But does Blood of Deflection replace all damage reduction, or just the damage reduction gained at 7th level? Since the ability doesn't improve (aside from gaining access to higher level spells to sacrifice), would you still gain damage reduction at 10th, 13th, 16th, and 19th level and just be overall down one point of damage reduction in exchange for this ability? Or do you lose all damage reduction throughout the development of the character?
The wording of that 'boon' is also strange. It seems like the players at the table should be given the option of dividing the cost of a single Scroll of Teleport amongst all of the players at the table, but the way it's worded, everyone is getting charged the full amount (each). Anyway, if anyone does know of a scenario that has a Scroll of Teleport on the Chronicle sheet (that can be played by a 6th-level character or lower), please let me know so that I can look at running that next. Thanks.
Kevin Willis wrote:
Yeah, I can see both sides of the argument. In every other instance where something gives you a bonus to caster level, it applies this way, but this is the only instance where it specifically calls out duration, which might mean it applies only to the mechanics of the spell, such as range and damage dice. It's hard to say, but assuming that it also applies to caster level checks like every other bonus to caster level that I've seen in the game does seems simpler.
Kevin Willis wrote:
Spoiler: The Ruby Phoenix Tournament
I have a question about the Signature Spell reward that appears on one of my Chronicle sheets. It reads as follows: Signature Spell: Choose one spell you can cast at the time of receiving this boon; you cast his spell as if you were a caster 2 levels higher when determining duration and level-based variables. Based on what's written here, does casting as 2 levels higher only apply to the mechanics of the spell, such as range and damage dice, or does it also apply to caster level for purposes of overcoming spell resistance? What spell I choose to apply it to will depend on how this works. Thanks.
According to the druid's animal companion table, a wolf advances to become Large size at 7th level so it seems like it should be possible since it would become an appropriate size. If not, would it become possible if I took the Undersized Mount feat from the Advanced Class Guide? Or is that feat inapplicable to Cavaliers and Samurai for some reason? Sorry, I'm just very confused about how mounts work in PFS and what the actual available options are. I just think a wolf would be slightly more cool than a camel or horse. Please advise, and if possible, cite appropriate sources. Thanks.
Imbicatus wrote: If you make Unarmed strike an operative weapon, the only class that has any use for it at all is the operative, because you are reducing specialization damage to 1/2 level. Any character can use their DEX instead of STR when wielding weapons with the Operative property, not just Operatives.
Can we please update the Improved Unarmed Strike feat so that it includes giving unarmed strikes the "Operative" property? So that Operatives can use the trick attack class feature with them and others can use their DEX for attack rolls with them? It just makes sense and seems like something that was overlooked and unintentional. Thoughts?
Starglim wrote:
This seems more likely since it wouldn't make sense for the fifth star to require fewer scenarios for replay than previous stars. I guess I'll go with this.
For this divine fighting technique, how would crit damage be resolved? It says that you don't apply ability modifier damage on a hit and instead apply that as bleed damage. The only fair thing to do on a crit would seem to be to apply the crit multiplier to the bleed damage. Also, is this bleed damage only for 1 round or continuous until it is healed? Just looking for clarification. Thanks. Quote:
Kevin Willis wrote: Campaign Clarifications Document Ah. I think my interpretation makes more sense, but thanks! Good to know. Need to bookmark that page.
Thomas Hutchins wrote:
Hmm... could you link me to this clarification document. It sounds more like both apply, with alignment being more restrictive if you don't have a patron deity and less-restrictive (within one step) if you do, but either way, you have access to both sets of divine fighting techniques, depending on your alignment and/or patron deity. It also seems like having a patron deity should lock you out of being able to take any other deity's divine fighting technique, even if your alignment matches exactly.
Has there been any kind of update regarding the Divine Fighting Technique feat? It appears in both the Weapon Master's Handbook and Divine Anthology, but each time with slightly different prerequisites. Does the description in Divine Anthology overrule the one in Weapon Master's Handbook since it came out later? Or does the description in Divine Anthology only apply to the divine fighting techniques listed in that book, and the description in Weapon Master's Handbook apply only to the divine fighting techniques in that book? Without further word from Paizo, it seems like the latter ruling seems to be what needs to apply. Thoughts? Feat Prerequisite in Weapon Master's Handbook: Same alignment as chosen deity. Feat Prerequisite in Divine Anthology: Must worship a single patron deity that has an established divine fighting technique.
It should probably be noted that the "jump to safety" language was actually added in a later update so we sort of have to consider it more significantly than we have been so far in terms of intent. original line wrote: Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. updated line wrote: Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space.
Diego Rossi wrote:
Agreed. I wish it was more specific, but this spell does already take away a save that is normally allowed, specifically for Bull Rush maneuvers into the pit. Normally, forced movement into a hazard will always allow a save to avoid it, but this spell specifically disallows such a save so apparently, you aren't always entitled to a save against effects that allow it when it comes to this spell. Hence the continuing confusion.
skizzerz wrote:
I'd like to think that this explains it. I hadn't noticed the specific "jump to safety" language before, but this would seem to indicate that you wouldn't get a Reflex save. While the floor is there, you're stuck to it so you can't jump away. The instant the floor disappears, the floor is no longer there so you're not stuck, but you also have no surface off of which to attempt to jump. Unfortunately, that's simple physics, and time and again, it has been proven that science does not work in D&D.
I'm specifically wondering how this would work for a Pathfinder Society character, but this would be good to know in general for Pathfinder games. Anyway, I've taken an interest in the various pit spells from the conjuration school, such as Create Pit, Spiked Pit, and Acid Pit. Normally, this allows for a Reflex save to avoid falling into the pit, but would creatures who have already failed their Reflex saves vs. a tanglefoot bag still get this save? A creature that fails such a save is stuck to the ground in a particular spot so it seems like they wouldn't get a save if a pit spell was cast to appear directly beneath where they happen to be stuck in place. In a home game, I would probably rule that they wouldn't get a save against the pit spell, but for RAW, how would this work? Thanks.
I agree that it shouldn't, but the example cited in Beyond Morality seems to suggest otherwise. Magic Circle against Evil has a duration so it seems to suggest that if another alignment spell, such as Unholy Blight, while I'm being affected by someone else's Magic Circle against Evil, I have to choose what alignment I'm going to be at that time. Meh. It's just very confusing. Not trying to get away with anything, just looking for a clear RAW interpretation.
I play with an actual Harrow deck so when I cast the spell, I play the card when I use its associated bonus. Makes sense to me since the deck is the focus for casting the spell, but maybe that's why this had me thinking that you choose your alignment each time you apply a bonus since that's when it affects you? What you've laid out is what I would do to determine what the accumulated penalties would be for that casting since that's determined at the time of casting and applies throughout the duration, but for bonuses, you would get to choose again when you decide to use that bonus? I'm concerned because the duration of this spell is in days. Based on the spell description, and using your example, if I picked LG, then I would be stuck treating myself as LG for the entire duration of the spell, such that I would be unable to shift it if someone cast Chaos Hammer at me during this time since I can only have one alignment at a time when simultaneously under the effect of multiple spells. To use another example, what happens if someone casts Detect Evil on me, and I choose to detect as evil for purposes of bluffing or something? Detect Evil has a duration so can I no longer choose until the duration of that spell ends? This seems like an unworkable limitation.
I'm not sure how these two things interact with one another. Do you pick 9 cards and decide what alignment to be treated as after the spell is cast or do you choose when you use each given bonus? Or does this spell somehow not let you choose? I couldn't find any existing threads on this subject. How should this combination work? Beyond Morality: Spoiler:
Beyond Morality: As long as you are neutral, you may choose to be treated as the most favorable alignment when affected by spells whose effects vary based on alignment (such as holy word). If you are neutral in relation to evil and good, you may choose to be treated as good or evil. If you are neutral in relation to chaos and law, you may choose to be treated as lawful or chaotic. You may only choose to be treated as one alignment type along a single axis at a time (for instance, if you were within the area of both a magic circle against evil spell and an unholy blight spell, you would have to choose to be either evil, good, or neutral for the purpose of determining the spells' effects). Harrowing: Spoiler: School divination; Level bard 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time 10 minutes Components V, S, F (a Harrow deck) Range touch Target one creature Duration 1 day/level or until fulfilled You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, “hunting down the pirate king,” or “traveling to Viperwall to search for a magic sword”) that the target of the spell intends to undertake at some point during the spell’s duration. If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards. Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card’s alignment matches the target creature’s alignment. If the card and target’s alignments are identical, that card provides a +2 luck bonus on the associated suit’s check. If the card and target’s alignments are of the opposite alignment (see below), the card inflicts a –1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit’s check. While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can “spend” at any time to modify that card’s associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack. Once you spend all of the bonuses granted by a harrowing, or once the spell’s duration ends, the spell ends and the penalties are removed. A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails.
Just wasn't sure if there was a FAQ or something about focus items counting as magic item slots. The spell description is weird. It gives a specific example about how invisibility can foil see invisibility with the benefit of this spell, but then goes on to say that the mask cannot be hidden in any way from creatures that observe the target. Sort of self-contradictory.
The Mask from Divination spell from Arcane Anthology has a mask as a focus component. According to the spell, this mask cannot be removed from the target's face by physical force or hidden in any way from creatures that observe the target. Would this prevent the target from also wearing a head slot magic item? Quote:
Is it required to be that explicit? If he can prepare it, he can also use Scribe Scroll to prepare a scroll of whatever domain spell he's prepared for that day. Makes little sense to me that the wizard couldn't cast from a scroll that he prepared himself. At least for spell completion, it seems like a wizard can cast from a scroll if the wizard can cast the spell. Quote:
There's a new arcane discovery in the Magic Tactics Toolbox that allows you to prepare one spell from the list of domain spells for a domain of your deity per day as follows: Quote: Benefit: Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell's actual level. This is cast as a divine spell. Would taking this arcane discovery add the domain spells of that domain to your class list of spells for purposes of using spell completion and spell trigger items like scrolls and wands? For example, would taking Faith Magic for the Healing Domain allow a wizard to use a Wand of Cure Critical Wounds or a Scroll of Breath of Life?
You can use a weapon larger or smaller than your size category, but you take a -2 attack penalty per size category difference. It's the same as the penalty applied to the oversized greatsword wielded by the pre-gen barbarian, and in the case of the scythe, will increase the damage from 2d4 to 2d6 as stated in the Core Rulebook. I don't really care about the additional damage so much as the opportunity to roll d6s instead of d4s. I've crit enough times that rolling that many d4s has become onerous (some of them are read from the top of the die, others from the bottom, etc.). I don't have that many d4s whereas I already have more than enough d6s.
I just want to make sure I'm doing the math right. A large scythe will cost double the price of a medium scythe (2 x 18gp = 36gp), and you add +3000gp to the cost of an adamantine weapon, so an oversized large adamantine scythe will cost 3036gp total. It's already considered masterwork for being adamantine so I don't have to pay the 300gp that normally costs. And I believe you only have to add in the +3000gp cost for adamantine once, not twice (which would be +6000gp). Even though it's an oversized weapon, you only double the cost of the base weapon itself. Is that correct? Also, I'm not aware of any rule barring oversized weapons from being legal in CORE. This will be a hefty purchase so I just want to be sure. Thanks.
The Amulet of the Blooded (Aberrant) can increase the reach of melee touch attacks by 5 feet. The 3rd-level Ectoplasm bloodline power does the same thing. As such, would the two effects complement each other to provide a reach of 15 feet for melee touch attacks? I'm just not sure if the two effects would stack or not. Thanks. Amulet of the Blooded (Aberrant): This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). When making a melee touch attack, the wearer's reach increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item, blur, enlarge person. Ectoplasmic Reach (Su): At 3rd level, you can exude small tendrils of ectoplasm that can be used to make melee touch attacks as part of a spell with a range of touch. You can make melee touch attacks as if you had an additional 5 feet of reach. You must have a free hand with which to direct the ectoplasm.
Steven Schopmeyer wrote: Free items from class features or prestige are worth 0 gold for purposes of reselling. Ah, okay. It was weird because there was specific language about the starting gun for the gunslinger being worthless if sold since it was battered, etc. Didn't realize there was a general rule about it since it hasn't come up for me before.
The change to the Bolt Ace archetype for the Gunslinger includes starting with a masterwork crossbow of the player's choice, and they start out proficient with all crossbows now. Also, there is no language specifying that you can't sell the free masterwork crossbow so theoretically, you could start with a masterwork repeating hand crossbow, which costs 1100 gp, and sell it for 550 gp. Seems like this probably wasn't intended to work this way, but as written in the errata, this appears to be the case.
I'm just wondering if there are different rules for this. I know during a regular session, you can scribe spells from other wizards at the same table during the play of a scenario. However, during a special, there are multiple tables with groups of different levels all participating in the same mass event with the results at each table contributing to the overall effort. As such, when participating in a special, can you scribe wizard spells only from another wizard at the same table as you? Or can you scribe from another wizard at any table participating in the same special as you? Thanks.
I didn't see the Blood Reservoir of Physical Prowess on this list. Not an amazing item, but it would give you a better chance of surviving until someone can heal you for one round when at single digit hit points or staggered. Burn all four charges on the item to gain a +8 inherent bonus to Constitution for one round, granting you an extra 4 hit points per level and the ability to withstand losing 8 more hit points until you're at negative your Constitution. At 2000 gp, cheap and slotless for when you really need it.
Being completely honest, I have one CORE character because I want to be able to play, but I have almost no interest in the CORE campaign. Those limitations are just something I've already had to suffer through with Living Greyhawk. Been there, done that, except with scenarios I've already played so nothing new here. Anyway, I don't think enough people will be playing CORE events or have multiple CORE characters to make the potential exploit you mention a significant danger yet. There are certain regular nights of the week when PFS is played locally at my local gaming shop, and I just want to be able to go and play, and this change would help make that possible. Not an ideal solution, but workable.
As one of those players who is running out of scenarios that he can still play, I can appreciate the reasons behind starting CORE. It gives me an additional option when there's nothing regular available that I can still play, but filling out tables with the legal minimum number of tables is still a problem a lot of the time. Anyway, I had an idea. What do people think about making scenarios replayable with pre-gens all the time? No single character would be able to have the same scenario applied to it more than once, but as long as you're playing with a pre-gen, why not allow a scenario to be played over and over again as long as it gets applied to a character who hasn't benefited from it yet? And as an extension of this, why not allow any scenario that has been played with a CORE pre-gen be applied to either a CORE or non-CORE character who hasn't had that scenario applied yet, regardless of which version of the scenario had been being played. As I see it, this would make it so that more people can participate in and either fill out or balance tables more effectively while keeping CORE simple to run for new GMs and allow players more options for advancing new characters in the non-CORE game. Thoughts? Please discuss.
The Eldritch Heritage chain of feats is supposed to give you Sorcerer Bloodline powers as if you were a Sorcerer of your actual level -2. So for example, if you took this feat as a 9th-level Wizard for the Arcane bloodline, you could also gain a familiar with the powers of a 7th-level Wizard through the Sorcerer bloodline. Does that mean your familiar would have its powers calculated as if you were a 16th-level caster? Thoughts? You're not actually multiclassing, and the ability isn't supposed to grant you access to both a familiar and a bonded object so I can't see any other possible benefit to taking Eldritch Heritage (Arcane) if you belong to a class that already grants familiars.
Just a dumb question about a situation I haven't encountered before. I was playing a 9th-level bard in an encounter with an advanced Wight. Most of my bard powers were useless against something immune to mind-affecting so I decided to use my new Inspire Greatness bardic performance to help buff my melee ally before he got in the Wight's face. Would the temporary hit dice from the Inspire Greatness effect get drained first when encountering level draining effects? There's nothing in the description of the ability to say that it would, but they are supposed to be the equivalent of extra hit dice so it seems like it might. Just looking for clarification, thanks.
I was thinking about picking up the Delayed Bomb discovery on my alchemist. He has max ranks in Sleight of Hand anyway so I was wondering if it would be possible to use Sleight of Hand to place delayed bombs on enemies while an Invisibility extract was active? It seems to me that it would be possible to do this without negating the Invisibility as long as my Sleight of Hand check beats the target's Perception check to notice. Is this workable, or am I interpreting the rules incorrectly? Also, is it still possible to use Precise Bombs with Delayed Bombs? There's nothing in the rules against it, but it seems like it shouldn't work since people may have moved around after the bomb has been planted? Thanks in advance for any clarification you can offer. EDIT: I recognize that this will probably be less effective than just throwing the bombs although it might be easier to get a successful Sleight of Hand check than a successful touch attack. Not sure. Just think this might be fun for flavor.
I'm playing a rogue that's somewhat reliant on Offensive Defense to avoid getting hit in melee. I'm looking for more sneak attack dice so I can increase my dodge bonus to AC on targets I use sneak attack against. I also use Sap Adept and Sap Mastery so it may even count as 2d6 nonlethal, depending on how my GM rules it.
I was also thinking about taking the Alignment Channel and Elemental Channel feats. If I take those, does it mean I can choose to either heal/harm elementals or outsiders or would that be dictated by whether I channel positive or negative energy, such that I could only heal with positive energy and only harm with negative energy? Just looking for clarification. Thanks.
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