Egeslean05 wrote: Thanks Gisher. I had apparently looked at the wrong errata earlier. Are these changes reflected in the PDF version? If all the PDF's are updated with the errata changes, I might have to consider getting those instead of physical copies. Yes. The PDF's are updated once a new printing is available for purchase.
The way I read it is: If you attacked with the second iterative (so at BAB-5), you use that exact BAB(-5) for the Combat maneuver check (along with the usual modifiers). So if your normal CMB for bull-rushing would be +23, and you used your second iterative for the knockback kick, you'd make the check with +18.
You can do that out of the box, though at some serious penalties, if the 'offhand' isn't light. You'd better get the two-weapon-fighting feat as well. see the table Two-Weapon fighting penalties in the Combat section (near the bottom of the page)
Long time subscriber here:
Not clicking the link will have you time out and you will have to personalize again (From what I understand, the personalized file is stored temporarily only, though I don't know how long exactly, thinking it's less than 10 minutes). Hope that helps and is somewhat accurate.
Kobold Cleaver wrote: A "Downpour" is actually a specific rules effect, not a fudge. It's very minor, but still a nice aspect of versatility for create water. And create water has a duration of instantaneous. So unless the caster had that spell readied for the moment of the attack, it wouldn't fly at my table.
djones wrote:
I'm sorry I came across that way.
When should they unlock the PDF's then?
As it is now, it's an incentive to subscribe:
It doesn't matter if it would make sense to take a lower one: it's hardcoded into Stealth Synergy to take the highest roll. Quote: Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Unattended Non-Magical Items wrote: Unattended Non-Magical Items: Non-magical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus). The question whether a space-ship is one technical object or many remains. That the spell doesn't restrict the size makes it handy...
In my Golarion, Flesh to Stone turns the creature itself into a statue, and all it's possessions are covered in a thin layer of stone, bonded to the statue. Magic items so encased still radiate magic, pieces broken off of the statue and subject to Stone to Flesh return to the material they previously had been. So, yeah, in my games, chipping the magic sword off the statue and breaking the stone off of said sword would work. Same for artifacts.
Thomas Seitz wrote:
Expeditious construction:
Druid, sorcerer/wizard, level 1 Grand destiny:
alchemist, bard, medium, mesmerist, sorcerer/wizard, summoner, level 4 to 5. Better than Guidance because: higher bonus, longer duration, more than one use. (as it should be, because higher level) Guardian Monument, Lesser and Greater:
bard, inquisitor, magus, occultist, paladin, psychic, shaman, sorcerer/wizard, witch. Lesser: level 3-4 Greater: level 5 Linked legacy:
bard, medium, mesmerist, occultist, psychic, shaman, sorcerer/wizard, witch, level 1 Rags to riches:
alchemist, bard, cleric, medium, occultist, sorcerer/wizard, witch level 3-4 Rune of ruin:
alchemist, bard, inquisitor, sorcerer/wizard, witch, level 4-5 hope that satisfies your curiosity.
Thomas Seitz wrote:
What exactly? I can't copy the spells, so do you want to know on which spell lists they are on, or which level-range they are? I don't think I should post more about their effects...
SamuraiFlamenco wrote:
Arrowsong Minstrel:
Altered Weapon proficiency
- Diminished Spellcasting: (not delayed, just reduced) - Arcane Archery: gain a number of sorcerer spells to the spell list (from a limited list of spells). use bard level as BAB for feats. Can cast while wielding a bow. This replaces a host of bard-features. - Precise Minstrel: Precise Shot and a nice minor effect for a bow wielder. - Arrowsong Strike: spellstrike, replaces suggestion and mass suggestion.
Thomas Seitz wrote: Seriously, no one is answering my questions? Have you not looked at my post with the spoiler for all the spells?
djones wrote:
That would have been easier to understand if it said: Learn, prepare and cast spells like a magus, use wizard spell list. I'm still not convinced that's the meaning...
Kalindlara wrote:
I'm not quite sure about the Eldritch scoundrel's spellcasting. It says she learns, prepares and casts spells like a wizard, but has a daily spell allotment like a magus.So she can learn 7th to 9th level spells but can't cast them? (Unless she has an INT of 28 for 9th?)
Deep Marshal: Medium armor from the get-go, heavy at 9th. - Deep Spellcasting: a list of sorcerer/wizard spells (focused on repairing and shaping) is added to the Magus list, as well as all abjuration school spells up to 6th. Can't cast enchantment, illusion, and necromancy spells. - Bound by Tradition: fewer arcane pool points, only enhance and spell combat / spellstrike certain weapons. - Miner's Focus: gain bonus to caster level (and checks) while wielding certain magic weapons. Profession (miner) uses INT instead of WIS, free ranks for this and Knowledge (dungeoneering).
Augur (Skald):
- Monster Insight: gain CHA to knowledge Checks. Replaces well-versed. - Signs and Portents: augury (later on higher level spells instead) as spell-like. Replaces versatile performance. - Predictive Strike: Can attack a target as if it were flat-footed. Replaces spell kenning. Deep marshal (magus)
Spells: - Aroden's magic army: similar to a magic weapon, mass - Aroden's spellsword: as has been said, insert a rod or staff into a weapon and be considered to be wielding both. - Artificier's curse: similar to dispel magic, targets one magical item. - Banishing blade: bull rush with the target weapon. - Celestial healing (and greater): very short fast healing 1 (4). - Create armaments: you create one weapon, shield or armor. - Cyclic reincarnation: as has been said, reincarnation in the same race. - Deft digits: animate a gauntlet or glove from medium distance, can't fight with it. - Dissolution: you make a tiny object not exist for a short amount of time. (Probably an error in the text: it takes 1d0 points of damage (bypassing hardness) if it returns to existence within another object) - Emblem of greed: make one masterwork (or better) melee weapon into a flaming glaive (or better with higher levels). You are proficient with the glaive and use your caster level as BAB. - Expeditious construction: instantaneous wall of earth or loose stone. - Find fault: learn things as if you made a knowledge check against the target. Gain insight bonus on the first attack roll against the target. - Fool's gold: Make the possessor of the affected gold coins more easily targeted to your magic. - Force Sword: you call a magic longsword that you can fight with or give someone during the duration. - Foretell failure: gain knowledge if the next (single round) action has a 50% chance of success. - Full pouch: you create a duplicate of an alchemical item in your possession. - Grand destiny: a more useful guidance - Guardian Monument (lesser and greater): gain DR within the an area of an object. - Heckle: make the target more hostile against you and others, target gains penalty on certain things. - Human potential (and mass): gain an enhancement bonus to one ability score. - Jatembe's Ire: black tentacles that targets evil creatures. - Last azlanti's defending sword (and mass): similar, but different to mage's sword. (and mass has contradicting numbers of swords listed) - Legendary proportions: similar to enlarge spells. - Linked legacy: instantly share knowledge within a group of close people. (This one's probably one of the spells no one is ever going to take...) - Liquefy: make one object fluid. - Mask from divination: a nondetection with differences. Target wears a mask that can't be hidden. - Open arms: gain an insight bonus to AC and CMD if subject of a cavalier's challenge, inquisitor's judgment, smite or similar. - Perfect placement: guidance-like insight bonus to AC and Reflex saves. better against AoO's. - Planar inquiry: similar to lesser planar ally, but you may only ask questions. - Rags to riches: makes a weapon, armor, shield, tool or skill kit masterwork or improve the enhancement bonus. - Rune of ruin: A curse that is kind of like the reverse of greater magic weapon but use able on more types of stuff. - Splinter spell resistance: reduce a creatures spell resistance by hitting it with the targeted weapon of this spell. - Stage fright: target gains penalty on certain checks. - Tears to wine: turn any nonmagical fluids into mead or wine that gives an enhancement bonus to INT- and WIS skills. - Tough crowd: target allies gain insight bonus on saving throws and skill checks against being mislead and controlled. - Transmute golem: change the type of the golem (with constrains). - Winged Sword: gives a weapon the throwing special ability.
zergtitan wrote: Can we get some info about the Spellbooks Analects of Aroden, Wisdom of Jatembe, Runes of Wealth, and the Arcainist Exploit Arcane Discovery? Analects of Aroden:
- The swordsman's analects (level 3 Universalist)
-- Ritual: Shielding Weapon (a 1 round shield bonus to AC for your weapon) - The guide's analects (level 6) -- Ritual: Glorious Blade (an insight bonus on one attack roll with a sword) - The Last Azlanti's analects (level 15) -- Ritual: Efficient Creator (can be used to create magic items without the required feat (I think, not sure)) Wisdom of Jatembe:
- Three warriors edition (Level 5 diviner) -- Ritual: Eyes of Jatembe (Increase caster level of divination spells) - Six warriors edition (Level 11) -- Ritual: Jatembe's Vindication (gain good descriptor and sacred bonus to certain spells) - Nine warriors edition (Level 17) -- Ritual: Secrets of Jatembe (be able to prepare a druid spell from a list) Runes of Wealth:
- Calames Fragment (Level 7 transmuter) (no ritual) - Cyrusian Codex (Level 11) -- Ritual: Enduring Alteration (extend spell+) - Runes of Wealth (Level 18) -- Ritual: Change Magic (make a spell be a transmutation spell) Arcanist exploit arcane discovery: gain an arcane discovery (UM) for arcanist spells. (more info would be pretty much copy-pasting the section)
I think the rules index is safe to copy: Spoiler: ARCHETYPES CLASS PAGE
Arrowsong minstrel Bard 30 Augur Skald 25 Child of Acavna and Amaznen Fighter 10 Deep marshal Magus 28 Eldritch scoundrel Rogue 23 Enlightened bloodrager Bloodrager 16 Magaambyan initiate Arcanist 16 Puppetmaster Magus 27 Rhetorician Witch 25 Stone warder Sorcerer 29 Sword binder Wizard 11 FEATS TYPE PAGE
SPELLBOOKS PAGE
OTHER RULES OPTIONS PAGE
Baval wrote:
If everyone could use said device? Or if only he could use/operate said device?
Take this NPC as an example. Or this one.
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