Clarifications on Specific Abilities


Class Discussion


While working on characters, I noticed several abilities I feel could use clarification (or at least another set of eyes). Rather than interfere with the general class discussions in those threads, or spam the forum with a topic for each, I figured I'd make a combined thread for minor clarifications (rather than recommendations, or "this is so great/awful it can't be intended" stuff). Mine would be:

Bloodrager:
1) What is their Caster Level? Presumably -3, but this is not stated.
2) Can you cast out of rage? I assume so, but many seem to be reading Blood Casting as a restriction, not a benefit.

Brawler: The feat requirements are vague. How liberally should they be read? Does Heavy Armor Proficiency "improve defenses?" What about Monkey Style's removal of prone penalties? What is intended to be removed by this restriction, other than ranged feats?

Investigator: Do Empathy and Tenacious Inspiration interact? Since the two dice for Empathy are also called "inspiration dice," Tenacious Inspiration could be read as allowing two rolls of each of them. I would guess this reading is not the intention, though.

Shaman:
1)When Wandering Spirit refers to "both of the listed abilities granted by the spirit," does this mean Spirit Ability and Spirit Familiar, or were these once two spirit abilities or something? While getting the Spirit Familiar bonuses would be nice, putting both together is going to make them look weird.

2) The Waves Spirit allows one to use elemental body IV to turn into an ice elemental, and Wind allows lightning. What are the stats and abilities for these forms?


Brawler: Do Brawler levels count as "fighter" / "monk" levels for those classes specific type feats, ie. Weapon Specialization, or Stunning Fist.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

The Ice and lightning are out of the Bestiary 2

lightning
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/eleme ntal-lightning

Ice
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/eleme ntal-ice


Those are the monsters. Elemental body IV gives specific benefits to specific forms. For example, turning into a Fire Elemental gives +6 Dex, +4 Con, and +4 Natural Armor. These polymorph adjustments do not appear anywhere I can find.


Azouth: The elemental body spell doesn't turn you into the Bestiary versions of the original four elementals (air, earth, fire, water); instead, it spells out what you gain from assuming those forms. With no similar listing for the Bestiary 2 elementals, the question is warranted.


Shaman:

1) For the Battle Ward hex, is there a limited duration or does it last the whole day? Also, is there a limit to the number of uses per day (each on a different creature)?

2) For the Arcane Enlightenement hex, can you re-choose which arcane spells to take each day if this is taken each day as a Wandering Hex?

Designer, RPG Superstar Judge

Please post these questions in the specific thread for each class. It helps the design team stay focused on the discussion for the class. Thanks!

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