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The 2nd level swashbuckler dedication feat gives the ability to gain Panache. From what I can see a character gains no benefit from having Panache until they take another feat from the dedication at a higher level. Is my understanding of the rules correct?


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Book of the Dead makes numerous references to: alignment; positive and negative energy, the necromancy school, none of which are in the game now. Also it references multiple spells that have been renamed or are not in the player core at all.
Examples from the Hallow Necromancer Archetype of things that would need removed/changed
The requirements of good alignment and able to cast at least 1 Necromancy spell.
The Hallowed Initiate can grant call the grave which is not in Player Core.
One of its feats adds chill touch, death ward, disrupt undead, disrupting weapons, holy cascade, magic stone, and sunburst.
Of which only Sunburst is in player core under those names.
Chill Touch, Disrupt Undead and Disrupting Weapons all have different names and Death Ward, Holy Cascade and Magic Stone.


Is there going to be an errata to for Book of the dead to make it Remaster Compatible?


I think you are right hopefully it is covered in a future errata.


By my understanding of the Crafting rules on page 236 & 237 of player core a formula is not required to craft an item. (Unless the item is uncommon or rarer and you do not otherwise have access to it).

However my reading of the "The Etching Process" section on page 225 of GM core indicates that a Formula is necessary to craft a rune.

Is rune crafting an exception to the general crafting rule that a formula is not required to craft an item?


There is not a lot of information on Ayrzul's Blight in Rage of Elements or if there is I can't find it. Is there anymore information about it anywhere else?


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I am planing a villain for my PCs to go against they are a Druid who hates civilization believes it to be a perversion of the natural order that makes people weak. There goal is to destroy buildings and other infrastructure they don't mind killing people in the process but killing people is not their goal. I want the druid to be of a level where they are an appropriate level to be a challenge for the party to take on without being unbeatable.
What spells or the like available to druids could I have them use to accomplish their goal?
I would aprecaite both high and low level spells or the like.


1)It is possible to have a ghost eidolon, companion or familiar.

2) A PC might encounter a friendly ghost or the like and it the PC is able to lend the ghost such an item it might help the ghost help them and/or communicate


What would you price it at?


Please tell me if you can see any issues with this home-brew does it existence potentially cause problems, is it's level and cost correct

Ghost Touchable - Accessory Rune 2
MAGICAL TRANSMUTATION
Price 30gp
UsageEtched onto non weapon, non armor item
An item with this rune can held, touched and used by both corporal and incorporeal creatures.
For example an ink pen with this rune could be used by an incorporeal creature to write, draw or anything else an ink pen could normally be used for.
This rune does not affect the items effectiveness when used as an improvised weapon against an incorporeal creature


How do 10th spell slots work with features such as the adjustments made by the Wellspring mage Class Archetype that reduce spells per day by 1?
No Class gets more than 1 10th level spell slot with out taking a feat and the adjustment says "Reduce your number of spell slots of each spell level by 1." does this mean that a Wellspring Mage cannot cast 10th level spells at all without the feat that would grant them a second slot?


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The feast Armor Assist with a skill check allows you to half the amount of time it takes you or an ally to don armor. However as it takes 1 minute to don light armor and 5 minutes to don heavy or medium armor, so armor assist can reduce that to 30 seconds (5 rounds) and 2.5 minutes respectively.
I can't see the time saved making a difference outside of combat and in combat it still takes to long to be a real option


The feat Tattoo Artist says "When you select this feat you gain the formulas for four common magical tattoos of 2nd level or lower."

If there are any common magical tattoos of 2nd level or lower I can't find them.


If a Magus was Crafting an item that requires a spell of a level of slots they no longer have could the use they prepare the spell in the slots they do have to meet the crafting requirements.
For example could a 5th level Magus who has Magic Missile in there spell book prepare the spell in one of their 2nd level slots and cast it to satisfy the requirements to craft a 1st level scroll of Magic Missile?


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Crafting any item requires a recipe. So if a character wants to craft a Personal Staff (page 166 of Secrets of Magic) unless someone in the game world has crafted the same Personal Staff before and the character can get the recipe which seams unlikely then the character would need the inventor feat or the help of someone with the inventor feat in order to get the recipe?

Is my understanding of the rules correct?


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The sidebar Summoning Spells on page 73 of SoM says
"When the Master Summoner, Ostentatious Arrival, and Legendary Summoner feats refer to summoning spells, they mean spells that conjure a creature with the summoned trait. The spells that qualify from the Core Rulebook and this book are summon anarch, summon animal, summon axiom, summon elemental summon entity, summon fey, summon fiend, summon lesser servitor, and summon plant or fungus. Your GM might add other spells from future books that work like these spells."

The spells Summon Celestial, Summon Construct, Summon Dragon, amd Summon Giant are all in the Core Rulebook and function the same way as the spells on that list but are not on that list.


Is there a Fall of Plaguestone player's guide.
I can't find it.


I would like to run a prewritten adventure for my friends during the lockdown but at a glance it looks like The Fall of Plaguestone will hit a bit close to home. From what I can see that is the only offical standalone adventure that has been published. Does anyone have any recommendations for an adventure I could run. I am looking for one that starts with characters at 1st level.


Thank you. At the moment I only have the core rulebook. I had also managed to miss the word unattended in the discription of Dispel Magic.


It is likely there is something I am missing but is there a mechanical reason to use Remove Curse instead of Dispel Magic?

Unless there are ways of becoming cursed that are not spell effects or magic items. By my understanding of the rules Dispel Magic can remove any curse just as well as Remove Curse.

If the curse is a spell effect then Dispel Magic would seam to be just as good as Remove Curse you are adding the same modifer to the Counteract check the DC is the same if you Heighten Dispel Magic to the same level as Remove Curse you can counteract the same level of effects.

If the curse comes from a magic item then making the item mundane for 10 minutes should allow the item to be removed just like any other mundane item.


Coil rifles are the only sniper rifles that don't have the unwieldy property. I was wondering if it had ever been explained why that is.


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Their Desciption in Ulimate Wilderness makes no mention of photosynthesis and while they have the plant type the plant type only says that Plants breath and eat but do not sleep.


The Kinetist Utility Wild Talent - Foxfire page 56 is not on the list of a Talents a Wood Kinetist can select also on page 56, the element listed for Foxfire is fire or wood.


You are correct I missed the fact that Plantspeech only worked on vines.


Green Tongue, which all Leshykineticists get at 6th level grants you continuous speak with plants. However unless a Vine Leshy has taken the poisionous Alternate Racial Trait they already have Plantspeach which does the exact same thing.


By the RAW and therefore in Pathfinder Society games is Draining Infusion useless for Phytokineticists (Kineticsts whose element is wood)?

Draining Infusion only affects creatures with a subtype that matches you Kinetic blasts element and as far as I know the wood subtype does not exist?


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Am I correct in thinking that if a Ghoran with a feat and/or prestige class with a skill prerequisite uses it's seed ability to reallocate skills then it still needs to meet the feat/prestige class requirements after reallocating?


Forest Siege and Wood Soldiers are both listed as 8th level wild talents in the Wood Element list of wild talents but are 9th level in the discriptions.


If someone who base speed has been increased so it is not 20 or 30 were medium or heavy armour how do that affect there speed?
eg What would the speed of a 1st level human barbarian wearing hide armour be?


Flutter wrote:
something random wrote:
Flutter wrote:

As for training, 25 sounds like a fair dc, but that shouldn't be an issue all that often. Your animal comes fully trained and bonus tricks are learned automatically. The only time you'd need to train the tricks is if the animal died, you increased their intelligence, or you released your companion from service and acquired a new friend.

*tap tap taps pointy stick* and it better not be from them dying.

I am not doubting that you are right that animal compainions come fully trained but can you tell me where it says that as I can't seam to find it.

The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level

Thank you


Flutter wrote:

As for training, 25 sounds like a fair dc, but that shouldn't be an issue all that often. Your animal comes fully trained and bonus tricks are learned automatically. The only time you'd need to train the tricks is if the animal died, you increased their intelligence, or you released your companion from service and acquired a new friend.

*tap tap taps pointy stick* and it better not be from them dying.

I am not doubting that you are right that animal compainions come fully trained but can you tell me where it says that as I can't seam to find it.


just to check this book is yet to be realised and there has not been a date set for it's realise?


I seam to remember reading that there were plans to play test and release the various parts of Akashic Mysteries and then release a big book with all of it similar to Ultimate Psionics is that the case?


Is there a limit on a Kineticist's utility wild talents? Several utility wild talents can clearly be used at range but if there is a maximum range I can not see what it is.


As I understanding the Shaman ability Spirit Magic. From what I can see before gaining Wandering Spirit at 4th level and Shaman has only one choice of spell for each spell slot unless he uses a metamagic feat.

eg a Shaman who selects the Flame as his spirit can only use his 1st level Spirit Magic slot to cast burning hands at 3rd level he can still only cast burning hands in the first level slot, but if he has an appropriate metamagic feat he has the choice of a metamagiced burning hands or resist energy with his 2nd level slot. Finaly at 4th level he gains Wandering Spirit and this day he choices Waves so he has the choices of 1st:burning hands/ Hydraulic push 2nd: resist energy/ slipstream/a metamagiced burning hands/ Hydraulic push


Has there ever been an official answer to this question as I am planing to play a staff magus in an pathfinder society game?


Umbral Reaver wrote:
Implanted bomb and clearly explained consequences for disobedience?

As I understand the rules an alchemist has no more ability to detonate a bomb he implanted than anyone else.


Is there a way for a Reanimator ‎Alchemist‎ to control the undead they create with their 13th level Create Undead Ability?


Does anyone know why is the Endless Ammunition enchantment so expensive?


Booksy wrote:

I would imagine its to keep Fireamrms more exclusive. In the 'Emerging Guns' campaign a single bullet costs a gold. The feat Gunsmithing reduces it to 10 bullets per gold, making them the same cost as Bolts. Arrows are still 20/gold. Also, you can't recover bullets, so that makes them twice as expensive again.

Using a firearm is even more expensive than you think (unless I misunderstand the rules) as each shot requires a dose of Black powder each of which costs 10gp


As I remember the talk of the update refereed to mundane crafting as in using the craft skill and suggest that it would involve things like craft items form adamantine.


I seam to remember someone on these boards some time ago saying that an offical update for the crafting rules was being worked on. Does anyone know what I'm talking about and I the update is finished could someone point me towards it?


If a Half Giant takes levels in a psionic class after 1st level do they lose Wild Talent and gain Psionic Talent?


Does anyone see any problem with a house rule that a monk using a standard action to attack is treated as having a BAB equal to there monk level?


I can not find it in the faq can someone post a link please.


Where does it say hat sort of ability it a witches hex is?


Would a witches hex show up under the affect of a detect magic spell?
If it does what school would it detect as?
Can it be detected using the spellcraft skill and if they can what is the DC?


What battle dances does a bard with the Dervish Dancer Archtype get at 1st level?