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Neo2151's page
843 posts. No reviews. 1 list. No wishlists. 1 alias.
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9 people marked this as FAQ candidate.
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If you are granted an additional action (such as an additional Move action) during your round, can you perform a Full-Round Action and still have access to that additional Move action?
(ie: Move + Full Attack -or- Move + Summon Monster spell)
Or does the fact that the "Full-Round Action" specifically states that it takes up your entire action and the only movement you can make is a 5ft step mean that any extra granted actions are also lost when you choose to perform a Full-Round Action?
Relevant text:
http://paizo.com/pathfinderRPG/prd/combat.html#_full-round-action
http://paizo.com/pathfinderRPG/prd/combat.html#_full-round-actions-list
Pathfinder SRD wrote: Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table: Actions in Combat for a list of full-round actions.
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions detail which actions allow this option.
Pathfinder SRD wrote: A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
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1 person marked this as FAQ candidate.
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Can an Oracle of Waves, using the Water Form revelation, still cast spells?
Group is going to be playing a "shonin-esque" type of game with Gestalt rules, and I'm considering the above as a character (think Naruto for inspiration - ie: magical ninja).
Personally, I've never been huge on Divine spells for anything other than support, so I'm kind of wondering if Oracle is a good fit or if I should just bite the bullet and go Sorcerer. My issue with going Sorcerer is that, simply put, I like the options with the Waves mystery better for the character concept than any of the Sorcerer Bloodlines.
I realize I can be a pretty great support character, but how offensive can I be? What Cleric spells would compliment a "strike-hard-from-the-shadows" style of character?
A friend of mine is throwing together a fun anime-ish type gestalt game, and I ran across an idea by TheSideKick here about mixing Oracle of Waves and Ninja in a way that just makes me feel all Naruto inside.
Since said character is going to be a bit feat starved, I'm just curious to know what feats are absolutely necessary to pull of such a thrower? (Other than TWF, Point Blank, and Rapid Shot.)
There's a possibility of a PF game coming up in the distant future, and I've had my eye set pretty hard on a Druid for my next PF character.
The game would be in a homebrew world and the action would be taking place on a largely "untamed jungle" continent with strong naga influence.
I've pretty much decided on a caster druid instead of a combat druid (still deciding on whether I wanna stay core or go Menhir Savant - thoughts?) and domain instead of animal companion, and I've narrowed it down to:
Fire,
Ash, or
Weather
I know there isn't one "right" answer, so I'm just looking on general opinions on these three domains (or other options if you think they're good - caves maybe?) that I can browse through to help me make the decision.
Thanks!
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5 people marked this as FAQ candidate.
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Considering the GMF UAS faq, can we expect this rage power to be altered/updated any time soon? Now that Unarmed Strikes are officially regarded as a single weapon (and rightly so) then the rage power does nothing.
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1 person marked this as a favorite.
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Why don't these stack?
Isn't Sean K. Reynolds one of the lead developers? Isn't he also the guy who wrote this?
(http://www.seankreynolds.com/rpgfiles/rants/keenimprovedcritstacking.html)
What happened?
So if a character's spells are always under the effects of a metamagic feat (such as a Cleric with the healing Domain after level 6), does a wand/staff/etc. crafted by that character apply said metamagic to it's charges?
Creating a Half-Dragon wrote: Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier). http://paizo.com/pathfinderRPG/prd/monsters/halfDragon.html#half-dragon
Bolded emphases mine.
Is the inclusion of "racial" a typo, or does a PC that becomes a half-dragon have no breath weapon (by lieu of having only class HD and no racial HD - 0d6 damage?)
Just like the subject-title asks. Why, or why not?
So I'll be making a Human Lore Warden for the current game I'm in, and I'm thinking about using a whip for all my Combat Maneuver needs, and an Urumi for all my damage needs (yeah, I have to buy the weapon prof feats, but if I'm going for a whip concept, I gotta sacrifice a lil, yeah?)
I'm just wondering what traits and feats are going to be must-haves. I plan on picking up Power Attack (as ridiculous as it seems, it works with an urumi!) and the Weapon Specs (Urumi) and that should take care of my DPS needs.
As for the whip, I'm going at least as far as Imp. Whip Mastery (I don't know how I feel about Greater - pros vs cons?) but aside from that, I'm not really sure what my options are.
And since both Urumi and Whip are exotic weapons, and since Imp. Whip Mastery makes Prehensile Whip useless, I have no idea what would be good thematic traits.
All advice/help is appreciated. :)
So the Heirloom Weapon trait uses the words "that specific weapon" for every possible use of the trait.
So, just to be clear, does that mean if I wanted to take HW (for any of the uses)with an Urumi, does the weapon prof I get only work with that specific non-masterwork urumi that "comes with" the Character Trait (ignoring the fact that you still have to pay for the weapon), and not every urumi?
I ask because the Character Trait specifically says the weapon you have is non-masterwork. So if these things only work with that specific weapon, and not every version of that weapon, then it's a worthless trait, because you will never be able to upgrade/enchant it.
(Edit - So replace "urumi" with any simple/martial weapon, since you can't use HW with an exotic weapon.)
In 3.5, they stacked. I've searched and found that somewhere around here, a developer has stated that for Pathfinder they do not stack.
Does anyone have a link to that statement, if it does exist?
In regards to this:
http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy88yj/faq #v5748eaic9nib
FAQ and Updates wrote: Prestige Classes and Spellcasters: Does a wizard (or other character that uses a spellbook), receive bonus spells to add to his spellbook when he gains a level in a prestige class that grants an increase to spellcasting?
No. The increase to his spellcasting level does not grant any other benefits, except for spells per day, spells known (for spontaneous casters), and an increase to his overall caster level. He must spend time and gold to add new spells to his spellbook.
—Jason Bulmahn, 11/24/10
Does anyone actually follow this advice when dealing with their Wizard players?
A Wizard with a GM who is stingy with giving access to spells to copy is basically never going to be able to prestige without horribly, horribly(!) crippling his character.
Is it really so bad to assume a Wizard can still get his study time in??
Ranger - Combat Style Feat wrote: He can choose feats from his selected combat style, even if he does not have the normal prerequisites. Point Blank Master wrote: Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon. Which one takes precedence?
Familiars wrote: Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher. Does this mean for everything related to HD? My Wizard level is 7 [typo - not 6], so does my Lyrakien count as having 6HD for the purposes of calculating saves, skill points, etc (in essence, everything except HP, which is always 1/2 my total HP)?
Or when it says "effects" does it mean only for things like spells that check for HD?
Stat write-ups for regular and improved familiars both post total bonuses, but it's the individual ranks that the spellcaster needs to know.
[Edit] - And if a familiar doesn't have ranks in one of it's "class" skills, but the caster does (such as Fly) does the familiar, when using the Caster's ranks instead of it's own, gain the +3 class skill bonus?
Does a spell-caster have to be able to actually cast a spell that allows them to fly before they can put points into the Fly skill, or is having it on the class spell list good enough?

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2 people marked this as a favorite.
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Then how does a Magus or Rogue hit? Legitimate question, btw.
This question has been bugging me for a while, what with all the "Monks are bad" threads we see popping up all the time.
Everyone knows the Rogue is bad, but most of it's problems are Special-Abilities-related, since they're not a class meant primarily for combat.
But a Magus is a Combat Caster that mixes spells with swords.
They get a built-in ability that grants an enhancement bonus to their wielded weapon, sure, but that's something that anyone can get; the Magus just gets it cheaper.
Their combat style is designed with the idea that you'll be replacing your touch-attack spells with melee-attack spells, and when you do this, you take a -2 penalty to hit.
You even have an option to drop your chances to hit even lower to increase your chances to succeed at your Concentration check for casting defensively.
But all of this is from a 3/4 BAB class with nothing special to help them actually land a melee hit. Aside from the standard +4 Buff spells (congrats, you've offset your Spell Combat penalty - you're back to an un-buffed 3/4 BAB) and late-access to Greater Weapon Focus, it seems like it would be hard as hell to keep up with other classes.
You can just cast and attack when you're out of spells, but then why aren't you playing a full caster?
Accurate Strike and/or Arcane Accuracy both help some but you can't get AS until level 9 and you'll drain your Arcane Pool crazy-fast if you're stuck relying on these a lot.
Or am I reading this class all wrong and the idea is to use a weapon to get a better crit range for spells via Spell Combat and who cares about iterative attacks?
So I'm planning an Enchanter with a 1-level dip of Crossblooded Sorcerer (Fey/Infernal) and, in the interest of getting my DC's up, I was looking at Greater Eldritch Heritage: Arcane for the +2 bump for any one school, choosing Enchantment.
But I'm starting to wonder if "Skill Focus: Knowledge," "Eldritch Heritage" (Already have a familiar), and "Improved Eldritch Heritage" (both choices essentially wasted for a Wizard) aren't just too much investment for the benefits of "Greater Eldritch Heritage."
Thoughts?
So I'm making an Elven Enchanter and taking the Spellbinder Archetype and looking for opinions on what spells I should "bind" over my career.
Spellbinder (Wizard; Elf)
So, basically, what I'm asking is, "what one spell per spell level can you just not live without as a Wizard?"
(I'll put up my first thoughts for each level in a little while, but I'm at work, so I just wanted to get the ball rolling.)
Cheers!
So the one glaring weakness with being a Wizard is the phrase, "If only I had prepared X today!"
So a familiar grants you some sort of bonus, usually very minor (+4 Init and, arguably, +2 Fort being the exceptions), and allows you to cast your touch spells through it.
Improved Familiar replaces the list with more powerful creatures, but you lose out on the minor bonus for... what exactly? A CR 2 creature instead of a CR 1/2? That's still not very impressive after, what, 4th-5th level?
Bonded Object allows you to bypass that one weakness I just discussed. On paper, that seems 1000x times better than a familiar. And yet, when I look around on the forums here, familiars almost always tend to be more popular.
Am I missing something?
If I have a specialist Wizard who takes the Arcane Discovery: Opposition Research, does the school of magic I choose still count as an opposition school for things that check for such, even though there are no longer any penalties?
For example:
Random Hypothetical Feat/Feature - Benefits: Choose a spell: Blah blah blah (The chosen spell may not be from an opposition school.)
What happens when a caster uses more than one Shield Other or Unwilling Shield on different targets, and then takes damage?
Is it always divided evenly among total targets? I only ask because the spell descriptions don't take into account possible multiple castings, and always refer to "half damage to one, half damage to the other."
(Edited - Shield Other, not Shield :? )

I've grown up with this D&D-esque mindset that "the Barbarian is a fighter-type."
Then AoC comes along and blows my mind: A barbarian is a thief class?! And this isn't just some strange off-shoot world where they threw in a barbarian and made it their own. This is THE quintessential barbarian setting, home of THE quintessential barbarian.
And then threads like "Should the Rogue have full BAB?" got me thinking even further, and that's blossomed out into a slew of other things I think I'd prefer to see in this game.
I haven't fleshed anything out as such, but just off the top of my head, these are some things I think would improve aspects of the game, at least in my opinion:
Skills per level should be 4+Int at minimum. (Personally, I'd just give all classes, except Bards - because Versatile Performance, an extra two!)
If feats are "what you can do," then skills are "who you are." Having ranks in certain skills will tell me what type of character you are, even if you never roll those skills. With that in mind, how does "2+Int per level" tell me anything? (And what Fighter ever has higher than a 13 Intellegence? Ditto all the classes that don't base their spells off intel or rely heavily on skills.)
Barbarians should have the Stealth skill as a class skill.
Barbs are not Fighters. They're not Paladins or Cavaliers either. They're "uncivilized" warriors, and they have more in common with a Ranger in terms of fighting style than they do with a Fighter. We're talking tribal societies that live outside (or on the outskirts of) heavy civilization, and the class doesn't even allow for heavy armor.
These guys are not "get in your face cuz I can take it" warriors - Instead, they're "I'm gonna ambush you, strike hard and fast, and suddenly the odds aren't in your favor quite so much anymore."
We're talking guerrilla warfare experts, not rank-and-file soldiers. And you can't ambush if you aren't stealthy.
Clerics wear robes, not full plate.
Every battle cleric is just a slap in the face to the Paladins of that order. In fact, D&D/Pathfinder is the only place I've ever seen clerics depicted as more warrior than robed priest. Every other fantasy genre seems to get this, so where did 3.X/Pathfinder go astray? Even favored weapons should be a Paladin thing. And since I keep bringing up Paladins...
Paladins should be holy warriors of their individual faith. Not every one of them needs to be Galahad!
If you have to rename the class to make this fit, then that's fine. "Paladins" can be the holy warriors for the LG gods. This is one of the few areas I think 4th Ed. got right. Change the "code" requirement to fit the god you serve, and change the powers to work on "enemies of your faith." (ie: If your god is lawful good, smite should work on chaotic and/or evil subtypes. If your god is chaotic good, your smite should work on lawful and/or evil subtypes, etc.)
In addition, let's just make them spontaneous casters, yeah? A 4-level spell list is nowhere near good enough to make me have to worry about preparation.
Druids...
Let's make them spontaneous casters too. Arcane has the two big powerhouses split between prepared and spontaneous, so I think Divine should too. (That's really my only reason for this. If Oracles are mainstream in your games, hey, ignore me here!)
Oh, and Monks!
Lol, no. We all know monks are currently broken, so let's wait until they're fixed to see if they need to change.
Since when were Rangers spell-casters??
No, really. When the creative influences for this class stem from characters such as Aragorn and the Rangers of the North, Robin Hood, and Orion, where did the idea that they need to be mini-Druids ever come from?
Should there be a mini-Druid option for a Ranger class? Absolutely! It would fit best as an Archetype. Even the Animal Companion is pushing it in my opinion, but in the interest of "not having my head bitten off in reply" I'll go ahead and overlook that one (unless enough people agree?)
Do Rogues do it from behind? Or do they just swing and miss?
Here's another class that needs some fundamental change, imo.
First, I think they should get a full BaB. You can argue for or against it all you want, but when you look at the facts, here's a class that spends all it's combat time in melee and has no spells and no built-in way to help hit opponents. And they're unique in this issue. If you think they shouldn't get BaB because they don't need to go up to a d10 in HD, then why can't they be the "other" exception to that rule (look at Barbarians!)
Also, I think Sneak Attack should only work on weapons that are finessable. I challenge you to convince me that you can "slip between the joints" with a great axe. But then, to make up for this a little bit, I think the class should get an improved form of Weapon Finesse built into the levels. "Dex determines to-hit AND damage for finessable weapons." "But woah, hang on there, you're just making Str a dump stat!" Yeah, so what? You weren't buying it on your Rogue anyway.
Rogue Talents also need a boost. Some of them are just plain weak compared to other classes that fill a similar role. Really, just mix and match the Rogue and the Ninja and you can fix a lot of what's wrong with Rogue, but then, most people already know that.
That's about all I've got for now. Feel free to agree/disagree with me, just please add why. Or if you can think of other things, feel free to drop those down!
Cheers.
So I'm really getting tired of the "you must have magic weapons to succeed" mentality that comes along with D&D/Pathfinder/etc so I've been looking to Sword & Sorcery more, and with all the lore I learned about Hyboria from Age of Conan, I kinda fell in love with the idea of the setting.
And then I find out there's a d20 game, with changes to the system that are awesome and make sense? Armor grants reduction, and characters have attack/defense values based on personal choice?
I was overjoyed!
And then, as I'm reading through everything, it dawns on me: After a certain point, with the way attack bonuses stack up against defense values, you will eventually reach a point where your "high attack" classes will just automatically hit what they swing at.
Have any other Conan fans that play this game found a way to address this issue? It's honestly the only thing keeping me from playing the game.
I see this "tree" of Rage powers advocated all the time, but how are they used?
I realize Pounce is the goal, but here's what bugs me:
Trading iterative attacks for two d8 x3 natural attacks seems... Unimpressive, and stacking claw attacks with iterative attacks is troublesome to say the least.
If you ignore your natural attacks, that seems like a waste of the prereq rage powers.
The rules for mounted combat stipulate that:
Mounted Combat wrote: If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. I see "melee" being specifically used.
Does this mean that a character can take a Full Attack action with a bow, for example, while their mount moves more than 5 feat?
Why is it that Escape Artist can be used to turn one's self from the "grappled" into the "grappler?"
Using CMB or EA to escape a Grapple/Pin makes perfect sense to me, but using CMB or EA to take over a grapple doesn't make any sense at all.
How successful is a druid that goes the spellcaster route instead of the Wild Shape route? Is it a viable choice, or is it just a wanna be Cleric/Wizard (depending on defensive or offensive preference?)
The spell list seems to be more offensive and/or less party-friendly than a Cleric. Is a Druid effectively biting off more than they can chew by trying to get the best of both worlds, or does it actually work?
How important is the Domain/Animal Companion choice?
Just a situation and a question for you GM-types out there:
Let's say a person is the target of some evil plot and is framed for a murder. You're a paladin, and you know absolutely that the person in question is innocent, but the evidence is so stacked against them that your testimony is not enough to save them from an execution sentence. You also know that the court in question is a fair one and is not corrupt itself.
In this type of scenario, the paladin faces a tough choice: Either save the innocent and go against legitimate authority, or allow an innocent to die for a crime they did not commit.
What, in most people's opinions, is the correct path to follow here, and in other situations where doing the right thing is also doing the wrong thing? How would you not break your code either way? (Before you say anything, I absolutely know GMs who would allow such a scenario!)
A light horse has the Docile special quality:
Docile(Ex)- Unless specifically trained for combat, a horse's hooves are treated as secondary attacks.
Does this mean that a combat trained horse treats it's hooves as primary attacks, even though the Combat trick in Handle Animal has nothing to say on the matter?
I need to know for my paladin's mount. Thanks!
Is a Horse always assumed to be a light horse when chosen as an animal companion?
If so, would it still be appropriate to apply the Simple Advanced template to the base animal companion stats to have a heavy horse?
I ask because the Horse in the Beastiary differentiates between Light and Heavy, but animal companion rules make no mention of either.
Pinned = Bound
Helpless = Bound
Does Pinned = Helpless?
It's been debated back and fourth, as far as I can tell, all the time. Let's try to get a final answer, shall we?
Can a weapon go higher than +10 when a Paladin uses their divine bond ability?
The ability itself says that it stacks with any bonuses the weapon has (but doesn't double the effect, so no Holy/Holy doing 4d6 to evil) and it doesn't say there's an enhancement limit.
I'd assume since it's a temporary buff that it would stack, but I'd like to know the RAW just to be safe (I don't want to find/buy a +10 weapon in my career just to find out that I can't use my ability anymore!)
Cheers!
Thinking of playing a Druid in an upcoming game, but this GM really likes having backstory, and I'm having a bit of "writer's block" when it comes to druids in general. As far as I'm concerned, I'd be fine just adventuring with a group of people for no other reason than the chance to explore the world, but I know that won't be enough for the GM.
The setting is basic Inner Sea. Shoot some ideas my way! I'm all ears, so to speak.
Anyone have any idea why "Personal Range" spells can't be potions? (I know this is gonna be all opinions unless a Dev steps in, but... whatever.)
It just seems like those spells would be the perfect candidates for potions! Take a spell you normally can't share with others, and put it in a bottle for anyone to drink. Except, you can't do that.
Just don't get it.

So I'm sure the wording could be cleaned up a bit, but I think you'll pretty much get the gist of it.
I was going for three things here - Fix FoB, make Monk the best core CMB class, and turn the class into the hit-and-run specialist it's supposed to be. Here's what I came up with:
Quote: HD: (Unchanged)
BAB: Equal to Class Level
Saves: (Unchanged)
Skills: (Unchanged)
AC Bonus: (Unchanged)
Fast Movement: Bonus type changed to Inherent (Otherwise unchanged)
Unarmed Damage: (Unchanged)
Level Breakdown-
1st Level:
-Bonus Feat (Unchanged)
-Stunning Fist (Unchanged)
-Unarmed Strike (Unchanged)
-Flurry of Blows: Starting at 1st Level, a monk can make a flurry of blows as a full-attack action. The monk gains an extra attack at his highest attack bonus while fighting unarmed or with a special monk weapon only. All attacks a monk makes while using Flurry of Blows receive a -2 penalty. The monk applies his full strength bonus to damage rolls for all successful attacks made with flurry of blows, even if the attacks are made with a two-handed weapon. (Flurry of blows may not be used while two-weapon fighting.)
At 5th Level the penalty for using flurry of blows is reduced by -1. In addition, the monk may use flurry of blows when attacking as a standard action (though a monk may not flurry when making an attack of opportunity).
At 10th Level the penalty for using flurry of blows is reduced by an additional -1. In addition the monk may now make two extra attacks at his highest attack bonus while flurrying.
2nd Level: (Unchanged)
3rd Level:
-Fast Movement (Unchanged)
-Monastic Training: At 3rd level a monk may choose to use his Wisdom bonus in place of his Strength bonus to hit when attacking unarmed or with a monk weapon. In addition a monk may add his Wisdom bonus, in addition to his Strength bonus, when calculating his CMB score. (This ability replaces Maneuver Training.)
-Still Mind (Unchanged)
4th Level:
-Ki Pool: While a monk has at least 1 Ki point remaining his unarmed attacks can bypass certain types of damage reduction, as follows:
4th level - Magic
8th Level - Cold Iron/Silver
12th Level- Adamantine
16th Level- Alignment based
At 20th level, a monk ignores DR/- up to an amount equal to half his remaining Ki Pool. (This replaces Ki Pool[Magic], Ki Pool[Lawful], and Ki Pool[Adamantine]. Otherwise Ki Pool is unchanged)
-Slow Fall (Unchanged)
5th - 20th Level: (Unchanged)
Criticism (positive or negative, as long as it's constructive) is appreciated. :)
[Edit- Last minute change to Ki Pool.]
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9 people marked this as FAQ candidate. Answered in the FAQ.
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Wolf animal companion advances to a large creature.
Cat, Big animal companion advances to a large creature.
...
Bear animal companion advances to a medium creature.
Wut?

It pretty clearly does:
Inspire Courage wrote: A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. "Use his performance" is shorthand for, "Use his bardic performance ability."
Now:
Bardic Performance wrote: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Sure, only a couple bardic performance options require specific types of Perform (Countersong and Distraction,) but you pretty clearly need at least one perform skill with ranks in it in order to do a Bardic Performance.
You can even copy/paste this argument for every Bardic ability that states you must "use your performance." ;)
I, for whatever reason, just can't wrap my head around this class.
It's like a caster, except that it's nothing like a caster at all.
People on these boards always seem to be fairly impressed with the class, so what is it that I'm missing? How does this class work?

Given the way my current group dynamic is going, I doubt my paladin is going to last much longer, so I'm getting a Tetori preped for play, and I'm kind of at a loss for feats.
I threw together a list but I'd love any advice from the experienced grapplers out there. :D
Here's what I've got as of now:
1- Combat Reflexes (Human feat)
1- Snapping Turtle Style
1- Improved Grapple (Tetori Bonus)
2- Stunning Pin (Tetori Bonus)
3- Snapping Turtle Clutch
5- Snapping Turtle Shell
6- Greater Grapple (Tetori Bonus)
7- Body Shield
9- Rapid Grappler
10- Pinning Knockout (Tetori Bonus)
11- Blind Fight
13- Mantis Style
14- Chokehold (Tetori Bonus)
15- Combat Style Master
17- Ability Focus (Stunning Fist)
18- Neckbreaker (Tetori Bonus)
19- Deflect Arrows
I'm pretty happy with everything up to level 9 (though I'm not really sure how useful Combat Reflexes will be... any help here?) but I'm not totally sold on Blind Fight, Ability Focus, or Deflect Arrows; I just kinda ran out of good options*.
*-I would have taken Pinning Rend but I was turned off by the fact that it always applies, and there might be sometimes I don't want my victim bleeding to death, lol.
Any advice is appreciated!
Cheers!
A grappler has always sounded like a fun character... in theory. But then all it takes it a flip through the Beastiary to realize you're fighting an uphill battle.
Even a Tetori is eventually going to get totally punked at his main strategy by some random encounter's base size bonuses and/or aura damage effects.
Am I just a negative-nancy or is a wrestler really just a waste of time and effort?
How useful/important is it for a Paladin to have a good Spellcraft skill, really?
Would it be horribly unbalanced to have them granted the same way a Fighter's Weapon Training is granted?
ie: Instead of a floating +2 bonus every time you gain it, you just gain another bonus to all previously chosen FE types.
I just mean... over your career you get to choose 5 things that you are great against. 5 things. Off of a list of 31+* (*-there are more humanoid choices!)
I could see it being fair the way it is if you could just pick "Humanoid" or "Outsider" as that knocks the list of potentials down from 31+ to 13, but as is it just seems an impossible choice unless you get special info from the GM, and that just feels... metagamey?
Thoughts/opinions definitely welcome!
How would you do it?
Was considering a Cold subtype Drake and then just adding the Half-Celestial Template (my logic being that Silver Dragons are of a Cold subtype, and Silver is closest to Mithril...)
I ask because my GM has decided that in our game, 3 Mithril Drakes exist in the world and my Paladin (through some interesting roleplaying) has earned the service of one as a mount (although not as a Paladin Mount).
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2 people marked this as FAQ candidate.
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Every Oath type has a specific extra code of conduct to go with it that the Paladin must follow... Except the Oath of Vengeance. Is this correct, or an editing error or something?
Was gonna just bump my original post, but it seems it's lost to the paizo forum gods...
Anyway, I talked my GM into letting me take something other than Endurance at 1st level, so I was thinking of this for my planned feats:
1st- Power Attack
3rd- Greater Mercy
5th- Intimidating Prowess
7th- Furious Focus/Vital Strike/Cleave
9th- Critical Focus
11th- Improved Critical: Falchion
13th- Staggering Critical
15th- Ultimate Mercy
17th- Stunning Critical
19th- ???
So as you can see, I can't really decide which is better at level 7 between Furious Focus, Vital Strike, or Cleave (I've decided to be more melee-focused instead of picking up Unsanctioned Knowledge).
Also, I can't seem to decide on a feat that feels "good enough" for level 19. I probably won't ever get there, but I'm taking suggestions just in case. :)
Cheers!
Are there rules for crafting things like this?
If not, how would you do it?
When I say one-shot, I mean wonderous items that can fill whatever item slot (if any) that you craft it for (Boots, a hairpin, a coin, whatever) that acts, basically, as a scroll does, except anyone can use it.
For example, Stabby the rogue is cornered on a rooftop and needs to make a get-away. He grabs his enchanted coin, activates the feather fall spell stored in it, and jumps off the roof to land safely. As he runs off, he pockets the now non-magical coin.
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