Baphomet

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** Pathfinder Society GM. 2,213 posts (2,214 including aliases). No reviews. 1 list. 1 wishlist. 25 Organized Play characters.



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I am asking my GM for a custom feat for a multi-classed character to increase the effective level of some powers. I wanted to check what seems reasonable to the people here.

The inspiration for the feat is feats like boon companion, shaping focus, accomplished sneak attack and monasic legacy. All of these feats increase the effective class level of a specific ability with a maximum of the character's hit dice.

I want to increase the level of my cleric domain(s). The real question is, is the entire domain increased by the feat or just 1 power within the domain?


Just started running an AP. Characters are still level 1, Random encounter generator came up with shambling mound. Obvioulsy pitting them against that is a TPK. Out of character I had previously warned the players that not everything they find is going to be within their power to defeat, at least not right now. So I decided to use this as an in game demonstration of this point.

A fey NPC that had been playing with the PCs alerted them to the danger. Then tried to scare them away with some ninor illusions. They still refused to take the hint and one of them went to investigate. The fey then dropped all subtlety and just said to run away. Nope. The character then sees the shambler at the same time it sees him. He is told he can just outrun it. Nope, he leads it back to the rest of the party. 2 characters die before the rest finally get the hint and run away.

Is there any coming back from this?


When in ooze form it says cast spells. Is this a mystic ban on casting or is it simply a result of not being able to use verbal, somatic, and material components?

Fluidic Body (Su): An oozemorph’s base form is not that of her race but rather that of a protoplasmic blob that has the same volume and weight. An oozemorph treats her creature type as both ooze and her base creature type from her race for the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy). In this form, the oozemorph is immune to critical hits and precision damage and can’t be flanked. However, she has no magic item slots and she cannot benefit from armor; cast spells; hold objects; speak; or use any magic item that requires activation, is held, or is worn on the body.

So if a character had feats or class abilities to remove those casting components could the character cast spells while in ooze form?


I am trying out a formula system for magic items similar to what PF2 does. So to make a magic item you need the apropriate feat and the formula. I want characters to buy new formulae just like wizards can buy new spells for their spellbooks.

What is a fair pricing scheme for such formulae? My first thought is 1% of the sale price of the item.


I am trying out a formula system for magic items similar to what PF2 does. So to make a magic item you need the apropriate feat and the formula. I want characters to buy new formulae just like wizards can buy new spells for their spellbooks.

What is a fair pricing scheme for such formulae? My first thought is 1% of the sale price of the item.


A paladin can lay hands on themselves as a swift action and on others as a standard action. Can he lay hands on himself as a standard acton?

Reasons to do so would be to smite and lay hands in the same round or even to lay hands twice.


I will be running Kingmaker and am dissatisfied with the current mass combat rules. One of the modifications I am considering is treating the army like a Starcraft spaceship. Multiple positions that can make decisions and rolls that affect the army.

Ideally there would be at least 4 such positions, aside from the commander.
Currently I am thinking of an operations officer that can grant rerolls and a supply officer that can grant minor healing to units. Any thoughts on other positions and what rolls they would make to gain the benefits are greatly appreciated.


A character will have the ability to impersonate individuals, rather than generic members of a race, via shapeshifting. He will also be able to do this as a swift action.
The plan is to have him impersonate bad guys in the middle of a fight. The old "No, I am the real Jones" trope, except doing it to the bad guys.

What I envision is using bluff to make a distraction, much like using bluff to create a distraction for stealth. Then making a disguise check for the actual impersonation.
Any thoughts on how else this combat impersonation might work?

Any thoughts on the effects of a successful impersonation?


What would be a good class/archetype for an Abadaran insurance adjuster?


Can a skald with the spell warrior archetype use the enhance weapons raging song ability multiple times when using the virtuoso performance?

Can they enhance the same weapons twice with different abilities, such as keen and flaming with one set and frost and shocking with the other?

Can they enhance two different groups of weapons, such as +1, keen, and flaming on three weapons; and distance, returning, and seeking via virtuoso performance on another group?


Can you use the Hex Strike feat through a conductive weapon?

Hex Strike

Conductive

Most hexes would not work via a conductive weapon because they do not require an attack roll. But a hex delivered by Hex Strike obviously does. While the feat does not list what type of ability it is, but nor does it say that it changes the underlying hex from being a (SU) ability.

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If you play a module or AP in campaign mode how are day job checks handled when you get the chronicle?

Do you use the stats of the character it is applied to? Even if the character is not of high enough level yet to apply the chronicle to?

Or do you use the pregen rules? Use the stats of the character you played the adventure with at the time the chronicle is awarded?


If a character is critted by someone who does precision damage on the same attack, are there 2 fortification checks or just one?

Fortification:
This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The chance is 25% for light fortification, 50% for moderate fortification, and 75% for heavy fortification.

1/5

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At what level will characters be expected to retire?


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If you are on fire, poisoned, doused in acid, or have any other type of continuous (except bleeding) anyone can use aid another to give you an additional flat check at a reduced DC. No fuss, no muss, no additional equipment.

But if you are suffering from continuous damage from bleeding no one can help you unless they have a healers kit.


Is 'warfare lore' a valid skill to use for initiative?


You would think that after the confusion this question engendered in the last edition that it would be made clear here. Alas this is not so. Between the leap action and the athletic rules I get at least 2 answers.

1/5

You can hire NPCs to cast spells of up to 6th level at up to 12th caster level.
You cannot have them cast metamagic versions of the spell, nor can you have any special class features (such as being harder to dispel) as part of the casting.

But, can you hire someone to use a magic item for you? Cast a spell from a wand or scroll in your possession? How much does this cost?

Can you hire someone to cast a spell and use your metamagic rod to enhance it? Does this affect the cost in any way?


I have a serious problem with dropping the number of channels to 0 + Cha modifier. Why should you need a non-primary stat to use a class power? Sure, a non-primary stat may well give some additional benefit; barbarians gain from Con and wild order druids gain from Str, but they can still use those abilities without a bonus in the associated stat. Not so with channel energy.

The simplest solution is to not have channel be its own separate pool, but for use the cleric's spell points that fuel the spell powers.


According to the exploration rules if you are thoroughly searching you move at no more than 10' per round. Which is taking the step action twice. According to the step action you do not trigger reactions. According to the bestiary, hazards do their thing based on reactions. So, the way the rules work you can walk across a trap door for a Drowning Pit without triggering it as long as you are taking the step action. Which is what you have to be doing if you are doing the careful search.


If I am a 10th level fighter and I take the wizard dedication multiclass feat my cantrips are heightened to 5th level.

"If you gain access to a cantrip but aren’t normally a spellcaster, your cantrips automatically heightened to half your level, rounded up."

But if I decide to improve my casting abilities and take the basic wizard spellcasting feat I can only heighten my spells to 3rd level, the maximum spell level granted by the feat.

"A cantrip is always automatically heightened to the highest level of spell you can cast in the class. This makes a cantrip a 1st-level spell if you can cast 1st-level spells, a 2nd-level spell if you can cast 2nd-level spells, and so on."

And what happens if I am a cleric and take the basic wizard spellcasting feat? I can cast 5th level spells, so it would seem that my wizard cantrips would heighten to 5th level. But why are my arcane cantrips more powerful than the fighter's when we have the exact same arcane ability?


Say I am massively multiclassed, have multiple innate spells, have multiple items that allow me to cast shield, or some combination of the above. How may times can I have the shield spell knocked down?

Let's say I have a wizard with the shield cantrip, who is an elf that took shield as part of his otherworldly magic ancestry feat. On round 1 he casts shield off the wizard list (highest caster level). Later in the round he uses his reaction to block a magic missile attack, so he cannot use that cantrip again for 10 minutes. On round 2 he wants to cast his innate shield spell. What happens?


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Every character needs a high charisma. If you have class powers you need charisma to power them, even if charisma is not your prime stat.
Even if you do not have powers, you still need it to fuel your magic and alchemical items. Sure, those items work somewhat without Focus, but to be fully effective you need to expend Focus.
If that wasn't enough, everybody needs intimidate. Demoralizing enemies is among the most effective actions you can take because of how it makes most other actios more effective.


Yes, potency runes are a non-starter but is there any reason that there cannot be property runes for shields? Energy resistance and fortification are obvious candidates for existing runes. The various sturdy shields could instead have sturdy runes of varying level and effectiveness. Some other potential runes are:
Arrow catching- Allows blocking of a missile weapon with a free action
Guarding- Allows you to grant the shield bonus to AC to an adjacent ally
Heraldic- Acts as a holy symbol
Radiant- Acts as a light spell of various levels


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This is one of the primary skills for bards and bards are charisma based. It is the skill named for their type of casting. Several of their abilities get better if they have sufficient ranks in occultism.

Medicine and religion are wisdom based because those are key skills for clerics. Nature is wisdom based because that is a key skill for druids. So why is a key bard skill not based on their primary stat?


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Ranger: I think we should track the bad guys back to their lair.
Fighter: How would we do that?
Ranger: We follow their footprints.
Fighter: What are these footprints of which you speak?
Ranger: Do you see those holes in the snow shaped like boots?
Fighter: Nope. Hey Cleric, do you see these "footprints"?
Cleric: Hell no, I follow Abadar. Footprints are just Erastil propaganda.
Fighter: How about you Rogue; you can count the hairs on a fly at half a league.
Rogue: I see nothing. I think Ranger got into Alchemist's stash again.

Tracking is a trained only activity of the survival skill. So we are back to AD&D where tracks, even those in 2 foot deep snow, are invisible to those without this skill.


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The table assumes that characters will have an item bonus for their skills at certain levels. Unfortunately that is simply not always true.

First, not all skills have an item that grants a bonus. Most skills do not have a mundane tool that can be acquired for a mundane item bonus. Those that do usually have specific uses of the skill that the bonus applies to, so other uses of that skill are without a bonus that is expected in 10-2.

Second, not all skills have magic items that provide an item bonus. And again, many that do only apply to certain tasks, not the whole skill. Furthermore, the level of a magic item that provides a given bonus varies. For example the level at which an item gives a +2 item bonus ranges from 5 to 7, and the level of a +4 bonus ranges from 13 to 16. Additionally, not all skills have access to the same bonuses. Most have access to +2 and +4 bonuses, but only 7 of the skills have a +3 bonus, and only 6 of the skills have a +5 bonus. Survival and Thievery have no items that affect all uses of those skills.


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The math is just too tight for a linear randomizer like any single die. If the check strays out of needing a number between 9 and 13 (50% +/- 10%)either success becomes to rare or critical successes become too common. Drop the number you need to roll to 7 and you critically succeed as often as you fail. Conversely increase the number needed to 15 and you critically fail as often as you succeed. Those numbers are only 2 to outside the workable range.

One solution is to use dice that work on a bell curve rather than a line. the obvious solution is to use 2d10. This closely mimics the number range of the d20 (2-20 vice 1-20) and so will require the least tweaking of the basic system.


How many actions does it actually take to use an alchemical item?
Do you have to spend an action to draw it and then another to actually use it? Or is the act of drawing it subsumed in the act of using it like with material components (that action does not require that you draw the component pouch)?

How many actions is it to use a healer's kit?
Do you have to spend an action to draw it and then another to actually use it? Or is it like a component pouch in that it just has to be on your person to use it?


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Since monsters do not use the same rules as PCs at any other point why do they use weapons? Obviously a wolf does not use weapons, but goblins do. Why not go whole hog and just give them attacks and assign traits to those attacks as you see fit? This way you can avoid giving deadly and lethal weapons to CR 0 creatures.


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Instead of basing healing primarily on the level of the caster we make it primarily dependent on the level of the recipient? Say 1d6 per level of the target.

This way healing scales with level and avoids the issue with the most economical healing is to spam lots of low level items. That is the primary issue that resonance was developed to address.


The cavalier feat "impressive mount" states that: During an encounter, even if you don’t use the Command an Animal action, your mount can
still take 1 action that round on your turn to Stride or Strike.

Is this limited to land speed (stride) or can it use its other modes of movement?


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Every ancestry starts out very much the same. You get:
6 hit points, +/-2
25 speed, +/-5
1 feat, but differing pools to spend it on.
Small or medium size, which has no real mechanical benefit
Darkvision, low light vision, or normal vision (but low light is functionally the same as normal vision)

Then every 5 levels you get to add another ancestry feat. So it is like you have the same base as everybody else with maybe a different color. Then you add one piece, maybe a mouth or eyes. Then you add another. And then another. And by level 20 you finally have a complete face.


If I am casting a spell with a somatic component the answer is obviously 1.

But what If I cast a spell with 2 somatic components?
Cast a spell with somatic and material components?
Cast a spell with a focus (divine or primal) and a somatic component?
Cast a spell using a spell duelist wand using any of the above actions?


Right now the rules say that a runic item (weapon or armor) is the level of the highest rune on the item or the base item itself, whichever is higher. So that means that for purchase purposes a +3 holy flaming adamantine greatsword is the same level, and hence cost, as a vanilla +3 dagger.


This feat is gated behind having a decent charisma. The problem is it is the people with a low charisma that need it. It is like gating Lightning Reflexes behind a good dexterity.

Also, is it possible to take this feat multiple times?


Right now the biggest disparity between martials and casters is that martials run very big risk of completely wasting their turns whereas casters have a much smaller risk.

Martials are all hit or miss with their powers, they make attack rolls. They have almost no effects on a miss. And their best attack hits 40-60% of the time. A second attack only hits 15-35% of the time, and the third hits at best 10% of the time. So even in the best circumstances he has a 23% chance of doing nothing with 3 attacks.

Casters, on the other hand, have many options with an effect on a "miss". They make the opponent roll a save and only have no effect on a critical success. The opponent generally has between a 45 and 65% chance of making the save, but the caster can often select which save, skewing the odds towards the caster. So casters generally have the same odds of failure as the martial, but still get something for their efforts. And this is not even accounting for multiple target spells.

The obvious solution is to give the martials some options that force the enemy to make a save. It would be interesting to see how popular those options are compared to traditional attack options.


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Given the economy backup weapons are not really a thing. But specialty weapons are still required to bypass DR. So unless people are just expected to just suck it up with regards to DR there has to be a way of making other weapons viable at higher levels.

This same issue also pertains to backup weapons for more mundane concerns. Most characters specialize in either ranged or melee combat and so have a weapon for that style. If they need to switch weapons (the swordsman needs to engage an airborne target) then they will be completely ineffective with that weapon at higher levels, even without the DR issue.


Is one feat in any of the four skills enough to trick magic items from any of the traditions or does this feat only allow you to trick items of the tradition you have the feat in?

Put another way: If I have Trick Magic Item in Occultism can I trick primal items?


One of the difficulties needs to be labeled "average". This makes it obvious what the default difficulty is unless there is a reason to make it more or less difficult than average.

Here are the success chances of various characters attemting skill checks of their level at the varying difficuties.

The best person in the world has a 70-85% chance at succeeding at low difficulty task. This percentage general goes up with level. He has a 60-70% chance at succeeding at a high difficulty task, again generally rising with level. He has a 55-60% chance of succeeding at a severe difficulty task, with no correlation with level. He has a 40-45% chance of succeeding at an extreme difficulty task, again with no correlation.

A moderatle skilled person has a 55-60% chance at succeeding at low difficulty task. This percentage general goes down with level. He has a 40-50% chance at succeeding at a high difficulty task, again generally dropping with level. He has a 25-45% chance of succeeding at a severe difficulty task, again generally dropping with level. He has a 10-30% chance of succeeding at an extreme difficulty task, again generally dropping with level.

A person who has totally neglected a skill has a 20-40% chance at succeeding at low difficulty task. This percentage goes down with level. He has a 5-30% chance at succeeding at a high difficulty task, again dropping with level. He has a 5-25% chance of succeeding at a severe difficulty task, again dropping with level. He has a 5-10% chance of succeeding at an extreme difficulty task, and is incapable of achieving a critical success past level 5.

Stats for these definitions:
The best in the world starts with an 18 stat and puts all possible stat increases into that stat. He has a potent item in that stat. He advances to expert, master, and legendary at the earliest opportunity. He has the highest item bonus available at the earliest opportunity.

The moderately skilled person starts with a 14 stat and advances to an 18 by 15th level. He advances to expert by level 10. He gains an item bonus up to +3 over 18 levels.

The neglected person starts with a 10 stat and advances to a 12 by level 15. He is untrained and does not become trained. He gains a item bonus up to +2 over 16 levels.


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The best person in the world has a 70-85% chance at succeeding at low difficulty task. This percentage general goes up with level. He has a 60-70% chance at succeeding at a high difficulty task, again generally rising with level. He has a 55-60% chance of succeeding at a severe difficulty task, with no correlation with level. He has a 40-45% chance of succeeding at an extreme difficulty task, again with no correlation.

A moderatle skilled person has a 55-60% chance at succeeding at low difficulty task. This percentage general goes down with level. He has a 40-50% chance at succeeding at a high difficulty task, again generally dropping with level. He has a 25-45% chance of succeeding at a severe difficulty task, again generally dropping with level. He has a 10-30% chance of succeeding at an extreme difficulty task, again generally dropping with level.

A person who has totally neglected a skill has a 20-40% chance at succeeding at low difficulty task. This percentage goes down with level. He has a 5-30% chance at succeeding at a high difficulty task, again dropping with level. He has a 5-25% chance of succeeding at a severe difficulty task, again dropping with level. He has a 5-10% chance of succeeding at an extreme difficulty task, and is incapable of achieving a critical success past level 5.

The best in the world starts with an 18 stat and puts all possible stat increases into that stat. He has a potent item in that stat. He advances to expert, master, and legendary at the earliest opportunity. He has the highest item bonus available at the earliest opportunity.

The moderately skilled person starts with a 14 stat and advances to an 18 by 15th level. He advances to expert by level 10. He gains an item bonus up to +3 over 18 levels.

The neglected person starts with a 10 stat and advances to a 12 by level 15. He is untrained and does not become trained. He gains a item bonus up to +2 over 16 levels.


With the exception of those depending on the mage armor spell or bracers a character's AC is very easy to determine. It is 17+ (level X1.25). This is because all armor has an armor + max dex value of 7. And magic armor is only available every 4 levels.

So there is essentially no variation of AC among characters who can afford the base armor they want.

There is almost no expert or higher proficiency in any armor other than heavy. Monks eventually gain legendary proficiency in unarmored defense. Paladins eventually get higher proficiency in lighter armors, but it is always a level lower than their heavy armor proficiency. This means that a dex monk has the best AC in the game at higher levels. 23 proficiency + 6 item (mage armor) + 7 dex = 46. Compare this to a paladin (only other class to get legendary proficiency in defense). 23 proficiency + 11 item + 1 dex = 45.


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Fighters are expert with all (most) weapons at level 1.
They get master with 1 group at level 3.
They get master with the rest and legendary at level 13
They get legendary with the rest at level 19.

Barbarians get expert with weapons at level 13 and no further progression.

Rogues get expert with weapons at level 13 and no further progression.

Monks go grom trained to master in unarmed strikes at level 13, but never become expert, and no further progression.

Paladins get expert with 1 group at level 5.
They get expert with the rest at level 15
They get master with 1 group at level 15 and no furter progression.

Rangers get expert with 1 group at level 3.
They get expert with the rest at level 13
They get master with 1 group at level 13 and no furter progression.

Compare this to the casters:

They all get expert with spells at level 12.
They get master wih spells at level 16.
They get legendary with spells at level 19.

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I recently acquired a boon that states:
When you would purchase a specific magic weapon if the fighter's light blades or heavy blades group, you may […]replace the weapon with a different weapon in the same group. To determine the price, us the difference in price between the standard base weapon and the new base weapon. For example a short sword of venom, based off a dagger of venom would cost 8310 gp.

Does this mean that such a weapon can only be purchased complete, or can this boon be used to upgrade an existing weapon to a specific weapon of a non-stantard type? For example upgrading a shortsword +1 to a short sword of venom.


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For the love of Pharasma can we finally get a legs/pants item slot. Or will Pathfinder continue to be known as the Pantsless RPG?


If you have a spell or effect that you can move X feet with a move action (Like Flaming Sphere or Roaming Pit), can you move it twice by taking two move actions?

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Is this favored terrain of any use while mucking around at the Worldwound?


What happens if you already have levels in sorcerer without the draconic bloodline an take this feat?

You can take this feat only once. If you ever gain a bloodrager or sorcerer bloodline, you must take draconic as your chosen bloodline (or a bloodline tied to some other creature of the dragon type, as approved by your GM).