Alric Rahl's page

RPG Superstar 9 Season Star Voter. Organized Play Member. 349 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.



1 to 50 of 55 << first < prev | 1 | 2 | next > last >>

19 people marked this as a favorite.

Hey Community. You don’t know me but I have been a dedicated fan of Pathfinder for the past 8 years. Pathfinder was the first TTRPG that I played fully. I have played a couple levels of 5e and even picked up a 4e book when it was first released but never got to play it.

I have decided for my own purposes to convert RotRL to 2e for my group. 3 main reasons for this was 1. How easy is it to convert old content to new rules because in a year when the full rules come out there will probably only be 1 AP and a couple Scenarios, some groups will probably want to play some older APs with the new rules. 2. Because I do have some, for lack of a better word, “close-minded” individuals in my group who are put off by the term Occult and anything otherworldly. And 3. I wanted to utilize all of 2e’s rules, since treasure and xp rewards and encounter building work differently I wanted to test the ease of use of such rules from a GM standpoint.

As I am converting this using all the rules I chose the Anniversary Edition of RotRL. And since treasure and currency does not convert straight over, nor do the monsters, I had to re write and distribute my own treasure based on the new rules. So far I have converted up to the catacombs of wrath, and every encounter is pretty much on par in terms of # of monsters and difficulty, based on the encounter budget rules in the Playtestiary. Even converting Tsuto the Monk2/Rogue2 (in PF1) does not seem overly powerful, but will definitely present a severe challenge to the PCs. The only road block I think the PCs might hit is the room in the Glassworks with 8 Goblin Warriors, which in 2e is well above and beyond even an extreme encounter. However I will be giving all of the goblins the weakend adjustment without the drop in hp as they only have 6 I can’t make it -4. This adjustment effectively makes them a Creature Level -1 (yes I know lowest is 0), which would put them at experience for budget of Party Level -2. So we will see how well that works out.

We will be having a character building session next Sunday and will post my PCs and their feat choices afterwards. At each level I will give an in depth analysis of how the players felt their mechanics worked and how well they feel their character contributed/felt useless.

After each session I will post about each encounter, how long it took, how well the PCs faired against the monsters, as much information on how much of their resources were used and the overall feel of combat. I will also post how each encounter with 2e conversion lined up with the original encounter.


1 person marked this as a favorite.

I feel that since Paizo is pushing the everything has a level concept now that the book contents should be organized by level, then alphabetically. They did it with the classes and their feats.

Please paizo do it with spells and treasures too. The tables are great for quick reference, but it’s a pain to have to keep going back to the table to look up the page for the specific item. Please just order them by level first.

Same with spells. The spell list is great but it doesn’t have page #s so I have to scroll or flip through all the pages to find the spell I want. It would be better to organize it by level as well so I only have to look at a couple pages for the 1st level spells. Then I can flip to the 2nd level spells when I need. Also if you change it to this, please put in a table that shows what page the spell levels start on. This would make it easier for newer players to digest as well instead of having to read through a slough of spells to find the ones of the level they can take.


Hey all I’m looking for suggestions from the community or for Dev input on how I would go about adding class levels to monsters.

I’m converting Rise of the Runelords to 2nd edition, I’ve gotten to the Catacombs of Wrath and Eleryium the Quasit. She is only a level 1 creature, I want to make her at least a level 3 creature with levels of Sorcerer with the divine list.

With her as a level 3 creature, plus the level 2 sinspawn she adds this would make an Extreme encounter for my Level 2 PCs.

Can I please get some feedback on how to approach this.


1 person marked this as a favorite.

Hi guys, I’ve created this thread to clear the air about Heightened spells.

In the “All About Spells” blog, they left out some key clear wording, Spells do not Auto heighten when you gain a new spell level. Rather the spell description now just states what happens when this spell is taken at a higher level. This reduces the amount of room needed in the book for printing each individual spell level. This means that if you wanted to cast Heal as a 2nd level spell you would still have to expend a 2nd Level spell known to add it to your list. The only class this really impacts is Sorcerer, as a wizard gets more spells known per level at every level where he gets a new spell level and clerics can cast any spell from their list, they just have to choose which ones at the start of the day.

This assumption is further evidenced by the Cleric Channel Energy Class feature that specifically states that heal and harm are automatically the highest level you can cast, and only heal and harm through channel energy are this way..

This makes the sorcerer class feature Spontaneus heightening, much more appealing. As a sorcerer need only choose 2 spells and he can cast them at any spell level without having to expend his spells known.


Hi guys, I’ve created this thread to clear the air about Heightened spells.

In the “All About Spells” blog, they left out some key clear wording, Spells do not Auto heighten when you gain a new spell level. Rather the spell description now just states what happens when this spell is taken at a higher level. This reduces the amount of room needed in the book for printing each individual spell level. This means that if you wanted to cast Heal as a 2nd level spell you would still have to expend a 2nd Level spell known to add it to your list. The only class this really impacts is Sorcerer, as a wizard gets more spells known per level at every level where he gets a new spell level and clerics can cast any spell from their list, they just have to choose which ones at the start of the day.

This assumption is further evidenced by the Cleric Channel Energy Class feature that specifically states that heal and harm are automatically the highest level you can cast, and only heal and harm through channel energy are this way..

This makes the sorcerer class feature Spontaneus heightening, much more appealing. As a sorcerer need only choose 2 spells and he can cast them at any spell level without having to expend his spells known.


Would the effect of treating the blade as larger from pugnacious stack with the spell Lead Blades. One is a (I’m guessing Ex trait effect) while the other is a spell.


OMG!!!! Thank you so much Paizo for making Drugs and Poisons so much more effective. I love it. Now if only you could add some abilities or feats to make crafted Poisons and Drugs harder to resist.

Medicinals seem lackluster at the moment since there are only 3 but they will still be useful in specific situations. I hope you make more with specific benefits.


4 people marked this as a favorite.

So besides Resolve points to spend later on (which calculating them is based on the key ability) and Social skills, the Solarion doesnt really need Charisma.... This Class seems to have been modeled around the Bloodrager, just without the Spells....

So why was it made the Key Ability? Strength, Dexterity or Constitution would of been a better choice. That makes this class very MAD.... you need good points in all 3 Physical ability scores to survive combat since you are a melee character as well as Int for Skills if you want a good selection. Adding Charisma for your resolve kills this classes true viability.... This Class feels more like a Pathfinder Fighter rather then a Bloodrager since nothing about this class really needs Charisma except Resolve.

The only saving grace about needing Charisma for Resolve is that you dont truly need the resolve until 6th level when you get your 6th level Stellar Revelations, but at that point you have 3 resolve anyway and probably you picked Charisma as 1 of your 4th level ability increases, giving you a total resolve of 4 if we assume you left charisma at a 10. However since you only select 1 revelation at 6th level you have more then enough resolve points with just your class level for the day.

I hope they make a revision to this class and change its Key ability.


So while I certainly love the Alchemy Manual and all it holds as Alchemist is my favourite class. I do not like that spell power components do not stack. I fully understand why they probably shouldn't as it could be abused. But maybe a tweak of the rules of them would be great.

Let's take for example the reagent gold. 1 dose gives any spell from the healing subschool that heals hit point damage an additional +1 hit point healed. This means that a Cure Light Wounds spell heals 1d8+1/CL(max 5)+1 at starting levels this is great. The higher level you get the more useless this really is.

What I propose is to change the rules to say maybe "you can add 1 additional dose per 3 ranks of Craft: Alchemy, as your knowledge allows you the leisure of adding these components without ruining the power of the spell" this would essentially mean that every time you got a new tier of cure spell you can add an additional point of healing done. 2d8+1/CL (Max 10)+2 and so on.

This works for the other power components too just giving your spells a little extra oomph for those tougher fights.


Ok first off I have to explain the situation. If I have explosive missiles (Alchemist Discovery) and healing bomb and I choose to use a blunt arrow to deal nonlethal damage with a healing bomb attached what exactly happens

A. Deal nonlethal first but it is immediately healed by healing bomb
B. Deal non lethal, heal Lethal, and next round repeat, and previous rounds nonlethal is healed, with new nonlethal dealt and lethal healed.


Hello I'm curious if a combat Maneuver would be considered an attack for the purposes of determining effects "on your next attack".

For example the Vexing Dodgers, Dazzling Feint ability says "if the feint is successful, the effect applies on your next attack."

But I want to add tripping into the mix. So my order of Operations at 3rd level when I can feint as a move would be Feint as move, then Standard to trip the target. Would this then apply my Dazzling Feints effect, such as blinding?


Hello see above questions. My Character is a Sha'ir Occultist and I'm wondering if I can give my Jin wonderous magic items, such as belts, amulets, rings, etc.

Specifically I want to know if my Earth Jin could wear a belt of Strength and when he burrows (since they pretty much meld into the stone instead of creating a hole) would it go with him.


5 people marked this as FAQ candidate.

Hello everyone. First off Mark has already answered this question is his >>ASK Mark Seifter all your questions here<< thread. But im creating this thread to FAQ it. So please FAQ this thread as many times as possible. Ill be honest im being selfish in wanting this FAQ'd so that I can present it to Wolf Lair so that they can fix their Code for the Archetype in Herolab. Onto the Clarification.

The Sha'ir Archetype states;

Quote:
Each of these jin is connected to one of the eight schools of magic, just like an occultist implement, but also to the air, earth, fire, or water school (Advanced Player's Guide 142). Each jin works like a living implement for both of its schools.

However in the Description of the Jin ability it states

Quote:
The elemental schools don't have focus powers or resonant powers.

Does this mean that the normal 8 schools of magic are considered Elemental for the purposes of the archetype and therefore lose their focus powers?

Or is it that only the elemental school you choose doesn't get focus powers. But the Magic School still does?

So for example if I chose Transmutation would I still get the Enhancement Resonant Power and the Base Focus Power, as well would I also get to choose the addition Focus Power. In Addition would I still get to choose an additional Focus Power at 3rd and every 2 levels thereafter?

Again Please FAQ this.


Hello everyone. First off Mark has already answered this question is his >>ASK Mark Seifter all your questions here<< thread. But im creating this thread to FAQ it. So please FAQ this thread as many times as possible. Ill be honest im being selfish in wanting this FAQ'd so that I can present it to Wolf Lair so that they can fix their Code for the Archetype in Herolab. Onto the Clarification.

The Sha'ir Archetype states;

Quote:
Each of these jin is connected to one of the eight schools of magic, just like an occultist implement, but also to the air, earth, fire, or water school (Advanced Player's Guide 142). Each jin works like a living implement for both of its schools.

However in the Description of the Jin ability it states

Quote:
The elemental schools don't have focus powers or resonant powers.

Does this mean that the normal 8 schools of magic are considered Elemental for the purposes of the archetype and therefore lose their focus powers?

Or is it that only the elemental school you choose doesn't get focus powers. But the Magic School still does?

So for example if I chose Transmutation would I still get the Enhancement Resonant Power and the Base Focus Power, as well would I also get to choose the addition Focus Power. In Addition would I still get to choose an additional Focus Power at 3rd and every 2 levels thereafter?

Again Please FAQ this.


Hello Im actually stating up Gallowspire for an Occult Adventures game i want to run and have a few questions about creating a lich.

It says the creature must be able to cast spells and have a caster level of 11th. Is the Kineticist considered to have a caster level? the description of their talents says they have an effective spell level of 1/2 her level, so im just curious if that constitutes her as having a caster level.

If she doesnt, can someone else do the casting to create the phylactery?


IM starting this thread to explain that Skinsend does not work with Touch Injection.

Touch Injection: The held substance drains from its container into a magical sac in your body.

Your BODY not your skin... your body.

Skinsend peels your skin OFF your body. since the magical sac is inside your body, touching someone with the peeled off skin would not discharge the potion/elixir.


Hello my question is simple when Demons use their spell like abilities are these considered Divine versions or Arcane?

I ask because I want to play a Godhunter Mythic path character for Wrath of the Righteous, non PFS. and their abilities require that you be targeted by Divine effects.


Hi I have a question about activating Feint. I know that it says "the target loses his Dex bonus to AC (If Any) for your next attack, you must make this attack on or before your next turn"

Could this be interpreted to allow any attack on him not include his dex bonus to AC.

To clarify, because Feint is a standard action (Unless you take Improved feint) could I feint and then an ally makes the next attack on him, and he loses his Dex to that attack.

Because the rule then states on or before your next turn could this be interpreted to allow an ally to make the next attack or no?


Hello I will be updating this post for the next couple of weeks as I playtest the Vigilante class. We are playing Second Darkness. This Character will probably not go above level 3 as I am committed to playing a Mesmerist once the Occult book is released at the end of this month.

So far this class has met all my expectations.

Joker/Jack White:

Human

Str: 10
Dex: 14
Con: 13
Int: 16
Wis: 13
Cha: 16

Init: +8
HP 10
AC: 15 (3 Armor, 2 Dex), Touch: 12, FF: 13

Weapon: "Bang" Gun (Custom item by GM as we were not allowing actual guns) DC 13 Will save or be stunned for 1d4 rounds. the DC is based off of 10+BAB+Cha mod.

Spells: 0-Level (DC 13): Acid Splash, Daze, Jolt, Mage Hand
1st-Level (DC 14) 3/day: Grease, Glue Seal

Skills: Bluff +7 (+11 in Social Identity), Disguise +7, Knowledge (Arcana) +7, Knowledge (Local) +7, Perception +6, Sleight of Hand +7, Spellcraft +7, Stealth +7

Feats: Improved Initiative, Gunsmithing (this feat is to represent the custom weapon)

Social Talent: Social Grace (Bluff)

Vigilante Talents: None yet

Traits: Reactionary, Looking for Work

Joker = Vigilante Identity
Jack White = Social Identity

so to begin I was not present for the very start of this adventure, so my GM decided to run the small church quest at the back of the first book.

The rest of the PC's were sent off to a church to recover some missing chips by the floor manager. Upon arrival during the description of the interior of the church the PC's were told that there is a man in a purple suit sitting in one of the pews staring blankly ahead (Joker). The PC's followed the man they were looking for into the kitchen at which point they convinced him to take them to his stash of chips to return them. He lead them upstairs to the quarters, at which point my character got off the pews and stealthily followed them up the stairs. The man lead them to a door and kept asking them if this is what they really wanted to do, I got bored with the situation and cast Glue seal on the door handle, the man heard me casting and threw open the door making his reflex save and avoiding having his hand stuck to the knob at which point an arrow flew out and hit our rogue. Thus combat insued. I cast grease on the area by the door causing the man to slip and fall prone, then another came out from a different door and I cast glue seal on his square causing him to become entangled. eventually we took out 1 thug, one other ran away, and the 3rd came after me on the stairs at which point my character fled, leaving the rest of the PC's to finish up, which they did in that same round.

Later on after they were on their way back to the golden goblin tavern, Jack White tried to pickpocket the Bard, but failed and so pretended to smack the mans chest instead, he then apologized to the Bard and explained he just came from Golden Goblin, making his Bluff check. The PC's decided they wanted a Sense Motive or Perception to determine if they could connect me, with the +20 I rolled a 46 and none of them beat it. Though one of them got a Nat 20 and so the GM said that PC had a feeling there was something off about Jack White.

The owner of the Golden Goblin sent them off on another quest the next day to talk to the loan shark and see if they could find the floor manager of the casino who was supposed to be delivering a payment. when the pc's left the Golden Goblin I trailed them as the Joker, none of them noticed. when they arrived at their destination the Bard talked his way in and had a chat with the loan shark, while the mage sat in the waiting room, she then decided to try and yell questions through the lock, while she was doing this I came into the waiting room which she didnt notice either. once the Bard was done he came out and saw me standing there. we had a small chat as we went around to the alley to investigate a fight that happened the night before. We found the floor managers head in a dumpster out back and so I decided to melt the lock on the loan sharks back door, and the mage (Who is a very blunt person) kicked it in. Of course this sparked another fight, with a chained up baboon, the loan shark and a thug. I cast Glue seal on the spindle device holding the chain to the baboon. the others dealt with the thug while the loan shark ran over and attempted to unhook the spindle so as to let the baboon have some more slack to move and attack us. we figured it was a strength to pull the pin holding the spindle since it was covered in glue which he made. I then cast Mage Hand on the spindle and used it to start cranking the baboon back, Another strength check which I won and managed to pull the baboon back from people. eventually we took the thug and the baboon down, and while the rest were working on the loan shark (he was almost done anyway) The Joker laughed, said "You guys are interesting" and took off again. when they were leaving the loan sharks place, (they left him there alive but chained up), Jack White passed them, no one paid him any notice. I passed a note to the GM saying that Jack goes into the loan sharks and coup de graces him while he is tied up and leaves a note saying "the joker is coming for you Clegg". Clegg being the bbeg at the end of the book. After the PCs talked to the owner of the GOlden Goblin and explained everything about what happened (But not about me killing him and leaving a note because they didnt know), they saw Jack White in the gambling hall and the Bard had a small chat with him, where he revealed he saw them coming out of the loan sharks as he was on his way there to talk to the man about a loan, as he is a problematic gambler.

Thats where we ended with a level increase as well so now my character is going to add Bombs to his list by using his Vigilante Talent.

As I said this class has met all of my expectations and I wouldnt change anything about it at this point. The 1 min change time makes for more seamless transformations to reintegrate into the story by meeting them as both Identities. I honestly wish this had come out when we first decided what characters we were going to play, Im loving this and am going to be sad when I put him on the bench for my Mesmerist which I decided to play first. I would of liked to have seen how he plays out when they start exploring the underdark and dont return to the surface for a while.

More to come next Monday


Ok Alot of people have been complaining about Dual Identity and I get where they are coming from.

As-is the Dual Identity is pretty lackluster. It seems like it should just be a part of the write up on the class instead of a class feature as it adds no bonuses, no penalties, and the only redeeming factor about it is the short paragraph about scrying.

Now right below Dual identity is an ability called Social Grace, where it says that if anyone suspects you as being other than your social identity you make a Disguise check at +20. Well why not just make that as part of Dual Identity instead.

Instead of saying we have 2 persona's, just make it so that if a player wants to take this class and WANTS to play 2 persona's they can.

Ok sorry im trying to form my idea into words...

Basically, merge Dual Identity and Social Grace and say "You can adopt a second persona with a 1 step Alignment change. Should anybody suspect that you are someone other than this second Persona, make a Disguise check with a +20. However reduce this bonus by 5 (or something) for anything out of the ordinary for the Persona you have created, subject to GM discretion. It takes 5 minutes to change into this second persona, however you may don this persona hastily, if you do you reduce the Disguise bonus by 5.

Hopefully you all get the gist of what im saying.

So of course you will have to go into detail with your GM about both of your Persona's. and as an example;

You and the Other PC's are at a fancy dinner, a waiter is approaching with a tray of drinks, unfortunately the rug is sticking up a bit and he catches his foot on the end causing him to trip, drinks come flying at you and the PC's, make a reflex save.

Now a smart player who is thinking in terms of his social persona will say he doesnt want to make the reflex save, that he takes the drink full on. However if the player makes the reflex and succeeds, this may be an indication to NPC's or the like that he is not who he is appearing to be. i.e. the GM tells him now he has to make a disguise check with a +15 instead of the normal +20 because his amazing reflexes made the BBEG suspicious of him.

So a character who hastily donned his second persona and made the BBEG suspicious gets to make a Disguise with only a +10.

Now this means that any BBEG or NPC for that matter can roll a Sense Motive/Perception? vs. the disguise of the PC, which could result in the GM rolling countless times. but with a +20 it is unlikely they will even have an inkling of thinking the PC is someone else. at least there is a risk with the negatives for the PC acting... ahem pardon the pun.... "Out of Character".


Hey all just curious to see who lives in the Red Deer Area and would be interested in playing some PFS.


Hello I want to start running some PFS games in my city. Ive found a store that will let me. Im curious about some things.

Do I need to be a Venture-Captain to run/report PFS games? (the application for regional coordinators says I need at least 2 years involved in PFS)

How do I obtain Society ID cards for new players?

Does the store im running it at HAVE to be registered with Paizo?


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

Alright so this is a thread not to be discussed but for those looking for an honest unbiased opinion on Pummeling style and how it should be used.

First off Pummeling style as written:

"Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right)."

Now most people use this style in conjunction with Dragon Style. Dragon Style allows you to get 1-1/2 times strength bonus on your damage with your FIRST attack. And the big debate is that because Pummeling style is technically 1 punch you should get that on all the damage.

However let's take a look at one sentence in Pummeling Styles description

Where it says "For each roll that is a hit, you deal the normal damage" what should be at the end of that should say "for that hit" as you still roll your normal full attack attack rolls. What this means is that any normal modifiers you have for damage for that hit are added only on that hit.

This means that a monk with let's say 4 attacks in a Flurry of Blows with a +4 Str mod plus Pummeling style and Dragon style. His full attacks would look like:

+10/+10/+5/+5

The damage for each would be

1d10+6, 1d10+4, 1d10+4, 1d10+4.

This means that the above is what should be rolled when you use Pummeling style.


Hello my question is if you already have a natural attack from a class ability or something, and you gain another natural attack of the same name from a different class ability what is the general rule about them? like does the damage go up 1 step or it becomes a primary if it was secondary or does nothing happen at all?


ok so im going to reopen some past arguments here. most of pathfinder's rules are restated or repurposed 3.5 rules, feats, abilities, etc, right? some of which they changed completely, such as turning feats into general rules. and so i found this thread:
http://rpg.stackexchange.com/questions/31620/what-trait-feat-class-etc-can- reduce-the-penalty-of-using-inappropriately-s
which talks about 2 feats 3.5 had for wielding larger sized weapons. the first of which, Monkey Grip, is now the standard for wielding oversized weapons in Pathfinder. however the second feat, which I have copied below, seems to give the same indication to players as the oversized limbs ability that tieflings have access to.

Wield Oversized Weapon:

You can treat any weapon as if it were one size category smaller than normal and one category "lighter" for the purpose of determining the amount of effort it takes to wield. For instance, a halfling with this feat could wield a Medium short sword as a Small light weapon, or a human could wield an ogre's Large greatclub as a Medium two-handed weapon. The weapon still deals its normal amount of damage.

As the above feat changes the size of the weapon this removes the to-hit penalty the creature would incur (halfling trying to wield a medium shortsword would take a -2 penalty on to-hit).

Now change the name of the above feat to "Over-sized limbs". And the ability reads as follows: "You can wield Large weapons without penalty".

in the above feat change the wording of "treat any weapon as one size smaller" to "a large size weapon" and this is essentially what over-sized limbs is getting at. the "penalty" meaning both the to-hit and the handedness.

So yes you can use a Large Greatsword as a medium creature without penalty (both on the to-hit and the handedness).

for another example take the Redcap which is a small creature with a medium scythe. if you apply the wording of the above 3.5 feat in regards to the human to the redcap, then the redcap treats the MEDIUM scythe as a SMALL two-handed weapon but with MEDIUM sized damage. thus allowing it to be wielded without penalty.

Now in regards to the wanting to wield a HUGE weapon if YOU were already LARGE size. I believe this is also valid using the oversized limbs ability. the way it reads "Large weapons" could be interpreted in 2 ways.

1. Large size category in regards to weapons

2. bigger than YOUR current size category weapons (ie. if you are large than it refers to HUGE size weapons)(I say this interpretation because the description is written assuming the base creatures size is medium, however this can change)

if we assume the former because the creature is medium sized then yes it certainly means large size weapon categories. but what if the creature is affected by a Righteous might spell which increases his size category by 1. what happens to his oversized limbs do they stay their normal size while the rest of his body grows, thus making his arms now look appropriate for his body type?

No, they grow with him as they were already overgrown to begin with because thats how he was born, they would become larger too.

Now because these kinds of effects can occur then interpretation #2 should be the one considered at all times.

Thus in conclusion:

A tiefling with oversized limbs could wield a Large Greatsword without penalty. However they could also wield a huge Bastard Sword in 2 hands taking a -2 to-hit. (can wield a large bastard sword 1-handed without penalty thus they take the first increment of penalty while wielding it as a huge 2 handed.)

Now as a person who values Logic and Common Sense above all else, I have drawn Logical conclusions from the evidence provided to me and have used my own common sense in determining the interpretation as well as surmised that since there has been little input by devs on this area, or at least that I have seen or read, that my above conclusions work based on RAW. Not to mention that RAW means "READ as Written" in which case everyone reads things differently, which I believe is why the creators of this game sometimes write things so vague is because although it is called a rule they want them to be more as guidelines to how you run your game, and you are supposed to READ into them how you want and it is your GMS final decision how he decides they should be interpreted (this is a fact I believe most people including the creators and writers sometimes forget) The fact that most of the people on this site complain about how the rules are "ACTUALLY" meant to work is ridiculous. This is a role playing game where I'm sure if you talked rationally to your GM about your logical way of interpreting the feat he may allow it to work both ways in separate instances.

At least thats how I would do it. Now you might say "but there could be thousands of ways the rule could work in thousands of different instances". while this may be true, most will be contradicting to each other, and if you keep a note of how the rule works in the given instance you can always refer back to it should the need arise and if it does seem like it conflicts with the other instance than it should not be allowed. Now this may create some arguments at the table but everyone has to realize that the GM has the final say. And if you get upset by his decision clearly you have never been the GM and have never known the frustration or the feeling of guilt at having to turn down a players interpretation. not to mention the frustration of your players thinking up ways to get around what you had prepared thus forcing you to think on the spot of something new.

The above is my interpretation of how this works by RAW. You are free to agree or disagree I don't care. GM's are welcome to use this logic in their own games to give their players a valid reason for choosing the selected interpretation.


Hi there I have a question about the advancement of the Animal Companions. Lets say your Hunter level is 7th and you have a 4th level Roc and a 3rd Level Wolf. would both still advance to their 7th level advancements? ie: Both become Large size, damage and Natural AC goes up and so on?


Hello my question is if you are dual wielding pistols, both are considered arcane guns as per the Spellslinger class.

1. can you essentially cast 2 spells through your guns in a single round?


Hello I have a question about the having Combat Reflexes and making multiple attacks of opportunity bit.

"Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent."

Lets say an opponent with only a 5 foot radius threat range like a normal medium humanoid creature.

This means that if you moved around him staying in his threatened squares this would only Provoke 1 attack right?

Well what if you moved out of his threat range (Provoking an AoO) moved back into his threat range and then moved back out again? (Essentially doing a zig zag pattern while still moving around him) would this allow multiple AoO's?


Hi there my question is can you cast Mnemonic enhancer twice and now have 6 levels of spell slots? Therefore being able to prepare an additional 4th level and a 2nd level for example?

It says three additional spell levels for 24 hours. but it doesnt say that if cast a second time it does not stack. Especially if you havent prepared them yet, since "you prepare and cast these normally" which means you spend the hour or 15 minutes preparing them.

If there is an actual discussion with devs about this spell please link it.


Do you need weapon proficiency with a specific weapon to take it as an arcane bond? (eg. wielding a longsword) the rules in the core rule book are not specific in mentioning this.


Do the d6's from a channel energy channeled smite get multiplied on a critical hit?


So my group was debating how viable a monk is vs. other classes. I would like to know if the following build is actually viable vs. other classes of that level. Keep in mind I went through the arduous task of leveling him up from 1st level, and using the character wealth by level table for level 17 as my maximum allowed gold, with a 20 Point buy. I bought appropriate gear at appropriate levels so as I was leveling my character I did notice that it scaled quite well. Feats are listed in order of level attained.

Human Monk 17th Level

Abilities

Str: 13 (+1) = 3 point buy
Dex: 18 (+4) = 2 Point buy + Belt of Physical might +6
Con: 16 (+3) = 0 point buy + Belt of Physical Might +6
Int: 10
Wis: 30 (+10) = 17 point buy + Headband of Inspired Wis + 4,8,12,16th level ability increase.
Cha: 8 (-1) = +2 to point buy

Init: +10

Bonus Monk Feats

Dodge
Deflect Arrows
Mobility
Snatch Arrows
Medusa's Wrath

Feats

Improved Initiative
Crane Style
Power Attack
Crane Wing
Leadership
Crane Riposte
Great Fortitude
Hammer the Gap
Lightning Reflexes
Extra Ki

Gear/Magic items (totaling 401,000gp)

+4 Guided Amulet of Mighty Fists
Belt of Physical Might +6
Headband of Inspired Wisdom +6
Monk's Robes
Ring of Protection +5
Bracers of Armor +8

Attacks

Melee: +24/+19/+14
Dmg: 2d10+16

The flurry of blows is what I would use most of course so I am going to add the Ki attack, Power attack, and Haste, and the bonus gained from Guided.

Flurry of Blows: +27/+27/+27/+27/+22/+22/+17/+17/+12
Dmg: 2d10+24

Armor

AC: 51 = 10+8(Armor)+5(deflection)+4(Dex)+5(Dodge)+4(Shield)+15(Wisdom bonus with Monk Robes)

Touch: 39

Flat-footed: 42

So with Leadership I have a cohort that can use a wand of shield to cast it on my Monk (Thus the +4 Shield bonus), and then use ki points in tougher battles to add another +4 Dodge. And possibly have the cohort cast enlarge person as well.

Full Name

Drod Thrud

Race

Dwarf

Classes/Levels

Fighter 1