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Nethys's tenants (except "don't free Rovagug" and not granting magic to the uninitiated it seems) are explicitly self contradictory and up to the individual, and one of his divine servants is from an species made of Law and Good. Why can't he have LG, CG, LE or CE clerics?
Is there just Paizo never giving an exception to the "one step" rule for Clerics, or is there some fluff that justifies it?
Adding mechanical workings to the whole "won first duel at 13, undefeated" ect ect is pretty easy for martial characters (make a build that isn't terrible at level 1. Done). What are some good ways to guarantee (or at least get really good odds) a win in wizard duels between level 1 combatants assuming the following basic rules: no buffs expect all days (which is just Endure Elements at level 1), nova is expected and no expendable usage. The duel ends when a combatant is helpless (or dead) for more than one round? Opponents could be assumed to be NPC quality and not PCs.
All the staple 1st level spells either target will (sleep, color spray, though admittedly a 14 con/10 wis wizard's saves are the same at level 1) or don't stop casters (grease). Only way that comes to mind is Acadamae Graduate+conjuration specialist and getting your new friend(s) to maul the enemy and disrupt casting. Ear Piercing Scream repeatedly and hoping for a daze lock could work, but is pretty random. Any other options (preferably without permanent feat investment)?
A valet is considered to have all the teamwork feats its master has.
So what's the best way to use this? Valet's other abilities are already pretty cool, and the abilities replaced are minor, so there isn't much opportunity cost.
Escape Route essentially means you never provoke AoO from movement
Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge. Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability. This change persists for 24 hours, after which time the fighter's feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.
Starting at 6th level, whenever a viking gains a fighter bonus feat, she can instead choose to gain a single rage power, as the barbarian class feature, in place of the bonus feat. Once selected, these rage powers cannot be changed.
A tactician may choose Skill Focus or any teamwork feat, in addition to Combat Feats, as bonus feats.
1: Can a Fighter of these archetypes swap a normal bonus feat for something from this expanded list? As a random example: could a Viking "trade out" Improved Unarmed Strike for the Animal Fury Rage Power?2:Can a Tactician change a teamwork/skill focus feat taken as a bonus feat using a manual of war?
3: Can a Viking change a rage power using a manual of war?
4: Do multiple manuals of war let you change multiple feats?
Outside of vermin and oozes (which have noticeably fewer printed monsters than others), plants always seem like the least commonly used, or respected, type. How often do YOU see them used?
I suspect Treant and Shambling Mound get used WAY more than any other plant type monster by a large margin (having an iconic nature other plants just lack). Am I correct int this?
You may spontaneously convert prepared spells or use available spell slots to cast mage hand, even if it is not on your class spell list or you do not know the spell
Normally this would be a GM call as it is a 3.5 item, but apparently it's PFS legal (don't know anything about PFS though). Has this been addressed?
(I'd also quote the cantrip/orison ability, but upon checking, most classes use completely different wordings)
Target touched creature or object
What happens if this spell is used on a true dragons (who could very well cast it themselves, it is on the sorcerer list) or character with the "youth" age category (added in Ultimate Campaign, +2 dex, -2 strength, con and wis)?
There are a few ways to get social skills onto something other than charisma (Student of Philosophy and Clever Wordplay for int, Conversion inquisition for wisdom). While it isn't too bad with normal "low" charisma, it gets odder with exceptionally low scores from a dump and racial penalty (5 for a normal charisma penalty race, 3 for Duergar and Svirfnbeblin.) where charisma will be instantly noticed, but their intelligence/wisdom is really high (20+).
Only thing I can think of for intelligence is the Churchill method: He had a stutter, so he prepared himself absolutely everything that could come up in conversation (though it doesn't quiet work perfectly because I don't think there is a way to move leadership bonus off charisma).
This caster's shield always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.
I have to be missing something, because "infinite spells" seems completely out of line even for a major artifact, let alone a mere 14500 GP item.
Relevent (excludes overwritten parts)
The witch transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV (see Pathfinder RPG Ultimate Magic). Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.
If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks, spikes, trample, trip, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. If the creature has immunity to poison, you gain a +8 bonus on saves against poison.
While I guess you COULD use it on enemies, using it on allies as a buff seems far more effective. The will save part of Baneful Polymorph hurts and there is no innate way to undo it, but it is your own effect so you automatically succeed at Dispel Magic if you need to (alternately, you can try again in 24 hours just by reusing the hex).
What are the best forms for this?
New spell from people of the sands. Seems interesting, if unclaified (proficiency penalties? size penalties? What's a "sword"?). I'm going to assume no size/proficiency penalties (I'm pretty sure a dev said none to the similar Hand of the Apprentice power) and at a minimum, the stuff that explicitly qualifies for a Tengu's Swordtrained+anything with "sword" in the name (In English at least, doubt a naginata would work even though it is 長刀)
The material component is non-neglibible and fairly heavy. Ideally you'll be scavanging non-magical weapons and destroying them, but False Focus lets you use any 100 GP. Any idea what the best sword <=100 GP is?
A Briar Blade or Dragon Slayer (enemy of all enemies and Mantis Blade are nice, but not as good and the curse on the first could be annoying) seems to be the obvious choice: No cost given, so you can find it in a material component pouch. You can also destroy artifact blades you want to destroy this way
The best that will NOT get you smacked seems to be Dagger with 6 size increases at 2d8 (and can be silver for 2d8-1 or cold iron with 2d6) with an 19-20 crit range or a sickle with 4 size increases that does 3d6 20/2x (Plus you just ripped off Death's signature attack. How cool is that?).
Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.
The mention that is steals them and causing mental pain to the victim says yes. The lack of detail on what happens to the victim says no.
While Simulacrum start naked (I presume anyways, it doesn't mention equipment and unless it's flurry of blows, that's the only way I've seen it played), but the Black Blade of a magus with that archetype is granted an item by class feature
Does a Simulacrum get a black blade as per its class level? I guess the question could also apply to characters that get bonded object and maybe spellbooks too.
What happens to the blade when it "dies"? Does it become snow/inert flesh?
Would it be possible to get unarmed user to outdamage a one handed weapon user (or worse, two handed weapon user) with roughly the same optimization level if this feat existed?
Fist of Passion (Combat)
(this is just for curiosity on how balanced such a feat would be.)
an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items
Using the vial [sic] requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check [...] Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours.
I stumbled upon the Artic domain and its ability to command [cold] creatures like Command Undead. These minions will be permanently under your control regardless of intelligence unless they are undead because the feat only calls out them.
What's the best minons someone with this domain can get?
An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.
A launching crossbow is designed to launch splash weapons.
Is it correct to say that even though the splash weapon is no longer being thrown, it still benefits from that special part of Throw Anything because it never says "when thrown" and splash weapons used as ammo are still splash weapons?
Let's say an Anti-Paladin with Cornugon Smash and Sickened Cruelty attacks someone with a +1 Conductive greatsword covered in black adder venom while using his conductive greatsword with him touch of corruption.
I'm pretty sure the weapon damage will come first, but what order will sickened and poison be done in and where does the "immediate" free action intimidate go? This is pretty important as each effect may lower the saving throws for the next effect in the line if successful.
This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.
Nowhere does this say "with Channel Energy" or such, so does it add 2d6 to EVERY attack by a creature who can channel negative energy?
How much is the damage healed by undead creatures increased by?
The intent seems clear, but that tends to matter little...
Does a Lore Warden with Pragmatic Activator get UMD as a class skill? Can he spend his bonus skill points on UMD?
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
All Intelligence-based skills are class skills for lore wardens.
These ranks must be spent on Intelligence-based skills.
Someone with a Sash of the War Champion "treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features."
1: Does someone without Fighter levels gain these features as a level 4 fighter would?
The animal companion table stops at 20, and I don't see any text rules about AC progression rates (though the progression is linear and one can easily extrapolate it), but some abilities enable a character's Effective Druid Level to be greater than 20.
A human Paladin took Huntmaster (ARG) as a feat and reaches level 20. Does his Animal Companion have 16 (gaining no benefit from the feat but the +2/+2) or 17 hit dice?
Will a soul's various incarnations always have the same sex? It's largely a meaningless question, but it's interesting for Asmodeus worshipers.
Will a damned that was female in life necessarily be transformed into a female devil (if it becomes a devil at all anyways)?
(I am refering to things like Holy Avenger opposed to just a "generic" +1 holy whatever sword)
These are so often horribly overpriced for their power as to kill any use. Anything that isn't?
Only two off the top of my head are Luckblade (purely for the reroll) Eleven Chain (which isn't actually magic) and, if the duration is "until dismissed/canceled", Mistmail. Any others worth using?
Ignoring the whole "it doesn't say you still qualify if you no longer meet the requirements despite noting what changes in the benefits if you no longer qualify" (that's another thread)...
Animal Ally lets you pick from "badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf.". Many AC granting classes are restricted even further (generally to horse/camel/dog/pony/wolf). Can a character that has a small cat companion from this feat continue using small cats if he takes a level in Cavalier?
So I noticed Aasimar get an alternate favored class ability for Oracle "Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation." while (Nature) Oracle's Bonded Mount revelation is indeed based on Oracle level "This mount functions as a druid’s animal companion, using your oracle level as your effective druid level.". Being able to use them with eachother isn't really disputable RAW.
For there you can take the Scion of Humanity alternate racial trait and Racial Heritage (Orc/Half-Orc, though how you can have an Orc in your family without a half-orc is beyond me), then grab Celestial Servant, Beast-Rider (so you can pick an animal that isn't awful and get a +2)
You now have an AC with a power of 1.5x+2 (x being your Oracle level, cap is hit by level 12 for a 16 HD AC), full BAB per HD, d10 hit die (average at all levels, including first), Smite Evil 1/day (useful for the HD to damage and DR ignoring alone, 1 to attack roll for some mounts is just gravvy) for just 3 feats (4 if you consider the effects equal to toughness you lose for taking the alternate favored class bonus)
Any way to improve this beyond that?
If Oracle Joe Human uses disguise to appear as a Frost Giant, does he get a +4 bonus on intimidate checks against medium creatures who are fooled by his disguise ("You gain a +4 bonus on Intimidate checks if you are larger than your target")? A penalty is listed under disguise for pretending to be a different size category, so it's clearly within reach of the skill's abilities.
Scion of Humanity Aasimar takes Racial Heritage (Dhampir), Celestial Servant and Vampiric Companion: What type is his animal companion?
I'd curious how well you could make an Adept in PF. They were better than some PC classes in 3.5, though most of their tricks were nerfbated.
My basic idea is
Any thoughts to go beyond that? I'm thinking improving the Familiar (literally your only class feature past spells) is the way to go, but most of the obvious tricks are out due being an Adept (UMD is going to need a 14 int of dropping two other skills part way to keep maxed and then a good charisma on top of it).
I'd normally say it would stop working, but Magic Fang targets a creature, not a natural weapon. Especially notable is Greater Magic Fang, which is even farther removed from targeting natural weapons if used to give every natural weapon the creature has a +1 bonus.
The aura is of illusion and it requires an illusion spell, but the verbage seems to have more in common with a transmutation effect: It uses "transform" while all illusion effects I can find say something about appearance or looking like/as though while all uses of "transform" are physical changes. The requirement the new clothing be "mundane" is also weird for an illusion but standard for transmutation.
This is important because a lot of clothing has mundane bonuses (such as weather appropriate clothing).
The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.
Is normally pretty clear for multiple sources of AC, but it doesn't cover one source of multiple ACs.
Is it the owner's deity/aligned deity? If it isn't what does each familiar report to? While Augurs and Nosoi are obvious, Arbiters, Cacodaemons (the four horsemen?), Cassisians, Qlippoths, Imps, Dorus, Azatas, Qlippoths, Cythnigots, Harbingers, Paracletus, Raktavarnas, Silvanshees, Voidworms and Tripurasuras, as well as any others I missed, are unaccounted for (indeed, at least one of those despises gods outright).
For the Oracle Curse, you get the following boon at the 5th level.
pick an additional language to speak in combat and add it to your list of known languages
Does this need to be from the "one of the following languages" like your default does? I don't see anything specifying it has to be (or, indeed, can't be a "secret" language).
Flavorwise I can see a case for both interpretations.
I've just been alerted to this thing's existance (and it's apparently in the core, strange)
So at the cost of one fourth level slot (which you can not reprepare until the abilities are used), and the equivlent spell slots (2 first and 1 second), you can give allies up to 2 level one SLA and 1 level two SLA from "cleric spells from the schools of abjuration, divination, and conjuration (healing)".
So other than destruction/luck giving true strike, what's actually useful for this?
So I've just looked at this archetype and the concept seems fun. First thing I've noticed is that's it requires beating a CMD, which always scales faster than CMB, but at 4, that's replaced with a skill modifier, which has always been stupidly easy to boost (diplomancer being the most infamous), and cloaks (of resistance) are explicitly something you can steal, which is nice with any casters in the party (headbands are not explicitly covered, though if not explicitly covered by a helmet, I can see it allowed, and that's just nasty to any spellcaster. Same for belts), but of course, many opponents won't use magic items.
Anyone got any experience or numbers on this archetype?
Edit: From ARG, halfling only.
Weird little item that I spot 3 big questions with.
I'm going to assume this is NOT supposed to cause a Schrodinger's Intelligence Boost (the boost disqualifies a creature from benifiting from the boost, which means it stops working, which means they do qualify which means they get the boost which means they don't qualify ect) and that the boost from the collar doesn't shut itself off?
Does the collar, when worn for 24 hours, provide virtual skill points like other int boosters (there's no clause in int boosting items that stops them from giving a whole new skill when an actual increase to int wouldn't give a new skill point)?
Is the Awaken effect exempt from "An awakened animal can't serve as an animal companion, familiar, or special mount." or is the name completely wrong?
Three times per day, on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. This movement does not provoke attacks of opportunity.
So you give up a standard action to enhance a swift to half of what you could have done with the standard action in the first place (withdraw/trade for move action)?
If it was intended to let you blow your swift and standard to move 15 feat without provoking AoOs, there are better ways to write it.
These would be VERY useful as intelligent items but that's GM dependent.
Some of these are noticible gaps in rules, wording oddities, a few minor suggestions, and things I thought were cool. All pretty stream of thought (though I went back if something latter on interacts with it).
The ability to spend Mythic Power to boost a d20 roll should note how it interacts with natural 1/20s
Champion abilities requires lots of swift actions, hurting Paladins who have class features that eat their swift actions already.
Aerial Assault is bonus die and won't be multiplyed by a lance when mounted, so the iconic user is one of the worse things at it.
Legendary Champion says "up to once per round", which is strange. Using "In addition, once per round, you (may) regain one" would be closer to standard wording (it's also a word or two shorter).
Dimensional Grapple should state your gear goes with you.
Not sure if Endless Power was intended to let you use whatever metamagic you want with no cost (Except for Highten, Metamagiced spells retain the same level)
Marshall has a few abilities dependent upon if a ally is mythic or not. Is a companion effected by Mythic Companion "Mythic" (this likely has other implications as well)? (Edit: It matters quite dearly, as it determines if they do Mythic damage or not)
If the target is outside your maximum range, does Deadly Throw still cause missed throw to land next to them?
Whoever wrote Critical Skill seems to have forgotten that skill checks aren't auto successes on a natural 20, so it may take less time, but it will still fail. Particularly notable as Critical Trickster right under it DOES note you Critically Succeed.
I'd rename Improbable Prestidigitation, as Prestidigitation is an existing spell and unrelated.
The intro doesn't seem to mention if the same trial can be used more than once for a tier (may have missed it), but Press On does.
I really dislike the Champion trials, as they favor specific builds to the near total exclusion of others (If you are a ranged crit fishers, volley archer or maneuver focused people, you can do at least one of the trials on demand, but if you are a two handed weapon wielder, you will be entirely dependent upon luck or setup from allies to do even one). At minimum, I'd add a trial of something like "do x% or greater of a mythic enemies total HP in damage in one round" for them, but honestly I'd rewrite the Champion trials entirely.
Boon Giver is stupidly easy (lots of buffs are multi-target) or impossible (you have a small party).
Conversion is a trail I REALLY like, as it is RP based, doesn't force you to do something bizzare and counter intuitive, and is a very common action by heroes.
Swift Victory is good, as it is a goal you would normally try for, but are unlikely to pull off.
Tumble via acrobatics works against deadly dance (not that tumbling works that well anyways, but another topic), which is really weird. Change Deadly Dance to accommodate it. Additionally, it says provoke, but a foe doesn't have to act on a provocation, and indeed, may not be able to (such as spending his one AoO or being unarmed).
+2/+2 are lame even in Mythic
I'd add a "you don't suffer the effects of being blinded aside from being unable to see" or such to Mythic Blindfight, "Blind Swordsmen" really is one the iconic "mythic" archtypes and deserves it.
Marked For Glory's requirement of a feat at first level DRASTICALLY reduces who can qualify for it, and I see no reason why only races that get one of the 3 saving throw feats as bonus feats or people who start in a class that gives it as a bonus feat at first level (which I think is limited to Cleric of the right domain at best, I'd have to check) can be "Marked for Glory"
Mythic Spring Attack's BAB 6 requirement is another kick in the nuts to monks.
Mythic Spring Attack and Vital Strike do what the base feat should have done in the first place...
Mythic Weapon Finese I assume is INTENDED to not require a finesse weapon, which is perfectly fine, but do you add 1.5 times your dex mod for a two handed weapon's damage?
I like how Mythic Dimension Door is an actual visible change to what the spell does over making it hit harder.
Mythic Adventures is supposed to be setting neutral, so shouldn't "Bow of Eerstil" and "Cayden's Cup" have a different names (similar to Fire Goddess's Blade, which I assume is supposed to be Sarenrae)?
Fire Goddess's Blade has a special ability that works "per the Flame Blade spell". Does this mean you lose the benefit of your strength mod?
I skipped Monster and Adventure for now because it is getting late and neither is really needed for immediate thoughts on rules.
Anything to try beyond standard Charge shenanigans multiplying the DD's already doubled bonuses?
Emissary Cavalier 4/Bard 1/Battle Herald 10 (then Bard 9 if the game continues past that)
Non big 6 gear: Horseshoes of the Zypher (no difficult terrain to stop you)
Odd thing to note: Mounted Combat has your mount charge and you take a standard action when it is doing so that gains the bonuses of charge, but isn't actually a charge, so you don't lose out on attacking if you use your move action to start "dancing" (or just shouting catch phrases. Bardic Performances you keep are actually entirely independent from the perform skill)
Order is completely open. I'm thinking Cockatrice (The +2 damage will be multiplied on a charge) or Staff (-2 saves to the target is very nice).
For the Inspiring Command, you wont' be using any in combat, so Shake it Off, Reveille, and Rally (?) seem like the best picks for use after combat.
Spontaneously grabbing a feat is nice, but the need to meet the requirements cuts off a lot of feats and if the feat isn't situational, you are just using it as a limited use bonus feat.
Flanking Foil is the one thing that comes to mind as good for it. What else is good for it?
Halcyon Magic says "(or familiar if she is a witch)." but the class requires spell mastery, a feat that requires Wizard levels.
Was the feat updated anywhere to let witches take it?
Note: This works under the idea Sohei is supposed to keep Monk abilities in armor. All theorycraft.
Starting stats: STR: 16 DEX: 10 CON: 14 INT: 12 WIS: 7* CHA: 15
Gear: +1 Brawling Mithral Chain Shirt (5,100) Ring of Ki Mastery (10,000), Belt of giant strength or Headband of alluring charisma +2 (4,000) Wyroot Whip (1000) or Meditation Crystal/Bronze Gong if the GM rules against it (100).
* Yes, I completely dumped Wisdom in a Monk build. Only thing of importance in Ki Pool for extra smites (1 for each smite with).
How does Magaambyan Arcanist's restriction on [evil] spells work with spells like Planar Binding, where the spell gets an alignment subtype at time of casting?
To prepare a spell with the evil descriptor, she must use two spell slots of that spell level to prepare the spell.