I'm wanting to use Spectral hand for buff spells (Resist Energy Communal for example) and want to make sure I'm not violating some tenet I'm not aware of.
There are two valid reasons I could see to prevent this:
Can the hand travel that far?
Can I have the hand touch multiple creatures?
A forgiving GM might let it go through, but those are the limitations I can think of. Thoughts?
Anyone have a feel for the total hippogriffs the Sable company has? I'm feeling around 75
Guide to Korvosa says this about hippogriffs: "dozens of which perch within the high aerie of the Great Tower and serve as the mounts for the city’s elite Sable Company." - page 3
Roughly 200 Sable Company marines (about two-thirds of the entire company) - page 16
So there's around 300 sable company, but only a "dozens of mounts" (assume 36) at the main headquarters, It seems that from some of the text that there would be a high number (2 dozen?) also on watch, a group at Veldraine (another dozen), finally, a few for training purposes at Endrin Military Academy.
So at full power, that would mean a mount for about 1/4th of their forces.
Anyone have any thoughts on anything I missed?
I'm mostly wanting to make sure I'm not missing a later errata, especially as I had always thought Rapid Shot didn't work with thrown weapons:
Alchemist: If an alchemist has the Fast bombs discovery, can he use Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, haste, and similar abilities and effects to add more attacks?
As written, yes, all of these apply because fast bombs "functions just like a full-attack with a ranged weapon."
So at 8th level (or soon after to take feats) there is potentially 6 bombs: 2 from BAB, 1 from Rapid shot, 2 from two weapon fighting feats, 1 from haste?
The Investigator Antiquarian archetype gives up potions for Trinkets that "count as formulae". They then use these trinkets to cast spells as an arcane caster, but does not suffer from arcane spell failure.
When using extracts, standard alchemist/investigators don't require concentration checks, but do provoke AOO's.
From the flavor description, they almost sound like single use activation items, although I don't think that is what they are meant to be.
I would assume that like a standard alchemist/investigators the trinkets don't require concentration checks, but do provoke AOO's.
I've looked for an official response to this and can't find it. It seems to me that the Mending cantrip should be able to repair a broken gun in less time than the gunsmithing feat (10 min vs 1 hr):
Misfire: "When a firearm misfires, it gains the broken condition."
Mending: "If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points... If the target has at least half of its original HP at the end of Mending, then Broken is removed.
A Projectile weapon has 5 HP. It doesn't say nut it would have either 1 or 2 for the broken condition. A roll of 2, 3, or 4 would give it greater than 50% of it's hitpoints and remove the broken condition.
This is really more for flavor, as I realize this only would apply out of combat. Please point out the flaw in my logic.
I'm hoping my wife create her first character. She found the investigator class and asked if she could play someone like Karin Murphy from The Dresden Files.
I said yes, but then realized it was actually a difficult target to build for.
Apologize for the length post. I'm building a Mounted Fury Barbarian, using the Nagaji race and a boon I picked up which will let me have a Large Chameleon. as a mount. I don't want to be charge dependent, so I'm considering at a build that will allow more animal handling and less ride. Unfortunately Ferocious Beast isn't on the Unchained list. Here's my two current concepts:
The unchained barbarian gets the basic unchained improvements and accurate stance, but the companion will often be limited to the contagious rage (rage spell) benefits. The core will have his own bite/ferocity/trample, and the companion will get an upgraded bite and ferocity, as well as full rage benefits. Thoughts?
I'm building a Ecclesitheurge cleric and am looking for ways to boost AC. Right now, my current option is a wand of mage armor and a helpful party member.
I'd thought about a dip into Monk or Enlightened Paladin.
There's also a feat: Osyluth Guile, that has some limitations, and I'm looking at more low level issues, so it's not that helpful
Basically just looking for non items or not just picking up a dodge feat.
Thoughts? Thanks in advance.
I'm looking for help on a Sniper build. This will be a Slayer with Sniper and Stygian Slayer Archetypes, Kitsune Race.
I'm building for flavor: ranged sneak attacks. This is for PFS, so I don't want a build that doesn't fully kick in until 10 or later. These are the three builds through 7 that I'm looking at:
Stealth Build - Hide and Fire and Hide again
Intimidate Build - Scare and shoot (alternate rounds)
Please offer any criticisms and thoughts of the play-ability. Thanks in advance.
Its a standard action to reload a single one handed firearm barrel.
Rapid Reload makes this a move action and alchemical cartridges reduces this to a free action.
A pepperbox has 6 barrels, is this a single free action, or 6 free actions? If 6 free actions, is that a move-equivalent action? a standard-equivalent? Without alchemical cartridges, is it 6 move actions, or 1 move actions?
I'm of the opinion that a full-round action should re-load all the barrels, but I'm hardily the expert. I've seen answers that are basically "GM's Discretion" under the general feed, but I was wondering if there was a society rule somewhere.
I want to make sure that I am understanding the rules for this. If I want to use a firearm on a character without the class features, I need 3 Feats:
Amateur Gunslinger - For Grit access
Basically I just want someone to double-check my thought process.
I had a GM tell me that I couldn't use store an intensified Shocking Grasp inside a Spell Storing Weapon (Playing a magus, have the spell and the feat). I disagree, but will only be able to prove my point with something official.
There are a ton of posts on spell storing and meta-magic, although most seem to be on the use of meta-magic rods. I'm NOT asking about the use of meta-magic rods.
I'm hoping someone has a saved location for a post from a developer or an official errata.
Here is the text for a Staff's Magus's Quarterstaff Defense:
At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature.
My question is would the bonus from Arcane Strike also affect AC?
If I have a Staff Magus, they get Quarterstaff Master for free:
By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
My question is what level do I need to take Weapon Specialization in quarterstaff? Do I need to wait until lvl 4, or take as soon as I want?