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Dracomicron wrote:
Ah, Focus Fire doesn't give you any extra shots. Soldier's Onslaught does.

My mistake. Thank you for the correction.

It depends on the character's Base Attack Bonus (or BAB).

Assuming that you have a level 2 Soldier, you have +2 BAB, meaning you take an additional -2 penalty to attack to deal an additional +1 to damage when you use Deadly Aim.

At level 5, your Soldier has +5 BAB, meaning you take a -2 penalty to deal an additional +2 damage when you use Deadly Aim. However, by level 5 you can make three attacks on a full attack due to your Focus Fire ability.

By level 13, your soldier has +13 BAB, meaning you take a -2 penalty to deal an additional +6 damage when you use Deadly Aim. Also, assuming you are using Focus Fire, each attack against the first target deals an additional 2d6 damage.

As your BAB increases, Deadly Aim becomes more valuable. I believe that Deadly Aim is a perfectly good feat for a Sharpshooter-style Soldier. However, Deadly Aim isn't really worth it at early levels, but since it's a combat feat, you can easily pick it up later as a bonus feat.

Thank you.

Starlight Form, the 3rd level Connection Ability for a Star Shaman Mystic states:

Starlight Form wrote:
You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

The bolded emphasis is mine. How does one calculate the Difficulty Class for the Fortitude save?

This question may have been asked before, but I would like a ruling on these questions.

Assume for the moment I am playing as a level 5 Soldier with the Armor Storm fighting style chosen as my primary fighting style.

At level 1, I gain the Hammer Fist fighting technique from the Armor Storm fighting style, meaning my unarmed strikes are treated as if they are done by a level 1 battleglove, doing 1d4 bashing damage, plus one and a half times my strength bonus in damage as if I have the Melee Striker gear boost. At level 3, I gain Weapon Specialization, gaining specialization with all weapons I am proficient with. Also at level 3, I choose the Melee Striker gear boost, adding half of my strength score to all melee damage (and giving a further +2 bonus damage with my Hammer Fist). At level 5, I gain the Enhanced Tank fighting technique from the Armor Storm fighting style, giving me proficiency with Power Armor.

Assume for the moment that my soldier character acquires a set of power armor (for the example let's say, a Battle Harness) that gives my character a strength score of 18 (a +4 bonus), and makes his unarmed strikes deal 1d10 bashing damage.

Question 1: If my character is wearing the Battle Harness, does my character's unarmed strikes deal 1d4 damage plus bonuses, or 1d10 damage plus bonuses? Or do I get to choose which damage to do?

Question 2: If my character is wearing the Battle Harness, what specific bonuses to I get for damage with my unarmed strikes? And are these bonuses different if I choose one damage over the other? I have heard there is a ruling that the power armor-clad unarmed strike does not gain a weapon specialization bonus, but I could not get a source for this claim.

The Accurate fusion seems rather good (though it requires a scope or a sight).

Starfinder Armory pg. 62 wrote:

Accurate Fusion

Item Level 5
The accurate fusion bestows exceptional balance and handling on a weapon. When you take a move action to aim a weapon with this fusion at a specific target, you gain a +1 bonus to your next attack roll with that weapon provided neither you nor your target has moved since you aimed. You also gain this bonus if you take a move action to aim for other purposes, such as aiming a weapon with the sniper special property. Only ranged weapons can benefit from this fusion.

Install a scope or a sight so you can take the aim action (requires a move action), and gain a +1 to attack. Seems good.

Most spells have a range of either close, medium or long, which increase as characters gain in level. For example, a spell with close range means the range equals "25 feet + 5 feet/ 2 levels."

What does the word "level" in the previous quote refer to? Does it refer to the character's caster level, the character's class level or total character level?

Java Man wrote:

It would grant a non class feature mount, just as if it were purchased with gold.

As an alternate benefit in this case you could grant a small (half feat sized) buff to the character's horse, due to excellent care and advice provided by the old family friend.

Huh, that's one way to do it. I get a trait, and so does my horse.

Under the "Friends and Enemies" trait in the Rise of the Runelords Anniversary Edtion Player's guide on page 4 it says:

RotR Anniversary Player's Guide wrote:
Friends and Enemies: One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.

If a character has a class that has the Mount class feature (let us assume choosing a horse as a mount at 1st level), does this heavy combat trained horse replace the mount, or does the trait simply give the character another horse?

Assume for the moment I am playing a Cavalier or a Samurai with the "Banner" ability wielding a nodachi. Furthermore, assume that I have a Champion's Banner, which states that it may be "displayed on a lance, polearm, frame or staff." The Fighter class ability "Weapon Training" places the nodachi in the "Heavy Blades" and "Polearm" categories.

Thus, I have two questions:
*Can I display the Champion's Banner on my nodachi, thus gaining the benefits of the magic item?
*If the banner can be displayed on a nodachi, where on the weapon would it make sense to be attached or displayed?

Pg. 41, Starfinder Core Rulebook wrote:
In addition, most of the races represented here are Medium (see page 255); they have a space and reach of 5 feet and a land speed of 30 feet per round. While the ysoki are Small (see page 255), their space, reach, and land speed are those of Medium creatures

Playable races found in other books such as Alien Archive and Pact Worlds will have their movement listed under their racial traits.

It's become a running joke among my players in my Serpent's Skull campaign that there are no nice places in the country of Sargava. The place names of the country give off a rather negative vibe: Desperation Bay, River of Lost Tears, The Screaming Jungle, The Lake of Vanished Armies... and these are the places you visit on the adventure path.

Others, like The City of Hungry Spires, The Trail of Burst Souls, The Apiary of Bloodletting Songs, The Laughing Jungle, The Jungle of Hungry Trees, Mzali (translated as "The Devoured Place") do not appear to lighten the mood.

Thus, I ask you: are there any nice places in Sargava or The Mwangi Expanse?

Thank you Zephyr, that helps.

A simple question: what skill do you use to craft augmentations? Is it engineering to craft cybernetics or is it medicine because you are implanting something into a humanoid host or a combination of both? And the same question for biotech: is it life sciences or medicine or some combination of both?

Assume for the moment that a party of adventurers has just defeated a mithral golem, reducing it to zero hp and thus "killing" it. Can the mithral from this golem be slavaged? And if so, how much can be salvaged to be sold or repurposed?

For reference, from the Bestiary 2 entry: "A mithral golem’s body is made of 3,000 pounds of mithral and other precious metals, worth a total of 50,000 gp."

BigNorseWolf wrote:
Eyup. I don't see any reason why not. Pathfinder society is specifically designed so that just about anyone else can sign up. Lots of people in the society serve another cause, most of the factions, every cleric/warpriest, druids, paladins all serve another cause beyond just the society itself.

Thank you for your response.

Hypothetical: Assume you have a character that is a student of the Magaambya, one of the oldest magic schools on Golarion. By some happy accident (say through the progression of the Serpent's Skull adventure path), this student is offered the option of gaining a Pathfinder Field Commission.

If the student refuses, the offer is not likely to be offered again. But if the student accepts the offer, does becoming a Pathfinder kick him out of the Magaambya?

Supposedly, the Pathfinders and the Magaambya are allies (especially against the Aspis Consortium), and the goals of the Silver Crusade faction and the Magaambya align rather well. Thus, can a student of the Magaambya also be a full-fledged Pathfinder, and continue his studies at Old Mage Jatembe's school?

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John Lynch 106 wrote:

For me, the 10% sale-back price is all about the type of stories you want to tell. Me? I'd like to tell the stories where people are, at best, as mercenary as the heroes in Firefly. Even in Firefly, how often do you see the crew systematically stripping all of the dead bodies and then going and selling every single item (including small clothes) for 50% retail value?

After 9 years of murder-hoboing and greyhawking every single dungeon, I'd like it if my players stopped greyhawking everything they come across. Once upon a time it wasn't the default behaviour to Greyhawk stuff, let alone baked into the rules.

Mate, you're in a role playing game that is built on the tradition of breaking into an evil being's house, killing them, taking their stuff, and selling the loot for profit and better equipment to kill more evil stuff easier. It is historically how mercenaries made their living for many years, and players in an RPG like it that way.

If you want something new where the players are mercenaries that don't steal everything that is nailed down, use a game system that has an abstract currency and equipment like World of Darkness.

I understand that Paizo wanted Starfinder to attempt to be new and different from Pathfinder, but if you have an entire table of guns and weapons with different tiers of power and then say "I'm sorry, but I can only give you 10% market price for your old gun", that's a tradition-breaking concept that is worthy of discussion and probable house-ruling.

David knott 242 wrote:
Not necessarily. Can't a non-aquatic Star Shaman still drown in water?

As I said before, the rules on Star Shaman are kind of vague. It honestly depends on whether or not a Star Shaman needs to breathe (like androids who are immune to asphyxiation because they don't breathe) or constantly has a Life Bubble effect surrounding them specifically keyed only for open space and vacuum environments.

Starfinder Alien Archive wrote:


Size and Type: Kalos are Medium monstrous humanoids with the aquatic subtype, meaning they require water to breathe.
Starfinder Core Rulebook wrote:


Walk the Void (Su) 1st Level

You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.

Simple question: can a race with the Aquatic subtype (say for instance, a Kalo) that is a Mystic of least one level with the Star Shaman connection exist in an environment and atmosphere comfortable for normal humans without the need to make constant fortitude saves?

The rules on this are vague, but my assumption would be yes, an aquatic-subtype Mystic with Star Shaman could survive indefinitely out of water. My reasoning in this: aquatic animals "breathe" through their gills as water containing dissolved oxygen is forced over their gills. The oxygen is diffused into the aquatic animal's bloodstream, where it is taken by blood cells to the various organs of the animals body to continue its existence. Carbon dioxide is diffused out through the gills, thus allowing the fish to "breathe".
Humans also consume oxygen to survive. Fish and other aquatic animals suffocate out of the water because their gills collapse and there is not enough surface area for diffusion of oxygen to take place.

The rules for "Walk the Void" state quite clearly that a player character is immune to the asphyxiating effects of a vaccuum, so it would make sense that an aquatic creature would also be immune to the asphyxiating effects of a normal human environment. Otherwise, a Kalo Star Shaman Mystic could survive underwater (which has oxygen), or in a vaccuum (which has no oxygen) but would die in a room filled with oxygen!

Is my assumption correct?

Saros Palanthios wrote:
Verbiage from Alien Archive: "Kalos are Medium monstrous humanoids with the aquatic subtype, meaning they require water to breathe."

A question comes to mind about this concept then. Would a 1st level Kalo mystic with the Star Shaman Connection walk around Absalom Station perfectly fine without a water-filled rebreather suit or somesuch?

From Starfinder Core Rulebook wrote:

Walk the Void (Su) 1st Level

You are immune to the harmful environmental effects of outer space and vacuum.

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I don't believe that the alignment of the Sargava as a country needs to be changed for a few reasons:

1. The country's alignment doesn't really mean much. The justifications for character alignment are built on shaky ground, and so to put an alignment on an entire country made up of hundreds of thousands, if not millions of people, is problematic. If anything, a country's alignment is short hand for who are the good buys and bad guys, just like character alignment is short hand for who are the good guys and bad guys. Cheliax is to The Empire as to Andoran is to The Rebel Alliance, thus one country is Lawful Evil and the other is Neutral Good. Good, evil or neutral characters can exist in both countries without much problem.

2. Sargava isn't a unified country. But assuming for the moment that character alignment can successfully describe a country, the examples I gave are from unified countries. Sargava, according to its lore, isn't. Eleder is the capital of Sargava that exploits the native population, but it is only the capital because it's one of the only deepwater ports in the country. Kalabuto, the nation's largest city is segregated to a lesser degree, but it holds a larger army and more people and is slightly independent from Eleder because it needs to defend itself from the city state of Mazali. Similarly, the settlements of Port Freedom and Freehold do not particularly recognize Eleder's traditions, as one is essentially a smuggler's port and the other is an egalitarian ranch, both very different from the rule of Eleder. Not to mention all the villages of Mwangi natives who pay lip service to Eleder but little else. Sargava is a patchwork of a cities, settlements and villages held together mostly by Eleder's say-so and a mutual dislike of Mzali.

Those are my two cents on the matter, at least.

Kingmaker, full stop.

Mathmuse wrote:

The biggest gap is the technology. The theme of the adventure path promises high tech, but the PCs cannot afford technology until 7th level. And that is right before they head into Iadenveigh, where they ought to hide their technology. Some threads that discuss this are Lord Fyre's Technology The Wires Behind The Magic and my Going Wild with Technology. My own party was interested in crafting due to the science-fiction emphasis, and the Pathfinder crafting rules are too slow, so I switched to the Making Craft Work rules.

In case PCs need a place to buy and sell technology, see The Tarnished Halls, Numeria's biggest black market.

Now that is a rather important point with the adventure path. Thank you very much Mathmuse!

Excellent. Thank you MasterZelgadis.

Many thanks Lord Fyre for the examples of problems in each book. These suggestions will be put to good use.

Also thank you, rkotitan and Mimski. I will attempt to make the distinction between the enemy types and revamp the Autograpnel.

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I've begun preparations for starting an Iron Gods campaign to run with my friends and have read most of the over-arching story of the campaign. However, after I began Council of Thieves and saw how many people complained of needing to rework the story (and I did rework the story with a good amount of effort), I would like to be slightly more cautious entering into this one.

So, veterans of the Paizo messageboards, what advice would you give to a GM before starting this campaign? Are there any massive plot-holes or wonky mechanics that need to be addressed? Or are there additions you may think of that would improve the campaign? Thank you in advance.

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EC Gamer Guy wrote:
He literally wrote the book!! Or told his people what to write. Take the extra damage and run with it.

I am simply quoting the rules as written. If the writers or publishers of the book would like to clarify these rules in an FAQ or errata, they are welcome to do so.

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Owen K. C. Stephens wrote:
There's nothing about blast that would prevent you from using it with heavy fire, so there's no need to add it to that list. Blast calls out that one attack with a blast weapon involves making multiple attack rolls. As noted, automatic is unclear because if it's special action economy, unwieldy turned out to be unclear for the same reason (special action economy), and explode often doesn't "feel" like an attack to many players (as a result of the saving throw aspect), so it had to be called out.

You certain? These are the blast rules from the Core rulebook, bolded emphasis mine.

Starfinder Core Rulebook wrote:


This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range.

For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once.

Attacks with blast weapons ignore concealment. A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.

And a slight reminder of Heavy Attack, bolded emphasis once again mine.

Starfinder Core Rulebook wrote:

Heavy Fire (Ex) [5th Level]

You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property.

Thank you for the answers. It would seem a switch-hitter build is rather viable in Starfinder.

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For reference, here are the rules as written on Heavy Fire. Bolded emphasis mine.

Starfinder Core Rulebook wrote:

Heavy Fire (Ex) [5th Level]

You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property.

Also for reference, an edited version of the automatic weapon property. Bolded emphasis also mine.

Starfinder Core Rulebook wrote:


In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic Mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic Mode.

When you make a full attack with a weapon in automatic Mode, you can attack in a cone with a range of half the weapon’s range increment. ...Attacks in automatic Mode take the same penalties as other full attacks.

So we know an automatic fire action requires a full action, and that "Heavy Fire" also requires a full action. Does this mean that a Soldier with the Heavy Fire ability needs to use two full actions (which he usually does not have in a turn) to use the two abilities at the same time? Or can the soldier apply Heavy Fire whenever he makes an attack that requires a full action with a weapon that is able to use Heavy Fire?

Furthermore, if a soldier can use automatic fire and Heavy Fire in the same action, does only one of the targets take Weapon Damage + Strength modifier damage, or do all of the targets take Weapon Damage + Strength modifier damage?

Remember that there are other threats around The Shackles that a Good-aligned crew can defend against. Defending the common fisherman from the threats posed by the sea is a good (and possibly profitable) way to be good-aligned.

The pirates of Mediogalti are notorious for preying upon the inhabitants of The Shackles and so Chaotic Good pirates taking up arms to defend against Chaotic Evil pirates are a way to go.

And let's not forget those red-clad Lawful Evil worshipers of Achaekek as well. Sniffing out (and killing) Red Mantis assassins is a dangerous but good way to go.

Then there's the undead crawling from underneath the sea, evil relics lost to time from the ancient Cyclops empire, the savage Sahuagin, Aboleths, whatever abominations come out of the Eye of Abednego...

At the end of the day, the PCs are a crew of mercenaries with a ship, weapons and an attitude of "Yeah, for the right price, we can take care of that problem for you." How good or how bad they want to be is up to them.

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Thematically, it works just fine. If you want evidence of it, just look at Fantasy Flight Games's "Star Wars: Edge of the Empire" or their "Rogue Trader" rpg. Pirates and space work just fine.

As for crunch-wise? It depends on how much work you want to put into converting characters, classes and equipment.

Lastly (and this is my own opinion), I thought the story to Skull & Shackles (as written) was rather weak. So some re-tooling of the story may also be in order if you want to adapt the adventure path.

Inquisitor. When our DM was running Second Darkness, I was playing a falcata-using half-elf inquisitor of Desna. Spontaneous casting, power attack, bane ability and inventive uses of slippers of spider climbing. Good times.

I realize this question can be solved with judicious use of the GM's rule zero, but I would like to ask it to see if I can get a in-canon answer. Are firearms commonly used in Sargava and the Mwangi Expanse? There seem to be several arguments for and against.


  • Relatively close proximity to Mana Wastes and the Shackles (which is said to have gunpowder by the end of Skull & Shackles adventure path).
  • Presence of megafauna (dinosaurs, elephants, Mokele-mbembe) which suggests a demand for high-powered weaponry.
  • Themes of Victorian-era colonialism in Sargava seem to imply a higher technology level than Mwangi natives.


  • Presence of High Magic traditions among the Mwangi seem to be at odds with using firearms technology.
  • Isolation of Sargava, given the Eye of Abendego and the predatory nature of the Free Captains of the Shackles could limit the flow of firearms.
  • Humid, wet environment can muck with firearms technology quite badly.

Thoughts and other arguments either for or against are welcome.

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James Jacobs wrote:
Yig is less evil than Ydersius. They are not interchangeable. We've specifically set up Yig NOT as a patron for the serpentfolk.

Thank you for the clarification.

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This is mostly a fluff question, but I was under the impression that the serpentpeople described by Paizo were mainly inspired by the creatures from Lovecraftian and Conan lore. In those stories it is alluded to that these creatures worship a deity known as Yig, who makes appearances in many Lovecraftian RPGs.

Since the release of Bestiary 6, it appears that Yig is now in the Pathfinder universe, which leads me to ask, is there a difference between Yig and Ydersius? Or lore-wise, could they be interchangeable?

gustavo iglesias wrote:

I'm GMing Strange Aeons right now. There are several NPCs that use psychic magic of some sort, and some uses of occult rituals and other stuff like that.

The AP does not use Insanity rules, as its first book was printed before Horror Adventures, and same goes with the new Fear rules. There's a sidebar about using them, if you want, but they aren't required at all. I'm using the new Fear Rules, but not using the new Insanity Rules, for example.

That seems like an odd choice for Paizo when they're making a Cthulhu Mythos-inspired adventure path. I would have bet money they would have included them by default.

I now fully admit I was wrong in my beginning assumption. Thank you for clearing that up for me.

Milo v3 wrote:

.... considering the classes were made before Ultimate Horror... Yes?

This question is sort of like asking if you can play wizards without using the Kingdom making rules.

Fair enough, but I was under the impression that the Occult classes would feature heavily in an upcoming adventure path (Strange Aeons) that would make use of the Fear and Insanity rules. If that isn't the case, then it is my mistake for not clarifying my impressions.

I thank you for the answers you have provided PossibleCabbage and gustavo iglesias.

Do occult classes work well without the Fear or Insanity rules published in Ultimate Horror?

Weirdo wrote:
1) Do you typically use your deity's favoured weapon?

Depends on the character. My half-elf Inquisitor of Desna used a falcata as his primary weapon, while my human cleric of Cayden Cailean used a rapier.

Weirdo wrote:
2) If you don't use it, do you carry one anyway?

Yes, my Desna Inquisitor carried an adamantium starknife for special occasions (like golems).

Weirdo wrote:
3) Does this vary much depending on how good the deity's weapon is?

Very much so. The rapier is a good enough weapon (with a feat to make wisdom a combat stat), and with a Crown of Swords (wondrous item), I could summon force weapons that did 1d8 damage and critted on an 18-20 when I got hit.

Weirdo wrote:
4) Does this vary depending on how strongly you feel the deity is associated with their weapon (eg Shelyn's glaive vs Gozreh's trident)?

Not particularly.

Weirdo wrote:
5) How often does favoured weapon affect your choice of deity?

Not very. I chose Desna and Cayden Cailean because of the Travel Domain.

Weirdo wrote:
6) Why is the starknife so expensive, anyway?

Not a clue.

Assume for the moment that I am playing a character that has a natural attack, and have an Amulet of Mighty Fists with the Holy weapon special ability, and a Body Wrap of Mighty Strikes with an enhancement bonus of +1.

If I make one attack with my natural weapon, can I get both the +1 bonus and the Holy special ability on the attack? Or are both considered enhancement bonuses and thus they do not stack?

Thank you for the clarification.

Assume for the moment that a character can cast the spell "Haste" normally, is in a Mythic Pathfinder game and has chosen "Mythic Spellcasting" as a path ability. Also assume that the character has a wand of Haste.

Can the character cast Haste from the wand, expend one use of mythic power, and gain the effects of the augmented Haste? Or does Mythic Spellcasting not work when casting a spell from a wand?

Mythic Spellcasting:
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.

School transmutation; Level alchemist 3, bard 3, bloodrager 3, magus 3, sorcerer/wizard 3, summoner 2

Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)

Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Augmented Haste:
Affected creatures gain an additional move action each round. the movement speed increase changes to 50 feet, to a maximum of three times the creature's normal speed for that movement type.

Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature's normal speed.

If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.

Bonus question: Assume for the moment that I am playing a dwarven druid and have Heavy Armor Proficiency. Would stoneplate be more optimal (roughly same stats as full plate, and dwarves are not encumbered by weight)?

Full plate 1,800 gp, AC Bonus: +9, Max Dex: +1, Armor Check Penalty: –6, Arcane Spell Failure: 35%, Speed (30 ft): 15 ft., Speed (20 ft.)10 ft., Weight 75 lbs., Source: ISWG

Assume for the moment that I am playing a druid, and can't wear metal armors. Assuming I have the correct crafting skills (or the money to do so), can I create a suit of full plate armor out of darkwood, or is darkwood only reserved for shields? Do I require the Ironwood spell to make this armor feasible? And if the armor can exist, does the darkwood reduce the armor check penalty of the armor by 2?

Full Plate:
Full plate 1,500 gp, AC Bonus: +9, Max Dex: +1, Armor Check Penalty: –6, Arcane Spell Failure: 35%, Speed (30 ft): 20 ft., Speed (20 ft.)15 ft., Weight 50 lbs., Source:CRB


This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.

HP/inch 10; Hardness 5; Cost To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.


This rare magic wood is as hard as normal wood but very light.

Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type.

School transmutation; Level druid 6

Casting Time 1 minute/lb. created
Components V, S, F (wood to be transformed)

Range 0 ft.
Effect an ironwood object weighing up to 5 lbs./level
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no

Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.

Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.

Assume for the moment that a party is in an armory with a rack of crossbows. Assume that the crossbows are loaded, or that there is enough time to load each of the crossbows.

When the spell "Animate Objects" is cast on the crossbows, each crossbow becomes an animated object with a slam attack. However, since the weapons are loaded, can they fire their bolts as an attack?

Main thing I remember about running the knot: have a physical map for the Knot's Heart. Best idea is to get a hex grid so the players aren't confused as to the location of the doorways. With some reasonably intelligent players, they'll be able to get around without much trouble.

One other thing: I ran the Abernian's Folly adventure like a heist. The party knew the key to opening Delvehaven was in the Asmodean Knot, but the Children of Westcrown couldn't find anything on what the KNot was, only that it was in Abernian's Folly. And I was proud of my players during the adventure. Some of my players would pump people for information, while others would provide distractions, while others would skulk about exploring the mansion and avoiding the guards. It was excellent fun.

Similarly, when they finally found the "safe" (the Knot) and found out what was inside it, they were terrified, from the shadow-spawning mirrors, to the "Nurse" Imp, and to the Outcast King. Play up the terror of the place- it's a blast to run.

Thank you for all the responses.

Assume for the moment that a bard wishes, for whatever reason, wishes to use whistling as their main way of making music. Do they use the Perform (Sing) or the Perform (Wind) spell?

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