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I doubt it.

Bodyguard (Combat) wrote:

Your swift strikes ward off enemies attacking nearby allies.

Prerequisite: Combat Reflexes.

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.

Normal: Aid another is a standard action.

Bodyguard doesn't mention aiding anything other than AC.

Further, "when an adjacent ally is attacked" is clearly intended to mean "when an adjacent ally's AC is targeted by an attack".

I realize this sort of diminishes the usefulness Aid Allies to certain types of allies (such as someone with Snake Style), but Aid Allies is merely reiterating the standard Aid Another options, making it clear that it applies to all types of uses. Bodyguard is simply 1 type that has a specific limitation on how it modifies Aid Another.

While I've also contemplated why IG is worded the way it is, I'm fairly confident that it does not grant you more benefit than indicated.

That is to say
-the HD are classless/raceless
-the HD do not increase your BAB as we would otherwise expect(you gain a competence bonus instead)
-the HD do not increase saves (although you gain a competence bonus to Fort saves)
-the HD count as "regular" only "for determining the effect of spells that are HD dependent" (Note: it is implied here as "spells that target you", but as written it would also apply to a spell you cast that has an effect based on your HD [independent of any CL])

Now, I do think you have a reasonable RAW argument, and overall, it really doesn't matter too much if they work together since it's a very specific and otherwise suboptimal combination. But, RAI, it likely doesn't work.

Do the HD from IG increase Special Quality DCs that depend on HD(such as poison)?
Can you gain an extra use of Stunning Fist(or similarly scaling abilities)?
That would give more weight to this interpretation.
Currently, it appears the answer to all these things is, "ask your GM".

Sandman Bard archetype gets it

numerous PrC offer Sneak Attack
Arcane Trickster
Master Spy
Pain Taster (well it's similar to SA)

I'm sure there's more

edit: as a note, you need to be mindful combining classes w/ SA as some say that class levels stack to determine SA(like Vivisectionist) rather than just saying SA stacks(like Assassin)

Cthulhudrew wrote:
If the druid was feebleminded while in animal form, that would probably do it.

I don't think so, Wild Shape has clear durations. Further WS is a Su ability, so its use won't be affected.

Before I get into the math, I'd advise against causing the item to fill 2 item slots, it will turn into an annoying restriction that will significantly reduce its value and desirability. If it is taking up both slots, you might as well just give him both items and say they only work when worn together (and the helm affects rhinos instead of elephants).

Breakdown of the helm as best I can tell
-Gore ??
-permanent Endure Elements(cold) (1*1*2k)/2[24hr duration] == 1k
the following work with "elephants" only
-+5 competence HA 5^2 *100 == 2.5k
-+5 competence Ride 5^2 *100 == 2.5k
-+5 competence WE 5^2 *100 == 2.5k
-use activated Detect Animals/Plants (1*1*2k)*1.5[10min/level] == 3k
-use activated Speak w/ Animals (1*1*2k)*2[1min/level] == 4k

Now, those 5 are pretty heavily restricted, but I'm unsure exactly what percentage, if any, has been knocked off.
Further, it appears to me, that those 5 have also been considered "similar abilities".

Multiple Similar Abilities wrote:
For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

The current total using "similar abilities"

4k + 0.75*(3k) + 0.5*(2.5k *3) + 1.5*(1k)[EE is dissimilar] == 11.5k

I suppose "dissimilar" is debatable, and all abilities were similar, but that still leaves us w/ 10.5k before accounting for the gore.

Either way, we're left guessing at the percentage reduction. I'll assume it was 30% (since it's the largest in the book, and these are very restricted).

8500 / 0.7 ~= 12150

If EE and Gore are dissimilar
12150 - 11500 = 650; 650 is 50% more for being different, /1.5 ~= 430

If EE is dissimilar, but Gore is similar
12150 - 11500 = 650; 650 has been halved for being similar, *2 == 1300

If EE is similar, but Gore is dissimilar
12150 - 10500 = 1650; 1650 is 50% more for being different, /1.5 ~= 1100

If all abilities were considered similar
12150 - 10500 = 1650; 1650 has been halved for being similar, *2 == 3300

Now, as BBT said, we can't actually know the exact calculation w/o the author stepping forward (very unlikely), but I do think you can use the formulae in the book to guesstimate what has been done.

I have no idea how far off I am w/ these, but a permanent Beast Shape I item would cost 60k according the formula. You're only getting 1 weapon and no other benefit. 430 seems a little low, but any of the others all seem pretty feasible, I'd probably go with ~3.3k and also call it similar for the Rhino Hide.
(The Charge portion costs exactly 1k, if you count the gore as similar, 3.3k +0.75*(1k) ~= 4k (==4050). I'd add 4k to the 9k for +3 armor, for 13,165. I realize this is ignoring that both are dissimilar to armor enhancement bonuses, but it seems to me like Rhino Hide already does that.)
If I'm mistaken about the similar abilities, it means a much greater arbitrary reduction was applied to this item, which throws a major wrench in approximating anything useful.

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last paragraph of FoB

Flurry of Blows (Ex) wrote:
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

No, unless you know of a maneuver that states that you can exchange it for an attack.

Certain maneuvers can be used in place of melee attacks, but I know of none that permit the reverse.

Maintaining a grapple allows you to select an option to damage, but you can only maintain after you successfully initiate the grapple.

Ctrl-F "gold"

Gold wrote:

Source Alchemy Manual pg. 0 (Amazon)

Price 5 gp; Weight —
In its purest form, gold is a dense, nonreactive metal. Its alchemical products are useful in stains and in treating swelling, pain, and infections.
Power Component
Doses 1 (5 gp); Spells healing subschool
Effect +1 hit point healed

This item assumes that Healing subschool effects provide actual healing, but does not expressly require that they do.

Use with Infernal Healing should cause the spell to heal 1HP immediately and then provide 'fast healing 1', which heals 1HP once per round on the affected creature's initiative.

Bandw2 wrote:

wait... does FCT allow me to use monk damage on natural weapons?



Greater Grapple also facilitates a potential 1 round Pin by most interpretations.

I suppose the benefit of using the method you suggest is the rest of your full attack, but the various Grapple focused builds all seem to have their individual perks.

This is indeed a unique entry.

Best I can tell, "Throwing" is added to an existing shield, but requires an exotic proficiency not to require an Equipment Trick(which incidentally treats the throw as improvised).

Now, the thing is that making a MW shield seem to only be able to affect the item as armor, but the throwing portion seems to be more analogous to spikes, which could be crafted as MW weapons independently of the shield. (I have no evidence to support this other than "Throwing Shield" not having an entry under "Armor" in UE.)
Also, I imagine this means they can be enchanted separately (to maximize use appropriate enchants), but do not have to be (as shields can be enchanted as weapons w/o attaching spikes). (One thing I am unclear about on this point though, is whether "shield", "spikes", and "throwing" have separate, discrete 200k gold caps, or if the combined item has a single cap)

Further, given the separate proficiency for "throwing", it's very likely that it is intended to require separate WF, et al.

As to weapon groups: by and large, bonuses that are intended to apply to a specific mode of attack should be restricted to that mode.
Exceptions exist, but I don't think this is one of them since the functionality is an add-on and not built in to the core item.

Found this and this, but no feats.

Touch Spells in Combat

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

There's no attack (typically), so it shouldn't break stealth, but if there's any visual/audio effect to the spell, that is not hidden and can possibly alert others that something happened.

If, for some reason, you are forced to roll the touch attack (such as Superstition), it probably should break stealth.

Compare Touch of Fatigue

I would expect a pre-fatigued target of LoW to become exhausted since there's no restriction on the stacking.

Now, the curious question of what happens if the other fatigue effect is ToF -- I expect you'd get some table variation, but it probably shouldn't stack since it creates a weird exception where ToF is aiding the application of exhaustion while it says it cannot[should not].

The best I can offer you as evidence

Damage reduces a target's current hit points.

Ability Damage is called out separately at the bottom of the section, suggesting it is distinct.

This topic seems to come up every so often, but usually in reference to abilities that flatly add to "damage".

Basically my argument is this
-"Damage" is defined as above
-every place where they intend a SQ to affect "Ability Damage"(and/or "Drain"), it is specifically noted as such
-ergo, every reference to simply "Damage" only entails HP effects

Fastmover wrote:
Is it possible for a Level 8 Maneuver Monk to Grapple, Pin, and then Tie Up a target in the same full round action?


Flurry of Maneuvers (Ex) wrote:

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.

At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.

This ability replaces flurry of blows.

My point is that only the additional maneuvers granted by the class feature benefit from that reduction.

Even if you have Gr Grapple or Rapid Grapple, it still does not reduce a grapple check to replace an attack, so you can only get 2 grapples during a FoM at level 8; the rest of the full attack must be attacks, or actions that can replace attacks.

If the movement started in the 4th row, the 3 that he threatened have only taken a 5ft step, and so did not provoke for their movement.

The difference in what you are asking, is that approaching a Reach wielder from the corner (which he does not threaten since it's 15 ft away) still provokes if the move is more than a 5ft step because it still requires you to move through the 10ft where he does threaten.

Redneckdevil wrote:
Archaeik wrote:
Redneckdevil wrote:

Person above linked it, what i was refering to was the very first sentence.

Quick question, would a ninja 2/monk 1 be able to ki strike or use ki points to gain an extra attack on flurry of blows or move farther or etc etc?

The 2nd part of your question doesn't demonstrate what you want. Flurry is a full-attack action and Ninja's Ki Pool allows them to make an extra attack during a full-attack.

No i wasnt using that to prove a point, i was actually curious because it is very similiar in that both classes share an ability that is named the same thing but does something different according to both classes. I am very curious where this is allowed because monk doesnt get ki pool until level 4, so if ninja 2/monk 1 is allowed to ki strike and whatnot that a level 4 monk issuppose to get, then i have no reason not to say Malakai is right in this.

can u show me where it is confirmed that a ninja 2/monk 1 is allowedbto ki strike or use ki points to gain an extra attack in flurry etc etc?
Ki Pool (Su): wrote:

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Flurry of Blows (Ex): wrote:

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

I said nothing about Ki Strike, which remains something of an example, but not entirely analogous as it contains "At X level" language in every permissive sentence.

It remains that adding an attack to a FoB is a bad example.

The question you mean to ask is
Can a Monk 1/Ninja 2 spend a ki point to give himself a +4 dodge bonus for 1 round?

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I've seen it argued that the metamagic cost should double as well, just saying.

FAQ'd at the peril of having metamagics officially removed from the "doubled" list...

Head (Ex): wrote:
An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

While they really should have added a line to the APG (is it still on v1?), the issue is that the Head evo was added to UM.

The Bite entry is in error because eidolons could only have a single head at the time of printing. The Head entry I quoted does seem to override the general restriction of taking Bite only once (and further, if you can only take it once, you can't upgrade each one? that makes vary little sense)

I'm not 100% on how this issue is adjudicated for PFS, but I imagine you can take Heads and Bite up to twice for each.

kinevon wrote:
Lifat wrote:
So the answer is: Unless you have some way of negating the total concealment (ie see invis or true seeing) then you don't get an AoO.
How about a Seeking weapon, Snap Shot, and Scent?

While a Seeking weapon would hit, it doesn't remove the total concealment from the target, neither does scent, so still no AoO.

I think you'd need Gr Blind Fight to reduce the concealment relative to you, or equivalent ability depending on exactly how they are concealed.

1. The trait you want is called Tusked. Toothy is a racial trait, Adopted only grants you a race trait.

You'll need Orcs of Golarion to use it in PFS, and I assume it's not excluded (Adopted or Tusked) since it's not called out specifically here

UnCanny Dodge
Universal Monster Rules

Pounce: there's a few ways -- Wild Shape, Gr Beast Totem, Beastmorph Alchemist 10, Eidolons... to name a few, usually it's a pretty heavy investment; Druid 4 + Shaping Focus is probably the easiest to get most of what you're asking for.

Bite>Grab? : Grab is pretty available too, through most of the same paths as Pounce, check this spell Lockjaw

Rend: Unless the feat Rending Claws counts as "Rend" for other purposes, this seems to be restricted to Beast Shape IV, which isn't available as a class ability to my knowledge, which means you have to find a way to cast it. Eidolons also get it, so Synthesist?

Rake: A little less available than Pounce.

Basically, there's only a handful of ways to grab UMR abilities, and even then, only some of them.

3. This is pretty subjective. Personally, I've almost always traded out UCD unless I can't find a suitable archetype.

4. Natural weapons are unaffected by TWF, if you have 2 claw attacks, you get them both during a full attack at no penalty (if not combined with manufactured weapons).
Natural Attacks

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Redneckdevil wrote:

Person above linked it, what i was refering to was the very first sentence.

Quick question, would a ninja 2/monk 1 be able to ki strike or use ki points to gain an extra attack on flurry of blows or move farther or etc etc?

The 2nd part of your question doesn't demonstrate what you want. Flurry is a full-attack action and Ninja's Ki Pool allows them to make an extra attack during a full-attack.

James Risner wrote:
Scott Wilhelm wrote:
Does absorb equipment weigh anything? Can a Druid double as a bag of holding?

Without a rule that it is now weightless, you are still identically encumbered.

This needs to be said more carefully, since Wild Shape can adjust your strength up or down (possibly also leggedness, which applies an additional bonus).

Something else that is not noted is whether the items gain or lose weight according to your new size.
They probably should, but it adds another layer of complexity that only really matters if you're frequently shifting into Tiny/Dim creatures and attempting to carry things.

wraithstrike wrote:
Archaeik wrote:

Power Attack modifies all "melee damage rolls", Constrict certainly seems to fit the bill, it's similar to a rider, but it's definitely it's own source, similar to Rend (which also gets PA).

It's also modified by strength, so I have no issue saying PA applies.

So it applies to sneak attack also since that can be applied or denied separately from weapon damage?

I know it does not apply to sneak attack. I am just giving an example of a secondary affect that happens when you make an attack roll.

No, Sneak Attack is explicitly totaled with the base damage (although this may not be 100% clear from RAW alone).

Do you dispute Rend (any sort) from getting PA? It wouldn't get SA because there's no attack roll though.

Constrict is much more similar to Rend than SA.

Power Attack modifies all "melee damage rolls", Constrict certainly seems to fit the bill, it's similar to a rider, but it's definitely it's own source, similar to Rend (which also gets PA).

It's also modified by strength, so I have no issue saying PA applies.

The text says cleric levels, not effective cleric levels. It's quite possible it was poorly written, but as written, no, it would not increase his cleric level to turn/rebuke.

The section describing the modified functionality of Versatile Channel is completely separate from the statement about cleric levels.

Well, I assume a necromancer with the feat could select it, however I don't think it would actually do anything for him other than remove the -2 for channeling positive.

I'm almost 100% positive. This particular set of class features seem to be written specifically for clerics.

Part of the issue is this

An envoy of balance must have the Versatile Channeler feat to choose this endowment.

The way I parse the the prereqs for Versatile Channeler:

(Channel energy class feature) AND ((necromancer) OR (neutrally aligned cleric))

In other words, you can't select Spiritual Equilibrium without Versatile Channeler, which you can't select without being either a necromancer wizard OR a neutral cleric.

1. It's a bit touchy, but I'd allow it. I'd say expect some table variation.

3. Compare Holy Vindicator.
EoB states that EoB levels count as Cleric levels only, so sorry, you only get an increase to your Cleric channeling.

Mojorat wrote:
Each attack crits seperatelt but if your weaker attacks hit it is much easier to do so as all crits threats are at bab -5.

I don't think so

If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).

It seems to me that he's merely rejecting the logic of the FAQ. (And I think the fighter example is fairly illustrative.)

And in some respects, I'm sympathetic. I mean, Sorcerer Bloodline Arcana affect spells from any class, yet, if a FAQ were to come down about Cleric spontaneous casting, it would likely say "stop being silly, of course this only applies to Cleric slots", so the point is that there seems to be a type of subjective evaluation going on that tends to "allow things until it doesn't".

Now, I concur that you actually have to gain the pertinent class feature that contains the permissive language in this case, but there are numerous examples out there of unintentional interactions that are less clear cut than this.

I'll concede there is a general unwritten rule that you can't count things twice, however, I don't usually subscribe to that notion as it typically stifles inventive builds.

That said, I don't have any issue with a GM telling me he's uncomfortable with the more liberal interpretation and to tone it back.

To the point on ML, I completely disagree, it sees a whole bunch of Ninja levels to count as "other than monk".

I think James caught the salient point for me, that the "full attack" language is actually extraneous and generally hinders the overall understanding.

I still have some reservations conceptually about Flurry attacks not being gained from BAB (as it is my view of the spirit of Flurry, dating back to 3.x).
But even with the mechanic(crunch) cleared up, you end up having to ignore that first sentence fluff about pooling ALL of your attack potential which seems misleading...

the build requires Sohei 6, Gunslinger(Musket Master) 7, and Fighter 5/Weapon Master 3
So that minimum level 16 before coming online, which leaves you able to only pick up 8 levels of monk for the purposes of FoB, but that's still 2 extra Double Barreled Musket attacks you couldn't otherwise make. Good idea to grab Trench Fighter instead of WM if you can, which rounds it out nicely to 20 levels. (2 attacks seems like a fair trade for no misfires)

To the benefit:
My understanding is that if DS crits, all of the damage you've accumulated is quadrupled vs needing to crit on each individual shot(which is very unlikely), also, if you still need to worry about misfires, DS practically eliminates this concern. IF it were possible to cram the extra FoB attacks in, it would take the ability from "situationally useful" to "pretty much every round you can".

The conceptual issue for me is that Dead Shot is "essentially a full-attack action" imo.

You aren't actually trying to use 2 separate full-round actions, I really don't see the distinction because FoB is how a monk full-attacks.

I concede this interpretation is inconsistent with the intent, but you'd have to jump through some major hoops to convince me that it matters how the extra attacks are obtained given that there's not multiple weapon shenanigans going on.

Is this really the only thread concerning this combo?

Realistically, these probably were not intended to stack.
However, it's entirely clear that they do since they share the language of Paladin's Divine Grace that converts the stat bonus to untyped... (although, even if they didn't, it drags in the whole "what's the source" debacle currently in progress, especially since the abilities are not 100% identical)

Thankfully, Trench Fighter is from an AP, and easily banned if you're not using it.

Apologies, but after sifting through half a page of irrelevant results to this query, I'll just make a new thread.


Dead Shot (Ex): wrote:
At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Now, I find it reasonably clear that it doesn't include TWF or Rapid Shot, but FoB can be made using a single weapon, which muddies the "as if a full attack" for me, as anyone who could flurry with the gun probably would. Also, FoB is clearly "based on BAB" and explicitly a full attack.

Basically what I'm getting at is that the RAW seems to support this interpretation even if RAI didn't account for this interaction.

Would Monk of the Four Winds be able to pull this off?

A full-round action is either a Standard+Move or a Standard+Standard (and you have all 4 with Slow Time), and they are only prohibited from combining the actions into a full-attack, which neither of these actions are. The grit use is most definitely Ex, the item use is more sketchy and possibly not actually covered (but for 6 ki I really don't care what the rules say and would rule it Ex --as it's definitely not a Spell or SLA).

Coming online at level 19 is rather lackluster, but it's still amusing enough.

The only potential snag I see is that the FRA for the sight seems to include the attack, which potentially makes it unmodifiable by anything that requires additional actions beyond swift/free (ie. supposedly it completes before you can do anything else :/ ).

This was essentially the question I was going to ask.

However, even if you can gain the prone condition while flying --(and let's suspend disbelief for a moment here, I recently ran across an undefined condition for swimming creatures as part of a SQ that I assume is intended to be "underwater prone", I think it was called "unbalanced")-- said condition would not affect your attacks since you can shoot a gun while prone; further, it would quite unreasonably increase your AC vs ranged attacks...

I think the suggestions made here are good ones, but also mostly unsupported by the existing rules.
Admittedly, this is the type of thing that would be well abused if left unchecked (although, how many GMs would allow Strix? :o ), but it would be nice to have more fleshed out mechanics.
3.5 may have some means of adjudicating this, but given the PF "streamlined" some of those things, it's somewhat difficult to reintegrate them.

It has to be one of the early printings, devs has come out and corrected this. Basically, they were considering running it that way right up until launch, which is why there was this discrepancy. The UMR are accurate, you do not carry TWF penalties over to natural attacks.

I concur this is a GM decision. This is mostly because each ability's fluff matters.

RAW also states that the GM is the final arbiter of what is lost.

Polymorph wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

SR, to me, seems to be more of an intrinsic, nebulous perk of being a race, but it's entirely possible to flavor it as being completely entwined with the physical composition of such a race as well.

(Further, it's also entirely possible to have a separate ruling for each race.)

1. The way I read it, there is no difference/restriction on which action you can take via this spell. In fact, you should be able to use both your swift and standard actions to activate 1 attack each from the spell every round, both of which could be the same option.

2. 1 tree only, you get to pick the most advantageous one though.

3. 1 opponent only, this distinction is important if you are fighting tiny or smaller creatures that can occupy a single square.

4. answered in 1.

5. each activation let's you select a single plant to aid you with a single attack

mbauers wrote:

It wouldn't affect wands, but would it affect scrolls? If I'm a level 1 Bloodrager and I count as Level 2, do I have a caster level? Bloodragers don't gain access to spells at Level 4, so does this mean they don't have a CL until then?

You do not have a caster level until you gain spells from your class.

Also, the effect does include wands, it's just that without additional abilities, having a higher level doesn't particularly matter. However... it's not completely useless in this regard, a fighter could take this to gain access to arcane buffs from wands w/o the need for UMD; the price of all your FC points is costly, but it can be done.

Secondly, assuming they don't get a CL until Level 4,can they still make CL checks to activate scrolls? If I want to cast a scroll of Shield CL 1, can I make a CL check to activate it even though my caster level is 0?

You cannot make the CL check w/o a CL afaik.

Note that there is a difference between "CL 0" and "CL -", the first lets you make checks, the second does not.
It appears that Bloodragers jump from CL- to CL4.

Thirdly, when I am a Level 3 Bloodrager with Arcane Training, so I now count as Level 4, can I activate scrolls on my spell list (assuming they have CL 4 or lower) without having to roll?

The wording of the ability seems to expressly allow this as it's not "+1 CL" but "+1 class level". A 3rd level Bloodrager should be able to use scrolls and make CL checks to use them. (This may be slightly unintentional on the part of the authors, but I'd argue so is it applying it to a melee class.)

Keep in mind that even w/o a CL, classes with delayed spellcasting still count as having their spell list from 1st level.

Torbyne wrote:
Eh? What class ability does it grant that stipulates you need a free hand for it to work? Free action or no, if the ability says you must have a free hand than that hand needs to be free for the entirity of the action.

It is the description text of Sword Saint...

Sword Saint wrote:

Sword saints hail from lands where samurai are prevalent, and are often ronin who wander the world seeking new challenges to perfect their intricate style of swordplay called iaijutsu. The following benefits apply only when a sword saint is using a sword and carrying nothing in his other hand.

The sword saint is an archetype of the samurai alternate class.

The "following benefits" are all of the class features.

for the record, this seems to eliminate any 2h shenanigans outside of Titan Mauler Jotun Grip or Kasatha/Alchemist...

James Risner wrote:

You can't stack Unarmed Combat Mastery and Monastic Legacy, since those Ninja levels (all of them) count as some value of monk levels so you wouldn't have any "non-monk" levels to add half to your monk levels.

SUS is a 3.5 feat, so I don't remember how it is worded or whether it matters. I'm inclined to recommend not using it.

The ninja levels do not explicitly count as monk.

Unarmed Combat Mastery: wrote:
A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level –4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes. A ninja must have the Improved Unarmed Strike feat before taking this trick.

If it said "treats ninja levels as monk levels", you would be correct.

UCM simply gives you an index on the monk UAS damage chart.

James Risner wrote:


Just found this looking at Syringe threads.

Note the Polypurpose Panacea is not a valid potion.

I've been under the impression that elixirs (Craft Wondrous Item) are basically potions that can be made from any spell?

They seem to be liquid at least, and I didn't see it conclusively proven that the syringe can only deliver poison...

Velxir wrote:

Okay, given that information, how would you feel about the following

I use a sunder to bring the item to 0 hitpoints, triggering the cleaving finish feat. Could I go on to attack it's wielder, or would I still have to choose another thing within reach?

I guess this got buried

The flavor of Cleave (an arc) suggests you need to target a separate creature.

Also, there's the flavor text of Cleaving Finish

When you strike down an opponent, you can continue your swing into another target.

and the table text

Make additional attack if opponent is knocked out.

so it's clear that Cleaving Finish is intended to trigger off of creatures only and not sunders.

However, bending the fluff a bit to accommodate the rules I referenced in my first response shouldn't be too far outside the spirit here...

I say sunders are okay as long as they each targets a different creature/unattended object. (Plus, Gr Sunder let's you carry the damage to its creature anyway)

The javelins do indeed appear to be weapons, this looks legit.
Add Fate's Favored and Rime Spell for fun.

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