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Can I get a paizo dev or someone link me to a place where a dev has already answered this question?

The basic premise is, at what level does a hexcrafter magus gain access to hexes? It is of my opinion that you get hexes at level 3 because Hex Arcana says you "may select any witch hex in place of a magus arcana". Hex Magus just allows you to get another "free" hex for the cost of Spell Recall. Hex Magus replaces spell recall. While Hex Arcana modifies/elevates the Magus' Arcanas (Hex Arcana does not even mention modifying, altering, or replacing of features like most archetypes do). They are two "separate" features. Others have stated that you only get the hexes starting at level 4 only. Hex Magus is mentioned first so it's ruling is that it has precedence over Hex Arcana? IDK

Any dev clarification would be very appreciated. I have read guides and user posts that have mentioned both views.


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After perusing some threads online, I just realized that Lay on Hands, while recently buffed, also got nerfed at the same time.I mean so did Paladin Reactions, they have set ranges now, but that is another topic. So for background information, Somatic action was changed so that it no longer requires a free hand to cast spells/powers. That is a good thing. Now Clerics/Paladins can heal allies while there hands are busy with weapons or shields. Lay on Hands was also buffed to have d6s instead of d4s. That is also good. Hospice Knight only increased healing from d4s to d6s. Now undead get hurt by d6s also. For the most part, Warded Touch is no longer needed. HOWEVER, Warded Touch had another benefit that was not added or replicated. The removal of the manipulate trait from the somatic portion of Lay on Hands. Before, you could attack undead, or evil creatures with Vengeful Oath, safely. Now you are super at risk for attacks of opportunities and losing your Lay on Hands.The Paladin already has limited resources to cast it. Now he can waste them also. At least with heal/channel you can cast it at range safely at the enemy. But Lay on Hands as I recall has no range option. Sure the Paladin is tanky and might be able to dodge the hit, but at higher levels, it is almost certain that the enemy will comfortably be able to exceed the damage threshold needed to waste the spell. To "safely" "smite" the undead you need to make sure you raise shield action BEFORE you attempt the give them the good touch. You can no longer safely heal allies next to enemies either. Lay on Hands seems worse now. I rather they keep the Warded Touch feat just so I can get rid of the manipulate trait. I can't even touch myself safely to heal in battle.


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Copied and pasted from the Shining Lights and Dark Stars blog. I hope a Dev or anyone else can clarify on this.

This might sound dumb but can anyone clarify the Ranger's new Hunter's Edge? Do you pick one at the start of a build? Do you pick one every time you activate Hunt Target? Or do you have access to all 3? It does not implicitly tell you to pick one. Even it has a line that says "You have trained for countless hours to become a more skilled hunter and tracker, gaining additional benefits when you Hunt a Target.) Benefit(s)...plural. Masterful Hunter,"You also gain an additional benefit depending on your hunter’s edge", implies that there was an individual choice from before.

The Rogue's Rogue's Technique specifically states " You gain one of the following techniques of your choice."

The Paladin's Righteous Form is chosen at the start and again later if you get a feat. "Once you have chosen the ally’s form, it cannot be changed"

Can anyone clarify? It's not like there are any class feats that require a specific build choice for the Ranger unlike The Paladin and Rogue.


I have a few questions concerning the interactions of all these things. The first is this. What happens when you have a Tower Shield(in total cover mode) and the shield enhancement Arrow Catching?
I have drawn a simple picture to show the potential interactions.
Figure.

Black circle is the archer. Blue is the guy with the shield. The Red is the ally next to the shield guy. With the Enhancement, ranged attacks would target the shield guy as shown in Figure A. If there is an object which provides total cover which blocks the shield, the attack continues to the red target unhindered. But what about a Tower Shield? The shield is the one with the enhancement but also is the total cover. What should happen in figure C?

As another question, what happens if a shield bearer also has Deflect Arrows or Missile Shield? Can he deflect the arrow that he himself attracted?


So preface this by saying this issue came in a recent game where I tried to use a grapple bolt but was told I used it wrong. I thought I was in the right which lead me to read up on grappling hooks and different items which use them, imply certain actions. So here is a crude drawing which demonstrates different ways I think a grappling hook(and its variants) can be applied.

Diagram
A: Grappling Hook catches on a lip
B: Grappling Hook jams its self on the facing getting stuck
C: Grappling Hook can work on an edge
1)
Let's ask the first question, does a grappling hook/arrow/bolt need a specific orientation or placement for it to work? Some wordings says target object or structure with out stating what form it is?
Example: Steadfast Grapple
If yes, we can try and answer the next questions, if the rest is moot.

2)
Next lets go with a normal Grappling Hook. I assume when you throw it, it has to catch a lip i.e. position A. But can a grappling hook be thrown and used like in C?

3)
Now Grappling Arrow/Bolt. Do they function as A? or do they function as B? My thinking is that because you are firing an object it has the force or strength to lodge itself. OR that you are only firing to get effect A cause throwing it is harder. I side on B cause 2 other objects(while magical) reference that it hits the smooth surface or whatever. Cornerstone Crossbow. It mentions "to anchor on corners and walls of structures". Another item is the Caver's Bolt. It says "chooses a solid surface within weapon range".

4)
Now if Grappling Arrows/Bolt do B is true, another question comes up. I read somewhere that removing a grappling arrow/bolt is a strength check vs the attack which hit the wall.
i.e. Ranged attack roll with a crossbow is 1d20+8 and I get an 18. That beats an AC of 5 to hit the target object/structure. Now to remove said arrow/bolt I need a strength check vs DC 18. Can anyone source me on this? I read it somewhere or maybe I was imagining things.

Overall, any closure would be great.


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I have a question but I am not sure if this is the right board to ask.

For those who do not know, Words of Power is a magic rules variant which enables players to lego block build spells. As I was looking through the Word Listsfor certain classes, the word lists were not updated for newer classes.

Hybrid Classes[Bloodrager, Shaman]
Occult Classes [Medium, Mesmerist, Occultist, Psychic, Spiritualist]

I mean if it was as simple as the Arcanist(Hybrid class) which just pulls from the Wizard/Sorcerer spells list it would be simple.

For the Bloodrager you could say he pulls from the sorcerer word list and the Shaman maybe some weird combo of Witch and Oracle.

I would not even know where to start with the Occult classes.

This would be moot point if Paizo decided to stop supporting Words of Power for future classes with spell casting capabilities.


I have a question on Challenge Evil and maybe mind-affecting spells in general.

In my game I have a Paladin with this spell. Now that is all find and dandy but he has a Squire Paladin who will eventually gain spells also. What happens if they both cast Challenge Evil http://www.d20pfsrd.com/magic/all-spells/c/challenge-evil on the same target? Will second application of the spell override the first application those changing "ownership"? Or will both paladins double team the enemy where he is always sickened unless he has an aoe/multi attack that can hit both paladins?

This question was for Challenge Evil but what about other mind-affecting spells in general? For example: Dominate Person? http://www.d20pfsrd.com/magic/all-spells/d/dominate-person Do both dominators share the creature or does the second one override the first one? Can the second one even be applied?


I need a clarification for the Siege Gunner archetype for the Gunslinger. The archetype changes the normal classes Deeds but they way it does makes it confusing or conflicting.

"A siege gunner swaps a pair of deeds of her choosing for the following."

Ok this implies that to use the new deeds from the archetype you can trade any deed for the new ones. Does that mean you can choose to not trade and keep your normal deeds? Besides that, when you look at the new deeds, it tells you that you can only trade for these specific deeds.

Targeted Blast (Ex): At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made. [[This ability replaces deadeye.]]

Scattershot (Ex): At 3rd level, if the siege gunner has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the siege gunner possesses (to a maximum of 30 feet at 18th level). [[This ability replaces gunslinger initiative.]]

Overall, the reason I am asking is for the sake of stacking different archetypes. I want to combine this with Pistolero but they both modify Deadeye, but with different interpretations of Siege Gunner, it does not so it is able to stack together.