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Also: man, did I choose the right day to come back to the forums, or what?!
(I did.)

Designer

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Luthorne wrote:

Hey, Mark, got my copy of Psychic Anthology, which has a lot of great stuff, but two things I wanted to check with you on...and one additional thing that made me raise an eyebrow.

** spoiler omitted **

Both are accurate. I believe I fixed the wood one in UW.

The Exchange

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I asked in rules forum but got only one answer.

At 4th level, a bonded investigator’s familiar becomes a cunning assistant to the investigator. The familiar can access the investigator’s inspiration pool to augment its own actions; the use of inspiration is deducted from the investigator’s number of daily uses as normal. The familiar can use the inspiration ability (and gains the increased benefits of investigator talents that affect the bonus dice used in this ability) but cannot expend uses of inspiration for other purposes.

What exactly does the familiar get out of the inspiration pool?

1)Expanded inspiration talent?

Expanded inspiration - Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration

2) Device talent?

Device Talent - Use Use Magic Device untrained; if trained, use the inspiration ability with it without expending uses

3) Combat Inspiration?

Combat Inspiration - Inspiration on attack rolls and saving throws expends one use instead of two

4)Half Elf Favoured Class bonus?
Gain a +¼ bonus on all inspiration rolls.

I know amazing inspiration works - since it says it gains benefits of investigator talents that affect bonus dice, and it does affect bonus dice.

Can inspiration be used also for initiative checks?

Does an investigator need to sleep to refresh his inspiration pool?

Does an investigator need to sleep to prepare new extracts?

Recovering from a madness without magical aid is a lengthy process requiring significant rest. After 7 consecutive days of uninterrupted rest, the afflicted character can attempt a Will save against the madness’s current DC. If she succeeds, the DC is reduced by a number of points equal to 1/2 the character’s Charisma modifier (minimum 1). Instead of relying on her own strength of personality to reduce the effects of madness, a character can also seek out a single confidante, priest, or other advisor. The recovering character must meet with that person regularly (at least 8 hours each day) and gain guidance during the 7 days of rest. At the end of the rest period, the ally can attempt a Wisdom or Intelligence check (whichever is higher) with a DC of 15 for a lesser madness or a DC of 20 for a greater madness. On a success, the recovering character can reduce the madness’s DC by 1/2 the ally’s Wisdom or Intelligence modifier (whichever is higher, minimum 1) in addition to the decrease for resting.

Can inspiration be used on the ally's check as it's supposed to represent a week of counseling?

Designer

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Throne wrote:
Mark Seifter wrote:
This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.

I'm not sure if this is outside your wheelhouse to weigh in on, but it seems to me a similar case of forgetting to adequately futureproof a feat;

The monk has a bunch of class abilities which can't be used with a shield.
The Unhindering Shield feat, which looks intended to remove all the little downsides of using a buckler, has a Special: note saying it lets a monk use a buckler without losing those abilities.

The Devoted Muse also has class abilities which it loses if it uses a shield, but since it came in a later book than Unhindering Shield, no note calling it out as able to use a buckler with that feat, so by RAW it can't, though it looks like RAI it probably should.

Do you feel it should, or shouldn't?

Yeah, it's outside my wheelhouse. I'd say honestly the feat probably isn't a good idea to allow in a game (one of our forumites who likes high-powered options and dislikes banning or modifying rules content put it best when he said, to paraphrase him despite using the quotes "I figured it was fine and allowed it, and I'm not sure it was overpowered in my game, but it did lead to every single martial build being condensed into two-hands + shield, which eliminated all the variety.") But if you're going to allow it anyway, I guess you might as well allow it to work for everyone? It's hard to say.

Designer

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Tarllarn Barto wrote:
I got a question again,if I use the acid as a material in grease,it got 1 acid damage per turn.As a Elemental bloodline Sorcerer,can I turned this acid damage to fire damage or else?

It depends on whether you think the spell is dealing the energy damage or the extra ingredient is dealing the damage with the spell as the vector. I incline toward the former, in which case it would seem that you cast "a spell that deals energy damage" and can probably change it via your arcana.

Designer

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TrinitysEnd wrote:

Hey there again! Thank you for the answers to my previous questions! I have another interesting thing that was brought forth to me.

Clerics and Domains particularly ones forced into domains. Some Cleric Archetypes specify that you must take a certain domain, similar to the Merciful Healer. Which states:

Merciful Healer wrote:
Willing Healer: A merciful healer must choose the Healing domain. She does not gain a second domain. If the cleric worships a deity, that deity must be one that grants the Healing domain. A merciful healer must channel positive energy.
Would you be able to take subdomains of the Healing Domain (Such as Restoration, Resurrection, or the new one Medicine?), or is it only base Healing Domain? (And thus would this apply to other ones that force you to take other Domains?)

It would seem that you still have the domain, so it might work if you don't have other restrictions (for instance, a leshy warden has limits on what Plant subdomains she can take).

Designer

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Alex Chan wrote:

Hey, Mark. I played a lv10 magus, and he learnt Monstrous Physique II,and bought a bane baldric.

(1)Can he take the form of a Four-Armed Gargoyle and makes spell combat while wielding his longsword two-handed to add 1.5*STR to damage?
(2)Can he enhance his longsword with his arcane pool and use ready action to activate bane baldric in the same round?

By the way, (3)how does the feat Hidden Presence interact with Magic Circle against Evil? Will the evil possessing creature fail to control his victim's body if he enter the circle and his victim make a successful save?

Hidden Presence
** spoiler omitted **

Magic Circle against Evil
** spoiler omitted **...

Spell combat technically demands a free hand and a light or one-handed weapon in "the other hand," which is singular, so strictly as written it doesn't work. Not that four-armed characters can't get up to all sorts of other game-altering shenanigans!

You can ready a swift action, but the question as to which turn's swift you have eaten with that readied swift is an open question. I personally feel that it would use the current turn's swift due to edge cases involving not triggering the ready or needing immediates (which would prevent that series of actions), but if a GM decided on the other direction, that works for me too.

If you make your save against a magic circle as the Hidden Presence character, the spell treats you as the possessed character, which seems like it would prevent your victim from eschewing your control. It isn't totally clear there though.

Designer

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Alex Chan wrote:

Hello again, Mark. Here's a new question:

Magical Lineage says I can apply metamagic feats to a specific spell, and treat its actual level as 1 lower for determining the spell’s final adjusted level. And Wayang Spellhunter says I can apply metamagic feats to a specific spell, and the spell uses up a spell slot one level lower than it normally would. So, may I use Magical Lineage to make the empowered fireball a level 4 spell, and then use Wayang Spellhunter to spend a level 3 spell slot to memorize it?

Magical Lineage
** spoiler omitted **

Wayang Spellhunter
** spoiler omitted **

Honestly, these two traits even individually are part of some of the most abusive spellcaster combos out there (I definitely know, I've built and played a few of those characters), and using them in concert is even more likely to destabilize the situation, but the wording on them is vague enough to not make them symmetrical, so it would be hard to definitively claim that they don't stack without further FAQ guidance on that subject. I'll just say I'd recommend disallowing it in your home game if you're playing anywhere near the baseline (or even at a level significantly above the baseline), and allowing it only if your game is dramatically above the baseline and casters are having trouble keeping up for some reason (uncommon in such games).

Designer

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Ziegfeld wrote:

Hi~ Mark, I have some question about four hand race(such as Kasatha or Shobhad) with Multiweapon Fighting feat.

1). Can kasatha wield two two-handed melee weapons, like two greatsword, and use two-weapon fighting?

2). Can kasatha wield one two-handed melee weapon and two one-handed melee weapons, like one greatsword and two short sword, and use multiweapon fighting?

In a Bow Nomad(kasatha ranger archetype)'s Twin Bows ability, it can let kasatha simultaneously wield two bows and use two-weapon fighting. According to this ability, normal kasatha can't wield two bows, am I right?

So it can be inferred to that kasatha can't wield two two-handed melee Weapons?

Thanks you!

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...

I actually didn't remember I had this question coming up when I said a few posts back that four-armed characters can still twist the game in knots. Such dramatic irony for those following at home!

The normal clause of Multiweapon Fighting talks about having one on-hand and all the rest as off-hands, which doesn't really speak to the question of "What about using the hands for multiple two-handed weapons?" I'm inclined to think you could probably wield two weapons that each take two hands as a four-armed character without bow nomad, but honestly that ability only replaces wild empathy so the archetype might not think it's giving that ability whole cloth either? (if so, that's a really weird trade)

Designer

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Ectar wrote:

Can a mooncursed barbarian take the Raging Vitality feat?

Shifting Rage alters rage, as opposed to replacing it. This leads me to believe that shifting rage should count as rage for feat prereqs and such. However, I'm certain that a contingent of people will disagree with me (maybe even more disagreeing than agreeing).

I think you can take it but since you do not have a morale bonus to Constitution from rage to increase by 2, it would only give you the second part.

Designer

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TrinitysEnd wrote:

Another question for you Mark, as there is some confusing wording on one of the Aether Infusions. Many Throw states that you select a number of targets, but doesn't state you can't select the same target again. Is this intentional? Are Aether Kineticist's supposed to be allowed 17+ blasts at a singular target? Or is it meant to not be allowed to target the same person? As most abilities that don't let you target the same person more than once, state so in it's ability if I am remembering correctly.

Thank you for taking your time once again!

It's the reverse of what you remembered; abilities like magic missile that allow multiple missiles on the same target always tell you if you can. Otherwise, you could use mass heal to deal 3,000 damage to some unlucky schlub.

Silver Crusade

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HI Mark I postsed this on James's thread but he seems to be real busy at the moment and this is some what rulesly question.

I have a question on the Warpriest Class. All other divine casters pray to get their spells. It seems that Warpriests memorize spells from a spell book like arcane casters. Where do Warpriests spells come from?

Designer

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Tacticslion wrote:
GhostwheelX wrote:

Hi Mark, quick question for you, and thank you in advance!

If a character with the Animal Ally feat later took a level in druid and chose an animal not on the Animal Ally list as their animal companion, would that animal companion have its effective level be equal to the Druid level, or the Druid level and the Animal Ally effective level combined?

Mark Seifter wrote:
The feat doesn't seem to have a difference in that final section depending on if the new companion is on the list or not. That said, you can't double-count the same level for the same thing, so it would be druid level + non-druid-levels-combined - 3.

This is pretty solid answer, but it seems like it could lead to some weird corner cases where the character in question actually loses power to effective druid level.

Like, say, if you have a druid level 5 with an domain, and you take a level of fighter (or whatever) - in theory, they might want to take an animal companion (and may do so). If, for character purposes, they later retrain their domain to animal companion to beef that puppy up... do they effectively lose druid levels because of the feat (although they get a companion, so that's a new thing)? Or even retrain the level of fighter (or whatever) out entirely... what then?

The retraining seems legal, to me - especially if the feat still abides even after you've taken your first level of druid.

Or maybe a 1st level fighter (or whatever), 3rd level ranger takes the feat, and then hits 5th level ranger and selects animal companion: is that choice just illegal? Does the ranger kind of sort of lose an effective druid level by ignoring one or the other? Do you stack both penalties? It's a curious thing...

I might just be missing something, and that's fine, but that just seems like a really weird possible corner case.

That said, I don't know that it really needs fixing. It's "corner enough" that it could be considered irrelevant. Just something that immediately sprang to...

Retraining is always tricky, and the retraining rules in Ultimate Campaign are...fraught. Retraining like in Starfinder where you roll back the levels and stay legal at all times is a better way to go, and is what I use in my games. If you use Ultimate Campaign's retraining rules, you're going to wind up with situations like this where you are in a bad way until you do additional retraining (for instance, in the first example, once you trade away the feat, everything's fine again). If you were being nice, you could also say you lost the feat by virtue of not having enough non-companion levels to trigger its prereqs after the retroactive adjustment via retraining.

Designer

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espada wrote:
Hello Mr. Siefter first off i would like to ask how your day has been then i have a question on mage's magnificent mansion spell. Does it lead to the same place every time or create a new demiplane each time it is cast?

It looks like it makes some place new each time. Having it be the same place has always intrigued me though. One time in a 3e game, an effect that turned a random nonmagic item into an intelligent magic item affected the group's tent. There weren't really any good features for an intelligent tent, so I gave Portia the tent a magnificent mansion effect (same mansion each time) you reach by going into the tent, and the tent's intelligence controls the servants as manifested avatars of herself that can converse with you.

Designer

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TheDarkLordMaul wrote:

Hey Mark! I've got a question about the wording on a specific magical tea set that has been driving me crazy

The Karyukai Tea Set has a slightly strange wording in its listing
My question is, do all of the effects listed last 12 hours as the first effect is listed?
Or do the effects last as long as the spells would normally last?
I'm wanting to get the tea set on one of my characters in a game but I don't want to brew tea for an hour only to get 11 minutes of greater heroism

They seem to last their normal duration beyond the first effect. I actually ran Jade Regent, and my workaround was to up the skill DC, remove the gimme skill option of Diplomacy (replaced with Perform or Profession), and then increase the duration. Greater heroism is a fairly game-changing effect to be toting around for so long, but with the DC I set, my party wasn't always able to achieve it either. I also changed the specifics of the price, which didn't matter because it was a gift they receive in the campaign anyway.

Designer

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TrinitysEnd wrote:

And I'm back for a third question! I'm quite sorry for barraging you with all these questions, but otherwise I'll forget. It's about the Elemental Ascetic Kineticist Archetype.

Elemental Wisdom wrote:
An elemental ascetic can use his Wisdom modifier instead of his Constitution modifier to determine the DCs of Constitution-based wild talents, the duration of wild talents with a Constitution-based duration, and his bonus on concentration checks for wild talents. This ability alters the key ability scores of wild talents.

How come it doesn't replace amount of Burn one can take and all other Constitution based class features? I remember you stating above that it was supposed to just not add the damage, which Kinetic Fist doesn't allow, so was this a missed thing, or was this supposed to be replacing with all Wisdom?

Thank you once again!

The replacements were very specific and careful in order to allow for a variety of different builds. We used different wording when I wanted Con to be out of the picture entirely.

Designer

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Lou Diamond wrote:

Mark do you see any thing wrong with a wondrous item, that is a salve that heals 1d8 per dose and comes in a tin of 50 doses for 750gp?

it is spread on the wound and that activates the magic healing.

I priced it the same as a wand of cure light. The actions econmy is a little different as you have to open the tin and spread it on the wond a free action to open the tin and one standard action to spread it on the wound. This is from another game that it worked fine in. It is mainly for non casters that do not have UMD to activate a wand.

It seems like it is to wands what a potion is to a scroll, so since potions are twice a scroll's price, you might consider doubling the price here as well.

Designer

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TrinitysEnd wrote:

I thought maybe three was enough, but I am apparently insatiable! I apologize as I release another question on you. This one, Catfolk Claw Blades.

Are Claw Blades considered the Claws for the purposes of other abilities, such as the Catfolk Slayer Talent Vicious Claws? Which reads:

Vicious Claws wrote:
A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat’s claws racial trait before taking this talent.
Thank you once again for your time!

The question is whether the name of an attack with claw blade-enhanced claws is "claw blade" or "claw". I could see that going either way, and I'd probably rule on a case by case basis. Many things that might specify claws are probably expecting it to act like a natural weapon (and thus be usable twice right away but not with iteratives, etc), and those wouldn't want to apply to the manufactured claw blade attacks.

Designer

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Dormin, the Colossal wrote:

Hey Mark, hope you're having a good day. Was hoping you could settle a question for me and my friends.

If I have an Occultist with Legacy weapon or a Fighter with Warrior Spirit (both abilities that allow you to temporarily enchant your weapon), as well as the weapon versatility feat, can I do the following?

>Have a piercing weapon
>Use weapon versatility as a swift or free action to make it deal bludgeoning damage
>Use Legacy Weapon or Warrior Spirit to apply Quaking to the weapon.

A similar situation one could imagine for someone using a hammer and applying Keen when they use Weapon Versatility to make it deal piercing damage.

Relevant links:

** spoiler omitted **

** spoiler omitted **...

Changing a weapon's damage type via a feat doesn't make the weapon itself a weapon of that type. Similarly, gaining a feat that lets you smack someone with a bow doesn't make the bow itself a melee weapon, if that makes sense?

Designer

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ckdragons wrote:

I understand RAW that Max Dex from armor and Dex penalty from encumbrance do not apply to CMD, because it's not specifically mentioned, but would you agree that it should as RAI?

Since it's technically part of the way Dex works, the weird FAQ answer on replacing Dex to AC not replacing it to CMD (in the loracle FAQ, not that that oracle power isn't more than powerful enough without helping CMD) does give precedent for this, as you say. The way I conceptualize CMD is to apply all the things that would adjust your touch AC (which works in all other circumstances), so in that sense it would go that way. Then again, it's probably not too strong for someone with better max Dex than their armor to keep the higher CMD either. Whatever works for you!

Shadow Lodge

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Mark Seifter wrote:
Alex Chan wrote:

Magical Lineage

** spoiler omitted **

Wayang Spellhunter
** spoiler omitted **

Honestly, these two traits even individually are part of some of the most abusive spellcaster combos out there (I definitely know, I've built and played a few of those characters)

I think it really depends on the spell you pick these two for. I know I really enjoy my Fireball specialist and I'd hate to see such an iconic spell lose something that has kept blasting a viable option for me.

What are your thoughts on the Oozemorph now that it's gotten an errata?

Designer

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N N 959 wrote:

Back for more wisdom,

A question came up in a game, does a human bane weapon work against anything with the human subtype, or just Humanoids (human)? Same question for Favored Enemy Human.

Thanks.

Technically, the favored enemy is humanoid (human), not human, as is the bane effect (though +1 humanoid (human) bane longsword sounds silly, despite being technically correct). Thus, they don't apply. I allowed Shalelu's pre-existing favored enemy humanoid (giant) from the same group's Rise of the Runelords game apply against oni in Jade Regent, though, so don't tell anyone! I wouldn't suggest doing the same for human just because it's such a dominant choice as it is.


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Hey Mark, less of a rules question on this one. What are the chances of the Void kineticist element getting printed in a hardcover book? Did you ever bring up the idea for it to be in Planar Adventures?

Designer

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Dragonborn3 wrote:
Mark Seifter wrote:
Alex Chan wrote:

Magical Lineage

** spoiler omitted **

Wayang Spellhunter
** spoiler omitted **

Honestly, these two traits even individually are part of some of the most abusive spellcaster combos out there (I definitely know, I've built and played a few of those characters)

I think it really depends on the spell you pick these two for. I know I really enjoy my Fireball specialist and I'd hate to see such an iconic spell lose something that has kept blasting a viable option for me.

What are your thoughts on the Oozemorph now that it's gotten an errata?

Honestly, as I said it depends on your game. In your group, it's quite possible that you would need to apply both of them to stay on par with the other characters. I've seen someone say that blasting isn't viable for their group unless certain options were all allowed, which when I looked up, those options added together would insta-kill every last enemy you would ever face in a baseline encounter (CR = APL+3 or lower) all at once in an area. And I believe that person; I've run an epic game in 3.5 where the level 20-21 PCs kicked the stuffing out of a CR 40 creature I threw at them (and I knew they would).

As to Oozemorph? I'm glad it gained the explanations necessary to make sure people could play it and understand the baseline situation. It's a little weak at low levels but you actually get some interesting versatility and power using a higher level form with morphic weaponry, so that might be fun to try. Plus Odo was one of my favorite characters from DS9. Even though I worked on many of the archetypes in UW, I didn't really know the shifter well enough to handle its batch.

Designer

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Jinotad wrote:

I am planning on playing a reanimated medium for PFS, and was wondering if you would clarify what is getting altered on the spirits ability.

"A reanimated medium is essentially a bodiless spirit using influence to possess his own spiritless body. “The reanimated medium” refers to this spirit. Unlike a normal medium, a reanimated medium becomes more powerful the more influence it has over its body. Each day, the reanimated medium can perform a seance at a location as normal to focus on one of his potential future legends. He channels that legendary potential as strongly as possible into his body. The spirit gains 3 points of influence over his body, to a maximum of 6 points. Since he is his own possessing spirit, he doesn’t lose control at 5 or more points of influence, though he still suffers the legend’s influence penalty as normal at 3 or more points of influence."

How does this interact with the "When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0." From the original ability?

Are the effects from seance still only 24 hours, and does the influence still reset to 0 when it expires?

If possible, it would help me if the original [Spirit (Su):] could be re-written to include the alteration from the Reanimated Medium's [Channel Self (Su):] for clarification purposes.

** spoiler omitted **...

It's been a while since I wrote the archetype, but I believe the idea is that you don't let yourself deanimate if you can help it, so you don't reset to 0.

Designer

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Mizuno Qenido wrote:

Question about Squeezing:

In order to do it, does there have to be a hard surface on either side of the creature, or can they choose to squeeze in an area where they otherwise would have room for their full size? In addition, does the presence of other characters in adjacent spaces count as squeezing if you end your turn in that state?

E.g. Can a large creature in a 10 foot wide hallway willingly squeeze itself into a single 5x5 tile and accept the penalties for squeezing, so as to not completely block the hallway for other characters? (I'm aware they can move past friendly creatures anyway, but I'm more worried about other characters being able to end their turn in the space the creature would regularly take up while not squeezing)

EDIT: Also, interesting point: Does a tower shield, when used to cover one side of a creature, count as a barrier that allows them to squeeze?

What I've found about squeezing seems to suggest it can only come about of necessity (having something against which to squeeze). However, I've definitely given some on-the-fly GM rulings when creatures unintentionally wound up in the same space as each other that it counted as squeezing, since that seemed the closest situation. The rules don't give any direct support for that though.

Designer

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FiddlersGreen wrote:
Grabbing style wrote:
Benefit: When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.
If I the hand I'm using for grabbing style has a +1 gauntlet on it, would I get a +1 enhancement bonus to my CMB on the grapple?

Only certain combat maneuvers add weapon enhancement bonuses (even those of an amulet of mighty fists), and grapple isn't on that list.

Designer

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Joana wrote:
One of my players wants a butterfly familiar (his PC worships Desna). Do you think it would be a fair trade to use stats for one of the vermin familiars and trade out Poison (and, indeed, any ability to attack) for a Fly speed?

I think the fairest trade would likely be to use the butterfly familiar from page 192 of Ultimate Wilderness. Of course, last year that wasn't an option!

Designer

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wraithstrike wrote:
No question from me today. I just wanted to say thanks for this thread.

Thanks! (and to all the people who seconded this post)

Designer

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First World Bard wrote:
Mark, have you read the Codex Alera series by Jim Butcher? Because I think I've finally decided what to do with my Crypt of the Everflame credit: create Isana (the series' protagonist's aunt) as a Hydrokineticist. She'll probably be a Taldan that secretly worships Saranrae as a goddess of healing (partly because it's good RP for the Indomitable Faith trait shoring up a Kineticist's poor save, and partly because of what went down in the Crypt when I ran it. :P)

I have read them, as part of my elemental-themed research for the kineticist (which also included watching Legend of Korra). If you're playing Isana, just remember that using water powers to <spoiler redacted> a child is probably not a great choice for PFS, even if you think it's a good idea.

Designer

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Catharsis wrote:

Dear Mark,

sorry, one more Kineticist question... for my electric Kineticist plans, I notice I have too many utilities I want to take at early levels (Air's Reach, Elemental Whispers, Wings of Air and its talent tax...) and not enough infusions that interest me. If you were my DM, would you allow me to spend an infusion slot on a utility in the early levels?

Cheers

It's pretty important to balance out infusions and utilities as separate pools, mostly so that people don't have to feel like they were forced to spend out of one pool to get the other pool (this is a general problem with feats, where you have to give up a possibly-crucial combat feat for your character if you want a utility or skill feat, and it's a major cause of the general antagonism towards those sorts of feats; I mean Skill Focus for +6 is incredibly strong for that skill, but it still isn't popular since it takes away from the same pool you need for fighting). What this means is that there should probably never be an archetype or other official option that muddies these two pools (like an archetype that trades out all the utilities for double infusions or something) on a macro scale for everyone's games, but it doesn't stop a GM from making you a special exception for your one game, since that's a one-time thing that doesn't create the larger trend, if that makes sense?

Designer

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MichaelCullen wrote:

Mark,

What is meant by "value" when dealing with psychic expensive material components?

Psychic Magic wrote:
When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell's component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell's material component.

Is this "price" or selling price?

I assume price is meant but...

Is this impacted by crafting?

Could a psychic use items they crafted? If so what "value" would be used?

I could see some abuse here, but then again, if your character invested the feats, skill points and time, I could see them getting the discounted rate.

I'd say whatever you paid for it is most balanced. The fact that full value even has pitfalls is mainly because the crafting system is itself quite unbalanced. On the other hand, most GMs would not agree that "chaff magic item I crafted just to try to weasel my way out of paying full price for this spell" has significant meaning to your character, so maybe it's fine anyway?

Designer

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Gordrenn Higgler wrote:

For Aether created by Aether Architect, can it be dispelled or does it function like Wall of Force and have resistance to dispelling ?

Can aether objects be moved (with telekinetic haul using burn you'd have some good leeway)?

Can I use Aether Architect to repair a hole in a ship ? (if it's like wall of force I'd say no because it would be rooted to the location.)

Can I made siege engines such as ballista ?

Can I make a huge statue of Sarenae/(Liberty) and animate it with Aether Puppet to walk around

I'd say you can't just dispel it. It's an edifice, not an object, so not a ballista or generally a target for spells that target a specific object (which usually can't target an entire building either).

Designer

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Hushed wrote:

Hi Mark,

How does an Alchemist gain Craft Staff?

How is the Monstrification Staff supposed to exist?

Besides the text specific to the Monstrification Staff, are there any other ways non-spellcasters can recharge staves?

Can a Rogue use UMD with a Pearl of Power to recharge a staff?

If you can, how many UMD checks would be involved?

What about an Arcane Battery?

I want to like staves, but most of the time my spellcasters would be better served by pearls, pages, shards, etc., and it seems there's been a concerted effort to exclude non-casters from them. Why is that?

From a design standpoint, what do you see as the role of UMD?
Does a non caster buying a Runestone of Power and a Page of Spell Knowledge then using UMD to cast a spell break the game?

You'd likely use two creators to meet all the prereqs. Generally they can't recharge staves, though they can certainly use them (my bard's lyrakien familiar had lots of fun toting around a staff of life she could barely carry).

Staves are usually a better bang for your buck than pearls on a given day if you know you want the involved spells a bunch of times, which is unusual given that pearls are almost always way cheaper than most other items (pearl for a mage armor versus bracers, pearl for a greater magic weapon/fang/vestment instead of enhancement bonus, pearl for barkskin instead of amulet of nat armor, etc). For instance, a staff of fire gives you 5 fireballs before it runs out, for the price of two level 3 pearls, and you don't need to prepare fireball at all or spend the action in between like with the pearls. A certain gnome wizard in the PFS Boston Lodge used that staff to great effect on many occasions (downtime is a potential downside, so it does help that you get time to recharge in between PFS scenarios).

In the game, there's a sort of difference between having 0 of something and having — of that thing, and in the case of someone fiddling around with runestone+page, they have — of those things. Possible weird side effects of overruling that include the possibility of rolling mega high UMD and casting your spell at a significantly higher caster level than anyone in the party has.

Designer

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MichaelCullen wrote:

Mark,

There had been a lot of discussion on the boards in regards to stacking miss chances.
One such thread

The rules are pretty clear that miss chances from concealment do not stack,

miss chances form concealment wrote:
Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally—if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.

But what about miss chances not from concealment?

How should someone under the effects of displacement and entropic shield be treated?

In the discussions three diverging ways of handling were proposed.

1.) Roll miss chance once, then compare the result to both miss percentages. For example, if high hits, a roll of 51 on the d100 would hit both the displacement (50% miss) and entropic shield (20% miss). Effectively in this method, only the best miss chance matters. A person under both displacement and entropic shield would have an effective 50% miss chance, the same as displacement alone.

2.) Roll the miss chance seperatly. Roll once for displacement, then again for entropic shield. Mathematically this gives a 60% miss chance over all.

2 b.) Roll the miss chance once, but use the mathematic probability obtained from method two. Because rolling a 50% miss chance followed by a 20% miss chance, results in an overall misschance of 60% Roll once with a 60% miss chance.

3.) Add the miss chances together, then roll once. Add 20 to 50 to get 70. Roll once with a 70% misschance.

When multiple miss chances apply for nonvisual reasons (maybe being on another plane for blink, etc), I would probably do #2. That isn't to say that the rules actually specify which one is required.

The Exchange

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Can a wizard with the trait magical lineage - fireball use a lesser metamagic rod to empower a prepared intensified fireball spell? (Due to magical lineage it is prepared in a 3rd level slot.)

The Exchange

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Yes you may since it's a 3rd level slot you're using to empower. May you have lots of xplosions.

Shadow Lodge

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Though this FAQ may also apply. One of the rare instances I can remember of "in general" being used as well.


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Thanks for answering these Mark. It made my night.


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Mr. Mark Seifter,

Three Questions:

1) What are the chances there could be a Daemon bloodline for the bloodrager?

2) Any chance for occult variant multiclass options? In particular the Kineticist?

3) A repeat because I don't think it got answered: How would you convert the solarion from SF to PF?

Also, thank you for the errata and updates. Hopefully I am not being too greedy in asking these questions.

RPG Superstar Season 9 Top 16

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I have questions about Shifter's Fury

FAQ wrote:

Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

This will be reflected in the next errata.

1) I thought any character can already full-attack with a single natural weapon? Full-attack actions don't restrict what weapon you can use, and it's been explained in Core Rulebook FAQs that you can use the same weapon for all attacks during a full-attack action. The only restrictions come into play when you stack natural attacks with regular attacks, which wouldn't stop you from using a natural weapon as a regular attack. (I'm so glad natural attack rules were removed from Starfinder)

2) What percentage of your Strength modifier do you apply for these shifter's fury attacks?

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

You can full attack with a single natural weapon, but natural weapons don't get iteratives. So your full attack with one natural weapon is one attack.

Designer

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DrakeRoberts wrote:

Mark,

Wasn't sure whether to put this here or in the product thread (so I decided on both). In Pyschic Anthology the Slick infusion says that Reflex Negates, but only seems to affect the terrain of the area of your blast, not those in it. Do those in or entering the area make a reflex save to treat the area as non-difficult terrain? Was the save supposed to be 'none'? Was this supposed to also potentially prone those who failed their saves, a la grease?

Inquiring minds, namely mine, want to know!

Thanks!

You're right. Looks like shouldn't have a save.

Designer

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DrakeRoberts wrote:
Mark, sorry but I have another: Hydrokineticist (Water Blast) and underwater combat. If it makes a difference, the character also has the Aquatic subtype (and Amphibious). Are the water blasts super-penalized: -2 attack plus -2 per 5', halved damage due to bludgeoning? Or does being aquatic and/or the fact that you're manipulating the water negate any of those penalties?

Water blasts have no penalties there. See Aquatic Adventures!

Designer

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Lou Diamond wrote:
Mark would you think a Slayer Talent that changed the Sneak attack Die type for d6 to d8 would be ok?

I wouldn't really recommend it. It's just a flat DPR boost, which slayers don't necessarily need (and variable depending on weird side-ways you might have in gaining more sneak attack dice), but it's also less interesting than something cooler for the slayer to do.

Designer

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Vidmaster7 wrote:
So mark how much are you involved in the shifter class coming out in ultimate wilderness?

Almost not at all with the original book, though I took point on generating the solutions for our recent alterations.

Designer

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The NPC wrote:

Mr. Mark Seifter,

I had this idea for a character who is part of another realm and manifests that realm in the material plane.

I thought to represent by terrain affecting spells and abilities. What are good terrain affecting spells? Especially of the level 1 and 2 variety.

There aren't really huge permanent landscaping spells at low levels, though expeditious excavation comes in pretty low I guess. Another option might be to riff off the way Bestiary 6 planar dragons bring an echo of their plane to the Material, though that is likely too powerful of stuff for this situation.

Designer

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Lou Diamond wrote:

Mark would Paizo consider changing the current hardness rules for metals?

The current rules are an artifact of 3.0 rules and IMO are poor;y written they call for each metal be given a hardness rating based on how thick the metal is, no where in the rules does it say how thick a sword, ax or different type of armor is. My purposal is just give each metal an over all hardness rating. Much easier to adjudicate at the table.

That's interesting. It might be a good idea to do hardness based on metal and maybe quality or purity level and then HP based on thickness or amount of the metal, but I think that's already currently the case.

Designer

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Shadow_Charlatan wrote:
Mark Seifter wrote:
Gordrenn Higgler wrote:

What would be the cost of combining the Gravity blast (or Telekinetic blast) with Aetheric Boost and the boost composite from void?

Also how would the damage be calculated?

Gravity or telekinetic with both of those is an option at 15th, since they each work on composites. It would cost 3 burn and do 8d8+16. If you really wanted to run wild, though, you could put both of them on something that is already a composite (at 15th) like void blast (if you were void/aether/void), which would do 16d8+32. It costs 4 burn so is a significant commitment (even composite specialization, supercharged gather, and internal buffer would need to all come together to negate its cost, and that last one is a pretty limited resource), but it is the most damaging composite blast currently possible.
With all the new options since Occult Origins, would you still say the Aetheric Gravity Boosted Void blast is the most damaging composite blast ?

I believe it is the most purely damaging direct blast by the numbers. However, allowing that there's a Fort save to reduce, an elemental purist throwing a disintegrating blue flame blast that burns the enemy until even the ash doesn't remain is now the most damaging energy blast. At that point might as well double it to deal up to 80d6+more, just for fun.

Designer

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Renkosuke wrote:

@Shadow_Charlatan I would argue that an Aetheric Gravity Boosted Omnicide is probably the most damaging singular composite blast :D

I say singular because you could instead use Flurry of Blasts on it to hit 6 people with it (with haste), but then I could see the argument that over time, a Wall Omnicide could do more damage. That's a whole can of worms and I don't think that's what you were asking anyway so I'll just return to my corner over here...

Erm, but before that quick question for Mark! In Psychic Anthology (amazing book btw) there's a universal form infusion Blade Rush that says "instantly move 30 feet in any direction". Does this mean move exactly 30 feet? ie; are you allowed to move less than the full movement if you don't see the need to? Also, it says instantly move without provoking but does this allow someone to pass through (but not end up inside) an enemy's square?

Sorta related, but if you are falling during your turn, at what point do you begin falling? Since it's all part of one action, I imagine if you could use Blade Rush to move straight up and attack some flying creature (when you yourself lack that capability) before you start falling, but could you take any other actions? If so, what kinds would be permissible? ie: standard, move, swift, free? Does it depend on what the action does? (for example, using blade rush to leap up and then greater flame jet to maintain your position in the air as a free action, or continue moving as a move action).

This is starting to become a not "quick question" so I'll leave it here, but so far I am loving the new book. I am already using a few things in a campaign-style AP and I can't wait to see what Additional Resources makes of it :D

I'd let you move up to 30, though since it isn't teleporting, I might allow an Acrobatics check to pass the enemy's space (with no AoO on a fail). Falling is one of those things that isn't defined, so the amount that you can Wil-E-Coyote is uncertain. If you're propelling yourself upwards, I'd probably allow you to do one more action before you fall (like someone with really good Acrobatics jumping and swinging a sword before falling against a flying foe), but if you're over a pit trap or otherwise don't have upward momentum time to work with during which gravity's acceleration is trying to swing your z-axis velocity into the negatives, I'd say you fall right away (with of course an immediate action to feather fall or the like).

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