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Valeros

Ssalarn's page

Pathfinder Society Member. 6,195 posts. 18 reviews. 5 lists. 1 wishlist. 3 Pathfinder Society characters.



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Andoran

2 people marked this as FAQ candidate.

Combat Expertise:

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Where it says that it must be used with "an attack or full attack action" should it be read "an attack, or full attack action" or "an attack (action) or full attack action"?

My understanding had been that it could be activated whenever you made a melee attack, including an Attack of Opportunity, just like Power Attack, but I've discovered that there is a fairly prevalent understanding that it can only be used with an attack action (like Vital Strike) or full attack.

Andoran

So, I'm sure Owen will end up posting an official thread on this somewhere, but I just wanted to pop in and announce that The Genius Guide to Bravery Feats is now available for purchase on DriveThruRPG.

Some of you may be familiar with the premise behind this product: I wanted to make the Bravery class feature of the Fighter something that really embodied the core of a character, rather than a crappy throw-away ability that gets immediately replaced by every archetype. The GGtBF introduces a series of feats that are scaled closer to true class features than your traditional feats, and they all build on each other and grow in effectiveness along with your Bravery class feature. These feats are themed around the idea that may not be the biggest guy or gal on the battlefield, but if you're the bravest you can make an impact like you are.

Andoran

So when I first looked at this I was like "Blah blah blah, Slayer with Cavalier features" and it didn't really jump out as anything special. On a second read-through though, I feel like maybe this archetype is actually really solid.

His Tactician ability is different than the standard Cavalier's in that while it does give him a bonus Teamwork feat, it doesn't actually tie his Tactician ability to that feat. Vanguard's Tactician can share any teamwork feat he knows, and he gets to choose between learning additional Slayer Talents or gaining additional uses of this ability. Considering how narrowly focused the Slayer Talents are, that makes it seem like this could be a really good trade, and potentially leave you with a Slayer who can have almost twice as many uses of Tactician as a Cavalier.

While this never drops below a standard action to use, it's pretty nicely complimented by his Vanguard's Bond which lets him share 1/2 his Studied Target bonus with all of his allies for a number of rounds equal to his INT mod as a move action, and his other abilities which trade Track and Stalker for 1/2 his level to initiative and the ability to always act in the surprise round.

So an archetype that's incentivized to pump his INT gives up some skill bonuses and two talents for a big initiative boost, a better version of Tactician than a Cavalier gets, the ability to buff his allies (granted a fairly mediocre buff, though Lenses of the Predator's Gaze can keep it pretty relevant in the PFS levels), and the ability to always act in the surprise round, potentially extremely valuable for a team leader character.

I'm thinking the Vanguard may have just replaced the Ranger as my favorite guild leader type of character. Has anyone else taken a look at this archetype, or have any thoughts on it?

Andoran

I've run across something in recent playtesting for classes I've been designing and I wanted to get the community's opinion on it.

A class I recently designed is a martial buffer (full BAB, medium armor, 2 good saves, 4+Int skills), who at level 2 can choose a specialty (Medic, Scout, Soldier, Artillerist) that allows her to cover a secondary role of healer, skill-monkey, tank, or controller (respectively). One of my local playtesters told me that he and his group were worried that this gave the class too much versatility and that you shouldn't be able to build an entire group out of one class with all of the roles covered. My initial response was that it's actually easier to list the core classes you can't build a group out of with every role covered than the ones that you can (my personal list would probably Fighter, Gunslinger, Rogue, Samurai, with the note that you can actually build a reasonable 4 man group from Rogues and possibly Gunslingers, you just wouldn't do it in a way where you have all 4 roles covered).

The thing is, this isn't the first time I've heard this. In other playtests I've seen this come up before from multiple parties, this idea that if one class can be built for any role it's too strong, even if you can't actually fill all of those roles in one build. What are everyone's thoughts on this? Do you think it's a selling point or a point of concern when a single class has the potential to fill any role in the game? How does that jive with the fact that there are already so many classes who can do so already?

Andoran

1 person marked this as FAQ candidate.

Does the Oathbound Paladin's Oath Spells feature grant bonus spell slots, or just add spells to his class spell list?

Oath Spells:
Oath Spells: A paladin's oath influences what magic she can perform. An oathbound paladin adds one spell to the paladin spell list at each paladin spell level she can cast (including spell levels for which she would only gain spells per day if her Charisma were high enough to grant bonus spells of that level). Her oath determines what spell is added to the spell list. If the paladin has multiple oaths, the spells from each oath are added to her spell list.

If an oathbound paladin has more than one oath, she may prepare any one of her oath's spells in that slot (similar to a cleric choosing one of her two domain spells to prepare in a domain spell slot).

The initial paragraph makes it seem like they're just additional spells on their list, but the follow up paragraph refers to "that slot" and references that the ability works like cleric domain spells...

Andoran

4 people marked this as a favorite.

So, I gave up on actually assigning experience points a while back as a bit of an experiment. I was hoping to curb the "murder hobo" tendencies that were arising in some of our games along with a "we're going to need to kill this thing sooner or later anyways" outlook.

So I took away xp and replaced it with a milestone and completion chart for the adventure that allowed the party to gain levels by resolving major plot points or story arcs, and a separate tracker for side quests where they gained roughly a third of a level for each completed side quest. It's actually worked out very well, and I find the party is much more likely to explore solutions that involve diplomacy, intimidation, redirection, misdirection, etc. than thy ever did previously. I've also drastically reduced the number of unplanned NPC deaths which is a plus.

Has anyone else tried this? Did you have positive results? Or do you prefer using the experience point system, and if so, why?

Andoran

So, looking through my new copy of Blood of the Elements I stumbled across a fairly interesting ability in the new ifrit cavalier order:

Glorious Challenge:

Glorious Challenge: A glorious challenge does not count
against the cavalier’s number of challenges per day, but
otherwise acts like a cavalier’s challenge class feature.
When he issues a glorious challenge, the cavalier takes a
–2 penalty to AC for the duration of the glorious challenge
(this penalty stacks with the usual –2 AC penalty against
opponents other than the target of the cavalier’s challenge).
The cavalier gains a morale bonus on melee damage rolls
against the target of his glorious challenge equal to 2 ×
the number of consecutive glorious challenges he has
issued thus far. As long as he continues to defeat targets
of his glorious challenges and there are more opponents
in range, the cavalier can continue to issue glorious
challenges indefinitely, with the penalty to AC and the
bonus on damage rolls increasing with each subsequent
foe. For example, a 5th-level cavalier that has just issued
his third glorious challenge after defeating the original
target of his challenge takes a –6 penalty to AC (–8 against
creatures other than the target of his glorious challenge)
and gains a +11 bonus on melee damage rolls (a +5 bonus
from his base challenge ability plus a +6 morale bonus for
three consecutive glorious challenges).

So my question becomes, is it possible to take more penalties to your AC than your actual AC score? Is this ability functionally unlimited damage, or does it stop scaling when your AC hits 0?

Side note, I'm pretty sure unlimited challenges with extra bonus damage just moved ifrit cavaliers way up the DPR Olympics charts.

Andoran

14 people marked this as FAQ candidate. 1 person marked this as a favorite.

Regeneration.

Does the "Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning" portion of this feat mean that trolls and other creatures with regeneration are immune to effects like a death knell spell? It states that attack forms that don't deal hit point damage aren't healed by regeneration, but I assumed that to be referring to other types of damage, like ability damage. Death knell doesn't deal hit point damage, but it's unclear as to whether this means it bypasses the "cannot die" verbage.

Andoran

4 people marked this as a favorite.

Hey all!
Some of you may recognize me as the lead designer for Dreamscarred Press' upcoming Akashic Mysteries release (which, btw, will have an update posted by tomorrow with a new, simplified, class layout for the Daevic and a few other additions!).

On these and other forums I see a lot of talk from people who feel that the Fighter is behind the curve compared to the overall performance of other classes. Common complaints seem to be:

* Too few skills for a class that doesn't have other options for interacting with the social aspect of the game.

* Poor saves for a class traditionally expected to be able to defend other party members.

*Bravery is an extremely weak and situational class feature, and often insufficient even in the situations where it is applicable.

* CMB/CMD scales poorly and the Fighter has to invest too heavily to benefit from using maneuvers that may be completely useless or unable to reliably affect opponents with high CMD's.

* The Fighter lacks narrative power.

What I'm wondering (and this is primarily pointed at the people who agree with the above points), is if you'd be interested in a supplement that included a collection of Fighter feats specifically intended to address the above concerns while following these general principals:

* Cannot invalidate existing core materials.

* Cannot create power creep by boosting other classes as much/more than the Fighter.

* Should grant the Fighter skill bonuses that scale beyond the benefits he can get from simply taking Skill Focus without actually replacing or eclipsing Skill Focus as an option.

* Should fortify the Fighter's weak features without boosting the Fighter's combat facility to a point where his combat edge is overwhelming.

My idea was a supplement of around 50 feats following the above criteria and addressing the concerns brought up before. This isn't a DSP product or something that I've discussed at length with any particular publisher yet, at this point, I'm just gauging interest.
This new line of [Bravery] feats would be Fighter specific and would look something like this:

Feats of Bravery:

Battlefield Commander [Bravery]
Your voice rings out the clarion call of battle, fortifying the hearts and minds of those who follow you.
Prerequisites: Int 13 or Cha 13, Bravery class feature
Benefit: As a swift action, you may grant all allies who can hear your voice the benefits of your Bravery class feature for a number of rounds equal to 1 + your Intelligence or Charisma modifier, whichever is greater. If you have any feats that modify your Bravery class feature, such as the Stubborn Bravery feat, you share those benefits as well. You may use this ability 1/day plus one additional time per day for each Bravery feat you know in addition to this one.

Bull by the Horns [Bravery]
When you first heard the phrase “it’s best to just take the bull by the horns” you took it literally.
Prerequisites: Str 15, Bravery class feature
Benefit: You gain a bonus to CMB and CMD to perform or resist a grapple attempt, and to your AC against attacks of opportunity provoked while initiating a grapple, equal to the bonus granted by your Bravery class feature. This bonus is doubled if the grappling opponent is at least 2 size categories larger than yourself.

Courage Under Fire [Bravery]
Not even the roaring belch of a black powder weapon gives you pause.
Prerequisites: Bravery class feature
Benefit: You gain a dodge bonus to armor class equal to your Bravery bonus against all firearm attacks that target touch AC. In addition, as long as you are wearing medium or heavy, when a firearm attack would successfully deal damage to you, you may spend an immediate action to make an attack roll using your base attack bonus + your Dexterity modifier + your Bravery class feature bonus. If the total result of this roll is equal to or greater than the attack that would have hit you, you instead deflect the attack and take no damage. You may use this secondary ability 1/ day plus 1 additional time per day for each Bravery feat you know in addition to this one.

Daring Bravery [Bravery]
Your fearless disposition leads you to push the line when it comes to safety, running through hell’s own fires if that’s what the situation demands.
Prerequisites: Bravery class feature
Benefit: You gain a bonus on Reflex saves against spells and abilities that target an area of effect, such as a fireball spell, equal to the bonus granted by your Bravery class feature. In addition, you gain a +2 competence bonus on Acrobatics checks made to move through a threatened square without provoking an attack of opportunity.

Fearsome Reputation [Bravery]
Your fearsome reputation goes before you, making it easier for you to exert authority and command respect.
Prerequisites: Fighter level 3, Bravery class feature, Charisma 11+
Benefit: You may pick a region where you are well known; this region must be a settlement or settlements with a total population of 1,000 or fewer people, and you gain a competence bonus equal to twice the bonus granted by your Bravery class feature on Diplomacy and Intimidate checks to influence people in that area. As your reputation grows, additional areas learn of you and your bonuses apply to even more people. These new areas must be in or adjacent to an area where you performed some heroic deed, such as defeating bandits, slaying a dragon, or some other act of note. At 6th level, the region may be a settlement or settlements with a total population of 5,000 or fewer people. At 10th level, the region may be a settlement or settlements with a total population of up to 25,000 people. At 14th level, the region may be a settlement or settlements with a total population of up to 100,000 people. At 18th level and above, your renown has spread far, and most civilized folk know of you (GM's discretion).

Old Soldier [Bravery]
You’ve climbed mountains, swam rivers, and then fought all day at the end of it.
Prerequisites: Str 13, base attack bonus +3, Bravery class feature
Benefit: You gain a bonus on climb and swim checks equal to the bonus granted by your Bravery class feature. This bonus is doubled if you are you making the check as part of an attempt to catch a falling character while climbing or when making a swim check to avoid nonlethal damage from fatigue.

Ox Rush [Bravery]
Your powerful physique and unstoppable ferocity allows you toss lesser foes around with contemptuous ease.
Prerequisites: Str 15, Power Attack, Improved Bull Rush, base attack bonus +3, Bravery class feature
Benefit: You gain a bonus on bull rush attempts equal to the bonus granted by your Bravery class feature. Each time your Bravery bonus increases (+2, +3, etc.) the maximum size creature you can perform a bull rush against increases by one size category. In addition, you may perform a bull rush maneuver against two opponents simultaneously; make one bull rush attempt and compare it to both opponent’s CMD. If the bull rush fails against either opponent, it automatically fails against the other. The opponents must be within 5 feet of each other and you must be able to reach both opponents.

Stance of the Shifting Blade [Bravery]
By spending time in careful study and contemplation, you may achieve mastery with any weapon.
Prerequisites: Fighter level 9, Bravery class feature, Weapon Training 2 class feature
Benefit: By spending one hour testing the weight and balance of a specific weapon, you are able to form a bond with the chosen weapon and may apply the benefits of your weapon training class feature as though the weapon were of the type you selected for the weapon training 2 class feature. This applies only to the selected weapon and does not extend to other weapons of that type. You may apply this benefit to a new weapon by spending another hour in practice, but cannot have more than one specific weapon benefiting from this ability at a time. In addition, you gain a competence bonus to CMD against disarm and sunder attempts equal to the bonus granted by your bravery class feature when wielding a weapon that benefits from your weapon training class feature.

Stubborn Bravery [Bravery]
When someone tries to tell you what to do, your instinct is to do the opposite.
Prerequisites: Fighter level 3, Bravery class feature
Benefit: The bonus to Will saves granted by your Bravery class feature applies to spells and effects with the (compulsion) and (charm) descriptors, as well as the DC for an enemy to use the Intimidate skill to demoralize you.

Warrior’s Resolve [Bravery]
It takes more than dragons and liches to chase you away from the fight! Or at least, all the way…
Prerequisites: Bravery class feature
Benefit: Whenever you fail a saving throw against a fear effect, or are successfully affected by the demoralize use of the intimidation skill, you may take a swift action on the following round to make a secondary save to negate the effects. The DC to remove the effects of a demoralize check is equal to the original intimidate check. You may add the bonus from your Bravery class feature to this additional save.

Weaponmaster’s Disarm [Bravery]
You’re willing to test the limits of your weapon far beyond what any normal warrior might try, proving that it’s not the quality of your steel that matters, but the strength of the arm that wields it.
Prerequisites: Int 13, Bravery class feature
Benefit: You gain a bonus to CMB and CMD to perform or resist a disarm attempt equal to the bonus granted by your Bravery class feature. This maneuver does not provoke an attack of opportunity if performed with a weapon that matches a type chosen for your Weapon Training class feature. Whenever you successfully disarm an opponent you always manage to bruise, nick, or otherwise inflict a little additional punishment on your enemy; any enemy you successfully disarm takes damage equal to the bonus granted by your Bravery class feature. This damage is of the same type as the weapon you performed the disarm attempt with (if unarmed or otherwise not wielding a weapon, this deals bludgeoning damage).

Weaponmaster’s Feint [Bravery]
You’re willing to test the limits of your weapon far beyond what any normal warrior might try, proving that it’s not the quality of your steel that matters, but the strength of the arm that wields it.
Prerequisites: Cha 13, Bravery class feature
Benefit: You gain a bonus on feint attempts equal to the bonus granted by your Bravery class feature. In addition, 1/day you may use Bluff to feint in combat as a swift action. You may use this ability 1 additional time per day for each Bravery feat you know in addition to this one.

Weaponmaster’s Sunder [Bravery]
You’re willing to test the limits of your weapon far beyond what any normal warrior might try, proving that it’s not the quality of your steel that matters, but the strength of the arm that wields it.
Prerequisites: Str 13, Power Attack, base attack bonus +1, Bravery class feature
Benefit: You gain a bonus on attempts to sunder an item currently wielded by an enemy equal to the bonus granted by your Bravery class feature. This maneuver does not provoke an attack of opportunity if performed with a weapon that matches a type chosen for your Weapon Training class feature. In addition, any weapon wielded by you adds a bonus equal to your Bravery class feature to its hardness. This benefit ends if the weapon leaves your possession.

Weaponmaster’s Trip [Bravery]
Your willingness to throw yourself at an opponent with a certain disregard for your own safety often makes it easier to drop an unwary opponent to the ground.
Prerequisites: Dex 13, Bravery class feature
Benefit: You gain a bonus to CMB and CMD to perform or resist a trip attempt equal to the bonus granted by your Bravery class feature. This bonus is doubled if the opponent you are attempting to trip, or who is attempting to trip you, is at least 2 size categories larger than yourself. This maneuver does not provoke an attack of opportunity if performed with a weapon that matches a type chosen for your Weapon Training class feature.

Andoran

19 people marked this as a favorite.

Several months ago we started playtesting on Dreamscarred Press' newest product, a re-imagining of the 3.5 sourcebook Magic of Incarnum, updated for the Pathfinder Roleplaying Game.

Initially dubbed Magic of Incarna (that was not my idea, Andreas wanted to make sure people got where the roots were for the product we were promoting) It has since been named Akashic Mysteries.

Featuring some themes drawing on Hindi and Arabic inspiration, Akashic Mysteries features new base classes, archetypes, and races that utilize a system called veilweaving, where they form crude magical constructs out of akashic energy and power them with their own magically enhanced life-force called essence. Akasha is old, heavy arcane magic that saturates the air of magic rich worlds where spellcasters are common place (though you can flavor it how you will!).

Due to various Dropbox and formatting issues, the original thread advertising this new product is being retired. I've linked in all of the current playtest documents below and would love to hear what you have to say! Whether you're a playtester or forum-goer who's been with me since the product launched, or a newcomer who just stumbled across this thread, I hope you find something that interests you. Please feel free to let me know what you think about any and all of the below playtest documents.

The Vizier, a battlefield controller and master of Veils.

The Guru, a skillful combatant and problem-solver who harnesses akasha in unique ways thanks to his personal Philosophy.

The Daevic, a ferocious warrior who gains his powers by allowing himself to be possessed by a powerful akashic outsider known as a daeva.

Akashic Races: Presented here are the first 3 of 5 akashic races. The Gamla, a race of towering camelfolk; the sobek-khaliq, ferocious crocodilian warriors; and the suqur-kha, a race of nomadic falconoids.

Akashic Archetypes: Presented here is the list of akashic archetypes, including archetypes for the magus,monk, fighter, and more.

I will continue to update these links as changes are made to the materials and new materials are introduced. I'd intended to have the first cross-product archetype, a veilweaving archetype for the Warlord from Dreamscarred Press' Path of War, ready for release tonight, but unfortunately I discovered a little late in the evening that I'd drawn up the archetype off of a now out-of-date version of the Warlord, so I will try to have that ready for you within the next day or so after I incorporate the appropriate changes.

Thank you everyone!

Andoran

14 people marked this as FAQ candidate. 1 person marked this as a favorite.

Does the Quilted Cloth armor in the APG provide its benefits vs. firearm attacks?

The description seems very poorly worded in that it provides DR 3/- vs. small piercing weapons.... Why wouldn't it provide DR 3/Bludgeoning or Slashing?

Andoran

8 people marked this as FAQ candidate.

So, the Mad Dog barbarian archetype gets an Animal Companion and all sorts of cool tricks it can use in concert with its fuzzy friend, but Barbarians can't actually make Handle Animal checks while they're Raging. How is this supposed to work, and how are the Rage Powers that allow him to share his Rage with his Animal Companion supposed to function? Is it expected that the Barbarian is just going to command his animal to Attack before he rages? How are abilities like Pack Tactics and Throat Cutter supposed to be used?

Andoran

2 people marked this as FAQ candidate.

So, in the Ranger's animal companion entry it states:
"A ranger's animal companion shares his favored enemy and favored terrain bonuses."

Instant Enemy says:
"With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes."

This would mean that when a Ranger targets an enemy with the Instant Enemy spell, both he and his Animal Companion would get the appropriate bonuses, correct?

Andoran

15 people marked this as FAQ candidate. 1 person marked this as a favorite.

Do effects that increase the damage of a creature's natural attacks by treating them as though the creature were a size or multiple sizes larger, such as Strong Jaw, stack with the Improved Natural Attack feat?

I'd always assumed that they did since one was a feat and the other was a spell, but it was pointed out to me that they share similar wording and the same reasoning as to why you couldn't stack Lead Blades and Impact would apply here as well.

Improved Natural Attack:
:

Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

Strong Jaw:
:

School transmutation; Level druid 4, ranger 3

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration 1 minute/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.

Both have kind of similar language regarding how they do what they do, treating the attacks as though the creature were larger.
Anyone know if there's been any solid ruling on whether Improved Natural Attack stacks with effects like Lead Blades and Strong Jaw (which do not stack with each other)?

Andoran

6 people marked this as FAQ candidate.

I see this come up a lot and I was curious if there was ever a solid answer:

Can feats like Manyshot or Rapid Shot, which give you an extra attack when used as part of a ranged attack sequence, be used as part of an attack sequence that includes melee attacks?

Two examples:

Jory is a Rogue who TWFs with daggers has Quickdraw,Two Weapon Fighting, and Improved Two Weapon Fighting and a BAB of at least +6/+1. He's gotten the jump on the enemy and is pretty sure he can drop the first guard and possibly the second. So Jory wants to use two melee attacks (his first attacks with his main and off-hand) to knife Guard 1, and then throw three knives at guard number 2, one for his secondary attack by BAB, one for Imp. TWF, and one for Rapid Shot. Is that legit?

In an alternate universe, Jory is an archer who is in combat with a number of melee opponents. Jory knows Manyshot, Rapid Shot, Improved Trip, Catch Off-Guard, and has a BAB of at least +6/+1 . Jory starts his attack routine with Manyshot against one opponent, when another opponent uses a readied action to step adjacent to Jory, hoping to take advantage of the AoOs Jory will grant by firing a ranged weapon while threatened in melee. Can Jory complete his Manyshot, then use his second attack granted by BAB to use his bow as an improvised weapon, tripping the attacker who threatens him in melee, and then finish the routine with Rapid Shot?

I feel like the answer is yes, and I've ruled it as such, but I just wasn't sure if that was a houserule I'd just assumed was RAW.

Andoran

So, the Admixture School's Elemental Manipulation ability states " At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type."

Does the second type of energy you transform it into also need to be chosen from that list of acid, cold, electricity, and fire? Could this ability be used to change a Burning Hands effect into a spray of negative energy, or force energy, or positive energy?

Andoran

10 people marked this as FAQ candidate.

Does the Share Spells ability of classes like the Ranger, Paladin, Druid, or Summoner allow them to ignore any Spell Resistance their mount/companion/eidolon has?

For example, say I'm an Oracle who has been granted an animal companion by an ability like the one granted by the Lunar Mystery. I take Celestial Servant which, amongst other things, grants my companion spell resistance.

When I cast Cure Light Wounds on my companion, should I either be taking the appropriate actions to make it lower its spell resistance or rolling against its SR, or should Share Spells allow me to bypass the SR as though I were casting the spell on myself?

Andoran

Is Bleed a valid type for Damage Reduction? So if you had DR 5/Bleed you would resist 5 points of all damage other than Bleed?

Andoran

So lets say that I'm a writer working on introducing a new product to Pathfinder that has some ties to old material that had alignment restrictions built into it.
I've chosen to include a class that contains alignment restrictions based on the build you choose for this class that are tied in to thematic elements. What does this do to your interest in the product? Is this a deal-maker or deal-breaker to you? Why?

Andoran

1 person marked this as FAQ candidate.

"Magus, Spell Combat: If I use spell combat, how many weapon attacks can I make?
You can make as many weapon attacks as you would normally be able to make with a full attack. For example, if you are an 8th-level magus (BAB +6/+1), you could make two weapon attacks when using spell combat.

—Pathfinder Design Team, today "

So, umm, does this mean, it doesn't work like Two-weapon Fighting and give you an additional attack?

Andoran

So I've always loved Dungeons and Dragons, and when I realized that 4E wasn't the game for me, Pathfinder proved a ready and capable home. I've been intermittently dropping in to check out how D&D Next is shaping up, and this week at PAX I've had ample opportunity to play both systems.
The monk has always been a favorite of mine so my primary play this weekend in both systems has been with that class, the Paizo iconic Sajan and the DDN pre-gen, a monk bounty hunter.
Pathfinder was able to steal my gaming group away from 4E, because despite being a fairly rules-heavy system there were just certain elements to it that were more immersive. Spells that blend fluff and crunch, class options that can be as simple or as complex as you want... These are all really good things PF offers. I hated that I felt like I had to have a subscription for Wizards' character generator to properly keep track of my power cards and their plethora of keywords, many of which served no purpose other than serving as quietly enforced equipment restrictions that limited your options far more than basic proficiencies did. Sure you could build a druid with a bow, but you'll never be using any of your powers with it.
So now WotC has learned some hard lessons and they're coming out with this rules-light system that seems to be lasered in on stealing back what they lost to Paizo. In playing the two monk characters in each system, I couldn't help but feel like they'd collected all of the complaints about the PF/3.5 monk and specifically addressed them. The DDN monk can two weapon fight as a standard action, and can burn a ki point to Flurry for an additional attack. They also have monastic traditions that determine what kind of monk your character will be.

Has anyone else been looking at the two systems side by side? Have you seen what your favorite class looks like? What are your thoughts on the virtues/vices of the two systems as they currently stand?

Andoran

17 people marked this as FAQ candidate.

So, under saving Throws, (harmless) states "(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires."

But under spell resistance it states:
"The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to make a caster level check."

Aren't these definitions contrary? Why even include the (harmless) descriptor next to Spell Resistance if you need to take the action to lower it? Doesn't that mean that the (harmless) descriptor, instead of working "the same way as with saving throws" actually does absolutely nothing for Spell Resistance?

Andoran

Quick question, wanted to double check this here.
I'm a level 20 cavalier and I've just hit the jackpot, confirming a crit with my lance during a charge. Spirited Charge and Supreme Charge both allow you to do triple damage... As does my crit. Since two doubles equals a triple I'm thinking this should be a total of 7 times die and base damage, correct? 3x + 3x = 5x, 5x + 3x = 7x... Right? So if my base damage was 1d8+ 48 +2d6 I'd be dealing 7d8+336+2d6, correct?

Andoran

1 person marked this as a favorite.

So I personally really like the cavalier. I think they're versatile, mechanically interesting, and fill their own special little niche within the fantasy world. They give you that knight who can be of any alignment, give you a progressing mount without tying you in to spellcasting, and their unique use of Teamwork feats give them some interesting ways to "buff" the party.
But I noticed there are a lot of people who are extremely dissatisfied with the class, and I was curious to hear the reasons why. Thoughts?

Andoran

So the least likely classes thread got me curious: What are your favorite class(es) to play?
I'll get the ball rolling-
Cavalier. I love mounted combat, I love the way the cavalier integrates into the fantasy setting, and I love coming up with unique but thematic combinations for the class (like my giant weasel riding kobold cavalier archer).

Andoran

Has there been any clarification on how Vital Strike works with weapons that can fire two projectiles as a single attack action?
The Double Musket/Pistol/Crossbow are all capable of making two separate attacks with a single simultaneous action. Are the damage die for both attacks increased by Vital Strike, or just one?

Andoran

So, I'm planning on putting together a Gunslinger (Pistolero)/ Duelist for PFS. I've got the concept pretty firmly in mind but I'm having a little trouble deciding on my exact stat distribution and feat selections.
I was planning on choosing elf as my race and taking the Envoy and Fleet-footed alternate racial traits.

How important is it for me to pump Wisdom? I know I'll need at least a bit for grit but I want to keep my INT fairly high too for skills and to better utilize some of my duelist abilities.
I figure my 1st, 3rd, 4th, and 5th level abilities are probably locked in to Point Blank Shot, Precise Shot, Rapid Reload, and Rapid Shot, but what are the best feats to take from their for a character using a single one-handed firearm? I assume Deft Shootist and Deadly Aim are probably must-haves, is there anything else that would complement the build?

Andoran

1 person marked this as FAQ candidate.

The Multiattack entry for both Animal companions and Eidolons reads as follows:
"Multiattack: An eidolon/animal companion gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the eidolon/animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack. "

SKR posted an in the NPC Codex thread stating:

Sean K. Reynolds wrote:

Multiattack changes the secondary attack penalty from –5 to –2. Very few animal companions actually use secondary weapons with primary weapons, so that –5 is almost never an issue, and therefore Multiattack is almost never needed.

For example, the level 12 small cat in the preview has bite/claw/claw... but those are all primary attacks, so all of them are at +0/+0/+0 (plus BAB and Strength and Weapon Focus), so Multiattack does absolutely nothing for the animal. Instead, it uses the "gain an iterative attack for one of those weapons" option, which is why its bite attack has a slash and a second attack bonus...

Sean's response seems fairly straightforward, but doesn't seem to match up to the wording of the actual ability. That's cool, these things happen, and it's awesome to have devs who come in and clarify things like this so we can strain RAI from the RAW.

My main question then would be:
Would this same ruling apply to Eidolon's as well since the wording is identical?
And by "Natural attacks" is it referring to actual attacks I might make during a full attack sequence, or "natural attack forms like claws/bite/talons?
For example, If I gain an additional attack with my natural weapon (claws) would I have three claw attacks after gaining Multi-attack? 4?

There's another thread discussing how this works for Animal Companions but since it bears on the Eidolon as well I thought I might bring it up again here.

Andoran

Quick question everyone, I'm feeling like I should know the answer to this but it just isn't coming to me. The Viking Fighter archetype from People of the North Has an ability called shield defense that replaces Armor Training. Does this only replace the first instance of Armor Training, allowing him to gain the ability as normal when he'd normally get Armor Training 2, or does it replace the ability completely?
I'm thinking it's the first one since his Berserker ability clearly states that it replaces Weapon Training 1,2,3, and 4, but just wanted to get some clarification.
Thanks!

Andoran

So quick question: Familiars gain the ability
"Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates."

If a familiar is delivering a spell like Vampiric Touch via this ability, does the familiar gain the temporary hit points, or its master? My assumption would be that the master gains the benefits since the familiar is delivering the spell for him, but I wanted to make sure I was reading that right.

Andoran

So Charge states "Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent."

I had always assumed that "directly toward" meant "in a straight line", but the discussion came up at a PFS table between a player and GM that as long as each step brings you closer to your opponent you are still moving "directly toward" your opponent. This could potentially allow for some minor zig-zagging during a charge. The GM actually allowed the movement to occur.

Is this actually correct? Unfortunately it is hard to lay out a diagram of possible intended movement in this format...
And wouldn't the line stating " If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge" prevent you from charging around blocking terrain even if moving diagonally off a straight line were a legal movement?

Andoran

There was a note that Jason Buhlman had made in one of the Mythic Playtest threads that apparently there actually is an implied limit of 1 spell per round, with the caveat "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round.".

So there seems to be some rules support limiting the spells you can cast in a round. How does this interact with optional systems like Hero Points? Since the ability makes a specific exception for spells cast as a swift action, are there any builds or abilities outside of the Hero Point and Mythic optional systems that would actually be impacted by this?

Andoran

3 people marked this as FAQ candidate.

So the Guided Weapon Property says:
"A weapon with the guided property allows its wielder to use his instinct when striking blows with it. Attacks from a guided weapon generally don’t strike hard, but they strike at precisely the right moment to maximize damage if in the hands of a particularly wise wielder. A character who attacks with a guided weapon modifies his attack rolls and weapon damage rolls with his Wisdom modifier, not his Strength modifier.

This modifier to damage is not adjusted for two-handed weapons or off-hand weapons—it always remains equal to the wielder’s Wisdom modifier. A guided weapon may be wielded as a normal weapon, using Strength to modify attack and damage rolls, but this goes against the weapon’s nature and imparts a –2 penalty on all attack rolls made in this manner."

Emphasis mine.

It seems clear to me that this property should only be replacing Strength based attack and damage rolls but I've noticed some people thinking it should replace all attack rolls (even DEX based ones for ranged attacks). How do other people read and adjudicate this ability?

Andoran

Is there any way to find out what chronicles unlock certain races, like the dhampir and the nagaji? Are these special event specific chronicles, or are they ones that any player can obtain if the right scenario is run at their local PFS group?

Andoran

So, I'm putting together a character for a one-off and I'm figuring I'll play a Druid with a Giant Wasp Animal Companion and take levels of fighter to grab the Mounted Combat and Spirited Charge feats. My questions are:
1) Can a druid wield a lance without violating their restrictions on using metal weapons?
2)Is there any really obvious reason why this wouldn't work?
3) Since I'm planning on using Mounted Combat, Wildshape is not going to be extremely useful for me. Are there any druid archetypes that give up Wildshape that would work well with this build?
4) Is there a better combo than druid/fighter to make a giant wasp riding combatant?

Andoran

4 people marked this as FAQ candidate.

Hello All!
I was wondering if anyone knew if the Devs had ever weighed in on this one:
Qinggong monk geives you a list of alternate abilities that can replace class features. Normally, you cannot take an archetype that alters or replaces the same class feature as another archetype. Does giving you the option of taking other abilities qualify as altering them? Does Qinggong stack with almost everything, or almost nothing?

Andoran

So, I've heard tales of ranged paladins and how gnarly they can be, so I'm taking a stab at building one myself for PFS play.
My thoughts so far were to take the Divine Hunter archetype and the Musetouched (not to be confused with Moustached) variant Aasimar, with the Deathless Spirit Alternate Racial Trait.
Since I'm going ranged and have given up Heavy Armor, I figured for Stats I could go:
STR 10
DEX 18 (16+2 racial)
CON 10
INT 10
WIS 10
CHA 18 (16+2 racial)

My thoughts on traits so far were Deft Dodger, and Bralani's Step, though Bralani's Step I chose as much for flavor as actual mechanical value. I get Precise Shot as a bonus feat, so I figure Point Blank Shot as my level one feat?
I'm not entirely sure where to go from here. I'm assuming Rapid Shot next? Is there a better feat chain to take with this character? Your input is appreciated.

Andoran

1 person marked this as FAQ candidate.

So the Monk's Flurry of Blows feature states "A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands."

And the Zen Archer's Flurry has the following change listed " A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level."

Does this mean that non Zen Archer monks apply their STR bonus to damage when flurrying with ranged weapons?

I was just thinking how amusing it would be to have a Sohei/Weapon Master/Pistolero/Duelist who gets to add their STR, DEX, and INT to damage for all of their attack rolls.

Andoran

1 person marked this as a favorite.

Tactician is actually a terrible ability for a straight cavalier. It's much better for a fighter or other class that multiclasses into cavalier at higher levels.

Tactician:
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Tacticion only works with the bonus feat you took with the ability, meaning it only works with a Teamwork feat that you qualified for at level 1 if you're playing a straight cavalier. It's much more effective if you've taken 10 levels of fighter and then dip cavalier to take Coordinated Charge or a similarly powerful feat. Shouldn't there be the option to retrain this feat or swap the Tactician ability to one of your other bonus feats?
Considering that one of Paizo's goals with Pathfinder was to support single-class characters, it's weird to have an ability that's actually better for other classes to dip into than it is for the base class to have.

Andoran

10 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

How does Vital Strike work with Spirited Charge and a lance when used by a cavalier on his mount? Remember, a mounted cavalier can still attack as a standard action while gaining the benefits of his mounts charge. Being able to hit for x6 damage (or x12 with Greater Vital Strike) at your full BAB and then use your move action to switch to a non-reach weapon, draw a potion, or what have you is a worthwhile opening tactic and actually makes the feat chain fairly potent, even for a character who otherwise might have little use for it.

Andoran

3 people marked this as FAQ candidate.

So in this thread a little digging uncovered that the rules for Inquisitions located in Ultimate Combat completely contradict the rules for Inquisitions located in Ultimate Magic. Namely, UC says Inquisitions can only be taken by Inquisitors, while UM says they can be taken by any class that grants a domain, they're just not really intended for them. Has there been any clarification made on which of these is correct?

Andoran

1 person marked this as a favorite.

Please let me know what you think:

Monk Rebuild

Andoran

So I picked up the Cerulean Seas 3pp material and it is an amazing supplement. If you have any interest in running aquatic campaigns this thing is a must have. In addition to the great rulesets for aquatic combat, beautiful illustrations, and fantastic plaer races, they have a gem that is awesome to behold.
It's a player class called the Mariner. They say it was intended to fill the ranger niche in an aquatic setting, but what you really have is a mobility based fighter that really, really works. While it does have some strong parallels to the ranger, what I really see in the build is something the monk could, and should, have been. It's a martial class that is highly incentivised to use attacks like Spring Attack and abilities like Mobility, coupled with Fast Movement and an array of movement based maneuvers.
Has anyone else looked at this supplement? Any thoughts?

Andoran

So, I just picked up the Terah materials and one of my players is very interested in playing the Spark Energeticist.
One of the Spark's high level abilities allows them to create a weapon made out of positive energy. His question is, would a positive energy weapon heal living creatures and damage undead struck by it? This seems to make sense to me, but I feel like there were rules for this in 3.5 and I can't find anything in Pathfinder or the Terah materials.

I'm not sure if this should be in the rules forum, but since it's 3PP material I thought I'd start here.

Andoran

1 person marked this as a favorite.

So, my friend and I are building a pair of 5th level characters that we were intending to have complement each other as a pair of melee brutes. Both characters will be 5th level half-orcs. He'll be playing an Inquisitor (Anger Inquisition)3 / Barbarian 2, and I'll be playing a Sorcerer (Orc Bloodline)5.
One of the combos we're hoping to use is to have him take Amplified Rage, and for me to take Sympathetic Rage, with both of us taking Warleader's Rage as our 5th level feats. Here's the feats in question:

Amplified Rage:
Amplified Rage (Teamwork)

When adjacent to other raging allies, your rages become even more powerful.

Prerequisites: Half-orc or orc, rage class feature.

Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).


Sympathetic Rage:
Sympathetic Rage (Combat)

Seeing an ally enter a rage causes you to enter a rage-like state.

Prerequisites: Half-orc or orc, non-lawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian’s rage, when this weaker rage ends, you are fatigued.

Warleader's Rage allows the Sympathetic Rage and Amplified Rage effects to persist as long as we're within 30 ft of each other.
Now my two questions are:
1) If my friend rages and triggers my Sympathetic Rage, could that, plus his Solo Tactics ability, trigger his Amplified Rage? I'm reading that yes, it does, but thought I'd get a consensus.
2)Would Amplified Rage work in conjunction with an Urban Barbarian's Controlled Rage?

Controlled Rage:
Controlled Rage (Ex)

When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Andoran

1 person marked this as FAQ candidate.

So, the Inquisitor gains the Solo Tactics ability:

Solo Tactics:
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

and the Broken Wing Gambit feat reads:

Broken Wing Gambit:
Broken Wing Gambit (Combat, Teamwork)
You feign weakness, making yourself a tempting and distracting target.

Prerequisite: Bluff 5 ranks.

Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

Would an Inquisitor using this feat give allies without it the option to make an AoO if they don't have the feat?
My first instinct was no, but the wording was hazy enough that I thought I'd get a consensus. My player was arguing that having an ally he could treat as having the feat was enough to trigger the Inquisitor's ability to grant them AoO by using the feat, I'm of the opinion that the phrase "Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves." means that the allies also have to have Broken Wing Gambit to make an AoO.

Andoran

So, I was thinking about making an Aasimar Battle Oracle and stacking on a few natural attacks (wing buffets, maybe a claw attack, possibly a bite) and at first I thought the Wolfscarred Face curse might be pretty sweet with the bite attack that improves by level. But that 20% spell failure chance is pretty much permanent unless you take the Silent Spell metamagic feat and cast all your spells at +1 caster level.
Has anyone come up with an Oracle build that actually has a reasonable chance of being effective with this curse? Are there any good spells that don't have verbal components?

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