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Grand Lodge 5/5

I know how to play Greensleeves and The Muffin Man on the tin whistle.

Shadow Lodge 3/5

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Don Walker wrote:
I know how to play Greensleeves and The Muffin Man on the tin whistle.

Uh oh. Have we jumped the shark on this thread?

Dark Archive 4/5 5/5 ****

Confusion does not make people attack people that attacked them until dead. It only says that on the condition cards.

"Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes."

5/5 5/55/55/5

Silbeg wrote:

Confusion does not make people attack people that attacked them until dead. It only says that on the condition cards.

"Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes."

What people refer to as "confusion lock" is when two nearby confused creatures both attack each other. Since creature A has attacked Creature B, creature B will attack back, which will make creature A attack back, which will make creature B attack back, which will...

If you want a raw, harsh reading of the rules it even negates the chance to act normally... so yes, they'll do it until death or someone ends the effect.

5/5 *****

Yep, exactly that, confusion lock is brutal. It can be broken if something else attacks one of the confused creatures as they will then divert to attacking whatever attacked them unless the other confused creature also attacks before they go. Confusion on a large group of enemies can get very confusing...

Grand Lodge 4/5 5/5

Unbreakable heart (level 1ISWG counters confusion but only for a round per caster level so a wand is almost useless.

5/5 *****

Suppress Charms and Compulsions is level 2 and lasts 10 minutes. It can also affect multiple targets.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Something that just occurred to me this weekend: want a sword with the stats of a katana, but able to be finessed? Try a small-sized elven curve blade! The ECB gets to be finessed by its own special text, and making it small lets it be a one-handed weapon for a medium character.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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Jiggy wrote:
Something that just occurred to me this weekend: want a sword with the stats of a katana, but able to be finessed? Try a small-sized elven curve blade! The ECB gets to be finessed by its own special text, and making it small lets it be a one-handed weapon for a medium character.

The only downside is the -2 you take to hit from it being improperly sized.

Another thing to consider in general about re-sizing weapons is that you can take any 2-handed weapon with reach, take it down a size and make it one-handed, and it will still have reach. This is great for anyone that wants to threaten at reach while still being able to take full attacks in melee.

For example, as a medium sized creature, you could carry a small sized lucerne hammer in one hand, and a longsword in the other. This would allow you to effectively threaten everything 10 ft. away and closer. If you only attacked with the longsword on your turn, you wouldn't incur any penalties for TWF. You'd just use the lucerne hammer for AOOs or tripping/disarming/sundering people at reach (usually negating their AOO by being out of reach of it).

It's something that's definitely worth considering if it works for your build.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Heh, didn't say the small ECB was necessarily a good idea, just that it's an option. ;)

Dark Archive 4/5 5/5 ****

Walter Sheppard wrote:

For example, as a medium sized creature, you could carry a small sized lucerne hammer in one hand, and a longsword in the other. This would allow you to effectively threaten everything 10 ft. away and closer. If you only attacked with the longsword on your turn, you wouldn't incur any penalties for TWF. You'd just use the lucerne hammer for AOOs or tripping/disarming/sundering people at reach (usually negating their AOO by being out of reach of it).

It's something that's definitely worth considering if it works for your build.

Now that is a neat idea. Always bothered me that you couldn't use a longspear and a shield, even though historically it was often done that way. Sure, there is at least one archetype (I think) that allows it, but...

Also not sure that would work with Small characters... does a Tiny reach weapon only have 5' reach?

4/5 ****

2 people marked this as FAQ candidate.
Silbeg wrote:

Confusion does not make people attack people that attacked them until dead. It only says that on the condition cards.

"Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes."

Silbeg, it's not just the cards, it's a bit of inconsistency between the confused condition and the confusion spell.

I'm fairly sure this difference is unintentional but here it is: *warning super nit-picky rules land ahead*

The Confusion spell does not actually give the confused condition. It applies its own text which reads:

Confusion:
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round. Maybe I (or somebody else) should start a thread on the rules forum in hopes of FAQ.

d% Behavior
01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

The Confused condition has that same text, plus an additional paragraph:

Confused:
Confused: A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

So, if for a second we throw common sense out the window and assume that these are actually different things... it means that effects that remove confusion such as calm emotions do not work on the confusion spell (no confused condition) but do work on things like lesser confusion (which does give the confused condition).

It also means that the attack until dead does not apply to the confusion spell, but does apply to things that give the confused condition.
...

Back to sanity for a moment. I'm pretty sure the Confusion spell should give the confused condition. The only question is, which is right. The confusion spell or the confused condition?


Silbeg wrote:
Also not sure that would work with Small characters... does a Tiny reach weapon only have 5' reach?

Yes, Tiny and smaller weapons have reduced reach.

Grand Lodge 4/5

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Silbeg wrote:


Now that is a neat idea. Always bothered me that you couldn't use a longspear and a shield, even though historically it was often done that way. Sure, there is at least one archetype (I think) that allows it, but...

You are correct. The Phalanx Soldier Fighter archetype grants the ability to use any polearm as a one handed weapon alongside a shield at level 3.

As for inappropriately sized reach weapons, I miss the 3.5 rules on the subject, to be honest, as well as the overall more clear rules for reach weapons to begin with.

5/5 5/55/55/5

Summon cyclops.

Cyclops declares power attack

Cyclops points club at the bad guy, points for the fences...

Automatically declares the next attack a 20.

FOUR!

Sovereign Court 2/5

Or summon two Cyclopses. One grapples, the other pins.

Third to CDG?

5/5 5/55/55/5

I don't think they can quite stack their grappling that way.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Acedio wrote:

Or summon two Cyclopses. One grapples, the other pins.

Third to CDG?

They need to make their target helpless to CDG. Pin =/= helpless.

Now if you summon four cyclopses, and give one of them a length of rope, then have them 1) grapple, 2) pin, 3) tie up, 4) CDG. Then you're golden. As long as your GM things that tied up = bound, which in turn = helpless. There is some table variation here though.

Note: doing this at high level games will make your GM upset, so use it in small doses if at all.

I prefer just summoning some cyclopses as a blasting conjuration spell, going with the goold ol' Power Attack + Flash of Insight. It's like a concentrated fireball that does slashing damage, which is solid.

I have also used their Flash of Insights to:
- disarm a high level foe that specialized in his weapon
- bull rush a nigh un-bullrushable foe
- man ballistas on a flying ship to shoot down an enemy flying ship
- hit anything with an AC so high you need a Nat 20 to succeed.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

BigNorseWolf wrote:
I don't think they can quite stack their grappling that way.

It's definitely some table variation. It's also an incredibly janky tactic so chances are you won't see it work as you'd like. Not to mention it can bog down the table with mechanics discussion.

I think you're probably better off just dealing the damage or bull rush/disarm/dirty trick/steal/sundering the target instead.

2/5

Jiggy wrote:
Something that just occurred to me this weekend: want a sword with the stats of a katana, but able to be finessed? Try a small-sized elven curve blade! The ECB gets to be finessed by its own special text, and making it small lets it be a one-handed weapon for a medium character.

Jiggy, you raised my hopes...only to squash them.

The text of finesse weapons (i.e. ECB or rapier) seems to always include "sized for you".
Oh, well.

The resizing can get you:
-Huge Sap, -4 Attack/2d6 Blunt nonlethal
-Large Trident, -2 Attack/2d6 Piercing, 10' range increment (but it's a full round to throw due to being 2-handed now)
-Large Flail, -2 Attack, 2d6 Blunt, disarm, trip, (so better damage than heavy flail)
-Large Heavy Pick, -2 Attack, 2d6 Piercing, x4 Crit
-Small Reach Weapons, one-handed -2 Attack, but can be dual-wielded (which I find really funny)
-Small Spiked Chain, 1-handed, -2 Attack, 1d6 etc, etc. Horrible weapon, but the visual is really cool esp. double-wielded
-Large Morningstar, -2 Attack, 2d6 Blunt/Piercing
-Small Greataxes, greatswords, etc., 1d10 damage one-handed, with a -2 attack instead of the -4 for Dwarven Waraxe or Bastard Sword.
And I've already seen this one in play:
-Large Falcata, -2 Attack, 2d6, 19-20 Crit x3

Worth of those weapons is dubious (as in the minus to attack does not warrant the small damage increase except for flavor purposes or Vital Strike love), but with a Titan Mauler those minuses shrink away to zero.
(I can just see PCs with 12th level Titan Maulers all running out to get huge saps to subdue people with.)

It just struck me that a Large creature wielding a Small Polearm as a light weapon gets extra reach...

Hope that sparked some flavorful PC ideas for somebody out there,
Cheers

Silver Crusade 3/5

1 person marked this as a favorite.

Here is something cool: the plural form of Cyclops is Cyclopes. (Pronounced with a long ō, exactly like it looks.)

Sovereign Court 4/5

Everyone can use a Spiked Gauntlet. Wizard, Sorcerer, Fighter, anybody.

Always armed. Virtually unable to be disarmed.

No issues casting spells.

One of my 'must haves".

Scarab Sages 2/5

Castilliano wrote:


The resizing can get you:
-Huge Sap, -4 Attack/2d6 Blunt nonlethal

I think for PFS, you are unable to get a huge weapon. Someone can correct me on this, though.

But if you are looking for Huge damage, an Huge Aklys does 3d6 damage. It is basically a giant log with a large fishing hook attached to it.

2/5

Cao Phen wrote:
Castilliano wrote:


The resizing can get you:
-Huge Sap, -4 Attack/2d6 Blunt nonlethal

I think for PFS, you are unable to get a huge weapon. Someone can correct me on this, though.

But if you are looking for Huge damage, an Huge Aklys does 3d6 damage. It is basically a giant log with a large fishing hook attached to it.

I think you're right about Huge items. I'm not sure if it's for all, or just magic.

But wow on the Large Aklys for 2d6 w/ a one-handed weapon that trips.
(Of course the exotic part is a deterrent even to Titan Maulers, though somebody with Lead Blades and/or Enlarge and/or Vital Strike might find it useful (though the investment is high just to use one-hand).
It's still a good light weapon for a Ranger to dual-wield w/ Lead Blades.
It's also good for a Small Titan Mauler, getting a 2d6 weapon (maybe the only one they can get) and which they can throw...maybe?

Grand Lodge 4/5

Jokon Yew wrote:
Silbeg wrote:
Also not sure that would work with Small characters... does a Tiny reach weapon only have 5' reach?
Yes, Tiny and smaller weapons have reduced reach.

Can you buy a Tiny weapon in PFS?

Might want to do something a bit ... bizarre with my Polearm Master PC, have him wield a Small Fauchard for one-handed reach, and a Tiny Fauchard for adjacent attacks, without taking the weapon swap penalties, and threatening everything within 10'...

And the -2 or -4 to his trip and disarm might make them more sporting, and the smaller damage die is not a big deal, he isn't a damage dealing build, with a Str of 12...

1d10 -> 1d8?
1d8 -> 1d6, IIRC

Oh, and for something unusual but useful: Using an Ioun Torch in a wayfinder should get you the ability to cast read magic once per day for 10 minutes duration... Which can be amusing on a non-caster with ranks in Spellcraft and a discerning wayfinder...

5/5 *****

Pirate Rob wrote:
It also means that the attack until dead does not apply to the confusion spell, but does apply to things that give the confused condition.

It still happens with the Confusion spell. The bit you are overlooking is this:

Quote:
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes

If Creature A and Creature B have both been affected by the Confusion spell this is quite a realistic outcome:

Creature A's turn: Rolls 76+, gets attack nearest creature result, attacks Creature B assuming it is nearest.

Creature B's turn: Has been attacked and therefore does not roll on the table. Attacks creature A which is nearest.

Creature A's turn: Has been attacked by Creature B, does not roll on the table and automatically attacks creature B

Repeat until creature A or B is dead, something else hits one of them or the confusion spells wears off. It is a pretty devastating tactic against low will save enemies. There is at least one 7-11 scenario which is virtually demolished with pretty much just this.

The Exchange 5/5

Jiggy wrote:
Something that just occurred to me this weekend: want a sword with the stats of a katana, but able to be finessed? Try a small-sized elven curve blade! The ECB gets to be finessed by its own special text, and making it small lets it be a one-handed weapon for a medium character.

I know someone who was already looking at a small Tetsubo for a med PC... a one handed weapon that does 1d8x4...

4/5 ****

andreww wrote:
Pirate Rob wrote:
It also means that the attack until dead does not apply to the confusion spell, but does apply to things that give the confused condition.

It still happens with the Confusion spell. The bit you are overlooking is this:

Quote:
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes

If Creature A and Creature B have both been affected by the Confusion spell this is quite a realistic outcome:

Creature A's turn: Rolls 76+, gets attack nearest creature result, attacks Creature B assuming it is nearest.

Creature B's turn: Has been attacked and therefore does not roll on the table. Attacks creature A which is nearest.

Creature A's turn: Has been attacked by Creature B, does not roll on the table and automatically attacks creature B

Repeat until creature A or B is dead, something else hits one of them or the confusion spells wears off. It is a pretty devastating tactic against low will save enemies. There is at least one 7-11 scenario which is virtually demolished with pretty much just this.

The difference is A knocks B unconscious. Nobody attacks A, does he roll again, or does he beat B to death?

5/5 5/55/55/5

1 person marked this as a favorite.
The Fox wrote:
Here is something cool: the plural form of Cyclops is Cyclopes. (Pronounced with a long ō, exactly like it looks.)

I thought it was Biclopes

5/5 *****

Pirate Rob wrote:
andreww wrote:
Pirate Rob wrote:
It also means that the attack until dead does not apply to the confusion spell, but does apply to things that give the confused condition.

It still happens with the Confusion spell. The bit you are overlooking is this:

Quote:
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes

If Creature A and Creature B have both been affected by the Confusion spell this is quite a realistic outcome:

Creature A's turn: Rolls 76+, gets attack nearest creature result, attacks Creature B assuming it is nearest.

Creature B's turn: Has been attacked and therefore does not roll on the table. Attacks creature A which is nearest.

Creature A's turn: Has been attacked by Creature B, does not roll on the table and automatically attacks creature B

Repeat until creature A or B is dead, something else hits one of them or the confusion spells wears off. It is a pretty devastating tactic against low will save enemies. There is at least one 7-11 scenario which is virtually demolished with pretty much just this.

The difference is A knocks B unconscious. Nobody attacks A, does he roll again, or does he beat B to death?

He rolls again, B did not attack him during the last turn and therefore he isn't compelled to continue to attack.

4/5 ****

Which, as written, is the correct answer for the confusion spell, but not the confused condition.

I'm saying they should be the same thing, and I don't know which text is correct, the confusion spell or the confused condition.

I feel like I'm talking past you.

The Confused condition says:

If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

The Confusion spell does not say that.

The Exchange 5/5 RPG Superstar 2010 Top 16

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I might think that, to a confused warrior, that statuses of "dead" and "prone, terribly wounded, probably bleeding out" are pretty much the same thing.

Scarab Sages 2/5

So Confusion is safer than Lesser Confusion, since Lesser Confusion actually gives you the Confused condition?


3 people marked this as a favorite.

Sounds confusing...

The Exchange 5/5

Chris Mortika wrote:
I might think that, to a confused warrior, that statuses of "dead" and "prone, terribly wounded, probably bleeding out" are pretty much the same thing.

this sounds like another YMMV topic...

Shadow Lodge

Walter Sheppard wrote:
BigNorseWolf wrote:
I don't think they can quite stack their grappling that way.

It's definitely some table variation. It's also an incredibly janky tactic so chances are you won't see it work as you'd like. Not to mention it can bog down the table with mechanics discussion.

I think you're probably better off just dealing the damage or bull rush/disarm/dirty trick/steal/sundering the target instead.

Actually, the CRB explicitly states what happens when multiple creatures grapple the same target:

Grapple wrote:
Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

The second grappler simply takes an aid another action, and grants the first grappler a +2 bonus on a success. The successful aid another does NOT confer any of the results of a successful grapple check, such as being able to pin the target, just as a successful aid another on a Disable Device check doesn't provide any of the results of a successful Disable Device check, such as disarming a trap.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

2 people marked this as a favorite.

Don't know if this has been mentioned or not; hopefully I'm not being repetitive:

Unless you're a monk or an arcane caster, the only penalty for using armor/shields that you're not proficient with is that the Armor Check Penalty gets applied to your attacks instead of just to certain skills. Similarly, the Weapon Finesse feat says the ACP of a shield will apply to your attacks when using it.

Well, a masterwork buckler/light shield or a mithral heavy shield has an ACP of 0. Thus, a rogue or other non-shield-proficient class can use it just fine, even while using Weapon Finesse.

Additionally, there's the Armor Expert trait, which reduces your ACP by 1. As it happens, a mithral breastplate has an ACP of -1. With Armor Expert, that becomes 0. Thus, a light-armor-wearer can take Armor Expert and wear a mithral breastplate for better AC without penalty. And since it's treated as light armor due to being mithral, you can move at full speed and someone like a bard can cast without ASF chance.

The Exchange 5/5

2 people marked this as a favorite.

yeah... and

Darkwood:

Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.

So a Darkwood Heavy Shield would have an ACP of 0 also... Every Alchemist should have one...

Silver Crusade 3/5

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If there is a good chance that you will face an incorporeal creature, mage armor is just the thing for you, even if you are already wearing armor. Wizards, do your tanks a favor and cast this spell on them before they rush to face those shadows.

The Exchange 5/5

The Fox wrote:
If there is a good chance that you will face an incorporeal creature, mage armor is just the thing for you, even if you are already wearing armor. Wizards, do your tanks a favor and cast this spell on them before they rush to face those shadows.

Even back in LG days, I used to advise PCs to buy a potion of Mage Armor, just incase they should be awakended in the middle of the night and have two rounds to prep.... drink potion, pick up shield - charge monster. And that way you had it in case you were to fight Incorporeal creatures too.

Scarab Sages 2/5

Just remember that Mage Armor does not apply to touch attacks or spells, just incorporeal attacks.

Dark Archive 4/5 5/5 ****

1 person marked this as a favorite.
Jiggy wrote:

Don't know if this has been mentioned or not; hopefully I'm not being repetitive:

Unless you're a monk or an arcane caster, the only penalty for using armor/shields that you're not proficient with is that the Armor Check Penalty gets applied to your attacks instead of just to certain skills. Similarly, the Weapon Finesse feat says the ACP of a shield will apply to your attacks when using it.

Well, a masterwork buckler/light shield or a mithral heavy shield has an ACP of 0. Thus, a rogue or other non-shield-proficient class can use it just fine, even while using Weapon Finesse.

Additionally, there's the Armor Expert trait, which reduces your ACP by 1. As it happens, a mithral breastplate has an ACP of -1. With Armor Expert, that becomes 0. Thus, a light-armor-wearer can take Armor Expert and wear a mithral breastplate for better AC without penalty. And since it's treated as light armor due to being mithral, you can move at full speed and someone like a bard can cast without ASF chance.

Good thing to know.

I guess my brand new bard will be getting a 1st level retrain to get Armor Expert!

Shadow Lodge 4/5

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Pathfinder Adventure Path, Lost Omens Subscriber
nosig wrote:
The Fox wrote:
If there is a good chance that you will face an incorporeal creature, mage armor is just the thing for you, even if you are already wearing armor. Wizards, do your tanks a favor and cast this spell on them before they rush to face those shadows.

Even back in LG days, I used to advise PCs to buy a potion of Mage Armor, just incase they should be awakended in the middle of the night and have two rounds to prep.... drink potion, pick up shield - charge monster. And that way you had it in case you were to fight Incorporeal creatures too.

I vaguely recall some homebrew barbarian tribe whose shamans could create blue-colored oil of mage armor and whose warriors would charge into battle shirtless and protected by their war paint - literally. An excellent historical allusion, if you ask me.

Grand Lodge 4/5 5/5

With regard to armor expert

Just be aware that the faction guide version of that trait (which is the PFS legal one) has a fighter only rider to it. The Shattered Star version is not PFS legal as far as I know

edited post to make clear which trait I was talking about

Then realised I was confusing Armor Expert with Defender of the Society

Hangs head in shame

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Which trait are you talking about, Merisal?

EDIT:
Hang your head in SHAAAAAAME!!!

;)

Grand Lodge 4/5

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
nosig wrote:
Even back in LG days, I used to advise PCs to buy a potion of Mage Armor, just incase they should be awakended in the middle of the night and have two rounds to prep.... drink potion, pick up shield - charge monster. And that way you had it in case you were to fight Incorporeal creatures too.

My armored PCs tend to keep a masterwork chain shirt for nights of roughing it.

3/5

you poor man. why sleep outside when Secure Shelter is a spell?

The Exchange 5/5

TriOmegaZero wrote:
nosig wrote:
Even back in LG days, I used to advise PCs to buy a potion of Mage Armor, just incase they should be awakended in the middle of the night and have two rounds to prep.... drink potion, pick up shield - charge monster. And that way you had it in case you were to fight Incorporeal creatures too.
My armored PCs tend to keep a masterwork chain shirt for nights of roughing it.

LOL! my sister used to refer to those as "Chain Shirt Nighties"! thanks TriOmegaZero!

The Concordance 4/5 5/55/55/55/5 ****

kinevon wrote:
Acedio wrote:
James Risner wrote:
Would you rule differently if the Orange Ioun said "add a spell to your spells known"? Because there was an often misused 3.5 feat called Extra Spell that said that. And the official FAQ was it only added spells you could already add normally.

Well, it does actually say that:

Orange Prism Ioun Stone wrote:
Cracked: Wearer adds one cantrip or orison (determined when the stone is created) to his list of spells known or spells prepared. Price: 1,000 gp.

The way its worded suggests to me that it just can add either a cantrip or orison to your existing spell list regardless of whether you cast orisons or cantrips normally.

Edit: To be clear, I think your interpretation is logical, I just can't find it in the wording.

Since all the interpretation in question does is give a similar ability as a trait, I don't think it is terribly overpowered to allow a 0 level spell from any list.

Two-World Magic, according to D20PFSRD, is the trait in question.

Raise thread!

What would you say about using this to give a caster whose class doesn't have cantrips *or* orisons a level 0 spell?

Sczarni 5/5 5/55/5 ***

A new FAQ has been issued since this thread went dormant:

New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?

No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.

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