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Sunlord Thalachos

Quintain's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 175 posts. No reviews. No lists. No wishlists.


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I don't see why "concealed weapons" couldn't apply to natural weapons. Hiding your hands behind your back that have claws and hiding your dagger behind your back is largely the same thing.

You might want to apply a penalty due to the nature of the natural weapons that are being hidden, however.


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I'd say that they stack insofar as you can add levels of Monk to levels of Sacred Fist to determine what your AC bonus is, not adding the base amount twice.


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Elton,

Do you have a google drive share with your stuff? I've downloaded some of the 3.5 stuff that was built on Birthright.net.

But I was never really on board with how they did the conversion.


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Disrupt Pattern and Branding stack

The damage on Disrupt pattern is simply the math used for it's base damage. It is not a "int bonus to damage"

The Branding insight is a int bonus to damage, regardless of the source of the damage.


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You just might be a bit paranoid.


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additional note on the psychic warrior: get the feat that allows you to pick a power that isn't on your class power list and choose astral construct, and you get an immediate flanking partner.

Note that this stacks with what I posted above.


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Psychic Warrior:

Can manifest psionic equivalent of DD natively, and has the ability to use sneak attacks with the Assassin Path, couple this with Claws of the Beast and Bite of the Wolf and you have a blinking claw/claw/bite sneak attacking monstrosity.


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Aratok: Yeah, I saw my mistake after I remembered the rule.


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I believe that by RAW, any steps above Colossal is a doubling of the damage.

Now, I don't have that as a hard reference, but I remember seeing it somewhere.

Edit: It's in the strong jaw text.

I see an error in my chart... corrected below:

1d8 Base @ Large
2d6 Improved Natural Attack (@ Huge)
2d8 (Increased Size (1)) (@ Garg)
4d6 (Increased Size (2)) (@ Col)
8d6 (Strong jaw (2)) * since you are at colossal when applying strong jaw, you double the damage dice. -- This is your base damage prior to applying vital strike.

Vital Strike would put the damage at 16d6 (x2 base damage), Improved would be 24d6 (x3 base damage), Greater Vital Strike would put it at 32d6 (x4 base damage).


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The slam progression is: 1d8, 2d6, 2d8, etc.

Following this pattern and starting at large (powerful build is a prereq), you have large, huge, gargantuan, collosal; which is 4 steps. The 5th step is a doubling of the damage according to RAW.

Thus,

1d8 Base @ Large
2d6 Improved Natural Attack (@ Huge)
2d8 (Increased Size (1)) (@ Garg)
4d6 (Increased Size (2)) (@ Col)
8d6 (Strong jaw (1)) (@ + 1 Size above Col)
16d6 (Strong jaw (2)) (@ + 2 Sizes above Col) -- This is your base damage prior to applying vital strike.

Vital Strike would put the damage at 32d6 (x2 base damage), Improved would be 48d6 (x3 base damage), Greater Vital Strike would put it at 64d6 (x4 base damage).


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Nope, everything looks fine.

However, I would say that your boon does not stack with strong jaw, as they are both effective size increases that originate from magical sources and thus would not stack.

You can get an effective 5 size increase prior to vital strike by RAW: Improved Natural Attack(1), Strong Jaw(2), and Improved Increased Size (6 customizatiton points, 15th level required).

No, neither vampiric blade, nor claws of the vampire will apply to slam attacks. The first because it applies to manufactured weapons only, and the second because it applies to claws only (by RAW).


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Actually, the rules expressly allow diagonal movement past an enemy:

Quote:


Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.
You can also move diagonally past other impassable obstacles, such as pits.

Dragonriderje: you are correct. Can't move diagonally around a corner.


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Question on characters with MCA's and multiclassing:

1) Can a character with a MCA multiclass?
2) IF the answer to the above is “yes”, what is their base class considered to be for the purposes of multiclassing – I’m presuming the primary class, but I’m not sure if you have developed any specific rules regarding multiclassing.
3) Can a character with a MCA multiclass into another class with a MCA?


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dotting for future interest.


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Yes, if normal movement is being performed, and the enemy enters leaves the 1st threatened square and enters into a 2nd threatened square, he provokes unless he takes special action to avoid the AoO.


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Smite Makes Right wrote:


Actually, reread the description. It is not an if/else clause.

If armor > bracers, bracers shut down. If bracers > armor, armor shuts down. The scenario where the bonuses are equal is explicitly not covered. Binary logic doesn't help.

My apologies for not including the full quote for Bracers of Armor. I apparently only included the first paragraph.

If the bracers are greater than the armor, the bracers apply. Everything else follows that. Or, simply have the player pick which one he wants to use and the other does not apply, since they do not stack.

Also, you can't have any effects on bracers that are a strict gp value. So "shadow" bracers are verboten as well.


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Their special wording does cover when the bonuses are equal.

Use binary logic.

Is Bracers of armor > suit of armor (Yes/No)

No = Suit of armor provides armor bonus, not bracers.

Yes = Bracers of Armor provide armor bonus, suit of armor does not.

Quote:


Okay... So, the Bracers of Armor shuts down the Armored Coat, but the Breastplate shuts down the Bracers of Armor, but the Armored Coat shuts down the Breastplate, but the Bracers of Armor shut down the Armored Coat, but ... And I just spin like a wheel while the bad guys throw knives to entertain the table. What is supposed to take precedence in this unlikely scenario.

No, the Armored Coat does not "shut down the breastplae". In this case, you use the Breastplate's armor value (because +7 > +5), and "worse value in all other categories";

So, ultimately, you will have a +7 AC, and the bracers will be useless to you.


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I believe the rule is meant to be the default position to start from, and then apply flat-footed rules from there, not as a all-encompassing rule that has no exceptions.

Just like simply standing there doesn't default you to being flat footed.


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Quote:


You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

While SLAs are not specifically listed in the "can't do this" list of Transformation, given their level of similarity (requiring concentration being the biggest one), I can't see allowing SLAs while disallowing spellcasting.


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I was formerly known as Memnoch back during the PBEM days and the Birthright computer game.

When ultimate campaign came out, I was seriously interested in taking another look at the domain rules and see if the flavor and feel of Cerilia/Birthright could be written with those rulesets in mind.


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IMO, Transformation is similar to a Barbarian's rage -- can't use abilities that require concentration...and as SLAs require concentration and can be disrupted, the answer (again, IMO) would be no.


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Dotting. Elton, were you involved in the 2nd Ed PBEMs back in the early 90s? I happened to see Silveras on the Hero Lab forums a few months ago.


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I don't see the problem. Even if you qualify for the class doesn't automatically make all the class abilities usable for you based on your qualifications.

Quote:


And the current FAQ says, yup, when we read this, we say that SLAs are spells.

You are over-generalizing (ergo hoc propter hoc). It allows you to qualify for the prestige class, no more, no less.

It does not say that you can use SLAs to fuel the class abilities that require spells in order to function.

SLAs do not wholly replace spells in all instances. Only in the specific instance where qualifications for feats/prestige classes are concerned.


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Nefreet wrote:
Quintain wrote:
If you have a feat that requires you to be able to cast the fireball spell, then, unless otherwise contradicted, the Fireball SLA does not qualify you for that feat.
Also, this is incorrect, as the FAQ on Dimension Door shows.

Ah, I wasn't aware of that FAQ. It seems that the spell-like ability and spells for the purposes of prereqs are synonymous.

However, there are still differences between casting a spell and using a spell-like ability. Counterspelling being one.

They really need to index the FAQ for searching purposes.

What is this "Mystic Theurge implication"?

Unless you are talking about using a SLA to power the combined spells -- and the FAQ for Mystic Theurge spells out what is needed when combining spells using a spontaneous spellcaster.


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Nefreet wrote:
Quintain wrote:
Spell like abilities do not have the spell component requirement, do not require concentration (and thus cannot be disrupted), cannot be counterspelled and the effect is based on the character level, not class level.
One correction: SLAs DO require concentration, and CAN be disrupted.

Reference?


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That's only because people are trying to extend the FAQ ruling to get them what they want. If they would stop that there would not really be any confusion.

Quote:


Usually, a spell-like ability works just like the spell of that name.

A fireball spell cast and a spell like ability that is the same as the fireball spell will generate the same effect (big ball of fire), but that does not make the SLA = the spell. If you have a feat that requires you to be able to cast the fireball spell, then, unless otherwise contradicted, the Fireball SLA does not qualify you for that feat.


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Spells differ from spell like abilities in that spells require at least one of 3 components to bring the spell effect into existance, requires concentration (and thus can be disrupted), can be counterspelled, and the effect is calculate by the class level of the character.

Spell like abilities do not have the spell component requirement, do not require concentration (and thus cannot be disrupted), cannot be counterspelled and the effect is based on the character level, not class level.


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Nefreet wrote:
Zhayne wrote:
Spell Focus, for example, has been expressly stated to work with SLAs

Wait, what? Where?

I know the Augment Summoning feat now applies to SLAs like Summon Nature's Ally and Summon Monster, but that took an FAQ.

Do all feats that modify spells now modify SLAs?

No. This is a ridiculous ipso hoc ergo propter hoc thinking.

It's attempting to retcon definitions.


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Casting a spell is casting a spell. Using a spell like ability is not casting a spell even if it is the same conclusion. It is using a spell like ability.

From the PRD:

Quote:


Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components).


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Mind blade having no listed weight is likely a oversight. I'd say that RAI is that the mind blade is the same weight as a typical weapon of that weapon size category.


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You could combine the debilitating disease angle (making them feral dragons) combined with an zombie apocalypse angle that focuses the feral rage upon their own species. So, in essence, they are running from themselves.

Eventually, the disease mutates into a inter-species plague...


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That's certainly...innovative.


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Spellcraft would allow for the ability to know whether a spell effect that is on your person is no longer there.

However, given that spellcraft requires the use of detect magic and or identify to determine the properties of magic items, you may require the use of those in order to determine active spells if there are no other visual effects that are noticeable.


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Actually, I stand corrected. I see where it says that the wielder has the Cleave feat and gains an extra attack when using a standard action to make the Cleave attack.


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Quote:


The item would be worthless as a "Mighty Cleaver" if it gave the feat to the wielder, what benefit would be there if the wielder already has cleave? None.

Yep, no benefit. That doesn't disprove anything, imo. It's is just a +1 enchantment. There are plenty of enchantments that are potentially useless in certain circumstances.

I think a +1 enchantment giving essentially what amounts to a second standard action (which is required in order to do what you are describing) is dispositive barring specific text to the contrary.

Quote:


Either by granting an extra attack when using cleave, or granting the cleave feat, both ways will grant action economy in the form of one extra attack to the wielder. I dont see how they are different in that regard.

It's not just an extra attack. It is an extra standard action -- that is what cleave requires in order to make that attack.


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Quote:


4) Partially Correct - " A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach." Only the first attack must hit to get both additional attacks at any creature that is adjacent to the first and in reach. You do NOT have to hit with the second attack to get the third.

I do not believe that this is RAI. It essentially grants the use of the cleave feat to a individual who does not have it when wielding the weapon with the enchantment.

I do not believe that it stacks with the feat if the wielder possesses both. As it would essentially allow for two standard actions in a single round. Action economy says no.

If someone can point out a second example for an enchantment that grants the use of a feat that stacks with a feat that requires the use of a standard action in a round, I'm willing to reconsider.


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I think a simpler solution would be to modify the improved unarmed strike feat and instead of it being it's own category, it provides a method for non-clawed creatures to gain natural attacks. IUS gives a "armed strike/armed strike" natural attack...which would completely prevent the scenario of 4x improved unarmed strike + claw/claw/bite.

Taking the feat a second time allows the addition of two more limbs as secondary natural attacks (legs on a human). This would also qualify the individual for the multiattack feat (and if you want to incorporate additional 3.5 material, the improved multiattack and rapid strike/improved rapid strike feats (Draconomicon).

If the character has 4 arms and two legs, you can take it a third time, and these limbs are also secondary natural attacks.


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Personally, I don't think it's worth it -- mainly due to the fact that DR#/- doesn't stack except in special cases (mentioned earlier)...so it's really only worth it to edge cases.


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-16, if you can't get an angle on Vinny, also potentially another -4 for shooting into melee.


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Logically, I think that soft cover does indeed stack with itself. If someone is trying to shoot you and you are the 4th in a line of people, unless there are some odd trajectory shenanigans going on, you are protected by each of those individuals between you and your attacker.

It does not, however, improve to the point of granting improved evasion.


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I'd like to be added to the distro if possible, please.

E-mail Addy:
dax.lawless@gmail.com


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Ah, actually, it's a different line that proves you correct:

A creature's spell resistance never interferes with its own spells, items, or abilities.

So, you cannot use your own spell resistance to resist your own spells...whether it is beneficial to you or not.


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Quote:


As a friend pointed out, the shell of silence still prevents all sound from entering, exiting, or passing through regardless of the state of individuals inside of it. So, at most, passing the save (in my interpretation) means you can still cast spells. You can't call out for help and no one can hear your spells.

Exactly. However, I'm not so sure that this is correct. With a saving throw, the spell is negated, which means that the targeting (of the creature) fails. However, with spell resistance, the effect can be negated for you and you only (see the shell aspect).

So, technically, if you make your spell resistance against your own spell (which seems possible -- if not required), you can carry around your silence rock and be protected against sonic effects pretty easily.


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If you are working with a 15th Century mindset, remember that in that times, the King owned all the land, and those who resided on it were simply stewards -- they didn't actually have ownership rights. So, provided you have the King's consent, you can enter anywhere you like "In the King's Name".


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If the bomb is more of a dead-man's switch trigger, it could easily have detonated as soon as it is released after the muscles go slack with death.


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Insofar as ignoring the silence spell when cast on a creature. Can you save against your own spell if you cast it on yourself and have the benefits of the silence spell for others but have it's protections apply?

Is the saving throw to prevent the spell wholesale, or is it to simply ignore the spell effect for that one individual against whom it was targeted?

The description of the saving throw: Will Negates seems to imply that the silence spell would still exist, but instead be targeted on a point in space (thus be stationary), and those individuals inside the area of effect have a save to ignore the effect but anything outside the area of effect such as the Howl effect from the posts above be prevented?

Or will this work with spell resistance?


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I view feinting in combat as a contest of combat intellect. Just as armor vs weapon is a contest of AC vs. To-Hit.


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Claws of the Beast is different from Psionics Unleashed.


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Yoda's race is a "Blue". See DSP.


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Counting as your own ally applies when the description states "an ally"...it just means that you are included in that group.

Butterfly's Sting is a targeted effect (passing on the crit to another), so is Seize the Moment (AoO on a crit -- it's not that absurd an idea).

Gang Up, by it's description, requires 3 people who are allies.

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