* Does RAPID RELOAD and ALCHEMICAL CARTRIDGES stack? *
I post an usual question about the Gunslinger, for the FAQ
So, does RAPID RELOAD and ALCHEMICAL CARTRIDGES stack? (speaking about the reload time improvement)
I.e. Standard reload action becomes free action if you have the feat Rapid Reload and you are using an alchemical cartridge.
page 140 of Ultimate Combat wrote:
[...]Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), [...]
* Does RAPID RELOAD and ALCHEMICAL CARTRIDGES stack? *
I post an usual question about the Gunslinger, for the FAQ
So, does RAPID RELOAD and ALCHEMICAL CARTRIDGES stack? (speaking about the reload time improvement)
I.e. Standard reload action becomes free action if you have the feat Rapid Reload and you are using an alchemical cartridge.
page 140 of Ultimate Combat wrote:
[...]Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), [...]
It seems both. Take a look at the Lightning Reload deed further in the gunslinger's grit section. The deed specifically mentions how it works when using either Rapid Reload or alchemical cartridges and even goes out of its way to mentioning how having both affects reload times. This infers that you get some benefit out of utilizing both.
Plus common sense seems to support this. Alchemical cartridges reduce the fuss of stuffing all sorts of crap into the barrel of your gun, while Rapid Reload suggests you as a person are just wicked fast at stuffing the little buggers in.
Was the wild rager's uncontrolled rage ability intended to have the same clause at the end of it that the urban barbarian's controlled rage ability had? That this ability alters but otherwise follows the normal rage rules?
I ask because when making a barbarian and adding archetypes, noting that this ability alters rage solidifies that other archetypes that alter rage are ineligible to be combined with it.
Grapple Weapon Quality: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon's reach, you end the grapple with that action.
Is the line: "While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn." meant to mean Move/Damage are the only options for Maintaining a Grapple (i.e. you can't Pin using the weapon), or are all the Grappler's actions constrained to this limitation, i.e. even for Swift Actions? Per RAW, it's the latter, as Maintaining a Grapple's auxiliary effects aren't indicated as the context.
"You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple." doesn't seem to correspond to any restriction in the Core Grapple rules. Those rules state that the opponent is moved adjacent to you on a(ny) successful Grapple check (which still applies to these Weapons, since they don't state otherwise), but there is no requirement to remain adjacent to them (e.g. if the Grappler isn't Grappled them self, and thus isn't subject to the movement limitation).
Although I wish the Core Grapple rules also had a similar line saying that if the target is no longer within reach or threatened by the attack you used for Grapple (whether due to movement per se, Teleportation, becoming Incorporeal and not able to attack Corporeal beings, etc), then the Grapple is ended.
Flurry of Maneuvers for the maneuver master monk archetype possibly needs clarifying text on whether the monk can use the ability in armor or not. Since it replaces flurry of blows, it's not bound by the restrictive text in weapon and armor proficiencies in the base monk. If this ability is intended to be bound by the same restrictions, clarifying text should be applied.
Asking here, possibly for an "official" answer; the Pistol Training from the gunslinger archetype Pisolero does replace or not the basic Gun Training? RAW it's just simply more powerful than the normal class.
Asking here, possibly for an "official" answer; the Pistol Training from the gunslinger archetype Pisolero does replace or not the basic Gun Training? RAW it's just simply more powerful than the normal class.
This was mentioned earlier in the thread so it's likely it'll be answered "officially" come next printing (ie: errata). No word yet from the devs but like many errors similar to this one, common sense tends to suggest that yes, it does replace all 4 cases of gun training.
For any of you out there who may not follow the FAQ updates, here's one from last week:
Prone Shooter was updated to actually do something. Delete the Weapon Focus prerequisite and change the benefit paragraph to say:
"Benefit: If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to -2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6."
About Metal Cartridges: for the purposes of reload time, they don't modify at all the move action required, right? (In other words, the reference to the alchemical cartridges is purely for description.)
Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.
This 1st level ability of the Urban Barbarian Archetype does not indicate the standard minimum value of 1 for the intimidate vs crowds at level 1.
Archaeologist gets "Clever Explorer", which gives a bonus to Disable Device, which is not a class skill.
Also, the rogue talents that an Archaeologist receives need more clarification, since many rogue talents depend on sneak attack, which the archaeologist doesn't have.
It seems like Archaeologist should almost be a prestige class, since it's kind of a cross between a rogue and a bard. Cool archetype though!
The first line of the deed implies that you get to choose to spend your grit when you hit, but the third line says you must spend the grit before the attack roll. I believe this needs to be clarified.
Up Close and Deadly:
Up Close and Deadly wrote:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.
Also on the same page under the Mysterious Stranger the Clipping Shot deed lets you do half the damage of an attack that missed for 1 grit, but the last line says; The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. I think that Up Close and Deadly should have this line as well. Even though it is only doing half of the precision damage this is still a little to good in my opinion. My apologies if either of these were brought up already I didn't read the whole thread.
In regards to the World Walker, I am aware that people already pointed out the typo with "reduce nature's lore," on the second paragraph of the world walker's description.
However, I would like to know if it was intended for the world walker to gain additional favoured terrains, like a ranger of equal level (so they would get a 2nd favoured terrain at 8th, 13th, and 18th level, with corresponding increase in bonus to a single terrain at each new favoured terrain selection), or do they only gain one favoured terrain, at 3rd level, with their world walker levels stacking with the ranger levels to determine bonus and quantity of favoured terrains (world walker 1/ranger 7 = total of 2 favoured terrains or total of 3 favoured terrains?)?
All other classes that granted favoured terrain were much clearer on this than world walker. Please advise.
In regards to the World Walker, I am aware that people already pointed out the typo with "reduce nature's lore," on the second paragraph of the world walker's description.
However, I would like to know if it was intended for the world walker to gain additional favoured terrains, like a ranger of equal level (so they would get a 2nd favoured terrain at 8th, 13th, and 18th level, with corresponding increase in bonus to a single terrain at each new favoured terrain selection), or do they only gain one favoured terrain, at 3rd level, with their world walker levels stacking with the ranger levels to determine bonus and quantity of favoured terrains (world walker 1/ranger 7 = total of 2 favoured terrains or total of 3 favoured terrains?)?
All other classes that granted favoured terrain were much clearer on this than world walker. Please advise.
Its in the text itself:
World walker:
At 3rd level, the world walker gains the ranger’s favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class’s levels stack for determining the effect of this ability.
Its the ability as per ranger which can be more than one favoured terrains granted based on number of druid or ranger levels the character has. Not one favoured terrain, otherwise it would never increase regardless of the number of levels granted. What's the point of being a world walker if you could only walk in one terrain.
In regards to the World Walker, I am aware that people already pointed out the typo with "reduce nature's lore," on the second paragraph of the world walker's description.
However, I would like to know if it was intended for the world walker to gain additional favoured terrains, like a ranger of equal level (so they would get a 2nd favoured terrain at 8th, 13th, and 18th level, with corresponding increase in bonus to a single terrain at each new favoured terrain selection), or do they only gain one favoured terrain, at 3rd level, with their world walker levels stacking with the ranger levels to determine bonus and quantity of favoured terrains (world walker 1/ranger 7 = total of 2 favoured terrains or total of 3 favoured terrains?)?
All other classes that granted favoured terrain were much clearer on this than world walker. Please advise.
CB out.
This is what I meant to do.
Its in the text itself:
World walker:
At 3rd level, the world walker gains the ranger’s favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class’s levels stack for determining the effect of this ability.
Its the ability as per ranger which can be more than one favoured terrains granted based on number of druid or ranger levels the character has. Not one favoured terrain, otherwise it would never increase regardless of the number of levels granted. What's the point of being a world walker if you could only walk in one terrain.
So I have seen many people ask about Frightful aspect and its cast time.
It currently has no cast time even listed.
School transmutation (polymorph); Level cleric 8, druid 8, sorcerer/wizard 8, witch 8
Components V, S, M (the skin of a toad)
EFFECT
Range personal
Target you
Duration 1 minute/level
DESCRIPTION
You become a larger, awful version of yourself. You grow to size Large, and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura’s effect is a fear and mind-affecting effect.
Most spells are standard actions.
The spell over all is not super amazing for a 8th level spell.
Has anyone seen any official postings about this spell?
So I have seen many people ask about Frightful aspect and its cast time.
It currently has no cast time even listed.
School transmutation (polymorph); Level cleric 8, druid 8, sorcerer/wizard 8, witch 8
Components V, S, M (the skin of a toad)
EFFECT
Range personal
Target you
Duration 1 minute/level
DESCRIPTION
You become a larger, awful version of yourself. You grow to size Large, and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura’s effect is a fear and mind-affecting effect.
Most spells are standard actions.
The spell over all is not super amazing for a 8th level spell.
Has anyone seen any official postings about this spell?
Nothing official, though the general consensus is that it's a standard action, given that's what every other polymorph spell uses. There are other questions besides the casting time, however, such as what about a creature that casts this spell that's already size Large or larger even? Does your natural reach increase as per typical Large bipeds? Also it doesn't mention if whether or not a creature's equipment melds into its new form, so by default we're to assume the gear grows to match the new size, as per the polymorph spell rules.
In regards to the World Walker, I am aware that people already pointed out the typo with "reduce nature's lore," on the second paragraph of the world walker's description.
However, I would like to know if it was intended for the world walker to gain additional favoured terrains, like a ranger of equal level (so they would get a 2nd favoured terrain at 8th, 13th, and 18th level, with corresponding increase in bonus to a single terrain at each new favoured terrain selection), or do they only gain one favoured terrain, at 3rd level, with their world walker levels stacking with the ranger levels to determine bonus and quantity of favoured terrains (world walker 1/ranger 7 = total of 2 favoured terrains or total of 3 favoured terrains?)?
All other classes that granted favoured terrain were much clearer on this than world walker. Please advise.
CB out.
This is what I meant to do.
Its in the text itself:
World walker:
At 3rd level, the world walker gains the ranger’s favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class’s levels stack for determining the effect of this ability.
Its the ability as per ranger which can be more than one favoured terrains granted based on number of druid or ranger levels the character has. Not one favoured terrain, otherwise it would never increase regardless of the number of levels granted. What's the point of being a world walker if you could only walk in one terrain.
If that is the case, then there is almost no reason not to ever take the world walker archetype. It gains a class feature that improves significantly over the course of 20 levels, at the expense of the two weakest druid class abilities. Additionally, the world walker gains the favoured terrain ability at an earlier level than the ranger.
I should have mentioned that I was more interested in knowing whether or not that this was intended by the designer(s)? It is not exactly a game-breaker, but it is a fantastically advantageous option for any druid, without sacrificing (in whole or in part) any of the key druid class features such as spellcasting or wild shape. The trackless step class feature hardly comes into play for players to benefit from (it sees far more use from druid NPCs trying to escape from tracking PCs) and the resist nature's lore has to be one of the most useless class features since it is literally completely dependent on the DM actively adjusting the nature of encounters to feature fey creatures and/or effects that utilize/target plants.
In exchange, the world walker gains 4 favoured terrains, with one of them possibly granting a +8 (unnamed) bonus to initiative checks, knowledge (geography), Perception, Stealth, and Survival skill checks in that terrain. Oh, and he cannot be tracked in all four of his selected terrains (so not really a complete loss of the original trackless step class feature). It is not difficult to see the absurd disparity in game balance for the world walker. The only reason not to take this archetype is if the player was going for any of the other archetypes other than Pack Lord.
Eh, like I said, it's not a game-breaker, but it chafes when I see archetypes that are heads and shoulders above the core class itself.
Page 129: Feels silly to mention this so late in the game, but if the point of Tatami-do armor is to offer "a lighter-weight alternative to o-yoroi" armor, why do they both weigh 45 lbs? Or is the reference to lighter-weight just an allusion to the trade-off of 1 Armor Bonus for 1 Point of Max Dex (which is a bad trade in my books, armor bonus works flat-footed).
Page 129: In a related nitpick, I think the labels for "Lamellar, Steel" and "Lamellar, Iron" may be reversed since it would make sense for iron to be inferior to, and less expensive than steel. This might have been an intentional reversal since, I note, the iron lamellar is 15 lbs heavier than the steel, so if they're not reversed is the implication that they just piled on crude cast iron for heavier (more brittle) protection and that the steel, while more resilient, is lighter and offers less protection? Sorry if this is a "how many angels can fit on a pinhead?" pin-headed question, after awhile trying to explain the numbers is like reading tea leaves.
Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.
So for targeting/sundering spells attached to specific creatures,
the basic function of the ability (1 round suppression) works if your CMB equals the CMD+5.
The 2 round suppression works if you exceed the CMD by 5 to 9...
Well, succeeding vs CMD+5 (the basic 1 round effect) is the exact same thing as 'exceed[ing] the CMD by 5 [to 9]'!
So per RAW, you should ALWAYS suppress the spell for 2 rounds, and NEVER do so for only 1 round.
That is for spells attached to characters, for independent spells, the distinction between the basic effective CMD (15+Caster level) which is needed to succeed and exceeding that CMD by 5 remains, yielding potential results of both 1 round and 2 round suppression (and total dispelling).
But the wording of targeting spells on creatures, where the basic success happens on CMD+5, and additional (2 round) success happens when exceeding THE CMD by 5 (not the DC needed for initial success, CMD+5, but CMD per se which is just the CMD itself) means there in never a case where you only suppress for 1 round, any success will mean 2 round suppression for spells attached to characters. If that was the intent, I feel like it would have been presented more forthrightly (with the 1 round effect ONLY associated with the independent spell function), so I'm pretty sure there is an error there, and 1-round suppression IS meant to sometimes apply for spells attached to creatures.
It seems plausible to remove the CMD+5 wording for the base DC for spells attached to characters, which would make it work equivalently to independent spells, and that is not changing the difficulty for 2-round suppression or dispelling. Meanwhile, the wording about bypassing miss chance caused by the spell itself could be moved to also apply to independent spells, e.g. sundering a Fog Cloud spell in an adjacent square. That would possibly leave some space for additional functionality...
It seems like there should be a line stating that the highest of (15+CasterLevel) and (target CMD+5) should be used. That covers high level casters casting powerful spells on low CMD commoners (in a more realistic way, where the commoner's weakness doesn't make the spell easier to dispel), and also is amenable to using Spell Sunder to dispel unwanted spells from allies (if the ally's willingness means that their CMD is removed as a factor, leaving the alternate 15+CasterLevel to overcome). There are other situations regarding 'willing targets' of attacks/CMBs, which are not covered by RAW, but since this ability already has an alternate DC (which should logically apply if that DC is higher than the target's own CMD+5), there is an easy solution to enable that functionality.