Kobold Master Trapper

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Looking more for clarification than anything here.

Shadowshooting allows a projectile weapon to continuously shoot without reloading.

I guess this is also a question on whether or not technology weapons have 'projectiles', because it seems that it's its own thing. Batteries and charges aren't technically 'ammunition', but rather just a resource pool for the tech.

Would Shadowshooting even work with any technology weapons? And if so, how? Because I'm either over over-complicating it, or greatly overlooking something obvious.


Pretty much the title of the thread. When does this ability come online? Level 1 or 2? Because I'm inclined to believe that it's at level 2, as it replaces the 2nd level bonus feat, but I'm continually doubting myself on this.

Improvisational Training:
Improvisation Training (Ex): A hinyasi is skilled at fighting with improvised weapons. She deals damage equal to her unarmed strike damage while fighting with an improvised weapon. A hinyasi treats improvised weapons as weapons from the close fighter weapon group.

This replaces the bonus combat feat gained at 2nd level.


No idea how this would work, if at all, but would an intelligent item be able to ego possess a construct in possession of it?

Ego possession requires a will save from the one with the intelligent item, but doesn't call it out as anything regarding a mind-affecting effect. It's just a will save vs the items ego. Which technically a construct would have to save against.

That then being said, would the item then have control over something like an unintelligent construct while it is on its person with full autonomy?


Melkiador wrote:

The force cantrip is ok, but for that level of power, you could just use a sling or a crossbow.

The boost to carrying capacity is ok at level 3, but after that it will get overshadowed by telekinetic haul.

Force damage is force damage. Personally will take what I can get on a cantrip if multiclass isn't necessary.

And hey, even a little extra boost to carrying capacity of the Mage Hand effect is fairly nice when you need that extra 5lbs/ 3 Spellcraft ranks.


Melkiador wrote:
...Looking at the options I don't see any way to abuse it.

Well it does mean that a Elemental Ascetic or Kinetic Knight (with Improved Unarmed) has access to a 1d3 force cantrip effect that can hit at range (where the two archetypes try to restrict the Kineticist from.)

Also the potential boost to amount of weight that can be carried is quite a bit more than usual.


Coming into this assuming that this doesn't work, but: Can Basic Telekinesis be used with the feat Magic Trick (Mage Hand)?

The reasoning here is that Basic Telekinesis is a spell like ability that has a function similar to Mage Hand.

I'm completely fine if 'similar to' is not enough to meet the prerequisite of "...able to cast as a spell or spell-like ability..." wording of Magic Trick, but I just want an outside view/opinion on how (if at all) this would interact.


Evilserran wrote:
I have a level 7 blood kineticist in pfs play, and have also played about a dozen others. I have played in 5 different states, at 12 different conventions run by 7 different venture captains. This has never been an issue. Kinetic blasts always deal full damage to swarms. Wrack is an infusion to the blast. Ergo, wrack does full damage. Now, if you want to mess with your interpretation of targets/swarm/creatures etc, cool, thats on you. However, ALWAYS doesn't change. Swarms are always targeted as a single creature as well, whether or not the effect does anything. I.E. a Swarm of wolves (yes this can exist) would take damage from a single sword strike, meaning they can be targeted as a single entity, thus that entire arguement point is moot. Wrack=Infusion=Blast=Full damage to swarm barring the dc reduction against ability. Fin.

Yep; Blasts always deal full damage to swarms. Blasts are a single target spell -like ability that will hit a swarm. In this case, swarms can be targeted as a single entity as they are considered a single creature with the swarm subtype (for the purposes of Kinetic Blasts and other specific rules defined by RAW only.) Form Infusions do not change the core rule of Blasts unless specifically noted (except in the case of changing target parameters, such as in the case of AoE Form Infusions.) And all abilities of the Blood Kineticist are Wild Talents described in their replacement entries as either Infusion or Utility Talent and what their Burn costs are.

Otherwise you follow the specifics of each Infusion entry, so 'full damage' with Wrack to a swarm would be 1/2 normal blast damage or 1/4 normal blast damage on a successful Fort save. However, if the swarm does not have blood, Wrack will not function as per Blood Kineticist's entry.

This is quite literally a case of specific over general. Kineticist has a specific rule that supersedes the generic rule of swarms "no single target" ability, which is still not altered or superseded by Infusions unless another specific rule or interaction is distinguished (such as in the case of Foe Throw, which calls out a seperate targeting parameter of only functioning Large or smaller creatures.]


Diego Rossi wrote:
2)
CRB wrote:

The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. A material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster’s currently prepared spells, just as if it had been cast.)

The spell is triggered when scribing the scroll, not cast. Metamagic mastery applies to spells you cast (BTW, only to spell you memorized in your wizard spell slots, it is a class ability, so it works on the class spells).
Except it's treated as if it is cast; it says so within the same excerpt as you've quoted:
CRB wrote:
(That is, that spell slot is expended from the caster’s currently prepared spells, just as if it had been cast.)

Obviously you are not casting the spell when activating a scroll, as that falls under item activation rules (and was a topic of discussion when Magus was first printed if I remember), but you are casting it at time of creation. All variable factors are decided upon at the time of casting in the case of spontaneous casters and/or effects applied spontaneously at the time of casting, which wpuld be things akin to Spell Mastery, Metamagic Mastery and even something like Sacred Geometry. In this case, when the spell/spell slot is expended when used to make a scroll is when these factors can be added in.

I must note that you would need the gp amount of raw material and required CL and spell slot needed for the end result of the scroll though, and failure to provide these prerequisites at the time of scribing could result in the failure of the scrolls creation and potential ruin of raw materials.


Belafon wrote:
...

I'm inclined to agree with Belafon's answer here. Essentially I was just asking the initial question for absolutely certainty on RAW for this, as I was already aware of the Channel FAQ and ability stacking (or lack thereof.)

Technically speaking, because of the Channel FAQ, even Unarmed Strike progression doesn't stack from different sources. It's a weird interaction, but I guess I can understand from a logical standpoint that a Brawler, Monk, Brawling Blademaster Samurai, etc, all might fight with fists, but have different style to it that doesn't mesh with the style of a different class.

I'll run off the assumption, logically and as per rules, that the two interact in the way that they are two different styles of producing a Kinetic Blast, but share abilities that would alter blasts, like Infusions and Gather Power where appropriate.


Pretty straightforward question on this one: if a character were to receive an Kinetic Blast or Elemental Focus from two sources (in this case lets say vanilla Kineticist and Water Dancer) would those two stack? Or is it the situation of Channel, where you have two seperate pools instead?

Furthermore how would this interact with the premise of Composite Blasts? Would you gain access to the ones you qualify for earlier than just vanilla Kineticist?

Haven't found anything regarding this as usually you don't dip into or out of Kineticist, but when introducing optional/homebrew rules sets like gestalt, it becomes a more valid question.


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Technically most spontaneous casters would be self taught, but really anyone could be self-taught. Oracles are suddenly cursed and given power, so they have to learn their magic themselves.
Sorcerers are born with their magic, even if their family doesn't have magic, often leaving them to learn it themselves.
Bloodragers are similar, except the 'magic' bit is weaker than a sorcerer.
Magical Child Vigilante has their magic instilled through a familiar bond that they might not be familiar with.
Psychics could just gain their powers one day.
Spiritualist could just become a patron to a wandering spirit one day.
Summoner could have accidentally formed a pact with an eidolon and that's where they develop their magic from.

All in all "self-taught" could just be spells chosen at early levels to be 'quality of life' spells. Wizard studies magic such as Preserve to keep their food fresh. Ears of the City to keep up to date with current events without having to go outside. Unseen Servant to help with basic chores like sweeping or dusting. Etc.


AwesomenessDog wrote:
I would also allow you to simply treat the ally as helpless/not defending, meaning their AC is essentially said 5+/- size and deflection bonus.

Likely you would rather treat them as unaware (lose Dex to AC), as most allies don't expect to be shot by you, even if it's a beneficial effect.

Then you would be hitting with a touch spell against an ally AC, minus their armor bonus (in most cases) and their dexterity and dodge bonuses.


Yes, but they run the risk of their Vigilante Identity being revealed as normal. If you don't care so much about your identity being leaked, cast freely. Just remember your familiar is only in its "Improved" Vigilante Form when you're in yours.


What is this thing? Within the same sentence it references it as a weapon, bit then says to treat it as unarmed.

Golem Arm (Ex):
A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists...

I want to know if this could be used with things like Magic Weapon, Devion's Parry, or even Blade Lash (all of which require a weapon.)


Except Inspired Blade abilties only work with rapiers.

The only true way to get a 16-20 range is through homebrewing abilities to increase the critical range of an improved range of 17-20 by 1, as AwesomenessDog was portraying.


Technically? The copy automatically follows you, but says nothing about its action economy. I would assume you have to use your move action to direct its targeting, otherwise it would continuously Sound Burst the same area over and over again.


Diego Rossi wrote:

Then at that point the duration doesn't matter. The answer to the first question would be no, you can't use Guardian Spirit with Battle Companion.


Diego Rossi wrote:

From my point of view:

-you take a feat that modifies the spell and the list.
and
-you get a class feature that works like the base spell.

The feat doesn't modify the class feature. You get the guardian because the feat modifies the list of the summoned creatures, but the duration of the summoning is based on the class feature, not the spell.

Having the feat change the duration is like having a metamagic feat affect a Spell-Like ability.

Hate to be that guy, but by that logic since the Augment Summoning feat alters the Summon Monster spell, shouldn't you not be able to use it with the Summoners Summon Monster abilty? If a feat can't modify how a class feature works, then most feats for a Summoner don't function since their Summon Monster SLA is a class feature.

Edit: Plus the feat has a built in replacement effect

Summon Guardian Spirit wrote:
...When you summon your guardian spirit, the duration of the spell you use to summon it is 1 minute per level...

Would you not follow the feat replacement effects over the text it should be replacing?


Melkiador wrote:

Battle companion functions as the spell, so it should be fine.

But guardian spirits are more useful for utility than battle power. Even the best options just keep par with other summons, so not that impressive for costing a feat.

But if it works, then you've just given the summon more time to stick around, therefore boosting the efficacy of the blessing (granted by using a support entity rather than something more dangerous).


Bump


Possibly just a misprint. I would use the ability (17-20/×4) as is seems to be copying the rules for Improved Critical (Treating claw attack as a 19-20 range doubled). 16-20 is a weird range as 15-20 or even 17-20 is the standard for improved crit ranges.


Assuming the answer is no here, but might as well check.
The Good domain blessings feature for warpriest says this:

Battle Companion:
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

This is a supernatural abililty (Su) covered under blessings warpriest class feature.

Then this:

Summon Guardian Spirit:
Prerequisite(s): Ability to cast summon monster III or summon nature’s ally III.

Benefit(s): Select one creature that qualifies to be an improved familiar, and apply the guardian spirit template to it. That creature is added to either your summon monster III or summon nature’s ally III list as a summonable creature. When you summon your guardian spirit, the duration of the spell you use to summon it is 1 minute per level. A guardian spirit is always exactly the same creature, with memory of all the events that occurred while previously summoned; multiple versions of it can’t be summoned. If it’s killed while summoned, it cannot be summoned again for 24 hours.

If you’re capable of casting a higher-level summon monster or summon nature’s ally spell, you can perform a ritual to attune the guardian spirit to a higher-level version of the spell. This also allows you to change any selections made regarding the abilities the creature gains based on the level of spell used to conjure it. This ritual takes 24 hours, and once complete it moves the guardian spirit to the higher level list of creatures that can be summoned.

Since the Battle Companion is considered a (Su) ability, would it even be able to summon the guardian spirit? Since the second paragraph calls out 'spell' for higher level iterations of the spirit?
And if you can summon it, which duration supercedes the other? Would it be the min/level of Summon Guardian Spirit or the flat 1 minute of Battle Companion?


I would like to preface this question by saying that I am in no way asking if VMC counts towards level prerequisites for feats, that is already known as a resounding no.

Now: Are abilities gained through VMC taken into account when taking feats? (Such as Extra Arcane Pool with VMC magus 3rd level ability Arcane Pool.)

The only times this is called out as a definite no no is in the case of VMC oracle and VMC witch; both of which call out they never qualify for Extra Revelation/Extra Hex.

Thoughts?


avr wrote:

If you don't want those feats and you want an NPC and the ability to switch damage types, both of those can be done by feats (versatile weapon for the latter, wasp familiar or iron will/familiar bond for the former) which would let you replace phantom blade entirely.

Spell combat is one of the two biggest things of the phantom blade and if you won't be using it taking the class is a bit dubious IMO. Especially if your attack stat is a 14, that'd make me want full BAB or some such attack bonus.

Well Phantom Blade will also be a backup weapon as well, familiars have a tendency to die in my DM campaigns, so backup weapon with ability to turn into practically any weapon is nice to have (when the party gets knocked out, but not outright killed, we're usually captured and stripped of gear. If enemy is particularly evil, familiars will die.)

The extra early level spells are kinda another reason why I'm there, also DM is doing half progression for secondary class (doesn't want power builds despite majority of group liking wierd gimmicky builds), so I likely wont be getting much out of whatever I use as my secondary class.


avr wrote:

25 point buy can get you 5 14s and a 10, but not a 15, 4 14s and a 10. OTOH human gives you a +2 which could make one of those 14s a 16. Also I'd try to get my chosen attack bonus stat, whichever that is, up to at least 16 rather than making every ability score moderate.

On feats remember that phantom blade's spell combat still requires a hand free. TWF isn't easily compatible. Being psychic doesn't save them from that.

Some other feats that may interest you: shield master (lets you use the armor enhancement bonus of the shield as a weapon enhancement bonus), its prereq shield slam (free bull rushes; you may also want bull rush feats like crushing impact) or else shield snag (free disarms; you may want disarm feats like wrist grab), stumbling bash, weapon trick (any of 3 options seem possible, and remember the prereq feats for the tricks), quicken blessing, and I think craft magic arms and armor would be highly appropriate.

Actually redid my scores because I did them from memeory made them 1 point below 25.

STR 14
DEX 15
CON 15 (13 + Human+2)
INT 14
WIS 14
CHA 10

Don't need a spare hand if I'm not casting spells. TWF is for doubling up on Dwarven Warshield, which adds an extra point of shield AC to the higher Shield Bonus of the two, giving the extra attack option if needed on a full-attack (might go Improved, but Greater might be a bit much). Phantom Weapon is for a rotating damage die/ damage type (and Intelligent Weapon, because I enjoy on hand NPCs). Spell Combat is going to be a separate combat style so I'm not one-trick-pony 'ing fights. Makes approaching different types of encounters a bit easier.

I will look into those feats though, I haven't had much luck with anything out of the ordinary for melee builds (power attack, combat reflexes, improved initiative, etc.)


Chell Raighn wrote:
And yet, still the defining feature of what differentiates a major hex from a normal hex is the requirement of the major hex class feature.

As you have yet to provide any further substantial evidence other than 'you're wrong, I'm right'; we will agree to disagree and leave it to others to add their thoughts on this matter.


Chell Raighn wrote:

Every hex in the major hex list disagrees with you.

Delicious Fright wrote:
The witch can feed on the fear of her victim. The target of this hex becomes shaken for a number of rounds equal to 3 + the witch’s Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.

That is a major hex. No where in it's rules does it say "major hex" and yet, it is one.

Major Ameliorating (Su) wrote:
The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses
...

And that is where you are wrong, because those hexes are separated by a list titled Major Hexes. They are already under their respective category. However we are talking about wording in feats. And I've given wording of those feats.

You are bringing up arbitrary and otherwise unconnected information that has nothing to do with the inclusion of a Hex derived from the feat Spell Hex.


AwesomenessDog wrote:
Given the editors open admission they omit words in places like this, if you want to call it RAW*, you should still immediately acknowledge that there is heavy indication for RAI in the other direction.

Again.

As I have brought up previously, which has been ignored in the discussion: within the same book we happen to have a feat, Split Hex (coincidentally the other feat supposed to be discussed in this thread), that specifically calls out both major hexes and grand hexes from the terminology of "hex" used within the feat.
By contrast, the Spell Hex feat does not address this by calling itself out as a major hex to differentiate between the two class features. Quite the opposite; it labels itself as a hex. No frills, no baubles. Hex.

If we're going by a technical standpoint, granting a player the ability to cast a spell 3/day as a level scaling SLA at level 11 is about the average power level. They should not however have it be a dead ability until they hit level 19 for Split Major Hex to use it as an ability they would already have been able to do with another feat (see Minor Spell Expertise posted by Belafon combined with MetaSLA feats).

If a 3/day 1st level spell SLA is breaking the table, and worth arguing about, then by all means rule it according to your version of RAI, or ban those abilities at the table of the level of trouble is something like this. Invoke rule zero. But it is clearly written, no matter how hard anyone squints at it.
Prerequisite. Does. Not. Equal. Definition.


Making a Warpriest focusing on close weapons, namely the Dwarven Warshield. I'm not really finding anything great in terms of feats outside of basic shield feats (such as Shield Focus, Improved Shield Bash, and Greater Shield Focus) and possibly Two-Weapon Fighting (since Warshield does better in pairs).

Race is human with Adoptive Parentage alternate trait.

Blessings are Artifice and Protection (Torag).

Pairing with a Phantom Blade Spiritualist.

25 Point Buy:
STR 14
DEX 15
CON 14
INT 14
WIS 14
CHA 10

Any suggestions for feats or any changes that could be made to improve upon this?


AwesomenessDog wrote:
What separates a hex from a major hex? That a major hex requires you to have the major Major Hex class feature before you can take it. It doesn't matter if you chose extra hex or spell hex to get a hex, if the hex requires you to have the Major Hex class feature first, it's a major hex.

The seperation comes from one specific word that is missing when describing the spell hex gained. Major. Without that word in front of "...You can learn this spell as a hex, and use that hex three times per day..." it is a hex through rule of omission.

Again.
Having the class feature of Major Hex as prerequisite does not change the contents of the feat.

It is the same as any other feat prerequisite, but requiring a specific class feature open only to those that can aquire the Major Hex class feature, not just those that have access to Major Hexes (such as the Hexcrafter Magus.)

If you desire to rule as otherwise in your home games, then, by all means, invoke rule 0 and make it so. But for a technical reading of the feat as should be set as precedent for RAW; by the omission the Major prefix in the case of Spell Hex, it is classified as a Hex.


Yeah I misread it. It's just a bonus die, to slightly boost up a slow scaling sneak attack, or to top off a preexisting one. And I missed that there's no special feature in the feat for taking it more than once, my bad.


So the Rogue gains sneak attack dice at a rate of 1d6 per two levels, starting at level 1, to a total of 10d6 at level 19.

Slayer gains sneak attack dice at a rate of 1d6 per three levels, starting at level 3, to a total of 6d6 at level 18.

Adding an extra sneak attack die to the slayer progression would just make make your total cap 7d6 at level 18. But makes the progression go at a rate of 1d6 per 3 levels + 1d6 <= half your level.

Multiple Accomplished Sneak Attacker feats will add a d6 as a static bonus that you gain so long as your sneak attack dice never go past half level.


AwesomenessDog wrote:
But its not granting you a hex that you could take before you gain Major Hex. Walks like a duck, quacks like a duck...

And a level requirement, or in this case prerequisite, does not define the contents of the feat description. Ultimate Magic, the source book from where this feat came from, has clearly defined differences between the terms Hex and Major hex, as I had previously brought up with the Split Hex Feat. Therefore the wording of Spell Hex would be implicating that while having Major Hex is a prerequisite, the Spell Hex would be considered a hex.

You're focusing on the fact that it's a duck, when you're not asking yourself what kind of duck.


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Derklord wrote:

Then leave it as is. Others can draw their own conclusions from evidence provided. There is no need to bring vulgarities into the discussion, no matter who started it.

I have already pointed out contextual writing in 2 posts on this thread now, using context from the same source. If there are those who can not accept the points that were brought up, then that is on them, and I refuse to argue semantics past that.

If there is any further evidence in regards to this thread, please feel free to provide it; as it is more productive than attacking others interpretations of the ruleset.


Derklord wrote:

You need to relax and take a step back from this. While I agree with your stance, the standoffishness of your arguement does nothing to either solidify nor add to your case. This is a forum to discuss, not bicker.


AwesomenessDog wrote:
While I would agree a hex you take after level 10 isn't inherently a Major Hex, a hex you can only take after level 10 is a Major Hex

But it's a feat. That grants a hex. That replicates a spell effect of spell level 1st. It's a basic hex. Same as Healing Hex, Slumber Hex and Flight Hex. It is essentially "build your own hex" and then puts a more restrictive limit use on it.

RAW says it's a hex.
Every Major Hex is a Hex, but not every Hex is a Major Hex. i.e. Every square is a rectangle, but not every rectangle is a square.

Therefore RAI it has to be a basic Hex. There is no wording directly calling it out otherwise, such as in other feats within the same book.


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And by interpretation, since both Spell Hex and Split Hex are from the same book, Hex/Major Hex/Grand Hex are all called out seperatly.

Split Hex:
When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

Spell Hex:
Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC.

Now tell me, where, even with insinuation, does it say 'treat this as a major hex'?
Major Hex:
Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Because even the class feature itself calls it out as a different ability building off the first. Prerequisite does not equal definition.


VoodistMonk wrote:

It is interesting to see someone speak so highly of Martial Flexibility. Like, it's cool and all, but nothing to write home about. Maybe I just haven't seen it put to proper use...

Literally my only experience with Martial Flexibility is a Slayer in my Kingmaker campaign took a one level dip in Eldritch Scrapper Sorcerer, so they could use Seething Hatred "that guy"...

It's decent if you do jack-of-all trades builds or switch-hitter builds. It allows one to leave some feat slots open instead of committing fully to one path.

For example, I have Dirty Fighting as a feat on my character, and one encounter I need to restrain someone: Grab Improved Grapple. Next encounter I need to clear a path with enemies in front: Grab Improved Bull Rush/Reposition/Overrun.

Overall it's a useful ability if you're using it correctly. It's not a broken ability, but combined with the unarmed abilities a Brawler gives with a 1-2 level dip, it's not a terrible prospect.


*Thelith wrote:

"You use your class level in the major-hex-granting class as your caster level for the spell hex"

I meant spell hex, sorry.

Spell Hex:
Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC....

It seems to call it as a hex; not a major hex or a grand hex, just a hex. All the feat asks for is that the character has the ability to use major hexes; that is all.

The witch has 3 hex class features: Hex, Major Hex, and Grand Hex. If something says you need Major Hex to acquire it, but in the same passage says to treat it as a Hex, then it's a Hex, not a Major Hex.


*Thelith wrote:

I'd say no....

The split hex is requiring you to have access to a major hex, so it seems to imply that it is equal to doing so...

And the spell hex specifically says that it can't be a major hex.

Maybe it's not strong enough to matter but that is how I would interpret the interaction...

... What? Split Hex specifically only calls out being usable on Hexes that are not Major or Grand Hexes. The prerequisite for the feat is Witch level 10th, nowhere does it say you need access to Major Hexes.


Pretty much what Chell said but with a focus on damage:

Since you're going unarmed with dips in Brawler the options here are-

Okayo Corsair will keep you going with precise strike (which will start boosting as soon as level 3 Swashbuckler). Only caveat to this damage is that it is precision damage so certain enemies will give you a hard time. But it's nice scaling damage that can be boosted. An extra attack from spending Panache is a nice bonus as well.

Scaled Fist is good for no armor, but from what I've seen, RAW Brawler and Monk don't stack for Unarmed Strike progression and instead are two different dice progression (like having 2 dice pools for 2 different Channel Energy sources), which brings no mechanical benefit for damage output.

Slayer is a weird one for unarmed, as they don't have a lot of support for it. You would be relying heavily on Studied Target and the small amount of Sneak Attack dice you get. The main benefit I see here is mostly for those two, because most Slayer abilities use Intelligence as their deciding stat, not Charisma.

I'm going to say that I am biased towards Vigilante for unarmed... in a good way. But a build for melee takes a bit longer to come online at max strength. Chu Ye Enforcer gives a bonus to unarmed strike rolls equal to half your level, maximum +5 bonus. Fist of the Avenger Vigilante Talent gives bonus to unarmed and gauntlet attacks with the fist equal to half level, max +5. And Lethal Grace Vigilante Talent gives a bonus equal to half level when using Dexterity on the attack roll and Strength on the damage. For a total of +15 damage for 10 levels of Vigilante.
The reason this takes a bit for the damage to stack up is the lack of Vigilante Talents you have, and that Chu Ye Enforcer eats your 4th, 6th, and 12th level slots; and without a feat for Vigilantes, there is no way to grab more. However you will also have +half level to Intimidate with the mask from the archtype, which lends itself to Charisma intimidate builds.


Also as a separate side thing the Witch Killer Slayer is made for hunting arcane spellcasters. It's literally the whole point of it.


Arcana to keep an eye on for a 'mage slayer': Lingering Pain, Arcane Scent, Dispelling Strike.

You want to keep enemies from casting spells mostly, so hit them with continuous damage spells or pain effects.

Spell Cartridges is nice if your DM makes black powder hard to get. Force damage is a nice thing to just have on standby though, don't go for it strait away, since it's mostly useless until 5th level.


Solo Tactics should be enough, but only if you have Improved Outflank.

Outflank requires you be flanking the creature, but paired opportunist requires you to be next to the teammate.

You also require someone to be with you in melee to use said combo, with a weapon that can be used to make AoO.


avr wrote:
Remember that you're not at all required to use ranged spellstrike; you can cast scorching ray with spell combat and without spellstrike and it should actually work better outside 1 range increment. Or spell combat + mirror image (or shield, versatile weapon, haste etc.) is a standby for that matter...

One of the times that True Strike is a decent choice for a prepared spell (especially for long distance sniping). Also Color Spray is always fun (Pocket Sand.Spell)

Make sure to look at the 9th level arcana Reach Spell. That will turn all melee touch spells into close range category for your ranged spellstrike; so don't be afraid to start choosing/buying other spells that aren't ranged.


Yes, and with minimum CL of the spell being 3rd, you have 3 minutes.


C... Kinda.

Temporary hit points are like a buffer and are not considered part of maximum hit point total. They will instead be taken away first before other damage is applied.

Think of temp hp as 'body armor'.

Healing takes away preexisting damage and subtracts from the damage threshold 'reseting' those hit points.

If you get a cut and the cut heals, do you still have the cut?


So movement through difficult terrain takes twice the amount of movement than normal and you cannot 5-ft step without use of feats.

The entangled condition, and by extension, the entangle spell, halves a creatures movement speed.

So Entangle creates an area of difficult terrain doubling movement cost, and those that fail the save gain the entangled condition decreasing thier total move speed.

I hope that helps.


Otherwise I would argue the point that technically the First World is a different plane, therefore Fey are First World Outsiders and you should be able to use Planar Heritage.


I think any race is allowed to be a Sworn of the Eldest.
If you need to count as Fey, 1 level of Progenitor Druid will do it.

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