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Darkon Slayer's page
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I have patience, but it sucks trying to play this archetype and debating multi-classing just to get some benefit while using the pistol, other then the one trick of being able to shot and not provoke while two weapon fighting. Which is negated once you can get the feat sword and pistol.
Wonder when we will get this faq?
wow still no answer on this.
if your bombs do 6d6+6 when you create the trap, then yes you do 6d6+6.
chbgraphicarts wrote: 1 Round is 6 seconds.
1 Minute is 10 Rounds.
If you're using 1st Ed material, also make not of this:
1 TURN is 10 minutes, or 100 Rounds.
In first edition material, 1 combat round is equal to 1 minute.
pg 61 Dungeon Master's Guide.
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Epsilon wrote: I can't believe how long this thread has gotten -_-. You people are really perverted. and your point?
In 3.5 giants had martial proficiency. I wonder why it was not just added to the giant sub type.

I know this is an old post but I have been working on the fang dragon lately to bring him up to speed with some of the new abilities alot of the base dragons received.
FANG DRAGON
This dragon’s body is armored with bony plates that rise into projecting spurs at limb joints and end in long, forked tails tipped with a pair of scythe-like bone blades. Their body plates are a mottled gray and brown, their wings are small but muscled, and their eyes tend to be glittering red or orange. Its heads are adorned with many small horns or spikes.
Fang Dragon
CN dragon (Air)
Base Statistics:
CR 2; Size Tiny; Hit Dice 3d12
Speed 60 ft.
Natural Armor +2; Ability Drain Bite, CON drain
Str 11, Dex 16, Con 13, Int 8, Wis 13, Cha 8
Ecology
Environment any mountains
Organization solitary
Treasure triple
Special Abilities
Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite causes Constitution drain if the victim fails a Fortitude save. The number of Constitution points drained, are given on the accompanying table. A Fortitude save (DC equals the dragon’s breath weapon save DC) negates the Constitution drain.
Desiccating Bite (Su): An old fang dragon bites causes weakness, dealing 1d4 points of Strength drain in addition to its normal damage. An ancient bites deals 1d6 points of Strength drain. A great wyrm bites deals 1d8 points of Strength drain. A Fortitude save (DC equals the dragon’s breath weapon save DC) negates the Strength drain.
Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size larger. This ability does not enable the dragon to use attack forms normally not allowed to a dragon of its size. Thus, a very young (Small) fang dragon deals 1d8 points of bite damage and 1d6 points of claw damage (as if it were Medium size), but cannot make wing attacks.
Master of Melee (Ex): A great wyrm fang dragon is so skilled with his natural weapons he automatically confirms all critical hits.
Poor Flight (Ex): A very young or older fang dragon’s aerial maneuverability is one step worse than normal.
Razor Sharp (Ex): An adult fang dragon has honed his use of his claws, teeth, and scales, to deal devastating damage, and threatens a critical hit on 19 or 20 with all natural weapons.
Sound Imitation (Ex): A fang dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener’s Sense Motive check.
Spell-Like Abilities (Sp): A fang dragon gains the following spell-like abilities usable at will upon reaching the listed age category. Wymling—detectmagic and read magic; Young—shield; Juvenile—dispel magic; Adult—spell turning; Old-telekinesis; Ancient—break enchantment; Great wyrm—globe of invulnerability.
Trip (Ex): A fang dragon that hits with a claw or tail attack can attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the fang dragon is not tripped in return.
Violent Retort (Ex): When a very young or older fang dragon takes damage from a melee attack critical hit, it can, as an immediate action, make a claw or tail slap attack against the creature that made the critical hit.
Special Abilities:
Age Category
Wyrmling
Ability Drain d2, Increased damage, trip,sound intimidation,detect magic, read magic
Very young
Ability Drain d3, Poor flight, violent retort
Young
Ability Drain d4, Shield
Juvenile
Frightful presence, dispel magic
Young adult
Ability Drain d6, DR 5/magic, spell resistance, CL: 1st
Adult
Razor sharp, Spell turning, CL: 3rd
Mature adult
Ability Drain d8, DR 10/magic, CL: 5th
Old
Desiccating bite, telekinesis, CL: 7th
Very old
Ability Drain d10, DR 15/magic, CL: 9th
Ancient
Fast healing 2, break enchantment, CL: 11th
Wyrm
Ability Drain d12, DR 20/magic, CL: 13th
Great wyrm
Master of melee, globe if invulnerability, CL: 15th
* A fan dragon can cast cleric spells as arcane spells.
If you fail a fly skill check to hover, then you must continue flying. The consequence is in the first 2 sentences of the skill.
Hover is a complex maneuver, which allows you to stay stationary.
Ninjaxenomorph wrote: If that's true, then they might as well pick up Divine Source, because they're friggin GODS if they can do that. Divine Source allows you to grant spells to followers, it is no the same as being able to memorize spells with out a book. Know what your comparing please.
Ravingdork wrote: Force of Will is listed at tier 6 on the table, but tier 7 in its description. Which is it?
I'm guessing you get it at 6, because your surge bonus also increases at 7 (this way you get something every tier and have no "dead" tiers).
I noticed this too, personally came to same conclusion, but every time I see it in my pdf, It makes me wonder.
yea I noticed they had 2 monster types with mythic and class levels, the gargoyle barbarians had mythic ranks, and the efreeti fighter had mythic tiers, guess it can be done either way. Hadn't read thru the adventure I don't normally run book adventures.
OK waited for 24 hours to bump this, Just like to get some input, or maybe someone can point out something I missed?
I am assuming they prepare spells like clerics.
The new mythic book does not go into this and I have some Monster NPC's with class levels I was looking at adding some Mythic tiers too.
My Question is should I use the mythic tiers as per character classes(ie, archmage, champion, etc)or the mythic monster ranks.
You also lose the monks AC bonus and wisdom bonus when wearing armor.
spells known are for spontaneous casters only, this ability is for Prepared arcane caster (Wizard, Magus, Witch)

jesterle wrote: Cpt. Caboodle wrote: Mojorat wrote: if a creature has immunity to cold/fire it automatically has vulnerability to the opposite. though I think this is going to be errattad apparently its so obscure last time it was brought up two of the developers did not know ot existed. This is not entirely true. I read it in another thread about a week ago, and it was confirmed by one of the developers - if I remember correctly, it was James Jacobs:
Creatures with the fire subtype are immune to fire and vulnerable to cold.
Creatures with the cold subtype are immune to cold and vulnerable to fire.
But an immunity doesn't automatically bring along a vulnerability.
According to the PRD it is entirely true:
Energy Immunity and Vulnerability
A creature with energy immunity never takes damage from that energy type. If a creature has fire immunity, it also has vulnerability to cold. If a creature has cold immunity, it also has vulnerability to fire. Vulnerability means the creature takes half again as much (+50%) damage as normal from that energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. That has been errata.
in forth printing update.
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I built a Succubus Tetori Monk because of this thread.
KestlerGunner wrote: Gaekub wrote:
That's the beauty of tabletop RPGs, how open ended they are.
I'll open *your* end.
Urrrrh, sorry. I'm sorry.
What's the name of that succubi from Goldeneye? As I recall, she did pretty well in grapples.
Xenia Onatopp
I was told getting it early supersedes the later version, cause it is the same way on the magus kensai.
yes still waiting for the illustrations of the druid and the succubus grappling :P
Lamontius wrote:
"Conan, what is best in life?!"
"To crush one's enemies, drive them before you and read the 'succubus in a grapple' thread on the paizo forums."
"What?! That's not wha-"
"No no, leave him be, he's entirely correct."
+1
Everyone forgets that unless the person pinning the succubus has a five appendages hows he going to stop her tail? :P

Goliath
Type:
3 RP Monstrous Humanoid
Size:
0 RP Medium
Base Speed:
0 RP Normal
Ability Score Modifier:
0 RP Standard (+2 Strength, -2 Dexterity, +2 Wisdom)
Language:
0 RP Standard
Racial Traits:
Ability Score Racial Trait:
4 RP Advanced Strength (+2 Strength)
4 RP Advanced Constitution (+2 Constitution)
Feat and Skill Racial Traits:
1 RP Mountain-Born
2 RP Skill Bonus (Sense Motive)
Movement Racial Traits:
2 RP Jumper
1 RP Mountaineer
Offense Racial Traits:
6 RP Powerful Build
1 RP Weapon Familiarity
Senses Racial Traits:
- RP Darkvision 60 ft.
Total: 24 RP
Goliath Racial Traits (Monstrous Humanoid)
Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as CMB or CMD), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Weapon Familiarity: Goliath are proficient with all simple weapons, and treat any weapon with the word “goliath” in its name as a martial weapon.
Languages: Goliaths begin play speaking Gol-Kaa. Those with high Int scores can choose from the following bonus languages: Dwarven, Giant, Gnoll, Terran.
Replaced by Jumper, Mountain-Born and Mountaineer:
Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the –5 penalty on the Athletic checks.
Acclimated: Goliaths are automatically acclimated to life at high altitude. They don’t take the penalties for altitude described in the Mountain Travel, unlike other denizens of the mountains, goliaths don’t lose their acclimation to high altitude even if they spend a long time at a lower elevation.
I did a Goliath conversion, but stayed true to the original goliath stats, plus, I did the powerful build as a 6 point.
Save or die spells.
I want the light and darkness spells from 2nd edition!
Tired of this various degrees of shadowy illumination.
Thank you for that catch, as a GM I will be using it in my game and a low my players to do the same.

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mplindustries wrote: Lord Plumrose wrote: True Seeing effects the physical eye and what it picks up otherwise it would be describes as mind-affecting as Phantasmal Killer is. First, there's no evidence if affects "the physical eye." Second, you're making a judgement call about the nature of the physical eye and how vision works and you can't just stop at "it's not really there so I don't see it." You have to take the argument to its conclusion, and I don't think any of us know enough about vision and the brain to really complete such a train of thought. Hence, why I think you should stop at the fact that Phantasmal Killer (which is further defined as an image) is an illusion and True Seeing sees through illusions.
You your self are making judgements that are not present in the spell TS when it comes to vision.
The game takes into account sight and hearing for a lot of abilities and
spells but you want to add mind effecting to TS, because of the description of PK.
The point you don't seem to get is that as a mind effecting spell your true seeing doesn't see it.
Dominigo wrote: True Seeing doesn't state that it covers mental sight because mental sight isn't a defined part of the game.
If it was not a defined part of the game then what why do they have spells that specify mind effecting?
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your wrong, there is.
Even the wording of the spell says there is nothing to be see by a third party so no visual aspect to see.
True Seeing never implies that you see thru something that is not in the visual range.
To say otherwise is to add words to the spell.
I'm saying that mentally seeing something is not the same a visually seeing something.
remember that the mental sight is otherwise known as the sixth sense for a reason.
and no where in true sight does it say that TS extends to mental sight.

Dominigo wrote: Additionally, True Seeing specifically deals with how the creature is perceiving the world around it. Now who is adding to the definition, TS does not say perceive.
Page: 363 Core Rule Book
True Seeing
School divination; Level cleric 5, druid 7, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (an eye ointment that costs 250 gp)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You confer on the subject the ability to see all things as they actually
are. The subject sees through normal and magical darkness, notices
secret doors hidden by magic, sees the exact locations of creatures
or objects under blur or displacement effects, sees invisible creatures
or objects normally, sees through illusions, and sees the true form
of polymorphed, changed, or transmuted things. Further, the
subject can focus its vision to see into the Ethereal Plane (but not
into extradimensional spaces). The range of true seeing conferred is
120 feet.
True seeing, however, does not penetrate solid objects. It in
no way confers X-ray vision or its equivalent. It does not negate
concealment, including that caused by fog and the like. True seeing
does not help the viewer see through mundane disguises, spot
creatures who are simply hiding, or notice secret doors hidden by
mundane means. In addition, the spell effects cannot be further
enhanced with known magic, so one cannot use true seeing through
a crystal ball or in conjunction with clairaudience/clairvoyance.
Page: 210 and 211 of Core Rule Book.
Phantasm: A phantasm spell creates a mental image
that usually only the caster and the subject (or subjects)
of the spell can perceive. This impression is totally in
the minds of the subjects. It is a personalized mental
impression, all in their heads and not a fake picture or
something that they actually see. Third parties viewing
or studying the scene don’t notice the phantasm. All
phantasms are mind-affecting spells.
I put this here cause it bears weight on the subject.
tieflings are not a template, that is why blackbloodtroll said that.
Have you put thought into using an Energy Point system that was used in BESM, instead of the Non-lethal damage, I had some of my players either max out their CON or outright complain about losing hit points when I experimented back in 3.5 with a modified version of this system using a lot from the Slayers D20 and also from the Advanced D20 Magic both produced by GoO. I have been tempted to go back to it, but to many people are stuck on the vancian casting. The other problem i ran into is some players felt there was to much dice rolling required to cast a spell, using this system. I personally like it but can't find anyone willing to run it so i can play using it.

This was my Swashbuckler conversion from 3.5 to pathfinder. In my campaign I separated Jump from Acrobatics and combined it with Climb in Athletics.
Swashbuckler
Alignment: Any Hit Die: d10
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +2 +0 Dodge bonus +1, Weapon Finesse
2 +2 +3 +3 +0 Insightful Strike
3 +3 +3 +3 +1 Combat Reflexes
4 +4 +4 +4 +1 Bonus combat feat
5 +5 +4 +4 +1 Dodge bonus +2
6 +6/+1 +5 +5 +2 Uncanny Dodge
7 +7/+2 +5 +5 +2 Acrobatic Charge
8 +8/+3 +6 +6 +2 Improved Flanking
9 +9/+4 +6 +6 +3 Bonus combat feat
10 +10/+5 +7 +7 +3 Dodge bonus +3
11 +11/+6/+1 +7 +7 +3 Acrobatic skill mastery
12 +12/+7/+2 +8 +8 +4 Lucky 1/day
13 +13/+8/+3 +8 +8 +4 Weakening critical
14 +14/+9/+4 +9 +9 +4 Bonus combat feat
15 +15/+10/+5 +9 +9 +5 Dodge bonus +4
16 +16/+11/+6/+1 +10 +10 +5 Wounding critical
17 +17/+12/+7/+2 +10 +10 +5 Slippery Mind
18 +18/+13/+8/+3 +11 +11 +6 Lucky 2/day
19 +19/+14/+9/+4 +11 +11 +6 Bonus combat feat
20 +20/+15/+10/+5 +12 +12 +6 Dodge bonus +5, finesse mastery
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Chr), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Nobility) (Int), Knowledge (Local) (Int), Profession (Wis), Sense Motive (Wis), Swim (Str)
Skill Points per level: 4+Int Mod
Class Features:
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Dodge bonus (Ex): A swashbuckler is trained at focusing her defenses in melee combat and gains a +1 Dodge bonus on AC at 1st level. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and to +5 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. This dodge bonus stacks with the dodge feat and can be used to replace the dodge prerequisite for other feats.
Insightful Strike (Ex): At 2nd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Combat Reflexes: At 3th level, a swashbuckler gains the benefit of the Combat Reflexes feat, the swashbuckler specialized as Combat reflexes instead of 1 plus Dexterity they get half their class level (minimum 1) plus their Dexterity.
Bonus Combat Feat: At 4th level, and at every five levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats
Uncanny Dodge (Ex): Starting at 6th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A swashbuckler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Acrobatic or Athletic checks, in particular) to successfully move over the terrain.
Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)
Acrobatic Skill Mastery (Ex): At 11th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Acrobatic or Athletic check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 12th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. The swashbuckler gains a second reroll at 18th level.
Weakening Critical (Ex): A swashbuckler of 13th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
Wounding Critical (Ex): A swashbuckler of 16th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.
Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Finesse Mastery: At 20th level, a swashbuckler that is fighting with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. She automatically confirms all critical threats with that weapon.
40 point buy, Elf (Arcane Focus)
STR 14
DEX 16(18)
CON 11(13)
INT 18(20)
WIS 12
CHA 13
traits:
Barroom Talespinner (Perform)
Killer
1 Finesse
(1) Weapon Focus: scimitar
3 Dervish Dance
5 Breath of Experience
Magus Arcana:
6 Arcane Accuracy
Magus Feats:
5 Defensive Combat Training
Spells:
1: Magic missile, Shield, Shocking Grasp, , True Strike, Vanish, Color Spray, Obscuring Mist, Burning hands, Mirror Strike, Feather Fall, Warding Weapon, Shock Shield
2: Cat's Grace, Frigid Touch, Glitterdust, Scorching Ray, Spider Climb, Levitate, (from scroll: Invisibility)
My build so far, we just made 5th level, I try not to plan my characters out cause I hate being type cast in my builds.
personally I like the one I made, I'm bias.
But a few of my gamer friends like it too!
my Bladebound Kensia isn't specializing in shocking grasp :P
Actually the elven curved blade dates back to second edition except it was one handed, I used to use it in my 2nd edition games.
OP: If your DM allows 3.5 stuff its ok, but if your playing pure pathfinder don't even bother.
Well finished my search of the core rule book .pdf and only one reference to iterative attacks was in the 6th sentence of page 406 under the topic Ending the campaign.

Matthew Winn wrote: This is one of those rules that, having been around for 12 years, gets taken for granted. I actually did a double take when I read the OP in surprise that someone needed to ask (no offense meant). As I read through further, I can easily see why someone might need the clarification.
In short, the extra attacks on the class level progression table are shorthand meant to make it easier for you to calculate the value of interative attacks. BAB is not +6/+1, it's +6. Having a +6 gives you an extra attack at -5, aka +1.
In other words, the second attack is not coming from having a 6th level of fighter, but rather from having a BAB of +6.
I was thinking the same and I also noticed that the Multiclass section is kind of lacking cause it takes for granted people know what they are doing.
I have noticed that the BAB +6/+1 has screwed a lot of people up over the years had to explain this to someone to clarify how TWF worked. What a lot of these people don't understand is that their BAB is +6, not +6/+1 or +11, not +11/+6/+1.
I would not be surprised if the whole iterative attacks has been left out of the rules, I haven't done a search yet.
Page 11 Core rule book:
Base Attack Bonus (BAB): Each creature has a base
attack bonus and it represents its skill in combat. As a
character gains levels or Hit Dice, his base attack bonus
improves. When a creature’s base attack bonus reaches
+6, +11, or +16, he receives an additional attack in combat
when he takes a full-attack action (which is one type of
full-round action—see
Chapter 8).
Its sounds like an interesting plan, but everyone things it is easy to smash thru a window till they try in real life!
if he doesn't make the break DC for the window (give small bonus for momentum) he will just spat up against it, making enough noise to possibly wake up the magus.
Looks like This thread has seen its last days one final bump from me, and I'll leave it to die if we get no word. :(
I agree that it should apply to CMD.
To all those that are calling it a Dodge bonus, we would not need to ask if it can be used with CMD if it was a dodge bonus, but it is not.
Carbon D. Metric wrote: Beguiler is Witch
Truenames are now a function of Wizards and Words of Power
Archivist is a Loremaster Bard
The Loremaster Bard is not an Archivist, especially since the
Archivist was the equivalent of a Divine Wizard.
WerePox47 wrote: It doesnt mean you have to have sufficient cl to surpass the +5 dice for it to work. Just means you have to have cl to surpass the spell base max.. ie 5d6 for shocking grasp, 10d6 for fireball etc etc What is meant and what is said are two different things.
The metamagic feat says that you increase the maximum number of damage dice by 5 levels. Then says you can't use it unless you have a caster level high enough to cast it at maximum.
That would mean you have to have a caster level of 10 for shocking grasp and 15 for fireball to benefit from this feat. That is English. If they meant other wise they should have said otherwise.
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