Beetayasol's page

Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




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?


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.