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I would really like to see the PRD get updated. If not the new material, at least the errata for the older material would be nice.
Matthew Downie wrote:
You can always search the PDT's posts here...
Sort of. Unfortunately text in quotation blocks doesn't show up on searches of their posts. So following your link we see that on August 8, 2017 there was a post about Mirror Image, but a search for "mirror" turns up no matches. It's something that has been annoying me for a while.
Yep. The Pearls even have their own FAQ regarding this.
It is, but with the following clarifications.
When using the Shield Brace feat, treat the polearm or spear as a one-handed weapon. More specifically, when calculating the damage the weapon deals, it uses your Strength bonus instead of 1.5 times your Strength bonus, and it counts as a one- handed weapon when determining extra damage from the Power Attack feat. You may use Two- Weapon Fighting and other feats as if the polearm were a one handed weapon.
I find the question confusing. It's a little like trying to compare an Arcane Bloodline Sorcerer to a Bard. Other than the fact that they are spontaneous casters that use the same casting stat, they don't have much in common.
If you want a skill monkey who can engage in combat and but also has a bit of casting then Psychic Detective is pretty good. If it's the Psychic magic that's the issue you might consider the Questioner Investigator which is an arcane caster.
Using a buckler negates Canny Defense so no more Int to AC. It also prevents the use of Spell Combat.
That settles it, my next character is going to have Chaotic Mildly Naughty as their alignment. This is A-Thing-That-Must-Happen.
Iron Will -> Familiar Bond -> Improved Familiar Bond.
I don't believe that this works.
Bloodline Development wrote:
Bloodline Development: The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline's 1st-level bloodline power as though she were a 1st-level sorcerer.
So it follows the rules for Sorcerers.
Arcane Bloodline wrote:
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.
So you aren't allowed to use this ability to have both a familiar and a bonded item.
We do have to consider whether the Familiar Bond feat supersedes these rules, but sadly it is based on the same Wizard rules that the Sorcerer ability is.
Familiar Bond wrote:
Benefit: You gain a familiar, as the wizard arcane bond class feature.
So it should be bound by the same restrictions established by the Sorcerer's Arcane Bond.
Spells like Lightning Bolt and Fireball affect everyone one in the designated area. Spells like Scorching Ray are targeting specific creatures so you need to make Attack Rolls to hit them.
To my mind, they have the same problem that you cited earlier. Both act as the Arcane Bond and so should have the same restriction against also having a Bonded Object.
Familiar Bond wrote:
You gain a familiar, as the wizard arcane bond class feature.
Wasp Familiar wrote:
You gain a familiar as per the arcane bond class feature, using your character level as your wizard level.
The search function at AoN is pretty interesting. I couldn't remember the exact name either so I searched for 'expertise' which I knew would be in the description.
xXXx biff xXXx wrote:
The Sword Binder Wizard gets the Hand of the Apprentice ability with their Bonded Sword. Later they get added abilities to deliver touch spells and ranged touch spells through their Bonded Sword. The 10th level Telekinetic Sword ability even lets you scout using your Sword.
Also the Bonded Wizard can use their Bonded Object to generate scaling versions of Spiritual Weapon, Shield, and Mage Armor. Think "Green Lantern."
Crayfish Hora wrote:
Is there some sort of ruling that would say that I get negatives or whatever? Not that my normal DM reads into rulings, but for me, I like to have the knowledge of my kosherness. Because I'm 85% certain that if you dual-wield, like short swords or whatever, and you run up to a guy and make a single attack...that you are not penalized for having a weapon in the other hand on this attack. The penalty kicks in when you attack with both weapons, and not with one weapon at a time.
The penalty kicks in when you try to get an extra attack by using TWF.
David knott 242 wrote:
Oh, my! I am so excited about this boo! I've got a Changeling Cabalist Vigilante build I've been thinking about, and this sounds very thematically appropriate.
I think they're too afraid of creating a 3.0 spiked chain, but attacking at close range with the kama and long range with the chain is what the real life weapon is supposed to be about. In a lot of real-life kusarigama, the chain even attaches at the top of the kama so you can easily swing the chain from the kama, while still having the kama at the ready. All of that with only one hand. But having a one handed weapon that can attack at 5 and 10, is too powerful for the weapons in pathfinder.
Well, the whip and scorpion whip can achieve this but they kept the power level in line by charging a bunch of feats to do so. They could make some new feats for the kusarigama that would let you wield it in the way that you described.
Java Man wrote:
Thank you! You have taught me something new. :)
Side Note: When you have proficiency with all martial weapons, Weapon Familiarity is a better trade for Adaptability than Ancestral Arms since it gets you proficiency with the Elven Branched Spear, Elven Curve Blade, Elven Thornblade, and Elven Leafblade.
To take it another way, what if they don't want to become something else? Why should the Raven lose its pretty, sleek feathers to become a some gangly rat-looking thing with a Venus flytrap growing out of its back? Talk about depressing.
I don't think the standard familiars become the improved familiars. My understanding is that the improved familiar is a new creature, and the old familiar is released back into the wild.
It's wishful thinking.
That's funny, manticore spikes was the first thing I checked, too. :)
Of course you can have special abilities that give you Natural Attacks. The Draconic Sorcerer's claws come to mind.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus.
I just noticed that it says they are "treated as" natural weapons rather than saying that they "are" natural weapons. I wonder if that has any significance beyond acknowledging that they are temporary rather than permanent physical features.
So you qualify for any rules elements for either of the races from which you are descended.
Interesting. I hunted around for a ranged natural attack, but couldn't find an example of one that currently exists. But thanks for the clarification.
Lou Diamond wrote:
There is a magic item enchantment that lets magic weapons resize to fit user. So in theory a huge great bow could be resized to fit a medium user and still have the draw weight to do extra damage the user just would have to have to be strong enough to use the bow. IMO it would be similar to a composite bow. With introducing tech into Pathnfinder I would not see a problem introducing modern compound bows maybe have them do 1d12x3.
It also seems that Natural Attacks are all melee attacks.
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
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