pathfinder 1e – Does the Monstrous Combat Options rule of breath weapons scaling with creature size apply to PC’s?

While discussing build options with a fellow party member (an Alchemist), they mentioned a rule granting breath weapons increased area when the user increases size category. After a bit of searching, I was able to find the rule in question:

Breath Weapon: The monster gains a breath weapon that deals 1d6 points of damage + 1d6 per CR. A target can attempt a Reflex saving throw to take half damage. If the breath weapon is a cone, it’s 30 feet long, increasing by 10 feet for each size category above Medium, and decreasing by 5 feet for every size category below Medium. If the breath weapon is a line, its area of effect is twice as long as a cone would be.

However, said rule was located in a section about monster creation/advancement, and now we’re debating whether or not it applies to PC’s changing size due to spells or buffs. Is there any other RAW indication whether or not gaining or losing a size category would generally affect breath weapon areas in this manner, or would this ultimately be a matter of GM fiat?

pathfinder 1e – In what ways can you adjudicate the game mechanics of the Ventriloquism spell?

The Ventriloquism spell (identical in both 3.5 & PFRPG 1e rules) is noted for having a rather generic text entry description that is devoid of any game mechanic uses. Unlike the easier-to-use visual figment illusion spells, this spell causes a lot of DM / Player debate on how it actually plays out on the tabletop due to its auditory-only manifestation.

I’d like some help in hearing how other tables use practical (and even clever) uses of the Ventriloquism spell to impact such game mechanics like rolling for initiative, effects on action economy, etc. In addition, I’m not aware of any beneficial game mechanics for “distracting an opponent” – such as the ventriloquist throwing her voice by yelling elf battle cries behind some angry orcs.

Thank you!


(To note: we fully understand the unique disbelief/interaction rules of auditory figment spells)

pathfinder 1e – Psionic talent modifiers stacks?

Well, let’s look

  • Precognition, Greater, is a power level 6 seer discipline. On the other hand, perhaps you meant Precognition, Defensive which does produces an insight bonus. It thus stacks with everything other than other insight bonuses.
  • Inertial Armor provides an armor bonus. It thus stacks with everything other than other sources of armor. In particular, it will not stack with worn armor.
  • Thicken Skin adds to natural armor, and thus stacks with everything
  • Force Screen provides a shield bonus, and therefore does not stack with other things providing shield bonuses (like, say, physical shields), but stacks with everything else.

So, if you had all four of those disciplines and powered them up, they’d stack with each other, though they wouldn’t stack with shield, worn armor, or insight bonus, and the total overall AC, while not terrible, wouldn’t be all that good, given what you were sinking into it.

The real kicker, though, is that you appear to have misread the rules pretty badly. None of these are talents. At the same time, Unlocked Talent doesn’t give you any talents. It gives you 2 power points (plus the 2 you got from Wild Talent) and a single 1st-level discipline. Further, Unlocked Talent is not one of the feats that you’re specifically allowed to take multiple times.

Still, it seems like a feat that would be reasonable to take multiple times. I don’t think it would break the game. Thus, if you convince your DM to houserule it, and you spend 5 feats getting Wild Talent followed by each of the four previously described powers, you could use them all at once, and they’d all add to your AC… with a result that would be deeply unimpressive for the level that you’d have to achieve to get that many feats to play with, and that you’d only be able to maintain for a short while before the power ran out.

pathfinder 1e – Can feats like Psionic Weapon, Shot or Fist work with out interference with Path of War Rules?

Can feats like Psionic Weapon, Shot or Fist; or Greater Psionic Weapon, Shot or Fist work without interference or sacrifice with Path of War Rules?

Effects from stances remain so long as stance is not changed. Gaining and using focus* during a rotation of Boosts, Counters and Strikes is what I worry about. With Psionic Meditation you can gain focus with a move action, but can I expend/use said focus at anytime during when a boost, strike or counter happens?


* see the “Gain psionic focus” part for the rules

pathfinder 1e – In Path of War can Hidden Blades use a Strike or Boost Maneuver with a Counter Maneuver?

No. Please read the maneuvers. They indicate what kind of action they require—a counter requires an immediate, a boost requires a swift, and a strike requires a standard action. These cannot possibly be used at the same time. At best, the boost from your last turn may still affect you when you counter (but countering generally means you cannot boost in the next turn).

Stances, of course, apply continuously and so also apply when you use a counter.

pathfinder 1e – Does movement speed add damage or attack power to weapons?

No, movement speed has absolutely no relation to attack or damage.

Considering that there are ways to boost speed to stratospheric levels (literally, in the sense that you can exceed Earth’s escape velocity; before an erratum, you could even exceed c), that’s probably for the best.

Instead, 3.5 and Pathfinder model the extra oomph you can put behind your attacks when moving at high speed via the Charging combat maneuver. Charging gives you a +2 to attack (and a −2 to AC), but you get the same benefit when you charge no matter if your speed is 15 ft. or 150 ft. And you don’t get the benefit without charging, even if you move farther in a single move action than someone else might while charging.

The only innate effect of high movement speed, aside from the ability to move further in a round, is the (rather large) bonus you receive to Jump checks.

Specific feats and class features may reference movement, however. For instance, the Scout (Complete Adventurer) has a Skirmish class feature, which deals extra damage as long as you move 10 feet, and can take the Improved Skirmish feat for additional bonus damage if you move 20 feet. The Expeditious Dodge feat (Races of the Wild) gives you an AC bonus as long as you move 40 feet.

I haven’t found any options yet that scale with speed, but as I pointed out, speed also increases Jump checks. The Roof-Jumper feat gives you +1d6 damage per 10 feet you fell from above the target. If you have a sky-high Jump check, then you can jump, well, into the sky – and stack extra d6’s on your attack. Note that you’re not allowed to slow your fall (e.g. feather fall) if you want the damage, though, which means you may take falling damage (Tumble, as well as certain items, can mitigate falling damage, however). All that said, however, each 10 feet of vertical jump height requires a DC 40 higher, and each +40 bonus to Jump from movement requires 100 ft. more movement speed. You can get d6’s of damage much more easily than you can get 100s of feet of movement speed…

See Are there rules for dropping on an enemy as an attack? for more ways to get extra damage from jumping (though only Roof-Jumper directly scales with height).

pathfinder 1e – What tier are Path of War classes?

Tier 3, but very strong ones.

Path of War isn’t handing out game-warping effects like open-topic divinations, long-distance teleportation, or poaching monster abilities via conjuration or domination. The hallmarks of Tier 2 and above simply aren’t present.

But among Tier 3 classes, Path of War initiators stand out. Several of them have extremely potent defenses, that can be very difficult to breach, and almost all of them have top-tier damage-dealing ability without breaking a sweat. Because they were designed to be strong “out of the box,” so to speak, because a design goal was to make them good even when played by naive newbies, when you start optimizing your feat and item choices, they can get really monstrous. And several maneuvers were overtuned—there’s nothing outright broken as far as I know, but there are definitely things that are simply more powerful than they should be at the level they’re obtained.

Trying to break things down within a tier is often an exercise in frustration and argument, because the tiers are already broken up by the more distinct dividing lines. Anything within a tier is going to necessarily have to start getting into more nebulous distinctions. But I will say that, if I recall correctly, the warden and zealot have a reputation for being the most problematically strong of the Path of War initiators.

monsters – Pathfinder 1x: Needing to upscale a dungeon

ok, Have an old module I’m revamping. Using original pathfinder, home brew world. I have no drow or underdark, but an ancient evil locked away which leaks its creations on the world. (predominately father-god of all goblin kind (which here will include orcs, trolls, etc) and all things demonic and abberant)

What I have is an empty dwarven fortress with what is basically a goblin town below it (unaware of the dwarven fortress above as its been empty for 300 years,…well of dwarves anyway, so no actual goblinkind can be used). The module has a tribe of Grimlocks who have moved in with their dire rat pets. Problem is, by the time the PCs made it to the module site, they’re 7th level. (silly me, I gave them a ghost town to tackle on the way). I can probably upscale the grimlocks, maybe with bugbears or something similar (will still take suggestions) but I’m stumped on their ‘pets’. Dire rats are just too weak for this group, and I think they could take a swarm easy (though the ecology wouldn’t necessarily feed a swarm). I either need a substitute critter that is a good monster pet that has the ‘bite’ to take 7th level party of 4, or suggestions on how to build them as ‘giant’ dire rats and put some meat on them.

pathfinder 1e – Hunter Animal Companion(s) clarification

Here is a very tricky question about a build; I want to play multiple animal companions and for some reason people tell me that it can’t be done.

I’m looking at the Hunter. The hunter’s effective druid level is equal to her hunter level. My understanding is that if a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities.

The key here is “more than one source” so I’m getting 1 companion at early game, my big cat. The second companion I’m planning to get is a magical beast (to be chosen) at or after 7th level with the feat Beast Speaker.

Beast Speaker

You have trained in the ways that the beast speakers of the Tekritani once used to ally themselves with magical beasts.
Prerequisites: Handle Animal 7 ranks, animal companion with effective druid level 7.
Benefit: You can select a creature from the list of magical beasts to serve as your animal companion. You acquire and advance this beast companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion. You can also dismiss the creature, as dictated by your class feature.
You must meet additional prerequisites to select a companion with an Intelligence score of 3 or higher, as described in each creature’s entry.

For example, if I chose a basilisk,

  1. Can I keep my big cat with the basilisk?

  2. Can I have a third companion (big cat + basilisk + another) at level 20 with the alternate Hunter capstone Huntmaster?

Huntmaster (Ex)
At 20th level, the hunter learns to control all manner of beasts. The hunter gains a second animal companion. Her level is considered four lower for the purposes of her second animal companion. The hunter can use her animal focus feature to grant each animal companion a different animal aspect.

  1. Does this pet follow the “stack wording rule”? My level 1 feature states that they stack with my druid level; does this override the -4 penalty level from Huntmaster level 20 capstone?

To elaborate more a Beast Master Ranger can keep multiple companions with its base class but they get -3 druid level on their ranger base level for the purpose of animal companion levels, also they SHARE the levels so a beast master ranger level 5 can have 1 pet level 2 or 2 pets level 1.

A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.
The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion.
For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

class feature – hunter multi pet power?¡ pathfinder

ok here is a very tricky question about my build we i want to play multiple animal companions and for some reason people tell me that it cant be done yet i read level 1 class features and i found this:

https://aonprd.com/ClassDisplay.aspx?ItemName=Hunter

The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities.

they key here is “more than one source” so im getting 1 companion at early game, my big cat

the second companion im planing to get is a magical beast (to be chosen) for that i need to have level 7 and this feat:

“https://aonprd.com/FeatDisplay.aspx?ItemName=Beast%20Speaker”

Beast Speaker
Source Heroes of Golarion pg. 21
You have trained in the ways that the beast speakers of the Tekritani once used to ally themselves with magical beasts.

Prerequisites: Handle Animal 7 ranks, animal companion with effective druid level 7.

Benefit: You can select a creature from the list of magical beasts to serve as your animal companion. You acquire and advance this beast companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion. You can also dismiss the creature, as dictated by your class feature.

You must meet additional prerequisites to select a companion with an Intelligence score of 3 or higher, as described in each creature’s entry.

lets say i pick the basilisc for the sake to make it.

the question is cna i keep my big cat + basilisk?

second question can i keep big cat + basilisk + another random companion at level 20?

Huntmaster (Ex)
Source Chronicle of Legends pg. 28
At 20th level, the hunter learns to control all manner of beasts. The hunter gains a second animal companion. Her level is considered four lower for the purposes of her second animal companion. The hunter can use her animal focus feature to grant each animal companion a different animal aspect.

and the third and more controversial question is does this pet follow the “stack wording rule”? as my level 1 feature states that they stack my druid level which overrides the -4 penalty level from HUNTMASTER level 20 capstone.

to elaborate more a beastmaster ranger can keep multiple companions with its base class but they get -3 druid level on their ranger base level for the prupose of animal companion levels, also they SHARE the levels so a beast master ranger level 5 can have 1 pet level 2 or 2 pets level 1.

beast master info:

https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger-archetypes/beastmaster/

A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion.

For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

thanks for your time.