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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 10,553 posts (11,131 including aliases). 1 review. 1 list. No wishlists. 7 aliases.


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Liberty's Edge

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Faragrim Ironhand wrote:

Hello All-

This may be a simple question and, if it's painfully obvious, I apologize.

I was curious as how you can actually move during a Spring Attack. Particularly can you move up and to the side prior to moving backward? Like, you're 5 feet away from your target, can you take the initial move forward and then one square to the side prior to moving backwards? Basically, satisfying the 10 foot minimum movement by moving up and then taking a sidestep.

Cinematically I would see this as stepping up, deftly sidestepping to avoid the AOO, attacking and then jumping back. I know that this interpretation may be a stretch but I have been told several different things by several different people.

I really appreciate any and all input.

Thanks!

Note that you can't spring attack if you start adjacent to your target.

PRD- Spring attack wrote:
You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

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Late to the party and I hadn't the time to read all the posts, but I would do something like this:

Centaur leader:
throw an handful of cons to the dwarf "Now you have had your reward, greedy creature, now all of you, depart the land of my people and know that if you return you will be greeted with arrows and spears."
Immediate apologies by the other party members will allow them to stay, but unless the dwarf PC grovel while making his apology he will be banished.

Even if they somewhat appease the centaurs, they will hear some of them muttering "greed mercenaries". If that has happened frequently they will discover that they have a reputation of working only for money.

That way you show that the way in which the characters act have consequences and that those consequences can be bad for the whole group, not only for the one insulting the NPC.

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Drahliana Moonrunner wrote:
Rical wrote:
we could even go so far as to say that he/she got stupid lucky and found a lesser metamagic rod of quicken just to keep at 5th lvl if we wanted
Can't use rods... need that hand free for spell combat.

Or you got a metamagic rod that double as a one handed weapon (there is at least one in one AP, a dagger that work as a metamagic rod, probably a mace with the Ectoplasmic Spell another AP, but our GM changed it, so I am not sure). So a magical whip that work as a lesser rod of quickening? Possible, but extremely rare.

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Animal

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following features (unless otherwise noted).

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.

Vs:

Magical Beast

Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can't necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Fly, Perception, Stealth, Swim.

So essentially, if it hasn't magical or special powers, it is a magical beast when you want to make a creature that hit better and has more hit points.

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andreww wrote:
Diego Rossi wrote:
Where spontaneous casters enter into the equation?
The Oracle Spirit Guide archetype gives access to a Shaman Spirit.

So the question is about a specific archetype, not about Arcane Enlightenment. Again, posting a incomplete question supposing that who read know what you mean is not the way to go.

PRD - Spirit Guide (Archetype) wrote:

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only those of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

PRD wrote:

Hexes: A shaman who chooses the lore spirit can select from the following hexes.

Arcane Enlightenment (Su): ...

I see what he is trying to do, getting a variable selection of wizard spells every day. But he has few a problems:

1) the hex is not made to be switched on and off every day, it is made to be a permanent feature. You permanently choose the wizard spells you get (it is possible to replace them when the character gain a level or by retaining).
2) The hex give him spells that he can prepare. If he don't prepare spells it don't work.

Essentially he is trying to do what Paragon surge did before the FAQ. A FAQ will end the same way. Either you can't take this hex with a spontaneous caster , of your selection of spells is fixed after teh first time you get it.

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I don't get the question.
A shaman is a prepared spellcaster.
The class feature of the lore shaman give him the ability to cdd a few spells to his list.

Where spontaneous casters enter into the equation?

You mean the Spirit Magic ability? If so, put that in your question, not presenting half of the question make it useless.

If that is the question:

PRD wrote:


Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
PRD wrote:


Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells, she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells with a new spell from the sorcerer/wizard spell list.

Not part of the list of spell granted by the Lore spirit, those spells are

PRD - Lore spirit wrote:


Spirit Magic Spells: Identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl's wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th).

No problem there with rule interpretation, very clear cut.

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Form of the dragon is a spell from the Polymorph subschool.
Under that subschool heading in teh magic chapter you find: "In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."

Generally "spell" in that kind of context, mean "spell and effects" and include almost anything that change your size from the normal size for your race (there are a few exceptions, like the young template).

So while under the effect of Form of the dragon your permanent reduce person stop working.
Note that reduce person give you a +2 size bonus to dexterity, not only the penalty to strength. You lose both.

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Derklord wrote:
Diego Rossi wrote:
Posses is not the same as make, so the haste argument is irrelevant. (...) If taking an evolution put you above the maximum number your build is illegal.
You seem to have misunderstood my post, because that's exactly what I was saying.

Sorry, I missed the "yes" and read it as if you were saying: "you can can take the evolution has you have space for 1 more attack". I should have read your post with more attention.

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Calthropstu wrote:
TriOmegaZero wrote:
Calthropstu wrote:
It SHOULD be, but is not explicitly stated as such. It needs to be explicitly stated as such.
And to this I point to the "Action: None. A Fly check doesn't require an action." text of the Fly skill. I understand you disagree with this argument, but I can't find any clearer way to say "Hover is a non-action."
That is a non argument. The fly check itself isn't the action. HOVER is the action, a subset of the fly action. Continuing to spout that shows your reading comprehension is SEVERELY lacking.

To repeat ti again, can you show from where this "fly action" come? So far you haven't proved anything, beside your lack of rule comprehensions.

To repeat it again, I can take a 5' step, it is a no action and then, to stay in flight, I will have to make a fly check. That don't change it to an action.

Now let's see, hover: where it is cited?
A feat that allow to do that without the need for a fly check
the fly maneuver
a few random pieces of text that are less relevant
From what I see none of those pieces of text say it is an action.

The text is clear:

PRD wrote:
Action: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.

You are taking a full attack? Doing that require you to hover? Splendid, you have to make a fly check. But nowhere it say that hovering is an action. You are making your check as part of the full attack action.

You want to hover in place while delivering a speech? Fine, as part of your action (speaking and using diplomacy or perform, oratory) you have to take your hover fly check (and look like a fool if you fail). Again, you are taking it as part of an action, but the action isn't hoover, is using diplomacy.

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Calthropstu wrote:


That ruling implies you are incorrect: hovering is a move action. You are accelerating upwards at exactly 3.8 meters per second. Hover, looking at the rules, is a move action: ie, a maneuver you can take as part of the flying move action. The ruling that stun causes you to fall not only supports this interpretation but actually kind of confirms it.

An acceleration of 9,8 m/s (in vacuum), or use feet if you are unsure of the conversion. Avoid writing random numbers.

BTW, you are aware that standing require to use a lot of muscles and, for most species, isn't automatic when asleep? You are resisting the same acceleration toward the ground that the hoovering creature is resisting.
Now we need an action to stand still unless we are prone?

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Coretron03 wrote:
Ok, I am the person who has this conversation with the OP. It was about the fly spell, not flying in general. Cal thinks because the line "Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally." means it takes a action to hover because walking takes a action to use.Iw oudl also like to add home rules dont matter as they vary from table to table so in our discussion we need a strict RAW. I am going for still flying while stunned.

Calthropstu should look the rules about taking a 5' step. You can walk without taking any action.

Calthropstu wrote:

You are missing something as well:

Hover is listed as a FLYING MANEUVER. Which means it is taken as part of the flying action.

Can you show the piece of the rules that speak of a "flying maneuver"?

You know, you can take a 5' step while flying level or descending, that require a fly check as almost certainly you will move elss than half your movement, but it cost no action.

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Derklord wrote:
poundpuppy30 wrote:
Ok so if my edilon has bite and claw evolution and I'm level 7, does that mean I can't give him another evolution claw since that would give him 2 more claw attacks and his max attacks is 4 for a level 7 summoner

Yes. The maximum attack limit is for chosing (!) evolutions. How many natural attacks it actually does in a given round is completely irrelevant, an eidolon can even do more natural attacks in a round then it's limit (for instance with Haste). The limit is always and only checked when you select an evolution (during the level up process or when casting a spell like Evolution Surge).

....

Not the text of the rule:

PRD wrote:
Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Posses is not the same as make, so the haste argument is irrelevant.

The resulting eidolon posses more attacks than allowed.

If tacking an evolution put you above the maximum number your build is illegal. It don't matter if you have tried to game the system taking taking them in an order that allow you to have one slot open and then getting one slot over. The resulting eidolon is against the rules and illegal for play.

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Vatras wrote:

That are the current books. And you quote it yourself: SLAs are treated mostly like spells, but are different.

Just to equal "device" with "anything else" is farfetched. What is not written does not exist, and we can all argue what the author left out till time ends - or someone clarifies it officially :)

LOL, re read what I cited. It explain exactly where SLA abilities don't work as spells.

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Several creatures have questionable CR, but I have checked a few creatures with the grab ability and multiple grappling appendages. If you apply the attack, grasp, constrict, release, repeat, tactic the damage always go way over the suggested limit.
As the number of grasping limbs increase that become more and more noticeable.

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James Risner wrote:

They have used the spell stacking rules to block:

Stacking of Bashing (magical weapon property) and Spiked Shields (non-magical mundane item modification.)
Aspect of the Falcon multiplier (x2 to x3) and the threat range stacking (19-20 to 17-20).
Many other non spell effects.

So I totally don't understand why people continue to reject things that refer to "spells" for other effects. Spells are most of the effects in the game but they really don't want to balloon the book by "and other magical and non magical effects" every time the word spells is used?

Wishful thinking coupled with "we will be free to do use this kind of shenanigans, but it would be unfair if the GM used them on us".

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VRMH wrote:
Chess Pwn wrote:
You know when you attempt a saving throw.
Not quite. You know when you succeed in your save. A failed attempt gives no indication.

LOL, depend on the effect. If the failed roll had me turning into a fish I will notice the attempt. For a brief time, probably.

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Azten wrote:
That just doesn't make sense. Welcome to Paizo's FAQratta Theme Park I guess.

It has always been that way, it is not a Paizo thing.

And it make perfect sense. Magic items are standardized stuff, if you start having "this item was made by a wizard that can reduce spell levels when adding metamagics, but is used by a sorcerer that can't" you will need tons of bookkeeping for each item and it will still be a mess to adjudicate.

After all "selective fireball as a 3 level spell" is on the spell list of that sorcerer without the appropriate trait? You can give the benefits of your trait to another person? If the ability to reduce the metamagic cost can be used a specific number of times in a day, you can "store" it in a scroll without reducing your daily uses?

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Bob Bob Bob, the official rule for evaluating the damage against the CR say: "Average Damage: This is the average amount of damage dealt by a creature of this CR if all of its attacks are successful. To determine a creature's average damage, add the average value for all of the damage dice rolled (as determined by Table: Average Die Results) to the damage modifier for each attack.

A creature that relies on melee or ranged weapons in combat should have average damage within the range of high and low damage.

A creature with higher than normal attack bonuses will often deal lower damage, while a creature with lower than normal attack bonuses will often deal higher damage."

The average damage of a Barbed devil [a Horned devil is another creature] is 52.5, above the high damage for a CR 11 creature.

Add the high attack of 18 vs a high value of 19, when the same set of rules say: "Creatures with a higher than normal average damage typically have a lower attack value to compensate." and wee see that increasing its average damage by another 22,5 points put it way off the scale for a CR 11 creature.

As an added bonus every time he damage a creature with its claw he applies his fear ability. Gifting him a 40% increase in average damage for "reasons" based on cheesing the game isn't a good idea.

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Vatras wrote:

Thats whatever the author of that entry wrote. The text of mindblank says that it prevents all spells and devices, so all items using divinations are out.

About spells and spell-like abilities:
Those two are not the same. They have different rules on how to use them, and you need different feats to enhance them (even if they do the same thing like empower).
What was intended (way back in the 70ies) was that monsters have access to magical abilities they could use at will without ritual or components. Then it became obvious that writing up a set of those was practically a copy of part of the spell lists. So the solution was that the abilities would just reference the effect wanted and skip the redundant work. And we are still at that point. Nobody ever wanted to write up a monster-specific power list when the standard spells work.

1) Spell like ability work in all regards as spells with the exception of some very specific and spelled out difference, so something that block spells block them too.

PRD wrote:
Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled but they cannot be counterspelled or used to counterspell.

Maybe you should read the current manuals. The '70 books aren't a useful reference.

2) "Devices" isn't the same as "items". It can be used to mean "instruments, abilities and methods" when you want to keep your word count low.

Mind blank block all divination attempts, regardless of the way in wick you get the divination ability.

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Cevah wrote:
Diego Rossi wrote:
Azten wrote:

Evil Eye does not actually require the witch make eye contact, so there's no reason a mask or helmet would hide it.

If the witch is invisible they wouldn't notice her until she started to Cackle. They would, however, notice that creeping feeling Evil Eye mentions and I'd give them a Knowledge Arcana check to figure it out.

Evil Eye and Misfortune are attacks, so she would become visible as soon as she use them.

@Cevah

PRD wrote:
The spell ends if the subject attacks any creature.

Extending the quote:

PRD Invisibility wrote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

The Combat page defines attacks and defines using Su abilities. It does not say using an Su ability is an attack.

It tells of Attack(melee), Attack(ranged), Attack(unarmed), Attack of Opportunity, Touch Attacks, and so on. It does not tell of Supernatural attacks.

The spell calls out attacks, and then adds that attacking includes spells. Why? Probably because using a spell is not an "attack" unless the specific spell states it is an attack. That is, spells with saving throws generally do not have attack rolls, so would be excluded. With this verbiage, they get included. I can see SLAs being included as they act like spells. Su abilities, on the other hand, are explicitly not like spells. If they don't have an attack roll, then they are not an attack.

I have played it as anything with an attack roll or requiring a save counts as an attack, but I think RAW is actually different. Remember, the spell calls out attacks, not hostile actions.

/cevah

Derklord has already replied to this flawed argument, but let's repeat the citation and extend it:

PRD - Special Spell Effects wrote:


Attacks: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.

While it say spell most of the time in that citation, the example is a SU ability, and the phrase "All offensive combat actions," is decidedly clear.

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Azten wrote:
By that logic casting any buff spell breaks invisibility.

A buff spell isn't offensive.

Azten wrote:
Cavall wrote:


Not offensive. Hence buff.
Giving yourself an advantage in combat isn't an offensive measure? Casting Weapon of Awe is an offensive action(bonus to damage), and so it Haste(bonus to attacks, extra attack when full attacking). Buffing before combat is merely premeditated offensive actions.

You are really trying to bend logic to support your idea. Please, read the whole, CRB, see how the rules integrate with each other and then return to this discussion if you are still convinced of your idea.

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Ascalaphus wrote:
Diego Rossi wrote:
PRD wrote:


In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.
It don't say: "You could try" or "in wick you have trained", it say "you can't achieve alone". So if you are unable to get a success with a roll of 20 on the dice, you can't help.
It's a matter of where you put the emphasis. The listed example is Disable Device, a trained only skill. If you didn't have ranks in Disable Device, you can't use it. I believe that's what the line means: you can't aid on skills you can't try yourself.

As written, if the skill is restricted to trained only you need to be able to achieve success to be able to use the aid another action. Reading it another way mean that you are discarding part of the rule.

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Nefreet wrote:


• The Collective Recollection feat exists, so clearly someone else didn't think Aiding Knowledges was possible prior, either.

Actually, Nefreet, that feat make you capable to help even if your skill isn't high enough to achieve success with a roll of 20, something that otherwise is impossible, as Aid Another say:

PRD wrote:


In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

It don't say: "You could try" or "in wick you have trained", it say "you can't achieve alone". So if you are unable to get a success with a roll of 20 on the dice, you can't help.

The Collective Recollection feat change that to:

PRD wrote:


You must have at least 1 rank in the Knowledge skill to be aided in order to use this feat.

a way less stringent requirement.

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As Cevah said, you apply all the perception penalties. Invisibility give a perception penalty? Yes.
So we have wat penalty invisibility applies to identifying a spell.

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Azten wrote:

Evil Eye does not actually require the witch make eye contact, so there's no reason a mask or helmet would hide it.

If the witch is invisible they wouldn't notice her until she started to Cackle. They would, however, notice that creeping feeling Evil Eye mentions and I'd give them a Knowledge Arcana check to figure it out.

Evil Eye and Misfortune are attacks, so she would become visible as soon as she use them.

@Cevah

PRD wrote:


The spell ends if the subject attacks any creature.

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The spell don't give you a damage dealing attack that affect the touched target. It give you a spell that you deliver with a touch. So I wouldn't give extra damage on a touch.

A Claxon said, with spells it is sometime wonky, because it all depend on how the GM see the spell.

And personally I dislike the spells that say "you can do X to reduce the effect of the spell" unless X is really obvious (like rolling on the ground after catching fire). To dependent on metaknowledge.

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Same source of damage. They don't stack.

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A renaissance era firearm was wood an metal, so the best comparison seem to be the mixed material hafted weapons:

One-handed hafted weapon hardness 5 hit point 5
Two-handed hafted weapon hardness 5 hit point 10

One handed for pistols and the like, 2 handed for muskets, arquebuses and the like.

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And that made me realize that the feat say "You can move" but don't limit the kind of movement you can use.
So a creature with a fly/swim/climb speed can use it with its preferred movement speed. It is feat intensive, but it become more interesting for a combat druid.

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I recall this question from some years ago, and the answer was "you can activate power attack with any of your attacks, even an AoO, but, after that, it stay on till the start of the next turn".
I think some Paizo employee confirmed that, but can't find the thread.

Edit: thanks to the power of Mozilla Thunderbird and me sharing the post with my friends:

Sean K Reynolds wrote:
I can't find anything in the rules that says you have to activate PA [power attack] before your first attack of your turn, or on your turn at all. Thus, you could activate it between your primary attack and your offhand, or your primary and your 1st iterative, or between your last iterative and an AOO. All are valid options. Some are poor choices, but they are still valid choices.

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fiirewalkwithme wrote:
My thing is that I'm taking a racial trait from the alternate racial list but also wanting adopted, which also gives me a racial trait... Is that legal for pfs?

Racial traits and Race traits are two different things.

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It require the attack action and don't work with a full attack, so you can make only a single attack.

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Rysky wrote:
Kthanid wrote:
Rysky wrote:
Note, Drahl said misuse of the spell.

I knew it would be pointed out, but what I wrote above implicitly asked: how can you define its misuse?

(Unless you use it to reincarnate someone who's against nature, but well...)

The GM would.

Which would lead to a conversation between the Druid and the GM about what a Druid is and isn't.

Actually Drahl said "this misuse of the spell", so he was implying that using it to avoid death from old age is automatically a misuse for a druid.

As we have an archetype that is called the Reincarnated Druid and that it say: "Spun off into the endless circle of life, an incarnate druid is an embodiment of nature's eternal renewal. She lives many lives and wanders the world devoid of attachments, a stranger to all yet one with all life." it is hard to say that being reincarnated for an "endless life" is against the druid rules.

The GM interpretation of the strictures of specific druid sects may vary, but as far as the rules go, using this spell to return and avoid death is perfectly kosher.

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Mysterious Stranger wrote:
Why not simply wild shape into a medium elemental? Just because you can take the form of a large elemental does not mean you have to.

To pile up stat modifiers, obviously :D.

A corner case is Animal growth/Reduce animal. If you read them strictly RAW they don't counter each other and while you can't stack size increases with size increases and size reductions with size reductions, nothing stop stacking a size increase and a size reduction with those spells (while you can't do it with enlarge/Reduce person as they counter each other).
So you end with a animal companion that has +8 st, +0 Dex, +4 cos and +2 natural armor and still can navigate dungeons with relative ease as it stay of its original size.
Naturally any sane GM would say that those two spells counter each other like the versions working on humanoids..

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Reincarnate can bring back people that died of old age:

PRD - Reincarnate wrote:
The spell can bring back a creature that has died of old age.

and this spell reference Reincarnate. So it work even if the target died of old age.

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Snowlilly wrote:
John Mechalas wrote:
Snowlilly wrote:
Actually, it does, and gives examples, I.e. Mithral and admantine.

No, it says "Instead of a solid shaft, the weapon is built around a pipe of wood or metal" and "functions like a standard weapon of its type, and can be made of special materials (such as mithral or adamantine)".

Standard rules still apply. There are rules for replacing metal with darkwood, and metal with special metals. There are no rules that I know of for replacing wood with metal.

Specific > general. The specific rules for undine weapons list the quarter staff and allow it to be manufactured from special materials.

Read the whole text:

PRD wrote:


Undine Weaponshaft: Undines incorporate a unique design when crafting shafted weapons such as quarterstaves, spears, and tridents. Instead of a solid shaft, the weapon is built around a pipe of wood or metal, with the butt end sealed and the front end left open. As a full-round action, an undine can make a single melee attack with the weapon and use her hydraulic push spell-like ability against the target of that melee attack. The weapon otherwise functions like a standard weapon of its type, and can be made of special materials (such as mithral or adamantine) and masterwork quality.

The weaponshaft isn't something limited to quarterstaves, it is open to all shafted weapons. some shafted weapon can be made of adamantine or mithral, others can be made with darkwood.

The text clearly say: "the weapon otherwise functions like a standard weapon of its type,", so the weapon is subject to all limitations for that type of weapon. The implication of that description is that the special material you can use depend on what special material you can use when making a standard version of that kind of weapon.

BigNorseWolf wrote:


weapons need to be made of the type of general material before you can make them out of the special material: that's a rule. The quaterstaff is the specific example the book uses to describe something that's made out of wood so can't be made out of metal

The ondine firehose weapon workaround someone linked above is a nice way around that though.

As explained above, I don't think so.

I would easily permit to someone to build a wooden quarterstave with with the striking hend covered in mithral and adamantine, but teh shaft would still be made of wood.

And for people that say that ironwood change the wood flexibility, it don't:

PRD wrote:
While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel.

RAW that make wood:

- times strong as steel, so hardness 10 and 30 hp for inch of tichness;
- heavy as steel (so it would weight 7-8 times what the wooden version weight, ouch)
- it will be as resistant to fire as steel.

No change in flexibility, texture, aspect, etc.

Enjoy your 28 lbs quarterstaff.

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I know that for those of us that come from 3/3.5 it hard to digest, initially, but in Pathfinder there are way creatures that are immune to critical hits/precision damage:
swarms, elementals, ozzes and incorporeal creatures (unless you are using a ghost touch weapon) are the only types or subtypes that give critical immunity, from what I recall.
Then there are a few abilities that do the same for specific creatures, plus some equipment or class ability that give some level of protection.

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Alni wrote:
dragonhunterq wrote:

Page 91 of the APG sets out the subdomains of Golarions deities. A quick glance indicates that subdomains should be assigned to deities as appropriate. A deity does not automatically grant all sub-domains available to it's core domains. It grants those appropriate to it's alignment and cause.

While not explicitly spelt out I would assign (number of domains+1 or maybe +2) to each deity if I was creating a pantheon.
To the OP: If using a homebrew pantheon a chaotic evil or lawful good deity should not offer the devil subdomain as an option. But I can see scope for a NE or LN deity granting it.
I was asking in the case that the clerics alignment is not that of his god. Asmodeus gives Devil[evil][law], my cleric is LN, I read that alignment domains (I assume subdomains too) should match the clerics alignment. I was wondering if it should match BOTH. From what Dominus says, its not needed :)

They should match only the one you choose, as Dominus explained.

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To Raynulf list I would add: keep a tally of how much shots he fire (or even better, have some other guy keep that tally,as you, as the GM would be busy doing other things) and check that he pay for them (either in money or in time crafting them).
Even if he make its ammunition by himself, at 1,1 GP/shot the cost of firing 8 shots in each encounter is a drain on resources.

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Alni wrote:
DominusMegadeus wrote:
Java Man wrote:
This all sounds very reasonable, but can someone point out the rule that prevents a CE cleric from taking the Devil subdomain of Evil? Or a LG cleric taking it off of Law? Assuming that the deity or philosophy domain list contained it, which admittedly would be odd.
Probably no rule against it if you can find a LN or NE god that offers it. The trouble, as you alluded to, is finding that god. I wouldn't hold my breathe for such a deity being published anytime soon.
So a LG cleric of Erastil could get the Devil subdomain? Would be weird.

Erastil don't offer that subdomain. Erastil subdomains are: "Archon, Family, Feather, Fur, Growth, Home" (Inner sea Gods, p. 317).

As that is a setting book it isn't in the PRD, not in d20PFSRD. If you don't have the book you can find it in the Archives of Nethys.

EDIT: LOL, I am replying to a post that was visible for maybe 2 minutes and then was deleted. But I think the question and answer have some interest, so it stay.

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Vidmaster7 wrote:
Huh I have never noticed this can you give me some example I would like to check it out. I can typically reverse engineer most mosnters but I haven't done it as much in PF.

Several of the NPC printed in the NPC codex have stat and rule errors. As an example, potions of personal use spells are a very common mistake.

A few creature have errors in the skill point, other errors are less common, especially if you have the second or later print of a book.

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As touch spells are discharged if you touch anything, regardless of the arm used to touch the item, I would say it work.

There is some wording in FAQs that seem to hint at the idea that you keep the charge in a specific limb, but that go against the standard rules.

How would you rule the same situation if the guy using the touch spell was a wild shaped druid with multiple natural attacks?

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"Crafting while adventuring" was added to remove some of the time limits on crafting. If you add "but while you enchant the magic item you can't use it" you are bringing back those limits and add more.

While new powers are being added the item still has its older powers. I see nothing saying the opposite. Kobold Cleaver is right, as you guys are adding a new limitation, you should find a rule supporting that, the onus of finding proof is on you, not on people saying "you can use the item".

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PRD wrote:


Enervation
Effect ray of negative energy
PRD wrote:


Close Range (Ex): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.[/quote+

What "reasons" bar that?

It don't work for a Kensai, but:

PRD wrote:


Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

reduce a lot your spell slot problems.

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I am playing a strength based magus, and I can assure you that I would trade my spell list for that of a wizard without a second tough.
Access to self boosting spells, like heroism, that last teens of minutes and to spells like enervation in exchange for a few class specific spells? Good trade.

Sure, as splat books increase and the specific spells increase it can become less advantageous, but I doubt the wizard list will ever be worse.

Until you reach 7th level or you buy a elven chain mail mage armor give you the same AC of the best armor non magical armor that you can wear with no weight. If you are a kensai magus it is a great spell.

From my point of view the magus spell list is one of the class balancing factors.

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Alni wrote:
Darksol the Painbringer wrote:
In other words, the only reason for a GM to implement those restrictions either A. doesn't adhere or enforce the FAQs, or B. houserules things to oblivion. In either case, you're screwed because of the table, not because of the rules.
Given that last session the magus was using the wizard spell list and the GM didn't even notice, I think I won't be asking about how many times I can grip my spear, since from what you guys are saying it's allowed.

If he spend the resources a magus can learn a few spells from the wizard list.

If he hasn't done that it is a big change in power level.

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Alni wrote:
As I understand it any caster can let one hand off the weapon, cast, put hand back on and make AoO or threaten. But you can't put your hand on the weapon if you're holding a charge unless you're a magus.

There is some limit to what you can do based on an unwritten and badly defined "hands of effort" rule used by the developers.

There is a FAQ saying that if you attack with a two handed weapon you can't get extra attacks using a spiked armor or improved unarmed strike and kicks.
Some GM take it further and say that if you have used your and some way you can't use it to attack. What I am saying is that it is best to check with your GM to be sure how he rule that.

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Chess Pwn wrote:
Diego Rossi wrote:
Chess Pwn wrote:
longspear has 10ft reach. On your turn you can hold the spear in one hand and use your now free hand to cast. Then at the end of turn you put that free hand back onto the spear and are ready to provide flanking. This way you never have to be next to an enemy on your turn.

A percentage of the GMs wouldn't allow you to use the longspear if you have cast a spell that turn as you have already "used" one of your arms.

Even if your GM allow that, if you have a held charge, as soon as you grip the spear you held charge discharge.

faq that says it's the rule that you threaten after casting the spell and changing grips as a free action before and after the spell

FAQ say that a magus with spellstrike can change grip after casting a touch spell and while holding the spell. Not any caster.

FAQ wrote:
On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Changing grip after you have cast a spell fall in the "hand of effort" argument. Some GM don't allow it.

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Alni wrote:
Diego Rossi wrote:


And if you miss you can't hold the charge with a reach spell.

Can I otherwise?

Holding a charge

Yes.

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For that move/cast spell/attack/move idea there is a way to get it: Flyby attack.

But you need to ask your GM if he allow monster feats (most of them do) and you need a way to get a fly speed. For that you need a way to be always able to fly, not only access to a spell that allow it occasionally, so only winged characters or those with some form of permanent fly ability can take it. Or maybe a druid.

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