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Martial versatility is an option worth a mention. Taking it as (one of) your 6th level bonus feats grants greatly expands what your weapon focus applies to (and thus you can use your sacred weapon with). If you start at higher levels, picking Tiger Fork (Polearms, Spears, Monk) and/or Chakram (Light Blade, Heavy Blade, Throwing) gives you use of loads of weapons.
Some feats like Weapon Versatility or Penetrating Strike work for anything you have weapon focus in instead of requiring a separate feat for each and pair nicely with this.
Rhino's Charge is worth a look if you are using pummeling style. Charge as a standard action is OK, pounce as a standard action is FANTASTIC.
Some oracles are possessed by spirits, demons, or similar beings. Instead of the possessed oracle drawing her powers from deities, these otherworldly forces work their magic through her.
So what exactly is so unworkable about about playing a child who is host for a powerful magical entity?
Kits in the ACG don't line up with the UE kits for weight and cost.
Barbarian vs Bloodrager is the most obvious, as the only difference is the Barbarian kit weighs LESS despite containing "Rope" (Which I assume is 50 feet of hemp rope worth 1 GP and weighing 10 pounds) while the Bloodrager kit does not. Despite this the Bloodrager kit costs the same while weighing 3 pounds more.
Additionally, only the Warpriest has a holy symbol or spell component pouch in his kit (while all UE kits contained these if needed).
Plume of Panache makes no sense.
You could also take weapon focus in Tiger Fork and Chakram and take Martial Versatility and be able to have any light blade, heavy blade, throwing, spear, polearm or monk weapon, but he'd need to be human for that.
The use both hands on the material thing isn't exactly a fault exclusive to the gloves. The window never states it "sticks" to anything, requiring you either hold it in place or use it near the floor (not a problem if you are using it on a roof or the top of a chest though).
The gloves allow you to hear while the window has no such clause (but you can apparently read lips at the cost of a language in the PFS rules).
The gloves lack the clause about locks and gloves are pretty easy to swap outside of combat (and you aren't going to be using them in combat).
Honestly it depends on what kind of spy you have. If he's going to be evesdroping on secret meets, most meetings last longer than 60 seconds, but if he is trying to steal/plant stuff and just needs to know if there's a guard on the otherside, 60 seconds is usable.
Flaming, shocking etc. weapon ability. You really require the character to spend a standard action to activate the ability?
I've always seen them run so that the "The fire does not harm the wielder" means you can keep it active when sheathed and thus the only time you need to activate it is when it has been purposefully been shut off.
Punch is flavor text and several feats have flavor text and even names that go against their actual effects (See: Punishing Kick which can be used with reach weapons, by creatures without feet, and by creatures who have bound legs). Punch is not a mechanical term in any Pathfinder product (as far as I can tell from an SRD search), presumably for exactly this reason. Paizo has used it once for a mechanical effect in 3.5 under the effects of the Admonishing Ray spell (which is PFS legal). Many monster descriptions say their natural attacks (can) punch through something or pack a punch
As the feat is now RAW it definitely applies to any attack, even ranged ones.
However, I've seen MANY people mention the ACG had poor editing in many places and I'm sure nobody is going to argue that Paizo will change nothing in errata/faq/reprint to fix this, so the REAL question is
It's been getting reprints for years.
But yes, the characters are good models of Synthesist Summoners. It's a shame that Blood God Disciple while legal, doesn't actually combo with Synthesist.
That's actually a property of Monk levels, not Improved Unarmed Strike, but a very good question either way.
Can a Warpriest with a levels in Monk cast spells that target weapons (such as Magic Weapon) using Fervor if they target his Unarmed Strike?
OK, this is going to need an FAQ, because it's the same wording as a Bladebound Magus's Blackblade and I've never seen anyone argue that excludes light weapons.
Slashing Grace has the same wording where "one-handed slashing weapon" without mention of light weapons.
Choose one kind of one-handed slashing weapon (such as the longsword).
So this is going to need an FAQ
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets.
Magic Weapon's target line is
Does this mean a Warpriest can't use this spell as a swift action, even on his own weapon? This doesn't seem to be intended.
Question also applies to Reinforce Armaments, Sun Metal, Weapons Against Evil, Align Weapon, Instrument of Agony, Returning Weapon and Weapon of Awe just for level 1/2 spells native to the Warpriest list
Also of note is Shillelagh (while note on the Warpriest list, can be added to it a few ways) which has the clause
These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
How does Spirit Guide Oracle work with hexes (such as Arcane Enlightenment) that haves options that must be picked when a hex is first taken (as they change their hex daily)?
The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Arcane Enlightenment (Su): A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.
Can an oracle cast the spells gained through this hex without multiclassing Shaman?
Unless there is text explicitly saying so, you don't get two...
...Instead it stacks, giving you one super powerful AC.
What's the bloodrager spell list now? At first it had the magi list (which was passable, but meant it couldn't cast some spells every caster in the game could) second it got a unique list that was strictly worse than the magi's.
The core deities also have bonus spells for clerics, which range for "bad but free" (Whispering Wind from Gozreh) to really good (Shelyn gives Charm Person as a first level spell) as well as bonus summon options which can be really good.
Pharasma gives her clerics False Life regardless of domains, which helps offset your squishyness a bit (Sadly no way to get Mage Armor on time I can think of, though there may be some way around it in the ACG itself)
Interesting to see they future proofed for 3+ sex species.
"elixir grants no benefit on Disguise skill checks"
That's just means no extra bonuses right. It DOES negate the -2 for "Disguised as different gender" right?
Also: Poisoner’s Gloves.
Huh, combined with Evolve Companion I'm interested in trying a mount focused build, even without the animal ally+delayed companion on an oracle+aasimar favored class bonus cheese.
Abuse? That was the case by default in 3.5 and while intimidate was viable, it wasn't "abusive" in the slightest. You can literally do it to multiple targets with a single spell even now with no feats.
Half the bestiary is outright immune to fear, either because its mindless or explicitly immune and only 1 ability in the entire system can bypass it (Antipaladin's aura of cowardice, and Antipaladin can frighten anything with touch of corruption at 9th level already) and even then can't touch mindless creatures.
I think it's a horrible feat. Why would someone ever take that when I they get a demoralize attempt a FREE action from Enforcer or Cornugon Smash?
If I wanted to write an "Improved Demoralize" it would
1: Allow demoralize to stack with other demoralizeings. Making people so afraid they run is very possible in real life, so why is COMPLETELY IMPOSSIBLE for a guy better at scaring people than Mike Powell is at long jumps (You can have a +100 mod and natural 20 and they'll STILL won't flee) but not a level 1 wizard with Cause Fear?
at the MINIMUM.
OK, what's the catch? This seems like it would be overpowered even if it traded every class feature the Wizard got AND got Stunted Spellcasting.
Fear immunity is pretty common by then, and using it means you can't inspire courage/greatness.
How's the book on bard feats? Existing feats specifically for the class are so so niche as to be useless (you count as presenting a holy symbol to a vampire when performing) or so good as to be mandatory (Lingering Performance, Discordant Voice) in my view
You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Every bard spell has a verbal component (singing, reciting, or music).
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice
A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
Just how does dancing (or miming, which is a possible use for act going by The House of the Imaginary Walls, for that matter?) mask verbal components? Same with singing for somatic stuff.
Swordsage/Crusader/Warblade and Dread Necromancer/Beguiler. Hit the perfect line of balance vs. versatility.
Ciaran Barnes wrote:
A spontaneous casting version of the Druid, as flavorful as the sorcerer or inquisitor. I was working on one two years ago but abandoned the project.
You could do it as an archetype for the Oracle. Just swap the spell list and add some more nature/fey curses.
Wonder if there is any prestige class or archetype out there that lets you get Improved Eldritch Heritage as a bonus feat on a casting class.
Actually, here's are a new question:
The FAQ says that things that add to your spells known can only be cast if they are on your spell list or "added by a class feature of that same class". As "spells" are a class feature (typically the first one listed), does this mean that an Oracle who gains use of Improved Eldritch Heritage through casting Paragon Surge (part of her "Spells" class feature) may cast her new spells known as oracle spells?
At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast.
What's the point of being able to add them to your spells known without adding them to your class list?
Best part of an arbiter/auger familiar's regeneration is comboing it with a Shield Other wand. Why yes, I WOULD love for the party to take half damage.
Tidepool dragon is a nice improved familiar option too. It's like Farie Dragon but with better scaling spells. Silvanshee's LoH has been nerfed and it is now useless.
As of Inner Sea Gods (check Archives of Nethys), a few gods actually give Wizards some extra spell options, which is a free boost for some conduct rules. Netys gives Imbue with Spell Ability (but you can't use it on someone without casting or a SLA), while Pharasma gives Augury, Death Kneel and Speak with Dead (but no undead making/controlling), Urgathoa gives Remove Disease and Contagion if you are a necromancer. Clerics get WAY more out these rules, both worth noting.
Student of Philosophy turns you into an uber face and Pragmater Activator puts the second best skill the game under int and gives you even less reason to be charismatic (It's not like Ego Whip exists in PF).
Some of the Great Old Ones are neutral.
Bokrug and Mhar of the Great Old Ones and Azathoth of the Outer Gods are all Chaotic Neutral.
James Jacobs wrote:
Does it involve a temple?
That just makes it worse. Now it's just "he gets crazy".
Hmm, I can't say his backstory interests me much.
As a story, it's too "one note": storms make him crazy. Can't really feel a personality on him.
As an example character, it feels lacking because as great a plot device as blacking out without memory of what happened is, it's not too great for a player character because well player characters exist to be played by players. Either the GM has to take control of a player character at key movements, or the PC juggles 2 personalities and in character/out of character knowledge which is hard to recommend for a newcomer. It also doesn't really work when the other player characters aren't going to be experiencing them. I know its the Advanced Class Guide but...
PF has some nice backstorys for the iconics, but I got to say this one is lacking.
FAQ says SLAs ARE spells for requirements.
Plus it's a question that isn't necessarily exclusive to the class.
So Pure Legion Enforcer (Inner Sea Combat), manages to disqualify itself AT LEVEL ONE (Requires not being able to cast divine spells, but it gains Detect Evil/Good/Law/Chaos as an SLA at level 1. Also the pure legion is apparently racist because Gnomes and a few other races can't enter).
What happens if you cease to meet the requirements of a prestige class?
Spellsight Bracer was recently reprinted (uncharged, which raises questions on how one ability works with PF's cantrip system). Functions as a 1/day Silent metamagic rod. Only 900 GP less than a rod, but uses a more common crafting skill and you don't need to hold it (and if Paizo ever bothers to fix it, effectively gives you an extra cantrip slot, resistance bonus and 1/day detect magic are lame though).
If the GM is up for it, see about getting variants with other +1 metamagic (Still Spell being prefered, because it's hard to grab a rod when it would be useful)
Also from Inner Sea Gods is the spell Channel the Gift, which ALSO wasn't updated. Channel the Gift combos very well with the fact that non-heighten metamagic does not raise spell level, allowing someone to throw out stupidly metamagic spells using just a third level spell slot for an extra action.
Metamagic Gems from the rival guide are 1 use metamagic things. Useful for being wonderous items (instead of rods) and for an odd metamagic you might not use every day (Silent) and don't need to be drawn (you retrieve them like a material component). A mythic caster with Component Freedom can possibly abuse the "material component" part.
Magician’s Hat from UE needs someone better with metamagic than I to look at it.
Arcane Concordance is a third level bard spell from APG gives free metamagic to any caster in a 10-ft.-radius emanation free enlarge/extend/silent/still on any spells they cast. Even though it is Bard only, Pathfinder is fairly friendly to getting foreign spells (A quick check of my guide on the subject says the always excellent Mystic Past Life, 24,000 gp for a Page of Spell Knowledge 4 as a Sorcerer/Summoner, levels Pathfinder Savant or the Forbidden Knowledge feat as a Paladin are your options. PoSK and Pathfinder Savant raise it to a 4th level spell).