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The Inquisitor Archer & the Paladin are your big hitters here, Smite will do well, & Bane will add an extra 2d6 onto every attack & make them all at +2 higher enhancement bonus (FYI if he has a +3 Bow Bane will make it bypass Alignment based DR automatically) keep these 2 up & keep some summoned monsters around to annoy it & you should do well. Also, suggest to the inquisitor to look at all of his available Teamwork feats & consider swapping one out for a better one if he finds one that can help.
Edit: the inquisitor can also use the smiting Judgement which allows you to act as an alignment for purposes of DR, so your Inquisitor should be able to rock.
I see what Malwing is suggesting: in fiction, most heroes & antiheroes superhero or otherwise have a driving concept behind them. Even the newer iconic superspies like Michael Weston have an Origin, either Vengeance or Reconciliation could cover him. It may come with some built in flavor, but lets face it, in a home game the flavor can be removed & just use the base power, then add your own flavor. A "Dark Pact" origin that gives you Spellcasting can remove the Dark Pact name & its still spellcasting.
I personally like the idea of picking an Origin & then building a character around that Origin (assuming a large enough grouping of them). If done well, it could be a very nice, pick-your-power system with a very Personal touch.
well thats an elemental, this is described not as a humanoid, but just a central stone with rocks floating around it, a hat maybe, but much of the slots will be kinda GM fiat as to what the GM can envision working for this creature. My personal Ruling would be "Hat or Belt, & Ioun Stones" The image I can find online of the creature is far from humanoid.
I agree it has slots, which is why I said belt maybe, I went by the verminous idea as well, but it seems to have no eyes, which rules out eyes (uses blindsight) so an eye slot doesn't make sense. hence why I said a belt. I also stated it can use 1.5x hd in ioun stones which can be a nice benefit. a Familiar uses its Master's Level as HD number for effects related to HD which thi would be. a Level 7 Wizard with this familiar would have up to 10 ioun stones active at once.
It may hold a number of Ioun Stones equal to 1.5x its HD, so 1 at its base form with no HD boosts, & it confers the benefits of those Ioun stones to its master within 30ft if it is a familiar, I would say if pressed for an answer, nothing else, it is a loose amalgamation of stones so a belt or armor would not work, nor would a ring, no eyes, or head to fit anything on....sounds like just the Ioun Stones.
Maybe a belt around the center stone, but that would be an "ask your GM" thing since it is kind of a smaller center stone.
if you want to play him as a Hatter, look up some influences of the Hatter in the Media, different shows & such have given him several different types of personality quirks depending on the show/movie
Just as an aside, someone asked why they would call out magical healing & resting. As another option. Why call out that Fast healing is "Natural Healing" at all? Why use a game term it does not interact with that term in any way? They couil have used a new general term or called in non typed healing.
Under the healing section of the PRD it mentions Natural Healing & mention resting for 8 hours. Looking up resting requotes that same text, they can be viewed as synonymous. So if one is receiving natural healing it is the same as resting in terms not RAW.
I agree that Fast Healing is not magical healing, however it is considered "Normal Healing" a quick search of the rules shows us that "normal healing" has a quantifiable option, it is the same s saying "resting". So if Resting & Normal Healing are those same, then the feat should work with the judgment.
Sadly we have to look at the RAW, & the raw states it works, they would only need to remove a few words in the book to make this work as you describe. The major issue is how fast healing is described as normal healing which directs to rested healing.
The way I am reading this is as such: at 8th level you can use a standard action to gain 2 bonuses & both bonuses grant a +1 use of LoH adding a total of +2 uses of LoH. At 9th level you will be able to use the standard action second time/day gaining an additional 2 bonuses. If all bonuses used were on LoH uses, then at 8th level you would have +2 uses of LoH, at 9th you would have +4.
I am on in the middle on this, as AoO's & Readied actions in this case are different. If someone readies an action to move if I attack them, then I cannot swing at them anymore, My action is no longer Legal therefore I would not continue the attack, making me attack air is nonsensical in the RAW. I would say according to RAW & how it would look in game actions, the person perceived me about to attack them, they move & I switch to an action I actually CAN do, such as throw a dagger or something. Due to the way Readied actions work there is a large amount of unexplained area in them, this is area for the GM to adjudicate.
If a Property such as Flaming says +1 or the like, it is just an easy way for you to add up costs. So if you want a +3 sword with an equivalent +3 worth or properties then you buy as a +6 weapon.
I didn't read the rules quote, my mistake, shame on me for jumping the gun. Yeah, it only lets you use the teamwork feats from a distance besides adjacent, so the allies would need the teamwork feat for it to even be a benefit to you.
So for Amplified Rage it would allow you to get the bonus from Raging allies who have Amplified rage within 10ft of yourself or Flanking. All in all, a pretty crappy feat, useful for an Undine Inquisitor though.
Its similar to the ability Inquisitors get to use Teamwork feats without an ally having them. some Teamwork feats would seem to not work (at least the last time I recall looking at them) but otherwise, if you can use it with an ally nearby who had the feat, it should work.
For Amplified Rage, if a Raging Ally is Adjacent to you or Flanking with you, you get the benefits of the feat.
Just to clarify, if your idea was correct Heimdall, you would also Roll initiative -dex bonuses on a surprise round, which is not the case as everyone who is surprised & has not acted yet is considered flat footed.
I would allow it simply because you end up "casting" an augmented spell.
If I say I am casting my Augmented spell, the alchemical item is now a required Material Component, no different than Casting a Reach boosted Metamagic Spell now has a Required +1 Spell level. I think of it along the lines of Metamagics & it looks more clear to me.
Well to be fair, its actually the Dragon Disciple that would need to be updated (previous to these classes no other class had bloodlines I believe). As it is, strictly speaking if a Bloodrager took a Draconic Bloodline, by your reading they would be forced to either change their original Bloodline, or adopt 2 Draconic Bloodlines.
I personally think the RAI is more in line with allowing Bloodrager to stack its BR bloodline with the DD boost.
Many GM's will be somewhat permissive & allow you to choose them the first time, but after that they are meant to be static, every time you put that headband on it will be calculus & Ancient Thassalonian
I only used inference based on Sorcerer being a Parent class, I imagine a lot of inference is needed with these Quasi combo classes when integrating old content. As far as I can tell the bloodline is supposed to be essentially the same as a Sorcerer's Bloodline.
so, nothing official, but if they wanted to disallow it to work with all of their old content they could have just said so.
First Interaction: the bloodline you have via Bloodrager is Draconic, the Variety of Draconic is unimportant, as the bloodline would prevent you from using Eldritch Heritage for a second Draconic bloodline,
Second: Blood of Dragons adds your DD levels to your BR levels for determining powers, claws & all.
Third: If he can use claws during Rage, he can use Bite during Rage.
Fourth: Eldritch Heritage, by my reading, would not be able to be taken with a second Draconic Heritage (you already have a Draconic Heritage after all)
Fifth: Final Tally: BR levels + DD levels +4 for powers. If something does not Cue off of the Draconic Heritage then the Robe will not help it.
If it was a single strike at 15th level with a light or piercing weapon its more like very light damage. The quoted text is vague but it sounds more like, Clustered Shot, where you roll all your attacks, then roll the damage & treat it as a single attack.
Typically a single attack at 15th level even for a Dex based swash is going to be about 1d8+10 max, so your "almost dead" person needs to be pretty low.
I actually only inferred no further action was needed after reading the rules on Bardic Performance, & I didn't recall reading anything about extra abilities needing extra actions unless they were specifically called out. If there was an Extra action needed contrary to the rules of Bardic Performance, I would expect it to be spelled out in the new ability.
Since there is no active intervention on the players part (aside from Holding it) I would pose him 2 options, only the one bound, or you can roll 1d3 & it is done randomly, basically, whichever one activated first to catch the soul.
1. I do not think it takes any extra actions as you have to already be using your Bardic performance to control the water via Watersong, which has already taken your standard action & a free action each round to continue it, you expend one extra round for each hit.
2. Those feats indicate you are using the slam, which for all intents & purposes, you are not. I do not think you'd qualify for either as the character has no natural Slam attacks to qualify with.
3. I think for the purposes of Flanking the manipulated water could almost (but not exactly) be thought of as its own creature (akin to a Water Elemental) your feats would not be used for it.
well the problem with AC & the CMB examples is that, as I said, if you have shield, armor & Nat Armor, you have 3 seperate parts of the formula being filled. Its like if you have an enhancement bonus to Strength only when grappling, it would stack, because the bonus is to the Strength portion of the CMB formula, or if you have a spell cast on you to make you Larger it boosts the CMB for Grapple by adding a size modifier. (side note, the +2 to strength from getting bigger is also a size mod so it would stack with the enhancement bonus)
Ultimately it comes down to the detail saying that they are both the exact same part of the CMB formula, much like stacking a Shield & the Shield spell would be, both fill the Shield portion of the AC formula.
I think it would. Demoralize actions do not stack shaken effects to get further levels of fear, however this is not stacking, it is just staging up. However it would take 2 actions on your part of course as you stated.
The Duration goes all the way back to the original Intimidation roll.
DC= 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Duration: 1 round +1 round for every +5 you beat the DC by.
my apologies, I was just trying to ensure I was clear about things.
IMO, better to take Bred for war & a second trait that does something different as BfW covers what Serpentine Squeeze does already.
As to the OP's Dilemma, CMB is a form of attack, I would say they do not stack as they are both attempting to augment the attack action be it a CMB attack (grapple, Bull Rush, Trip) or a Full Attack Action. If they were different values such as a +2 competence to CMB & a +1 to attack, the +1 would only be active when using FAA (or other similar attacks) while the +2 would take over when using a Bull Rush (take the greater of the bonuses)
a few things to note:
1. These are not Competence Bonuses, they are Trait bonuses (this distinction is important for other stacking purposes).
2. Serpentine Squeeze would take priority for Grapple Checks. Howver Bred for War would aid in ALL other CMB uses.
The problem you are running into is that technically speaking your Armor is not an AC bonus it is an Armor Bonus with a static AC value same with a Shield Bonus & a Natural Armor Bonus, they are 3 separate bonuses that add into the Final AC formula.
These 2 feats are Both Trait Bonuses that add in the exact same slot. Think of it like a Formula: A=B+C+D+E the 3 ac boosts fit into a different letter of that Formula, these 2 feats both fit into the SAME letter in the formula.
I would think that if you are going to use the claim that UAS is both Manufactured & Natural, then the 2 may not be separated. As such if ANY aspect of the attack is considered Manufactured you relate that as a Manufactured attack. since the remaining natural attacks are not in any way considered Manufactured you relegate those to the place of Secondary attacks. By doing so they are required to be made at the -5 that all Secondary attacks are made at.
Belt of Giant Strength is an Enhancement Bonus to your Strength
+1 sword is an Enahncement Bonus to your attack,
same type, but affecting 2 different things, they stack
Amulet of Nat Armor is an Ehancement to Natural Armor, +1 Armor is an ehancement Bonus to Armor, +1 Shield is an ehancement bonus to Shield all 3 are different types, they stack
Bracers of Armor are an ehancement Bonus to Armor, +1 Armor is an ehancement Bonus to Armor, take whichever offers the greater Bonus, they do not stack.
Character Level is in most cases synonymous with Class Level, some exceptions include Multiclass characters (who add all classes to gain Character Level), any race that may have a Level adjustment (though I do believe PF completely got rid of ECL races), Horses (or other mounts) purchased at random often do not have a Character Level as they do not have 1. an NPC class, 2. a PC class 3. a Monster Class. exceptions include mounts obtained via class features, or Leadership feat which usually Follow the rules for Animal Companions (I believe)
Both Bite & Claw are considered Primary attacks which means both receive full BAB & Full Strength. If either was a secondary it would probably be far less an issue as they would also be at a -5 BAB & at half Strength.
Realistically a Rogue could be putting out 3 attacks as well, & only one at a -5, full level Inquisitor by lvl 9 who is dual wielding can have Bane on both weapons & Bane is a bit stronger than Holy, & also can change their bane target with a swift action, so they get Bane on all attacks against pretty much any type of opponent. All in all, not while you may be getting full BAB, I don't think it is too much damage (as a note, that Inquisitor can also add Flaming to both weapons so they are tossing essentially +3d6+2 damage/hit on every strike for far less expense)