UMD wrote: Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check. UMD wrote: Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above). This is a tough call, kinda... Those DC's are "equal", so ostensibly, the Scroll DC is an "emulate class feature" use of UMD that also gives you a caster level.I'd say if you make the scroll check, you're good to activate without a CL check. The real question is:
ps: I'd answer yes.
Berinor wrote:
Don't forget to tack on Added Summonings(Su) with Greater Eldritch Heritage and Spell Perfection to double Superior Summoning(and GEH by some interpretations :o ), then lastly use a rod of Empower for a grand total of 12(!)
The Protector familiar archetype was written with the assumption that you need to threaten. Loyal Bodyguard (Ex) wrote: A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe.
_Ozy_ wrote:
Given that combat trained mounts are a 'thing' in Pathfinder, and they can specifically be taught to attack enemies, I find it pretty unbelievable that people claim that 'serving as a mount' specifically precludes attacking. There is no indication, whatsoever, that the creature summoned as a mount is restricted by the spell to only obey non-combat commands. I do too actually. Nothing in the mount spell suggests that you are prevented from using HA to push the summoned creature to use the Attack trick, although it doesn't arrive combat trained by default. It's been noted that it's easily enough combat trained with another spell as well, which mitigates some of the restrictions/hassle of convincing it to fight. And all of this disappears if the creature changes to something that doesn't need HA and with whom you can communicate. (But ostensibly it would also still willingly serve as a mount per the base spell? heh) Edit: I think the bigger deal here is that Mount is missing the language from Summon Monster
Summon Monster wrote: It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Now, it may not be a huge deal that this is missing, since it still "usually obeys", but I suspect that it has somewhat more leeway in its actions than it would if it was conjured through SM. The biggest deal is that Mount lacks this text
Summon Monster wrote: A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). Magic:Conjuration:Summoning covers the additional summons part, but this still leaves teleportation and expensive components, even though it's definitely not RAI. Conjuration:Summoning wrote: A summoned creature cannot use any innate summoning abilities it may have.
It's not a condition of the creature, but a restriction of the spell (which function is not modified by ASM). Also this
The relevant questions are: Does the Mount spell allow you to give commands outside of the scope of "serving as a mount"? If not, what does "serving as a mount" entail?Keep in mind that the Mount spell expressly provides a bit, bridle, and saddle, so whatever creature you swap to should still have those (and equipped).
This is like asking if your animal companion needs to know the Attack trick in order to be willing to attack without spending an action to push it; yes, of course it does.
I disagree. Quote: If the weapon is wielded by a creature whose size matches that of the weapon's intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons. It doesn't actually change the weapon, it only allows a wielder to treat it like it's lighter for the listed purposes, not for every purpose. Impact should be good to go. Edit: I realize my point may not be clear enough.
While I agree that you'd need a glamour instead of a figment to change the appearance of a card, it should also be possible to use a figment to either replace a card you've hidden with SoH or add a card to your hand (on top of another). For the latter, I would likely allow you a SoH check to obscure what you've done, as a successful perception check would reveal it appears you have an extra card. (The latter also makes it more dangerous to set your hand down.) The issue is more that it takes a non-trivial amount of time to cast and to maintain, which would really start to telegraph you're doing something after a few rounds. Also, the fact that Silent Image uses a focus is possibly a minor issue you'd need to Bluff away.
Lastly I wouldn't say a Silent, Still spell is "super obvious", but RAW always allows the spellcraft check to identify it... "evident" might be the word I'd use, even if they can't quite tell what you're doing.
CountofUndolpho wrote: We (generic we and specific we) have had this argument umpteen times before - I disagree with you. There is no specific rule/FAQ - expect table variance. There is a specific rule Threatened Squares: wrote: You threaten all squares into which you can make a melee attack, even when it is not your turn. You are arbitrarily limiting which weapons your players can use. If the rule was that you only threaten squares using the last weapon you attacked with on your turn, the rules would say it. This is a permissive system.
You misunderstand what that means. It counts as both, it has to be wholly incorporeal to benefit from incorporeal rules.
FAQ requests 1.Does the Grab granted by Final Embrace apply to all of your natural weapons (including Unarmed Strike), just one, or just one type? And are there restrictions on type as in the Eidolon entry for Grab? 2.Does the 2nd level ability Constrict(Ex) gained by the White-Haired Witch archetype qualify as a prerequisite for Final Embrace?
Calth wrote:
I was going to make a similar argument, and I do think the intent of Sohei class feature is to stack with any other Weapon Training, but Myrmidarch contains the following, which Sohei lacks. They are using it to make a counter-argument. Weapon Training (Ex) wrote:
Personally, I find the highlighted portion to be a reminder, rather than the enabling factor that separates the 2 abilities. Also, I think the author of Sohei would have said soemthing similar to 'A Sohei may use FoB/Ki Strike with any weapon from these groups in which he also has WT' if he wanted to limit it... because it's so much easier to expressly limit the ability than to assume people will understand that it is.Further, I expect that Sohei WT stacks just fine in PFS. (Although there may be just enough wiggle for them to enforce variation at their tables.) The examples are few, but we have sufficient places where classes (although perhaps more often archetypes) reference another; the best of which may be the Oracle's Curse, since it's "levels or HD other than Oracle".
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.
Redneckdevil wrote:
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.
For the record, a Bastard Sword is never a 2h weapon, it is a 1h weapon with a special rule about proficiency if used in 2 hands. As was mentioned, there are a handful of feats that require an actual 2h weapon RAW. See also
Furious Focus (Combat) wrote:
Mapleswitch wrote: I understand that taking Power Attack twice would be a waste of a feat slot because the benefits with Power Attack do not stack with itself, but I know of no rules that prohibit me from taking Power Attack twice. You seem to be correct. Which surprises me, because I could swear I quoted it at some point in the past...What is there now
Feat Descriptions wrote: Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In theory this allows multiple EH feats, each with a different bloodline.(although Humans are the only race who can reasonably handle the Skill Focus prereqs using the Focused Study alternate trait) Not necessarily broken, just surprising.
Stephen Radney-MacFarland wrote:
So we're clear, THIS is specifically the text used to justify Vital Strike at the end of a mounted charge. Mounted Skirmisher (Combat) wrote:
/popcorn
Armor/Shield Bonus wrote: Each type of armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn't stack with other effects that grant a shield bonus. "Doesn't stack" is not the same as "can only benefit from one". It's quite clear they overlap, except in the case of BoA.Have I missed the stipulation being talked about somewhere else in the rules?
Remy Balster wrote:
This is completely twisting the rule. "target: you" is a thing.The rule let's you change the target for these spells (and the range/affected creature type to facilitate such targeting). Share Spells is never invoked in this case because CLW can already target the AC normally without changing anything.
I think the question is about retraining into the new hybrid classes. (with the assumption that the hybrids/base classes count as synergies with themselves; I think this is pretty safe) But what other classes will get synergies for retraining into these classes? Currently the chart is reciprocal, I don't expect that to change, but the question is "do the new hybrid classes get the full list of synergies from both "parents", or do they get their own list?" Oracle already gets this synergy with Druid, and I would expect Shaman to retain it in the event that separate synergies are specified. This means Druid should be expected to get the synergy to Shaman as well. In terms of alternate classes, I would handle them as archetypes.
Well this appears to be a mess. The Imp Companion says to use the Animal Companion chart (with changes) Quote: An animal companion's abilities are determined by the druid's level and its animal racial traits. Table: Animal Companion Base Statistics determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them. I assume (like you), that this applies, changing all instances of animal to devil. As supported by Share Spells wrote: The diabolist may cast a spell with a target of “You” on her imp (as a touch spell) instead of on herself. A diabolist may cast spells on her imp even if the spells do not normally affect creatures of the imp's type (outsider). The problem though, is that none of the Imp's senses are listed under "special" the way the animal stat blocks are organized. We are left to 2 options.A) the info under AC blocks is there for convenience only, and they get those abilities from what I quoted above rather than explicitly because it's repeated here B) the companion imp has been purposely gutted (presumably under the guise of "balance") The answer therefore depends on the answer to a few other questions.
All in all, there's a lot of evidence that the imp companion is changed significantly from the base creature. I think they should retain their senses based on the language about "racial traits" at the top of the chart. But that is only an attempt at RAI, and I can't be certain that's the intention.
Wolfmang wrote: Nope. Shadow is a +2 Armor Special Ability, it just has a flat cost. So you could have a +5 Shadow armor, and add up to another +3 in enchantments Did Ultimate Equipment change the calculations? the CRB does not list this as costing the +2 enhancement bonus (toward +10 total). As such this means the armor can indeed have +10 worth of enhancements plus any flat rate additions.The way I read the UE table is that you can roll for Shadow under the +2 table. (but it's still merely flat rate)
Mechanically, the effect of the spell(mirror image) is not negated, even if you fluff the spell effect to suggest that it is. The problem with what you're suggesting is that, effectively, any AoE spell can identify the real target (if you are actively looking).
Rikkan wrote:
And the whole of the actions that you take as your turn are considered to use the entire 6 seconds. There is no discrepancy in allowing an immediate action spell after the end of your turn, regardless of the actual (and arbitrary) initiative count. I stand by what I said.
Since this hasn't been debunked yet you cannot take Gentle Rest as a Quickened SLA Quicken Spell-Like Ability wrote:
It just says "damage rolls". It puts no restriction on the attack roll. The restriction is that the weapon must be finesseable and you must have the Weapon Finesse feat. Interesting question, but considering a thrown weapon usually adds Str to damage anyway, I don't see how this is inconsistent, or a problem. It's not like you can start throwing this on Composite bows...
Derwalt wrote: The part that says "allows you to use the selected natural attack as if it were a monk weapon" makes me think that they then suggest that you would use the damage of the natural attack, as that is also what you do with a monk weapon (substituting the weapons damage for the unarmed strike damage). You know, I thought I had read this thread before, but apparently not particularly closely... On this want to point out that the "monk" property simply allows you to use a weapon during a FoB, it conveys no other special properties... Further, I want to point out that to qualify for a monk's uas damage progression, a natural weapon must use an iterative attack because it is being treated as manufactured. And voska so kindly pointed out, you also have to choose between sacrificing a potential natural attack (at -5/.5 str) as that limb/attack was used to make a manufactured/iterative attack. Also, bump for FAQs edit: corrected 'natural attack' to 'natural weapon'
Construct Traits (Ex) wrote: Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Are objects really immune to PK? PK wrote: On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. I don't see why you couldn't use it to push them... So I think there's some room to still include prone as they don't avoid the save.
Prone: wrote: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Bit tricky here... curious to see who else has input, but I'd say RAW they stack, RAI I'm less sure. It says the bonus is "equivalent to attacking a prone target", yet a helpless target isn't necessarily prone...
Honestly, I think the intent is for them not to stack, but the difference in wording causes them to.
The shield spell specifically should be priced according to the Armor(other) rules. (I believe that's bonus^2 *2500) Others are somewhat harder to price based on "personal" and "1 round duration" shenanigans. I would like it if there was a hard and fast rule for that type of thing, but it's not that big a deal tbh.
Mabven wrote:
The article from WotC clearly gave an example of multiple AoOs to 1 target within 1 round (3 total in fact, which also refutes the "only 2" argument based on descriptive text in Combat Reflexes), so it's clear their official stance was such. (Even if there was much debate amongst themselves internally) As for Pathfinder... if it's supposed to operate differently (ie. 1 AoO/target/round) than the accepted mechanics of 3.5 they need to come out and clarify it. Now, I expect (if a FAQ comes back - and I really hope one does) that the ruling would be 1 AoO per action. I don't 100% agree with that interpretation, but I recognize the logic behind it. Stynkk is right about the 2 archers shooting "simultaneously" each being subject to an AoO from a target with Combat Reflexes who also threatens them. And, I concur that strictly RAW, "an AoO interrupts the normal flow of actions" AND "an attack(ranged) provokes"... it doesn't matter that each ray is fired "at the same time" as those interruptions prevent it from mattering.
Quote: And your bite would be at -7. -2 because you are already TWF and -5 because it's a secondary attack. Hardly game-breaking but another chance to score a sneak attack nonetheless. Oh, and take a picture of your GM's face when you reach for 5d20 for your first full-attack at level 3 :D Any natural attacks are only at -5 as TWF specifically calls out "primary" and "offhand", natural attacks are neither.
UMR
anyway, the above is correct in terms of numbers A few things I want to clarify or restate -unarmed strike is treated as a manufactured weapon for the purposes of mixing with natural attacks -penalties to your natural attacks are only incurred when you actually MIX them with manufactured
-natural attacks come in 2 forms, primary and secondary. Mixing attack types causes any primary to be treated as secondary but does not change secondary further -TWF penalties only apply to manufactured weapons, AND only apply if you attempt to get more attacks than your current iterative progression allows you
-per the above, this means you can use ANY combination of manufactured weapons to complete your iterative sequence
-Flurry of Blows is a SPECIAL full round action that specifically states that it cannot be combined with natural attacks.
Agreed, the powers are set. Preferably when you declare crossblooded, but at the very least when the powers become available. Per the "switch" cheese, it's not just the new powers that would become available, but any previously unselected lower level powers as well.
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