thanks for all the fish's page

13 posts. Alias of Azothath.


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okay - so this is the 'original' post whereas others are duplicates


Format {l-bracket}dice{r-bracket}#d# +#{l-bracket}/dice{r-bracket}

3d6 ⇒ (6, 5, 4) = 15
3d6 ⇒ (4, 6, 1) = 11
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (5, 4, 2) = 11
3d6 ⇒ (2, 3, 3) = 8
3d6 ⇒ (6, 4, 2) = 12


Makin And Stump wrote:

The spell contingent action allows you to essentially ready an action to a particular thing ahead of time. Can the trigger for the readied action be your own action, such as "when I finish a full attack, I make a vital strike attack"?

Can a dragon with the snatch feat ready an action to fly away after confirming a grab, flying in, attacking for a grab, then flying away as a contingent move action?

^^ This is a Duplicate post ^^

see Spell Contingent Action Trigger on Your Own made on the same day.


so it seems due to lack of clarity it is not possible or advisable within Organized Play for Pathfinder 2nd Ed.

Purchasing them outright might be a better, simpler option. See the consumable section in the current Guide to Org Play.


Lady Macbeth, Act5 S1 wrote:
Out, damned spot! Out, I say!
{Create Water}
Lady Macbeth-continues, washing hands wrote:
—One, two. Why, then, ’tis time to do ’t. Hell is murky!—Fie, my lord, fie! A soldier, and afeard? What need we fear who knows it, when none can call our power to account?—Yet who would have thought the old man to have had so much blood in him.

8^)


a fly in the ointment is Psychic casters, don't ask me how a familiar becomes a psychic caster but you don't need hands for it. Humorously you could put your rabbit in a pirate hat and have him yell "Watership Down!"


since Hand of the Mage relies on Mage Hand "Target: one nonmagical, unattended object weighing up to 5 lbs." would tend to argue against it being used for magical casting. Telekinesis does not imply somatic components.


PFS has rules{see FAQ} for familiars and animal companions. Essentially only some of the improved familiars can use wands. Magic Item slots were extremely restrained.

Rulewise it stems from 2-3 books; Animal Archive, UltMagic p251 list of updated familiars, Familiar Folio lists stuff, and a blog post listing familiars etc.

Within PFS a rabbit familiar can not cast or use a wand.

I'm also going to state that it seems you are in a home game but it's not clear.

Speaking can be obtained through a Ring of Eloquence. This also assumes the creature has the equipment to speak in the first place as most magic item descriptions are geared for humans so clear it with your GM.

Alchemist Discovery - Vestigial Arm (Ex) (Ult Magic 18).
Prosthetic {arm} (Equip) (Ult Equip 57, Adv Armry 19, ...) $10, no casting etc.
Necrograft {arm} (MagItem) (Blk Mkt 15) $12000 and 'fine manipulations' are in doubt.
Clockwork Arm (MagItem) (Mag Mktplc 23) $6400 and only for replacement limb, not additional limbs.
Cybernetic Arm (see Clockwork Arm above).
... there's also an extra arm/hand that straps on but no luck finding it at the moment...


Ask your GM if you can upgrade (pay just the cost difference). In a home game there may be a time delay if the wizard has to 'upgrade' your item, usually (cost(GP)/1000) days +1 day minimum.

PFS: If you are in a PFS1 game the answer is YES, you can upgrade using the rules in The Guide (there are some restrictions such as item material description needs to be the same and "named items" are generally a dead end).

If your GM says NO, then it is usually sell item 1 at half and buy item 2 at full losing just half of item 1's cost.

Table: Weapon Pricing by Bonus
Bonus | Price
+1 | 2,000
+2 | 8,000
+3 | 18,000
+4 | 32,000
+5 | 50,000

so going from a simple +2($8000) to +3($18000); an upgrade costs [$18000-8000]= 10000GP and might take 11 days, otherwise it is [$18000+ base wpn cost -$4000(proceeds from sale of first item plus base wpn cost)]= 14000GP + 0.5*(base weapon cost).

One-Handed Melee Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Broadsword, nine ring 15 gp 1d6 1d8 ×3 — 4 lbs. S monk PZO1118
it seems you may have an extra ring <g>

Advice:
My suggestion depends on your cash on hand, what monsters you generally fight, and what monk order (religion) your character professes. It might be best to sell your old weapon and get an (in order of preference) adamantine, mithral, obsidian, or cold iron(+2000GP if magicked) weapon of the same make.
Two amulets can cover golems and swarms. Still, the golf bag of weapons approach is a tried and true method.
If find that shocking(1d6 electric)(+1) or acidic(1d6 acid)(+1), bane(outsiders or undead)(+1), holy(+2) are very effective upgrades. Elysian Bronze depends on your campaign. Don't underestimate obsidian as it loses the fragile quality once enchanted/(+1)enhancement.
Oh, and buy a backup weapon, usually just a cold iron version of your primary weapon. B^)


chatting
Historically there have been two styles; Arcane and Divine. Users require specific feats or class types to cross between the two and then it's usually a case(spell) by case basis. Paizo added Psychic to the styles.

There has been a joining of the spell lists since AD&D2 days (for simplicity and uniformity) but the Arcane/Divine divide has continued.

PFS (a game based on Wealth by Level) for simplicity eliminates those differences for activating/using a scroll. That divide still exists for scribing a spell as it may not be on the caster's spell list.

Over the years there has been a mix of use cases in home games. Some allow PFS style usage, some allow universal access, some keep it pretty standard as it controls the variety of spells a character has access to. By level 20 things get pretty crazy and a GM better know the spell system by then.


no, yes, no...

so a regular wizard gets N spell slots of M spell levels (see your chart) per day.
He can leave some slots open or unmemorized. Later in the day he can memorize specific spells (out of his books or via access by class abilities/feats) in these open slots at the cost of some study time. This is how a wizard without metamagics or feats accesses variability. That study time is key (and there is a feat to shorten it) as your party has to wait on you, and you don't have a full compliment of memorized spells in an ambush/surprise situation. Also the wizard needs enough slots to make this a viable plan (as he will need some basic spells every day), so we are talking 5th level and above.
Advice:
Anyway you can get extra spell slots is a WINNER and bonded object amulet is probably the way to go. Ring of Wizardry is also a very expensive classic. Pearls of Power allow you to recall a cast spell and they're relatively cheap at first Spell Level.

There are a few ways to get multiple sets of spells per day using very high level magics and oddball effects. It also depends on what monsters your GM uses (or makes available as spell targets). It is a fantasy game after all...


see old post circa 2016 where this question was stated before.
It references Occult rules. Helpful but it does not explicitly address this case.

The key question is when a creature possesses a body, does it become that creature for spell targeting purposes?
It becomes more complex if an undead possesses a living creature and is then bolstered by Enervation.
Alas, and then we have possession by an undead (servant/familiar) who willingly cedes the body to his master's possession leaving two or three souls in the body.

The effect of an Enervation effecting a presumably high level caster does not lead to "and potentially force it to abandon the body to escape." The magical protections of a caster combined with superior physical protections of the host body will make it difficult to score a hit or ranged touch.


In game speak, when a spell 'fails' it is usually because the target(s) made their saves. It is assumed the caster made appropriate choices in casting, targeting, etc.