Arueshalae

Akashira's page

31 posts. Alias of Snowlilly.




My understanding is this adds the spells directly to the spells known by the caster taking Spell Blending.

Spell Blending wrote:


Benefit: When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.

Special: A magus can select this magus arcana more than once.

Is my understanding correct or is there a RAW reason why Spell Blending would not work for:

1. A spontaneous caster/caster that does not use a spellbook.
2. A caster that is not a magus.

I ask this because

Airavata:

Airavata
Female human (Vudrani) spiritualist (phantom blade) 10/magus* (Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Occult Adventures 72)
N Medium humanoid (human)
Init +0; Senses Perception +23
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 25 (+9 armor, +1 deflection, +1 natural, +4 shield)
hp 88 (10d8+30)
Fort +11, Ref +5, Will +14
--------------------
Offense
--------------------
Speed 30 ft.
Melee phantom blade +17/+12 (1d6+11/18-20)
Special Attacks arcane pool (+2, 5 points), spell combat, spellstrike
Spiritualist Spell-Like Abilities (CL 10th; concentration +17)
. . At will—detect undead
. . 1/day—calm spirit[OA] (DC 11), see invisibility (10 min)
Spiritualist (Phantom Blade) Spells Known (CL 10th; concentration +17)
. . 4th (2/day)—dimension door, freedom of movement
. . 3rd (4/day)—haste, heroism, shield of darkness, vampiric touch
. . 2nd (5/day)—cure moderate wounds, false life, invisibility, resist energy, lesser restoration
. . 1st (7/day)—burst of adrenaline[OA], burst of insight[OA], chill touch (DC 16), cure light wounds, summon monster I
. . 0 (at will)—detect magic, guidance, light, mage hand, open/close (DC 15), read magic
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 14, Int 12, Wis 20, Cha 9
Base Atk +7; CMB +13; CMD 24
Feats Advanced Armor Training, Power Attack, Shield Focus, Shield Proficiency, Unhindering Shield, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits focused mind, seeker
Skills Acrobatics +2, Fly +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +5, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +5, Perception +23, Sense Motive +11, Spellcraft +14, Use Magic Device +12
Languages Common, First Speech, Undercommon, Vudrani
SQ etheric focus, magus arcana (spell blending [2 spells of lower level][UM]), phantom blade: alertness, phantom blade: ectoplasmic pool, phantom blade: phantom tether, phantom blade: phantom touch, phantom blade: quick manifest, phantom blade: reshape, phantom blade: telepathy, phantom blade: weapon of the mind, spirit of war
Combat Gear wand of bless weapon (50 charges), wand of cure light wounds; Other Gear +3 mithral agile breastplate[APG], +2 mithral buckler, amulet of natural armor +1, belt of giant strength +4, cloak of resistance +2, handy haversack, headband of inspired wisdom +4, ring of protection +1, 95 gp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armored Master (Ex) Gain an armor mastery or shield mastery feat.
Etheric Focus (Swift action) (Ex) Can center self more quickly.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Ectoplasmic Pool (10/day) (Ex) Spend points to manifest/harbor weapon, att vs. touch AC 1 rd, or apply weapon powers for 1 min.
Phantom Blade: Phantom Tether (Su) As a swift action, use 1 pool, recall blade in 1 mi to hand or consciousness.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Quick Manifest (Ex) Manifest phantom blade from consciousness as a swift action.
Phantom Blade: Reshape (Ex) Can choose new form for weapon when refreshing daily spells.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spirit of War (Ex) Gain several bonus feats, as though BAB were higher and full fighter levels.
Unhindering Shield Still gain buckler's AC bonus when use that hand for other purpose. Hand is considered free.

Was curious to see what the consensus was before I filed a bug report. Hero Lab is not only not allowing the selection of spells higher level than cantrip, but is not adding selected spells to spells known.

Touch of Fatigue is kinda important since the spiritualist does not normally have any cantrips with a range of touch.


11 people marked this as FAQ candidate. 1 person marked this as a favorite.

Question: Do monk armed strikes count as natural attacks/weapons for effects that modify natural weapon damage? If yes, are the monks unarmed strikes classified as primary or secondary weapons?


53 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

Question: Can a paralyzed, or otherwise immobile, character move out of the area of affect of Create Pit or similar spells on a successful reflex save?

Question is now appropriately phrased for a FAQ request.

Click away.


15 people marked this as FAQ candidate. 1 person marked this as a favorite.

Question: does Dervish Dance work while using a buckler?

Slashing Grace FAQ wrote:
Slashing Grace does not allow most shields, but bucklers work because they don’t occupy the hand.

Emphasis mine.

Dervish Dance wrote:
You cannot use this feat if you are carrying a weapon or shield in your off hand.
Spoiler:
Lone Wolf Development Support wrote:
Sorry, the faq you're referencing does not interact with dervish dance, because dervish dance's text isn't about whether your off hand is occupied, it is a specific prohibition on having a shield in your off hand. Despite not occupying a hand, bucklers are shields (until some other faq tells us differently) and thus trigger the prohibition on dervish dance.

Spoiler:
I really don't expect something this obvious to generate a large response, and I certainly don't expect a FAQ.

Yes, I know Herolab and Lone Wolf are not rules sources. I do try to file bug reports on occasion when something seems off.

I do, however, try to put forth at least some effort to correct issues as they occur. The best I can do is start a thread and hit the FAQ button.


Looking to verify rules interactions.

Weapon Finesse explicitly states natural weapons count as light weapons.

The Faq states you can use dexterity instead of strength on disarm, sunder and trip maneuvers while using a finesse weapon.

A creature with the Trip ability gains a free trip attempt when scoring a successful hit with the appropriate natural weapon.

With the above rules, I would assume trip attacks made as a result of a successful natural weapon attack would use dexterity instead of strength. Monster stat blocks that I have looked at (e.g. cheetah have weapon finesse but do not have a CMB listed for trip attacks using dexterity.


6 people marked this as FAQ candidate.

Fighter Training says magus counts as having fighter levels for feat acquisition. The question I have is, does the magus also count as having fighter levels for resolving how those feats function. This was an irrelevant question prior to the Armor Mastery guide, but becomes relevant with the introduction of feats that scale according to fighter level.

In the more general, with the purpose of clarifying how newly introduced rules mechanics interact with preexisting class features not specifically addressed in the newly introduced mechanics.

If a class ability states a character counts as another class of level X for purposes of meeting feat prerequisites, does the character also count as level X for purposes of determining the effects of those feats.


Quote:
Bonuses and penalties granted by items, as well as spells and effects active before entering the mindscape, apply to these statistics, as such items and effects gain psychic equivalents when a creature enters a mindscape.

Items have psychic equivalents in the mindescape. All items that grant bonuses follow characters into the mindscape? I assume this includes weapons.

Quote:
While engaged in a psychic duel, the combatants don't attack or cast spells normally. Instead, the combatants create psychic manifestations, abilities that can be used only within a binary mindscape; these represent changes to the mindscape's fabric (see Mindscapes).

Attacks are made using psychic manifestations, not normal weapons, however ...

Quote:
Manifestations retain many of the manifestor's combat capabilities. The nature of the binary mindscape translates martial prowess into psychic parallels; after all, such prowess comes from training, muscle memory, and other subconscious components of the mind. This means that while martially inclined characters have fewer resources in a psychic duel, they can still make powerful attacks against their foes with great accuracy.

Very vague set of generic statements, and the source of much confusion in the game I am running. It is a given the martial retains his BAB, AC, etc. What is less well defined is class abilities and feats, and how they impact combat. A marital can make powerful attacks? How? If the fighter manifests his attack as swinging his sword, which does has a psychic equivalent, does power attack work? Weapon specialization? Improved Critical? Do the weapon properties, such as flaming, apply? How about strength/dexterity bonuses to damage?

Do feats granting extra attacks apply? Do feats and class abilities apply at all - or does the mindscape strip characters of all class abilities not specifically covered under psychic duels?

Spoiler:
Personally, Hold Person would end most fights faster and easier, but I have a player that keeps initiating psychic duels. Everyone is finding the ambiguity frustrating and I was looking for some unbiased input before I started making rulings.

Lee Stauffenecker has not participated in any online campaigns.