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.
*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.
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 think the intent is to reduce the penalty by a flat amount "(typically to -2)"
Breath Weapon does not indicate you can take it more than once.
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)
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.
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?
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.
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
Let's see if I can find the relevant bits
Loading a Firearm: wrote:
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)
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.
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.
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.
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.
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.
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.
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...
(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.
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)
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)
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
If it's yes to both, then you're looking at 2d6 + 1d6 as separate instances of damage.
Hassan Ahmed wrote:
"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:
(since I'll just be pasting it again)
I don't see anything that specifically calls out flat footed itself as being avoidable.
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).
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 have no problem with UCD == immune, but I don't find the wording to say that in a sufficiently explicit manner.
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.
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)
This does not work.
Dying (Negative Hit Points) wrote:
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)
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
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.
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.
In terms of anything else that actually is dependent on being FF, unless it's called out as not turning off, it turns off.
Each arrow of manyshot gets all the damage from bonuses.
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 arrow1d8 +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.
edit sorry, forgot the bane... (increase enh +2 and 2d6 damage)
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 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.
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
If all modifiers apply to each damage roll, that would include PA.
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:
I believe it can be argued that its designation as light only applies when wielded in 1 hand.
Re: extra actions
This is why I said it's pedantic...
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.
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.
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
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.
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.