## Can people (other than the target) hear me casting Message?

The Message spell requires verbal, somatic, and material components. The text of the spell says:

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message…

Is the spoken message the only verbal component to the spell, or is there an incantation that I must speak at normal volume (i.e. the same volume I would use for any other verbal spell) in order to cast the spell, followed by my actual whispered message? In other words, can people other than the target hear me casting the spell at all?

## Is there any way to have more than one ship in Starfinder?

This question stems from How much does a spaceship cost? and is a side question that came up in discussion there.

I know that you build, upgrade, or replace your ship with build points.

However, that seems limiting and non-economic. I’m not looking for a solution that would involve splitting the build points into a few useless rowboats. I can figure out how to build a bunch of ships that are useless compared to my level on my own, thank you.

I am looking for any other way to acquire multiple ships.

Is there any monetary way to control more than one ship? Any feats or other acquired abilities that let you control more than one ship? Can you use the leadership feat to control the captains of other ships? Could one, eventually, control a fleet?

Of the possible solutions, it seems to me that the Leadership feat might be the only way but that too is limiting unless you can cascade it (you control two captains who control two captains each, etc.).

## When is a Scimitar better than a Longsword?

The longsword deals 1d8 slashing or piercing damage. The scimitar deals 1d6 slashing damage with the forceful and sweep traits. At first glance, it seems that the scimitar might break even for damage with the longsword only when there’s a reasonable chance of hitting a third or more attack in a turn. Considering the rarity of that, the scimitar comes across simply inferior to the longsword (in terms of average damage per round).

The scimitar is a thematically cool weapon, though, and I’d like to see it be useful.

In what circumstances does a scimitar outdamage a longsword?

## What are the spells that have a target other than self (and a target entry) that deals damage?

I asked the question Does Ocular spell make every eligible damage spells have a critical chance since it becomes a ranged touch attack (ray)? and I realized it was a bit hard to find spells that were eligible for Ocular spell that weren’t already touch spells or rays.

@Hey I Can Chan told me about Finger of Death (when the save is successful)

@Erik made me realize Chain lightning was indeed in my requirements.

What other spells meet those requirements?

### Sidenote:

-*Spells that do damage,ability drain or level loss since only those can benefit from criticals.

-I’m not sure if Healing spells that hurts creatures like undeads would work because I think they normally don’t score a critical even on a natural 20. Correct me if I’m wrong. But would they if they were cast as a ray?

## Summary:

I’m looking to permanently create $$44064 \text{ gal}$$ of acid on a budget of $$100,000 \text{ gp}$$. As part of this, I am building a level 12 character who will be the one creating and using the acid.

## Restrictions:

• Level 12 character.
• Only Paizo material written for Pathfinder 1e is allowed (no 3.5 content is allowed).
• The following books are not legal: Niobe, The World of Vampire Hunter D, Worldscape
• False Focus and Blood Money are banned.
• Any spell that cannot be cast by a level 12 spellcaster is banned.
• Exception: If 12 levels in a class grant early access to a spell, then it’s allowed.
• Exception: If a deific boon or similar thing allows you to cast that spell as a spell-like ability early.
• Magic items that replicate these banned spells are not allowed (though they may have the spell as a construction requirement as long as they don’t create its effect). Scrolls, wands, potions, etc. are capped at a caster level of 12.
• Spellcasting Services are allowed but cannot be used for those banned spells. Additionally, they can only be used for spells that are on a class’s base spell list. Casters that use early access methods (bloodlines, curses, domains, patrons, etc.) are not allowed to provide those early access spells.
• Ex. A witch with the Thorns patron could not be hired to cast wall of thorns, they would only be able to cast spells on the witch’s base spell list.
• Crafting is banned. You can purchase any item for full price.
• Custom magic items are not allowed.
• In order to be a viable method, there must be an explicit or implicit amount of acid created that is listed in the item’s or spell’s description. Interactions with the environment are allowed
• Example 1: Dust of Acid Consumption states that it holds up to 10 gallons of acid. Despite not actually providing the acid itself, one that had already soaked up acid would be a valid item for purchase and thus it is able to be used for acid production.
• Example 2: Acid states "flask of acid". Since flask is an item and states "This glass bottle holds 1 pint", we have a numeric quantity that it provides. (It’s just too far out of budget to use for the required quantity though.)
• Example 3: Acid Arrow does not state how much acid is created, nor provide any reference for it. Therefore the spell is an invalid method of acid production.
• You may not roll any dice during character creation. If an activity allows taking 10 you may do so, otherwise you are assumed to always get the worst possible result (usually a natural 1). In scenarios where the worst possible result either does not exist or is subjective (such as the reincarnate spell), you simply cannot take that action.
• Note: By permanently create, I mean that a magical method of acid creation must have a duration of instantaneous or permanent. Effectively permanent methods (whether by recasting the same spell due to the duration being long enough or another way) are not valid.
• Exception: The only exception to a temporary method is if the acid is then stored in such a manner that the duration is able to be permanently suspended (such as by using a Neverspill Goblet to store it). Any methods of suspending such a duration are to be added in to the cost of acid production (that is, the cost of producing the temporary acid plus permanently storing it needs to be under $$100,000 \text{ gp}$$).

## Can a sword of life stealing steal more hp than the target has?

The entry for Sword of Life Stealing says: "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn’t a construct or an undead. You also gain 10 temporary hit points.

Note: According to the SRD, it is an extra 3d6 necrotic damage."

However, my DM says that a Sword of Life Stealing inflicts its damage in a certain order on a natural 20: first the regular damage, then crit damage, THEN the necrotic damage…so if by that point the target has no more hp left to lose, I receive no temporary hp. Basically he said that the target "has no more life to steal".

I thought this was a bit of a strange interpretation. Is there an official ruling somewhere?

## Why would I choose anything other than a Greataxe as my Warlock Pact weapon?

In the PHB p.107 on Pact of the Blade boon it is stated:

You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it.

Why would I ever choose a “low” damage weapon, compared to a Greataxe (for example) with its 1d12 damage? I’ll be proficient with whatever weapon I choose, anyway.

## How can you cast a spell at a caster level much higher than 20?

Certain spells such as Mass Cure Critical Wounds have level-based effects with caps that are higher than 20 (in this case, 40). How is it possible to cast such spells and have the higher-than-20 cap actually matter?

I know there are some relatively uncommon ways to boost your CL by a little bit (e.g. Orange Prism, Moon Circlet, and Improved Caster Level, although ICL doesn’t give you a bonus higher than your character level, which makes it irrelevant for this), but these are tiny bonuses. Is it even possible to cast something like Mass Cure Critical Wounds and heal for the full +40 hp?

## Can an artificer replicate the same magic item more than once?

Artificers can take the "Replace Magic Item" infusion more than once, each time choosing a magic item that they can make with it.

Can an Artificer take the "Replace Magic Item" infusion multiple times and select the same magic item with it, and thus create more than one copy of the same magic item?

For example, could a level 2 Artificer take "Replicate Magic Item: Bag of Holding" for 2 of its 4 known infusions, potentially creating 2 Bags of Holding at the same time?

## Are Gloom Stalker Rangers better than the normal ranger subtypes that appear in the players handbook?

I am joining a campaign with some friends and they suggested that I should play a Gloom Stalker Ranger. I rarely get a chance to use things from anything other than the players handbook so I want to try something new. I want to know if it’s even worth playing a gloom stalker and still contribute to the party with both damage and role-playing capabilities because currently my friends are playing rogues and I want to fit the setting (which is a thieves guild type setting) and still do a good amount of damage to help balance out the party.