PFS game changing items / spells from the ACG


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Webstore Gninja Minion

Removed some posts. Be civil, thank you!

Scarab Sages

David_Bross wrote:
Mathwei ap Niall wrote:


Finally, Contingent Action. Remember all with the rules for charge since the recipient of this spell is restricted to a standard action by the rules of the spell instead of a Full action they CAN charge while under the...

Wrong, You can't charge with a readied action, which is what the spell gives you. There is a feat posted earlier that will get you around this.

Otherwise people would ready charges all the time, since its really good!

PRD wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

You can ready a "short-charge"

Grand Lodge 2/5 RPG Superstar 2012 Top 32

WiseWolfOfYoitsu wrote:
David_Bross wrote:
Mathwei ap Niall wrote:


Finally, Contingent Action. Remember all with the rules for charge since the recipient of this spell is restricted to a standard action by the rules of the spell instead of a Full action they CAN charge while under the...

Wrong, You can't charge with a readied action, which is what the spell gives you. There is a feat posted earlier that will get you around this.

Otherwise people would ready charges all the time, since its really good!

PRD wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
You can ready a "short-charge"

Re-read the very rule you just cited: you can only make a short/partial charge "if you are able to take ONLY a standard action on your turn". It even states the restriction a second time: "You can't use this option unless you are restricted to taking only a standard action on your turn".

So unless the spell being talked about in the quote-chain you replied to inflicts some sort of condition on you that causes your turn to only allow a standard action, then no, you can't ready a charge, short or otherwise.

Grand Lodge 3/5

I'm pretty sure casting from a scroll still counts as casting for the "cannot be used to cast a spell or use a supernatural ability" clause of Contingent Action.

You could say "when I move adjacent to a dead ally, draw my scroll of Breath of Life." Or "when an ally dies, draw my scroll of Breath of Life."

Scarab Sages 4/5

Markov Spiked Chain wrote:

I'm pretty sure casting from a scroll still counts as casting for the "cannot be used to cast a spell or use a supernatural ability" clause of Contingent Action.

You could say "when I move adjacent to a dead ally, draw my scroll of Breath of Life." Or "when an ally dies, draw my scroll of Breath of Life."

As mentioned up thread, there is at least one instance in the FAQ where activating a scroll is specifically not "casting a spell."

FAQ

FAQ wrote:

Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.

I started a thread in the rules forum about it, but there was little response. The FAQ seems pretty clear, though.


trollbill wrote:
I am just wondering how many melee builds we are going to start seeing with Believer's Boon + Growth Sub-Domain. Now you don't have to take a level dip into cleric to become Giant Man/Indian Chief.

Doesn't seem useful at all. 1 Feat to swift enlarge yourself for 1 round a day?

Dark Archive 1/5

R2D2TS wrote:
Hex users might find the spell Hex Vulnerability of some interest. I like the idea of using it to get multiple uses of a healing hex on allies.

Absolute Brilliance. How did I miss this?

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

El_Jefe wrote:
trollbill wrote:
I am just wondering how many melee builds we are going to start seeing with Believer's Boon + Growth Sub-Domain. Now you don't have to take a level dip into cleric to become Giant Man/Indian Chief.
Doesn't seem useful at all. 1 Feat to swift enlarge yourself for 1 round a day?

I had thought you could use it to enlarge yourself for 3+ your wisdom modifier rounds but upon rereading both the feat and domain, it seems you are correct.

Scarab Sages 2/5

I had a small debate whether or not Hex Vulnerability would work like that. It came down to the text:

Hex Vulnerability wrote:
The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period.
Healing Hex wrote:
This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Emphasis mine. I had though of this idea as well, but one of my friends suggest that being susceptible is not really equal to benefitting from it, so it would only work on more offensive hexes.

3/5

so you can cure light wounds on undead unlimited times as a hex?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Finlanderboy wrote:
so you can cure light wounds on undead unlimited times as a hex?

That would make the healing hex pretty cool actually.

3/5

1 person marked this as a favorite.

Well if you rule like cao phen that would be the rules too.

To do selective reading is selective situations is DM cheating.


I don't really see the big deal. That's a very inefficient way to kill undead.

It's an efficient out of combat healing combo, but it's not on spark/glorious heat level. Heck, Boots of the Earth = Unlimited Out of Combat healing for the whole party for 5000 gold.

Shadow Lodge 4/5

Investigative Mind--perfect spell for a wand or a higher tier caster who can get some mileage out of it.

The Exchange 5/5

Sammy T wrote:
Investigative Mind--perfect spell for a wand or a higher tier caster who can get some mileage out of it.

doesn't help much if I take 10 on the roll... and if I don't take 10 I roll less than 10 on both rolls, so taking 10 is normally better for me anyway.

Dark Archive 1/5

I'm presuming feats of interest are within the scope of the question too.

The new Evolved Summon Monster allows you to stick an evolution point (you can grant Pounce, for example) on a summoned monster. This is kind of neat.

http://www.pfsdb.com/feats/evolved-summoned-monster

Also, I'm surprised I've never seen anyone discussing this new spell. Long Arm - allows you to grow gangly arms and have 5' reach. Potential!

http://www.pfsdb.com/spells/long-arm

Shadow Lodge 4/5

nosig wrote:
doesn't help much if I take 10 on the roll... and if I don't take 10 I roll less than 10 on both rolls, so taking 10 is normally better for me anyway.

On rolls you are confident you can take 10 on and ace, simply don't use the effect. For trickier knowledges or combat knowledge checks, this would be ideal.

Scarab Sages 2/5

Finlanderboy wrote:

Well if you rule like cao phen that would be the rules too.

To do selective reading is selective situations is DM cheating.

I did not rule that, my friend did as I said earlier. I was in the camp of using the hex to try and use the Major Healing hex on people. A Cure Serious Wounds every round as a Supernatural ability is nice when it doesn't provoke an attack of opportunity. =)

Silver Crusade 2/5

Hollister Gorgonton the Lich wrote:

I'm surprised I've never seen anyone discussing this new spell. Long Arm - allows you to grow gangly arms and have 5' reach. Potential!

http://www.pfsdb.com/spells/long-arm

Oh, <we're discussing it>!

:-)

Dark Archive 1/5

Joe M. wrote:
Hollister Gorgonton the Lich wrote:

I'm surprised I've never seen anyone discussing this new spell. Long Arm - allows you to grow gangly arms and have 5' reach. Potential!

http://www.pfsdb.com/spells/long-arm

Oh, <we're discussing it>!

:-)

Hah! I didn't look hard enough.

The post about monks is pretty much my line of thinking; flurry of blows with long arm sounds like that Hindu character from The Master of the Flying Guillotine. Awesome.

3/5

Cao Phen wrote:
Finlanderboy wrote:

Well if you rule like cao phen that would be the rules too.

To do selective reading is selective situations is DM cheating.

I did not rule that, my friend did as I said earlier. I was in the camp of using the hex to try and use the Major Healing hex on people. A Cure Serious Wounds every round as a Supernatural ability is nice when it doesn't provoke an attack of opportunity. =)

I amn sorry I did not point at you specifically for rule abuse. I just know DMs that use the forums to get information to make adversarial rulings against other PCs.

Grand Lodge 2/5

El_Jefe wrote:
trollbill wrote:
I am just wondering how many melee builds we are going to start seeing with Believer's Boon + Growth Sub-Domain. Now you don't have to take a level dip into cleric to become Giant Man/Indian Chief.
Doesn't seem useful at all. 1 Feat to swift enlarge yourself for 1 round a day?

Especially when you can just take Potion Glutton as a feat (for the small price of worshiping Urgathoa) and drink potions as swift actions. Combine that with something like a glove of storing and boom, same thing, except it's more than 1 round and more than one once a day.

Scarab Sages 2/5

Of course, there will always be Table Variation on stuff that still hasn't been answered in quite some time. =)

3/5 5/5

Suceptible = able to be affected by. Works for a literal reading of the wording.

Lantern Lodge 3/5

Dotting.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

I'm just waiting for people to start complaining that kick up is then new weapon cord. (swift action to retrieve unattended item.)

Silver Crusade 4/5 5/55/55/55/5 ****

FLite wrote:
I'm just waiting for people to start complaining that kick up is then new weapon cord. (swift action to retrieve unattended item.)

You'll be waiting a long time - weapon cord was 1 silver piece that anyone could get.

Kick up:
Prerequisites: Dex 13, Acrobatic, Acrobatics 1 rank; slayer level 1st or swashbuckler level 1st.

For having to have that many prerequisites, I think Kick Up is okay.

Shadow Lodge

Finlanderboy wrote:
so you can cure light wounds on undead unlimited times as a hex?

First, if you're using a wand of hex vulnerability, it only lasts one round, so you have to alternate between using the wand and using the healing hex. If you were to cast it yourself, it's much better, because it'll give you a number of potential uses of your healing hex (assuming you hit with your touch attack first try every round) equal to your caster level.

Second, for each time use cast hex vulnerability on a creature beyond the first on a given day, they gain a cumulative +4 bonus on their will save (and you take a cumulative -4 versus spell resistance), so eventually it's not going to be viable as on offensive. That isn't a problem for using it for infinite healing, because the target can always voluntarily give up their save, so it can still work on them even when they have a +four billion bonus to the save.

So, hex vulnerability in a wand: mediocre for offense, awesome for healing/buffing (yay fortune hex!).

Grand Lodge 4/5

Mike Bramnik wrote:
James Wygle wrote:

So, hex vulnerability in a wand: mediocre for offense, awesome for healing/buffing (yay fortune hex!).

Odd question - I've heard, repeatedly (to the point that I've believed it without checking) that there is a rule that allows you to voluntarily fail a save, or at least a will save. Since using Hex Vulnerability as a party healing/buffing tactic would require that... do you happen to know where that rule appears? Otherwise you'll be trying to get your allies to fail saves vs a level 1 wand several times a scenario, potentially.

Page 217 of Core.

Quote:
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.

Silver Crusade 4/5 5/55/55/55/5 ****

1 person marked this as a favorite.

Sorry for the ninja-delete - I actually found it right after I posted (my eyes must have glossed over when I scanned that section before) and deleted my post apparently just before you made yours.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

1 person marked this as a favorite.
Mike Bramnik wrote:
FLite wrote:
I'm just waiting for people to start complaining that kick up is then new weapon cord. (swift action to retrieve unattended item.)

You'll be waiting a long time - weapon cord was 1 silver piece that anyone could get.

Kick up:
Prerequisites: Dex 13, Acrobatic, Acrobatics 1 rank; slayer level 1st or swashbuckler level 1st.

For having to have that many prerequisites, I think Kick Up is okay.

I didn't say it was a rational complaint, just that I am waiting for it. (Minor correction: Dex 12, not 13. )

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

James Wygle wrote:
First, if you're using a wand of hex vulnerability, it only lasts one round, so you have to alternate between using the wand and using the healing hex.

I'm afraid that a wand of hex vulnerability won't be effective unless somebody else in your party uses it. Because its duration is one round per level, and you use your standard action to use the wand, the effects of the spell will have worn off before you have another standard action to use your healing hex.

PRD Combat Chapter wrote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.

Grand Lodge 3/5

I don't think someone else can use a wand for this either, since it specifies "your hexes."

Silver Crusade 1/5 *

The simple solution is just be higher than level 1, no?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Doesn't help, the wand is always at minimum caster level, not yours.

Silver Crusade 1/5 *

Oh I was thinking they were talking about actually casting the spell. I'm not sure why I thought that...

Grand Lodge 1/5

1 person marked this as a favorite.

I was thinking of actually casting the spell when I thought of the idea. Of course I am goofy enough to make a witch that focused on boosting the caster level of this spell just to see what I could do with it.
And now I have a character sheet that needs filling.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Markov Spiked Chain wrote:
I don't think someone else can use a wand for this either, since it specifies "your hexes."

Good point.

I'm toying with the idea of pearls of power, possibly lesser rod of metamagic, extend. Of course course at that point it is probably more cost effective to just buy wands of cure light wounds, but don't stop me now.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

There's a weapon cord... Is there a wand cord?

Hmm

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

For wands try the spring-loaded wrist sheath. (Adventurer's Armory I believe. )

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Darrell Impey UK wrote:
For wands try the spring-loaded wrist sheath. (Adventurer's Armory I believe. )

I have the sheath. I want an easy way to hang on to the wand once I've drawn it and then gone for a weapon.

Hmm

Silver Crusade 4/5 5/55/55/55/5 ****

Unseen Servant to take it from you and hold it? Quick Draw feat to be able to put it away just as quickly as drawing other things?

Dark Archive 4/5 *

Pathfinder Rulebook Subscriber

Glove of Storing lets you retrieve the held item or stow it in the glove as a free.

Grand Lodge 4/5

Mike Bramnik wrote:
Unseen Servant to take it from you and hold it? Quick Draw feat to be able to put it away just as quickly as drawing other things?

Quick Draw is for Drawing weapons, not sheathing them.

It also explicitly excludes, among other things, wands from being the target of Quick Draw.

Silver Crusade 4/5 5/55/55/55/5 ****

kinevon wrote:
Mike Bramnik wrote:
Unseen Servant to take it from you and hold it? Quick Draw feat to be able to put it away just as quickly as drawing other things?

Quick Draw is for Drawing weapons, not sheathing them.

It also explicitly excludes, among other things, wands from being the target of Quick Draw.

Good catch. Unseen Servant still works though heh.

4/5

I always wanted a quick Stow as well.

2/5

I had an idea to make a Gorum-worshipping Battle Shaman that attacked with a heightened Hex Vulnerability spell-storing sword and proceeded to inflict misfortune each round with hex strike.

It ended up being a little too much and I went back to just applying Evil Eye as much as possible.

3/5 5/5

3 people marked this as a favorite.

Surprised this one has not been mentioned:

Battle Cry (Combat) wrote:


Your shout heartens your allies and encourages them in the fight.
Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.

A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use oft his feat.

Should be pretty much mandatory for a CHA-based character. Say the paladin has CHA +5. That's 5 potential re-rolls per day PER PARTY MEMBER (including the paladin). Also, the party member can choose to use the reroll AFTER she finds out that she failed the throw, meaning there's no down-side to using it.


FiddlersGreen wrote:

Surprised this one has not been mentioned:

Battle Cry (Combat) wrote:


Your shout heartens your allies and encourages them in the fight.
Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.

A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use oft his feat.

Should be pretty much mandatory for a CHA-based character. Say the paladin has CHA +5. That's 5 potential re-rolls per day PER PARTY MEMBER (including the paladin). Also, the party member can choose to use the reroll AFTER she finds out that she failed the throw, meaning there's no down-side to using it.

Wow! Just wow!

2/5

FiddlersGreen wrote:

Surprised this one has not been mentioned:

Battle Cry (Combat) wrote:


Your shout heartens your allies and encourages them in the fight.
Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.

A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use oft his feat.

Should be pretty much mandatory for a CHA-based character. Say the paladin has CHA +5. That's 5 potential re-rolls per day PER PARTY MEMBER (including the paladin). Also, the party member can choose to use the reroll AFTER she finds out that she failed the throw, meaning there's no down-side to using it.

I don't think it includes the paladin. The feat only allows an ally the reroll option.

Also, in practice it won't be 5 rerolls per day per character. It will probably be closer to 5 rerolls a day. Once on person ends the affect of the battle cry on them, I would think the paladin would just shout again to make sure everybody has the protection.

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