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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 16,448 posts (16,817 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 7 aliases.



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2 people marked this as FAQ candidate.
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Can an arcanist with the Spell Specialist archetype use his Spell Bender and Spellwarp class abilities on any arcanist spell? Or only on signature spells? They both seem to lack the verbiage of the Dismiss class ability, which limits it to signature spells only.

If so, can a multiclass Spell Specialist use these abilities on spells from other classes?


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What are the planar traits of the First World?


1 person marked this as FAQ candidate.
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Is it the intent of the designers that you can only take the feats Extra Channel and Extra Martial Flexibility only once, even when all the other "extra" feats can be taken multiple times? Or was that aspect of these feats omitted by mistake?


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I've noticed a lot of people saying that the arcanist needing two ability scores for their class abilities (Intelligence and Charisma) is one of the primary things that keeps it balanced.

Now that I've built and played two of them, I'm thinking that's not the case at all. From what I can tell, only the offensive arcanist exploits are based on Charisma...and pretty much nothing else.

Seeing as the offensive ones are relatively weak anyways, you simply avoid those for the more powerful utility/defensive arcanist exploits and you can basically get away with just Intelligence.

I'm rocking a 24 Intelligence 8 Charisma arcanist in a PbP game right now. There is literally no drawback for my character having low Charisma compared to, say, a wizard.

What might I be missing?


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I thought you did, but now that I'm looking at the rules in the Magic chapter for components, and the Combat chapter under grappling, I can find no such rule saying it has to be in your hand, much less manipulated.


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A friend of mine and I attempted to convert his 10th-level monk over to a brawler this weekend.

We made no less than three attempts, with each one ending with the monk being superior overall.

The brawler had significantly lower AC, CMD, and Will saves. It also had fewer feats. It had a few benefits, such as the ability to gain three feats as needed, and marginally higher attack and damage (like, +1 to hit and 2 damage over the monk), but neither one of us felt that this was worth losing a multitude of defenses, immunities, and ~5 point drop to AC and CMD.

In our games his character (a crane-wing-using trip-and-ROFL-stomp monster) is flourishing. However, we both took one look at the brawler conversions we attempted and we are certain it would be the one getting ROFL-stomped.

Is there really such a disparity in balance, or are we doing something wrong? Any help you can give would be most appreciated.

(Sorry, I don't have the brawler variant for you to see, as we sketched it out with pencil and paper and ended up crumpling them up and throwing them away.)


3 people marked this as a favorite.
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How did I miss this till now?

At their panel on Saturday night, Paizo also discussed their big new book for next year, titled Occult Adventures, which will be introducing a suite of new psychic and occult magics to the game. "It's a very pulpy book, full of conspiracy theories, new age inspired magic, and psychics," said Mona. "In some ways it's like The X-Files meets Pathfinder. The book will contain six new classes, like a psychic and a kineticist. The kineticist, for example, is a Carrie or Firestarter-style psychic with telekinesis and pyrokinesis. The spiritualist, another class, will have the ability to communicate with the dead or project their consciousness in an ectoplasmic form. Those new classes will go into public playtesting "soon." Occult Adventures will also include a bestiary of monsters that fit the themes it uses.


2 people marked this as FAQ candidate.
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If a colossal monster possesses the Improved Natural Attack feat, does it get any benefit?

For example, if such a monster has a natural attack that normally deals 4d6, does it's damage increase to 6d6? The progression shown clearly allows for it, and there is no apparent restriction on how far along the track it can potentially go, but the "...as if the creature's size had increased by one category" text gives me pause.

For official FAQing. Feel free to discuss it, but this thread really isn't meant to debate one side or the other.


15 people marked this as FAQ candidate.
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The Pummeling Style feat from the Advanced Class Guide says "As a full-round action, you can pool all your attack potential in one devastating punch."

Does this mean it can't be used with two-weapon fighting, flurry of blows, brawler's flurry, and similar abilities? It uses the exact same wording as Spring Attack and similar feats, which definitely don't combine with much.

What about Power Attack and other abilities that augment attacks? Can they be used with Pummeling Style?

This thread for FAQing and discussing.


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Do you still have it? Can you make iterative ranged attacks with it?

This seems to be how wushu darts are traditionally used in real life, yet the rules say nothing of the sort.


9 people marked this as FAQ candidate. 1 person marked this as a favorite.
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The Universal Monster Ability rules in the Bestiary say the following: Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity.

However, the Core Rulebook appears to possess contradictory text: A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description.

So is it a standard action? Or is it the spell's casting time? Or perhaps they are two distinct rules where the former rule applies to monster spell-like abilities only, and the latter rule applies to class spell-like abilities only?

This thread is primarily for clean, organized FAQing of the question, but feel free to discuss it as well.


2 people marked this as FAQ candidate.
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If my android attacks someone, uses nanite surge to get a +X bonus to the attack, and threatens a critical, does the nanite surge also apply to the confirmation roll? The rules for confirmation rolls say to use all the same modifiers as the original attack, but the nanite surge ability is equally clear that its bonus only applies to a single roll, not two.

A similar scenario: If I have an ability that says I can roll twice and take the higher result, such as that from pauldrons of the bull, do both rolls get the nanite surge bonus, or just one? I'm thinking you roll twice, then apply all relevant modifiers to the one roll, but it's not quite as clear as I would like.


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If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

The way the grab entry reads, it doesn't look like an animal or beast with the grab ability has a choice in whether or not they get to use it. Is this the case? If they hit with the attack, then they make the grapple attempt. No "can" or "may" or anything of the sort to indicate that it is optional.


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If I want to play a mongrelman (2 HD, CR 1) up to 8 class levels, what effective level should the rest of the party be, according to the Monsters as PCs rules in the Bestiary?

It looks to me like my character would never catch up. Is that correct?


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I am attempting to create a powerful arcanist preoccupied with ridding the world of evil in general, fiends in particular, and demons specifically.

What are some good ability/feat/spell options for just such an arcane demon slayer?


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If it made your jaw drop, or your eyes pop, or your halls echo with cries of "AWESOME!" or "BROKEN!" we want to hear about it.

For me, it was definitive proof that arcanists were OMG powerful: They can potentially pick up an item creation feat or metamagic feat at every odd level IN ADDITION TO their normal feats!

Wizard who?

Sorcerer who?

I'm playing an artificer AND an incantatrix!
(They easily make the best blockbuster blaster casters now too.)


1 person marked this as FAQ candidate.
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If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.

Does the above rule for the broken condition also apply to the enhancement bonus to armor and shields, or only to the base AC bonus?


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Clearly.

I was going to make a thread where I linked to every thread with overpowered in the title, simply to demonstrate how many there were, and how ridiculous those assertions can sometimes be.

Then I realized that there were just too many, so I'm settling for the link above.

How do you feel about how crazy overpowered everything has become? ;P


20 people marked this as a favorite.
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Just wanted to give everyone a heads up. WotC is moving and/or removing much of it's old site content in favor of D&D Next. As such many of the links you've placed in your threads (such as the oft-quoted All About Illusions articles) no longer work.

If you cherished such things as the Rules of the Game articles or many of the other great RPG tools they made, you may want to download them now, while you still can.

Luckily, I did some sleuthing and I was able to find this, a section of their site where it appears they archived much of their content. To my knowledge, this section of the site is not available from their main pages. Without the link, you can't access it.

Don't miss your opportunity.


97 people marked this as FAQ candidate. 4 people marked this as a favorite.
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Is the effect produced by the Sleeves of Many Garments an illusion effect? Or a transmutation effect? Is it capable of granting a mechanical benefit such as protecting a person from swarms as a swarm suit, or from the cold as a cold weather outfit; or is it only meant to disguise (and if so, what mechanical advantages does that grant)?

This thread is primarily for clean, organized FAQing of the question. Please go to this thread for related discussion.


2 people marked this as FAQ candidate.
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The rules are quite clear that you cannot cast spells of an inappropriate spell level. However, they aren't so clear about having said spells on your "spells known" list. Is it possible to add a spell to your spellbook or familiar as a "spell known" even though you are unable to cast it?

For FAQ and discussion.


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I just wanted to know if there was anything getting in the way of the following combo:

Play an aasimar life oracle with the channel revelation, then use your favored class bonus to essentially be treated as a cleric on 1.5 times your oracle level for the purposes of said channel energy. Therefore, a 20th-level oracle could potentially heal the entire party 15d6 damage at a time, or 17d6 with a phylactery of positive channeling.


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Does the deaf oracle curse really do nothing to counteract the -4 penalty on opposed Perception checks for being deaf?

That sucks! I feel kind of like they were trying to give some interesting abilities, but ended up doing little more than counteracting the penalties they gave, and not even all of them.


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I am TERRIBLE at mathematics, and worse at probability.

Could someone please tell me the odds of someone rolling a 100, then 90, then 90 again in that exact order on a d100?

I want to find out just how rare it would be for a variant aasimar from Blood of Angels to have +6 Charisma in lieu of here Spell-like ability.


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When you purchase a suit of armor that comes with gauntlets, is the weight of the gauntlets assumed in the armor's weight? If so, could you get somewhat lighter armor by forgoing the gauntlets altogether?

Same question, but with cost. Could you get slightly cheaper armor by not purchasing the gauntlets?


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I've just come from a thread where someone actually said that taking Butterfly Sting with their martial characters was a "cheesy move." This manner of thinking just totally blew my mind.

Don't ever think that a smart move like putting Butterfly Sting into a well-made two-man martial build is cheesy or otherwise "overdoing it." That's exactly what the casters want you to think. It's not even all that powerful a combination. Not when a single caster can wipe the floor with both your characters with one well-placed spell.

Self-imposed guilt such as what I've seen today is simply a long-time form of mass manipulation perpetrated by casters in order to maintain the status quo.

Why else is it that a martial works his butt off to create a competitive build gets decried as "broken" or "cheesy," but when a spellcaster uses minimal resources to much greater effect, they are considered "cool," "powerful," or "gods?" Definitely a double standard instituted by the brain-washing casters. It's the only thing that makes sense.

Long live martials!

;P


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Where does one draw the line between narrative description and actual game mechanics?

A battle against a flail wielding Tzitzimitl might go something like this...

GM: The undead monstrosity uses Vital Strike and Power Attack and attempts to crush you like a bug under his massive, house-sized flail. Does a 32 hit?

PC: Nope, my AC is 36.

GM: Alright, you dash aside as the flail crashes down next to you leaving behind a sizable crater. The 50-foot tall abomination glares at you in frustration, basking you in menacing purple light shining from its empty eye sockets. It's your turn. How do you respond?

PC: I grab onto one of the spikes of his flail head as he pulls it away, using the momentum of the back swing to send my fighter flying up onto his shoulder, where I strike at the nape of his neck with my axe using Power Attack... *rolls* ...and does a 36 hit?

GM: Wait, if you want to do all that, you first need to make a combat maneuver check to grapple the monster, then a series of climb and/or jump checks to get to the shoulder, then you...

PC: Why? All I did was move up and attack.

There is a fat, blurry line between creatively describing ordinary actions and trying to game the system with words, between granting narrative control to your players and crushing creativity with an overabundance of never-likely-to-succeed checks and rules.

Where do you fall? How would you handle the above schism, as the player or as the GM? How might you go about resolving such clear differences in gaming expectations?

Just to be clear, the above is merely an example of play meant to generate discussion and to promote good advice on the topic, it hasn't actually occurred in our games.


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One of my players, a gunslinger, wants to outfit his pirate ship with a siege engine version of a pepperbox.

What might that look like? I'm looking for advice on how to generate full stats for such a unique weapon.


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Say I have a business capable of earning me 10 magic capital each day (among other forms of capital if I so choose), on its own.

I am off adventuring for 28 days. Therefore my business earns 280 magic capital, minus 4 magic for capital attrition, for a total of 276 magic capital.

When I return to the settlement loaded down with gold and other treasures, I can essentially pay for as much of that capital as I can afford using the earned cost? And it just sits there accumulating until I am able to pay for it?

This essentially creates two pools of capital for me to track. The capital that is owned by the business and which is useless to me until I pay for it, and the capital that I've already payed for, which can be used for a variety of different things (such as magic item creation in the case of magic capital).

Is that correct? Am I understanding the rule correctly? If so, accumulating capital is MUCH quicker than I would have thought.

Previously, I was thinking any accumulated capital was completely wasted unless you paid for it right away, but then I found the following passage in Ultimate Campaign:

If you cannot pay the costs you've incurred (either with your own capital or by borrowing from another character), you gain no benefit from those downtime activities until the day you do pay.

Am I interpreting that correctly? Looking at the Downtime Tracking Sheet provided in Ultimate Campaign, I've also noticed an "earnings" section as well as a "capital" section, which seems to support this interpretation.

Also, what building costs are the downtime rules referring to in the Upkeep phase section? The rooms, teams, and buildings themselves have no listed costs that I can find. The only thing I can think of are the managers you hired (if any).


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I'm looking for a moderator or someone on the Paizo staff who can add a link to my "Ravingdork's Crazy Character Emporium" thread. You see, the online service I used to host all of the thread's character sheets has long since expired, and I've moved them all over to my Microsoft OneDrive account so people can continue to enjoy them all.

Could you please edit the first post of the thread (linked above) to include the text and link I've provided below? Posters keep asking about the older, expired links within the thread and, though I'm happy to redirect them to the new link, there is always someone new asking about it a week later. It is causing the thread to lose focus.

I would rather not start a whole new thread as this one has such a rich history, as well as a large following of posters who have bookmarked it for future reference. If you could edit it and add the below message to the end of the opening post, I would be most thankful.

MESSAGE TO ADD TO END OF POST IS BELOW ASTERISK LINE

**********

MODERATOR-ASSISTED EDIT:

For those of you new to the gallery, you should know that many of the links in this post and in the next few hundred posts are no longer supported since my web hosting service subscription expired. For access to the new and improved character gallery, please use the new "master link," which contains all of the gallery's characters old and new, as well as several additional useful roleplaying tools and artwork, all in one easy to find location. I suggest you bookmark the master link and check back to this thread frequently for new characters and updates. Thank you so much for visiting the Emporium! Please feel free to leave your thoughts and comments, point out potential errors in the character sheets, or share your own character concepts and ideas.


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I'm looking to make a character who can do just about anything any other character can do, at least well enough to be considered "carrying his weight." A truly versatile factotum who can fight in melee and ranged, cast spells, has lots of skills, etc.

How might you make such a character?


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How do you determine when a character or creature is able to hold their breath? It's pretty easy when a character knowingly jumps into water or buries their head in the sand, but say they are unexpectedly plunged underwater, or an enemy throws down an alchemical item that turns out to be a dead air vial. Do the characters get to hold their breath, or do they immediately begin suffocating? (Meaning everyone in the area of that dead air vial will all be dead in 3 rounds--for a mere 200gp!)


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What is your favorite alchemical item and why?

I think mine is probably the dead air vile, from Blood of the Elements. Nothing quite shuts up an enemy spellcaster like not being able to breath. (It's even better than silence in some cases!)

Dead Air Vial:
Within this corked vial is a tiny sample of what is known as “dead air.” Heavy, still, and of unknown origin, pockets of dead air becalm airships and smother crews in remote parts of the Plane of Air. When you open a dead air vial, invisible dead air fills a 20-foot-radius area centered on you. The affected area becomes devoid of breathable air. Creatures that breathe air must hold their breath or suffocate in an area of dead air, though sound, fire, and other effects that rely on a stable atmosphere are unaffected. Undisturbed, the dead air dissipates in 1 minute. A moderate wind (11+ mph) disperses the dead air in 4 rounds; a strong wind (21+ mph) disperses the dead air in 1 round. This item can be crafted with a successful DC 25 Craft (alchemy) check.

Price 200gp; Craft DC 25

I will definitely be crafting several of these for our Rise of the Runelords #3 adventure.


14 people marked this as FAQ candidate.
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Can you no longer cast metamagic'd spells if the EFFECTIVE spell SLOT is higher than your requisite ability score +10? The new metamagic FAQ entry brings it into question.


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Over a long period of play, I've come to observe that my GM friend and I have fundamentally different view points on how Hero Points should work when used to cheat death. We continue to try to find common ground, but if a solution isn't found soon, I fear the Hero Point rules may soon be thrown out altogether in our games.

I am writing this post not to bash my GM or to say his way is "wrong." (It's not, his rulings are fair, if a bit harsh. It's just not the way I would do it in my game, nor the way I would like it to be when I play under him). I am writing this to hear about how other people use this particular Hero Point option in their games--out of mere curiosity. If it happens to help provide a better understanding for one or both of us, then all the better for it!

Here are the Cheat Death rules for easy reference:

Cheat Death:
A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

Some examples of how my GM and I see the rule:

In a recent spell battle against cultists inside a rickety bell tower over two-hundred feet tall, the tower collapsed instantly killing everyone inside from damage alone (the GM wisely used the Cave-Ins and Collapses rules--as I would have).

Two of the PCs, and several enemies were caught in the collapse and were instantly killed by the damage alone. The other player and I, whose PCs died, said that we would use Hero Points to cheat death. The GM pretty much flat out told us that there was no point. Even if we used the Hero Points to not die from the damage, we would still be buried alive and would run out of air before we had any hope of escape or rescue. And that assumed that the enemies didn't do a search for our bodies.

This is not the first time he's ruled in this fashion. In another game, our characters were captured and hanged. One character managed to escape the noose, but failed to rescue his companion, who was then hanged after the commotion died down. The player to the hanged character wanted to use two Hero Points to cheat death, saying that they were hanged into unconsciousness (possibly even with a broken neck) and then discarded into a ditch somewhere only to regain consciousness--a testament to the character's sheer toughness and durability--something the character was built for. The player in question also enjoyed goth themes with vampires and stuff, so the opportunity to "sort of" rise from the dead would have been an amazing scene for them to roleplay out. However, the GM stated plainly that executioners generally check to ensure their victims are dead.

In past games, after using Hero Points to cheat death during a battle, astute enemies would take note that we are not quite dead and make us quite dead. I am not certain that we have ever been able to use the Cheat Death option without much fuss, which I find odd, because we implemented the Hero Point rules to increase character survivability to begin with (we tend to underperform in Paizo adventure paths for some reason).

Contrast that to how I might have run those scenarios: If player characters had been caught in a tower collapse and killed, but spent two Hero Points to Cheat Death, I would have them be alive and stable 1 hit point away from death. They would be buried in a small pocket of debris which gives them just enough air to allow for someone (PC or NPC) to come rescue them. We see this in rescue dramas on TV all the time. It's exciting, doesn't force anyone to reroll new characters, and doesn't cheapen those oh so rare Hero Points.

If a player wanted to survive a hanging as described above, I would also allow it, saying that the hangman was incompetent, or half drunk, or distracted, or rushed or any number of a hundred other reasons why they might have botched the checking a pulse.

In short, I allow the character to survive the given danger/scenario, letting them move on to the next encounter. My GM on the other hand, is of the opinion that spending those Hero Points will only stave off the immediate danger/attack one time.

In short, its staving off drowning for one more round (meaning you drown anyways) versus a mermaid coming out of nowhere and rescuing you.

Every example above actually occurred in our games, and in every case the GM ruled as described and I argued the point until he relented and let us live (though rarely in the fashion I would like). As an unfortunate result, he now has a reputation in our group of being overly harsh, and I now have a reputation for throwing fits every time a character dies.

Which way do you rule in your games and why? Am I just a player with an overinflated sense of entitlement and too much attachment to his characters? Or is the GM being overly harsh and seriously devaluing Hero Points? The rules are not much help, as the example provided (getting shot) is extremely limited in scope or concept (it doesn't even consider the possibility that the shooter might stick around to check the body).


28 people marked this as FAQ candidate. 2 people marked this as a favorite.
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The rules for staves seem to indicate that they must be charged in the morning, when a spellcaster prepares spells. Is it really the intent of the rules for various spellcasters (such as divine casters who prepare their spells at night) to not be able to charge a staff? Or was the intent really to mean "each day" rather than each morning?


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Could I retrain an old feat and switch it with something that I qualify for now, but didn't when I got the original feat?

For example, can my paladin retrain his 1st-level Improved Initiative feat for the Vital Strike feat at 6th-level even though he couldn't have taken Vital Strike as his 1st-level feat initially?

I know fighters get a free pass on this kind of thing in regards with their fighter bonus feats, but I suspect that's because their class ability specifically says so. I want to know about retraining.


18 people marked this as FAQ candidate.
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Does healing hit points via fast healing, regeneration, or similar abilities negate bleed effects?

The Core Rulebook glossary indicates that an application of the heal skill or healing SPELLS are needed to end the effect, but it doesn't appear to say anything about other forms of hit point accumulation.

I've also heard rumors that there are contradictory rules on this matter from various sources, if true, please just hit the FAQ button.


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I was thinking of allowing the Wish and Limited Wish spells to retrain a character instantly, akin to Jafar's wish to "be the most powerful sorcerer in the world!"

Essentially, one wish (or limited wish) would allow you to retrain anything you wanted, instantly and without a trainer, up to a cost equaling the material component of the spell. The wisher would still need to abide by all other rules and restrictions for retaining.

What do you think? What kind of abuses might I expect out of this ruling?


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Never did like the way the arbiter looked. Liked even less that I couldn't find any cool arbiter or arbiter-like pics to use for an improved familiar.

So I made a new arbiter pic that suited my purposes.

Anyone else want some minor adjustments* done to an image to better suit their needs? I need to stretch my arms and legs a little.**

*:
Examples of minor adjustments include adding or removing elf ears, modifying emblems, adding or removing text, changing colors, adding or removing weapons, cutting something out of a background, adding something to a background, mirroring half an image to make a whole one, etc. Asking for more than one of these things is NOT a minor change, but does not necessarily preclude you getting your way.

**:
Just because you ask doesn't mean you will get it. You must provide your own picture(s). Just because you post a picture doesn't mean you will get it. Providing a link that I can't click on or otherwise making the images inaccessible guarantees you won't get it.


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If my magus crits someone with spellstrike, it is understood that the rider spell does double damage, but what about the rider effect from him wielding a spell storing weapon. Is that effect doubled as well?

Take a magus who is spellstriking with two intensified shocking grasps for example.


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I recently created a magus artificer, Jackal Maulsons, to replace my old character, who was murdered by Skinsaw Cultists.

I want him to be able to craft most any mundane item with little to no fuss (and am considering picking up the fabrication spell for that reason), but I am unwilling to invest skill ranks into Craft. I feel that with his high intelligence (which will be made higher as time goes on) and other miscellaneous modifiers, I should be able to beat the crafting DCs of most items, particularly masterwork items and those made of special materials.

I was hoping to get advice on jacking up his craft modifiers in other ways. Are there any magical items, feats, or other things that might allow him to be a fairly awesome crafter, even without ranks?


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What do you think of this new spell I've been considering? It was inspired by Harry Potter and lack of sleep. Balanced?

.
.
.

FIGHTING NIMBUS
School
transmutation; Level bard 4, magus 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components S, M (a bit of gauze and a wisp of smoke)
Range personal
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This spell functions as gaseous form, except for the above, and that you posses 60-foot fly speed (perfect maneuverability) and may cast any spells you have prepared (if a prepared caster) or know (if a spontaneous caster) as well as use any spell trigger items you have on hand. At any point during this spell's duration, you may choose to appear as a black formless cloud, or as an insubstantial version of yourself, alternating appearance as you see fit.


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If I cast fly, then gaseous form, can I fly about at the improved 60-foot fly speed, or am I still limited to the 10-foot fly speed of gaseous form?


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Knowledge Pool (Su) At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Spell Recall (Su) At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Do these two abilities, particularly the last line of knowledge pool, allow my magus to spend e pool points on fly (a spell he does not normally prepare), prepare a bunch of other spells (that aren't fly), and then spend 3 more pool points during the day to be able to cast fly even though it was never prepared in the first place?

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