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So I'm attempting to build a Kinetic Knight (Dwarf), originally planning to stay with an Earth focus... but I'm finding that I'm running out of not just _decent_ infusions to take, but that there don't appear to be enough infusions to work with at all, as I can't take/use form infusions due to Kinetic Knight restrictions.

25 point buy, will be starting at L3.

Str 16, Dex 10, Con 18, Int 14, Wis 12, Cha 8

I need the Int to help provide the Knowledges(!) for the party of 3 (Human Desnan Warpriest, Human Destined Bloodrager and Me).

My L1 and L3 feats are Breadth of Experience and Cosmopolitan in order to support this focus, with Pushing Infusion and Kinetic Cover (prereq for shift earth later) selected so far.

Traits are also tied down with:Arodenite Historian, Forbidden Knowledge, and Guardian of the Forge to grant maximum breadth of knowledge, making my Knowledge (History) essentially also count for Planes, Arcana and Religion.

Any advice/thoughts about future feat selections and possible options for expanded elements and wild talents? Earth Climb and Earth Glide are Locked in for Levels 4 and 10, and Shift Earth at 8 - I'm otherwise open to suggestions.

I'd like to avoid water as an expanded element for various reasons but am otherwise open to anything that lends itself to a thematic and effective 'tough' & knowledgeable earth-based build. All Help is gratefully received.


I just purchased agents of evil, and thought that it's be useful to have a single place to list/discuss Rules Questions arising. Here's my Starter (I'm keen to play a NE Insinuator Antipaladin, and these questions came up whilst I was reading through the archetype):

Insinuator Antipaladin - Ambitious Bond
How does 'bonded weapon' function if I'm Neutral Evil and have invoked a True Neutral Outsider? May I add as my first special ability anything I please due to there being no appropriate 'Neutral' weapon special ability, or should I choose from any of Anarchic/Axiomatic/Unholy?

Outsider Servant
If the servant dies, do I still receive another servant the following day, or do I need to wait for 30 days as per the normal Antipaladin rules? If the 30-days applied, does that apply to all servants, or just for servants appropriate to that alignment? If so, are the death penalties 'to hit', etc. cumulative?


So: given that the bolt ace has been errataed into sensibility, I'm now starting to look at putting one together to play from Level 1.

I was hoping to eliminate penalties from firing when threatened at some point in the build, but can't seem to see a RAW way to do it:

Crossbow mastery only prevents AOO from loading (which the Bolt Ace already has via Vigilant loading), The 'Deft Shootist' feat applies only to firearms, and point-blank mastery requires weapon specialisation. Is there another feat that I'm missing that might help?

I'm also wondering if there are any simple ways to boost/gain grit that are floating around out there: seems like 2-3 points of grit is only a negligible amount in play - especially as I need to retain 1 for certain class features (such as vigilant loading) to work.

Any thoughts, help?


I'm currently GMing an adventure path, and my players have picked up a set of Ivory Goats (Figurines of Wondrous Power). The write of for 'The Goat of Travail' is a bit wonky, and I thought I'd check in here for thoughts/opinions/precedent before I make a ruling:

SRD wrote:
The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.

Nightmare Statistics Here

...So it doesn't seem like the nightmare stats are appropriate for the goat as written: I don't consider the 'Smoke' or 'Plane Shift' abilities appropriate, neither the flight speed, languages, type/subtype or some of the skills; Has anyone raised this before? Is there a commmon consensus on what 'statistics of a nightmare' mean before I retool this by hand?


Summary: Divine+Spontaneous caster = Regains spells how?

I'm currently playing an inquisitor, and noticed that nothing actually seems to state how the class recovers spells: should I assume akin to a sorceror (because it's a spontaneous caster), with 8 hrs rest and 15 mins concentration prep, or akin to a cleric (divine caster) where no rest is required, just an hour of prep at a specific time of day?

I'm sure that this question must have popped up somewhere before, but I can't seem to find the answer.

We can assume that an alchemist preps as a wizard (although this isn't specifically stated) - same goes for the witch (Familiar=Spellbook). Seems similarly safe to assume that Summoner = Oracle.

Similar question to inquisitor (I suppose) applies to oracle. Thoughts/References?


I've just noticed that the inquisitor doesn't appear to have an alignment-based restriction in the same way that clerics do.

e.g. They don't have any restriction such as the below (that I'm aware of):

SRD:Cleric - Chaotic, Evil, Good, and Lawful Spells wrote:

A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

This seems to indicate that (for an example) an Evil inquisitor can select and cast 'Protection From Evil' as a spell, despite it having the 'Good' descriptor. Am I missing something? If true, this also makes the Inquisitor Infiltrator Archetype 'Forbidden Lore' ability pointless...

SRD: Infiltrator - Forbidden Lore wrote:


While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

This ability replaces track.

Is this right, or have I just missed a reference somewhere?


2 people marked this as FAQ candidate.

Think I'm missing something somewhere: I've a druid due to gain the ability to change into an Earth Elemental shortly, and I noticed that the rules are based upon 'Elemental Body', granting access to earth glide >>>

Earth Glide (Ex)
When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.(snip)

...Except that elemental body never grants a caster/wildshaper the burrow speed of an earth elemental, meaning that earth glide doesn't work (unless I can source a burrow speed from a spell!) as I can't burrow.

I'm sure that this isn't RAI - has it never come up before, or am I missing something obvious in the RAW.