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Defraeter's page
Pathfinder Roleplaying Game, Companion, Modules Subscriber. 374 posts. No reviews. 1 list. No wishlists. 1 alias.
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Ilja wrote: Defraeter wrote: More realistic because it's more balanced between the weapons, for the game and it's not only grip a weapon but wield it to threaten. It's a way to balance actions and prevents skids. Realistic =/= game balance. They really aren't related at all. On the contrary, the game try to "simulate" with its own mechanisms. You break the realism of the game if you choices imply you favour some parts over others, so your game becomes unbalanced. The game balance is the measure of realism.
Ilja wrote: Defraeter wrote: You "push" when you try to use rules to obtain advantages without paying for. Isn't that what all characters do at all times? Am I "pushing" the rules by using a heavy mace instead of a club? Or choosing EWP: Katana rather than EWP: Kama?
I don't understand why you say that, your ex aren't related at all to the subject.
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Grick wrote: Defraeter wrote: We are just applying the rules for ranged weapon: there are rules for reload, you know? Right. They say you have to hold the weapon in one hand and use the other free hand to reload it. Once that's done, you're still holding the weapon in one hand, and if you don't re-grip it before you fire, you're taking the -4 penalty.
Since those rules make your argument break the game, you're creating new rules about how the "Draw or Sheathe a Weapon" action acts differently for ranged weapons. Those are house rules. No. Not at all. Each ranged weapon has its rule.
For ex, "You need two hands to use a bow, regardless of its size.", so 1 hand to wield and 1 hand to reload. "Use" is different of "wield".
I don't see where is the problem.
You search to create difficulties where there are none to justify your point of view. Your argument is just nonsense.
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bbangerter wrote: Defraeter wrote: EDIT: oh! we pass the 100 posts!!! another achievment!!! ;-) Me? I'm shooting for that 1000 post mark, like another recent thread - whose contents I will not mention - that was eventually locked. You're very gourmand...it may be a sin! ;-)
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Matt2VK wrote: Want to know how people explain the use of the Buckler (RAW) with this Free Action to drop and another Free Action to re-grip.
Since as RAW, you do not get the AC bonus from the buckler if you use that hand for fighting or spell casting.
You forget you must don a shield if you want to wield it.
Table 6-7 p153
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Grick wrote: Defraeter wrote: It's not because you don't agree, you have to say the others use "house rules". The only argument for the move action nonsense is that you're using the "Draw or Sheathe a Weapon" action, which is a move action. (Or the "Manipulate an Item" action to Retrieve a stored item)
Neither of those actions have any differentiation between melee and ranged weapons, so the same action would apply to both.
Thus, by not applying the action equally, you're using house rules. No. We are just applying the rules for ranged weapon: there are rules for reload, you know?
EDIT: oh! we pass the 100 posts!!! another achievment!!! ;-)

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Ilja wrote: Note that there is no "pushing of rules" involved in this since there's no clear rules. And note that the Creative Director of pathfinder has stated at one time that it's a free action to release a grip (no mention of gripping) and at another time that it's a nonaction both to release and to grip (or rather, switching hands is a nonaction).
And I don't see how it's inherently more realistic with move action. It then takes longer time to grab a weapon than to say a few sentences, and about as much as moving 30 ft or standing up from prone.
More realistic because it's more balanced between the weapons, for the game and it's not only grip a weapon but wield it to threaten. It's a way to balance actions and prevents skids.
You "push" when you try to use rules to obtain advantages without paying for.
Some want cast with hand full with a swift for ex and be able to do a full round in the same turn with 2Hweapon.
This is possible with metamagic and feat like Still Spell: it has a cost of course, but this feats have been created for that.
Or to justify they can "switch" objects in theirs hands. So it allows...
Or they says, i have a 2Hweapon like a longspear that "i cannot put in my scabbard or my backpack" and "everyone takes them with one hand to walk as a walking staff", so "i am always Ready"...
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Grick wrote: Jodokai wrote: let me help clear it up: Ranged weapons are treated differently than melee weapons, since they are, you know, different. Ah, so your house rules are that it's a move action to put a free hand back on a melee weapon, but not on a ranged weapon. You should have said so. Any other exceptions you want to mention? Perhaps for weapons that are both ranged and melee, like the Axe Musket? It's not because you don't agree, you have to say the others use "house rules".
Jodokai is true when he says they are different.
EDIT: ninja'ed by Ilja!!! :-)
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In my party, those who are for free or non-action are more often players who want to "optimize", and don't matter if they have to "push rules" to their limits.
Those who agree to move-action are more often players/GM who want a play more realist and balanced.
I apply move-action since i play DD3+ and i have no problems. Feat Quick Draw is only useful when you effectively draw weapon from a scabbard.
It prevents many abuses, the 2Hweapon to be the "only one interesting weapon" and forces players to plan theirs actions.
The monsters have the same.
I'm not at all convinced by supporters of free or non-action. And i remind you that the pathfinder devs's intents was to have a more balanced game and to prevent the "skids" of DD3.5...
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Azaelas Fayth wrote: I was meaning more as a Majority feel it should be a Free Action. No, it's just your "feeling".
Too much threads have been written on this subject, so many don't react now.
I think that many have the modesty to wait dev's decision and don't try to impose their ideas as a mythic "general consensus".
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I am sorry, i was too naif.
I didn't thought and didn't wanted the "friendly war" begins again.
I was one of the first 4 or 5 years ago who was defending the "move action" for re-grip.
I have always used it in my games and it was no problems.
I wanted to clarify at that time if i was "in the rules" or not. JJ Jacob answered that he prefered "free action" but recognized that "move action" was RAW and RAI too.
5 years after, nothing has changed. The rules always are not clarified, but it seems it causes more problems because of new classes and new powers which may make great profits of some of the action's choices for re-grip.
I don't mind this debate is useless, quite the opposite, i think this choice may have great impact on our play (i.e think to some DPR optimizations...).

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Gauss wrote: Defraeter:
Detect Magic takes 3 rounds to pin down a magic location. There are any number of ways to defeat it. Multiple auras, constant magic in the area, lead sheeting, false positives (thanks Booksy), a trap having a longer than 60' detection range etc etc.
Magic traps radiate magic, there doesn't have to be wording to enable Detect Magic to work. This is normal functioning. There would have to be wording to deny Detect Magic its normal functioning. Regarding your 'detect and disable' quote, it usually states that Perception must be coupled with trapfinding in the case of magic traps. Not that Perception is the only means.
As another example of detect magic vs a higher level spell: detect magic can even detect invisible creatures. It just doesn't do it very well. Even Paizo staff members have stated this.
- Gauss
Gauss, it was more irony than other thing. Because everyone argue on obscure points of rules which could "unbalance the game", but seems to admit without the sadow of doubt that a simple cantrip can do everything, defeat even very high spell or make coffee.
Oh! I don't know where you've seen the magical trap may be detected by detect magic.
Nowhere it is written.
It's written the spell or spell effect is effective when the trap is triggered. And before... not active.
And only perception is an help to detect trap (or what is written in spell).
Many players say that detect magic do "all", but nothing in the rule comfort their vision.
Trap
And why give CR to traps if it is so easy to find it?
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I'm always wondering why a simple cantrip could detect magic trap.
In each spells which do magical traps, they say "Magic traps such as xxxx are hard to detect and disable." And after give how and who can detect.
I don't see anywhere that a cantrip can defeat spells of level 2+.
If you haven't any rogue, you have summon or HP...
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I will not "argue" with you, my english is not as good as my own language.
In DD3.5, curse of lycanthropy had "another way" to cure
DD3.5 Curing Lycanthropy " A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated."
DD3.5 Lycanthrope - search Curing Lycanthropy
This "only other way to remove the affliction" has been removed in Pathfinder.
After, you can do as you want if you think this curse is too hard...
EDIT: ninja'ed

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It's a curse that functions as a disease. But it's not a disease.
Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Only natural lycnthrope can "infect" with the curse.
There is no conflicting information, curse of lycanthropy is stated as a curse in the affliction.
Mummy rot is especially named curse and disease in Bestiary.
"Mummy Rot (Su) Curse and disease—slam;..."
The curses may need some special way to cure them, that's the case of lycanthropy. It's especially written in its description.
The way to remove the Curse of Lycanthropy is strange, but it's the only way (i.e remove disease or heal by a cleric/oracle of 12+).
And Wolfsbane is a poison that has an effect on curse of lycanthropy TOO: you need to prepare some Restoration lesser in case of...
I think it's an inheritance of old DD, and the devs keep it as it was written for this curse remains one of the most dangerous...
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For curse and Remove Curse, it's worded "usually", that doesn't mean it's always the case. And no cure are written for Lycanthropy in glossary of CRB. So as it's written in Bestiary, you must apply those of Bestiary.
For Lycanthropy, it's a special case: the cure is specific to this curse and it's only by a cleric level 12+ with a remove disease or heal. Nothing else.
As the Bestiary is more recent than CRB, the rule inside Bestiary supersedes those of CRB anyway.
After... it's up to the GM to "soften his play" or allow players to have an access not too hard to scroll of remove disease lvl 12 or a priest lvl 12.
Because curse of lycanthropy is really a big nasty curse that can kill fastly an entire party. So players must be very very careful...
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Eidolon Link"As a result, the summoner and his eidolon share magic item slots."
The eidolon "use" the master's slots, so there's only one slot for neck (and for slots of head).
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darth_gator wrote: On your next turn, you place the second hand back on the hilt as a free action, full attack, and then remove the second hand as a free action...rinse, repeat.
I see absolutely no issues with this.
The re-grip of your weapon is not clarified in the rules. It may be a "free action" or "a move action": it's GM'Fiat for the moment.
Many threads speak about...
And JJ Jacobs didn't clarified this point as he said:"...And at the end of your turn if your free hand remains free you'd be able to return it to grip your 2H weapon so you can still threaten foes and take attacks of opportunity if you want."
Nowhere he speaks of the action you've to use "to return it to grip".
That's a pity, but rules are always not clarified.

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Gauss wrote: Horselord:
Reach weapons partially use the ranged combat rules for what you can and cannot target (Cover and concealment etc.). The ranged rules show you can target a creature's specific square.
So it doesn't say it directly, but you can choose what square is the target.
Since it neither says you must target it's closest square nor that you can target any other square it occupies I will continue to use the ranged targeting rules for this. It really isnt unreasonable since a creature that is both adjacent to you AND 10feet away (see my earlier diagrams) from you qualifies as both.
Perhaps we should ask JJ's opinion, but I wont tonight. I have to get some sleep so I can GM tommorow.
- Gauss
I think you search to turn round the rules where it doesn't need.
The rules are very clear, as they speak of target/opponent/creature which must not be adjacent.
If one of the square of a creature is adjacent to you, the creature is adjacent to you.
It doesn't matter which square you can or not hit.
And it's a nonsense that says a creature is at once adjacent and not adjacent.

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Weirdo wrote: Defraeter, I don't think the third option is possible because of what Deylinarr posted.
PRD wrote: Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. Otherwise looks spot on.
Yes, i missed that! ;-)
FAQ Ultimate Combat says "Inquisitions are like domains."
So they haven't change the paragraph in APG, but it's obvious that we should read as
" If the inquisitor has cleric levels, one of her two domain selections must be the same domain OR inquisition selected as an inquisitor."
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HangarFlying wrote: DG, the reach weapon description specifically states "opponent" and whether or not the opponent is adjacent. Yes, i agree. You cannot attack an adjacent opponent regardless its size with a reach weapon. The rules are very clear.
And i don't think it's a good thing to get the rules more complicated when they are simple.
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Thanks you Tom S 820 and asthyril for your fast answers!!!!
Tom S 820 wrote: Evangelist / Hidden Priest.... Forget RAW. I would say this is hard role play. For a PC who is shouting to get more people in to faith X but hide the fact he is in faith X. It just seem head uphis own but backwards to pull off to me. Hard but cool to play!!! I must hide this fact to others players...too... and keep on to help the party.
I am not "against the others players", just we don't have the same vision. After some adventures, i think they will share my secret, but at the begining, this is too early, too much risky.
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ex 1: inquisitor 5 (Valor Inquisition)/ranger 3 counts as
- level 5 for powers of Valor.
ex 2: inquisitor 5 (Valor Inquisition)/cleric 3 (domain 1: Valor Inquisition; domain 2: Strength) counts as
- level 3 for domain Strength
- level 8 for powers of Valor inquisition
ex 3: inquisitor 5 (Valor Inquisition)/cleric 3 (domain 1: war; domain 2: Strength) counts as
- level 3 for domain Strength & War
- level 5 for powers of Valor inquisition
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Sure, Sable Ranger is a regional archetype of Varisia. And the Sable Company Marine is a force, an army of Korvosa.
You searched the difficulty when you took this archetype!!! ;-)
Perhaps, the easiest way would be to pay a wizard to be teleported in Varisia and the mountains (noth of Korvosa city) where hippogriff are living...
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I agree with Grick.
And Racial Heritage counts for any "effect", and an effect is not a racial feature.
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Oh! i see, sorry
I have your answer
FAQ Ultimate Combat

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I take the most of this thread. ;-)
I want to play a cleric with a god who have Trickery as domain.
The problem is that in the campaign i play, the setting of the GM is that the officials NPC forbid this god.
If the officials discover i worship this god, i will be tortured before be killed.
The GM says it's possible i worship this god (that's in the setting), but how can i do to hide my faith in this god?
By RAW, you must be able to present your sacred symbole for spells and channel.
And domain Trickery is all except discreet.
And your aura is also not discreet.
In fact, if you take domain Trickery, everyone will know it...it's the height of ridicule!!!!
I will not be able to hide i am a cleric (for internal campaign reasons), so i thought to pretend i am a cleric of an another "accepted" god.
But it seems the archetype Hidden Cleric doesn't fit well with that...
Is it possible to use Hidden Priest to pretend you're worshipper of another god?
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I used the PRD, and it's written in PRD Ultimate magic
Inquisitions
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Malachi Silverclaw wrote: Oh, the humanity!
I've been involved in at least two threads and about 1000 posts trying to resolve this!
We'd all like an answer to the 'changing grip' question! Some think it should be a move action (like drawing a weapon), some think it should be a free action (like dropping an item) and some think it's not an action at all (like nocking an arrow as part of an attack with a bow). I'm not going to go through the arguments here because I don't think I could take another 1000 posts! : )
Good luck!
I agree.
This thread for more info
Note i like this post of Raymond Lambert
Alternating-between-how-you-carry-weapons

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Davuron wrote: Adamantine Dragon wrote: Is this a home-brew campaign? I'm assuming your ranger has stacked ranks in "handle animal" if he is raising hippogriffs. This is a Skull and Shackles campaign using only official Pathfinder content (DM doesn't allow 3rd party content). I do have Handle Animal maxed out and get additional bonuses for handling my companions so the training part should be easy.
Quote: In terms of RAW I don't know of any way to accelerate the aging and/or growth of creatures. Can't you buy a trained hippogriff in the meantime? Perhaps you can reduce the cost of a grown hippogriff by trading in your two baby ones. Or maybe just one. I would like to get a grown one but that presents a few problems. First, they're 5,000gp each rather than 200gp for newborns. Second, they're considered magical if full grown which is harder to train. Since I'm a pirate, having two for cheap and selling their offspring later is very appealing. :) I don't understand. Hippogriff are animal companion, and the only one, for Sable Ranger archetype. So they follow the normal rules of animal companion.
If you refer to rules Hunter Bond.
PRD Hunter Bond: "The second option is to form a close bond with an animal companion."
In this case, the animal companion is ONLY the hippogriff: no choice as standard ranger.
PRD Hunter Bond: "This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature),..."
See here
So when you look inside Druid Nature Bond:
PRD nature bond: "If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished."
See here
A ranger which lose his animal companion may replace it with the 24h ceremony. Of course, that's not intended for ranger to make "money" with his animal companion: the animal must be released or dead... not sold. :-) It's common sense...
Of course, when the new companion arrive, the ranger must teach it the tricks as normal, and lead it as normal animal... even if his hippogriff has 3 in intelligence.
Animal and intelligence FAQ
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Level of cleric and inquisitor stack but only in case of the domain shared.
Valor inquisition is a divine pursuit called "inquisition" that the inquisitor may take in place of a domain.
If PC inquisitor takes level in cleric, he is not bound to take the same domain. But his levels of inquisitor will stack with the levels of cleric (for power and effects, not spells) ONLY for the domain selected as inquisitor (so shared by the 2 classes).
An inquisitor with Valor Inquisition, if he chooses to take level as cleric, must take Valor Inquisition as one of his 2 domains if he wants to progress in the inquisition Valor.
If the domain shared has spells, his effective level for spells is only the level of cleric.
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Good (and neutral) explanation Gricks! I at last understand the controversy. Thanks!

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Stome wrote: The ONLY reason arcane bound weapon has a problem is it has to be "Wielded" to function as their bound item.(meaning the Wizard has to make a concentration check to cast without it.).
Any two handed weapon that is not arcane bound does not present any problem to the caster. Free actions are FREE and can be taken any time in ones turn.
-Free action to change grip and hold (But not wield) the two handed weapon in one hand.
-Standard action to cast spell
-Free action to change grip back (Now wielding again.)
-Whatever is left that the class can do. Such as spell strike and the like.
The spellslinger does not have the arcane bound problem because their gun is not the same as as an arcane bound item. It does not have the same clause about wielding it to function as a bond item.
This is RAW. What people do at home is their business but that is for homebrew/house rule forum. Not the rules forum.
Free actions in the table don't include "grip your weapon"
Actions in Combat
The others free actions are under the rules of GM'Fiat
free action
For the release/grip action, consult this recent thread:
Alternating between how you carry weapons?
Effectively, many people use the free action for re-grip the weapon, but nothing in the rules, FOR THE MOMENT, confirm this fact, so the 2 schools are valid and RAW. So, again, that's the realm of GM'fiat.
You wish your vision of rules be the only one, but it's not the case.
And you don't need to be so aggressive.
For the arcane gun, i recognize the rules are not very clear.
What is written?
"...spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier."
And nowhere i see the Arcane Gun is a "Focus".
"...as they were normal firearms before the spellslinger imbued them with magic.": Arcane Guns are normal firearms imbued with Spellslinger's magic.
So they keep on to be firearm, so are always weapon, so keep on to follow rules of weapons...

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Reverse the grapple: the rules are not "very clear".
PRD: "If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can)..."
It seems that with the same CMB check (as a standard action) you can break the grapple OR reverse the grapple.
By "common sense", i exclude Escape Artist check for the reversing grapple.
The problem is that it's written too: "Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll."
So i think that if you don't want have a -4 penalty on CMB check for reverse the grapple, you need to have your two hands free.
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Stome wrote: No the question is not unresolved. The two actions I mentioned are in fact free actions.
[...]
Just because some people don't like something and want to argue about it in the face or RAW does not make it unresolved.
It is strange, the other school say the same thing about your position.
The 2 schools may be "RAW".
That's fact is perhaps what you wish, but the answer is in the hand of each GM.
For use the arcane gun, it must be wielded as for any other weapon. There are no exceptions. If it's a 2HW, you must wield it with 2 hands, so it functions as "arcane bond".
And you can cast only Verbal spell if you wield with your 2 hands.

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Stome wrote: releasing a hand from something and re-gripping it are both free actions. Your forget this is always a question unresolved as far as i know.
There are 2 schools:
- release and grip are free: prefered by those who want to optimize
- release is "free" and grip is "move": prefered by those who like a more balanced game
Stome wrote: You only need both hands on a two handed weapon when in the act of wielding it (so attacking with it.) So yes you can cast and have a two handed weapon. Otherwise a wizard would never be able to have a staff.
Since they are free actions in same round is not a problem as long as action economy allows you the ability to still attack after casting. (Quickened, spell strike, and so on.)
This also works for say a magus and spell strike (Not spell combat though so its kind of a poor choice but hay if someone wishes to id it that's up to them.) And even back in 3.5 it worked for duskblades. There is a FAQ about a orc caster with a great axe somewhere that covers this. Don't have the time to hunt it down.
However you cannot cast somatic when you wield 2H weapon: that's is effective for arcane bond 2H and that's the same for 2H firearm for spellslinger.
cannot cast somatic with arcane bond 2H
Staff are not the same thing as quarterstaff, so no need to wield in 2 hands. You can have a staff one-handed and it will not be a quarterstaff.
A quarterstaff is a weapon and a staff.
staff are not quarterstaff
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blackbloodtroll wrote: Add a comma. "Inquisitor, channel class feature".
The feat is meant for Cleric/Inquisitors.
Oh!!! Yes, so simple... :-)
Thanks BBT!
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If it is a random table, the player must throw the dice in front of you. I will be for the first time a player and i choose to be a tiefling, more for roleplaying reasons.
It is for AP Council of Thieves, and the GM apply the rules from Bastard of Erebus.
I had a choice:
- throw the dice on the 2 tables (table for bonus to ability and table for special power)
- take the feat which allow me to choose the heritage and throw 3 times the dice for the special power (which replaces darkness).
I choose to take the feat and, as houserules, the GM said i could replace 2 traits by this feat.
And i throw in front of him for the special power... I didn't gain the additional stat... :-)
If your player don't throw the dice in front of you, i call that "an abuse of rules".
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Drejk wrote: If I remember correctly the feat was intended for multiclassing Inquisitors. Uh????
Channeling Scourge
Prerequisite: Inquisitor channel energy class feature.
I don't know what is "Inquisitor channel energy class feature"?
And from Ultimate magic
"....However, because an inquisitor only gets the granted powers of a domain and not its spells, some domains are poor choices for an inquisitor because they rely on cleric class abilities that inquisitors don't get. For example, the Sun domain's 1st-level granted power augments the effects of channel energy, but inquisitors don't have the channel energy ability, so they gain no benefit from their domain selection until 8th level, when they get a second granted power."
So the true question is: What is "Inquisitor channel energy class feature"?
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After i have completely destroyed 3 weapons and a full-plate armor (non magical) in the same fight, my players made a petition against the use of sunder by GM... :-)
We aggreed i will not use sunder with my monsters because it is too penalizing for the player's budget. Except the cases when "sunder" is the objective of the encounter and when it's the monster's standard tactics. So seldom the case.
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Pathfinder Roleplaying Game, Companion, Modules Subscriber
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As i read it
Dragon Style: you add 1-1/2 times your strength bonus to the unarmed strike damage (as damage for 2HW) INSTEAD OF 1 time as used to.
Valid only for:
- unarmed strike
- once a round: you must wait the begining of your next turn to recuperate this power if you used it.
- first unarmed strike: only for the first strike
Dragon Ferocity:
As long as you use Dragon Style, you gain an "untyped bonus" to damage rolls of unarmed strike (this bonus = 1/2 bonus strength)
Valid for all your unarmed strikes.
So with +5 bonus strength
First unarmed strike of the round:
+7 bonus strength (Dragon style) +2 bonus "untyped" (Dragon ferocity)
Other unarmed strike of the round:
+5 bonus strength (normal damage for a monk) +2 bonus "untyped" (Dragon ferocity)
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Pathfinder Roleplaying Game, Companion, Modules Subscriber
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Hum... if i understand well, sunder "is now" a standard action. I had not the heart to read the 984 posts to confirm that. ^^
Some players and me tried the sunder in game and we used "as possible to do a full-round attack with sunder".
My players found it was not very interesting for them, except sometimes, but found it was too powerful for "monsters".
A monster/NPC is "destined to die", not to do successive fights. So a GM may sacrifice a monster and chooses it's here not for kill PC, but to destroy weapons and others equipments of PC. That will help the monsters of the next fight.
And if you make a good build for an NPC (or a group of NPC), it can really be destructive (with full-round).
My players thought Sunder is more an option for GM than for players, but an option a GM must use sparingly, because it's too traumatic for players.
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If it can help you
FAQ CRB
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lantzkev wrote: while you're indeed correct blueluck, there's nothing raw that says that.
I did however say as a GM I'd allow it and just require the school restriction on the witch.
I think Blueluck is refering to RAI.
Pathfinder was built to prevent this sort of build: "pick just 1 level in one class to obtain advantages". It was the bane of DD3.5.
I think as Blueluck that it goes against the spirit of the rules.
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It seems you cannot recall a spell with metamagic feat attached, except if you have chosen your spell bonded as "spell +a metamagic feat".
But i am not sure of that.
ex: at 9th level, an elf spellbinder may choose a spell of 5th or less which "he knows".
So can he choose fireball +empower spell attached for the spell bonded of his 9th level?
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LazarX wrote: Defraeter wrote: So i always has to regulate... the more important is that the players are about at the level of WBL amount. Incorrect. It's only important that the players have what they need to survive and progress in the campaign. For some campaigns the number will be considerably below the WBL table, for others it might be above. It varies tremendously on the nature and the tone of the campaign world. For AP, before playing, i have to add all the wealth in book and see if it's under or over the curve????
Is there a "note" in the AP which gives this information?
I think Paizo is used to write scenario and adventures... How could i know if they have made an AP "rich" or "poor"?
And what are theirs reasons for this choice?

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Gauss wrote: Defrater, WBL consumables do not 'vanish'.
Table 12-5 Gives out 30-40% more treasure than the WBL table 12-4. Eventually that excess is lost through consumables, sold equipment etc. Whenever you look at WBL that is the amount of treasure a player should have at that level. The consumables used over the course of a characters life are NOT removed from the WBL amount. The consumable part is how much of the character's treasure should be in consumables right then and there.
Death is the same, it gets slowly replaced and within a level or two they should be back up to full WBL totals.
Regarding spells, spells do not have to be purchased via scrolls. They can buy them directly from other wizards for far less money than a scroll. This is covered on CRB p219. For a level 4 spell the cost is 160gp + 80gp = 240gp. Wizards are supposed to have a lot of spells in their spellbooks. It is the main reason to play a wizard over a sorcerer.
- Gauss
Yes effectively. But i noticed that when playing Adventure Path, my players were always under the WBL amount.
So i always has to regulate... the more important is that the players are about at the level of WBL amount.
And they can buy to another wizard if they can find one, if this wizard allows that, if he has the spell that the player want, if... if...
and "Rare and unique spells might cost significantly more."...if you find someone able to cast them. And in Golarion, it's not as easy as said.
It depends how you lead your campaign, and how the NPC interact with players. And there aren't in each village or city a NPC wizard who "pop up with the good level and spell and is friendly" just for the need of a player.
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asthyril wrote: channel energy just needs you to have your holy symbol out.
prd wrote: A cleric must be able to present her holy symbol to use this ability. 'present' just means not keeping it hidden
if you have the holy symbol tattoo from UE on an obviously not hidden body part nothing stops you from channeling while paralyzed, just like having it worn openly on your neck. it is very hard to stop a cleric from channeling.
Not as simple than that.
I looked over the forum, and it seems the question to know if a cleric/oracle of life can do or not a channel while paralyzed is always...open.
That's a "gray area" or if you prefer, a question unsolved.
@Whale Cancer: for channel and paralyzed, i think the best is to do as you feel it.
I'm afraid you'll not find any answer "RAW".
But if you find some, it interests me!!!!
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only mental actions as you write and all spell-like abilities (they are all mental).
A cleric cannot channel while paralyzed: "presenting" an holy symbol is not like "holding" it.
It's an active use of it. Or, if you prefer, it's the somatic part of the channel.
If you just need to hold it, i don't mind the interest to keep it in hand, you'd just need to have it at your neck.
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