There are a few teamwork feats like Enfilading Fire and Coordinated Shot that pretty much do nothing because they require a character to be in combat with an enemy or to flank an enemy. Generally speaking though the guys that are going to be in combat with the enemy won't have point-blank shot or precise shot which in the case of Enfilading fire are prerequisites. Aside from just reworking how teamwork feats work I think it'd be a good idea to add a new feat that would allow an ally to provide the benefit of the teamwork feat to their ally who does have the feat while gaining no benefit themselves. Require the feat to spend some time every so often training with that ally and limit the number of feats they could provide benefits for. This is an idea of how this may work. Battle Buddy (Combat, Teamwork) Benefit: By spending 8 hours training under an ally with a teamwork feat you may count as having that feat for the purposes of granting benefits to your allies, you can only grant benefits for a single teamwork feat, if you train to grant benefits for another you no longer grant benefits for the previous teamwork feat. At fourth level and every four levels thereafter you can grant benefits for another teamwork feat without losing the previous.
Does the Verdant Vine wrist item continually grow new charges or when you expend all 5 does it just turn into a bit of shrubbery? Spoiler: Consisting of a vine with five green berries, a verdant vine is worn tied around the wrist. Once per day on command, the wearer can pinch a berry off the vine, and throw it up to 30 feet away, like a splash weapon. Viciously thorny vines erupt in a 20-foot radius from the point of impact, even if the berry misses its target. Creatures within the area must succeed at a DC 16 Reflex saving throw or become entangled, as the spell entangle, as the vines coil around the creature's legs. The vines persist, but at the start of the affected creature's turn, it gains a new saving throw against the effect. If the affected creature fails the saving throw, it also takes 1d4 points of damage.
A DC 20 Strength check, made as a standard action, allows an affected creature to break free and end the effect. Failing the check causes the vines to constrict, dealing 1d4 points of damage.
Does the Verdant Vine wrist item continually grow new charges or when you expend all 5 does it just turn into a bit of shrubbery? Spoiler: Consisting of a vine with five green berries, a verdant vine is worn tied around the wrist. Once per day on command, the wearer can pinch a berry off the vine, and throw it up to 30 feet away, like a splash weapon. Viciously thorny vines erupt in a 20-foot radius from the point of impact, even if the berry misses its target. Creatures within the area must succeed at a DC 16 Reflex saving throw or become entangled, as the spell entangle, as the vines coil around the creature's legs. The vines persist, but at the start of the affected creature's turn, it gains a new saving throw against the effect. If the affected creature fails the saving throw, it also takes 1d4 points of damage.
A DC 20 Strength check, made as a standard action, allows an affected creature to break free and end the effect. Failing the check causes the vines to constrict, dealing 1d4 points of damage.
Start making use of battlefield control spells. Fog cloud, wind wall, wall of force, etc to break up his line of effect. Drop an entangle followed by a fog cloud to lock him down. Try have them fight a squad of soldiers, the ones in front with tower shields using the ability to grand full cover and guys with bows or spellcasters behind laying down some damage.
Why do spontaneous casters gain new spells one level later than prepared casters. The answer I usually get for this question is "game balance" but isn't the trade off for being a spontaneous caster your limited repertoire and increased number of daily spells? Why and how did losing out on a level of spell progression come into the equation?
Quote: Amazing Initiative {Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. The amazing initiative ability from mythic adventures says that you can't use the extra standard action from that ability to cast spells. Does this include Spell-Like Abilities because they're "very much like spells."
kinevon wrote:
Just going to hop back in for a second. The grappled condition is not a perquisite for grappling, rather it's a consequence of it. There are abilities in pathfinder (white haired witch's hair) that allow you to grapple creatures without gaining the grappling condition yourself. If this ability did let you take the grappled condition it would merely allow them to grapple without those downsides.
redward wrote:
This seems like the most reasonable solution to the problem, I'd still like official clarification from someone but the thread is kind of just repeating the same arguments so it's unlikely.
Spoiler:
Quote: Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Every GM I have talked to has had something different to say about this ability but the general consensus is that RAW it's too strong for a first level ability. From a PFS standpoint how does this ability work and does it work for every condition? (Dead, grappled, flat-footed, incorporeal, etc)
Theres one question that I've been mulling over for a couple days now. I've been thinking about the position of Asmodeus in the whole dynamic of good vs evil. Whats mostly been in the back of my mind are the Hellknights, a Lawful Evil organization. The Hellknights, who model themselves after the armies of the nine hells are one of the most effective (if brutal) police forces in the inner sea region, they throw down no matter the threat but still apply the law evenly to the mortal races no matter their alignment. Which is more than can be said for a number of paladins I've played with who use Detect Evil as a writ of execution. How does Asmodeus see himself in the grand scheme of things? Is he really the prince of lies trying to claim all the realms for himself? Is he the Final Judge and Jury, holding the threat of his Devil Hordes above the heads of the other gods should they decide to cross the line? Or is he something else entirely?
I have GM credit for Rivalry's End that I was about to apply to a character when I read the boon a little more closely. You cannot benefit from both this boon and the Triumph of the Lantern Lodge boon. Does this mean no single character can benefit from the same boon? Or does it mean that you can never have both boons on any of your characters?
When playing a Pregen Caster that prepares spells such as Ezren and Kyra can you change their prepared spells or are you locked into their prepared spells? Edit: Mind you I'm not asking to swap out spells known or anything like that. Just preparing spells that the characters already have access to, like those from Ezren's spellbook or from the Cleric List for Kyra.
Grease:
PRD Link
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled. Can a creature take a 5-foot step within the area of a grease spell? I believe it can and heres why I think so. Very often I've heard that because of the sentence "A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check" That means that the Grease is difficult terrain and therefore you can't 5-ft step. It doesn't say that grease is difficult terrain, as it does in Web, Shifting Sand and Ice Storm. Furthermore walk speed has absolutely nothing to do with your 5-ft step, creatures with movement speeds of both 100 and 10 have the same 5-ft step distance.
When an action type isn't listed for a domain's power is it assumed to be a free action? The Action of the power it replaces? Or are these just errors. Examples: Souls Subdomain
Defense Subdomain
Can Summon Minor Monster summon swarms? Quote: This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature. As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these animals. The only limiting factor in this spell is that all creatures summoned by this spell must be tiny or smaller, animals, and the same creature. A Venomous Snake Swarm meets all of these requirements.
This question may have (and probably has) been asked before but I can't find any definitive responses that clearly define how the different Aid Another traits and feats interact with one another. Question 1 For things that actually change the bonus granted by aid another such as the Helpful trait and Improved Aid class feature, do they stack or would they overlap? From a strict reading I would probably say they wouldn't but I'm not sure. Question 2 How would something like the Helpful trait that actually changes the bonus from +2 to +4 interact with the Swift Aid feat which already changes the bonus from +2 to +1? Does it overlap again? Are you granting +3 instead?
The whole book is really meh. The classes are all pretty balanced but there is nothing interesting about them, while it was mentioned that they were going to be mash-ups of old classes, I thought they were going to do what paizo has done in the past and put a special twist on them, not just slap together class features from different classes and call it done.
Male Human Oracle of the Heavens 20/Horizon Walker 10
Charon Warblade wrote:
Yes, it seems that every so often you see These cowled figures. The more you watch these people assembling this structure the more tells you begin to observe, you see the lurching gaits of the workers and it strikes you as familiar, these are most likely undead.
Male Human Oracle of the Heavens 20/Horizon Walker 10
Moving in closer along the periphery of the valley the both of you come into view of this strange ramshackle building. As you get closer you recognize several people carrying up pieces of the building with a number of builders near the exposed top of it assembling those pieces. Most of the external structure appears to be thrown together but as you gain a better vantage you see that it's actually just a ramshackle shell being built around a sturdy frame that peeks out about ten feet beyond the slowly crawling outer wall. As you approach from the south you see the rear end of the structure where it seems a crane is hauling what looks like a very large shiny red circle to the top. Knowledge Arcana DC 25: That thing being hauled to the top of the tower seems to be a focus of some kind. Though focuses are not unique to any one school of magic oftentimes the color red is associated with either evocation or transmutation. Most believe this to be a purely symbolic value though a handful in the magic community believe those colors actually facilitate specific types of magic.
Male Human Oracle of the Heavens 20/Horizon Walker 10
Okay so we've kind of been stuck in a rut for a while so I'm going to just skip ahead. After some time tromping through the forest you come to a crossroads, those more familiar recognize tracks going down the right path but not the left. Taking that right path it leads down into a shallow valley a stones throw from the river. At the midsection of this valley sits a village that as you look closer to it's center you begin to see houses and buildings that seem to have been canabalized. In the center of this village stands a structure that has to be at least sixty feet tall and still growing taller, a ramshackle affair of wood, stone, and earth. Figures seem to be walking in and out in neat little lines
Male Human Oracle of the Heavens 20/Horizon Walker 10
Sorry for the week's absence. I should have mentioned it in the OOC but I was doing stuff for Aethercon over the weekend. Okay, so you leave then? There are two routes of egress, the stony path that leads back to the swamp or another dirt road that continues past the church into the woods at the base of the small hill.
Male Human Oracle of the Heavens 20/Horizon Walker 10
***AS DOLELAN*** Dolelan paces, eyes on his notebook he speaks while continuing to write in his little notebook. "As far as I can tell there seems to be no indication that these people here are dangerous, theoretically intelligent undead could follow trends similar to those of orcs, goblins, and other of the more notorious races in that every so often there are those who do not deal in wanton destruction. Unfortunately signs here point to the worship of what we consider an evil deity, though that also could be debated. Perhaps they are merely acting in interests in direct opposition to ours, from the position of the livestock we slaughter to put food on our tables we would seem like quite the vicious and barbaric civilization. Sorry, back to the matter at hand. The quick and easy answer is no, they do not seem violent and would probably not cause us trouble in the near future. Acting violently against them would most likely do nothing more than raise their ire, there are far too many of them to be completely sure that they would be all killed by anything short of direct action."
Roshan wrote:
Bump
Dear James Jacobs, I've run into a problem with several ranger archetypes and how they interact with class features that the archetypes don't replace but can no longer function. This thread was posted back in May but it hasn't seen any official response. Could you please clarify if it was intended that certain class features like Freebooter's Bane that replaces Favored Enemy but keeps Quarry or the Infiltrator's Adaptation that replaces Favored Terrain but keeps Camouflage were intentional or just errors? Thanks,
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