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Onto what Kudaku said about Tippyville/Tippyverse, any campaign world would naturally run in that direction if it took magic seriously as a way to run a nation.

However I generally speculate that such a nation or world will have its citizens be eventually as lazy as the bees near the end of "Bee Movie" resting by a pool as the mages engage in Cold War. Eventually everyone would get bored engaging in such ways and revert back to functioning as low fantasy town.

Either that or the king executes anyone who comes up with ideas like practical uses for Teleportation Circles or Create Food and Water traps.


Change was not needed, it was fine the way it was before

I agree with everything that Scavion and and Stark_ have mentioned in the 2nd and 3rd posts of this thread. I also heavily agree with what Bardic Dave said in the 7th post.

Bardic Dave wrote:


I should point out that you can't take Attacks of Opportunity while taking total defense, so as written the second part of Crane Riposte doesn't even work anymore.

I hate to say it, but Paizo has a pretty long record of missing stuff like this and accidentally writing rules that don't work / are completely useless.

Also, why is it that melee cannot have nice things? So what if a Master of Many Styles Monk can have both Crane Wing and Deflect Arrows by level 2? Monks (and any other character who decides to pick up these feats the hard way) should be threatening when you face them head on, even if there's an army of them!


Gregory Connolly wrote:
You can hold more metamagic rods and still cast.

Alchemists don't cast magic despite the fact that their method of employing their formulae is "comparable" to casting.

On the other hand, the alchemist could have a light weapon, a two-handed reach weapon, and an open hand for grabbing formulae. This would basically be good for a neat AoO build. First turn draw your two weapons with Quick Draw as you take your move action to get closer to your target(s) and then use your standard action to drink an Enlarge Person formulae since drinking a formulae is just like drinking a potion (meaning that the casting time for any spell doesn't matter since drinking a potion is always a standard action).


I do understand that barbarians can only choose one totem, but what if we allowed the barbarian to instead have one totem in effect during a period of rage? Basically letting them choose multiple totem rage powers but only letting one totem take effect during a rage. IMO, I don't think that would break theme or game balance and giving a non-caster more utility this way would make the character decent at something that isn't just battle. Thoughts?


Should I assume the Open Pit patch works like a permanent Create Pit spell? It doesn't say say but I'm assuming this how the patch was intended to work despite not mentioning the spell.

It would then otherwise would be logical to think that using the patch on any surface, horizontal in relation to gravity or not, would then literally destroy matter in the void that it has created. Possibly including creatures.


Well this question was more about being a Hag. What defines a creature as a Hag? It's certainly not creature type so it is by name? What if a player decided to name their character Hag? Does that count? It's not their blood since that's an Accursed Bloodline Sorcerer. Their physique perhaps? Are there other ways to start a Coven without being a Hag from the Bestiary?


I understand that when a creature is under the influence of a polymorph spell they take on the form of the creature they wish to look like and don't change their actual creature type or anything stats beyond what the polymorph spell says you get.

But what I want to know is if it actually changes the name of the form you are taking on. Like if you take on the form of a Hag are you actually a Hag creature despite not being a Monstrous Humanoid?


Necro because I had the same question as the thread starter and I didn't see any other threads related to this question when I searched for it.


Majuba wrote:
The Coven hex use of aid another does not require a roll. However, since it only lasts 1 round, it wouldn't help on item crafting. There only a few reasons why a witch couldn't use Aid Another on the actual crafting check (requirement to "be able to make the check" themselves) - that would generally be more beneficial, unless a single caster level boost would meet the requirement.

But the thing is they're not making a Crafting check, and they're not using Aid Another as a skill check either. Aid Another doesn't apply to just skill checks as it also works for boosting an attack roll or AC against one attack. They're just boosting caster level. I just want to know if this would get around the special requirement for crafting Magic Weapons, Shields, and Armor without increasing the DC to craft it by 5. So I'd imagine making a Flaming weapon (CL 10) with a Witch at level 6 would take 6 hags/witches: 1 to craft it, and 5 to do the Aid Another action as 1 caster level boost would drop as soon as it reached another hag's/witch's turn.


It never explicitly says take you can't take 10 while using the Aid Another action. You obviously can't take 10 while in battle and for Skill checks as it explicitly says that. So by that logic, can a Witch with the Coven Hex boost another hag's caster level by 1 (accumulative for each hag using Aid Another for this purpose) to help that hag qualify for crafting Magic Weapons, Armor, and Shields of a higher level than normal?


2 people marked this as FAQ candidate.

Why is it that an Animal Companion that emulates an animal with a swim speed but not a land speed not subtyped as aquatic or amphibious?

Should I assume that creatures like the Manta Ray and Seahorse are just major failures by RAW as Animal Companions?

I do realize some creatures with a swim speed have the appropriate subtypes like Giant Crabs and Archelon but by RAW creatures with a swim speed don't automatically breathe in water. The Animal Companion description does not address this. Please don't tell me I have to get Evolved Familiar just to have my Seahorse Animal Companion breath in water like the rest of its kin. That I didn't find anything on the FAQs about this so I hope this question does get FAQ'd.


Can any of these caster level feats apply to crafting magic items? Like can you make certain weapons and armor much earlier than normal?


Kolokotroni wrote:
I dont see a problem with it. No caster is running away with the game in an E6 game. I think the early entry tricks make the mystic theurge actually worth something instead of being pointless, and that it isnt going to be an issue in any game least of all an E6 game.

Cool thanks, that's what I figured.


I know Mystic Theurges aren't considered good to play normally. But in E6 with the early entry tricks, the player can raise two casting classes by only sacrificing only one level for one of them. Tieflings can get Divine casting at CL 5 with 3rd level spells and Arcane casting at CL 3 with 2nd level spells; but not vice versa. In some E6 campaigns, as well as mine since I'm DMing it, such players won't be able to benefit from monoclass feats. It's that part that I think is balanced. They're no artificers but I just was just curious what other people thought.
Should I allow such a thing to happen?


From what I understand Weird Words does apply against DR as it says in the FAQs. Whether or not Weird Words must be applied against one or many creatures, I've heard that the ranged touch attacks can be applied against multiple creatures and can be done on the same creature more than once (but don't quote me on this). One thing I don't think has ever been answered properly is how Weird Words works with Conductive ranged weapons. Does the application of the weapon hitting resolve all the ranged touch attacks from Weird Words or does it only count as one of the ranged touch attacks hitting?


The Silver Prince wrote:
Gentle repose spell or two illusion spells centered on the undead (Perfume is a must as well!) and disguise yourself and the undead as part of a silent order of priests or monks! That should hold you over until you can get intelligent undead.

Never thought about that, thanks.

Mapleswitch wrote:
You are a barrel merchant. When you need to move undead, stuff them into a barrel, roll them onto your cart and go.

Your idea is great, and it gave me inspiration for something similar. How about the necromancer poses as a carriage driver with undead inside; tinting the windows and keeping the doors locked by a simple door baracade from the inside with no way to open it from the outside in the first place. When trouble arises, the necromancer tells the undead inside to lift the baracade. After that happens the necromancer uses the cantrip open/close and undead spew out from the carriage like clowns from a car.


The influence of magic over the universe depends on how prominent you want casters of certain levels to be. By allowing wizards with 4th level spells to be common then you got things like Dimension Door, Scrying, Contagion, Enervation to deal with; and those were just 4th level.
At the moment, I'm making a world that follows the rules for an E6 campaign. If you want a world that is comparable to Lord of the Rings, look up E6 threads.
If you want a world with crazy magic, I suggest you cap the level of casters in the world at level 12ish like they do in Pathfinder Society. At level 11 Wizards have access to Planar Binding, letting them bind Efreeti who have Wish as a spell-like ability. But if anything, never let casters go beyond level 14, especially Wizards. I forgot exactly what 8th level spell they use that makes them completely busted at that point, but most campaigns I've heard of are completed by level 15 anyways.


Does anyone know the range for the ranged touch attack from the Beheaded undead's Belching Variant? Should I assume that the range would be as a thrown weapon, with range increments?


Yes, I know "subtle" is the last thing you'd ever describe a necromancer as unless they depended on creating undead on the battlefield with the wordspell Undeath. I'm trying to figure out a way to disguise undead minions so they can be around a necromancer without any social backlashing from the general public. I first thought about it using multiple Hats of Disguise but I don't think it's possible because the user needs to have an Intelligence to imagine what their disguise should look like.
I then thought about using only Beheaded undead minions as they can be Small or Tiny. I figured for a female necromancer she could hide four Tiny Beheaded underneath some loose clothes (two in front of the breasts and two on her bum) while wearing a Hat of Disguise to make it look like she's wearing a wire-frame dress made for medieval royalty. But then she wouldn't be controlling the maximum amount of undead when doing so (and the caster would take up space in an odd way).
Suggestions, comments? What say you?


I figured this definitely can't be done with two-handed weapons, but what if a caster is using one hand to cast for the somatic component to cast a spell that takes 1 round, and the other hand with a melee weapon letting him take attacks of opportunities? I figured this would be using if some other caster decides to cast a touch spell right in front of him/her (not casting defensively for whatever reason) or if someone decided to ranged attack right next to him/her. Does this work?


I'm not entirely sure how racial abilities are adjusted when a template like vampire is applied. I know if a Human is given that sort of adjustment it hardly applies and I can't really tell by looking at the monster table. From race, what is lost from templates that change race? Like does it include racial modifiers and abilities? Does it make a difference if the template includes the augmented subtype to the race like it does for vampires?


I know at the current time Dreamscarred Press isn't done with Path of War (3.5's Tome of Battle for Pathfinder) and this particular thread question should belong on their boards. However, I didn't want to post it up there because I didn't want them to worry about balancing their mechanics for the sake of a popular set of homebrew rules. But for anyone who understands the Martial Maneuver mechanic (in either PoW or ToB) and the versatility it gives non-caster builds, I have this question:

Are the base classes from PoW(/ToB) strong enough to keep up with wizards and clerics casting 4th level spells if they are in an e8 campaign? In other words, are they not completely overshadowed classes despite the party being able to possibly cover all role-playing and combat roles needed by level 6 with epic feats?

The type of campaign I want to run is one that is not as gritty as e6 inherently is but crazy enough to introduce creatures stronger than CR 12 and maybe even mythic rules. An anime style campaign to be more frank. Which leads me to this other question:

How do I factor in mythic feats alongside with epic feats?

I understand in normal e6 the approximate cap for the number feats able to interact with one another in one encounter is 20ish. Thus, letting the players be treated as if they were CR 10 creatures individually (or a party of 4 as APL 10) given that they are properly geared.

Link to Dreamscarred Press's thread on Path of War
Thoughts?


So in other words I exchange out the abilities that make bards great skill monkeys and the use of bardic performance for crowd control. In return I get to become a mobility fighter and still have the option to be the iconic buff bard that I'm expected to be. Dervish Dancers were a lot better than I thought, thanks.


From what I understand from RAW, Battle Dance doesn't outright say that it replaces Bardic Performance despite being treated like it. I know I know, most people say it does replace it considering the language and intent the description uses, but I want to know why that's the case if I'm wrong.


Use Mythic Rules
you can find them on the PRD


Is it possible for a Witch to learn her patron spells other than by acquiring them through their class? From what I understand a Witch's selected patron spells are included on her spell list but when exactly that happens is what I'm confused about. Is it when she gets them through the class at the appropriate levels or are they always a part of her spell list once she selects her patron?
If it's the latter that would be great because then the Witch can acquire her patron spells by feeding scrolls of them to her familiar, which would help if she was prestige classing.