My only big gripe with his book is that the wizard spell list isn't organized by schools. Just kinda annoying to have to go through spells and hunt for the ones from certain schools. o.o
gbonehead(Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)
Zaister wrote:
I have a question regarding the Leadership subdomain. The text for the Inspiring Command ability is as follows:
APG wrote:
Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect.
I'm wondering if it is intentional that this sounds as if the ability could be used at will. I think a sentence like "You can use this ability a number of times per day equal to 3 + your Wisdom modifier." might be missing here. The Nobility domain power replaced by this subdomain, Inspiring Word, for example, like many other domain powers, is limited in this way. Can someone shed some light on this?
Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.
Zaister(Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)
gbonehead wrote:
Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.
Yes I can see it going either way, that is why I'm asking. (Also because I want PCGen to get it right.)
gbonehead(Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)
Zaister wrote:
gbonehead wrote:
Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.
Yes I can see it going either way, that is why I'm asking. (Also because I want PCGen to get it right.)
Makes sense. I voted for it as a FAQ; not sure how the FAQ thing works but you might want to vote for it too.
The Defense subdomain of the Protection Domain replaces the resilient touch power. The Protection Domain does not have a resilient touch power. It has a resistant touch power.
Masika(Pathfinder Adventure Path, Battles Case Subscriber)
From another thread, but there's info that belongs here:
Sean K Reynolds wrote:
Caedwyr wrote:
The greater mutagen alchemist discovery does not have mutagen as a prerequisite.
Maybe I'm not understanding you correctly, but I don't see a "greater mutagen" discovery in Ultimate Magic at all, so I'm not sure what you're referring to.
Yeah I took a look at this again, and it seems this should be in the APG errata thread instead (Ultimate Magic added the Mutagen discovery and several archetypes which remove the Mutagen class ability. This means that as written currently the alchemist does not need the Mutagen ability/discovery to choose the greater mutagen discovery.
Ok I have been designing a Sorcerer with the Stormborn Bloodline. My concept was based on the bloodline power:
Stormchild
Spoiler:
(Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.
Then I noticed after I did all my work that it says Blindsense which states:
Blindsense
Spoiler:
... Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment.
and in natural fog:
Fog
Spoiler:
Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).
So basically if I am reading this right. At 9th level with my bloodline power I cast fod I am now in a fog I have 20% concealment and with blindsense those penalties are still there? Why have the ability and why does it say you have it against concealment? Did they mean Blindsight which would negate the concealment penalties? And since it is suppose to be only usable against the concealment of the fog it would make more sense.
Please post rules questions in the Rules Question Forum, where they're more likely to be seen by people who can answer them.
if we could get official ruling's but instead you get conflicting arguments for both sides. never a straight forward offical answer. Rules forums need some support. the player base cant agree on anything.
A question about the Roughrider archetype: Ride Them Down and Unavoidable Onslaught replace both Armor Training 4.
Maybe there is an error and one of them replace Weapon Training 4.
There is some official errata about?!?
gbonehead(Paizo Charter Superscriber, Pathfinder Battles Case Subscriber)
Benkalas wrote:
A question about the Roughrider archetype: Ride Them Down and Unavoidable Onslaught replace both Armor Training 4.
Maybe there is an error and one of them replace Weapon Training 4.
There is some official errata about?!?
No error. It means "Armor Training 4 is replaced by Ride Them Down and Unavoidable Onslaught." The one Fighter ability is replaced with two Roughrider abilities.
I have a question about the Paladin archetype, Divine Defender and the ability : Divine Bond
Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3,
Why +3, and not +5 like all similar habilities. there is an error?
As an example here is the Divine bond for the Paladin (whith a weapon and not a armor) :
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5,