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![]() Hey, thanks for the references! I was looking in particular for something more RAW as this is for a PFS character. So I was concerned if there are no actual valid targets, can a spell still be cast. So I think that reference on Targets help. I mean, if it's strictly read, it talks about choosing a target that isn't valid, not about having no targets at all. But I think the intent of the ruling should be clear. ![]()
![]() Just want confirm that a staff magus can’t use spinning staff to recharge his spellstrike if there’s no 2nd target? Kind of sucks cos often by the time it reaches the time to recharge spellstrike, it’s down to the last boss. So it’s choosing between strike or spending one action to recharge. What if I strike an ally but intentionally miss? Lol. ![]()
![]() Perhaps I'm slow but I just noticed that the damage scaling for a 2-action elemental blast falls behind that of a 2-action cantrip. Elemental blast adds 1 die every 4 character levels, while most damaging cantrips adds 1 die every 2 character levels. For example, at character level 5, a 2-action air blast would do 2d6+4 while a telekinetic projectile would do 3d6+4. (The comparison is more difficult with a d8 elemental blast vs d4 cantrip, but eventually, the cantrip will still overtake eventually.) Of course, kineticist can use gate attenuators to increase their attack modifiers. But otherwise, my sense then is that by design kineticists should seldom use their 2-action blasts? That kind of makes sense, because they would typically have other more useful 2-action impulses which are more powerful than cantrips and which they can effectively use like cantrips. And the 1-action elemental blast is still useful when they have a spare action, while most spellcasting classes don't have 1-action damaging options. Just want to check my understanding? Thanks! ![]()
![]() Yes, Atlach. I’ll let you retcon your turn. As mentioned in my post, to bring him up, someone can retrieve his potion then pour it down his throat. Magima, sorry about the wrong spelling. As for the disease, apologies if I wasn’t clear. For each of the strikes from the swarm, first need a Ref DC17. Only if you fail that do you need to attempt the fortitude save. So please go ahead to reroll? Hector, ah yes forgot about the panache. Will adjust when I get back to my keyboard. ![]()
![]() Nefreet wrote:
Yes I understand. Should have been clearer. I meant train my ancient elf into something else. Then retrain the L2 class feat into Flexible Spellcaster Dedication. ![]()
![]() (I asked about this at the Rules forum but didn't get much response. Trying here, and also since it is a PFS character.) I've got a L6 ancient elf wild druid, who took Rogue Dedication at L1. As you know, wild druids tend not to cast much spells, so I was thinking of retraining him into the Flexible Spellcaster archetype. (Figured since I won't cast much spells anyway, might as well get some benefits of flexibility.) However, I can't quite figure out how many weeks of retraining is needed. 1. Flexible Spell Preparation needs to be taken at L1 first, as a class feature. This would require one week of retraining.
Is this right? I would need a total of three weeks of retraining? ![]()
![]() If I want to retrain my Druid into flexible spellcasting, would that need two retrains? One for L1 to replace regular spellcasting to flexible spell preparation and another for L2 to replace the class feat to flexible spellcaster dedication? How does that interact with the requirement that “ If you choose this class archetype, you must select Flexible Spellcaster Dedication as your 2nd-level class feat. ” (And in actual fact, would need one more to train out my ancient elf racial feat from L1 because I can’t take another dedication feat until I’ve taken 2 other archetype feats from that one. Sigh. ) ![]()
![]() Downloaded the Secrets of Magic pdf yesterday and just finished skimming through the book. (Will take a while more to really read it!) For someone who almost exclusively plays spellcasters, must say I'm quite excited with all the new magic options! Just a bit bummed out that "Players cannot create their own ... personal staves". Sigh, would have loved for my crafting-focused wizard to be making his own staves... ![]()
![]() I recently started GMing Age of Ashes and just completed the first chapter. My players are going to sell off the treasure they don't need, and I was wondering if anyone might have tabulated the price of each treasure by chapter. Tried searching online and this forum but with no success. I know, it's not that much work to have them search Archives of Nethys for each item, but if a list is floating around, that's even better. Thanks! ![]()
![]() Started playing an Investigator (Alchemical Sciences) and wanted to make sure I'm getting some of the rules right. 1. Was thinking of picking up a familiar (vs archetypes) at some point and use it primarily to feed elixirs I create to allies, and was thinking of the action economy of it. It seems I would have to (1) Quick Tincture, (2) hand elixir to familiar, then (3) command familiar. The familiar would then (1) stride, and (2) feed elixir to ally. Does that look right? Feels kind of a waste of a familiar though since I could simply (1) Quick Tincture, (2) stride, and (3) feed elixir to ally, i.e. do the same without a familiar. Only benefit I see then is if I need to stay at my location for whatever reasons. 2. A couple of familiar abilities don't seem to interact with Quick Tincture RAW. Lab Assistant specifically mentions Quick Alchemy only, while Extra Reagents specifically specifically infused reagents, but Quick Tincture uses versatile vials, not infused reagents. Was wondering if it is intentional for Investigators not to have access to these? (Not a major issue since this is a home game and the GM would allow but just got me thinking.) 3. I noticed that Quick Tincture items only last until end of the turn, while Quick Alchemy items last until start of next turn. Again, I'm taking this as intentional, which means I can't hand an item over to my ally for them to drink on their turn. Hence the whole shenigans in #1 to feed them within my turn. (Familiars, being minions, act on your turn.) Again, just checking to see I interpreted the rules correctly, and wondering if there are other implications. ![]()
![]() I am the player in question, so I shan't comment too much until after the game and leave it to the GM's ruling. That said, is this something that we need an FAQ on, i.e. whether the definition of "unattended" which is used repeatedly across the rules, and/or the issue of Magic Weapon on worn / stowed items. ![]()
![]() GM Glyn wrote:
I've played 1-09 but if you happen to run a second table of 1-23, I would be interested. Thanks. ![]()
![]() GM Mauve wrote:
Ah I see. In that case I'll bow out then. Thanks anyway! ![]()
![]() If you have chrome, you can just select the paizo cookies to delete. I did that and was able to login after that. ![]()
![]() Ah, there it is. Spellcasting Archetypes wrote:
So it looks like the only way to gain access to the spell list of another spell school (and thus use items like scrolls, wands and staves) is through a spellcasting archetype. ![]()
![]() I have a wizard (in PFS) who recently caught access to a feat that makes him trained in the DCs and spell attack rolls of a spell school (not arcane). (Keeping it vague to not spoil the scenario.) Would that allow my wizard to use magic items that activate spells of that spell school, e.g. scroll of heal if the spell school is divine? Not quite sure where in the rules to look that up. ![]()
![]() Mike Bramnik wrote:
Resurrecting this thread as I only just found out about the nerf to Enhanced Resistance. ;P Any word about the possibly of a respec out of this feat? ![]()
![]() Themetricsystem wrote:
I don't think that helps. If I take a Sorcerer multiclass at level 1, I can't take the Champion multiclass at level 2 as you need at least 2 sorcerer dedication feats first. And you can't take any at level 2 (because they are minimally level 4). So the Champion multiclass only comes on at level 8. ![]()
![]() Alright, seeking advice for this oracle build that I'm working on. I'm interested in playing a melee tempest oracle (the L1 revelation touch spell is pretty cool). To make sure he is tanky enough, I was planning to take the champion multiclass at level 2. (It also fits the character concept - he's seeking atonement for unintentionally killing a lot of innocent people so joined the church of Sarenrae.) So in browsing the various spell lists, I found that arcane has quite a few spells that are quite good for melee characters - true strike, false life, haste, etc, so have been cracking my head to find the best way to access them. Realise that since I'm looking more for buffs, I don't actually need to be able to cast them, just need to have access to the arcane spell list so that I can use magic items. (A wand of false life every day is a nice buff.) I've only found two ways though to get access to the arcane spell list. One is to multiclass again, but with the L2 multiclass to champion, the earliest I can multiclass again is L8 (with L4 and L6 class feats spent on champion dedication feats). The other way is to play a spell-scaled kobold, which unlike other ancestries which gives you access to a cantrip, also gains the "You gain the trained proficiency rank in arcane spell attack rolls and spell DCs". But kobold doesn't quite fit the concept I have of my character. So, any other ways? ![]()
![]() Khouri P. wrote:
Spent a bit of time thinking about it, and decided that I'm at a stage of my life (primarily my work) where I likely can't give my full attention to the game which wouldn't be fair to everyone. So going to withdraw my application. Have fun! ![]()
![]() Assuming your familiar has Manual Dexterity, would your familiar pull out a healing potion to feed you if you fall unconscious from dying? Feels like RAW that can't happen because if you don't take an action to command them, they just do nothing. I can understand that animal companions aren't smart enough to do that (maybe they'll just keep licking your face), but familiars should be at least somewhat intelligent to do what it can to keep its master alive? (I mean, they can speak human languages!) ![]()
![]() I've always wanted to play this but I have only L2 characters left. Would that be ok? I believe that if the Chronicle Sheet says L1-2, it is sanctioned for L2 as well, but I'll leave the GM to make the final call. If need, I can create a new character. But with 18 characters, would have to think a bit about what I would want to create. :) ![]()
![]() I was in Cordell's game and looks like my druid might have been the trigger for the necro. :P I had interpreted as that item bonuses would apply if using the druid's usual unarmed modifier, but seems there might not be consensus on this. Until an official FAQ comes, I'll just clarify with the GM for each game. I would get the potency and striking rune anyway because there are times that I just want to wild morph instead of wild shape (when I only have 1 action to spare instead of 2, when I need to be able to cast spells). Need the potency rune also to get property runes, e.g. ghost-touch. (Unless someone also tells me that property runes don't work in which case Khunbish would be a very sad druid.) ![]()
![]() Want to check my understanding of the rules here, as it seems I might have been playing my wild druid wrong. Consensus I seem to find on the internet is that potency runes bonus do not apply when in battle form. However, looking at the rules more specifically, polymorph trait says "If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties." So yes, the item bonus from potency runes don't apply in battle form, BUT only for the special statistics. So for example looking at Animal Form, the special statistics would be for example the +9 attack modifier which would not be modified by potency runes. However, it does also say "If your unarmed attack bonus is higher, you can use it instead." I've thus been taking my regular unarmed attack bonus which would have included the item bonus from the potency rune and being higher than +9, have been using that. (Prof +2, Level +4, Str +3, Item +1 = +10.) Have I been reading the rules wrong? Do I not count the item bonus in my unarmed attack bonus (i.e. it is considered the Animal Form's special statistics)? ![]()
![]() Regarding the changes to Pathfinder Schools, do we just port over our current existing schools? Or are we allowed to make a one-time change (assuming past level 1) since the changes are quite substantial? And Generalist being a new school which looks quite viable. A bit bummed out that soothe is no a longer available under the Scroll school just when I create an Occult spellcaster. :P ![]()
![]() GM kuey wrote:
That opening has been filled. Now waiting for the following to check in. Thanks. 1 Arrowhawk: Luz Lumino
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