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Xavier319's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber. Pathfinder Society Member. 978 posts. No reviews. No lists. No wishlists.


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Dark Archive

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So, I did a search and could not find a topic about this, though I know its been mentioned several times in other threads. Multiattack's requirement is that you have three or more natural weapons, and so players cannot usually take it. However, you can use magic to satisfy feat requirements, such as a belt of strength giving you enough strength to take power attack, and If you ever take off the belt, you temporarily lose the effects of the feat until you put it back on again. So, could you take multiattack if you practice enough with say, polymorph effects, or as a druid who can wild shape? My thought is that you could, but you would lose the effects of the feat any time that you do not satisfy the requirements, aka three or more natural attacks. So if you took it, you could not use it say, if you were using your bite as a secondary with your sword, but if you polymorph into leopard, you would be able to use the feat for as long as you satisfy the requirements.

Thoughts on this both RAW and not?

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If you take the racial heritage feat...

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

and choose kobold, can you then take tail terror since you meet all the prereqs?

Prerequisites: Base attack bonus +1, kobold.

Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments.

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I know that it doesnt give any new revelations. but a spell is not a 'power or ability' really is it? it's an aspect of the mystery, not a new power. Hmm alright.

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Catchesis says...

If a Hell Knight enforcer has the Warrior Priest feat, his Hell Knight enforcer level stacks with other divine spellcasting classes for determining the effects of those classes' domain powers, inquisitions, and mysteries. This doesn't grant any new powers or abilities. In addition, a enforcer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hell Knight enforcer levels as cleric levels when determining the amount of damage chaotic outsiders are either healed or dealt, and when determining their saving throw DCs to halve this damage.

So since it says that it "stacks with other divine spellcasting classes for... mysteries" does that mean all aspects of the mysteries? Such as any revelations you already have, any you pick up via extra revelation, and it seems, that since it would advance your mystery, that you'd still get your mystery spells, as they are a PART of the mystery that it's advancing. Obviously it wouldnt give you anything for your curse, as that's a separate class feature. Am I reading this right by RAW? How about your final revelation? If you go Oracle 10/Signifier 10, will you get your final revelation? Since it advances your mystery? since at level 20 you'd be taking the level in oracle, it would grant you new abilities, and those levels would stack with the signifier levels.

Thanks.

Dark Archive

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Or is it all just optional rules? I'm curious if any of it will make it into PFS, or is it all just in the realm of alternate rules like feat retraining?

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i guess it just bugs me that you could have a perfect disguise, succeed at your bluff check, do everything right, and he can still just know this person is untrustworthy. what if you're posing as someone they know, fool them, but they make their hunch roll? what happens then? do they dismiss it, or does it allow them to KNOW for certain (meta, i know, but still) that something is up?

Dark Archive

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Okay, so maybe I'm missing something here, but the 'hunch' use of the sense motive skill, a DC 20 check to get...

Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.

This seems amazingly powerful. Let's say a player is playing a spy type character, and encounters an enemy in their stronghold. The player has a massive bluff check, great disguise, and is all ready to go. The guard rolls a DC 20 check for sense motive, does he automatically detect them as an impostor or that they are untrustworthy? Does the player even get to roll any of his skills? Like I said, maybe I'm missing something here. Thanks for your feedback.

-Xavier

Dark Archive

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Coolio. Yeah I was using the SRD version. Thanks guys!

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The trait is "On Guard" and it reads thus...

You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.

Does that mean you can, in this very specific situation, draw a concealed weapon as a free action? Considering the limited scope of the trait, I'm inclined to say yes. Thoughts?

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agreed on overlap. Thanks guys!

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1 person marked this as FAQ candidate.
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The title is the question. Does the prc evangelist's assigned class ability let you advance a prc, or just a base class?

Dark Archive

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That is what I thought. I just wanted to make sure. I always like to get a second opinion, I hate cheating, unintentionally or not. Thanks!

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Yeah, sorry, just figured out how to do that.

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http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---a lchemist-archetypes/trap-breaker-alchemist-archetype

Here it is.

Dark Archive

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So for the Trap Breaker archetype for alchemist, you can turn your bombs into landmines. they're mechanical traps and people set them off by going into the square. now it says you put your bomb into the trap, so does that mean the thing that sets it off is 'hit' by the mine, or does the mine ONLY do splash damage? it already costs two bombs to put down a mine, so it seems pretty bad if you dont get the full effects. anyone know?

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Scrolls are spell completion items...

Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.

Arcane concordance says...

A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or Casting Time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).

Does this mean that casting a spell from a scroll within the area allows the application of the metamagic and the boost to DC? Since casting a spell from a scroll IS casting a spell, and when doing concentration you still apply feats and such that add to your concentration since you are finishing the casting yourself? Just curious if it works.

Dark Archive

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Alright, the detective bard gets this bard performance...

Careful Teamwork (Su): A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.

Now, if he uses that, and everyone gets a bonus for an hour, does the feat discordant voice work for the entire hour? RAW it seems to.

also, the spell saving finale seems like it would work as well, as it as written. any thoughts?

Dark Archive

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Can you make a move along a diagonal around a corner that includes a wall and a door? like going around a corner, is that allowed going around the corner like a diagonal? especially if moving out in front of the doorway is in someone's threat range? would you ignore/bybass the Attack of opportunity?

Dark Archive

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I agree. if the arm is not working, it would become 'dead weight' and would count against carry weight. Like if it was sundered or rusted. Good call.

Dark Archive

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Alright, so in the magical marketplace, there's an option for clockwork prosthetics as a magical item. They replace lost (or intentionally removed) limbs. An example is the clockwork arm, which weighs 20 lbs. The question is this...

Do you count the weight of the prosthetic toward the characters carry weight, considering they are not really CARRYING it, it is attached to their body in place of one of their limbs? I understand they are still bearing the weight, but not in the conventional sense. Would you just add that weight to the character's body weight, and not to their equipment load?

My thought is that it would add to the character's body weight, and not to their equipment load. Yes they are carrying it, but it's not like carrying 20 lbs of scrap metal in a backpack. Thoughts?

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I didnt think so but I thought it best to ask.

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Here's another question. If you're a small Tiefling, does your speed go down to 20 ft? or does it stay at 30?

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Awesome, thank you for the clarification.

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Can a witch that has become ethereal, via Ethereal Jaunt (Samsaran Mystic Past Life or UMD!) still affect people with their hexes? Considering it's not really an attack and if it's one of the hexes that is a supernatural ability (Evil Eye for example).

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Can a witch that has become ethereal, via Ethereal Jaunt (Samsaran Mystic Past Life or UMD!) still affect people with their hexes? Considering it's not really an attack and if it's one of the hexes that is a supernatural ability (Evil Eye for example).

Dark Archive

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Alright, sound striker bards get this...

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

From the way it's worded, there is no attack role, and it appears you can use it on ANY object. Such as an attended, held item, like a wand, ring, headband, etc. These are all expensive, powerful fragile magic items. Can you use word-strike to sunder equipment? It doesn't seem to say you CAN'T, but that seems very powerful.

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If you play a small version of these races, it states apply the proper modifiers for being small. Does that mean the modifiers to attack, move speed and hide and such, or the actual stat modifiers as well? The reduction to strength and increase in dex for going down a size cat?

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The warpriest destruction blessing sates "you can touch an ally and grant.."

Can you touch yourself and give yourself the benefits of that blessing? or is it ONLY others?

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It appears to me that the only bardic performance that is based on ranks in performance skills is the fascinate and counter-song. Do you need ANY ranks for inspire courage and the like? or is one good enough?

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Detect Magic wrote:
Worth noting: telepathy is a one way communication, as far as I can tell, not a mind-meld.

not at all...

Telepathy (Su)

The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time

Format: telepathy 100 ft.; Location: Languages.

it uses the word "conversation", it is two way communication, just like talking. if the other creatures know you have telepathy and are in range, they can reach out to you and "ping" you to talk. it is very good.

Dark Archive

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also, pseudodragons CAN speak. if a familiar cannot speak it will say so in the languages section. they speak draconic, so they can activate wands and scrolls

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Here's my thought. The fairy dragon is great. What is the biggest thing the pesudo dragon has is both blindsense AND reach. for a character that is trying to deliver touch spells, it's amazing. and no SLAs sucks, but it has enough UMD that it will rarely fail it's check. For a straight wizard, i think the fairy dragon is on par with the pesudodragon. for anyone with d8s or 3/4 BAB, the second is better I think (aka magus or cleric with eldritch heritage)

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agreed. if the designers dont want it going off your HD, then it wont. it's still a save or lose attack. and there are ways to make it better. it's already better than drow sleep poison, and that gets used heavily.

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So yes

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@barnes: yes I know that. I was talking about his base stats for his two dragon hit dice. Which give him three base to all saves, 2 bab and good skill points.

As for the hit dice thing... it says they gain hit dice for all effects relating to hd. Does this include the calculation of poison dcs? Its not clear

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Fair points. I would say communal Air walk is amazing as Rynjin says. Since full plate fighters have a seriously hard time making ANY fly checks.

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Fair point. That was a minor aspect to begin with

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Thanks for the answer. I ask since I am playing a cleric that gets fly as a domain spell. Was wondering if I needed to memorize airwalk with fly on my list, or should I just carry some scrolls.

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Thank you for not answering the question. xD

I'm asking about fly and airwalk.

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@Te'Shen: Yes, but without his class skill bonus the bonus is just ranks, which is underwhelming.

@@Sissyl: Yup! And thats with two ranks. If you max stealth....

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That's pretty much the question. What do you guys think is the better spell? Fly allows for much greater speed, but requires a skill check to be effective and has a tenth of the duration.

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A CUTE, cat-sized dragon who makes adorable chirpy sounds all the time. Duh.

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When someone grabs the Improved Familiar feat, they are looking for a particular something. Usually it's combat survivability, SLAs, special abilities, and a UMD buddy. In short, extra actions. Many familiars have several of these things, but no one has all of them, and certain choices are seen as clearly superior than the others.

Through several wizard and witch guides, I have seen pseudodragons get a bum rap, usually rating an orange (read as 'meh..' or so so) rating. These guides are amazing and I use them myself, they are better than anything I could put together. I am currently working on choosing an improved familiar and I have come do a startling discovery: Pseudodragons are actually quite good. The purpose of this post is to explain my reasoning and get some feedback from others.

Let's look at what the little dragon does NOT have. The big ones are SLAs and DR. He has no spell-likes, which reduces his versatility at lower levels, and makes it so that he does not have many tricks that you do not have to pay for. Some good examples of SLA-heavy familiars are the little Lyrakie Azata, who has cure light wounds, silent image, and several other useful SLAs.

The other thing he does not have is fast healing or DR. Several familiars have DR of 5 (one even has a DR of 10) that is overcome by magic to chaotic. Many also have a Fast healing of 2, or even regeneration, greatly increase their survivability and reducing between combat healing costs.

The Pseudodragon's statistics are decent but not great. His strength is high enough to carry a decent amount, being a quadruped, and if he is polymorphed, he gains the +4 before the polymorph effects are applied, bringing his base strength to 11. his other stats are good, but not exceptional.

Now, what he does do well...

He is a dragon, giving him great base saves, decent base BAB, and his class skills are fantastic, most pointedly he has UMD as a class skill, which makes up for his 10 CHA. The above Lyrakie is noted as having a 20 CHA for UMD use, which gives a +5, though the little dragon gains a +3 for having it as a class skill, almost as good. He also has a bevy of strong class skills, and his stealth is massive. He can also speak, and has 'hands' so he can use UMD.

He has blindsense. This is worth a section of it's own. He has 60' blindsense. he can see invisible creatures, and then use a glitterdust scroll on them. he can automatically sense ambushes and yell out a warning. He adds an entire layer of protection for the party that is normally very difficult to achieve.

He has telepathy 60'. It's great, he can link the party up, talk to anyone for the party. He can coordinate the party silently. He can act as a translator.

SR. He has a spell resistance of 12, while not great, at the highest levels he has a 5% (natural '1' on a d20) resistance to magic. Just making them roll is enough.

He has a natural attack that has poison. The DC is not great. But the effect puts you to sleep. AKA, dead. If anyone succumbs to his poison, it's a one-way ticket to coupe de grace town.

And another huge one that I'm sure many dont realize, he has reach. Pseudodragons are tiny, giving them a natural reach of 0 ft. His tail gives him reach of 5 ft. This means he can deliver touch spells, aid another, and make attacks with his poison without actually entering someone's hex, increasing his versatility immensely. Having weapon finesse even more increases his ability to land touch spells and attacks

His movement is slow, but he has a long flight speed with good maneuverability. and his immunity to sleep and paralysis is good, and might save his life from time to time.

So, those are my thoughts. Feel free to agree or disagree!

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Rock on. I just wanted to make sure I did not miss some kind of errata or other thing that changes that catch all statement "An oracle casts divine spells drwan from the cleric spell lists". Thanks for verifying.

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Alright, the Oracle class states...

"An oracle casts divine spells drawn from the cleric spell lists."

Now, we see from time to time, there are spells that say at the top of the spell "Cleric X" and do not say "Cleric/Oracle X", are these spells prohibited from oracles, or were they just left out because of sloppy editing? And even if they were left out on purpose, it states in the Oracle Class that they cast spells from the cleric spell lists, meaning any spell a cleric can cast, an oracle can as well, yes? Further confusing things. generally spells that are only usable by one of the two dual spell lists (Sorcerer/Wizard and Cleric/Oracle) specifically point out in big bold letters that "only wizards may cast this spell" or "ORACLE ONLY", and the like.

I'm just double checking. From what I can tell, an Oracle can learn and cast any spell that is on any cleric spell list (barring domains of course). So spells like sure casting and burst of radiance which only list 'cleric 1' and 'cleric 2', but no mention of oracles, are not prohibited.

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I think SLAs are good. since you are 'casting' them. you have to make concentration, they can be interrupted, etc.

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Hmmm it'd be nice to know officially

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True, since you can cast harmless spells that target fort saves on them, like polymorph, without the immunity hitting it.

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Bump. and also curious if you can use Spell-like abilities on familiars.

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I would assume 'share spells' would win over the construct type. If we're going by precedence here, share spells trumps another creature type, so it's not unreasonable to infer it would trump the construct type as well. It's not RAW, but it's not unreasonable.

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