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Pathfinder Adventure, Lost Omens, Rulebook Subscriber. 31 posts. No reviews. 1 list. No wishlists.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I just received my parcel with my December subs and it only includes Absalom: City of Lost Omens, no sign of Monsters of Myth. The customs slip advices 2 books but is packed in such a way where there was clearly never a 2nd book in the box. There also appears to be no damage to the box.

Hope you all stay safe and have a restful winter break.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Sadly no longer have the shelf space for those and need to save it for the rulebooks and Lost Omens.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Wait, new Gunslinger iconic? I like!


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Angel Hunter D wrote:


That's something I'm pretty worried about. needing to reword the core feature of the class without a second public playtest? just sounds real easy to miss the mark.

Investigator had a pretty major change to their core combat feature between the playtest and the APG release and the difference is pretty clear -compare Study Suspect/Studied Strike to Devise a Stratagem/Strategic Strike and it really feels like they pulled off something fun.

However, take that with a grain of salt -I only minorly looked through Oracle and never had a chance to play Witch or Swashbuckler, so I'm not as aware of if there were any playtest to release issues. But going from playing the playtest investigator to release has been a lot better and easier I've found


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Please ignore this, as it was solved in another thread.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Thanks so much Diego! I'll see if I can delete the other post I made for this.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I had to get the Slithering generated separately due to how starting my adventure sub with Dead God's Hand went and I had to get it generated by customer service. I now have an order for the Slithering separate from my July sub shipment (Order 24337729) and the order for the Slithering shows as not having a valid payment method.
Just wondered if it would be possible to have the Slithering order rolled in with my sub order. Thanks!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Sorry to necro, but The Slithering isn't showing in my July sub at all. Any idea if something may have gone wrong here?


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

So, I'm looking at my July upcoming shipment (no order has been generated as yet), and while I have the Slithering flipmat, I'm not actually seeing the Slithering adventure in items. I know there was a bit of a problem earlier as I originally had subscribed with my first order being Dead God's Hand, but it's just being a bit weird rn.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I also have 5 items looking to ship as 3 separate packages. Given I'm getting my May order tomorrow (over a month after it shipped), I guess I'm a little concerned about how long 3 parcels will take.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I guess I'm getting a bit concerned. My May order was shipped to the UK on the 18th and still hasn't arrived. I know it's a bigger order but I'm starting to look at my July sub I guess...


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Joan H. wrote:

Hi physicist-pi,

I have gone ahead and generated The Slithering for you. Moving forward, all of your subscription items should spawn automatically. Thanks for your patience!

Thanks so much.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Just wondering, as I originally signed up for the Adventure subscription to begin with Dead God's Hand (Order 8072924), will I get copies of The Slithering and Troubles in Otari at all? I was just a little concerned as The Slithering isn't showing up in my expected shipping for the next few months while the maps are.

Thanks for your support in this difficult time. Hope everyone is safe and well.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Hey, I was just wondering about the status of my GMG subscription. I can't see any charge on my card at all and I was just wondering what the situation for that is at all.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm actually now getting a little worried as I can't see any attempts to charge my card for the GMG this month and we're at the tail end of shipping.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Quietly seething. Group was going in to do the Varl Wex fight, and I had to remind them about the aid another rule because there was no way they could make a lot of those perception checks (most of the party decided for some obscure reason to all dump wisdom bar the ranger and psychic). And then Wex arrived, realised they were there, snuck in through the window, and nearly got a strike on the defenceless and unaware bard... And I rolled a nat 1. And that basically set the tone of the entire fight. Any attack roles I made were natural 1s, any saves were 15+ (so our save-or-suck oracle felt useless).

It was over in 3 rounds and Wex didn't get a single hit in after I was warning them "This is a CR9 encounter and you guys are all level 5". Oh, and now the ranger has Balgorrah and doesn't seem too keen on giving it up until the value of it was mentioned.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Based on a note in Gods and Magic about the great scar on Golarion's moon, was Tsukiyo a god at the time of Earthfall and if so, did he have any relationship with Acavna as a moon goddess and did her death affect him at all? Part of me was wondering if Acavna and Tsukiyo's deaths may have been linked in any way due to their shared portfolio of the moon.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Hi, this order is still showing as pending after being submitted on the 14th, and I was just wondering when it would be shipping.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

So, this came up and I really need an idea of how to rule this.

The level three skald performance states this:

ACG pg. 49 wrote:

Song of Marching (Su): At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle (Core Rulebook 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

However, the mounted Overland movement rules state the following:

CRB pg. 171 wrote:

Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

Would you rule that Song of Marching allows mounts to hustle without taking the lethal damage?


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
VerBeeker wrote:
Hmmm...is the Torrent still in Ravounel? That's something I'm wondering about.

According to Tomorrow Must Burn, yes they are.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
James Jacobs wrote:
I just started an office campaign in Ravounel, based on a small county on the southwestern border. Building up a LOT more Ravounely info there... although it's pretty isolated from Kintargo and the rest. Maybe I'll toss it out there for folks to check out some day, but in the meantime, glad to see folks are having fun with Ravounel as well! It's probalby my favorite new nation addition to the setting.

Ah! I want to know so much about it right now! Between my Hell's Rebels group and one of my Hell's Vengeance PCs playing a Jhaltero, I'm trying to get as much about Ravounel down as possible. And yeah, it's been so much fun to play with as a setting, and I'm genuinely excited to see where it goes later.

Now I need to go tell my Age of Ashes GM what I think each of my Silver Ravens would be doing in 4717AR, aside from possibly having to deal with incursions from the Darklands -ooooh, maybe something to do with Ilvarandin?

A Song of Silver spoilers:
Due to a player having serious triggers with respect to bugs being on people, I'm planning to replace the hellwasp swarm in the Temple of Asmodeus with an intellect devourer, since if she's already this stressed out about bugs on people, bugs in people will just be too much. I did check in, and brain eating and puppetting the corpse is fine, just not bugs.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

So, I got my hands on Tomorrow Must Burn and I figured I'd make some notes of things that are changed/updated between the descriptions of Ravounel from Hell's Rebels and 4719AR. Of note, the implication is that the rebellion took around 2 years, assuming a start date of 4715AR then with the last few books taking place in 4717AR.


  • The Kitkasiticka village now has a name -Tastikka. In addition, as suggested in her NPC write-up in The Kintargo Contact, Solmestria has stepped down as rokoa in favour of Rarrnir.
  • We don't really have any more settlements listed beyond Kintargo, Vyre, Cypress Point, Whiterock, Acisazi and now Tastikka, but there are mentions of mining and ranching communities in the Menador Mountains.
  • We also know from the Lost Omens World Guide that there's a major aquatic elf city -Irim- in Nisroch Bay.
  • There's also mention of a goblin tribe -the Saltstinks- who live on Cape Dis. (this is of interest to a goblin player of mine)
  • We also have a new geographical feature -the Revousa Ditches at the confluence of the Katharevousa and Yolubis Rivers.
  • The Menador Gap is still closed.
  • Deepmar has been abandoned and there are strange lights -a follow up to No Response from Deepmar may be in order.

As for Kintargo, there's some updates to things.

  • The Court of Coin has been replaced with the new Silver Council, however they're still powerful noble houses and wealthy power brokers. The Kings & Queens of Vyre support the Silver Council but aren't members -though I can see Manticce maybe being on it in her public face as a powerful businesswoman.
  • The Order of the Torrent has taken over Castle Kintargo rather than returning to Citadel Vaull.
  • The Temple of Asmodeus is being converted into the new seat of government.

Overall this is pretty interesting. It definitely suggests that the "official canon" Ravounel won't end up a democracy like Andoran or similar. It's still beholden to the nobility and landowners (though to be fair, the existence of the Board of Governors basically implied that anyway). Bainilus called herself "Domina", a title from the old Chelaxian empire, and while we know that the strix, aquatic elves and Vyre representatives all sit on a broader Council of Peers but their interactions tend to be fractious.

I definitely found this stuff helpful for building up stuff as I continue running my group through stuff. Also, we finally got NPC art for Chuko!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

There was mention that it's a misprint and it should be 20sp, rather than gold. I'll see if I can find the post.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

...Is that Damiel in the double-page art spread after the contents, fighting a clockwork dragon with Amri and Kyra? Just got my physical copy in the post and I was not expecting that.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Thirded. Phone says invalid file type.


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Hell's Rebels (so Ravounel, so right on Citadel Enferanc's region) has Ithanothaur, a CN mature adult umbral dragon (so CR 15) living in the North Plains on the Cheliax-Nidal border.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
blahpers wrote:
As you noted, protection from evil doesn't provide immunity to mind-affecting effects. Psychic inception doesn't interact with it at all.

But the spell description itself explictly states the target is immune to any new attempts to possess or exercise mental control over the target.

Since they're immune to charm and compulsion effects (which are, by definition, mind-affecting), and psychic inception allows the mesmerist to affect immune targets with their mind-affecting spells and abilities (albeit with a 50% chance of it actually working each round and having to stare at them the whole time), it does actually have at least some corralation.

Otherwise, this basically says that a 1st level spell with a duration in minutes per level can basically shut down an entire class.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

So, this has just come up in the game of Hell's Vengeance I'm running. One of the PCs is a mesmerist and I'm getting close to putting them up against the first character in a while who might actually have a chance of beating their Bluff checks.

The NPC's tactics in particular call out their use of Protection from Evil. And this is where I come to a stumbling block. I've read the FAQ on Protection from Evil (it blocks spells like charm, dominate, suggestion, etc) and the spell itself calls out immunity to such effects.

However, the mesmerist's first bold stare was psychic inception, and I could do with some advice on how the two would interact.

FAQ text and Stare Description here:

FAQ wrote:

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

Occult Adventures wrote:

Psychic Inception

The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.

My reading from this would be that things like Charm Person or Suggestion would only have a 50% chance of working each round. Would this be a correct reading?


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
zimmerwald1915 wrote:
physicist-pi wrote:
o, I'm still not 100% happy with these, but your thoughts so far?

I kind of love them. It's a nice touch using different handwritings for the various labels, even if some of the fonts are a touch hard to read. Makes it look like it's been through a wringer of censors, which I'm sure was the intent. The "official" town markers being sized proportional to population while the indigenats just want to make damn sure you know they're there is another good touch, though the writing of "Kitkasiticka" in the strix's red (not the town marker itself, just the writing) is kind of hard to see against the largely black background. Maybe use a yellow or light green if you can rationalize a pencil that would produce that color (pitchblende?).

Deepmar penal colony is left off the map entirely, though again I suspect that was intentional and gives it a gulag/secret city feel. Maybe add a marker for it on the second, edited map? Carmus is ever so slightly in the wrong place. The prevailing winds are northwest to southeast, and would blow into the main cove that is open to the northwest. It should sit on the southeastern shore of the smaller neighboring cove, just a smidge northwest of where it is now, for better harborage.

"Part of the Land of Nidal" rubs me the wrong way as a descriptor. You could just leave off the "Part of the" and it would work fine. Also, the "North Plains" label should probably straddle the border, as the geographic feature itself does.

"Ashford" is a name from A Song of Ice and Fire, and I would rather it not be. I suggested "Pickford" as a replacement a few posts ago.

Yeah, I'm already changing up the fonts, due to a player with dyslexia in my group, I'll shift Carmus a bit. The bit about "Part of the Land of Nidal" came from a map of Scotland from the 1600s I used as inspiration, but I definitely agree that it isn't really needed. Been shifting some of the stuff around as well, your thoughts on this one?


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

So, I'm still not 100% happy with these, but your thoughts so far?

First is this one which doesn't have Acisazi or Kitkasiticka marked on it.

Second is one after the aquatic elves and strix have made their thoughts known on how terrible these Chelish cartographers are, which can be found here.

Both are pretty big actually, so zoom in.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
zimmerwald1915 wrote:

Bother. I'd forgotten how URL tags worked on this board. These should work properly:

Ravounel, pre-Night of Ashes

Ravounel, post-revolution

Would you mind dreadfully if I used these and your musings on town names for a larger, "in-universe" map of Ravounel I've been working on for my campaign? This stuff has been so useful for fleshing out the region and really helped me as a GM, but since I'd probably be posting some stuff online, I'd rather check with you before doing so.



I'm excited about the new store, but it doesn't seem to be able to accept Apple Pay. I've tried three times and it keeps getting rejected


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I came across this video examining a late 19th century weapon that is a real-world version of the Dagger Pistol, and I thought I'd share it. :)


On the Official FAQ Page I can't get any of the book listings to "open up" so I can read the errata.

I noticed this last night on my old iPad mini, but figured it was likely a compatibility problem because it is running a very old iOS and using an old version of Safari. But just now I used my iPhone running iOS 18.5 and I've encountered the same problem.

So I think something is wrong with the page itself.

-----
Edit: I just noticed that the "opening" mechanism is working just fine for both devices on the PFS FAQ Page so the problem doesn't seem to be on my end.

-----
Edit: And while I was adding that last part the problem seems to have been fixed. Thank you!


The Palatine Detective archetype is Uncommon. Is there a way to take it in PFS? Perhaps by purchasing the Secondary Initiation boon for the Esoteric Order of the Palatine Eye?


The website is suddenly showing up as a thin strip in the left side of my screen rather than full-screen as usual.

I'm using an iPhone with the iOS 17.4.1.


There's a post in the Organized Play General Discussion forum that is doxxing someone (name, address, and pictures) apparently for the purpose of instigating real world harassment.

I flagged it, of course, but given the potential consequences, I thought I'd post here where I hope a mod will see it before next Monday.


Since the update yesterday, I haven't been able to use Archives of Nethys with Safari on my iPhone because the menu button doesn't do anything. (It is working in Chrome although each page loads very slowly.)

Is anyone else having this menu issue?


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I've put together a list of spells organized by trait for people who want to make personal staves.

Personal Staff Spell Traits

I thought it would be fun for people to post their designs for personal staves so that others can use them as models. I'll start with one of my own designs.


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As many of you know, I enjoy making lists and charts to help me plan out builds. Enough of them have proven useful to others that I decided to create a single thread to post them all. Currently they are all Google Docs.

I've made a page for quick reference. I'll expand it as I add more items.

Gisher's Goodies

Enjoy!


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I've added the Magus and Summoner to my Proficiency Tables.

Guide to Proficiency Bonuses (web version)

Guide to Proficiency Bonuses (Google Drive version)


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Background

Investigators have the Skillful Lessons feature.

APG, 59 wrote:
At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.

The CRB and APG both have tables showing the skill feats that use each skill so it's easy to figure out which ones you can take with Skillful Lessons.

But...

Archetypes can have feats that are selected in place of skill feats rather than in place of class feats.

CRB, p. 219 wrote:
Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above.

There is no chart listing which skill is associated with each of these feats.

-----

Question

I'm wondering whether Skillful Lessons can be used to select archetype feats with the Skill Trait, and I can see three possibilities.

1.) Skillful Lessons works with ALL of these feats.
The archetype "skill feats" aren't really skill feats and aren't associated with any particular skills. So the usual restrictions on Skillful Lessons don't apply, and you can use those skill feat slots to select any of the archetype "skill feats."

2.) Skillful Lessons works with NONE of these feats.
The archetype "skill feats" aren't really skill feats and aren't associated with any particular skills. So the requirements of Skillful Lessons can't be satisfied, and you can't use those skill feat slots to select any of the archetype "skill feats."

3.) Skillful Lessons works with SOME of these feats.
The archetype "skill feats" act just like all other skill feats, and you can only select the ones that meet the requirements from Skillful Lessons.

That last one could be difficult to implement without clarification. Sometimes the archetype feats give you a clue as to what the associated skill might be. For example, the Steel Skin feat from the Sentinel Archetype has "trained in Survival" as a prerequisite. While not definitive, that suggests that this is a Wis-based "skill feat." But the same archetype also has the Armor Specialist feat which doesn't mention any skills at all.

I'm hoping that I've missed a rule somewhere, but it's possible that this interaction never occurred to the developers. Any clarifications or analysis from the community would be appreciated.

Is it ALL, NONE, or SOME?


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I'm wondering whether your Familiar counts as your Bonded Item for the purpose of Call Bonded Item if you have the Improved Familiar Attunement Thesis.

CRB, p. wrote:

Improved Familiar Attunement

...
Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.

The prerequisite for Call Bonded Item is Arcane Bond. Does this altered version still qualify? It would be neat if you could call your Familiar to you anytime you want with a single action.


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A while back I put together a few charts to help me visualize the optimal progression for Alchemist Multiclass Archetype. The tables assume that you take the main feats at the earliest possible levels. I've updated them with the new items from the APG. Thought I'd post them in case anyone else could use them.


The APG mentions Homunculus Familiars in two places.

From the Familiar Master archetype:

APG, p. 174 wrote:
From the wise owl perched on the wizard’s shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist’s lab to the clever monkey that picks the lock of the thief’s cell, familiars have always served.

From the Familiars section:

APG, p. 146 wrote:

Poison Reservoir

Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally’s exposed weapon with a single Interact action. You must supply the poison and instill it into this 6 reservoir using two consecutive Interact actions. You must have a homunculus familiar to select this ability.

But as far as I can tell, neither the APG nor the Bestiary give any rules for making a homunculus into a familiar. Have I missed something from another source or does the APG give us a Familiar Ability that can't currently be used?


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Suddenly clicking on most product threads takes me to the Paizo Golem with this message.

Quote:
You’ve reached this page due to an error on paizo.com. The web team has been notified and are working to fix the issue.

I'm on an iPhone 11 and using Safari. It doesn't seem to be a problem in the other forums.


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I was having trouble visualizing the weapon proficiency progressions for the various classes, so I made up some tables. I thought I'd share them in case they can help others.

I made sure to include special cases like the Fighter's Chosen Weapon Group and the Deity's Favored Weapon options for clerics. I based the Unarmed Strike rules on the statements developers have made regarding the upcoming errata. There is some guessing involved so those might need some changes in the future.

Please let me know if you notice any errors or omissions. Enjoy!


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I've been playing around with using Wizard Dedication to make 'Eldritch Knight' builds and 'Arcane Trickster' builds, and I just noticed this fact about Magical Staves.

CRB,p. 592 wrote:
Staves are also staff weapons (page 280), included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities.

This got me thinking about the Shifting Rune which would let the Staff become any other one-handed melee weapon.

CRB, p. 585 wrote:
The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.

I can think of a lot of cool options for this. For example, a thief-based 'Arcane Trickster' might have a Staff of Abjuration and shift it into a rapier. That gives them a weapon that can take advantage of their Dexterity-based offensive abilities while also providing a range of defensive options like shield, feather fall, and resist energy. They could also turn the Staff into a dagger for easy storage or concealment.

Does anyone knows of any rule that would prevent the Staff's spellcasting powers from functioning while it is in an alternate form?


Despite new posts, this thread isn't showing up in the Rules Forum as a newly updated thread.


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For the last two days I haven't been able to load paizo.com through my iPhone, iPad, or Mac. I've just discovered that it loads if I turn wifi off and use LTE on my iPhone. I'm not having any difficulties with any other websites. Does anyone know of a potential fix for this?


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I’m working on a list of the different types of spellcasters available from Paizo. I’d appreciate it if anyone can help corrrect any errors or omissions. The list uses the following format:

Class: Magic Type (Casting Stat) - Prepared/Spontaneous (Max Spell Level)

If a class has options, like archetypes, which alter these elements, they are listed below the basic class information.

Link to updated Google Docs version.

------------------------------

Original List:
Arcanist: Arcane (Int) - Prepared (9th)

Bard: Arcane (Cha) - Spontaneous (6th)

Bloodrager: Arcane (Cha) - Spontaneous (4th)

Cleric: Divine (Wis) - Prepared (9th)

Druid: Divine (Wis) - Prepared (9th)

Fighter
-Child of Acavna and Amaznen Archetype: Arcane (Int) - Prepared (4th)

Hunter: Divine (Wis) - Spontaneous (6th)

Inquisitor: Divine (Wis) - Spontaneous (6th)
-Living Grimoire Archetype: Divine (Int) - Prepared (6th)

Investigator
-Psychic Detective Archetype: Psychic (Int) - Spontaneous (6th)
-Questioner Archetype: Arcane (Int) - Spontaneous (6th)

Magus: Arcane (Int) - Prepared (6th)
-Eldritch Scion Archetype: Arcane (Cha) - Spontaneous (6th)
-Mindblade Archetype: Psychic (Int) - Spontaneous (6th)

Medium: Psychic (Cha) - Spontaneous (4th)
-Archmage Spirit: Arcane (Cha) - Spontaneous (6th)
-Heirophant Spirit: Divine (Cha) - Spontaneous (6th)

Mesmerist: Psychic (Cha) - Spontaneous (6th)

Occultist: Psychic (Int) - Spontaneous (6th)
-Reliquarian Archetype: Divine (Int) - Spontaneous (6th)
-Silksworn Archetype: Arcane (Int) - Spontaneous (6th)

Oracle: Divine (Cha) - Spontaneous (9th)

Paladin: Divine (Cha) - Prepared (4th)

Psychic: Psychic (Int) - Spontaneous (9th)

Ranger: Divine (Wis) - Prepared (4th)

Shaman: Divine (Wis) - Prepared (9th)

Skald: Arcane (Cha) - Spontaneous (6th)

Sorcerer: Arcane (Cha) - Spontaneous (9th)
-Wildblooded Archetype (Empyreal Bloodline): Arcane (Wis) - Spontaneous (9th)
-Wildblooded Archetype (Sage Bloodline): Arcane (Int) - Spontaneous (9th)
-Psychic Bloodline: Psychic (Cha) - Spontaneous (9th)

Spiritualist: Psychic (Wis) - Spontaneous (6th)

Summoner: Arcane (Cha) - Spontaneous (6th)

Vigilante
-Cabalist Archetype: Arcane (Int) - Prepared (6th)
-Warlock Archetype: Arcane (Int) - Prepared (6th)
-Zealot Archetype: Divine (Wis) - Spontaneous (6th)

Warpriest: Divine (Wis) - Prepared (6th)

Witch: Arcane (Int) - Prepared (9th)

Wizard: Arcane (Int) - Prepared (9th)

Edited to add Google Docs version.


I'm experiencing an odd little glitch. If I'm reading a thread (say on page 1) and select the link to a later page (say page 5), the link acts like the 'next' link and moves me forward one page (page 2 in this case) rather than taking me to the page that I selected. I'm having the issue on all the threads that I've tried so far.


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Question

Does Arcane Strike add its damage to Rays which cause damage?

Overview

This has been discussed many times in these threads before without definitive resolution. But I believe that the Warlock's Mystic Bolt ability clarifies that Arcane Strike will work with Rays that cause damage.

Relevant Rules

CRB wrote:

Arcane Strike (Combat)

You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
FAQ wrote:

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?

Yes. (See also this FAQ item or a similar question about rays and weapon feats.)
For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.
FAQ wrote:

Weapon Specialization: Can you take Weapon Specialization (ray) or Improved Critical (ray) as feats? How about Weapon Specialization (bomb) or Improved Critical (bomb)?

All four of those are valid choices.
Note that Weapon Specialization (ray) only adds to hit point damage caused by a ray attack that would normally deal hit point damage; it doesn't increase ability score damage or drain (such as the Dexterity drain from polar ray), penalties to ability scores (such as from ray of enfeeblement) or drain, negative levels (such as from enervation), or other damage or penalties from rays.

Thread History

This question has been discussed many times before. Here is a sample of threads, going back as far as 2011, in which the topic has come up.

Weapon Focus & Arcane Strike
Does Arcane Strike work with Ray spells?
Arcane Strike and Ray Spells
Arcane Strike to Rays?
Scorching Ray and Arcane Strike / Weapon Spec.
Can I use arcane strike with acid splash?
Mythic Arcane Strike + Bane + Ray of Frost
Can Wind Wall deflects Rays?
Are rays weapons? and what about other "weapon" feats for them. halp

Arguments

I've seen two different arguments against Arcane Strike working with Rays. The first states that Arcane Strike only applies to weapons and Rays aren't weapons. But the FAQs clearly contradict this. I can't see any justification for this position.

The second argument is more significant. Arcane Strike states that "[a]s a swift action, you can imbue your weapons with a fraction of your power." For many people this means that the only weapons that are "charged up" are those in your possession when you perform the swift action. Rays are instantaneous, and so can't persist long enough to perform a swift action. Since Rays can't even exist while you activate Arcane Strike, this argument leads to the conclusion that, in practice, there is no way to apply Arcane Strike to a Ray even though they are treated as weapons. Inspire Courage works with Rays because the ability operates while the Ray is in existence, but Arcane Strike is over before you can make any Rays.

The counterargument is generally based on a different interpretation of the Arcane Strike description. In this view, the swift action isn't the only time window for "charging your weapons." Instead the sentence "[a]s a swift action, you can imbue your weapons with a fraction of your power" is interpreted to mean that it takes a swift action to grant yourself the ability to "charge up" your weapons. Under this interpretation, the next line "[f]or 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction" clarifies that any weapons you use that round, even if they weren't in your possession during the swift action, will gain those benefits. Under this model, Rays would get the increased damage so long as they are used during that round.

If you read through the threads listed above, you will see both of these positions asserted over and over again. There weren't any other rules that enable us to determine which is the correct model for understanding the way Arcane Strike works, so there was no way to resolve the issue. But now that Ultimate Intrigue has introduced the Warlock's Mystic Bolts ability, I believe the deadlock has been resolved.

UI wrote:

Mystic Bolts

...
Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt. The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.
...

So if you use Arcane Striker (which is just the Arcane Strike feat until 12th level), and then create a Mystic Bolt, the Bolt is affected by Arcane Strike even though it didn't exist during the swift action. The description makes it clear that Arcane Striker doesn't work with Mystic Bolts because of some special dispensation, but rather because it, like Arcane Strike itself, is one of those abilities that affects all weapon attacks. If Arcane Strike really only affects weapons that exist during the swift action, then it shouldn't work on Mystic Bolts. But it does work on Mystic Bolts, so it should also work on Rays.

Discuss or FAQ as you wish. :)


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After a few days of heavy traffic, I'm able to get back on the messageboards using my computer. But my iPhone still just shows the "Heavy Traffic" message with nothing listed below. I can access my account and view my old posts, and if I click on one of them I am able to view that particular thread.

Possibly Relevant Stuff: iPhone 5, Safari, iOS 9.2.1, AT&T


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I really enjoy being able to add enhancements to weapons using Spells, Magic Items, and Class Abilities. I've been keeping a list of methods for doing so, and I thought I would share it. This is my first attempt to publish a document using Google Docs, so please let me know if you experience and technical issues.

Temporary Enhancements to Manufactured Weapons