This makes your "trick" exceptionally tight.Essentially, absolute strictest RAW, you don't gain your feat until you actually take a level in a class.
Since Blood God swaps things out at 1st level, you would have to retrain into the archetype per the Ultimate Campaign rules.
The only other snag I see is that RAW, I don't believe you can select a half breed for Racial Heritage,(the Ranger favored enemy list only has pure races, it stands to reason that pattern holds here too), which would prevent you from gaining access to the archetype on the principle that you aren't automatically a "half-orc" just because you qualify as both "human" and "orc". (But yes, RH otherwise would let you qualify for archetypes)
So... to sum up, this relies on being able to fudge gaining your feat at the same time as your first archetype level (or retraining into it), and fudging the humanoid subtypes to specifically include half breeds.
Also, Blood God seems to be the only archetype that gives up the SLAs completely.
On the surface this looks very similar to some kind of stealth check (using perform), but nothing about the feat suggests that you can forgo casting defensively.
My gut says
2) if they know you're casting they can make the attack
A) you make the decision to cast defensively at the same as the decision to use spellsong
It certainly appears that this is the case.
I'm guessing that your question is actually about the shield counting as a weapon for the purposes of Quick Draw?
I don't actually see a separate entry to draw a shield, only to don one (a move action). Ergo, drawing a shield must be covered in the description of drawing a weapon because that fits with shield being on the weapon list moreso than lumping the action in with "manipulate an item". ("Ready or Drop a Shield" seems to refer specifically to donning)
It is curious though, that the description of quickdraw shields mentions it being drawn as fast as a single weapon in conjunction with TWF(feat), as that potentially suggests it is a faster speed than a regular shield??
As an aside, in some respects it seems like all the descriptions of "don", "draw", and "ready" may mean the same thing... (but I can't discern the purpose of doing so, if they are). It's likely that only "don" and "ready" are synonymous, leaving the single mention of "draw" in the quickdraw shield description to imply that while you can draw the shield as fast as your weapon, you must still don it separately. That seems like the most reasonable interpretation.
1. No, a whip seems to not threaten because it's treated as a hybrid of melee and ranged. All this property does is allow it to deal lethal damage.
Scorpion Whip wrote:
No, it is just a whip that deals lethal damage.Feats
Improved Whip Mastery (this is the one that threatens your reach +5ft = 10ft for most PCs)
Greater Whip Mastery
3. I'm not sure on this one, but I believe it is lethal damage based on the language in the Merciful property that causes all damage to become nonlethal.
That is a good point.
It goes back to the "source" argument though...
Obviously I'd much prefer to look at it as stacking untyped bonuses from 2 sources, but I'm skeptical of actual intent now because of this thread.
PS did you mean 2 druids can stack SJ or can't stack SJ?
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.
Unfortunately, Reach does not have this descriptor and can be taken only once. (unless there's some info I haven't seen)
The evolution doesn't prevent you from attacking adjacent, it's just an extra 5ft on that attack.
I agree that the evolution was geared toward putting it on a natural attack, but putting it on 1 arm(as claw or unarmed strike) seems within the rules, and should give reach to weapons wielded in that arm.
“Armed” Unarmed Attacks wrote:
Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).
Spells that grant touch attacks also make you armed.You threaten, you get the AoO.
Edit: *as a touch attack
7b. I can't find a specific rule about this, but that also means RAW does not specifically prohibit it.
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.
However, you will make the grapple->move check against their CMD on the ground(vs prone).If they don't manage to reverse the grapple with their free check after the move, they will be prone again as a result of the fall.
Keep in mind, the grapple check to move only allows you to travel half your fly speed... you may need to make a Fly check depending on the motion you choose.
Fly up at greater than 45° angle 20
I take this to mean that if you were to fly straight up(a 90° angle), that each square(5ft) essentially costs double(10ft of movement). This implies that you may only use a grapple->move check to travel 1/4 of your fly speed straight up. (If you can convince your GM that these separate restrictions actually let you spend your entire fly speed to move 1/2 your speed straight up, as neither strictly violates the stipulations of the other, more power to you.)
Also, pay attention to your carry capacity, lifting a creature off the ground may encumber you and cause additional penalties.
7d. Some (few) may disagree, but a grappled creature should be able to use a move action to "stand up". It will still provoke an AoO from anyone who threatens it(including the grappler).
You might be interested in this blog
It's unofficial though, and from what I can tell, RAW, a creature is only denied it's dexterity if you are unaware at the start of combat.
Combat section wrote:
So the interpretation depends on whether you're willing to differentiate "in combat" per combination of opponents, such that the "start of battle" happens more than once(a single time for every pairing).
I too can't find any specific rule about attacking from stealth, so while the situation you mentioned might be covered by what I said, I don't think there is a clear interaction in the case of something like Hide in Plain Sight for example. (although most people will play as though you have surprise)
Magus: Does the Myrmidarch archetype's Ranged Spellstrike class feature 11th level upgrade grant the ability to combine a full-attack action with "multiple-target spells" that are NOT delivered with a ranged touch attack (such as Slow) even though such spells do not grant a free attack as part of casting them?
If yes, does this ability also extend to area spells(effect only -ex Fireball) or single target spells(ex. Reduce Person, Baleful Polymorph)? There don't seem to be vary many of either ranged touch spells with multiple rays OR multiple-target spells without a touch component on the Magus spell list.
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
7b.They continue as long as you are prone. (did I misunderstand the question?)You remain prone until you take an action to stand up. (this is a move action that provokes unless you possess a special ability that changes it)
7c.I don't believe the prone condition exists if you are in the air. It seems to represent the difficulty you would have dodging attacks with the ground limiting your motion.
On the positive side, I believe an airborne opponent can still be pinned.
Keep in mind that the grappled opponent gets a free grapple check if you end the Move option over an inherently dangerous position.
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
7d.Stand UpTrip FAQ
From the combat section
I don't see why the restriction in the base version of spellstrike should apply to the more specific Myrmidarch ranged version.
Further, I consider the text "using a multiple target spell" to be a sufficient description of the change that happens, supported by "line of effect" and the parenthetic "(in the case of ray effects)".
It's potentially worth a FAQ request, but I don't consider it particularly unclear.
The language in the evolution only ever references a bite as singular.
Considering that the Reach evolution was clarified to be a single attack (even if it's just 1 claw), B is almost certainly the answer in this case.
No, it says "to roll sneak attack damage instead of d6s" right after the part I bolded.
I assume "sneak attack damage" refers only to the bonus dice and not to the entire attack, otherwise you could do strange things like make elemental weapon enchants roll d8s too (during SAs).
Edit: yes 1d4 +2d8 is correct.
Spell Perfection wrote:
I imagine there are some who would argue that the Deadly Aim bonus is not "set" since it changes with BAB, but I think it qualifies as it is a "set numerical bonus".
Sneak Stab (Ex) wrote:
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Yes, it's plural, any time you sneak attack with a listed weapon, all your sneak attack dice are d8s.
From the combat section
Two-Weapon Fighting wrote:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
When are you fighting this way? As a Full attack action.
Full Attack wrote:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
So you take the penalties the whole full attack.
Base is +6/+1
Feral Combat Training (Combat) wrote:
Animal Aspect should increase the die 1 step (not 1 size category) as the claw is now being treated as an UAS.
I guarantee Strong Jaw is intended to stack with INA. I can see how you're reading that it doesn't though.
You unintentionally punish animal companions if you rule they don't stack (even if it's sort of a trap option for most of them)
Edit: As an aside, a full-attack isn't as good as rake attacks plus attack action (if your Eidolon has the capacity to get them).
Actually the eidolon Rake is pretty broken...
Rake (Ex) wrote:
An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. This evolution counts as one natural attack toward te eidolon's maximum. The summoner must be at least 4th level before selecting this evolution.
There is no line about having to start the turn grappled. You could get these rake attacks on 5 of your other attacks with Grab. (Quads are stuck with the bite they come with and you can't take Grab evo more than once)
But, Constrict really isn't that much more inefficient, because it's automatic damage "equal" to the attack with the Grab(on a successful CMB roll of course); and it grants access to the Final Embrace feats (which no longer costs Ability Focus as a tax). This let's you add shaken (with no restriction on stacking toward panicked) and eventually double damage.
Both builds, you'll be making roughly the same number of Grab attempts, Rake just gets in more attacks(damage) a little bit sooner.
Thanks for pointing that out. I was under the impression that the mixed Fighter/Monk would follow the "full + 3/4 = 3/4" rule.
I think the change from 4th -> 11th is pretty clear.
At 4th, you may use any ranged touch spell that at least has the option to affect only 1 target (even if it otherwise could target more).
At 11th, you can use any spell that actually specifies a number of targets, whether that spell is a touch or not... the line of effect meaning that you would otherwise be able to target your opponent normally (because potentially you can enhance ranged attacks to ignore cover or whatnot that could prevent line of effect).
This means you could cast Reduce Person or whatever has multiple targets as part of the spell description and then deliver the effects through your bow attacks. But not something like Magic Missile that only has a number of bolts.
INA is not some kind of magical effect, it is a permanent Extraordinary boost to your existing weapons. Strong Jaw most definitely stacks (all the way to +3 categories).
Like wise, Strong Jaw and Enlarge stack because one actually makes you (and your weapons) larger, the other is a flat increase to damage dice.
The trick is when you add in FCT, Animal Aspect probably does stack again (even though the effect is similar) because it's only modifying unarmed strikes, which is explicitly applicable to the natural attack chosen with FCT.
As was pointed out in another thread, there are a good number of feats that use TWF as a prerequisite that stylistically shouldn't be precluded just by the substitution of MWF for TWF.
Perhaps, they really would need a MWF version written up, but generally, that also implies a certain boost in power for them, similar to IMWF/GMWF.
It's easier just to let MWF qualify as a prereq given the sufficiently ambiguous meaning of "replaces".
That's not the PF monk flurry you posted about 10 before this, probably 3.x. (I don't see the restriction that a PF monk must be unarmored)
I'm not sure if it helps the argument, but if Brawlers "are" Monks (in the sense that monk counts as a base class, and as such a brawler can't multiclass back into monk) then the only thing preventing them from having "flurry of blows" in reference to FCT is a pedantic reading that "brawler's flurry" isn't named identically even though it is identical in every other way.
Edit: actually, I just realized that it doesn't increase BAB, my bad.
2c. I see nothing that restricts you from grappling with more than one creature at a time. In fact, several creatures are predicated on the assumption that you can.
The problem is that RAW, you can't freely maintain all of those grapples. The best you can do is 3 (since rapid grappler doesn't specify that the swift action must be used against the same target of the triggering successful maintain)
3a. I believe this is phrased incorrectly.
If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds
3b. I want to point out that these are no longer opposed rolls. If you fail to maintain the target (and you) lose the grappled condition entirely.As was pointed out, Greater Grapple changes this, your target is not free until you fail 2 checks, or fail 1 and then choose not to continue the grapple.
A few other things to keep in mind.
Grappled: condition wrote:
In addition, grappled creatures can take no action that requires two hands to perform.
This isn't as big a deal for eidolons, but it may restrict full attack options if he's not releasing each as a free action.-The eidolon's Grab entry differs from the UMR in that it still references creature's smaller than it. The ability references the UMR ability, but the strictest reading of RAW means the additional eidolon text is more specific than the UMR. You will need to decide how you want to run the ability. (This FAQ only amends the UMR)
The language is a little confusing...
An inquisitor who slips into corruption or changes to a prohibited alignment loses all spells and the judgment ability. She cannot thereafter gain levels as an inquisitor until she atones (see the atonement spell description). An inquisitor who becomes an ex-inquisitor can, with the GM’s permission, take the heretic archetype, replacing her class abilities with the appropriate archetype abilities. If the character atones or joins a different faith, she loses her heretic abilities and regains her previous inquisitor class abilities.
The issue is, "do you remain an ex-inquisitor?"I don't believe that is the case, even though it doesn't remove the condition explicitly, based on the fact that the archetype adds a type of judgement which you would otherwise be unable to use.
Further, if you remain an ex-inquisitor, you are prohibited from gaining any additional class levels, which seems to conflict with the purpose of accessing the archetype in the first place.
Heretic Archetype wrote:
While all inquisitors hunt the enemies of the faith, sometimes, either through political maneuvering by her enemies or an unyielding tenacity that breaks her faith's basic tenets, an inquisitor can find herself a heretic. Still unyielding in her cause, these heretics are accustomed to using guile and deception to hide themselves and their activities while they continue to hunt their enemies.
It may be "fluff", but it's descriptive to intent.
I don't think the "create sheet of sticky webbing" is intended for combat use... The time it takes is unspecified, so it could be anything from 1 standard action(combat default) to 10min or an hour, or more.
It's certainly not an attack, and as such should almost definitely provoke.
The "3x their size" is a guideline to GMs as to how many squares (which should also likely be contiguous - although not explicitly required) can/should be filled before an encounter.
I would take the limitation quite literally in regards to smaller creatures, meaning they couldn't even fill 1 square. (Although it would be quite reasonable to rule that a tiny creature with this ability could actually fill 1 whole square)
Figuring out the adjusted DC/percentiles for a "partially filled" square would just be too much effort, and it's unlikely that standard sized PCs would be affected at all.
You mean easy sources?
A Pathfinder Chronicler 6 buddy would probably be the quick and dirty option, since you're wanting to avoid monk.
Inspire Action (Su) wrote:
But why are you bothering yourself with checking entries from SNA--I mean besides you wanting a referencefor yourself? The summons come right off the Bestiaries and cannot be altered (and are correct to boot)?
because I find discrepancies like this.
Special Attack web (+5 ranged, DC 12, hp 2)
Web (Ex) wrote:
I legitimately missed the bit in the skill entries about bonuses for move speed, but this is either deliberate or an error (since every other entry that I looked at with web follows the guideline), and I have no way of knowing which one.
I've been making a quick SNA reference for myself and it seems like this entry is in error?
Mite LE Small fey wrote:
Fey creature type wrote:
Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for fey: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.
Breaking this out, 1 fey hit die -> 6 -1(int) = 5 skill points
Climb 7 = -1 Str, +1 rank, +3 Class, +4 racial(I'm guessing?)
That's 6 ranks spent, unless maybe there's an unspecified +4 racial Perception bonus??
No, the feat would add levels to the class that originated the AC, and only "converts" levels of other classes that do not currently add to the AC being modified. (fairly certain the archetype doesn't gain its bond feature until the normal level(4th), despite replacing the 3rd level favored terrain.) You can't backdoor your way into a hippogriff, you have to have it as an AC first.
But again, this feat is not meant to be used to gain class features you do not actually have the class levels for (even if the text suggests otherwise). The intent was only to increase the companion's progression on the AC chart.
No, Mounted Skirmisher says "a full attack action". Strictly RAW, you can't split that back out into a standard+move to take your VS.
You obviously want to split hairs about "what is a charge?", but you take the penalty and gain the bonus if your mount charges, you are effectively charging too. The attack at the end is part of the mounted charge action and does not allow the standard action for VS.(and I'm confident SKR would say this too. The specific thing he's trying to shutdown is RAGELANCEPOUNCE because he wants it to cost an extra 3 feats, I guess? I'm not convinced that a FAQ would confirm his opinion.)
A non charge attack from the back of a mount may qualify, but the rules are attempting to model the time you "wasted" letting your mount move for you. (which is why you can take a full attack with ranged weapons, you are shooting on the move)
I don't think they intend any of them to be a VS, but I could be wrong.
Reach Weapons wrote:
Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
On the surface it appears to be D)30ft, since that's a doubling.I'm sort of inclined to say C)25ft though, even if it's not strictly RAW. (figuring it as "reach +5" --> "2(reach) +5")
You are arguing RAI, I am arguing RAW
I never said I would play it the way I interpret it RAW, but it is incorrectly written. What I am saying is the appropriate place to start is RAW.
Bringing up the rest of the properties of full plate is also unnecessary, the spell is explicit in saying that it only functions like full plate in exactly two ways. (which is why a monk doesn't need to worry about losing his class features)
If you take a penalty "as if X", you can't apply it preferentially in one situation and not in another; but that is exactly what the intent is here.
That's the point though, if your class grants the AC abilities directly, the feat seems to grant them...
However, a couple of things.
Further, a GM would be well within his rights to adjudicate which class those levels were added to.
I think it's appropriate to argue that you also should not have abilities that exceed your hit dice.
I understand what they intended to say, but that it not what it literally says.
If you apply the ACP "as if" you are wearing a specific armor(full plate), your attacks automatically check if you have the proficiency.
If it said "you apply a penalty to str/dex skill checks equal to the ACP of full plate(-6). This penalty overlaps with any ACP you currently have." that would be different.
No, the issue is that you want 2H melee and 2H ranged to be spelled out in explicit text every time it's mentioned anywhere.
Iron Body wrote:
It only lists those 2 penalties for being counted "as if" wearing armor.You still aren't wearing armor.
However, it does appear that if you are not proficient in heavy armor, the listed armor check penalty would apply to all your attacks.
Pertinent question, does an Iron Golem suffer such an armor check? (obviously not to attacks, but to skills?)
Right, but the feat is taken for the normal state of the animal... unless you use permanency on your animal companion, I don't see a way around that.
The general rule is that an effect has to last 24hrs to be considered permanent for the purposes of meeting prerequisites.
Intelligent Animals Blog
Another aspect of intelligent animals is tool use. There are a number of feats that convey an understanding and the proper use of weapons and armor. Generally speaking, these feats are off-limits to animals, but when their intelligence reaches 3, the rules state that they can use any feat that they are physically capable of using. Some people take this to mean that they can equip their animal companion in chainmail and arm him with a greatsword given the correct feats. While you could interpret the rules in this way, the "capable of use" clause is very important. Most weapons require thumbs to use properly, and even then, few animals would choose to use an artificial weapon in place of the natural weapons that have served them all their life. It's what they were born with, after all, and virtually no amount of training will change that. In the end, the GM should feel free to restrict such choices if he feels that they take away from the feel of his campaign. The rules themselves are left a little vague to give the GM the latitude to make the call that's right for his campaign.
Intelligent Animals PRD
They haven't explicitly come down on 2H TWF yet, but there are no clear rules about how it would function (other than "offhand not light").
Essentially it leaves it entirely in the realm of GM fiat about how he views the mechanics and how he will accept it working.
A lot of people go on about how it "should" work... but most of those assumptions are based on inferences and meta-rules.
Given the prerequisites and the text of the feat, I would say yes, you get to choose who and how many.
You have already trained to prevent AoOs, now you're purposely goading someone into trying.
I'm not sure what benefit you'd gain by provoking from everyone around you? (I guess if you want more chances for the attacks not to hit so you're more likely to have an SA target? it's still pretty risky)
Keep in mind that certain abilities (like Crane Wing) that deflect an attack do not convert them into a miss.
I would like to point out, that while it seems reasonable and within the rules to not a apply an effective level adjustment, your GM should still take your increased CR into account when designing encounters as it will probably boost the CR of the average sized party by about 1.
Prerequisites: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
A ranger does not have this class feature until level 4.
If you have an AC or familiar you qualify for this feat.
A ranger/druid qualifies, but it can't boost your druid level above your hit dice.
Mad Dog and Mammoth Rider do benefit from it it you have levels that don't count toward your druid level.
Spoiler:Longbows are not 2H weapons, they are ranged weapons that take 2 hands to use.
2H Fighter archetype does not affect bows.
Also, I don't see where you are getting the extra attack at -26? Your primary hand gets a max of 4 attacks +1 from Rapid Shot, your offhand get a max of 3 attacks with all the TWF feats (3 at full, 2 at -5, 2 at -10, 1 at -15. where is the attack at -20 coming from?)