewhere so you won't lose it?

Would you try to find someone trustworthy that would hold onto your money like a bank (without really knowing how that kind of stuff works in the past)?

Would you spend it, not truly knowing if another windfall like that will come (it will, of course, but YOU wouldn't necessarily know that)?


I looked at a number of threads, but I couldn't find a consensus. I have a Monk (Maneuver Master) 1/Fighter (Gloomblade) 6 that I was thinking about taking two levels in Brawler (Hinyasi) for the next two levels, and picking up a Monk's Robe at some point.

My initial thought was that the levels of monk and brawler would stack when wearing a monk's robe, but now I'm not so sure.

Brawler wrote:

Martial Training (Ex)

At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

From reading the threads on this forum, I've found three interpretations for calculating Unarmed & AC bonus:

1) Monk + Brawler. For this example character (Monk 1/Brawler 2) they would count as a Monk 8 when wearing the robes. (1d10 unarmed, AC bonus +2). Since you get the wisdom bonus at 1st level, you'd get that either way.
2) Monk v. Brawler. For this example, you compare Monk 6 and Brawler 7 and take the highest (1d8 unarmed, AC bonus +1). Since you get the wisdom bonus at 1st level, you'd get that either way.
3) Monk & Brawler. For this example, you'd get the benefits of BOTH Monk 6/Brawler 7 (1d8 unarmed, AC bonus +2). Since you get the wisdom bonus at 1st level, you'd get that either way.

This character doesn't wear armor, so that aspect of it doesn't factor in.

Has there been a consensus? For the record, this isn't for PFS, so I can bring it to my GM, but I'm just curious what others have done.

Thanks!


Shadow Weapon wrote:
A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient.

Does that include modified weapons if the character has Modified Weapon Proficiency, Weapon Adept, or if the modified weapon is simple or martial after modification?


Elder Mythos Cultist alters the domain class feature so you only get one domain.

Hidden Priest replaces the first and eighth level domain powers.

Can these be combined? (Not for pfs, btw)

Thanks!


In the process of building a white-haired witch and picking a patron, I decided that I like Strength because it grants Giant Form at higher levels (my thinking is with a bigger size, it means a greater reach). One of the other players in my group. however, suggests that the reach on the hair is set regardless of the witch's natural reach.

White-haired witch wrote:
This functions as a primary natural attack with a reach of 5 feet.

He's suggesting that everything from a Fine to Collossal white-haired witch would be stuck at 5' (+5'/4 levels).

Thoughts?


I've seen many threads where people asked some of these questions, but I wanted to verify that I had all of my ducks in a row.

Here is the character in question:
Human (Military Tradition race trait)
Monk (Maneuver Master) 1/Fighter (Gloomblade) 7
Stats (including stat boosters)
Str 22 +6
Dex 15 +2
Con 12 +1
Int 11 +0
Wis 16 +3
Cha 10 +0

BAB +7
CMB +13

Level) Feat
1) EWP (harpoon) (from Military Tradition)
1) EWP (net) (from Military Tradition)
1) Improved Grapple (from Monk)
1) Improved Unarmed Strike (from Monk)
1) Stunning Fist (from Monk)

1) Virtuous Creed (Mercy):
Virtuous Creed
You accept a creed to guide your destiny toward good.

Prerequisites: You must be good.

Benefit: Select one of the following virtues. You must adhere to that virtue’s creed in order to benefit from its bonus. If you break any part of the creed, you are unable to gain the benefits from that virtue for 24 hours. Significant violations require atonement for you to be able to benefit from this feat again.

Mercy
Creed: You must always accept an enemy’s surrender. When your enemies are defeated in battle, you must attempt to stabilize them to the best of your ability. You must never bring undue suffering to those who are innocent.

Benefit: When using a weapon that deals lethal damage to instead deal nonlethal damage, you take no penalty on your attack roll.


2) Net Adept (1st level fighter bonus):
Net Adept (Combat)
You have trained to use the net as a melee weapon.

Prerequisites: Exotic Weapon Proficiency (net), base attack bonus +1.

Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.


3) Net and Trident (2nd level fighter bonus):
Net and Trident (Combat)
Your skill with lighter weapons allows you to wield one alongside your net.

Prerequisites: Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting.

Benefit: You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit.


3) Two-Weapon Fighting
5) Equipment Trick (net) (4th level fighter bonus):
Equipment Trick (Combat)
Choose one piece of equipment, such as boots, cloak, heavy blade scabbard, rope, or shield. You understand how to use that item in combat.

Prerequisites: Base attack bonus +1.

Benefit: You can use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, whichever is more beneficial for you.

Net Tricks
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.

To use any of these equipment tricks, you must be proficient with nets.

Grappling Net (Improved Grapple): When you attempt a grapple combat maneuver check against a foe entangled by a net whose trailing rope you control, you do not take a penalty on the grapple combat maneuver check for not having two hands free, and you gain a +4 bonus on the check. If you successfully pin the target while it is still entangled by the net, you can use the net to tie up the target as a swift action.


5) Throat Slicer:
Throat Slicer (Combat)
Sometimes the only way to deal with those who see your illicit activities is to get rid of them.

Prerequisites: Base attack bonus +1.

Benefit: When using a 1-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless targets) as a standard action.


7) Greater Grapple (6th level fighter bonus):
Greater Grapple (Combat)
Maintaining a grapple is second nature to you.

Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.

Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.


8) Hamatula Strike (7th level feat retrained at 8th):
Hamatula Strike (Combat)
You can catch your opponents on your weapon and hold them in place.

Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7.

Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.

Relevant class abilities:

Flurry of Maneuvers (Ex):
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load. This ability replaces flurry of blows.

Shadow Weapon (Su):
A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.

At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)

Shadow Weapon Training (Ex):
At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.

Gear that matters:
Glove of Storing
Harpoon +1 (kept in glove)

Here's the scenario I'm imagining:
To set the stage, the character is 10' away from his target.
Before combat: Gloom Net +1 & Trident +1
1st round: Full Attack + Maneuver
Gloom Net (melee reach, +11 touch)

Breakdown:
+7 bab +6 str +1 net +1 Shadow Weapon Training -4 two-weapon fighting

If hits, target is entangled
5' step toward target
If target is entangled: Gloom trident (+11; target has -4 to dex)
Breakdown:
+7 bab +6 str +1 net +1 Shadow Weapon Training -4 two-weapon fighting

If hits and target is entangled: 1d8+10
Breakdown:
1d8 base trident +1 magic +1 Shadow Weapon Training +6 str +2 Net & Trident feat

and Grapple +21 (from Hamatula Strike)
Breakdown:
+7 bab +6 str +2 Improved Grapple +2 Greater Grapple +4 Equipment Trick +1 trident +1 Shadow Weapon Training -2 flurry of maneuvers

If first trident missed and target is entangled: Gloom trident (+6; target has -4 to dex)
Breakdown:
+7 bab +6 str +1 net +1 Shadow Weapon Training -4 two-weapon fighting -5 iterative

and Grapple +21 (from Hamatula Strike)
Breakdown:
+7 bab +6 str +2 Improved Grapple +2 Greater Grapple +4 Equipment Trick +1 trident +1 Shadow Weapon Training -2 flurry of maneuvers

If target is grappled, flurry Grapple +25 (from Flurry of Maneuvers) to maintain and pin
Breakdown:
+7 bab from fighter +1 maneuver monk level for flurry of maneuvers +6 str +2 Improved Grapple +2 Greater Grapple +4 Equipment Trick +5 maintaining grapple -2 flurry of maneuvers

If pinned, swift action to tie up with net (from Equipment Trick)

Second round
If target hasn't escaped and/or surrendered, free action to pull out harpoon from glove of storing, full round action to coup-de-grace with nonlethal damage

Questions where I'm unsure:
1) Flurry of Maneuvers: There has been a disagreement between my interpretation and the interpretation of another player in our group. He believes that ONLY the monk level is used (plus strength/improved grapple/etc.) for the flurried maneuver, not the monk level + BAB from other classes. I think it works like the Flurry of Blows FAQ.

Flurry FAQ:
Monk: The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.

So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

2) Hamatula Strike: After you grapple with a piercing weapon, can the flurry maneuver then be used to pin?

If so, do you have to let go of the weapon and use your hands or are you still grappling with the weapon (and thus getting any associated weapon bonuses)? For the record, I assumed that I don't get the weapon and shadow weapon training bonuses in the example above.

3) Throat Slicer: In the above example, the character was built with the idea that he came from a fishing background (and thus his weapon choices), but if I were to replace the harpoon (a two-handed weapon wielded in two hands) with a heavy pick (a one-handed weapon wielded in two hands), can the Throat Slicer feat be used? Essentially, the weapon is a one-handed weapon, but from what I've seen in other posts it being wielded in two hands doesn't change that fact. Throat Slicer just says that the weapon has to be one-handed (or light or a natural weapon), not that a hand is free while using it.

4) Iterative attack: I assumed that once the grapple was successful, the iterative attacks stopped, but I'm not sure about that. If using Hamatula Strike to grapple with a piercing weapon, and the first attack and grapple are both successes, do I lose any subsequent attacks? It refers to using an attack action to roll a grapple check (at -4) to deal weapon damage, but I believe that's similar to Vital Strike where you can do that on an attack action, but not as part of an iterative sequence.

5) Virtuous Creed (Mercy): The character was built with this feat to make him more palatable to the GM for the game he will be running (i.e., targets aren't killed if at all possible), but the combo of other feats (Hamatula Strike and Throat Slicer) almost seem like they contradict that, even tho there isn't anything that I've seen that says you can't impale and coup-de-grace with nonlethal damage. Is that true or am I missing something?

6) Net Adept: I made the assumption that the fact that the feat says the net is a 10' melee reach weapon means that it can't be used to attack an adjacent enemy. In that case I'd throw the net (as per Net & Trident) and provoke an AoO, but I'd much rather use it as a melee weapon. Has there been anything official on whether it can be used against adjacent? Is there any way (barring mythic) where it can be thrown without provoking? I thought that Sword and Pistol might do it, but that specifies pistol or crossbow.

Any corrections and questions would be appreciated. The only way I think I'll be able to convince my fellow player of my viewpoint on Flurry of Maneuvers is with a developer's response, but if my GM has questions he has accepted consensus before (or at least a reasonable argument). If there are any rules I'm missing, or where my logic is flawed, I'd like to know that too.

Thank you in advance!


Equipment Trick says:
"If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you."

If you have Catch Off-Guard and Equipment Trick (Ladder) you get:
"Ladder Fighter (Catch Off-Guard): You treat a ladder as a quarterstaff with the fragile and trip special features, and you can apply feats and abilities as if it were a quarterstaff (for example, a monk can use a ladder to perform a flurry of blows)."

Is the ladder an improvised weapon OR a staff? For example, the character I'm considering would have:
Halfling (Resourceful trait), Bard (Juggler), Equipment Trick (Ladder), Weapon Focus (Quarterstaff), Quarterstaff Master

I want Quarterstaff Master so I can wield the ladder one-handed so I can juggle it. I see no problems with that part, but I'm unsure if I can use the ladder as an improvised weapon AND a quarterstaff at the same time (I have plans for other improvised weapon bonuses later).

Does that make sense?

Side question about Halfling Resourceful:
"Resourceful: Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off-Guard or Throw Anything feats for the purpose of qualifying for feats. This racial trait replaces sure-footed and weapon familiarity."

It says that it counts as Catch Off-Guard for the purposes of qualifying for feats. Catch Off-Guard is a requirement for the Ladder Fighter ability in Equipment Trick (Ladder), but not for the feat itself. Does that mean I have to burn a feat for Catch Off-Guard as well to get Ladder Fighter?

Thanks!


I'll use Shirren as the example (since that's the character I'm making) but really the question works for anyone with Telepathy.

For reference:

http://www.starfindersrd.com/races/shirrens/ wrote:

Limited Telepathy

Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

http://www.starfindersrd.com/magic-and-spells/spells/t/tongues/ wrote:

TONGUES M3 T3

School divination

Casting Time 1 standard action

Range touch

Targets one creature

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance no

This spell grants the creature touched the ability to speak and understand the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect. The target can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the target to speak with creatures who don’t speak. The target can make itself understood as far as its voice carries.

If you have the Tongues spell currently active and you have the Limited Telepathy ability, can you use your telepathy with anyone, regardless of language?

Thanks!


This states:

Starfinder SRD wrote:

ANALOG

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common.

Does that mean if a weapon does NOT have Analog then it IS SUBJECT to abilities that target tech?

Specifically, I noticed that the following seemingly non-tech weapons (weapons that don't require power) do not have the Analog flag (I am not including Unarmed here):
Flame Pistol/Rifle (seems similar to the Flamethrower heavy weapons, and require petrol not a battery, but I could be wrong)
Crossbolter (description mentions using mechanical power and does not require a battery)
All of the grenades
Shuirken
Net
Bow

While I'll admit that I haven't gone through all of the spells yet, or any other ability that targets technology, maybe it isn't a big enough deal (looking at Discharge, for example, even though a Net isn't Analog, it wouldn't do anything to it since it isn't powered). I just keep thinking about how this could be used (Antitech Field, similar to Antimagic Field, that renders any non-analog weapon useless, for example) in the future, so I'd like to make sure I understand.

Thanks!


At 7th level, a Mechanic gets Expert Rig, which states:

Expert Rig wrote:
Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the Artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices.

So, 1) I assume that you can't add Upgrades (better security, etc.). Please correct me if I'm wrong. The reason I'm not sure is because the same paragraph refers to the "security I upgrade module". Actually, re-reading the section in computers now I'm really unsure....

2) What about the modules and countermeasures that are based on the base price of the computer? It's easy when it's installed, but what about when you gain levels? Does the module/countermeasure stop working until you pay the difference?

Thanks!


I would like to verify that I'm understanding something correctly.

A Trick Attack is a full action (always, regardless if you move) where you roll a skill check and, if you succeed, you deal extra damage.

A Coup de Grace is a full action that is an automatic hit and crit.

Since they are both full actions, you cannot deal trick attack damage on a helpless opponent in a coup de grace, despite the fact that the trick attack mentions that you get your opponent to drop their guard, and a helpless opponent by definition has no guard.

Is that correct?

Thanks!


2 people marked this as FAQ candidate.

Can fusions be added to solar weapons?

If not, what about Solarian weapon crystals?


At 5th level, a Space Marine gets a +1 bonus to attack and damage with "technological weapons".

Would that apply to unarmed attacks when the space marine has cyber arms and/or legs?

Are there any plans to release any other technological melee weapons for Starjammer?

Thanks!


Let's say, after rolling and adding modifiers, you get a total of 35 for a DC 20 item. For a week's worth of progress, you have done:
35 x 20 = 700sp of work, or 100sp/day (I'm not certain if it's 5 days of work or 7 days, but let's just assume 7).

Now, for the same roll and DC, what if you have the following:
Level 5 Craft unlock (5 Ranks: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item’s DC.)
Mythic Craft (When you use the Craft skill to create an item, you double the progress each check provides.)
An assistant with Cooperative Crafting (your assistance doubles the gp value of items that can be crafted each day)
and Double Time (The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace.)

So,
Craft unlock: (35x2) x 20 (double the result before multiplying the item's DC) = 1400sp/week, 200sp/day

Mythic Craft: ((35x2) x 20)x2 (double the progress each check provides) = 2800sp/week, 400sp/day

Cooperative Crafting: (((((35x2) x 20)x2)/7)/10)x2 (double the GP value of items that can be crafted each day) 560gp/week, 80gp/day

Is that correct? I know that typically you increase the multiplier when multiple multipliers occur (such as Spirited Charge + Critical Hit), but since each one specifies doubling a different thing (double the result before DC, double the progress the check provides, double the GP value of items that can be crafted each day), does that make a difference? Or is it:
((35x4) x 20) = 2800sp/week, 400sp/day

When you then add in Double Time (assuming social grace), are you limited to 4 hours of work each day, or can you do 8 hours of that? If so, how does that then work? Is it two 4 hour sessions of the first example (resulting in 1120gp/week, 160gp/day) or the second example (5600sp/week, 800sp/day), or a continuation of the second example ((35x5) x 20) = 3500sp/week, 500sp/day?


I like the concept of the archetype, but I'm confused about a couple things:

http://archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Vigilante%20War lock wrote:
Familiar (Ex): The warlock gains a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though warlocks with outlandish familiars might still need to hide them.

It seems like they started with a similar setup to the Magical Child, but then stopped. So assuming it isn't the exact same as the Magical Child, how does this work?

When Joe Craftsman spends 10 rounds to turn into The Hooded Hood of Hoodtown, is part of that time spent removing Fluffy's glasses and put on his cape and booties to become Kitty Dangerous, but otherwise he's just a normal cat? Or does he have to spend 10 more rounds to do that? If the vigilante takes a talent that speeds up the switch, would that also speed up his cat's changing time?

http://archivesofnethys.com/VigilanteTalents.aspx wrote:
Transformation Sequence (Su) (Blood of the Beast pg. 15): The vigilante’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. The vigilante can complete the switch between his identities in 5 rounds, improving to a standard action if he has the quick change social talent, and to a swift action if he has the immediate change social talent. However, the transformation causes quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. A vigilante can select this talent only if he is able to cast spells or spell-like abilities (this needn’t be from his vigilante class). A vigilante with the magical child archetype effectively gets this social talent for free at 1st level.

How does this work?

Example 1: So originally, in the Wonder Woman TV Show, the sequence where Diana became Wonder Woman was a slow motion scene of her spinning and swapping out her clothing. This was costly, apparently, so they truncated the changing sequence and hid it with a burst of light and sound. Is that what this is? Basically, the vigilante is changing his clothes, applying his makeup, putting a cute little costume on his kitty, but it's all covered up with a bright light and loud noise so people don't see it?

Example 2: (Marvel's) Captain Marvel (where Rick Jones would bash his negabands together and swap places with Captain Mar-Vell), (DC's) Captain Marvel (where Billy Batson would say Shazam! and become Captain Marvel), and others. Basically, the vigilante starts his sequence and his outfit/style mystically swap places (along with Fluffy becoming Kitty Dangerous)?

In one setup, the vigilante has his outfit under his clothes/in his backpack/whatever, and instead of needing to find a convenient phone booth to maintain his modesty he starts his transformation, a 30 second flash of light appears, obscuring his activities, and he's now in a different identity and has to figure out where to put his unused gear.

In the other setup, he has a specific setup for his vigilante identity and he can swap from his social identity (even if naked and bereft of equipment) into his vigilante identity.

Or is this more of an "ask your GM"-type of question? :D


For the record:

http://www.d20pfsrd.com/feats/general-feats/cooperative-crafting wrote:

Cooperative Crafting

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

This feat was created prior to technological items being a thing, so we are reading this two different ways. My character, a wizard, wants to be able to help the other player's character, a techie, craft tech stuff. The wizard has all of the relevant craft skills, but no Craft <technological item> feats. This game is a futuristic one so the GM has ruled that the Technologist is not needed. Even if that wasn't the case, we can assume that the wizard had it and continue on with my question.

What is the general rule on this? Even if the tech craft feats are ruled to be "item creation" feats (for this purpose only, perhaps), since you must possess the relevant Craft skill OR item creation feat, can the wizard help the techie build a technological weapon even though he doesn't have the Craft Technological Arms and Armor feat?


For the record:

http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-arche types/school-familiar-familiar-archetype/ wrote:

Lesser—Illusory Maestro (Su)

As a move action, the familiar’s master can transfer control of any illusion spell that requires concentration to the familiar. The familiar’s affinity for illusions also enhances the quality of the illusion, increasing the illusion’s save DC (if any) by 1 for as long as the familiar concentrates on the spell.

When an illusionist with an illusion school familiar transfers the spell to the familiar, who then controls it?

Let's take Major Image for example. Unless I've been doing it wrong, while the caster is concentrating on the spell they can have the image play out how they want (for example, illusory monsters can react to enemies). If the familiar is now the one doing the concentrating, does that mean it has to make the decisions? Like a cat familiar making a bunch of mice show up because it's hungry, or show images of dead dogs because of reasons?


The Warden Ranger archetype says this:

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/ranger.ht ml wrote:
Master of Terrain (Ex): At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger’s first favored enemy ability.

That's all well and good for a single classed Warden. But if they were to take only 10 levels and then became a Horizon Walker, they could get 3 from Warden, and 7 more from Horizon Walker.

Does that mean they are limited to 5 NO MATTER WHAT or 5 from Warden, but can get more from other viable combinations?


I'm in the process of making a Leshy Warden and trying to figure out which type of Leshy I want as a familiar. I think I've settled on the Leaf Leshy, but I noticed something odd:

Quote:

Melee shortspear +2 (1d4-2/19-20)

<snip>
Str 6, Dex 13, Con 12, Int 5, Wis 12, Cha 13
Base Atk +0; CMB -3; CMD 8
Feats Weapon Finesse

So, their BAB is +0. Their str mod is -2 and their dex mod is +1. Size mod is +1.

Shortspear (with str) should be -1. Shortspear (with dex) would be +2. How are they using dex with their shortspear? Weapon Finesse is for a "With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category", which a shortspear does not qualify.

So what am I missing? Or is it one of those things that isn't on d20pfsrd, but is in the source?


This may be a dumb question, but I can't seem to find a rule for this.

When a ranger (or anyone with Favored Terrain) is flying, are they considered in their favored terrain if they are flying over one they have chosen, is flying its own terrain, or are they ineligible for favored terrain bonuses entirely?

Or does it depend on the terrain? I can see this in cases of picking a Plane, Underground, or (by a strict reading) Water (since it says "Water (above and below the surface)") that it may be different than others, but I'd like to see if there's a ruling or a guideline that I may have missed.

Thanks!


For the occultist circles abilities:

http://paizo.com/pathfinderRPG/prd/occultAdventures/classes/occultist.html wrote:
Once completed, this circle functions as a permanent magic circle against any alignment of the occultist's choosing. The circle can't be against a component of the occultist's alignment (if he is lawful good, for example, it can't be a magic circle against good or law). The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered). Only a living creature can break the circle; environmental effects can't break it.

This guide suggests:

Quote:
However, it does have one small advantage over normal circles, in that the creature that wishes to break it must be living. This makes it very good at keeping undead at bay. Horde of zombies on the way? Toss down a magic circle and then just shoot them from inside.

By "breaking the circle" does that mean making it nonfunctional or does that mean crossing over? My first read was "only a living creature can ruin a circle", thus undead could cross over it willy and/or nilly, but the guide I found (linked above) has a different interpretation. I couldn't find anything else in my searches that broached the topic, so I thought I'd just ask.

Thanks!


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First, for reference:

http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/archmage.h tml wrote:
Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/advancedFeats.html wrote:

Cooperative Crafting

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.
Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

I have a feeling that I already know the answer, but I just wanted to verify.

Let's say Bob has Brew Potion, Craft Wondrous Item, and Cooperative Crafting.

Let's say Harry has Crafting Mastery, but no item creation feats.

Can Bob help Harry create potions and wondrous items, or does Harry need to take Brew Potion and/or Craft Wondrous Item to get any assistance from Bob?

Thanks!


Feat in question

Spoiler:
Spirit Ally

You have a close connection with a spiritual assistant capable of aiding you in small ways.

Prerequisite(s): Caster level 8th.

Benefit(s): You gain the assistance of an invisible shapeless spirit. This acts as a constant unseen servant spell, using your character level as your effective caster level. For every 4 character levels you have, the spirit ally’s effective Strength score increases by 2 (to a maximum of 12 at 20th level). If the spirit ally dissipates or is dispelled, it returns after 24 hours.

Unseen Servant

Spoiler:
Unseen Servant

School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no

DESCRIPTION
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

First off, I LOVE this feat. That said, I have a couple questions.

I was thinking about taking it for a paladin I was making to serve as a squire (someone to take care of the small things, like cleaning their equipment, helping them into armor, bang two coconuts together while traveling, etc.).

"It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend."
AND
"It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained."

I assume that's okay (don't require too much skill)?

I was also wondering about movement. Nothing in the feat says that the ally's movement is anything different than the spell (15'). Does that mean if the character moves faster than the 15' the servant either stays in one spot or tries to follow (depending on the commands given)?

If it tries to follow, will it eventually catch up with the person no matter where they went or how they got there (the character teleported 400', does it just hone in on them based on the connection they have)? For the purposes of this question, let's assume the character is on the same plane.

If it doesn't try to follow, does it disappear? The spell says that the servant ceases to exist "[i]f you attempt to send it beyond the spell's range (measured from your current position)", but not if you leave where it's working. I guess I can still use it for the mundane tasks at the beginning of the day and have it dissipate as soon as the character leaves the area, but that seems like a waste.

Thanks!


I'm curious about the Hallucination line of spells (specifically starting with Auditory Hallucation and the others that build off it, not Mad Hallucation).

For the record, here's the spell description:

http://www.d20pfsrd.com/magic/all-spells/a/auditory-hallucination wrote:

Auditory Hallucination

School illusion (phantasm) [mind-affecting]; Level bard 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range long (400 ft. + 40 ft./level)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration concentration
Saving Throw Will disbelief; Spell Resistance yes

DESCRIPTION

You cause the targets to believe they hear any sound you imagine.

The sound can include intelligible speech. Instead of precisely imagining a sound, you can identify a sound the subjects know and they imagine it doing what you describe as you cast the spell. For example, you could cast this spell on orc warriors and have them imagine the sound of their chieftain calling for help, even if you've never heard their chieftain and even if the chieftain speaks in a language you don't understand. All targets hear the same hallucination. You can change the sound as part of concentrating on the spell.

Firstly, when do you save? It says "Will disbelief", but is that when the spell is first cast upon you, when the first hallucination shows up, when interacted with like other Illusion spells, or when the target starts to think that maybe he didn't just hear an invisible charging bull coming towards him and declares that he's disbelieving?

The section on magic says:

http://www.d20pfsrd.com/magic#TOC-Illusion wrote:

Saving Throws and Illusions (Disbelief)

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. a character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

Normally spells say "Will disbelief (if interacted with)" for illusions that you can...uh...interact with (Silent Image, for example). Other spells that say "Will disbelief" (such as Phantasmal Killer) have an immediate and obvious result that can be disbelieved (and don't require any careful observation or interaction, it says so in the spell description when you roll to save). The Hallucination line of spells doesn't have anything obvious in the description, so I'm unsure when it's required.

Second question. If the first save (whenever that is) fails, do they ever get a chance to save again, or are they doomed to hear the voices telling them to do things for the rest of their lives (or at least for as long as the caster maintains concentration)?

Third question. Is there a range that the targets must be in to maintain the illusion? If the caster is willing to spend their action for a long period of time to concentrate on the spell (or has some way to prolong it without spending actions, such as with an Illusion school familiar and a clockwork improved familiar who doesn't need to sleep...) does the target have to stay within the range of the original casting for it to be maintained, or can they travel the globe, plane shift, etc. and continue to be under the spells effects?

I did a search before posting but it's possible I missed something (it's happened before...) so if that's the case, please point me in the right direction. Thanks!!!


41 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

I was curious about the whole "chosen weapon" phrase used in the Kensai archetype.

For the record, I'm referring to this.

Kensai wrote:

A kensai spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

<SNIP>

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

I've read several threads on this board where people are asking whether certain things are allowed, and each one has had people posting their viewpoints, but nothing official. I also saw in the Kensai build guide that the author of the guide said that Stone Fist was useless since they couldn't use unarmed anyway.

So, my question is, can a Kensai choose any weapon, including, but not limited to, simple weapons (such as unarmed strike, daggers, or clubs), weapon-like abilities (such as kinetic blasts, alchemist bombs, or mystic bolts), Ranged weapons, and Martial & Exotic weapons to be their "chosen weapon", or are they limited to the Martial or Exotic melee weapon they got as part of their Weapon and Armor Proficiency class ability?

It doesn't matter if it would be ideal (some people have claimed that there's no reason why someone would choose a simple weapon when martial and exotic were much better, but that isn't an answer whether it's possible). It doesn't matter if it can't be used with Spellstrike or Spell Combat (unless that is the OFFICIAL reason why it won't work). It also doesn't matter if it's a bad choice because unarmed would stay at 1d3 (it's not the damage dice, it's the damage bonuses, right?).


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Firstly, the rules:

http://www.d20pfsrd.com/classes/base-classes/vigilante#TOC-Vigilante-Specia lization-Ex- wrote:
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s.

I am aware (SEE WHAT I DID THERE) of what it says on page 188 of Ultimate Intrigue. Side note to anyone who typically counts on online resources like d20pfsrd, sometimes it doesn't give you the whole story. While it calls out Perception v Stealth for awareness, I have other questions about it.

Ultimate Intrigue, p188 wrote:

Unaware: On one end of the spectrum, sneaking creature can succeed at Stealth well enough that the other creature isn’t even aware that the creature is present. This state allows the sneaking creature to use abilities such as the vigilante’s startling appearance. The Stealth skill description in the Core Rulebook says that perceiving creatures that fail to beat a sneaking character’s Stealth check result are not aware of the sneaking character, but that is different from being totally unaware. This is also true of a creature that has previously been made aware of the creature’s presence or location (see below) but is currently unable to observe the sneaking creature. In those cases, the sneaking creature can’t use abilities such as startling presence.

Aware of Presence: The next state is when the perceiving creature is aware of the sneaking creature’s presence, though not of anything beyond that. This is the state that happens when an invisible creature attacks someone and then successfully uses Stealth so the perceiving creature doesn’t know where the attacker moved, or when a sniper succeeds at her Stealth check to snipe. A perceiving creature that becomes aware of a hidden creature’s presence will still be aware of its presence at least until the danger of the situation continues, if not longer (though memory-altering magic can change this).

Now the scenario:

Scenario that may be too long for some people and might spoil the general plot of anyone who hasn't seen almost any slasher film from the 70s and 80s:
Campers 1-10 decide to have their Spring Break at Camp Glass Pond. On the day that they are supposed to leave for Camp Glass Pond, Camper 10 says that she won't be able to leave until the next day, so Campers 1-9 should leave without her.

On the way to Camp Glass Pond, Campers 1-9 stop at a gas station and talk to Harold the Gas Station attendant about their plans. He warns them about a group of campers that were killed at Camp Glass Pond several years back by a killer wearing an umpire's mask named...uh...Jacob (social talent: Renown). No one has heard from Jacob since then and many believe that Jacob is just a story or dead, but Harold warns them that Jacob is still out there.

Campers 1-9 get to Camp Glass Pond and break out the alcohol to party. They have enough alochol, drugs, and entertainment to last all of them for the entire week, like any hormonal camper who is away from college has, I guess.

The next day, Camper 10 is on her way to show up early in the morning and is hitchhiking to Camp Glass Pond, and is picked up by Joe Farmer, a seemingly-jovial (yet non-descript, social talent: Many Guises) person who talks a bit with Camper 10 but then suddenly stabs Camper 10. Does Joe Farmer (in reality the slayer vigilante in disguise) get the full Hidden Strike damage, or the reduced damage and why (or why not)? Camper 10 was not aware that the vigilante existed, had no reason to think that Joe Farmer was going to attack (complete surprise), and Camper 10 was probably at least Friendly on the Starting Attitude scale since Joe Farmer was helping them out by giving them a ride. Is that enough for "considers him an ally"? It isn't likely that Camper 10 was "unaware of his presence" since they were talking beforehand. I assume that changing from unassuming mundane to cold-blooded killer isn't startling enough for the startling appearance ability.

Campers 1-9 have no idea what happened to Camper 10 and just assume she bailed (she's like that, I guess) and continue their partying. That night, Camper 9 is pretty hammered and decides to go off exploring Camp Glass Pond by himself, and finds an old tool shed. He's drunk and not paying much attention and stumbles about a bit when a man in an umpire's mask appears from out of nowhere and stabs him with a garden tool (startling appearance + vigilante talent: environmental weapon) and gets full Hidden Strike damage (so adds Mighty Ambush to it, just in case) and Camper 9 goes down. Jacob then makes it look like Camper 9 pulled down the garden tools on top of himself in his drunkenness.

Campers 3 & 4 are wondering what happened to Camper 9 and find his body. They are saddened by his death but convinced that it was an accident. They decide to say nothing to the others yet.

On day 3, Camper 3 spills the beans to everyone and Camper 2 asks if it could be Jacob, the Camp Glass Pond killer that the gas station attendant told them about, but no one takes him seriously. They all decide to mourn Camper 9 the way he would have liked to have been mourned, and continue partying. That night, Campers 7 & 8 both end up dead (who cares how at this point), and it is clear that the campers are not alone (social talent: Triumphant Return) and they all believe what Camper 2 has been saying, that it's Jacob doing it. At this point, Campers 1-6 all know about Jacob and all believe that he is back and is killing off their friends. They can't leave because their cars won't start and they...uh...don't have cell service. They also believe that when Camper 10 shows up (they still don't know she's dead) she'll be able to rescue them. Otherwise they'll have to walk back to town which will take more than a day...yeah.

On the next night, they are all huddled in the same cabin. They have decided to remain together for now in order to be safer. They know Jacob is somewhere, but don't know where. They hear a sound outside (social talent: Mockingbird) and decide to investigate. Campers 2, 5, and 6 go out together, and once outside decide to split up, since they know where the sound came from and they want to surround Jacob. Camper 6 is slowly closing in on the spot where the sound came from when Jacob appears behind him and kills him. In this case, Camper 6 was aware that the vigilante was somewhere in the camp. He thought he knew the location (but was wrong because of Mockingbird). Does Jacob receive full or reduced Hidden Strike? Is "believes the vigilante is behind that door when in reality he is behind you" enough awareness to not be able to use startling appearance?

When Camper 5 reaches the point where he thought he heard Jacob, he finds nothing there. He starts looking for his friends when he hears a scream and runs to find Camper 2 dead. Camper 5 then runs back to the cabin to tell his friends. Campers 1, 3, 4, and 5 are now terrified out of their minds.

The next day, Camper 5 declares that he's going to walk back to town and thinks that Campers 1, 3, and 4 should stay behind. Camper 5 is a long distance runner star at their school and thinks that he'll be faster without them. He promises to come back as soon as he can. Needless to say he dies.

That night, Campers 1, 3, and 4 are alone and haven't heard anything back from Camper 5 and believe he's dead. They hear a sound at the door and find that Camper 2 isn't dead after all, he just regained consciousness and Camper 5 didn't double check when he found him. Campers 1, 3, and 4 fill in Camper 2 with what's been going on since he left, and Camper 2 tells them that he found Camper 6's body, and he thinks he found where Jacob's been staying. He gets them to agree to take the fight to Jacob. They pick up some random pieces of equipment around the cabin in an effort to be armed before their confrontation with the umpire-masked killer.

As they leave for Jacob's lair, Camper 4 starts complaining about being ill and not ready to fight. Camper 2 offers to help Camper 4 back into the cabin and find a good place to hide. Campers 1 & 3 are waiting downstairs when Camper 2 helps Camper 4 up to the room and KILLS HIM. Camper 4 definitely believed Camper 2 was an ally so he gets full Hidden Strike damage. He also adds Throat Jab, just in case, so he can't warn anyone else. Camper 2 then comes back downstairs and rejoins Campers 1 & 3.

Final wrap up: Campers 1-3 enter the ramshackle cabin that Camper 2 claims is Jacob's Lair, where they find Camper 10's body. Camper 2 kills Camper 3 (again, full Hidden Strike damage since they still think he's an ally), but Camper 1 sees it. They fight, Camper 1 "kills" Camper 2 (vigilante talent: Another Day), and escapes.

So: TL;DR; version:
1) What qualifies as an ally for hidden strike to count? Went to college with the person and is now on vacation with them, is obvious. Is a stranger but does a favor for them? Require a Diplomacy check? If so, what level of attitude is enough? Would followers of the same faith meeting for the first time be enough? Typically, the question has been one of the player doing an action that would effect "allies" or "enemies" and thus could determine who was who. In this case, however, the power of the character's ability is based on another character's view. Is there any way to pull this off reliably (Diplomacy or Bluff check, using Any Guise to Disguise as a specific person the target knows) or is this entirely GM fiat?

2) What qualifies as "is aware of the vigilante's presence"? Knowledge that the vigilante might be in the general area? Knowledge that the vigilante is "somewhere near by but possibly not really"? Believes the vigilante is near but completely wrong as far as where (possibly not just a failed perception roll, but a really bad roll or looking in the wrong area)? Let's be honest. If it really is as simple as page 188 seems to make it ("The Stealth
skill description in the Core Rulebook says that perceiving creatures that fail to beat a sneaking character’s Stealth check result are not aware of the sneaking character, but that is different from being totally unaware."), any lookout who is watching for Batman is enough to foil his Hidden Strike ability simply because he's actively using perception. If someone declares that they are looking for hidden creatures, is that enough to foil hidden strike, even if there's no real evidence that a hidden creature is around or they are looking under the bed when the vigilante is really in the closet?

BONUS QUESTIONS:
3) If a vigilante is using Many Guises to disguise himself as a harmless person (or Guise of Unlife to pose as a zombie) and then suddenly attacks in an unexpected way (WHERE DID THAT ZOMBIE GET A MACHETE FROM?!?), I assume that's not enough for full Hidden Strike damage, correct?

4) If a vigilante is using Many Guises to hide in a crowd of similar individuals, can they spring from the crowd to deal full hidden strike damage? I think Heroes of the Streets mentions using Stealth to hide in a crowd, but I could be wrong. Would the target knowing that the vigilante was likely in the crowd somewhere but have no idea what the vigilante looks like be enough to foil it?

5) I found this and was wondering if that is still true for the full release version. Can Up Close and Personal be used to trigger Hidden Strike talents? It occurs to me that if it's true you can 1) Move action to use Up Close and Personal and roll Acrobatics vs. target's CMD + 5. If successful, 2) Swift action to attack with Hidden Strike + Mighty Ambush, if target fails their fort save they drop unconscious for 1d4 rounds, which is plenty of time to 3) Standard action, use Throat Slicer (feat from Heroes of the Streets which allows a coup de grace against an unconscious target who is also blissfully unaware of the vigilante so the hidden strike damage gets added on.

I think that's about it.


I am in the process of finishing up a vigilante that I've been tinkering with since my GM asked me some uncomfortable questions about my current character in preparation for the next game (i.e., "What is his will save?" and "Is he immune to anything?" or the REALLY scary one "if your character was turned into a monster, what kind would you imagine him to be?" :P )

The idea was a guy that fights the good fight with his fists while wearing full plate armor. All of his combat abilities can be used with either Unarmed Strike or Gauntlets, I just need to know which weapon to put on his character sheet in the appropriate places.

My first thought was that Unarmed Strike worked with Gauntlets, so I would just put that, but then I thought I remembered people saying that that wasn't the case, so I decided to do some research. Now I'm more confused than ever.

The arguments that I'm seeing against them working together are things like:
"What's the purpose of Amulets of Mighty Fists if you can just enchant Gauntlets and they work with Unarmed Strike?"

I think the purpose is that the amulet is cheaper. If I wanted to use the amulet to add +1 to two fists, it's 4000gp. If I wanted to use enchanted gauntlets to add +1 to two fists, it's 4604gp. An amulet also allows you to add an enchantment without needing a minimum +1 enhancement bonus, in case you are strapped for cash and really want that Guided/Agile/Furious/whatever. What the gauntlets can give you, however, is variety (for that Frost fist/Fire fist 1-2 punch) and it can go over +5 (total) enchantment whereas the amulet cannot.

The second one I keep seeing is:
"Gauntlets allow you to make an unarmed attack deal lethal damage. An unarmed attack is not an unarmed strike."

This argument REALLY confuses me simply because if that were the case you couldn't do a Stunning Fist with an unarmed strike. As per the PRD: "Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw...". There are also a number of Styles (to be fair, when I first started looking into this I didn't notice that most of the references in the style feats were either 3rd party or in the table descriptive text and not in the feat itself, or in feats similar to Stunning Fist, such as Dazing Fist, but...) Stag Horns says: "While using Charging Stag Style, if you make a successful unarmed attack at the end of a charge". There's nothing special under Monk or the specific feats that says that they can use an unarmed strike in place of an unarmed attack for these feats (or anything else like that). So what am I missing?

I did see that the brass knuckle description was changed from Advanced Player's Guide to Adventurer's Armory to remove the specific section about Monk unarmed damage. From what I can gather that was because people thought it was unbalanced, but I don't see it... but that doesn't matter. Nothing that I can find says that gauntlets were changed, so, as far as I can tell, "a strike with a gauntlet is otherwise considered an unarmed attack" means that you can use an unarmed strike, unless there's a specific errata or FAQ that I'm missing.

Now, again, I must point out that the character I've made works just as well if his abilities say (Unarmed Strike) or (Gauntlet). They are interchangeable for him. I just need to know what to put on the sheet. While it may end up making a difference in the future, right now it only would really be noticeable if my character were in his civilian identity and attacked. If Unarmed Strike works with Gauntlets then he'll still be dangerous. If not, then he'll have to flee or try to put them on before he can do anything.

BONUS ROUND:
Two other gauntlet-related questions came up while I was building my character.

1) If I pay the money for adamantine full-plate (which normally comes with gauntlets), are the gauntlets adamantine as well automatically or do I have to pay the weapon cost twice (and/or the base weapon cost twice) for them to be adamantine as well?

2) If I were to enchant the gauntlets with Throwing and Returning, as an attack action can I throw a gauntlet, have it hit the target, then return at the end of the round back on my hand ready to attack again? Yes, I realize how silly that sounds, but I WANT MY ROCKET PUNCH, DANGIT!

Side note: I realize that "ask your GM" is probably going to be mentioned since this isn't for PFS, and I know that's a valid answer. Just so you know, I already have and I'm still waiting to hear back. Since I have a habit of creating a ton of backup characters that never see the light of day, he tends to not answer my questions until they actually matter for the game (sometimes he does... sometimes he just looks at me like I'm crazy... like the throwing/returning gauntlet question :D ). I just wanted some opinions whilst I wait.

THANKS!


A few questions came up this last gaming session that we resolved for the time being, but I'm curious what (if any) official rules there are for this:

1) When using TK Maneuvers for grapple, can you choose to deal damage (as per the grapple rules)? If so, how much damage do you do? One of my friends suggested the same damage as my kinetic blast, but I'm curious if that's the case.

2) When someone tries to break from a grapple, they typically roll their CMB vs. the controller's CMD. What is your CMD when using TK Grapple? Again, one of my group suggested that I replace my STR for my CON to determine CMD (10 + Caster Level + CON + DEX).

3) Normally, when you grapple, the first thing you do after successfully starting the grapple is "If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails)." Is that true when you start a grapple at 800'? My GM thought it was funny so he said my target flew to the space next to me, but I wanna know what would happen.

I realize that none of these rules are Kineticist only, a wizard casting TK would have the same issues... but since that's what I'm playing, that's where my mind is at.

Thanks!


1 person marked this as a favorite.

I'm building an Unchained monk that I want to have use the Cut from the Air feat, but I don't see using Power Attack too often (more of a finesse build), so I was thinking about taking Power Attack as a Qinggong ki power.

Can a feat picked up in that manner be used as a prerequisite for another feat? If so, do you need to spend a ki point in order to use the other feat? Basically, would I need to spend a ki point every time I use Cut from the Air?


My skald just leveled, so I'm looking at the third level spells I can take. One of my group mentioned how he doesn't get very many opportunities to use his sneak attack, so I thought that Shifting Shadows would help, especially since one of the rage powers I grant through my Inspired Rage raging song is scent.

http://www.d20pfsrd.com/magic/all-spells/s/shifting-shadows wrote:

Shifting Shadows

School evocation [darkness]; Level bard 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S, M (a drop of ink)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius emanation centered on a point in space
Duration 1 round/level (D)
Saving Throw none, see text; Spell Resistance no
DESCRIPTION
Waves of shifting shadows obscure the appearance of all creatures caught within the emanation, making it harder to tell friends from foes.
This spell does not cause affected creatures to risk accidentally attacking their allies, but it does require them to concentrate harder to keep track of their allies and foes. While this spell is in effect, every creature in the area can treat any other creature in the area as an allied threatening creature for the purpose of flanking. Further, whenever a creature in the area would provoke an attack of opportunity from an enemy, that creatures' allies in the area must succeed at a Reflex save or lose one attack of opportunity for that round as they suppress the instinct to attack a vulnerable target that might be an ally. The shadows do not hinder precision-based attacks or create areas of dim light.
Creatures under the effect of true seeing are not affected by this spell. Creatures with scent or keen scent, creatures that are blind, and creatures that operate effectively without vision (such as creatures with blindsight or blindsense) are also not affected by this spell.

Here's my confusion:

"Creatures under the effect of true seeing are not affected by this spell. Creatures with scent or keen scent, creatures that are blind, and creatures that operate effectively without vision (such as creatures with blindsight or blindsense) are also not affected by this spell."

So, does that mean that creatures with scent are not flanked by this spell or that they cannot take advantage of the flank provided by this spell, or both?


What can you cast through Ranged Spellstrike? It says "ranged attack", but does that mean anything ranged that requires an attack roll, or anything ranged that would qualify as breaking invisibility?

I ask because it talks about spells that create missiles and, of course, my first thought was Magic Missile, but that doesn't require an attack roll. But then the Focusing Spellstrike specifically allows cones and lines, which would mean that the second definition wouldn't be accurate since a Cone of Cold or Lightning Bolt would break invisibility.

I'm not seeing a lot of spells that specifically mention a ranged attack or ranged touch attack in the description... at least not compared with magus spells that are touch ranged...


1) Telekineticist & Kinetic Blade

http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist wrote:

Kinetic Blade

Element(s) universal; Type form infusion; Level 1; Burn 1

Associated Blasts any

Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

I get that if I'm using a +5 vorpal unholy longsword (bonus be DAMNED!) I don't get any benefit from the +5, vorpal, unholy, or longsword parts of it, BUT if I'm using a +5 defending longsword can I still get the full benefit of the defending enchantment?

2) Telekineticist & Kinetic Whip

http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist wrote:

Kinetic Whip

Element(s) universal; Type form infusion; Level 3; Burn 2

Prerequisite(s) kinetic blade

Associated Blasts any

Saving Throw none

You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip's usual damage.

It's like Kinetic Blade. When a Telekineticist uses Kinetic Blade they "transfer the power of [their] kinetic blast to any object held in one hand." When using a Kinetic Whip, then, does it have to be a reach weapon to begin with, does it pick up extra material to reach out, or are you still using your one-handed weapon but a energy-like whip comes out of the end to attack?

3) Telekinetic Finesse

http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist wrote:

Telekinetic Finesse

Element(s) aether; Type utility (Sp); Level 1; Burn 0

You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Do you still need to use tools when opening locks/disabling traps? If so, do you basically throw your tools out and they do their magic then return to your hand?


1 person marked this as FAQ candidate.
http://www.d20pfsrd.com/magic/all-spells/b/blade-tutor-s-spirit wrote:
When you voluntarily use one or more actions or feats that apply penalties to attack rolls with your melee weapons (such as a charge, fighting defensively, or using the Power Attack feat), the spirit reduces the total penalty on affected attacks by 1 (to a minimum penalty of 0). The penalty is reduced by an additional 1 for every 5 caster levels you possess (to a minimum penalty of 0). Only penalties incurred by voluntary use of feats or maneuvers are reduced by this spell.

I understand that it would effect Combat Expertise & Power Attack (feats are clearly defined), but what about other penalties to attack?

It says "Only penalties incurred by voluntary use of feats or maneuvers are reduced by this spell." which would lead me to believe it means Combat Maneuvers, but before that it calls out fighting defensively which is not a feat or combat maneuver. Besides, I don't believe that any combat maneuvers have built in attack penalties.

So what about fighting with an inappropriately-sized weapon? Or using a lethal weapon to deal nonlethal damage? Or being nonproficient? Or using an improvised weapon?

What about a polearm master's Pole Fighting ability that allows them to attack adjacent squares with a reach spear/polearm?

http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/polearm-master wrote:
Pole Fighting (Ex) At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.

These all seem to be (at least to me) voluntary attack actions that incur an attack penalty, but none of them are feats or combat maneuvers, so I don't know if they qualify.


What exactly qualifies as a "non-harmless effect with the emotion descriptor"?

I get that there are spells with the Emotion Descriptor that have "Will negates" as the saving throw, thus making that non-harmless.

What about spells without saves that have the emotion descriptor (Rage comes to mind, but also Joyful Rapture... sure it's instantaneous, but could that be readied to disrupt a psychic spellcaster?)?

What about non-spell effects that seem emotional (a multi-classed bloodrager with the mad magic feat... can they cast psychic spells with emotional components while bloodraging? what about inspire courage/competence/greatness? they don't allow a save, so do they qualify as non-harmless if an emotion spell that doesn't require a save does?)?


I keep seeing people on these forums saying how enchanting a shield to be both a magical shield and a magical weapon is like paying for a magical weapon and a magical shield separately, but I can find no rules to support it.

Here's my question. Say I want a shield that gives a +1 enhancement bonus to AC and a +1 enhancement bonus to attack/damage. Is that:
1*1*1000 + 1*1*2000 = 3,000 gp
OR
(1*1*1000)*1.5 + 1*1*2000 = 3,500 gp

In addition, do you add the masterwork cost of a shield (150) or the masterwork cost of a weapon (300) to that?

If you can point to the rule(s) that I may be missing, that would be helpful, too.

Here's all I could find:

http://paizo.com/pathfinderRPG/prd/equipment.html wrote:
An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.


In our last session, a question came up that we didn't know the answer for, so we just made a decision and moved on, but I'm curious what the real answer may be.

I am playing a Skald and my friend is playing a Barbarian. We know that he can choose to accept my Inspired Rage raging song benefits or his barbarian rage benefits when I play. That much is obvious.

What we weren't sure about is if he could accept my Inspired Rage raging song and still use his Raging Vitality feat. We figured that he was technically in a rage, so he could get it, but is that true?

On a side note, does my skald qualify for Raging Vitality due to having the Inspired Rage raging song? It says that it counts as a bardic performance, but I wasn't sure if it also counts as a rage. Assuming my skald was a half-orc, would they also qualify for Amplified Rage? What about if my friend's Barbarian was a half-orc instead, could he use that feat while under the effects of a raging song?

I'm sure these questions have been asked before, but my quick search didn't find anything.

Thanks!


http://www.d20pfsrd.com/classes/occult-classes/kineticist wrote:


Telekinetic Finesse
Element(s) aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Maneuvers
Element(s) aether; Type utility (Sp); Level 4; Burn 0
Saving Throw none; Spell Resistance yes
You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.

http://paizo.com/pathfinderRPG/prd/spells/telekinesis.html#telekinesis wrote:


TELEKINESIS
School transmutation; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target or Targets see text
Duration concentration (up to 1 round/level) or instantaneous; see text
Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text
<snip>
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

When you have both and you are performing a maneuver (bull rush, disarm, grapple, trip, dirty trick, or steal), are you performing them at Melee range, Close Range (via Telekinetic Finesse), or Long Range (as per the Telekinesis spell)?


I'm not sure if this is the right place to post it, but I was wondering if there's any way to surpass the movement rate distance limit for jumping.

For the gestalt/mythic game my group is playing, I created a Kineticist/Monk who, assuming I got the numbers right, can have up to a +98 jump check and, without burn doubles the distance jumped but with burn quadruples it. All is well and good until I realized that not a single ability he has removes the movement rate limit.

Not Air's Leap, Kinetic Leap, the Monk's High Jump, Ring of Jumping, nor the mythic ability of Aerial Assault (which adds an additional 10 ft x tier to his jumping distance, which I assume isn't multiplied by Air's Leap).

Is there a way that I may have missed to remove (or increase) the movement rate limit besides increasing my movement rate (yes, I have Impossible Speed, so I know that spending a mythic power will increase my speed, but I'd rather hold onto those thankyouverymuch). As it stands, I'm not even sure if the +10'xtier from Aerial Assault should bypass that limit as written...


Does the individual with whom you are attempting to communicate need to have a language (at least one recognized by the rules as being a language)?

For example, can you talk gibberish (or, to be more specific with what I have in mind and referring to my other rules question, the language of DANCE) to communicate with animals? My friend just pointed this feat out to me since I've been looking for a way to be able to communicate with my summoned monsters for a skald//summoner I made and I've been trying to figure out the best way to be able to command my summoned animals without needing to use Handle Animal to do it.

Side question: can you also use this when casting a language-dependent spell?


9 people marked this as FAQ candidate.

For example, Pageant of the Peacock costs 1 round of bardic performance to use and lasts 10 minutes. After starting that masterpiece, for the next 10 minutes, are you unable to use bardic performance for any other use without ending the Pageant?

My plan is to use that for linguistics and combine that with the new Xenoglossy feat (since my character has a MUCH higher Bluff check than Linguistics)... and the idea of communicating with someone using dance is intriguing. I want to be able to use my bardic performances to enhance my allies and be able to communicate with them if we don't share a language.

"BEWARE MY PELVIC SORCERY!"


Human Swashbuckler 1/Staff Magus 1
Feats:
1 Weapon Focus (Quarterstaff)
1 Weapon Versatility (human bonus)
1 Swashbuckler Finesse (swashbuckler bonus)
2 Quarterstaff Master (magus bonus)

Quarterstaff Master allows you to use your quarterstaff one-handed.
Weapon Versatility allows you to use your quarterstaff as a piercing weapon (as a swift action until bab +5, then free)
Swashbuckler Finesse allows you to use Weapon Finesse with any "light or one-handed piercing weapon"

(I'm debating whether it would be worth adding slashing grace to this so I could get dex to damage when using it as a "one-handed slashing weapon", but I digress)

So... legit?


First off, I know there are a ton of threads on here and I've spent a lot of time going through them (although I'll admit I may have missed something).

I played a grappler in my 3e days (I'll always miss you, El Toro!) but I've been considering trying again in Pathfinder, but each time I start making the character, I end up stopping because of my confusion.

Here's the character so far (Epic stat string, 8th level gestalt, 3rd tier mythic)

Spoiler:

[u]-- Basics --[/u]
Name:
Race: Half-elf
Alignment: NG
Deity:
Gender:
Size: Medium
Height:
Weight:
Age:
Eyes:
Hair:
Skin:

[u]-- Classes --[/u]
Fighter - Unarmed (8)
Monk - Tetori (8)
Champion (3)

[u]-- Stats --[/u]
Str: 18 [20]
Dex: 13
Con: 12
Int: 10
Wis: 20 [22]
Cha: 10

[u]-- HPs --[/u]
Max: 63.5
Temp:

[u]-- Combat --[/u]
Initiative: +6
Base Attack Bonus: +8
Base CMB: +13
Base CMD: 32
SR:
DR: 4/-
Speed: 88

[u]-- Weapons --[/u]
Unarmed (+15/+10, 1d10+7, x2)
Grapple (+27 (+7), 2d8+9 (+8), )
--

[u]-- Armor --[/u]
Bracers of Armor +1 (+1 to AC, no max dex, no armor penalty, no spell fail)
--

[u]-- Shield --[/u]
Snapping Turtle Style (+1 to AC, no max dex, no armor penalty, no spell fail)

[u]-- Armor Class --[/u]
Normal: 23 (1 Armor, 1 Shield, +1 Dex, +0 Size, 1 Natural, 1 Deflection, +0 Dodge, 8 Misc, +0 Misc, +0 Temp)
Touch: 20
Flat: 22

[u]-- Saving Throws --[/u]
Fort: +7 (+6 Base, +1 Ability)
Reflex: +8 (+7 Base, +1 Ability)
Will: +13 (+7 Base, +6 Ability)

[u]-- Skills --[/u]
"(+20) Acrobatics (8 Ranks, 6 WIS, 3 misc2, +3 Trained)
(+0) Appraise (+0 Ranks, 0 INT)
(+0) Bluff (+0 Ranks, 0 CHA)
(+5) Climb (+0 Ranks, 5 STR)
(+0) Craft () (+0 Ranks, 0 INT)
(+0) Craft () (+0 Ranks, 0 INT)
(+0) Craft () (+0 Ranks, 0 INT)
(+0) Diplomacy (+0 Ranks, 0 CHA)
(+0) Disguise (+0 Ranks, 0 CHA)
(+1) Escape Artist (+0 Ranks, 1 DEX)
(+1) Fly (+0 Ranks, 1 DEX)
(+6) Heal (+0 Ranks, 6 WIS)
(+0) Intimidate (+0 Ranks, 0 CHA)
(+17) Perception (8 Ranks, 6 WIS, +3 Trained)
(+0) Perform () (+0 Ranks, 0 CHA)
(+0) Perform () (+0 Ranks, 0 CHA)
(+1) Ride (+0 Ranks, 1 DEX)
(+13) Sense Motive (4 Ranks, 6 WIS, +3 Trained)
(+8) Stealth (4 Ranks, 1 DEX, +3 Trained)
(+6) Survival (+0 Ranks, 6 WIS)
(+16) Swim (8 Ranks, 5 STR, +3 Trained)
"

[u]-- Feats --[/u]
"1) Skill Focus (Acrobatics)
1) Snapping Turtle Style
1) Kraken Style (B)
1) Improved Grapple (B)
1) Stunning Fist (B)
2) WF (grapple)
2) Stunning Pin (B)
3) Snapping Turtle Clutch
4) WS (grapple)
5) Kraken Throttle
6) Deadly Grappler
6) Greater Grapple (B)
7) Final Embrace
8) Combat Style Master
T1) Weapon Focus, M
T3) Improved Grapple, M
"

[u]-- Special Abilities --[/u]
"Traits: Wisdom in the Flesh (Acrobatics), Adopted (Aasimar - Enlightened Warrior)
Fighter (Unarmed)
Harsh Training +2
Tough Guy DR 4/-
Weapon Training +1
Clever Wrestler
Monk (Tetori)
Unarmed 1d10
AC Bonus +8
Graceful Grappler, Evasion, Maneuver
Training, Still Mind
Ki pool 10
Counter-Grapple
Break Free
Purity of Body
Mythic Abilities
Hard to Kill
Mythic Power (9)
Surge +1d6
Sudden Attack
Aerial Assault
Amazing Initiative
Impossible Speed
Recuperation
Extra Mythic Feat: Paragon
"

[u]-- Equipment --[/u]
"[belt] Belt Anaconda Coils +2(1)
[chest] Shirt of Natural Armor +1(1)
[headband] Headband of Wis +2(1)
[neck] Amulet of Mighty Fists (Guided) +0(1)
[ring] Ring of Protection +1(1)
[wrist] Bracers of Armor +1(1)
Total Weight: 70 lbs
"

[u]-- Notes --[/u]
"Notes
FCB: Fighter-Monk, +1 to movement
Kraken Style - Successful Grapple 2d8+17
Acrobatics to jump +43 +50 ft
"

I'm not looking for advice on how to optimize him, I just want to make sure I understand how it works.

Right now, I took WF & WS Grapple, thinking those would affect my grapple combat maneuver checks, but in reading different posts online that was likely in error and instead used for the initial touch attack. Since I have the grab ability, I'll likely use unarmed strike->grab instead.

So here's my confusion. I was all ready to accept that WF (unarmed) and Amulet of Mighty Fists (Guided) won't help (since it isn't an attack roll but a combat maneuver check) but this thread here says:

LoreKeeper wrote:


3. Likewise "Weapon Focus (grapple)" has legitimate reason for existing other than distinguishing itself from "Weapon Focus (unarmed strike)". Consider a monster that has the grab special ability with both its bite and its tentacles. Taking "Weapon Focus (bite)" would give it +1 to attack as well as the subsequent grab (as illustrated by SKR's blog post). But no benefit on tentacle attempts. Likewise "Weapon Focus (tentacle)" would give the monster +1 to attack and grab with its tentacle, but not to bites. Finally, "Weapon Focus (grapple)" would grant a +1 bonus to grab attempts with both bites and tentacles - but give no bonus to normal attacks with either.

4. Our hypothetical tentacle-bite monster may wear a +1 amulet of mighty fists. Both its bites and its tentacles would gain a +1 to normal attacks; and both bite and tentacle grabs (grapples) gain the +1 from the amulet as well.

So it appears that if you have the grab special ability (8th level tetori as well as Anaconda Coils Belt + Final Embrace) WF (Unarmed) and the Amulet of Mighty Fists (Guided) _would_ help. Is that true? Meaning my initial grapple combat check would be 8 (bab) + 6 (wisdom - guided) + 1 (wf) + 1 (wf, mythic) + 2 (improved grapple) + 2 (greater grapple) + 2 (improved grapple, mythic + paragon) + 4 (grab) + 2 (belt) + 1 (weapon training) = +29?

If so, since the grab applies to the initial unarmed strike, would subsequent grapple checks be back to normal (based on strength, no weapon training or weapon focus unless I took weapon focus (grapple))? Meaning my grapple combat check would be 8 (bab) + 5 (strength) + 2 (improved grapple) + 2 (greater grapple) + 2 (improved grapple, mythic + paragon) + 4 (grab) + 2 (belt) + 5 (to maintain) + 2 (kraken style) = +32?

I assume in either case (to start or maintain the grapple) Weapon Specialization (Grapple) would apply as would Weapon Specialization (Unarmed) (to constrict damage as well as the grapple damage choice), but not stack. Is that correct?

Honestly, I'm fine either way, I just want to make sure I understand the rules. I want to play a wrestler again :D


My group is planning on starting a new game on Saturday (8th level gestalt, 3rd tier mythic) and a friend of mine really wants to play a fanciful character (he's thinking something like Luna Lovegood). Right now, the combination he's thinking is an Alchemist//Card Caster Magus (so he can use spellstrike with his bombs). What he'd really like is for his bombs to explode in rainbow colors and/or glitter, but the spells I suggested, after further research, wouldn't work (color spray, glitterdust, etc.) since they aren't targeted.

His whole reason behind using Card Caster is so he can have that effect on his bombs. He is willing to just ask for a special effect, but I was kinda hoping to help him find some other way to make it work.

So here's the question. Would it be outrageous to allow a non-targeted spell to be used with spellstrike? Maybe as a metamagic feat or something else like that... he might even go for a mythic path ability at this point. Then he can cast illusions, glitter bombs, etc. Or if allowing an area effect to be used is too much, what about a way to change the effect of a spell (from area to ranged touch, for example).

I know the player pretty well and I trust that he isn't looking for something to make him uber powerful (at least not this time :)), but I'm not the GM. So anyway I can help him achieve his goal would be nice. But if he has to just ask for a flavor-text change (his bombs explode in confetti but have the same effect as normal, type of thing) he'll still be happy with that.

Thanks! :D


I know this may seem like a dumb question, but what EXACTLY qualifies as a Natural Weapon?

The PRD has this in the first sentence under Natural Attacks:

http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html wrote:


Most creatures possess one or more natural attacks (attacks made without a weapon)

and the chart shows this:

http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html wrote:


Natural Attack
Bite
Claw
Gore
Hoof, Tentacle, Wing
Pincers, Tail Slap
Slam
Sting
Talons
Other

That would be all well and good for a list if it wasn't for that "Other" category. I never really thought much about it until I started making a transmuter and noticed that there are animals with "foreclaws" (Deinonychus: http://paizo.com/pathfinderRPG/prd/monsters/dinosaur.html#dinosaur-deinonyc hus) which sound like claws but are considered secondary for that monster or spikes (Manticore: http://paizo.com/pathfinderRPG/prd/monsters/manticore.html#manticore) and "eel darts" (Galvo: http://paizo.com/pathfinderRPG/prd/bestiary4/galvo.html#galvo) which are ranged.

The different polymorph spells don't mention what natural attacks you get, just "you gain any of the natural attacks of the base creature, including proficiency in those attacks."

And what if the natural attack deals energy damage (the Galvo's bite does: 1d6+3 plus 2d6 electricity). Is that granted as well?

For reference, the d20 SRD has this definition for Natural Weapons:
"Natural weapons are weapons that are physically a part of a creature." That would include things like spikes and eel darts, but since that definition doesn't seem to be in Pathfinder, probably doesn't help much.

Any thoughts?


I've gone through many posts on the board, but I can't find any that talk about the Share Spells feature for Familiars (not Animal Companions or Eidolons, but Familiars).

Familiars

http://paizo.com/pathfinderRPG/prd/classes/wizard.html#wizard wrote:


Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

vs

Animal Companions

http://paizo.com/pathfinderRPG/prd/classes/druid.html#druid wrote:


Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Since Animal Companion's Share Spells specifies that you cannot share abilities that are not spells, but the Familiar's version does not, does that mean you CAN share abilities that are not spells? I assume that even if a Supernatural ability is similar to a spell (specifically the Many Forms Archmage power, which allows you to change your form like Alter Self or Polymorph), that wouldn't count, but would a Spell-like ability?

Side question, in order to give your familiar the Improved Spell Sharing teamwork feat, is the only way to swap out one of their normal feats? What about the prereq of an ability to acquire a companion?


1 person marked this as FAQ candidate.

First off, I want to begin by saying that I've been reading over the words of power alternate spellcasting system and I really like it. I have a few questions, however, of things that either don't make sense to me or I'd wish to clarify:
1) (I posted this question here: http://paizo.com/threads/rzs2s8vv?Servitor-word-of-power-and-Boost#1 but there haven't been any responses to it. Rather than bump it, I thought I'd add it to the other questions I've come up with since then) Does Boosting the target word of Servitor add 3 levels to the spell level? The only place that is mentioned is in the Selected target word under the Boost heading, but the rest of the effect of Boosting Selected doesn't seem to apply to Boosting Servitor (obviously the 1 target/level within 30' of each other wouldn't count, but the range might). If there is a +3 level increase, why was it listed as an option for Servitor VII - IX?

2) The illumination spells (Gloom, Radiance, and Sunshine) each have a saving throw, but I'm not sure what you are saving against (or the effect of a successful save). If you are within the Burst area of a Gloom spell and you save, do you see as if the light didn't change?

3) Stone Wall and Ice Wall both allow for SR, but, at least by what I read, they cannot be cast in an occupied square (they both say "The wall must be a smooth, uninterrupted surface when formed."). What happens if you fail to penetrate the SR? Does the resistant creature walk through them as if they didn't exist?

4) Lastly, when combining words, the duration is supposed to be the shortest, yet the example spell "Selected Ice Blast Life Leech" should be instantaneous (with the negative levels appearing then disappearing immediately) since Ice Blast is instantaneous and Life Leech is 1 hour/level. Does that mean instantaneous effects are handled differently when combined?

Thanks!