Kaleb Hesse

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A familiar spell uses up a spell slot 3 levels higher than the spell's actual level. Your familiar can store a number of spell levels (including this modifier) equal to your caster level, but no spell's adjusted level can exceed half your caster level.

So at 10th level you could have two first level spells in your familiar as a witch even though you would have one more 4th level spell slot available


Well it says it right there, Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.

the very first bit is just fluff.


Well a lvl 10 half elf wild caller summoner who put the favored class bonus in for extra evolution points would have an eidolon with the claw evolution 6 times, plus one from being biped, so they would have 14 primary natural attacks, or a synthesist half elf who put the favored class for the same thing would have well..the same number, just one of the sets would be on the legs..so I guess the first one could have a bite and some other one point evolution instead of one pair of limbs.


Not everything has a swim speed, anything can swim at 1/4 base move speed.

prd wrote:
Check: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

and if that counted as a swim speed then the next bit would be pretty pointless.

prd wrote:
Special: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

both of those can be found in the skill section for swim.


Two handed weapons cannot be used in one hand, unless you have the ability Jotungrip from the Titan Mauler barbarian archetype. You can find the archetype in ultimate combat.


Sounds like it works by RAW but many people would houserule it to not work.


You could always just use two quarterstaffs to twf though.


But Hangarflying, it says in the line just before that "If armed with one such weapon, she makes the extra attack either with that weapon or unarmed."


I don't know, I feel like in the movie Independence Day they manage to sneak attack an alien ship with a fighter jet.


Being able to take weapon focus is not needed to sneak attack, you would not deny a player the ability to sneak attack with a fork they pick up in a tavern...Just sayin


Page 182 in the core rule book says that unarmed attacks are made using punches, kicks, and headbutts.


The way it looks to me is that it does not have a damage, and does not threaten(unless a held charge for a spell can cause you to threaten), but that it lets you just do disarm or steal at up to 10 feet, and you can use it for the melee touch attack from spells.


It does not say that you do not provoke for it, so yes, you do provoke. However normally you need to have improved grapple to take it anyways.


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Obviously if anybody in the paladin's family has ever told a joke or played a prank, the paladin instantly falls, even if the jokes were told before they were born.


Now I want a monkey made of cheese.

But really, the people saying that the two working together is fine, make sense to me.


With Mystic past life, it is saying you can pick spells from some other spell list to add to yours, but they must be the same type, so as an oracle you couldn't pick any spell from a sorcerer list, because you go and pick a spell from there, but it is an illegal choice.

What I am saying is I read
"You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. "
as meaning that the spell has to meet the requirement to be added to your list, not that it is put on your list and then that it is checked.


Yes, the oracle would cast arcane mark as a divine spell.


Well, considering that arcane sight is on the inquisitor spell list, and it says that inquisitors cast divine spells, that nothing is changed, it is arcane sight, and as an inquisitor is casting it, it is divine. No name change.


With Mystic past life you can't pick spells from the wizard class list if you are an oracle. The Ancient Lorekeeper archetype of the oracle adds spells from the wizard/sorcerer class list to it's own spell list which then makes the spells divine for them.


No it means that any spell an oracle ever casts, is a divine spell. A divine caster can never cast an arcane spell, because arcane or divine depends completely upon who is casting it.


Also in the Advanced Race Guide there is the Stone Lord archetype for the Paladin that swaps out spells.


@Aioran, I just want to note that Feral combat training has the prerequisite of weapon focus with the selected natural weapon. So I am pretty sure you can take weapon focus and specialization with natural weapons.

And while I don't know a way to enchant claws, there was an item in the ARG that was for enchanting hooves


Faq link

Scrolls: If I fail my caster level check to activate a scroll, but don't have a mishap, is the scroll used up?
No.

Update: Page 490—In the Activation section, in the first paragraph after the bullet points, add the following sentence: “If the caster level check fails but no mishap occurs, the scroll is not expended.”

—Sean K Reynolds, 08/30/11


An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy.

Ok, so if a cleric is neutral, and worships a neutral god, he gets to choose how he channels(and then the choice is locked in) but if a cleric is evil, or worships and evil god, they channel negative energy.

Neutral Cleric+Evil God=negative
Evil Cleric+Neutral God=negative


siege engines are specifically called out as not being able to deal sneak attack damage.


All 4 of the versions read the same as the elf version.


Light steps also happens to be a full round action, so most of the time they will be taking the penalty to stealth for that round if they want to do anything else, like use vanishing trick or attack.


One way you could look at it is that they have to make an attack roll to hit with the spell, if the spell is blatantly helpful then it could make sense to not switch targets to them, but if they miss then the confused character has no way to know that they were trying to help them. Just that they had a (possibly) glowing hand and were attempting to touch them with it.


Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. The natural attacks by size table lists some of the most common types of natural attacks and their classifications.

Bolded portion. Found in Bestiary 2 universal monster rules section on the prd
http://paizo.com/pathfinderRPG/prd/additionalMonsters/universalMonsterRules .html#natural-attacks


In the core rulebook on the page about Combat maneuvers it says

When you attempt to perform a combat maneuver,
make an attack roll and add your CMB in place of your
normal attack bonus. Add any bonuses you currently have
on attack rolls due to spells, feats, and other effects. These
bonuses must be applicable to the weapon or attack used to
perform the maneuver.
The DC of this maneuver is your
target’s Combat Maneuver Defense. Combat maneuvers
are attack rolls, so you must roll for concealment and
take any other penalties that would normally apply to an
attack roll.

This makes me think that using a bow to do combat maneuvers would use dex in place of strength.