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No, Extra Channeling does not grant 2 more channels to each type of channeling. See page 159 Sidebar of the Advanced Class Guide entitled "Feats that grant extra uses". Essentially, it gives you two extra uses that you can spend on any type of channeling that you wish.
Yes, Channel from Life Spirit and Rebuke Spirits from Spirit Warden archetype both get their own pool of channels, and if you have Extra Channeling you can apply it where you need it each day (but it only gives you two extra channels, not two per type).
No, Channel and Rebuke Spirits don't stack for damage. You can use Channel to heal or to harm undead as a Cleric of your Shaman level (1+Cha mod times per day), and you can use Rebuke Spirits to harm undead as a Cleric of your Shaman level (3+Cha mod times per day). The damage doesn't stack.
I've always read that to be choose any two skills that are Int, Wis, or Cha-based. So, Intimidate and Knowledge (Nature) would be fine. There's no mention that the two skills need to be based off of the same attribute.
If you critical, you don't roll your damage, so...
If you do 1d12+15(x3) with your great axe (for example), that would be also be an additional 1d12 damage on a Vital Strike.
So you would deal (12+15) x 3 = 81 + 12 (for Vital Strike) = 93 points of damage.
At least that's how I'd read it.
Tequila Sunrise wrote:
Agreed; time travel makes me face-plant, no matter the film or show.
I'd make an exception for the DS9 episode "Trials and Tribble-ations", that featured the DS9 crew crossing over with the original series "Trouble With Tribbles". That was a hoot.
I'd also like to point out that if it wasn't for Star Trek, there'd never been a Galaxy Quest...
Abraham spalding wrote:
In a lot of earlier encounters, though, the Flight hex will make it easier to Cackle to extend Misfortune while continuing to stay out of reach of your target.
So long as your DM is treating the NPCs as his Player Characters, you and your party are going to get trounced.
You said these NPCs are important to the campaign and the story. The problem is that no one should be more integral to the campaign and story than the Player Characters.
It seems as though the DM has relegated the PCs to the status of bit players.
That's true, but a casting of wind wall or fickle winds will probably help you there better than a couple of points of AC.
Having said that, I would invest in some items that would raise your AC. A Belt of Incredible Dexterity will also increase your attack rolls with ranged touch spells, and your initiative. A Ring of Protection will raise your Touch AC and your CMD. And any increase to AC may help your mirror image spell survive being taken down by lower level minions.
The combination of "free" silent casting, Silence, and Surprising Charge is what originally inspired me to make a deaf oracle. It makes him extremely good at stopping spellcasters.
I agree totally with this.
I also think this character would benefit from the Step Up line of feats, even though you'll often be operating with reach, thanks to Enlarge Person or Righteous Might.
Archpaladin Zousha wrote:
You must be within 1 step of your deity's alignment. Being Neutral Good, the only options for Sarenites are Lawful Good, Neutral Good, and Chaotic Good.
Wouldn't Neutral also be an option? It's one step from Neutral Good.
Archpaladin Zousha wrote:
Neutral people still wouldn't commit or endorse acts like torture and encouraging the killing of innocents for religious reasons. These Sarenites are trying to start a war between Qadira and Taldor, believing Qadira will win and install a Sarenite theocracy in a nation that had the impudence to ban the worship of their goddess. That seems evil in my book. You wouldn't be bound for an evil plane of existence when you die if it weren't.
Yeah. I never said they would. I'm pretty sure I just said that it was an option you didn't list.
Matthew Morris wrote:
It's not a matter of not seeing the connections. It's a matter of refusing (rightly, I think) to give equal weight to both wrongs.
Any stigma or discrimination suffered by people as a result of their being left-handed is wrong.
Discrimination suffered by people as a result of their gender identity is also wrong, and has resulted in murder being committed against transgendered people.
They're both wrong. Until there are a bunch of people being beaten to death for being left-handed, though, they're not equal.
Wrong. Not equal.
"Slapping someone in the face is wrong."
That's the problem with giving equal weight to every connection.
Did you have a bad experience with a magically reduced bow as a child or something? Seems like you're taking this awfully personally...
I think he's upset that Jason Bulmahn promised a clarification on this in January of 2011, and never did it.
Jason Bulmahn wrote:
I am going to go back into this the next time we reprint and tweak it. I think Reduce Person will probably get the same clause, making it not quite as bad versus ranged weapon users.
Also, I don't think you're response is helpful.
Enlarge and Reduce have NO effect on ranged weapons, because the missile instantly reverts to normal size on leaving the bow.
Unfortunately, the text from reduce person would appear to contradict that.
Logically, though, it would make sense if the mechanic with enlarge person and reduce person exactly coincided.
Adamantine Dragon wrote:
I've been wondering where to put my gunslinger/steampunk nation... I guess the answer is to put it on the southern continent and then I can address any final accusations that my world is racist by virtue of its geology...
So you're saying that the South is full of gun nuts?!?
Sorry...I couldn't resist.
I'd like to see an occasional module that's actually done like Part 6.5 of an Adventure Path.
Basically, take an Adventure Path, and write a module that's designed to be run after the completion of Book 6, but can also be run on it's own.
By tying it into an existing Adventure Path, it may help increase sales, and it may fit in better with a higher level campaign that's spent most of a year running through an Adventure Path in that particular setting.
I actually would have liked to see fewer battle scenes, and more dialogue. I liked the scenes with Lois, and the Kents, and Jor-El, and Zod. I wanted to see more of them interacting without someone being punched through six buildings.
Also, there's a bit where Supes is driving Zod's face into the side of a building during a fight, and you're seeing the window panes shatter against his face. All I could think was--Why? Whatever would you expect that to accomplish? A little glass isn't going to hurt him...
Still a good movie, although it felt a little dark for a Superman movie. Batman should brood. Superman, not so much...
Grand Magus wrote:
Why didn't the kid yell, "Don't shoot me!" and then run away as fast as he could??
Excellent point. Hey, if someone shoots me, and I don't even have the self-respect to evade the bullet, I probably had it coming. And if I start to say, "Don't shoot me!", but I get shot mid-sentence, well, I must not have been trying hard enough.
Andrew R wrote:
hoods are the new masks because they can be worn more freely, and some people actually wear them for warmth so the criminals have an excuse. But look at modern criminals and count the hoods, they really are the uniform of a criminal, too damn bad they are also popular with others for different reasons.
This is a good point. I feel a whole lot safer knowing there are Neighborhood Watch Dudes out there braving the mean streets everyday, and ready to shoot every hooded person they see, before they can do me harm...
Andrew R wrote:
What of martin's possible drug use? his internet handles? Any news that brought those up or showed a recent picture of what he ACTUALLY looked like was called racist.
I'm sure Zimmerman took into account the kid's internet handles and drug history, and then made an informed choice to follow him with a gun, and shoot him dead...
Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people.
I have taken a level of Oracle and I have the Mute curse. Do I qualify for Cleric even though I do not have the ability to speak, and by extension the ability to preach wonders?
You probably want a rank in Linguistics. Purchase Semaphore as a language, and you should be set. Preach away!
Go, Flavor Text, Go!
It does mean that treating the Core Rulebook like the freakin' US Constitution is silly.
Vic Wertz wrote:
Some of those Amendments have holes you can drive a truck through. And the way they erratta'd the 18th Amendment by issuing the so-called "21st Amendment" instead of just fixing what was wrong with the 18th? Totally not cool, man.
Vic, to add levels of Gunslinger, do I need to belong to a well regulated militia? Thanks in advance for clarifying.
I used to daydream an awful lot back when I was in high school, so I can't be certain of this, but...
I'm pretty sure everything that I was required to read, from Dickens, to Austin, to Homer, to Lee, to Shakespeare, to Fitzgerald...I seem to remember that all of them involved Giant Robots fighting Giant Monsters.
So there's that.
I would like to see a few more options than just the Martial Artist for non-lawful Monks.
It's one thing to place restrictions on various archetypes, but if you want to play a non-lawful Monk, Martial Artist is it. A few more options would be nice.
Removing the alignment restriction from Drunken Master would be a start.
Please don't take off the lawful restricting, because I hate it when someone take monk for their power and act with no discipline at all.
I don't hate people who play Monks for their power, but I do fear them, because they're delusional.
People who play Monks for their power are far more likely to stab me with a spork than those who don't.
Kairos Dawnfury wrote:
I feel like the Magus focus on Heightened Shocking Grasps with Magical Lineage definitely downplay the loss of spells since you can use the Arcane Pool to get the spell back for only one or two points.
Maybe I'm misunderstanding what you're saying, but the Kensai gets fewer spells and loses Spell Recall and Improved Spell Recall, so he's not spending points from his Arcane Pool to get spells back...
You really would think that instead of insisting that the spell only appear on the Cleric or Druid spell list, it would be only on the spell list of a divine casting class, which would include Paladins, Rangers, and Inquisitors.
It's kind of strange that an SLA of a Paladin-only spell would be considered arcane...
3 points of Constitution ability damage would only apply a -1 penalty to relevant statistics, because of the way ability damage works.
The character would lose 3 hit points from the ability damage, not 6.
Willpower no, but iternal focus and discipline are traits tied to being Lawful.
Me, I always thought that Inquisitors come across as being very disciplined...
Did you hear that everyone? If you follow the rules as written, and allow Inquisitors to be chaotic in your games, you're tone-deaf...