Verzen wrote:
1. Yep. No restrictions on type of blast. 2. Regular 3/4. Limas Venomscale wrote: Any good traits worth mentioning? There are no traits in this book.
Verzen wrote:
You still get all the goodies of your elemental defense, you just get it a couple of levels later. The requirements are a little silly, but make sense within the boundaries of the archetype. Plus if you're a hydrokineticist you get a brand new effect for your shroud of water thanks to this archetype. I'll let you guess on that. :)
Verzen wrote:
It's not inhibited, more like delayed, and there is a special requirement for it to function.
Okay, so I'm assuming that your GM is allowing you to have an intelligent item in the first place, as they are not normally craftable or buyable. Although the GM is supposed to work with you to make a coherent theme for your weapon, it's ultimately up to the GM to work out the specifics. It would make the most sense for your evil outsider-killing weapon to be good. An evil weapon killing evil outsiders for no reason in the Pathfinder world does not make sense. If your weapon was Neutral, you should take the "Slay diametrically-opposed alignments" and then the purpose of the weapon would be keeping balance in the universe. Also, flagged for wrong board. This should be in the Advice section.
Hey Mark, had another item you might want to look into adding to the Horror Adventures FAQ list. There's a bit of a problem with the Death Druid archetype: Death Druid shared consciousness
Yeah, it's from the the Skulls and Shackles Adventure Path. It's probably not on d20PFSRD because it's from setting content related to a deity that's not OGL. Both of those feats are a yes, although if you were a cleric giving up a domain you wouldn't need it because you're treated as full wizard for the familiar. Here's the text in full at the bottom of the page, in case you wanted to refresh your memory: Besmara on AoN
I believe you've misinterpreted rule 2. The bleed rules from the CRB state thus: Core Rulebook, pg. 565 wrote: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage. In the case of your second example, they would not stack because the bleed effect is not transferring a poison, that's a secondary effect to the creature's attack. It still reverts back to 1d4 bleed or 1d6 bleed, in which case you take the worse effect which is 1d6. The only way they would stack is if the bleed effect did HP damage AND stat damage or drain. Bleeding Attack literally says it does not stack with any attack, effect, or whatever that lets you deal bleed damage. The language of "extra" in this case is "On top of your normal unarmed strike damage". Remember that the book that that feat is from is from Paizo's early days, and so lots of language was clarified to the point that it is today. The general rule is that bleed sources don't stack with others. Literally unless it says "THIS STACKS WITH OTHER BLEED SOURCES", assume it doesn't stack.
torrquan wrote:
This is because the kinetic chirurgeon can only add one mercy to their kinetic healer ability per cast, whereas paladin gets to add all taken mercies to their lay on hands ability.
I actually hope we do get a medium/heavy armor melee build that actually lets you friggin' use weapons while doing your blasting, because as it stands you have to constantly keep your hands free if you want to use Gather Power/Supercharge. Maybe even possibly key your form infusions off of Strength or something so you're not ridiculously MAD. ...Yes, I also like the mental image from Golden Sun of the high level warrior adepts wearing full plate, swinging greatswords around, and blasting stuff with elemental psychic magic. :v
Mark Seifter wrote:
Maybe tiger's eye for wood?
brightshadow360 wrote:
Keep hoping on the Supercharge feat. Considering even getting to get rid of 2 burn as a move action is an 11TH LEVEL class feature, you're never going to get a swift action Supercharge.
1. Technically, the windstorm is called out as applying to "ranged weapon rolls"; kinetic blast is not a "ranged weapon", it's a spell-like ability that requires a ranged attack. Your GM's mileage may vary on the physical blasts' interactions with the high wind. 2. Yep. 3. Kinetic Blast specifically states that even the weakest of regular blasts are sizable enough to deal full damage to swarms, but since you're narrowing down your blast to a weapon, it's less clear. There are no rules for this, so ask your GM.
Gisher wrote:
I would extrapolate from the fact that there are specific mithral tower shields with costs that they are just tower shield costs plus 1,500gp for being mithral. (But no, RAW there are no steel tower shields except in 3.5, so no mithral tower shields besides the special ones. Which is dumb.)
HogarthUndead wrote: Does tower shield specialist's Tower Shield Training really do nothing to the dex bonus of the tower shield, only changing the max dex bonus of worn armor. If so it seems useless. Is this a typo or as intended? Or are all shields armor, and if so can we get a clarification says as much? If the TSS's Tower Shield Training works as the feat from the Armor Master's Handbook (Which it basically is, they decided to let everyone else have some tower shield fun), the class feature allows you to lump tower shields and armor together to combine their ACPs so that armor training reduces the total, and it allows armor training to affect the tower shield's max Dex (Since it would be the lowest), which would be increased by 2. If you aren't wearing a tower shield, like the archetype says, your armor training bonuses revert to their standard numbers. I agree, it's a horribly worded ability and really should be clarified. (As a side note, there are always mithral tower shields. ;))
I suppose I'll ask this here, since I honestly don't know who wrote the archetype. :P This question was actually asked in a Familiar Folio thread back in the day and was never answered. The Chosen One archetype for paladin from the Familiar Folio states that: Quote: Religious Mentor (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill. So the familiar has all of the ranks in Kn.: religion because they're supposed to be teaching their young paladin. Okay, cool. Only one problem: Familiars can't talk to their masters until 5th level. Until that point, it's a lot of vague, empathic communication and glaring at one another. My question is thus: Based on the fluff of the archetype, would it be reasonable to move the Speak With Master special ability for the familiar from 5th to 1st level?
Kaouse wrote: Myrmidarch also stacks with Eldritch Archer, so you can be both simultaneously and not give up much. Huh, I'll be damned. I didn't know that until you mentioned it and I went to go look to make sure. avr wrote: Yeah, but EA isn't PFS legal for some reason. To be fair, he didn't say anything about PFS. Also as I recall PFS banned EA basically because they took one look at a ranged archer-style magus that didn't give up any of its important bits (Like saddling it with Diminished Casting or taking away Spell Recall like Myrmidarch) and said, "NOPE. Too OP"
Are you just using myrmidarch to get weapon and armor training? Because otherwise you can just go Eldritch Archer.
Tacticslion wrote:
Is it sign of wrath?
Balancer wrote:
Erm, what? Aasimar do not have the [Good] subtype, so if said aasimar was in fact a good-aligned cleric or paladin, their class levels and HD would NOT be the same as far as aura strength. An aasimar paladin 2 would not radiate any aura of Law or Good, due to only having 2 HD, but because they are a paladin, they would radiate moderate Good.
Arachnofiend wrote:
lolnah, that second "feat" is literally the strength of a class feature and not a feat.
Arachnofiend wrote: In my view, this book's success or failure rides entirely on giving non-magical classes a way to replace the cleric as the group's healer. Restoring HP is not enough. If you still need a divine caster to remove the maladies that actually kill an adventuring party then this book has no purpose. I can already give you the devs' answers: Either A. "Alchemist/investigator, because they're not divine" or B. "Scrolls and potions exist".
This is actually a really good question. I'd technically say yes on the attack, because while they don't THINK it's hostile, it's still technically hostile. Although if they were a willing target I would say that for the purposes of your attack they'd be using their flat-footed touch AC. The save is a little trickier, especially if the spell is a damaging one, because the instant the pain sets in the misidentified spell is given away.
MageHunter wrote:
As far as I can tell, he wants the actual oracle curse class feature and not just the hindrances, which would be well out of the scope of even bestow curse, greater.
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