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I have reviewed a lot of the question in regards to bleed damage, however, one question still eludes me. Was hoping to get some rules confirmation on Paizo.

Bleed Damage
Rule 1: Same types of bleed damage do not stack.
Interpretation 1: If an attack is made that deals bleed damage, unless specified otherwise, the bleed attack will not stack with itself.
Example 1: Boar Shred - Each time Boar Shred would apply, roll to determine bleed damage. If the new number is higher than the previous bleed damage effect. That becomes the new Bleed Damage Effect Per Round. Otherwise, ignore effect. If the new number is lower, then nothing happens.

Rule 2: Bleed Damage of separate types stack.
Interpretation 2: If attack 1 deals bleed damage and attack 2 deals bleed damage AND a secondary effect, then the target will take the bleed effect from both sources.
Example 2: Boar Shred does 1d6 Bleed Damage and the creature called Sahkil, Pakalchihas does 1d4 bleed and poison. If the creature could do both attack, the targeted creature, if hit, will take 1d6 and 1d4 bleed damage and poison.

Here is the question
Rule 3: If an feat allows EXTRA bleed damage, does that damage stack with any other attack that allows bleed damage.
Example 3: Bleeding Attack Feat has the wording that the attack does an extra 1d4 bleed damage. If you were to hit with the Boar Shred would the bleed increase from 1d6 to 1d6 + 1d4.

Minimum 2 Bleed Per Round
Maximum 10 Bleed Per Round

Please let me know. The word "Extra" is what I am having a question about.


I will be playing a Ranger in a Pathfinder game. I have done some research into Ranger and have learned about the Archer, Drazzt (sp?), and Switch-Hitter builds for Ranger. However, I haven't found very much in regards to how Animal Companions work in general. I was hoping to get some help in that aspect.

Being a first time Ranger, I believe that a wolf would be a good start as a first timer. Here are a few questions I have.

Here is some background into the game. I will be attempting the Switch-Hitter Build as stated by TreantMonk. We will be starting at 10th level. Only Core, APG, and Ultimate Books are allowed. Animal companion will be level 7 (Ranger 10 - 3 = Companion 7).

For the Wolves level 4 (Ranger level 7) ability increase I will be choosing to increase Intelligence to 3.

1.) Animal Companion Feats - The rules state that an animal companion with an intelligence of 3 or higher can select any feat they are physically capable of using. Does this mean that they an forgo all other pre-reqs (Improved Trip as an example), or do they still have to go through the 13 Intelligence and Combat Expertise?

2.) Ways To Increase The Level Of The Companion - I have read up on Boon Companion, however it is not a part of the books allowed. Is there any other way to increase the Ranger's Companion?

3.) Animal Tricks - There rules state that a creature with an Intelligence of 2 can learn up to 6 tricks. With the bonus tricks that goes up to 9 tricks. With the increase to 3 for the wolf's intelligence, does the number of tricks go up to 12?

4.) Any additional advice to a new Ranger that would be of help as well. Thanks.


I am wondering what methods there are to ignore movement penalties based on terrain. I know some items based on reading previous threads, however, I don't think some apply to natural terrains like forest and swamps.

Feather Step Slippers - Ignore difficult terrain, however, does it ignore the Forest Undergrowth Terrain?

Also, what about movement being impeded based on water? Walking through waist deep water with a firm footing halves your movement, but with this condition, is it something that the slippers could negate?

Pretty much what I am getting at is, what can I acquire (feat or item) that would allow me to negate movement penalties based on the specific terrain (Forest, Swamp, Desert, etc).

Note, that this is specifically for where a person can walk.


I have looked at some of the past prone questions, but could not find an answer to the following question.

When standing up from prone, the character provokes an attack of opportunity. Does this character still suffer from all the negatives that the prone condition gives, or does that character no longer suffer the effects of bein prone as the character is attempting to stand up?

Example:
A Fighter has been tripped by a Rogue. The Fighter now has the prone condition. The Fighter, on his turn, stands up from prone and provokes an attack of opportunity. The Rogue attacks the Fighter with a dagger (melee weapon). Does the Rogue get a +4 bonus to the attack of opportunity as stated, or does the attack not gain the +4 as the Fighter is standing up?


What about a simple Fighter using the Two-Handed Weapon Variant. The Devastating Blow he gains at level 19 for the Auto Critical seems as though it would work with a Guts build. He generally only attacks once anyway. Also, the damage would increase because of that variants level 3 ability Overhand Chop. Just focus on to hit feats, then damage feats, and lastly, defensive feats like Iron Will and Great Fortitude.


Raiziel. The item that I posted above should help you as it takes into account even what Blake was stating. If you wish to go with Blakes idea, then maybe below will help.

Example:
Light Horse Strength at 16 = 230 lbs.
Carrying Capactiy at Strength 16 = 230 lbs x 3 = 690 lbs.

Human Strength at 24 = 700 lbs.
Large Human Strength at 24 = 700 lbs. x 2 = 1400 lbs.

In regards to your statement on pulling faster, that does not apply. You speed is still static, even if you have an easier time pulling or pushing. The weight that you have on only affects your max speed, just because you make what you are wearing lighter, you do not go faster (30ft to 40ft). You are still limited by your racial max speed.

Note that a light horse has a speed of 50. That is one move action. The horse gets 100ft per round because they take two move actions. 50 + 50 = 100ft.

A human would be able to pull the cart (assuming you are using Blakes simplicity rules) but would still be limited to their speed. 30ft + 30ft = 60ft.


Wondering how much they can stack to lower time significantly.

The main question is "What is normal time?" Is normal time the time it takes for me to normally apply the disguise, or is it the normal time for everybody else to apply the disguise?

For example. At 20 ranks the time is a standard action, however if both the trait and the master of disguise apply, would the new time be a swift action?

A full round is 6 secounds in the game world. Since you can take a move and a standard in one round (3 seconds each), if you were to lower the 3 seconds for a standard by 1/4th, the time would be less than a second. This would fall into the realm of swift action. Very little time, but large expenditure of effort.


Disguise Rule:
Action/Time
"Creating a disguise requires 1d3 x 10 minutes of work."

Practiced Deception (Trait):
"You gain a +1 trait bonus on Disguise checks, and you can apply and remove a disguise in half the normal time."

Quick Disguise (Rogue Talent):
Action/Time
Minor details only full-round action
Disguise as a different gender 1 minute
Disguise as a different race 1 minute
Disguise as a different age category 1 minute
Disguise as a different size category 1 minute

Master Spy (Prestige Class):
Master of Disguise
"A master spy can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1."

Disguise Skill Unchained Signature Skill:
With sufficient ranks in Disguise, you earn the following.
5 Ranks: You can create a disguise in 1d3 minutes.
10 Ranks: You can create a disguise in 1d3 rounds. If you take the full normal amount of time to create your disguise, you take no penalty for disguising your gender, race, or age category.
15 Ranks: You can create a disguise as a full-round action.
20 Ranks: You can create a disguise as a standard action, or as a full-round action combined with a Bluff check to create a diversion to hide.


I am planning on running a disguise based character, however, a couple issues have come up in regards to rulings.

Disguise by default takes 1d3 x 10 minutes to prepare.

There is a trait called Practiced Deception that states that it reduces disguise time by half the normal time.

This makes the time 1d3 x 5.

I will be playing an Unchained Rogue and will be taking Quick Disguise.

The new time is based on the type of disguise.

If I assume I am disguising myself as a different gender and race the time is 2 minutes.
Is this time, the new normal time that can be halved, or does that trait no longer apply?

If this trait does still apply and my new time for the above example is now 1 minute, and if I was to take Master Spy which has a similar ability to the trait Practiced Deception (both untyped), would the time be cut down to 1/4? Instead of 2 minutes, it would take 30 seconds.


Also, remember that carrying capacities increase based on size and how many legs you have.

Large Creatures (Enlarge Person Spell) has their maximum weight at x2 the strength value.
Quadrupeds (Creatures with 4 legs) has their maximum weight increased by x1.5.

A Large Quadruped has a carrying capacity at x3 (x2 for large x1.5 for Quadruped = x3)


I think the rules you are looking for in regards to your question are found in the Carrying Capacities.

They have weights limits listed by Strength Score. Also, take note of the lifting and dragging rules. "A character can generally push or drag along the ground as much as five times his maximum load." Note that the rules do state PUSH or DRAG. Since you are asking about pushing a cart, this would be your "go to" ruling.

After finding out the total weight that you would be pushing within the cart (also include the weight of the cart and all the equipment within the cart), you would then apply the encumbrance effects based on the load that you are pushing (refer back to the strength carrying capacity rules for load).

If the total load is valued at your medium weight value, then your speed lowers, but your run speed multiplier stays the same.

If the total load is valued at your heavy load, then your speed lowers and your run speed multiplier lowers as well.

If you have a higher speed than 30ft please refer to the encumbrance speed table for the drop in speed.

Because you are moving such a heavy load by yourself, you would most likely have to perform constitution tests if you wish to run constantly. You can run for a total amount of rounds equal to your constitution SCORE (not modifier). After which, you will need to make constitution checks to keep running (DC 10 to start and then +1 for each additional round you wish to keep running. Please note, that you cannot run across difficult terrain if you cannot see where you are going. This means that you will need to pull the cart across difficult terrain, but you can push the cart across all other terrain. Also note that running is a full round action.

Also, if the weight that you are trying to move is between your heavy load and double your heavy load, then you move at ONLY 5 ft per round as a full round action and lose any Dexterity bonus to AC that you currently have. This rule goes up to 5 times your heavy load.

You would have to have a massive amount of strength to be able to push the wagon using the above rules.

Example:
3 Medium Humans w/ Lowest Base Weight = 360 lbs.
4 Light Armors (including yours) = 40 lbs.
==============================
400 lbs without the wagon, weapons, gear, and loot.

A strength of 20 is needed for just this to be a heavy load and run at x3 speed with a 20ft movement (lowered from 30).