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?


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.


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.


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.)


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?


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?


Question with this feat Sleeper Hold:

What happens if I continue the special grapple even after they're unconscious?

Do I:
A.) Start from round 1 of Sleeper Hold grapple?
B.) Extend the duration of the unconscious state?
C.) Start using suffocation rules?

Asking because I'm making a full nonlethal grapple build, and I don't know if this will do what I want it to.


So cut and dry simple question on this one... Would any one allow these to stack?

Specifically the free gun... I know this sounds like a power game move, but in all honesty an extra battered gun on a cavalier at 1st level isn't the most broken thing in the game, and I have seen people allow multiple instances where an archetype or the gunslinger class gives a free battered firearm (with associated restrictions).

They are different class features, and modify different things. Would this work the way I believe (want) it to work?

For Reference:
Musketeer-

Gifted Firearm:
At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat.

Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.

At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1), and at 17th level, the musketeer can double the range increment of his weapon. The reduction of the weapon’s misfire chance and the doubled range increment abilities don’t stack with the similar benefits of the reliable and distance magic weapon special abilities.

Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.

If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls. This ability replaces the standard cavalier’s mount ability.


Spellscar Drifter-
Have Gun:
At 1st level, the Spellscar drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.


Cannot find a strait-forward answer on this anywhere. Approximately how many Hit Points and or hardness does a dead body have to take/go through to sustain a 'broken/destroyed' status. Assuming that a body is treated as an object for the purposes of mundane effects.

Making a character to remove bodies via non-magical immolation/dissolving(oil/kerros oil/alchemist fire/acid/etc.)

At this point I'm almost trying to figure out how to squish the Ooze Crafting feat into my ninja build for this as a simpler method.

(Yes I am aware of "Cleaner" archetypes, but they still don't address the how of how they do it.)


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I am aware that mindless undead lack a way to heal themselves outside of having supernatural abilities. With this in mind I have few inquiries:

#1.) In the event of someone using the heal skill on an undead, would it be able to restore those hit points?

#2.) If ordered to, can a created undead capable of using the heal skill (possibly through equipping it with Headband of Int) use the skill to treat someone?

And a couple inquiries as addendums to #2:
2a.) Would equipping a Headband of Int even do anything for a mindless undead? I would assume no because of the absence of a score does not allow anything to be added to it. (Ex. Anything plus 0 will equal whatever is added, but something added to null is still null, because there is no change in the fact there is a void where there would normally be a value.)

2b.) Let's assume it's allowed to gain some semblance of Intelligence through this headband (let's say houseruled); does the undead with an intelligence bonus (even negative modifiers) now gain some semblance of a personality? Or does it function like an autonomous servant, just now able to utilize the one skill that has been provided through the equipment?

This post felt more at home in Rules Questions rather than Homebrew or General Discussion, but if anyone thinks I should move it, let me know.


Specifically healed by both positive and negative channeled energy.

1.) Does this ability only interact with the Channel Energy ability? (Assuming yes.)

2.) Assuming the answer of no to question 1, if the tiefling in question picked up negative energy affinity by some means (i.e. Necromatic Affinity [Listed Below]), would the tiefling be able to still be healed by cure/inflict meant to heal, and damaged by cure meant to harm?

Necromatic Affinity:
Long exposure to necromantic energies has granted you a small measure of resistance against them.

Prerequisites: Con 15.

Benefit: You gain a +2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause negative levels, or cause ability damage, ability drain, or ability penalties. In addition, damage caused by inflict spells heals you as if you were an undead creature, but you also take damage from cure spells.


Absalom Bouncer:
Source Advanced Class Origins pg. 11
You learned to fight while serving as a bodyguard in the taverns of Absalom, where keeping the patrons alive through bloody bar brawls was just part of your job. When you make an attack that deals nonlethal damage with an unarmed strike, you gain a +1 bonus on your damage roll.

Mizu Ki Hikari Rebel:
Source Dragon Empires Primer pg. 9
Requirement(s) Chu Ye
You have trained in martial arts under the banner of Mizu Ki Hikari rebels. You gain a +1 trait bonus on damage rolls made with unarmed attacks.

RAW I believe yes, since Absalom Bouncer doesn't refer to it as a specific bonus.

RAI Probably not, as Absalom Bouncer is likely meant to be a trait bonus.

Abusing a Chu Ye Enforcer Vigilante build a bit... but want to know where the line is drawn on acceptability.


Okay gonna star this off with that I am already aware of the wording in this ability; Craft (Alchemy) bonuses are gone, identifying potions is gone, and the Alchemist Discovery Talent is now null for your character.

Astrology(Su):
A star watcher studies a symbolic language of the heavens known as astrology. Equal parts art form and science, astrology can be used to read the future and affect it in subtle ways. Much like an alchemist or investigator, a star watcher collects formulae in a formula book. However, the formulae resemble star charts, and unlike alchemists or normal investigators, he uses these formulae along with personal details and astronomical measurements to make horoscopes—magical calculations stored much like scrolls—in which he can store spells. In many ways, the star watcher’s horoscopes function like extracts, with the following exceptions.

A star watcher’s horoscope is always keyed to a specific creature that must be willing and present when the star watcher prepares the horoscope. Only the creature to which a horoscope is keyed can activate it and be affected by it. A horoscope is “cast” by reading it as a standard action, though a star watcher can draw and read a horoscope as a single standard action.

A star watcher doesn’t gain a competence bonus on Craft (alchemy) checks to create alchemical items, and he cannot identify potions with that skill. Furthermore, a star watcher cannot select alchemist discoveries as investigator talents. A star watcher can study a wizard’s spellbook or alchemist’s formula book to learn formulae, but a star watcher’s formula book is too esoteric for anyone except another star watcher to learn spells from.

This alters alchemy.

The problem is arising from other talents, such as Numerical Alchemy.

Numerical Alchemy (Su):
The investigator’s skill with mental mathematics allows him to know exactly which muscle movements are necessary to mix an extract in the quickest, most efficient way. The investigator can expend one use of inspiration to mix an extract in 1 round (as opposed to 1 minute).

The investigator obviously has nothing class related to alchemy anymore, but given that Horoscopes act as Extracts, this talent should still work, albeit in a very strange way, since the wording was likely not expecting a scroll based spell system to take the place of potions and such.

Am I overthinking this or should this talent still work? Or is it just a reflavor thing?


So question based around this second feat in the Aldori Style feat chain:

Aldori Style Aegis:
Aldori Style Aegis (Combat)
Source Adventurer's Guide pg. 24
Baron Aldori’s dueling style is at its strongest when employed in one-on-one duels. Adjusting to a reverse grip and keeping your blade in motion, you parry your rival’s strikes with ease.

Prerequisites: Aldori Style Alertness, Combat Reflexes, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword).

Benefit: While using Aldori Style, at the beginning of your turn, you can designate a focused target as a swift action. This designation lasts until the beginning of your next turn, and you take a –2 penalty to your AC against all other creatures’ attacks for that duration. As an immediate action while using Combat Expertise or fighting defensively, you can attempt to parry the focused target’s attack. This functions as the swashbuckler’s opportune parry and riposte deed (Pathfinder RPG Advanced Class Guide 57), except that it does not cost panache and you cannot riposte.

The question is: Does this feat even work?

It requires you to take a swift action to designate an opponent (only lasting until the beginning of your next turn), and then requires an immediate action (I'm running under the impression that you can take only 1 swift or 1 immediate action per round rotation) to 'parry.'

I feel like the wording here is supposed to allow one parry against a designated foe per round, but it effectively lowers your AC for no reason due to action limitations....

Any thoughts?


Another situational one here, as Phantom Blade calls out two very distinct things:

1.) A Phantom Blade may not have a Phantom of any kind, even from another class/source.

>Cut dry and simple, no phantoms, no exceptions

2.) A phantom weapon functions similarly to a black blade, of the Bladebound Magus (which explicitly says no familiars of any kind, even from another source).

*>>This is what gets me; Is the Phantom Blade's wording saying you can have neither a Phantom nor a familiar, or that the 'descriptions below' say it makes just no phantoms available?

Phantom Blade Class Feature:
Phantom Weapon:A phantom blade begins play with an ectoplasmic sentient weapon known as a phantom weapon whose weapon type is chosen by the phantom blade. The weapon type must be one with which the phantom blade is proficient. A phantom weapon functions similarly to the black blade of the bladebound magus archetype (Pathfinder RPG Ultimate Magic 47) except as noted on the Phantom Weapon Progression table on page 6 and in the descriptions below. A phantom blade with this class feature can’t have a phantom of any kind, even from another class.

This replaces phantom, phantom recall, spiritual bond, and dual bond.

Black Blade Class Feature:
Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.


So just a simple question here and the validity of stacking Steel Dictate ability with other damage boosting vigilante talents such as Fist of the Avenger, and Lethal Grace.

Steel Dictate:
Steel Dictate (Ex): A Chu Ye enforcer gains Improved Unarmed Strike as a bonus feat, and when he hits with his unarmed strike, he gains a bonus on damage rolls equal to half his vigilante level (minimum +1, maximum of +5).

This replaces the social talent gained at 1st level.


Fist of the Avenger:
Fist of the Avenger (Ex): The vigilante gains Improved Unarmed Strike as a bonus feat, if he doesn’t have this feat already. In addition, whenever he successfully attacks with his fist or a gauntlet, he gains a bonus on damage rolls equal to half his vigilante level (minimum +1, maximum of +5). Only an avenger vigilante can select this talent.

Lethal Grace:
Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Can it stack with either and/or both of these options? Lethal Grace seems to be able to, but as FotA has almost identical phrasing, it's a concern that I personally have on it (despite receiving the all clear from my GM [home game]).


Simple question here:

Humble Beginnings:
You didn’t have any intention of becoming an adventurer, but a single, unexpected confrontation changed everything. Choose one of the following: boot, bucket, frying pan, mug, rolling pin, spade, or stool. You are treated as having the Catch Off- Guard feat when wielding the chosen item. (These items should all be considered improvised melee weapons that deal 1d4 points of bludgeoning damage.)

If you choose 'boot' do you have to hold it in you hand (a la grandmother chanclas style) or can you be wearing it and 'kick' someone with the 'wielded' boot?

The boot seems to be the odd one out with the fact that it's the only wearable item that doesn't need to be held in hand to hit someone... technically.

Also as a bonus question: Is this cheating the Unarmed Strike feat? (Yes ik it calls out CoG, but kicking with a boot seems different.) Not in the sense of qualifying for other feats, just in the sense of cheating an ability.


So the way this is written is a little off to me:

Lungchuan Tamo:
What seems to be an ordinary baton sheaths a pair of matching slender-bladed daggers—perfectly balanced throwing blades.

This is not a double weapon, but calls out there being two blades per baton... so a few questions on this:

#1.) Can you only make one attack with this or two? (For purposes of TWF)?

#2.) If you enchant it, does it enchant as a normal weapon? Or as a double (since, again, wording calls it out as two blades, but it's not a double weapon)?


Spit Venom:
As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds. The DC of this save is equal to 10 + 1/2 your total Hit Dice + your Constitution modifier. You can use this ability once per day plus one additional time per day for every three Hit Dice you have.

So as I'm thinking, normally, no, you can't crit 'normally'. When you apply the Virulent Venom feat though

Virulent Venom:
Your ability to spit poison granted by the Spit Venom feat deals 1d6 points of acid damage plus an additional 1d6 points of acid damage for every 3 Hit Dice you have, in addition to all other effects. This additional damage affects creatures even if they are immune to poison or succeed at their Fortitude saving throws. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat.
you deal acid damage on a hit.

You're still making an attack roll, which allows for a natural 20 roll. Does this allow me to double the acid damage gained from the Virulent Venom feat?

This seems like it should really only apply to this feat in this chain particularly, as I don't know if bleed effects (i.e. Hemorrhaging Venom) can 'crit' and I would safely assume no.


So I've come across an interesting RP concept regarding being blind, specifically relying on the Vildeis Religion Trait: Blind Zeal.

Blind Zeal:
You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you once again become blind.

Offsetting the penalties at later levels with things such as [Blind Blade Style]

Blind Blade Style:
You hold no fear of blindness, as your other senses improve without the distractions of sight.

Prerequisite(s): Blind-Fight, Perception 5 ranks.

Benefit(s): While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength– or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite.


and further feats in it's chain.

I personally like the idea of a LG blind crusader who follows the example of "see no evil."

Any thoughts on builds with some of the newer(ish) blinded feats, archetypes, and traits we now have access to? (Only post I could find regarding this is at least 8 years old.)


So I've seen this discovery floating around for a little bit

Jury Rigged Bomb:
Jury-Rigged Bomb* (Su) (Antihero's Handbook pg. 29): Unlike normal bombs, jury-rigged bombs can be created from whatever materials the alchemist has on hand; this makes them particularly handy in situations where the alchemist might find himself imprisoned or stripped of his equipment. Jury-rigged bombs can be crafted and thrown as a swift action (this counts against the alchemist’s daily use of bombs), and they deal only 1d4 points of damage + additional damage equal to half the alchemist’s Intelligence modifier on a direct hit. This damage increases by 1d4 at 3rd level and every 2 levels thereafter. Despite being useful in a pinch, jury-rigged bombs are nonetheless crudely crafted and highly unstable; if the alchemist’s attack roll results in a natural 1, the bomb explodes as he is creating it, and he takes damage as if he had taken a direct hit. An alchemist must be at least 4th level before selecting this discovery.
and haven't seen literally any talk about it, even when it came out.

I understand it's a little underwhelming, but the ability to use a slightly downgraded version of you bomb (d4s and only half Int) as a swift action (which to me just means more bombs thrown), and use them even when you don't have your gear seems worth it for a 4th level discovery for a bomb-chucker.

Any thoughts on the usefulness of this discovery?


Quote:

Dragon Yapper

Source Monster Codex pg. 128
Kobolds’ yammering songs distract opponents in combat, hindering their ability to attack.

Bardic Performance: A dragon yapper gains the following types of bardic performance.

Yapping Song (Su): A dragon yapper can use performance to annoy those that hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear effects and charm effects as long as the dragon yapper continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Yapping song is a mind-affecting ability that uses audible components, but is not language-dependent. This performance replaces fascinate.

While I believe the answer is yes (by RAW and just mechanically), does this ability hit allies? And also by extension, you?


Soooo.... where to begin.
I'm involved in what is the second iteration of my friends (GM) homebrew campaign, where another mutual friend (F1), friend of said mutual friend (F2), and frequent store-goer (SG) form a party in said campaign.

We were given the ability to build our own races (max 20 RP no Monstrous Traits) as long as they fit in line with the lore of the world. We were also given a ludicrously high point-buy of 30 points.

F1 is not 'new' as much as he is... unfamiliar with general gameplay, and is reluctant to RP (RP heavy campaign). He is however, open to try new things that are well out of his comfort zone.

F2 is 100% new to Pathfinder, having dabbled in earlier editions of D&D. She is extremely into RP and will use it to circumvent combats or dreadful situations; this sometimes leads to problems where the 'right choice' isn't necessarily the characters 'actual choice'. I personally have no issues with this as if things can be rationalized in game, things go without a hitch.

SG on the other hand is an issue. New enough to the game to warrant unfamiliarity to the rules, but experienced enough to know better to take advantage of rules known, they build characters for the purpose of 'winning' without any regard to the party as a whole or the players behind the characters.

It is important to note that we needed 4 players to start this campaign, so I invited them to the group, and to the reluctance of DM, they joined.

Now that that is out of the way; this campaign was explained to us as being 'extremely difficult', to the point where custom Campaign Traits could give Regeneration = level at 1st level. F2 and I chose traits that best fit with the 'theme' of our characters and wrote backstories for our characters; F1 came up with a basic backstory detailing how he received his trait and decided to let the character write itself; SG made a character with its trait and proceeded to rewrite a referenced LG NPC into something they were not, a self-centered narcissist who belittled and tortured his character, stating it was 'their backstory' and it should be fine.

Skipping any bumps along the way, character deaths were to be expected; revives were available at certain points, but we went with it. F1 and F2 each lost 2-3 characters in about 4 sessions and myself 1. SG lost none due to hoarding of party wealth ('looting' fallen party members as they fell instead of healing -they were the cleric-), and abuse of the ability to build our own race by making their AC beyond comprehensible levels of stupid (think around 35 AC at level 1... no I don't want to go over how he got it, explaining this 'rationale' to DM was a headache enough, so please don't make me go through the math).

Their character 'left' the party after the DM put his foot down and said no. Their new character, a carbon-copy of the original, joined... with all of their previous characters loot... and new character starting gold (which was denied, but was promptly ignored). RP for this character was non-existent (was a CG Cleric in a party with a necromancer, a 3/4 blooded demon and a sentient skeleton), and they would 'refuse' to help heal or assist in combat with 'abominations'... recently we had a party wipe that has left the group in tatters irl, where the lone survivor was SG, who ran from battle (granted chances of winning were 0%) before anyone else had a chance to flee with him (even abandoning a child NPC we were protecting).

As I've stated before this is almost entirely my fault, as I invited them... but is there anywhere this can really go on without people going for the throat? Dissolving the group and reforming without SG seems to be the most non-confrontational way to go... asking them to leave is pointless as they don't seem to acknowledge anything is wrong... and as I was the one who invited them I feel as if I tore a rift between myself and GM...

Any suggestions to this problem would be appreciated. And I apologize for the 'rant' if it comes across that way.


So, very specific rules question; when you use the relentless healing hierophant mythic path ability it states "...as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield." With this being stated would the use of the feat <Healer's Hands> be considered an effect? Or would it be considered an altered skill check and thus unusable?

I'm very... iffy on it, as it is an feat that can't be used in AMF (considered a Su ability) or when denied access to the planes (dimensional anchor, dimensional lock or forbiddance).

This is for a "anything goes" campaign with exception to no 3rd party materials, and I wish to know if/when mythic becomes a thing if I can give the equivalent of CPR to revive someone with this combo.