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Bobson wrote:

Is there anything that stacks with Vital Strike? Excluding non-actions like Power Attack, Point Blank Shot, etc. I'm looking for anything that also affects the "Attack action" so that you can use it under the same set of circumstances as Vital Strike and at the same time.

Because if there isn't anything which stacks, then I agree that it should just be errated to say "Standard attack" already, and clear up years worth of confusion.

Death or Glory stacks, lololololol


I'm too lazy to reread everything at the moment, but iirc the wording is such that a spell merely need be "on the magus spell list" to work with spell combat.
Unless it also restricts the actual slot used (which I don't think it does) to one granted from magus caster levels, this should work.

*The intent may very well be that it needs to be a "magus spell(slot)", but considering you'd have a different caster level to keep track of and all the other junk that goes with it, I don't see the problem.


To answer the rest...
Elven and Celestial are 1 category lighter than normal, not just 'considered lighter'

Speed reduction is based on category, not the base item.


PSY850 wrote:

I know when using other ranged weapons namely bows the arrows revert to thier normal size once fired. The solution there is to have a second source of large arrows handy, usually on a mount where they wont be affected by the spell. I'd say for keeping this player from getting or staying out of hand at least is to make the uber sized rocks he's throwing less common in your setting unless the party needs the advantage to handle a big boss or something. also without the rock throwing ability just picking up rocks and throwing them wouldn't have much damage potential or a very long range increment. Enforcing the penalties for range along with lower real damage potential might encorage your player to do somehting a little more in the box.

Asta
PSY

This, but pointing out that items not on you at the time the spell is cast don't enlarge just cause you pick them up.

Enlarge Person isn't a bad trick to increase damage potential a little bit, but it's terrible for ranged builds (even if thrown adds strength to damage, it still uses dex for hit, and EP reduces dex on top of the -1 for large size)


That wording is weird...
I don't think it's a major issue, but I definitely could see a reading of Quick Learner that disallows the reduction of the penalty below -2. (ie "to a minimum of -2" even though it omits that specific clause)

I think the intent is to reduce the penalty by a flat amount "(typically to -2)"


Evolutions wrote:

(stuff)

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

Breath Weapon does not indicate you can take it more than once.


1 person marked this as FAQ candidate.

Well, looking over this further...

Has it been answered which deed MS's Clipping Shot Deed replaces at level 11? The heading indicates "swaps" but it doesn't specify.

I suspect it's probably meant to be Expert Loading, since the lower level replaces Quick Clear.


Except Pistolero adds it back... (for free)
The question has often been if Pistolero gets Pistol Training and Gun Training (adding dex twice)

This combo simply "gets around" the obvious cheese by forcing you to spend grit to add cha on top of the dex you already have. (at least until you make it signature)


You're already restricted to light armors, if you're pushing the dex limit(or plan to), just "downgrade" a bit. (or pick up celestial)

Personally, I prefer to enter duelist through monk so it's a relative nonissue. It's already easy enough to push max dex with only your dex bonus anyway, and this effectively gives you 3 stats to AC + the monk insight bonus.


but firearms specifically call themselves out as being compatible.

Quote:
the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim.

Also, not all ranged touch spells are rays.

Specifically, PBS should work on rays because they are called out as a weapon.


Well, don't you need 13 Cha for the feat?
Nothing about the Sage arcana would change that by the rules...

However, I do think that since nothing in the arcana limits it to BL powers you gain through sorcerer levels, that it would allow your int to apply to "uses per day". (I somewhat doubt this was the intent if the author didn't know about the EH feat chain)

Eldritch Heritage seems to provide an "pseudo-bloodline" based on character level, independent of any sorcerer levels, which is why it prereqs Cha.
Sage itself is a "corruption" of the normal way a sorcerer acts as a conduit for magical energy/power, but doesn't necessarily change the way/reason those additional, independent abilities manifest.


Lobolusk wrote:
Sauce987654321 wrote:

I think it would come out to 7/7/7/7/2/2

-3 from deadly aim, -4 for the double barrel attack, and -2 from rapid shot. Since this allows 3 attacks, a double shot is only one attck, hence what I put above.

Unless double barrells restrict using alchemical cartridges on both, then probably yes.

no I think that i can use Alchemical Cartridges with both. I have reloading down to a free action.

i guess my next question is AOO's I have improved Snap shot can I fire both Barrells at a folio who comes at me bro?

The weapon description says "with the same action".

I'm pretty sure AoOs are an action, but if your DM is particularly strict, you may need to explicitly declare that you reload before the end of every turn to get both shots on your AoO. (since I believe the FAQ indicated you could reload - ie. draw an arrow, but that could also be interpreted to say "reload once")

edit: probably a little less strict than I remember
Snap Shot FAQ


Let's see if I can find the relevant bits
Firearms

Loading a Firearm: wrote:

The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.

Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

Rapid Reload is rather straightforward, and seems to reduce reload time by 1 step. (but was written for crossbows; it applies due to the section above)

Alchemical Cartridges: wrote:
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.
Pistol, Double-Barreled: wrote:
This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

So, what have we got?

a 1H firearm with its reload time reduced by 2 steps, but also happens to have 2 barrels.

RAW, this becomes an issue of action economy. (and really, DM fiat at this point as I don't think the FAQs on the issue have been answered)
Here's why:
it is a separate free action to reload each barrel each time. So, while it takes "almost no time" in game terms, it is still 2 (free) actions for a reload, and per the rules, GMs are allowed to limit the number of free actions you can take per turn.

I've also seen some discussion on what is meant by "shot at once", and if that can apply to anything other than an "attack action" standard action.
A particularly pedantic reading might suggest that "both can be shot at once with [a full attack] action"; implying that it happens only once per full attack. However, that same reading could also be said to require the -4 apply to every shot of the full attack. (which is clearly not the intent)

On the surface, RAW seems to support the shoot(double)->reload->reload->shoot(double), but don't expect every DM to allow it, especially since you can TWF with this option(if you choose).


Yes, I misunderstood...

Bloodline Arcana(Sage) wrote:
Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Eldritch Heritage wrote:
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

On the surface, I agree it works, specifically in regard to any bloodline powers.

(Further it says "do not gain", not "cannot use")

Re: wildblooded. Personally I haven't decided what I think the intent was regarding mixing bloodline types... it's been mentioned to me that wildblooded was created without knowledge of eldritch heritage though.


Shisumo wrote:
I think you would, actually. You are still using a sorcerer power, and sage sorcerers use their Intelligence for all sorcerer class abilities. LazarX is correct that you still have to meet the Cha prereq for the feat, of course, but once you get it, then your new power is as impacted by your new arcana as your original powers were. (Note that the quote from the FAQ says "non-sorcerers," which obviously doesn't apply here.)

No, sorcerers use Cha.

sorcerers with the Sage arcana use Int.

It's not unbalancing to play it differently, but it's not RAW.


LearnTheRules wrote:

AoOs are an immediate action, whereas an attack action, as others have stated, is a standard action.

You only apply the normal 1.5 modifier for a two-handed weapon on AoOs.

They are not an "immediate action".

That term refers to a type of action that can be taken out of turn AND uses your next swift action.

I'll agree that it's a little confusing that they happen "immediately" (interrupting the flow of actions), but they are not an immediate action.


I believe this is what confuses the issue since it's right at the end of the block.

Quote:
This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.

So it clearly states that if you have multiple attacks, you can never get the increased damage for taking a single attack.

But then grants an exception to a creature who say, only has tentacles, that those tentacles count as primary. (ie. don't suffer a -5)


No, the arcana is what changes the casting stat, you only gain the power.

link

Quote:
The bloodline power lists Cha because that's the standard terminology for sorcerer bloodlines (because all other sorcerers use Cha), and because there may be a way for a non-sorcerer to gain access to that bloodline power, in which case it should be based on Cha (like other sorcerer bloodline powers) instead of Int.


Talonhawke wrote:
Ah so the old I don't like it so allow it but make it worthless play.

Eh, that usually means it just takes more creativity to optimize...

usually (for me) this has less to do with not liking it than the option being suboptimal period. (which is usually a case of wanting to flavor your character)

As to the legality of the topic...
well, almost definitely unintended, but it's a fighter archetype that gives up weapon and armor training, in terms of balance it's really not so bad (at -4).
If I was going to optimize, I'd go ahead and try to work in levels of cavalier, or other feats that modify charges.

(Although, a small PC doing this might be able to get more use out of this particular 1 trick)


I'll chime in to say that I agree with RD that it would allow you to redirect an AOE if it targeted only 1 creature. (a poor use for any aoe)

However, I would caveat, that the intent is that the new location of the spell also "target only 1 creature".

RAI, I'm sure it's supposed to be spells that require a target. (but should still function for spells that can affect multiple targets if you (can) choose to only affect 1 -- ex Magic Missile)


Action:Grapple:Tie Up wrote:
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
Condition:Pinned wrote:
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

I see nothing that ever restricts the use of escape artist, it simply indicates a situation in which you would be wasting your time attempting a grapple roll to escape because "tie up" prevents auto-success.

As to a strength check, I think yes, although I think a fixed DC w/o any penalties is a bit easy. (even if it's RAW)

Attacks by the bound creature, no. (not even vs the rope)
(although for home games it's not unreasonable to work something out, provided there is an external to your body means of attack -- sharp rock etc)


Hmmm

Supernatural Abilities (Su) wrote:
Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects.
Enlarge Person wrote:
Multiple magical effects that increase size do not stack.

They don't stack to increase size category. (Titanic rage give "the benefits of enlarge person")

You should still receive the +2 str/ -2 dex adjustment as I doubt you have any other size modifier types from anything. (the spriggan adjustment is arguably racial)
The further adjustment to hit/AC probably applies per RAW... but RAW also inflicts only that -1 on a garg->colo casting, so I'd say the intent is to have the appropriate adjustment for you actual size, no more, no less.


Vicious wrote:
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Before I comment, some threads about the type of damage dealt by vicious.

link
link

tl/dr
vicious is reasonably described as untyped energy damage, however the most common ruling is that the 2d6(opponent) is the same type as the weapon(subject to DR), and the 1d6(wielder) is unavoidable.

regardless
The parts I bolded up top will be the key.
A) can you be your own "opponent"?
B) if you can, can you create the "resonance" with yourself as both parts?

If it's yes to both, then you're looking at 2d6 + 1d6 as separate instances of damage.
If you can't be your own opponent, then the property shouldn't activate at all.


Nothing about it suggests that using it in the same manner as a normal shield is prohibited. It simply gives you more options.


Hassan Ahmed wrote:

Under Evolutions:

In "The summoner must be at least 8th level before selecting this evolution."...

Is this equivelant to a Caster Level requirement?

In the above requirement and if Multi-Classing with 2 levels of "other class", would the Magical Knack Trait make the Summoner eligible with 6 levels of Summoner?

For equity's sake, sort of how it would work for other classes.

"caster level" and "class level" are not the same thing.

You actually have to be a Summoner 8 to select that evo.


In terms of "study for a round" (or more) there are already a fair number of feat or class abilities that offer these types of bonuses.

I agree somewhat with your simulationist perspective, but I wouldn't want to play it that way.


MC Templar wrote:
STUFF

(since I'll just be pasting it again)

I don't see anything that specifically calls out flat footed itself as being avoidable.

Flat-Footed(condition) wrote:

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. (full stop) A flat-footed character 'loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any)'(penalty 1) and 'cannot make attacks of opportunity' (penalty 2), 'unless he has the Combat Reflexes feat or Uncanny Dodge class ability'.(exceptions only to penalty 2)

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.(specific clarification that UCD ignores both penalties)

Further, UCD uses the language "caught flat footed". This clearly means they cannot have the condition from not having acted in combat, but is ambiguous to whether such a character can be made flat footed by other things. (7-branch sword, shatter defenses, et al)

On top of this, we have an example of an archetype (Scout) ability specifically "dealing SA damage as if the target was FF" but also "this ability does not function if the target has UCD" (I paraphrased there I'm sure).
This is purely my bias, but I dislike when they restate the rules "just because"; if a rule is misunderstood or obscure, point to it, reprint it, or include a separate explanation from the ability it interacts with.
To me this means that the flat footed condition can apply to characters with UCD, even if they are otherwise unaffected.

Anyway... the other half of the discussion is really about "if they don't apply any part of the penalty, do they really have the condition?"
I haven't really decided which side of that I come down on. (and my overbearing sense of order prefers that consistent game terms be used across the board.)

I have no problem with UCD == immune, but I don't find the wording to say that in a sufficiently explicit manner.


Chooky wrote:

I wanted to add an extra question to Furious Finish

3) If you had an ability that made you "immune" to fatigue, are you still fatigued because of the last line in Furious Finish?

i.e: Heart of the Fields(Human Alternative Racial Trait) or Extreme Endurance(Martial Artist LV5 ability)

I'd rule no. Immunity is powerful, period. It's meant to be good. Most of the ways to get it take a decent investment (except dipping Lame Oracle, but Lame is pretty bad by itself)

My preferred method is Horizon Walker 3:Terrain Mastery(Desert). (immune to exhausted too)

However, I've discussed this with others and the conclusion has been that it's poorly worded anyway.
Furious Finish doesn't say "is fatigued as if ending his rage" it says fatigued; so RAW this means it doesn't go away automatically after a few rounds.

One potential concession(houserule) we came up with was to apply the fatigued condition in name only (an immune char doesn't take the penalties) for the standard 2x the duration of the rage, so that it's harder to rage cycle and do this every round. (a FF VS every 3rd round essentially)


My solution: dip Ninja 2. Their ki powers include an extra attack during a full attack.


This does not work.

Injury and Death

Dying (Negative Hit Points) wrote:

If your hit point total is negative, but not equal to or greater than your Constitution score, you're dying.

A dying character immediately falls unconscious and can take no actions.

A dying character loses 1 hit point every round. This continues until the character dies or becomes stable.

Renewed Vigor (Ex) wrote:
Benefit: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level.


Not quite sure what you're asking...

Dragon Style's increase in Str to damage only works on unarmed strikes.

Assuming you're not a monk, and therefore need to take Double Slice to up your offhand attack damage... I'd say yes, it all stacks.

Your first UAS is made at 1.5xStr + .5x Str(from Ferocity)
Any other primary hand damage will be made at 1x Str + .5x Str(Ferocity)
Offhand damage will be made at 1x Str(DSlice) +.5x Str (Ferocity)


Well, you're going to get some people in here saying that Uncanny Dodge doesn't allow them to suffer from FF at all...

This may be the RAI, but if they are actually immune, I'd prefer for the rules to state it with that game term.

Anyway, Shatter Def

Quote:
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Flat-Footed(condition) wrote:

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.

So a FF rogue with UCD would only have the condition in name, they could still take AoOs and would keep their dex to AC.

Re: evasion
It looks like it only deactivates on the helpless condition, not FF

In terms of anything else that actually is dependent on being FF, unless it's called out as not turning off, it turns off.


Making sure to apply DR/ER to each arrow separately, yes...


Each arrow of manyshot gets all the damage from bonuses.

Quote:
Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Each arrow

1d8 +3(enh/bane) +3(str) +4(sacred/judgement) +1(luck) +1d6(fire) +2d6(bane)
total, 1d8 +11 +1d6(fire) +2d6(bane)

1 arrow then gets the critical damage of x3.

Total damage
(1d8 +11)x3 +1d8 +11 + 2d6(fire) +4d6(bane) +shaken(weapon of awe)

edit sorry, forgot the bane... (increase enh +2 and 2d6 damage)


stringburka wrote:
Oh, and club is a defined game term. Sword is not.

I couldn't find it listed in the PRD at all...


Wow, this looks like it works...

I'm not sure if the intent was ever to be able to reduce something's reach to 0ft, but it certainly does that, AND messes over reach weapon users who can't attack adjacent...

Also, I thought anything with zero reach had to enter your square to attack with melee (which would include grapples, even though RAW would then move the grappled target to an adjacent square. lawls)


One imposes a penalty for being missized and doesn't quite do the damage of the other.

Also a greatclub is a 2H martial weapon. (crafted to be such, it's not quite as crude as the base club)

It doesn't break the game to allow it. And it works from a simulationist POV. But I don't think it's RAW or RAI.


Also, I'd probably consider allowing the more powerful version, or at least reduce the action to a standard.

Like I said, it's only my opinion that's the intent. But taken as a whole it seems a bit strange to add even more Str to the damage if it's already being added twice.(once for each fist)
I guess I'm basing my interpretation on the idea that a single attack roll isn't supposed to multiply damage bonuses. But in this case, you do get an extra die that is specifically multiplied on a crit.

I agree it's a bit weak, but MOMS would let you skip this anyway and go straight for the juicy PA penalty to AC of Tiger Pounce.


That's a matter of interpretation.

I really wish they'd be more specific with their conventions.

It was explained in another thread on the subject that "club" and "sword" and the like aren't game terms in the same way that "slashing" and "piercing" are (or w/e else)

In effect, I believe the intent is that it works only on the 2 listed weapons in the spell description. But, because they didn't disambiguate by capitalizing each weapon name, they can't say a Greatclub is a club, but not a Club.


Hmmm

Tiger Claw wrote:
While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.

While I see how it can be read as "damage including all modifiers" I'm not sure that's the intent. I think it's supposed to just be base damage dice.

It looks like the intent of the last part I bolded there lets you treat the attack as a 2H weapon(1.5x str total)

for your numbers I believe damage would be
2d8(1d8 for each fist) + 6(Str/Dragon) +2(DFerocity) +4(PA) +2(TClaw w/ PA)
also, it may be +6 for PA if the 1.5x modifier equates to a 2H weapon strike.

If all modifiers apply to each damage roll, that would include PA.


Quandary wrote:

re: your last point, yes, that's indeed how things normally work...

it is curious what the intent is here...
replacing iteratives makes sense, but why not let it go in place of another natural attack if you want?
such a function is definitely pretty bizarre though (rules wise) and needs to be explicitly called out.

I would agree there...

my post probably should have said "erroneous assumption", as I don't believe the author intended to make an exception...

I suspect it may be another issue of the natural attack rules in the CRB initially referencing TWF.


My many readings of the alchemist and natural weapon rules have lead me to the conclusion that the Tentacle discovery was written under the assumption that natural attacks were interchangeable with iterative.

The way it's worded pretty much limits it to a standard action attack with only the tentacle unless you rule that it can "replace" a different existing natural attack you already have.

However, I did find a link to a dev post suggesting that the intent of the natural attack rules is that if you gain a natural attack, you get it... but it wasn't in context of tentacle(or even the alchemist I think) and I didn't see any further clarification later in the thread, so...


Re: Light Xbow and TWF

Crossbow, Light: wrote:

You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

I believe it can be argued that its designation as light only applies when wielded in 1 hand.

Re: extra actions
It can also be argued that unless you already have a free (non vestigial) offhand, the vestigial hand can't do anything based on RAW. (In this TWF scenario, this would be 2 hands used for wielding and 1 tentacle... effectively the tentacle is useless)

This is why I said it's pedantic...
(free actions are still actions)


Any and All QG swaps are 100% optional.

At any level where you gain a swappable ability(list given at the top of the archetype), you may choose to swap it with 1 ability of "equal or lesser value"(level) from the list of provided abilities.
He then gains the selected ability instead of normal core ability you chose to give up.

I personally find that gap a bit unfortunate (as those lists do require an 11+ swap), but the overall versatility of the archetype pretty much makes up for it. (mmmm Ki Leech)

Edit: I didn't mean to imply that you can't swap both level 17 abilities.


http://paizo.com/forums/dmtz4hbl?Beastmorph-alchemists-and-Feral-Mutagen#12

I FAQ'd it...

The intent seems clear that it's a scaling ability, but the way it's worded does technically give you 10 powers (@level 14).


I don't see any problem with this. But strictly RAW

Quote:
The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist's attack routine (using two-weapon fighting).

The arm is the only one that works, and only if it is wielding one of the Xbows(during TWF) since reloading is a free action.

But that's just being pedantic.


I've been poking around trying to find threads on the interaction of stigmata and bleed immunity... (say a HV skeletal champion)

I'm not finding much.

(LiB isn't bleed immunity, but it's conversion is similar. In essence, I'm asking what happens with stigmata if you aren't actually bleeding? And, does LiB still allow the blood to flow from your wounds (the fluff of the ability)? )


I'm under the impression it was written for monsters... which isn't entirely inappropriate just because most PC races don't have natural weapons.

I'd probably like it more if it was written as you say, but as it is, you'd need that level of monk.

I said to talk to your GM because I'd probably hand wave it.


Benly wrote:
Drejk wrote:


Life in blood does not say that it does not work at full health, it says that it ends at full health. Which for me means that character don't get any damage from bleed and then the bleed/fast healing ends.

Well, the central question is whether "This effect ends whenever you are fully healed" means that Life in Blood's healing ends or the bleed damage ends, and it's not clear.

Something important to bear in mind that actually didn't occur to me before is that normally bleed goes away when you receive any kind of magical healing. As a result, I suspect what normally happens with Life in Blood is that it grants you fast healing equal to the bleed you had, which cures the bleed and leaves you with just fast healing that ends when you get to full health.

Stigmata's bleed, however, is explicitly not ended by curative magic. Thinking about it in that light, it seems likely that you end up with bleed 5 and fast healing 5 at the same time, more or less canceling each other out - the fast healing ends whenever you reach full health, but immediately resumes because you're still suffering a bleed effect.

Life in Blood specifically alters bleed effects to fast healing. It prevents you from ever suffering bleed damage at all.

Edit: to be clear there is no curative magic going on, the bleed == fast healing. If you had fast healing from another source, they would overlap. (the bit about can't be stopped is because most bleeds are explicitly ended by healing... although RAW there are at least 4 different versions of bleed)

I do think you'd run into an issue of having to reactivate stigmata if you hit full health, as it is effectively all changed into fast healing. (Which actually seems to balance this combination somewhat).

I'm sure it can be argued that since Stigmata explicitly requires an action to activate/deactivate that Life in Blood can't actually turn it off... but LiB will never allow it to actually deal any bleed damage.

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