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Though this forum is specifically for Paizo Published rules questions (I believe...I might be wrong). I would definitely still like to discuss this option.

The Fast Healing ability itself is an (Ex), however it causes natural healing to occur, be it at an increased pace. This healing occurs at the beginning of your turn and is not a dice roll. It is a flat rate of healing applied to your HP because of your bodies ability to heal at an alarming rate.

As this is a Third Party feat I feel the discussion of the spirit of the rules comes in. I would say that you are still not allowed to apply Mystical Healer to this Judgement, as it gives you the Fast Healing (Ex). You are not actively healing yourself, but simply imbuing your body to do what it does best...just super fast and efficiently. Secondly it would be immensely unbalancing and powerful to have the ability to give yourself Fast Healing 1+1d6. This means that you are healing yourself 4 points on average at the beginning of each turn. That amount of free bonus healing is not really found anywhere else that a player character would have access to.

Now if you were looking for a slight rules fudge to get a boost on this Judgement I would probably recommend Fey Foundling. This feat does not scale with level, and has a drawback that is minor, but still places the healing in check slightly.

These are just my thoughts on it as a spirit of the rules question, as we are not longer talking RAW.


The answer is all in the wording of the specific abilities. Many of the abilities granted at higher levels refer to 'his battle dance' which is speaking directly about the Battle Dance ability the Dervish Dancer has. Think of the term Battle Dance used in these descriptions as having capitalized letters, as it would in the case of a proper noun.

Rain of Blows: This is a type of dance, "...a Dervish Dancer can use his Battle Dance to speed up his attacks."

Razor's Kiss: This is a type of dance, "...a Dervish Dancer can use his Battle Dance to improve his weapons’ critical range."

Leaf on the Wind: This is a type of dance, "...a Dervish Dancer can use his Battle Dance to evade attacks with unearthly grace and to shake off the effects of his wounds."

Fleet: This applies to/during all dances, "While performing a battle dance, a Dervish Dancer gains a +10 enhancement bonus to his land speed."

Dance of Fury: This applies to/during all dances, "... a Dervish Dancer can attack more than once as he moves while performing a battle dance."

Battle Fury: This applies to/during all dances, "...the dervish dancer can unleash a whirlwind of blows while performing a battle dance."


GeneticDrift wrote:

Can aid another crit and proc butterfly sting?

Aid another is normally a standard action attack vs AC 10. And butterfly sting lets you ignore your critical hits and the next hit auto crits.

Aid Another: In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

Attack: Making an attack is a standard action.

Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit...

...Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.

Butterfly's Sting: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.

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During a combat round you are allowed 1 standard action. Aid Another is a standard action that you may do while in combat. Attacking is also a standard action that you may do during combat. Within the description of how Critical Hits work it is limited to being a direct result of an attack roll. This means that you are unable to critically hit on any standard action in combat that does not include an attack roll. Aid Another is assisting a future attack roll or armor class via distraction or interference, and does not contain an attack roll made against your opponents AC (but a static AC 10 instead).

I hope this helps answer the question. I am not an expert on the Pathfinder rules, and so if I am misguided in my assessment of these rules I am sure I will be corrected. Have a great day!


The following spell is for use as an example of a communal spell.

Protection from Law, Communal: This spell functions like protection from law, except you divide the duration in 1-minute intervals among the creatures touched.

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This wording leads me to conclude that the only difference between the Protection from Law spell and the Protection from Law, Communal spell is that the effects duration may be divided among different touched targets.

This means that a counterspell situation would be able to cancel out the communal spell prior to the spell completing, or you would have to dispel each individual target as they are now under the effect of the Protection from Law spell independent from the caster. In this situation it is best to look at how you would dispel a traditional Protection from Law that was cast on a target other than the caster.


I am not sure if there has been an official ruling. However certain sites and sources all agree that this was most likely listed in error, and that you should replace "Favored Enemy" with "Favored Terrain" in the description of Focused Terrain.

The general reading and understanding of this archetype feature also leads to this conclusion.


It would seem that this is a feat that is without the usual 'bonus feat' restrictions. Such as how fighter bonus feats must be from a certain list, and so on. The feat you are selecting still has prerequisites itself, however you are unhindered in your selection because of a list.

This is my personal opinion on this rule, and how I would run it in a game.


Secret:At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from Table: Loremaster Secrets. His level plus Intelligence modifier determines which secrets he can choose. He can't choose the same secret twice.

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You are able to choose a Secret from the list given under the PrClass. This list includes Applicable Knowledge and Instant Mastery. Under the descriptions of these Secrets you are than given the option of what this Secret applies to. This means that you are still selecting the Secret "Applicable Knowledge", however it has a specific effect that you can choose after it has been selected.

Taking this into consideration, you are unable to select either of these Secrets multiple times. I understand what your reasoning is, however I am sorry to say that it is not how the rules of the PrClass is written. You do not select the Secret "Applicable Knowledge: Iron Will", you select the Secret "Applicable Knowledge" and than are given the selection of what feat you would like.


Endoralis wrote:
I haven't gotten a definite answer but Im curious, does the Fast healer feat apply to every tick of Judgement when used for healing (Considering it is SU) or once? If an Inquisitor switched his judgement every other round would it be considered a new application? Im leaning toward magical forms of healing period having the feat applied every time ( Considering its half Con which even with mass amounts of optimization is at most +5 a round)as opposed to one a spell or effect. What are your interpretations?

Fast Healer Feat: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Judgement -> Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Universal Monster Rules - Fast Healing (Ex): A creature with fast healing regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

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Looking at these sources of information on this topic I would say that Fast Healer and Judgement of Healing do not stack with each other at all. Judgement of Healing allows your natural healing processes to work at an increased rate, however does not cause a magical effect. As you are not resting for this natural healing to take place (as you would if you did not have the Judgement active) you will not recieve the benifit of Fast Healer in this way either.

The Judgement is a (Su), however it gives you a (Ex) ability and effect. Just as a side note.

I hope this will help you out, and if I am wrong I am sure that I will be corrected soon! Have a great day, and happy hunting!

Edit: Spelling :(


Lexica Rose wrote:

Hey all!

Quote:
Pistol, Double-Barreled: This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.
How dose misfire work on two barrels? Would each barrel have a chance based off the roll, or would one misfire affect both barrels? Would two misfires on the same roll (both barrels fired at the same time) explode the gun?

Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.

Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

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I would rule that because you are firing both barrels at the same time the following would happen.

-You roll two d20's to see if you hit, these BOTH have a chance to cause a misfire.
-If a misfire occures your weapon gains the broken condition.

Because you are using both barrels at the same time the misfire penalty does not have the opportunity to stack with the other shot. So your gun is considered broken for the next attack, and not the second barrel of your initial double-barrel blast.

If you were to use the two barrels to fire mutliple independant shots in a round you would risk having each barrel misfire stack. This would occur if you had a BAB of +6/+1, for example, as one shot is fired after the other.

I hope this helps clarify, and if I am wrong I am sure someone will correct us both. :)