Just curious how this feat and archetype interact.
Flinging Charge reads as:
Flinging Charge:
If you have a thrown weapon in hand when you begin charging, you can make a ranged attack with that weapon against the target of your charge at any point during your charge... You can then immediately draw a melee weapon during your charge. You take a –5 penalty on the melee attack made at the end of the charge...
While the Scout Rogue's archetype features read as:
Scout’s Charge:
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed...
Skirmisher:
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack...
To my reading then a Scout Rogue, with Throwing Weapon in hand, could declare a charge and, after moving 10ft, make a ranged attack as if the enemy was flatfooted (Skirmisher) before finishing the charge into the target and making a melee attack as if the enemy was again flatfooted (Scouts Charge).
Is my reading of this alright or have I missed anything? Thanks for any help.
So the Rousing Courage trait from Divine Anthology states that:
Rousing Courage:
...Once per day, when you generate an effect that grants a morale bonus, increase that bonus by 1 for all creatures affected.
Now, how would this interact with the Cavalier's Banner class ability? Since it's a passive ability you're always generating the morale bonus, does the trait apply from the moment you wake up in the morning and secure your banner or, well, what?
Somewhat of a cheeky thread here. I saw mention of a new Fighter Archetype being released in a coming Player Companion that had Inspire Courage as a class feature.
Can't find the damn thing again now so was wondering if anyone had any clue which Player Companion the things in? Thanks again and happy holidays.
In regards to the Ranger VMC granting Favored Enemy at level 7 and Favored Terrain at level 11, does the bonus granted by both abilities increase at the listed levels?
That is to say only the bonus not the number of Favored Terrains/Enemies.
Anyway, the Axebeaks Bite attack is specifically called out as having "1d6 + 1-1/2 Str". I'm curious what this means as, having only a single Primary Natural Attack, the Axebeak would already gain 1-1/2 Str on it's attacks. I understand the two modifiers do not/can not stack but I am currious how this would work when one throws in the Multiattack ability AC's gain at level 9.
I'm struggling a tad with this so any answers would be great.
When taking a VMC do you count as both classes in the equation? The Parent and the VMC class?
So for example would a Fighter (VMC Bard) count as both a fighter and bard for the purpose of feat and magic item requirements, or am I simply a Fighter who gains specific class features and does not count as a Bard in any way other than those listed?
Quick question, the Human Favored Class Bonus for Cavalier states:
"Add +¼ to the cavalier's banner bonus."
Since the Cavalier can possess upto three named Banner abilities (Banner/Greater Banner/Banner of Solace through Standard Bearer), to which abilities does the bonus apply? Is it simply the first ability or is it all three?
In turn, if all three abilities would benefit from the Favored Class benefit would this in turn include the "Awesome Pennon" ability gained through the Standard Bearer archetype?
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage.
And:
Precise Splash Weapons (Ex)
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
While the Alchemist VMC states that a PC does not add his/her intelligence bonus to the bomb's damage.
So:
A) Do Bombs count as Splash Weapons for the purpose of "Chemical Weapon"
B) Does an Underground Chemist add his/her sneak attack damage against targets hit by the Bombs splash damage if the attack is directed at a creature rather than a square?
Before getting into the meat of it my question is a simple one, at Character Level 11 and then Character Level 17 can a PC activate his/her Bardic Performance as a Move/Swift action at the correct levels? (Character Level -4)
The VMC section states:
"A character who selects this option doesn’t gain feats at 3rd, 7th, 11th, 15th, and 19th levels, but instead gains class features from her secondary class as described on Table 2–8: Multiclass Character Advancement."
While the Bard VMC states:
"Bardic Performance: At X level, he gains the ability to inspire courage and inspire competence as a bard of his character level – 4 for a number of rounds per day equal to his Charisma modifier + his character level."
Therefore does the character:
A) Gain the Bardic Performance Class Feature with access to the prescribed performances, thus allowing him/her to qualify for Bardic Performance Feats
And B) Gain the ability to active said performances more quickly as he gains level, in regards to the section within the VMC description noting the character gains the class feature.
Hey there, just curious on how exactly the aforementioned combination of classes would work in regards to the Warpriests "Channel Energy" ability.
The Order of the Star's "Calling" ability states:
"In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands."
So my first question is, since the ability states "Paladin or Cleric" will the effect function with Warpriests, as I am unsure of how hybrid classes work with abilities set towards their parent classes.
The Holy Vindicator's "Channel Energy" ability states:
"The vindicator’s class level stacks with levels in any other class that grants the channel energy ability."
So my second question is, since the H.Vindicators ability does not specify any particular class how does this interact with the Warpriest "Channel Energy" ability as that ability states:
"Using this ability is a standard action that expends two uses of his fervor ability... The amount of damage dealt or healed is equal to the amount listed in the fervor ability.
Therefore as opposed to an independent ability that increases as a characters class level increases the Warpriest's "Channel Energy" ability is reliant upon it's "Fervor" ability which neither the H.Vindicator nor Order of the Star specifically target.
In summary:
A) How does, if at all, stacking levels for "Channel Energy" work with the Warpriest "Channel Energy" ability as that is reliant upon "Fervor"
B) If it does stack, would the Order of the Star's "Calling" ability interact with a Warpriest's "Channel Energy" ability?
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Evening All, first time posting so let me know if I make a mistake.
The feat "Skald's Vigor" allows you to, while maintaining a raging song, gain:
"Fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song."
Within the "Inspired Rage" raging song it states that:
"If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward)."
From this can I infer that if the Skald possesses levels in another class that grants a rage class ability and utilizes the bonus' from that class while maintaining the "Inspired Rage" he/she will gain Fast Healing equal to the Str bonus from the class ability as opposed to the normal +2 Str bonus from the "Inspired Rage"
Furthermore if the Skald also possessed a "Courageous" weapon which allows:
"Any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1)."
Would this in turn improve the Fast Healing being granted? For example would a 1/1 Skald/Barbarian with a "Courageous" weapon using "Inspired Rage" and opting to use "Rage's" modifiers have:
Fast Healing 2 (Inspired Rage)
Fast Healing 3 (Inspired Rage + Courageous)
Fast Healing 4 (Rage)
Fast Healing 6 (Rage + Courageous)
Mind Blade - 2 chakram (+4 ghost touch holy)
psychic strike +4d8, (light 1d6, 1-handed 1d8, 2-handed 2d6)
shape mind blade, throw mind blade, quick draw
Blade Skills:
Spoiler:
Alter Blade: shape mind blade into different weapon forms any time it's manifested, can form a one-handed weapon and a light weapon instead of two light weapons
Dual Imbue:charge both mind blades with psychic strike at the same time (-1d8 damage)
Enhanced Range: doubles range increment of thrown mind blade
Bladewind: fragment blade, as full attack make one melee attack at full base attack bonus against each opponent within reach, each fragment functions identically to regular mind blade
Full Enhancement: suffers no reduction in enhancement bonus for multiple mind blades
Wing Clip: Make a single melee attack and instead of damage vibrations in blade damage creature's ability to move, rendering it unable to move for # of rds = to soulknife's Str mod (2). Fort negates, DC 26 (10+BAB)
Multiple Throw: can throw number of mind blades per round equal to number of melee attacks she could make
Bladestorm: as full attack, throws one mind blade at full attack bonus at all opponenets within 30 ft, ignoring normal range increments, only provokes AoOs as single ranged attack, can't do this with a two-handed blade form.
hold person, remove paralysis, lesser restoration, shield other, make whole, gentle repose
3-
Spoiler:
remove curse, remove disease, remove blindness/deafness, , expeditious retreat, sands of time
4-
Spoiler:
holy smite, freedom of movement, neutralize poison, restoration, threefold aspect
5-
Spoiler:
break enchantment, mark of justice, raise dead, life bubble, permanency
6-
Spoiler:
heal, word of recall, heroes' feast, contingency
7-
Spoiler:
regenerate, resurrection, disintegrate
8-
Spoiler:
prediction of failure, temporal stasis
Revelations:
Spoiler:
Aging Touch: Your touch ages living creatures and objects. As a melee touch attack you can deal 1 point of strength damage per two oracle levels you possess to living creatures. Against objects or contructs, you can deal 1d6 points of damage per oracle level. If used against an object in another creatures possession, treat this attack as a sunder combat maneuver. You can use this ability once per day and one additional time per day for every 5 oracle levels you possess. (4 x/day)
Erase From Time: As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a fortitude save or vanish completely for number of rounds equal to half your oracle level (min 1). No magic or divination can detect the creature during this time, as it exists outside of time and space - in effect, the creature ceases to exist for the duration of this ability. At the end of the duration the creature reappears, unharmed, in the space it last occupied (or the nearest possible space if the original space is now occupied). You can use this ability once per day plus one additional time per day at eleventh level. (2x/day)
Speed or Slow Time: As a standard action, you can speed up or slow down time, as either the haste or slow spell. You can use this ability once per day plus one additional time per day at twelfth level and 17th level. You must be at least seventh level before selecting this revelation. (2x/day)
Time Flicker: As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1 minute increments. At 7th level, each time you activate this ability you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal flicker duration. You must be at least 3rd level to select this revelation.
Time Sight: You can peer through the mists of time to see things as they really are, as if using true seeing. At 15th level, this functions like moment of prescience. At 18th level, this functions like foresight. You can use this ability for a number of minutes per day equal to your oracle level, but these minutes do not need to be consecutive. you must be at least 11th level to select this revelation.
Champion Abilities:
Spoiler:
Once per day can cast Time Stop.
Permanent haste effect on self, can activate or deactivate as a free action.
Personal Time: If things go badly can reverse personal timeline to redo events of a round. If used all events from her round are erased from all creatures and items. No one but her remembers the actions that took place during a round of time she reverses, divination spells of 6th level or higher can reveal them.
Retroactive: repeats same action until she gets it right (+20 to a single Str, Dex, or Con based skill check)
Time Runner:takes an action that does not exist in the normal sequence of reality, during this move action does not set off traps, provoke AoOs, nor may others make perception checks to notice her during this action.
Time Mystery details:
Class skills - add Fly, Knowledge Arcana, Perception, and Use Magic Device to list of class skills.
Bonus spells: Memory Lapse (2nd), Gentle Repose (4th), Sands of Time (6th), Threefold Aspect (8th), Permanency (10th), Contingency (12th), Disintegrate (14th), Temporal Stasis (16th), Time Stop (18th)
Revelations: (get at 1st, 3rd, 7th, 11th, 15th, 19th)
Aging Touch (see above)
Erase From Time (see above)
Knowledge of the Ages: You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Cha modifier. You can use this ability a number of times per day equal to your Cha modifier.
Momentary Glimpse: Once per day you can gain a glimpse into your immediate future. On the round after you use this ability you gain a +2 insight bonus on a single attack roll, saving throw, or skill check to your AC until the start of your next turn. At 5th level and every 4 levels thereafter, you can use this ability one additional time per day.
Rewind Time: Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll even if it is worse than the original roll. At 11th level and every 4 levels thereafter you can use this ability and additional time per day. You must be at least 7th level to select this revelation.
Speed or Slow Time: see above
Temporal Celerity: Whenever you roll for initiative, you can roll twice and take either result. At 7th level you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds.) At 11th level you can roll for initiative 3 times and take any one of the results.
Time Flicker: see above
Time Hop: As a move action, you can teleport up to 10 ft per oracle level that you possess per day. This teleportation must be used in 5 ft increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.
Time Sight: see above
Final Revelation: At 20th level you stop aging. Age bonuses still accrue, but no penalties. Can cast Time Stop once per day as a SLA.