I know this might seem like a silly question, but this basically came up while my group and I were making characters: can a Wyrwood use alchemist abilities like extracts, mutagens, etc?
I mean, it doesn't need to eat or drink, so I'm not sure if can actually 'consume' anything.
I also can't remember if constructs can use potions or not, but if anyone can help to clarify this issue, I really would appreciate it. Thanks again.
Alright, I figure I might as well cheat and approach this subject from a different perspective: if you guys want the rogue to work, just be a Wyrwood.
Well because a Wyrwood is basically immune to all the rogue's weaknesses (construct traits will kinda do that for ya). Furthermore, the rogue's abilities compliment the Wyrwood a great deal (with evasion pretty much making the Wyrwood virtually immune to most kinds of magic attacks the require a save).
In addition, the lack of a constitution score makes the rogue less MAD, and even helps to give the rogue a HUGE boost in hit points (if you took the favored class bonus on top of the toughness feat, you would basically have 22 hit points level 1).
And finally, to top it all off, you are also small: benefits for stealth, extra accuracy, the whole nine yards.
Of course, if anyone wants to 'theory-craft' about how to make the rogue better, then the answer is actually a lot more simpler then you think...
Just make it easier for the rogue to make his opponents flat-footed.
For example, if their were rogue feats that said something like "whenever a rogue with this talent makes an attack of opportunity or charges, her opponent is considered flat-footed". Or you could also go with something like "whenever a rogue with this talent confirms a critical hit, she may also apply sneak attack damage if she hasn't already done so."
Anyway, just my 2 cents.
Pretty much what the title says: Does a drow qualify as an 'elf' for the purposes of a 'favored class bonus'? Moreover, does an Aasimar with the 'scion of humanity' trait qualify for human based bonuses? I understand this logic applies to half-elves and half-orcs of course (due to the recent FAQ) but I just wanted to see if it applied to other races as well (it also makes me wonder if Hobgoblins qualify for goblin bonuses too).
Okay, so after readying the Bestiary 4, I recently came to discover that all of the potential PC characters (or, in other words, races with no hit dice or level adjustment) are all also listed in the Advanced Race Guide (examples include Trox, Wyrwood, etc). Now, this sorta makes me believe that other races listed in the Advanced Race Guide are all also capable of being used as PCs as well (races such as Centuar and Drider).
Now, if such is the case then...well...that's utterly ridiculous (lol).
However, I would like to hear everyone's thoughts about this (what races do you like, which do you think are broken, etc). Below is a list I've compiled that essentially names off a bunch of races that most people probably didn't realize were usable as PCs.
I'm sure there are other ones that can be added to this list as well, but this pretty much covers the ones I've found thus far. If anyone would like to add other races to this list, please feel free to do so.
Okay, after reading the Bestiary 4, I recently came to the realization that ALL of the following races are apparently legal to use as PCs without any racial hit dice or level adjustment. Here they are...
Yeah, this guide just got a WHOLE lot bigger (also, keep in mind that some of these races are friggin ridiculous in terms of power).
I am REALLY looking forward to the lizardfolk and hobgoblin updates (and Suli as well). I've always considered Hobgoblins a very 'sturdy' race, in that they can basically perform well in almost any of them (I mean, a +2 in two physical stats, with no drawbacks, plus darkvision, stealth as a class skill, and a big bonus to stealth with a lot of solid alternate racial options).
Lizardfolk...well, honestly I just need to see what the PC version of this race looks like (I'm assuming it has a swim speed, 2 claw attacks, 1 bite attack...all at 1d4 damage...speaks draconic...and has a + 2 to strength and Con with no drawbacks, but again, not sure).
And finally Suli (ah, good ol' genie-folk). I realize that a Suli is kinda inferior to certain Aasimar racial types (specially angel-kin), but having 4 resistences, a nice boost to diplomacy and sense motive, and a relevant 'swift action 1d6 elemental damage' ability is still pretty sweet).
Okay, I realize that the original monsters (as in, the ones listed in the bestiary) give descriptions of these creatures with racial hit die. However, in the advanced race guide, they are listed 'without' racial hit die.
So, my question is: do these races have a level adjustment or not (in other words, could you use them as normal PC characters)?
If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.
Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Okay, here are the questions:
1) Lets say your party just encountered a creature who has yet to attack you. However, sadly this creature does not speak any language that your party understands. My question is this:
Can you cast Telepathic Bond and include that creature, so all of you can properly communicate? (keep in mind that the spell does not allow a save, but only stipulates that the target must be willing)
2) Question 2: let us say that your party encounters another group of creatures who are acting somewhat 'hostile' towards you, but have yet to actually attack (they are essentially shouting and/or motioning for the party to leave the area for instance). Would telepathic bond work then (basically as a means of establishing communication)?
3) Let us say that this group of creatures is already attacking you (for reasons you and your party don't understand, obviously due to the language barrier). Would telepathic bond work then?
I guess what I'm really asking is this: what exactly constitutes a 'willing creature'?
I often enjoy seeing all the threads that discuss theory-crafting and class balance issues, and so in honor of all those 'informative' threads, I give you this masterpiece:
Class Balancing Episode 1 - Getting Past the Trap!
THE SCENARIO - After making your perception checks, you discover that the hallway in front of you is most definitely trapped (oh no's!). What do you do?
Druid: *contemplates sending her animal companion down the hall first(animal cruelty at its finest), but instead decides to take 10 minutes to figure out which creature she'd like to wildshape into*
Rogue: *"Don't worry guys, I got this!" she says, while all the while thinking Evasion level 2 for the win!*
Fighter: *looks at silly rogue fiddling with the trap...and then happily proceeds to step down the hall thumping his armor LIKE A MAN!* "Come at me bro!"
Barbarian: *quickly remembers (despite her constant need to SMASH) that she has damage reduction...and then promptly proceeds to walk down the hall before yelling back at the group to "BE A MAN" as she sways her shapely hips*
Oracle: *babbles incoherently, walks into a wall, casts her freakin protection spell (with no verbal components no less) and walks forward with confidence...cure spells at the ready (while still managing to look hot as hell with her 17 charisma)*
Cleric: *grumbles in frustration as she glares at the rest of the group before screaming "I AM NOT A BAND-AID!"*
Gunslinger: *stands there practicing her 'quick draw' technique, praying to God that the bloody gun won't misfire...again!*
Summoner: *summons OP Eidolon and says "Hey bro! We found a trap!" then points down the hall saying "You first!"...obviously completely aware of the fact that his immortal Eidolon will be just fine*
Paladin: *Volunteers to step forward first, clearly feeling confident that his God will protect him (and if God screws up, lay on hands and Divine Grace for the win!)*
Antipaladin: *watches as half the group willingly steps forward into the obviously dangerous trap thinking 'Wow, this is going to be easier than I thought'*
Monk: *has enough common sense to simply sit on the floor and wait for the rogue and/or ninja to disable the trap*
Inquisitor: *watches in amazement as some members of the group walk forward into the trap, while other members try to disable it, as the rest just wait around to see who's left standing when the smoke finally clears*
Bard: *plays his banjo while singing his heart out, moonwalking down the hall without a single care in the world*
Sorcerer: *casts fly upon herself and struts down the hall (yes, she struts in the air), while looking back at the wizard with a confident little smile "Real God's don't need spellbooks"*
Wizard: *grumbles to himself and casts Unseen Servant saying "Run down the hall as fast as you can, and make sure to touch as many things as possible!*
[Unseen Servant]: *Gets secretly excited (despite being mindless) about groping the oracle, sorcerer, and smoking hot barbarian*
Witch: *holds her familiar close and prays that none of these stupid idiots end up getting it killed again*
Magus: *gets fed up and casts dimension door, transporting himself to the other end of the hall (wasted level 4 spell...check...separated himself from the party...check...still potentially activating the trap despite all his efforts...double check...so yeah, high intelligence score for the win)
Ninja: *mysteriously utters "I'm Batman" before vanishing from sight*
Cavalier: *continues to feel sad that he couldn't take his pony into yet another dungeon*
Samurai: *also feels bad about not having his pony, but at least he still has his trusty old Katana*
Alchemist: *takes a moment to look at his crazily deformed body, with his four human arms, bat-like wings, and large slimy tentacle, thinking the entire time "My God...what have I done"....and a mid-life crisis quickly ensues*
Ranger: *Looks down the hall, then at the rest of the group, before 'wisely' and 'politely' motioning them forward "After you"*
So, as you can tell, every class is useless ;).
Hope you all enjoyed, and feel free to post comments or your own versions if you like.
From my understanding of the current ruling, half-orcs and half-elves can qualify for orc and elf archetypes, but I was wondering if the reverse was true as well.
Could an elf choose to be a 'wild caller' (summoner archetype) and take the half-elf favored class bonus (one evolution point every 1/4 level)?
Could an orc choose to be a 'blood god disciple' (again, summoner archetype) without any issue?
Thanks again :)
I actually have a couple questions regarding tengu feats, and I hoping someone can help sort them out.
Pathfinder SRD wrote:
Tengu Wings - Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.
a) When using this ability, does the tengu lose access to gear, natural attacks, etc (I only ask because it says it functions like beast shape 1, which is of course a polymorphic effect)
b) What action is required to use this ability (standard, swift, free?)
Pathfinder SRD wrote:
Tengu Raven Form - Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.
a) Does this ability stack with Tengu Wings? (in other words, can you still use Tengu Raven Form once per day, and then also use Tengu Wings on the same day as well)
b) When using this ability, does the tengu lose access to gear, natural attacks, etc (again I ask because it says it functions like beast shape 2, which is of course a polymorphic effect)
c) What action is required to use this ability (standard, swift, free?)
Pathfinder SRD wrote:
Long-Nose Form - Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).
a) When using this ability, does a tengu lose access to its natural attacks?
b) What action is required to use this ability?
I'm assuming all these abilities are standard actions to activate, but what confuses me is what happens when you use tengu wings and tengu raven form. My 'guess' is that tengu wings simply grant you a fly speed, and thus have no effect on your gear, natural attacks, etc. However, tengu raven form seems is a little harder to interpret: part of thinks it acts as a special 'enlarge person' ability, in that you don't lose access to your natural attacks or gear. Then again, I get the impression that because you transform into a large 'raven', you actually do lose access to your gear and natural attacks (though this begs the question: what kind of natural attacks would the 'large bird' have?).
Again, if anyone can help clarify, that would be great. Thanks again.
To be fair, I don't really think 'Finding Haleen' is all that busted. Is it powerful? Sure. But in all honestly, I actually like the idea that characters can spend a 'feat' to gain the benefit (Additional Trait feat obviously). I probably wouldn't allow it as a starting feat, but if a player wanted to get 'Additional Traits' for it, I wouldn't see a problem.
I understand that you can spellstrike with a held charge, but I'm just wanting to see if you can use spell combat to cast another spell after the 'first spell' (the one that's being held) is discharged all in the exact same round.
Basically it would look something like this (assume that the magus is already holding the charge to a touch spell).
1) Spell combat using full-round action is declared
2) First attack is made with melee weapon (using spellstrike)
3) First attack hits (the 'held charge' spell is discharged)
4) Makes concentration check to cast a touch spell via spell combat
5) Check succeeds
6) Proceeds to make free 'touch attack' with the spell
7) Instead makes a second attack with melee weapon (via spellstrike)
8) Second attack hits and spell is discharged
Is my above example correct, or am I doing something wrong?
Okay, after much reading and searching, I finally understand how Spellstrike and spell combat work. However, I did have one last question in regards to using them together:
(Assume that I am a 3rd level Magus)
Round 1: I cast a touch spell and move towards my enemy, making a melee attack with my weapon in order to deliver the spell (via spellstrike). I end up missing with my melee attack. Per the rules of touch spells, I'm still holding the charge.
Round 2: I declare that I'm using spell combat as a full round action. With my first attack, I swing at my enemy with my melee weapon, using spellstrike once again (I can do this because I'm still holding the charge from the previous spell last round). I hit my enemy and discharge the spell. After damage is resolved, I roll to make my concentration check to cast another spell (the one allowed via spell combat). I succeed, and cast another touch spell, and proceed to make a second attack with my melee weapon once again (effectively combining spellstrike with spell combat). I succeed in hitting my enemy once again, and thus deliver my second touch spell.
So here's my question: is the above example correct? Is a magus allowed to hold the charge and then use spell combat in the next round to deliver two touch attacks in the exact same round (granted, you obviously want to wait until you have discharged the first spell before casting the other, but I just wanna make sure that I understand this correctly)?
Alright, here's how this goes...
Shield Defense (Ex): Starting at 3rd level, a viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armor and wielding a shield, the viking’s shield bonus to AC increases by 1. Every 4 levels thereafter (7th, 11th, and 15th), this bonus increases by 1.
My question is this: would this bonus work with a ring of force shield?
I've already tried searching the forums for this question, and didn't really get a definitive answer. Therefore, I'm hoping this thread will resolve this.
At 10th level, I understand that a summoner receives the ability (from Aspect) to give himself 2 evolution points to apply to himself. Then again, at 18th level, the evolution points increase to 6 due to greater aspect.
My question is this: at 18th level, does the summoner have 8 evolution points to use on himself, or does he still only have 6?
Alright, I apologize if this was asked before, but after searching the threads, I was unable to find any real clarification. So, in regards to the summoner eidolon....
*pauses for dramatic effect*
In the section that states that the claws evolution can also be applied to an eidolon's limbs (legs) once, was this passage intended only for quadruped forms, or does this also apply to biped eidolons too?
Hey again James. Thanks again for answering my previous question, but sadly I got another one for ya (don't hate me). :(
The issue concerns a variant Aasimar ability that states the following...
Pathfinder SRD wrote:
You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.
My question is, if an Aasimar takes this ability, do they gain only 1 talon attack, or two (my assumption would be two since, like claw attacks, talon attacks typically come in pairs, and the ability also seems to imply this as well). I only ask because I'm currently trying to resolve this issue with hero lab tech support, and I figure the input of a Dev would go a long way in providing some clarifcation. Thanks again. :)
Hey James, quick question: for the tengu's alternate racial trait 'glide', does the tengu automatically gain 'fly' as a class skill if they select this trait? I only ask because of this line...
Pathfinder SRD wrote:
Fly-You cannot take this skill without a natural means of flight or gliding.
I know that a race like Strix automatically gains fly as a class skill (for obvious reasons) but would the above statement apply for tengu's with the glide trait? Thanks again.
I know I'm probably bringing up an old (and probably resolved) subject, but I was just hoping for a bit of clarification. Basically, with the new ruling for having spell-like abilities qualify as prerequisites for feats and such, does this imply that an alchemist can now use Arcane Strike?
For example, could an alchemist gain Arcane Strike if they had one of the following:
A race with access to spell-like abilities (tiefling, aasimar, etc)?
A character with the 'magical talent' trait?
From what I understand, Arcane strike can also be used by a rouge with the 'Minor Magic' talent correct? If such is the case, does this mean that both the rogue and the alchemist scale in damage with the Arcane Strike feat (since you need caster levels in order to increase the damage of Arcane Strike)? I'm assuming this is possible for an alchemist since they have 'caster levels', but I wasn't sure about the rogue. Thanks again.
If you pass the perception test to act on the surprise round, you get to act on the surprise round, and that means waking up.
I always assumed that War Sight pretty much allows you to pass the perception test to act in a surprise round regardless of whether you 'actually' passed it or not. It essentially says 'if you don't pass the perception check, you still act, you just act last.'
Is this not correct?
So that would mean:
1) I'm sleeping
2) Enemy attacks (I failed my perception check, and thus am not aware)
3) Surprise round starts
4) I wake up, I go last, I am not helpless, but I am flat-footed
Am I missing anything?
I think what I'm trying to say is that War Sight makes you 'aware' that a surprise round is happening, regardless of whether you know it or not. Now then, regarding the examples of 'hold person' and such, I'm not suggesting War Sight negates spell effects.
All I'm saying is that it makes you 'aware' that a surprise round is happening.
I suppose you could make the example of 'what if someone cast a sleep spell on you, what then?' kind of deal, but I would argue that the spell itself changes the condition you're in (by essentially putting a restriction on when you can wake up).
Natural sleep doesn't have that restriction.
It is based on your 'awareness' (or perception, if you will), and due to the wording of War Sight, it would seem that you are ALWAYS aware that a surprise round is happening (and because there is no restriction preventing you from waking up, like say, a spell...I don't see why you wouldn't be able wake up and act during the surprise round)
Again, I fail to understand how I can 'act in a surprise round' if I can only remain asleep. As stated before, the 'act of sleeping' is NOT an action. Standard, move, full-round, etc. Those are actions.
War Sight would seem to imply that you DO wake up in the event of a surprise round, because you need to be awake in order to take an action.
Which means you are 'never helpless' while sleeping, only flat-footed.
The reason I say War Sight counters deafness is because being deaf affects your ability to perceive danger (and thus also hurts your initiative). With War Sight, it no longer matters if you can perceive danger or not, since you can always act in a surprise round regardless of whether you perceived the enemies or not (plus, it helps with the initiative issue as well).
I guess the issue I'm having is that if you are allowed to 'act' in a surprise round, doesn't that essentially suggest that you are 'aware' that a surprise round is taking place? If so, wouldn't that mean that you are automatically 'awakened' if a surprise round occurs?
Again, I would chalk it up to a 'sixth sense' or 'battle-sense' that goes beyond normal senses, allowing you to perceive danger even though you would not normally perceive it (hence the example of being asleep).
Okay, lets say you are an oracle of 7th level with the 'War Sight' revelation, and you also have the 'deaf' oracle curse. What happens in a 'surprise' round if an enemy ambushes you while you are asleep?
Pathfinder SRD wrote:
War Sight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
From what I can tell, War Sight pretty much counters your deafness (granted, you still take penalties on sound-based perception, but otherwise initiative isn't really a problem). However, I'm not really sure how War Sight is suppose to work if you are deaf and asleep. I mean, do you somehow 'sense' the battle and simple wake up 'aware' of the enemies/danger?
Any help would be greatly appreciated.
Hey everyone. I've recently been developing an antipaladin archetype based upon the 'Warrior of Holy Light' archetype that paladins are able to get. I've also been trying to stack this archetype alongside the Knight of the Sepulcher archetype for even more enjoyable effects. However, I'm afraid that I haven't been able to figure out everything I want to give them. Therefore, I've decided to go ahead and post what I have for the archetype right now, and hopefully you guys can help me finish it, and also let me know what you think about the idea.
And so without further ado, the Herald of Chaos...
Some antipaladins use their gifts to harness the power of malevolent entities. By calling upon the souls of damned, these antipaladins increase their strength while forsaking the benefits of divine magic.
Heralds of Chaos have the following abilities:
Spirits of the Damned (Su)
At 4th level, the herald of chaos gains one additional use of his touch of corruption ability per day. He gains one additional use of touch of corruption per day for every four levels he attains beyond 4th. He can spend a use of his touch of corruption ability to summon forth malevolent spirits to surround him as a standard action. These spirits can make one slam attack each round against a living foe that is adjacent to the herald of chaos. This slam attack is made using the antipaladin’s full base attack bonus, plus the antipaladin’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the antipaladin’s Charisma modifier. These spirits last for 1 minute.
At 8th level, the spirits that surround the antipaladin make it difficult for his enemies to see him. The spirits grant the antipaladin a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the antipaladin (typically due to reach).
At 12th level, the spirits that surround the antipaladin become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the antipaldin at the start of his turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the antipaladin and the slam attack deals 1d6 points of negative energy damage.
At 16th level,
At 20th level,
Siphoning Strike (Su)
This ability replaces channel positive energy.
Now, as some of you can tell, I've pretty much given the antipaladin the 'spirit totem' rage power that barbarian usually get. I personally find this ability to be very flavorful, but sadly I have been unable to figure out what kind of benefits to give the Herald of Chaos once they reach 16th and 20th level. I had considered giving them some sort of Profane bonus to AC or perhaps a Profane bonus to one ability score, but again I'm unsure.
Please feel free to let me know what you think, and to offer any advice or criticism regarding the archetype. Thanks again.
Meh, in one of my previous characters (a tiefling Lore Warden no less) I was able to obtain 7 attacks (8 when hasted) with unarmed strikes that would deal 1d4 + 40 damage with a +40/+35/+30/+20 to hit.
Can a monk do this?
Well, not really (at least not with the type of consistent damage the fighter could put out). However, the monk does have much better saving throws, almost as many feats as a fighter, and can basically TWF with unarmed strikes without needing to take ANY TWF feats, and also caps out at higher damage dice for their unarmed strikes.
Granted, their accuracy wouldn't be as high (unless they were a martial artist I imagine) but again, it all depends on taste.
meh, to be fair, i wouldn't be opposed to the idea of making the 'double weapon' stuff go away entirely (in other words, it would be nice to TWF with just a single weapon that could be used as a 'double weapon', but only required enhancement bonuses for the whole thing rather than enchanting each end separately). Generally speaking, TWF isn't really an efficient build type anyway, as it requires a lot of feats and gold investment to even make it work (plus, it takes a LONG time for the damage to actually start adding up).
Furthermore, and as far as I can tell, there are really only two different types of effective two-weapon builds: the crit-building type, and the unarmed striker.
The reason I say this is because it is VERY easy to increase the damage on unarmed strikes as opposed to other weapons (though granted you won't have the crit-chance that most of the Two-weapon fighters will have). Still, I'm very pleased with the ruling in general, as it does help make unarmed striking builds a lot more efficient.
lol, so the question is...HOW do you TWF with only unarmed strikes?
Um, because the rules say you can *falls off chair laughing*
Seriously though, while I realize the importance of understanding the rules, I also think its important for people to just use common sense. To be honest, I've never really encountered a GM (thankfully) who was such a stickler on rules that they would question stuff like this because of some minor ambiguity as to how TWF interacts with unarmed strikes.
As we all know, there are a lot of rules in this game that are practically littered with ambiguity, and while clarification is always nice, I personally don't need a 'detailed' explanation as to why a certain rule behaves the way it does.
Heck, now that I think back on it, I had recently posed a very difficult question to Sean regarding the interaction between TWF with unarmed strikes and combining them with natural attacks. Now, in that thread, I stated that a character could (in theory) have 5 attacks at level one [1 bite attack, 2 claw attacks, and 2 unarmed strikes, one from each foot].
Now, I instantly realized that this interaction was REALLY too cheesy for its own good, and thankfully Sean saw fit to try and clear up the issue with his own thoughts on the matter.
Basically, in nutshell, Sean stated that you could not combine natural attacks and unarmed strikes in the manner that I described, and while his explanation didn't seem all that solid to me, I still believe that as a Dev, Sean had every right to rule against the idea. As such, I have never attempted to create a character that uses those statistics, although I will admit that I am hoping that an official ruling will be released on the matter eventually.
My point is this: if the Devs have ruled a certain way regarding a particular issue, go ahead and use that information and apply to other problems. For example, with Two-Weapon Rend, yes...striking someone with both off-hand and main-hand unarmed strikes will trigger the rend. As for 'double bane', it would seem that unarmed strikes are an exception to the rule (in other words, you don't need double bane, as unarmed strikes appear to count as one weapon alone...so the bane ability should be able to apply to both strikes).
Finally, in regards to two-weapon warrior, the unarmed strike count as two weapons when used to make primary and off-hand attacks.
That's how I would rule it anyway.
meh, I suppose this issue can be settled a number of ways. Personally, I would tend to think that 'unarmed strikes' should be treated as a 'double weapon' in the sense that you can use them as a 'single' weapon or split them up to utilize TWF. Of course, per the rules, the unarmed strikes would still be considered light weapons, but I see nothing to indicate why such a combination isn't possible.
Alright, I know a lot of rules lawyers out there would probably just say 'no' to this question flat out, but I honestly wanted to see if this was even possible. Now, before I begin, yes...I know that both archetypes replace the 'favored terrain' ability for the ranger, but to be fair, it still seems feasible that they can be combined.
The thing is, the favored community ability for the Urban Ranger is merely a 'modification' of the favored terrain ability that the normal rangers usually get. In other words, it doesn't so much 'replace' favored terrain as it does change it (basically, u still have favored terrain, its just limited to a community). Therefore, it would seem plausible to go ahead and combine this archetype with the shapeshifter archetype (who will basically eliminate favored terrains/communities altogether).
Now, I realize that there are a lot of issues regarding Ranger archetypes and how many abilities don't really interact well when combined with abilities from other archetypes. However, in this particular case, I feel that the combination is warranted.
If I had to give another example to support my claim, I'd probably point out the Internal Alchemist/Vivisectionist archetypes for the alchemist. You see, with both of those archetypes, the 'discovery' class feature is being modified (or rather, expanded) to give players the option of choosing feats rather than discoveries (and keep in mind that it is perfectly acceptable to combine both of those archetypes). Now, in the case of the ranger, the favored terrain ability is also being modified (in this case, compressed) by the Urban ranger into a much more limiting option pool.
Thus, would it not be okay to eliminate the 'favored community' ability altogether in order to gain access to the shapeshifter archetype?
I'm not specifically worried about 'balancing' the classes (after all, 4th edition kinda took the term 'balance' to a whole new level, which pretty much ended up taking away the uniqueness of the classes). I'm just saying that I would like to see more options for classes that don't really get a lot of love in term of archetypes (and in the case of antipaladins, spell lists as well).
Don't get me wrong, I love archetypes like Knight of the Sepulcher, and I think there are also some rouge archetypes that already combine with the ninja class. I just figure that some classes who really have a lot of untapped potential could honestly benefit from a few more expansions is all.
Out of curiosity, I was wondering if anyone else thought that certain classes in pathfinder needed a little more 'love' (or, in other words, a few more additions and expansions to add more variety to the class). Off the top of my head, two distinct classes immediately come to mind: the antipaladin and the samurai.
Both classes only have 1 archetype, and sadly the antipaladin's spell list could REALLY use some work. Personally, I would like to see both classes getting a little more attention, especially the antipaladin who can easily be decked out to have A LOT of interesting flavor.
Personally, I would like to see something with 'antipaladin' oaths, or maybe an archetype that gave up the negative energy channeling and spell-casting abilities for some other unique powers instead (like perhaps entering some sort of 'daemonic rage' or something).
Anyone else have any thoughts on the matter?
I figured you would be interested in adding this into your guide (I've posted this item elsewhere, but figured it would be perfect for AM SMASH barbarian). Let me know what he thinks...
Wielded by a barbarian, Molvënn becomes a +5 thundering warhammer. The barbarian gains an additional 1 hit point per barbarian level when raging and can add twice her Strength modifier (instead of half again her Strength modifier) to damage rolls while wielding Molvënn two-handed. Additionally, while Molvënn’s wielder is raging, she cannot be disarmed, nor can Molvënn be sundered.
(and yes, this really is an actual weapon)
Hey James. Quick question: has there been any discussion about expanding upon certain alternate classes (like anti-paladin, ninja, etc)? I only ask because it would be nice to see new archetypes, expanded spell lists, and maybe even several new feats that take these classes into consideration.
Currently, certain classes like the anti-paladin (who only have one archetype and a very limited spell list) would probably welcome a few extra additions, so I was wondering if there were any plans to expand upon the class sometime in the near future.
Hey everyone. I just had a few questions regarding the Aura of Cowardice ability for the Anti-paladin, and I'm hoping you all can help me out...
1) How does the Aura of Cowardice interact with the intimidate skill (in other words, does the DC to demoralize an opponent decrease by 4 because of the Aura?)
2) How does the Aura of Cowardice interact with creatures immune to mind-affecting (Again, the aura says that creatures 'normally' immune to fear lose that immunity so...yea, what happens)
3) Is demoralizing an opponent a mind-affecting effect (I would assume it is, but again, just checking)
For those of you who don't know, this is what the Aura of Cowardice does:
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
meh, you'd be better off just going with a straight barbarian build honestly. After all, the barbarian rage powers can give you pounce, the bite, and the claw attacks you need (not to mention giving you good damage on the claw attacks as well).
Plus, if you wanna get really crazy, add on Rhino Hide to get an extra 2d6 to each of your natural attacks whenever you charge (with 5 natural attacks, that's an extra 10d6 un-typed damage).
Now, just keep in mind that things like the Wvyern Cloak are rather expensive, and you will definitely need an amulet of mighty fists to really make this work.
Just be sure to get the 'courageous' and 'furious' properties on your amulet so you can get insane bonuses on your damage (not to mention taking the raging brutality and raging vitality feats, and then stack on the Desperate Battler feat for maximum effect).
With the courageous property boosting all of your moral bonuses by half the enhancement bonus of your amulet (in this case, by +2) you will essentially get an extra +2 strength, Con, and +2 to hit and damage from the Desperate Battler feat.
not that I am aware of. You can gain 2 wing attacks with Aasimar feats, as well as a tail attack from a kobold feat (essentially an Aasimar with the 'scion of humanity' trait along with the 'racial heritage kobold' feat can qualify for both the wing and tail attacks, though granted they are all secondary natural attacks).
Therefore, if you were an Aasimar who invested A LOT of feats into the idea, you could basically gains 8 natural attacks (5 primary and 3 secondary). Again, I wouldn't recommend this as the 3 secondary natural attacks probably aren't worth it, but if you're REALLY wanting to go all out, this is pretty much the only way to do it.
yes, u can have both a gore and a bite (again, checked with a Dev on this one).
at the end of the day, u can usually only get 5 primary natural attacks (2 claws, 1 gore, 1 bite, and 1 sting). I would not recommend getting secondary natural attacks, as they are extremely inferior in terms of damage and accuracy.