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Claxon wrote:
... you're just making stuff up because it suits you

I am not making stuff up, it is size category rules and how the world works. I am using maths. Also it is not because it suits me. I didn't create this thread I am just providing a solution as TrollingJoker requested.

TrollingJoker wrote:
If I'm missing something then please tell me and if I'm correct then give me some solutions.

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Claxon wrote:

Also, size categories are not twice as large as their previous ones.

medium is 5ft
large is 10ft
huge is 15ft
gargantuan is 20ft
colossal is 30ft

You are confused with space, this is the ammount of squares they occupy on the board. The heigth of the creature is in another column:

medium 4 to 8 feet
large 8 to 16 feet
huge 16 to 32 feet
gargantuan 32 to 64 feet
colossal is 64 feet or more

Go to d20pfsrd and check it.

Of course they do not give anymore values for larger than colossal, but you can see the penalties are not arbitrary. Incresing size category is twice as high, and each category larger has a -4 on stealth checks.

With this post I am not forcing anyone to use this rule or say it must be this way, but to provide a solution to another rule wich is not real when it comes to long distances. I was just trying to be helpful. Anyway, coming up with this took some time from me and I posted it because I would have liked to have seen something like this posted. Feel free to use it, I certainly will.


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Bane Wraith wrote:
... 'real' math ...

Ouch!

Bane Wraith wrote:
I'm curious as to what would happen if you plugged in numbers for a celestial body like the moon, or a cruising altitude passenger plane, though. According to Pathfinder rules, the moon is impossible to see. (Something like -8 million to the DC due to size, but over +130 million for distance)...

Medium is ~6 feet, Moon is 1.1398e+7 feet. Each category is twice as big as the previous one, this is, the Moon is X=log2(1.1398e+7/6)=20.8573 categories bigger, which is a -83.4292 Stealth check.

On the other hand, the Moon is 1.261155e+9 feet away. A medium creature at this distance, which is Y=log2(1,261155e+9/40)=24.9102 times further than 40 feet, has a 99.6408 DC penalty to be seen.

So to see the Moon in the sky the DC perception check is 17, which is the same DC as spoting a penny (2 categories below Fine) 10 feet away from you. This may not be exactly accurate but close enough, and you can see how it makes more sense than a 1261154920 DC perception check.

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I said it is not a house rule because I am using Size category pathfinder rules instead of distance to source rules, as they contradict each other when applying maths.


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I am in the mood of doing this table because I may encounter the same problem in my games.

Taking into account that any size category increase can be made by doubling your size, and any size category decrease can be made by halving your size. Also keeping in mind the formula: X=(H•P)/D.

The question is the following: Where should a creature, twice as big as the original, be standing so they both appear to be the same size?. This is, If (H=2•X) then (D=2P). So given a certain DC for a certain distance, a creature of the same size but twice as far has a penalty of -4.

The only thing to do is agree in a fair DC for a certain distance, and then increase the DC in 4 each time you double the distance, and decrease the DC in 4 each time you halve the distance.

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I would first come to the agreement of how big a creature must be in order to always be seen in the adjacent square (5 foot), for instance, sitting on top of a 5 feet table. This way you can assignate the 1 DC perception check. Then, each time you increase distance you add 4 to the DC, each time you increase size you add 4 and each time you decrease size you take 4.

If you think this size is Fine then start the 1 DC perception check of a medium creature in 80 feet. If you think this size is diminutive, then start the 1 DC at 40 feet. If you think this size is tiny, then start the 1 DC at 20. And so on...

For example, if I thought that smaller than diminutive is not always seen at an adjacent table, this would be my chart for distances:

40 feet -> 1 DC
80 feet -> 5 DC
160 feet -> 9 DC
320 feet -> 13 DC
640 feet -> 17 DC
1280 feet -> 21 DC
2560 feet -> 25 DC
5120 feet -> 29 DC

At some point you have to take into account that light fades with distance.

-----

I know this feels like a House Rule, but I am actually just using the size chart rule instead of the distance to the source rule.


Just for fun, if we assume that the observer is neither good nor bad at perceiving (+0), and the atmosphere is clear, we can project the size of a creature of height H at a distance D into a plane at a distance P. The projected image would be given by the expression: X=(H·P)/D

Lets assume there are three guys Fred, George and Kevin. All of them are regular guys who's height is the same; 6 feet tall (medium size). Fred stands the closer at 10 feet, George stands at 100 feet and Kevin stands the further at 1000 feet.

If they were placed in a way that we could see them next to each other, knowing that George is 6 feet tall, we would see Fred next to him as a 60 feet tall giant (gargantuan size), while Kevin would be seen as a 0.6 feet tall imp (diminutive size).

Now, according to the rules of perception, Fred who is at 10 feet can be seen with a 1 DC perception check, George who is at 100 feet can be seen with a 10 DC perception check and Kevin who is at 1000 feet can be seen with a 100 DC perception check.

On the other hand, they are seen next to George as a 60 feet tall giant and a 0.6 tall feet imp. An actual 60 feet giant next to George would have a penalty on stealth of -12 which means a -2 DC perception check. An actual 0.6 feet imp next to George would have a bonus on stealth of +12 which means a 22 DC perception check.

As we can see, the distance rules almost support the size rules for Fred (dis. rules=1 , size rules=-2) but not for Charlie (dis. rules=100 , size rules=22).

Even if the atmosphere was a little bit contaminated, it does not explain the 78 increase in DC. If I were you I would make a table based on this bonus and penalties on stealth. Shouldn't be difficult. You could also think about adding some penalties because of atmosphere's dirt at certain points.


Perhaps if you spoted someone fleeing to an open field, since you have been seen him since he was near, you would not have to keep using perception checks as he goes farther. This could be an example of how to shoot at 1000 feet without using the perception check.

Also, if it is a giant or any other really big creature, are there no rules to lower this perception DC?


Bane Wraith wrote:
I disagree that the Rusting Grasp requires a Sunder combat maneuver...

I was talking about touch attacks in general not that specific spell. The Rusting Grasp spell has a paragraph for in combat use:

"...you may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of AC gained from metal armor (to the maximum amount of protection the armor offers) through corrosion."

In this case it would be just a normal touch attack, not a sunder attemp. But anyother touch attack would require a sunder attemp in my opinion (unless, again, the spell would say otherwise)

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Bane Wraith wrote:
Since both Rusting Grasp and Node of Blasting have the same range and similar targets (Each one an item, not specified to be attended or not), I would argue that both follow the same rules.

Node of blasting, on the other hand, says nothing about using it in combat, and I beleive that when they do not say, they mean unattended. Anyway, you could not use sunder either as the touch attack for itself deals no damage but sets a trap for the next person that touches it. In my opinion they are quite different spells and should not work in the same way.

------

Nevertheless, If you want some rules to support your point of view, I would go to the touch spell section:

Touch Spells in Combat:
Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action...

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

So technically you can hold the charge for Node of blasting and then try to make a sunder attemp or disarm attemp with your unarmed strike (if you aim at something in their hands) or a steal attemp (if you aim something he is not holding), you would probably deal no damage but as you are touching something while holding a spell, it would dischrge in that object.

Problems you may encouter with this wording is that when you grapple, for example, no one thinks that the first thing you touch is the armor, you may try to grab him and he tries to avoid you or move your arm with his hand, etc... Same thing could happen while disarming with an unarmed strike, the GM may say you need to grab his arm at some point and that there is no way of knowing which thing you touch first. And of course trying to steal an item not hold carries the same problem. Perhaps the maneuver involves some kind of touching before stealing so they wont notice your hand in their pockets.


I would say yes to melee and no to ranged, and melee would be resolved as a sunder combat maneuver, which is made in place of a melee attack.

Sunder:
You can attempt to sunder an item held or worn by your opponent in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

And as melee touch attacks are melee attacks, I would treat them as such.

-----

On the other hand, ranged touch attacks are ranged attacks, and if a gunslinger is not able to harm an attended item with his shotgun, neither should the mage with his ray.

One could think that this ruling was not on propose, but if you see the fighter's archetype (archer), he has the following ability:

Trick Shot:
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).

This ability replaces Armor Training 1, 2, 3, and 4.

It is pretty obvious that they didn't want us to use these combat maneuvers with ranged attacks.

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However, if one looks at the "damaging objects" section:

Damaging Objects:
When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.

Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat maneuver. Smashing an object is like sundering a weapon or shield, except that your combat maneuver check is opposed by the object's AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.

Objects are easier to hit than creatures because they don't usually move, but many are tough enough to shrug off some damage from each blow. An object's Armor Class is equal to 10 + its size modifier (see Table: Size and Armor Class of Objects) + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC), but also an additional –2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.

Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.

Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

They say you attack attended and unattended objects with sunder, which is only melee, but later on they imply you can attack objects with ranged attacks.

-------

As I see it, they meant unattended objects can be attacked by ranged attacks, as they don't move. On the other hand, hitting an attended object which moves with the person who carries it cannot be done from a distance.


Hi. I had some questions about channel energy I hoped you could help me answer.

Cavalier - Order of the Star - Calling:
At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. 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.

Does the channel energy bonus (text in bold) apply always or just for the next minute after using this ability?

Do other classes with "channel energy as a cleric of X level" benefit from this?

Warpriests do not cannel energy as a cleric of X level but have as many dice as her fervor ability. Would they benefit from this?

Envoy of Balance - Endowment - Spiritual Equilibrium:
The envoy of balance's class levels count as cleric levels for determining the effects of her channel energy ability. If she has the spontaneous casting class feature, she is no longer restricted by the choice made at 1st level to convert prepared spells into cure or inflict spells. Each time the envoy of balance converts a spell, she can choose to convert it into a cure spell or an inflict spell.

Do other classes with "channel energy as a cleric of X level" benefit from this?

Warpriests do not cannel energy as a cleric of X level but have as many dice as her fervor ability. Would they benefit from this?

Thanks in advance


You get the domain spell slots, but you do not get any domain spell. You can use these higher level domain spell slots with lower domain spells that you already know.


I thought it might be as the Agent of the grave's class feature:

Negative Energy Conduit:
At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.


Does the gravewalker's desecration aura count as the spell of the same name for the porpose of being able of animating twice as much of HD of undead?


Kalvit wrote:
I've been considering making a Shaman of the Speaker for the Past archetype, and a question just kept nagging at me. Can the Speaker take the Extra Revelation feat after picking a revelation at 4th or 6th level? I wonder because these revelations are separate from my normal spirit hexes. If I can, then that means I have certain build plans I can work with for PFS or whatever game I insert this character.

Revelations of the Past:
At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation.

This ability replaces wandering spirit and wandering hex.
-----------------------------

Extra Relevation:
Prerequisite: Revelation class feature.

Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Special: You can gain Extra Revelation multiple times.
-----------------------------

There are two answers to your question.

A) You do not get the relevation class feature, you are just able to select some relevations. So you cannot take extra relevation feat

B) You do get the relevation class feature, so you can take the extra relevation Feat. Nevertheless you do not have neither Ancestor nor Time mysteries, so you do not meet prerequisites for any relevation. It is just a dead feat. (Otherwise an Oracle would be able to take any relevation from any other mystery that is not the one he chose, just by taking this feat)

Even if you took 1 level of oracle to take this mystery, you can not treat your shaman level as your oracle level for any other relevation but those gained by your archetype.

---

So in both cases you get the same result. It doesn't matter if you can take the feat, as you can not use it.


Rndmname wrote:

In regards to your answer to Q2, it doesnt say you keep your same saves, but instead your base saves (meaning the saves you have from your class, not your class+stats)

You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities

Good catch. Then I change my mind. Perhaps you are supose to increase/decrease your hitpoints according to your new CHA score


Rndmname wrote:
Q1: What types of undead (intelligent/nonintelligent) can you possess?

It actually doesn't define what an "undead minion" is to you. Buy taking into account that this archetype grants you the command undead spell, animate dead spell, control undead spell and Bonethrall class feature. I beleive that any undead that is under your control via these spells or bonethall class feature, can be possesed by you.

Rndmname wrote:
Q2: How does you keeping your mental stats (I.E charisma) mess with undead (who has HP derived from charisma)

That's a tough one. The magic jar spells says that the body retains its hitpoints, on the other hand you are gaining "temporal charisma" which could grant you some bonuses (Although you could have lesser charisma as well).

I beleive the answer is in the part that says that you retain you save bonuses, regardless of the CON or DEX the creature may have. Now an undead should not be an exception, if you had lesser CHA than the undead, you would still have your own Fortitude bonus.

If the body's CON or DEX doesn't give you benefits, your CHA shouldn't give him benefits either. That's what I get by reading. RAI I would say the exact same thing. It has his own hitpoints, no more no less.

Rndmname wrote:
Q3: Possess Undead specifies that you can use it on one minion in your Aura of Desecration. What happens if you walk farther than that distance from your body?

I think it is as you said. This is the initial range of casting. After this the "spell" (in this case ability) is already cast, and it should work just the same as the spell.


Genies can fly. Can be summoned by Planar Binding too.


It is not a bad choice, if you use them when you have to use it. If you want to have an undead companion, it is indeed a bad choice, but you already have the command undead spell and animate dead spell so... Why don't you save such an ability for a desperate situation? For fighting. Save it to make skeletons fight each other instead of your party. If that's your use of the ability, it is not a bad choice. If you want an army, there are other choices.

There is the school savant archetype which gives you full access to a Wizard school.

Also if you have that exploit and then take one level of wizard, then you have full acces to that Wizard school.

But really, Command Undead (not the spell) is not the best tool to keep an army of undead. You have 1HD level, while animate dead is 4HD level. And Command Undead spell is 1dude/spell, that lasts for 1day/level (2day/level with Undead master feat). Having this in mind, I would never use Command Undead feat as a way of having an army, but as a combat tool. So it should not be a problem. I say it is as good choice as if you had it with your character level. It is a situational tool, for situational uses. And that's what your exploit do.


Entryhazard wrote:
The Daywalker spell may come in handy

This spell is so good. I didn't know of its existence. Can it be made permanent?

When I read the permanency spell I see a list of spells. Is that it, or are they just examples of what you can accomplish with the spell?

It has a 24 hours duration, that's nice. On the other hand, it is a 5th level slot you are using. I guess if you have one or two really tough undead minions it won't hurt. You could leave the rest of them outside (or inside a box of acid if allowed jeje)


Milo v3 wrote:
I think you misread. He is talking about psychic magic, not psionics.

My mistake. I have been reading Occult Adventures and can't find any reference about needing 8 hours plus one, just the one hour, or none.

My guess is you need the 8 hours, since you wrote:

MichaelCullen wrote:
Divine casters do not need rest, instead they regain their spells at a certain time of day.

I beleive arcane and everybody else need 8 hours rest, because you are regaining a power that is yours to perform. While Divine caster do not actually use their own power, but someone elses's power (their god's power). In this line of thought I would say that, since Occult classes get their power from themselves, they should indeed have an 8 hours rest.

Anyway I haven't been able to find anything in the book yet that tells one or the other, so feel free to rule what you think is more fitting.


To your first question. According to Psionics Unleashed:

Power Points/Day (Psion):
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2-2: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

The Power Point Reserve:
Psionic characters fuel their abilities through a pool, or reserve, of power points. Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score (see Abilities and Manifesters, below), and any additional bonus power points from sources such as your character race and feat selections.

So a psionic character doesn't regain spells, he regains power points instead. They allow him to keep manifesting powers.

Powers and Power Points:
... To regain used daily power points, a psionic character must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points...

An 8 hours sleep is in order to regain your power points

----------------------------------------------------------------

To your second question. According to Psionics Unleashed:

Powers and Power Points:
...If a psionic character has manifested powers recently, the drain on his resources reduces his capacity to regain power points. When he regains power points for the coming day, all power points he has used within the last 8 hours count against his daily limit...

Instead of recently cast powers, what he can't regain are recentrly used power points.


Dwarf in the Flask wrote:
What happens if you use Restore Corpse on a Bloody Skeleton?

Restore Corpse:
You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.

Jeraa wrote:
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

If it were to work on a skeleton (and forget about the "an undead is not a corpse" thing), I beleive that as the flesh grows, it falls off.


Dwarf in the Flask wrote:
...Till you pour out the acid or toss the flask and break it. Heck might be good for a baddie at the entrance of his lair. The BBEG has vials of acid overhead and the PCs think they are so cool they dodged them all... only to be flanked later by the BS they didn't know where reforming behind them.

Oh my! That is an incredible idea!


Jeraa wrote:


One little problem.
Quote:
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
A pile of bone dust is not an intact skeleton.

I am sorry if I was unclear (althought I thought I was since the post is named after the ability that makes them return to unlife), but what I mean is:

-You make a Bloody Skeleton

-Bloody Skeletons return to unlife after being slained.

-My idea is to slain them myself, and keep the remains inside a little cage with acid inside.

-One hour later they will return to unlife at 1 hit point. The acid will kill them on the first round. One hour later will happen the same thing.

-This way I can have little boxes with my (previously animated and already under my controll) skeleton remains. Each box, one corpse.

-I can now go into towns without caring about my undead pissing off the villagers, or keeping them outside and coming back for them later.

-Whenever I pressume I might be needing an undead, I can spill the acid into another jar and let the remains with the box open. In one hour time he will be mine to controll again.

Jeraa wrote:
The post isn't clear, and is wrong either way (can't animate bone dust, no onyx needed to bring bloody skeletons back after they are killed).

The onyx thing is a houserule that Carl (May I call you Carl?) uses on his games. I beleive it is appealing and adds some flavour. It adds even more flavour after I saw somewhere that someone had her onyx stones carved in little skulls. the bigger the onyx skull, the bigger its price.

It is not like you can reuse it later (the stone I mean), but instead of beeing consumed when the spell is casted, it stays with the skeleton until it dies.

----

The reason I mentioned this on the Rules Questions section, is because I don't know if the skeleton is reborn from its remains, or wherever he was slained.

I hope it is much clearer now.


Deathless:
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
----------------------------------------------------

I have been toying lately about the idea of playing a necromancer. I have come to the conclusion that going around with skeletons is a social suicide.

If a druid's giant bear animal companion stays outside the tavern, what about some smelling rotting skeletons? If you are not attacked at first sight it is a miracle. The first idea that popped into my mind was to disguise them...somehow, but then I had another one: To kill them myself.

So, how does exactly Deathless ability work? It says that they return to unlife 1 hour later, but where? In the same spot they were killed? From their remains? What if there aren't any remain?

If the answer is the remains, I thought about killing them, making bone powder, and then storing the bone powder into really hard cages. If it weren't to work, I could disolve the powder in acid, so when they return to unlife at 1 hit point, they die again automatically.

The other option was to Reduce Person on them and put them inside those same cages, but apparently the spell only works on humanoids.

So what do you think community? Can I carry my army around inside strong little cages of acid (or something like this)?


I discovered that variant back in 3.5 with Unearthed Arcana. Since then, I not only allow it but I demand it. Anyone in my game who wants to multiclass must use the fractional rules. Otherwise you get this unlogical characters with high saves (due to initial +2 on good saves) and poor bab. It is not only illogical, but it benefits casters over fighters (with medium bab).

I beleive I have read somewhere that, the only reason fractional is not mandatory, is because it would take "too much" effort and may make people to get bored or something. I beleive you dont level up that much so it becomes tedious. Also, when I multiclass, I put the fractional numer of my saves and bab next to the actual valor. So I dont have to think about it all over again.

I have not read the unchained variant, but the one in Unearthed Arcana was quite fair. You could take a look if you have some doubts.


Animate Dead:
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.


I have issues regarding the term "caster level". It makes me wonder the following questions:

-

1.- If I am a level 5 Cleric, I can have 4*5=20 HD of undead under my control. What If I go 5 Cleric and then 3 Wizard? Do the Wizards level count against this limit? Do I get 4*(5+3)=32 HD now?

(I assume this is a "No", but I ask this anyway so the following questions have some sense. Also I might be wrong)

-

2.- Now I go to level 12, and my character looks like Cleric 5, Wizard 7. I can cast animate dead with my wizard now. Do I get 4*(5+7)=48 HD of undead?

-

3.-If so, are those HD from different pools? What I mean is, I have 20 HD from Cleric and 28 HD from Wizard. If I use my cleric to animate 19 HD of undead, and then my wizard to animate 27 HD of undead. Can I now animate a creature with 2HD? Or do I have to use them seperately as they do not come from the same source?

-

4.-Advancing levels in Mystic Theurge, would make me get double the HD from each class level? As I am now advancing my wizard and cleric caster levels at the same time, right?.

-

5. Is there an erra on Agent of the Grave prestige class? It says that each level counts twice, and I guess it only counts for the class that you are advancing your spellcasting with AotG.

The problem comes in the example that paizo provides: it says that a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.

According to this example a level 7 cleric woulld get 4*7=28 HD of undead. So the 3 levels of AotG woudl be giving him 52-28=24. Now, I had the impression that the HD control came from caster level, but he does not gain any at the first level of the prestige class. So how does this work?

-It is wrong. It should be 16 HD and not 24, to a total of 44 HD in the example
-What they really meant is three times per caster level so he would be getting 12 from the second and 12 from the third, to a total of 52.
-The prestige class actually gives you full spellcasting progression. It is a typo and you are getting caster levels from the first level of the prc
-This feature acts really weird. It makes you not gain caster levels from your spellcasting progression gained by this prestige class (for the porpose of animate dead). Instead, you gain you class levels as caster levels for the porpose of animate dead

If the last one is correct. Does this mean that this class do not give casterlevel bonus for the spellcasting advancement but for the class itself? Does this mean it would apply to both my wizard and cleric classes? Or do I have to chose each level (including the first one) to what class do I grant this benefit?

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6.-If I use a wand of animate dead, how many undead can I controll with it? Does this count against my HD limit?

If I had to tell how it works I would say that you cast the spell with the wand, with a caster level of the wand, so the caster level of the wand only affects the number of HD you can animate. As a counterpart you do not, however, have any caster level yourself (if you are a rogue for example) so you can animate the dead but no control them.

Is this how it works?

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7.- Then what if I have a race that allows me to cast animate dead, as a Devourer. Using the rules for creating races this can be done. What would it happen? Do I have the caster level (as my character level) for creating but not for controlling? I beleive the Devourer can controll their minion, dont the?

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8.- Having the JuJu Mystery, and the relevation that follows:

Spirit Vessels:
You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

Do I get this benefit for any caster class that have the animate dead, or does it just affect my Oracle's Animate dead caster level?

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9.- How about the Cruoromancer's ability:

Blood Command:
At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.

Commanding Infusion: When using this infusion with animate dead, the cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.

This ability replaces the 5th-level wizard bonus feat.


Does this only affect the wizard casting that spell from the wizard's spell slots?

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10.- The Dhampir favored class bonus for Wizards says:

Add +¼ to the wizard’s caster level when casting spells of the necromancy school.

Is this just for the casting? Does this affect only to the number of HD I can animate with one casting or is it also for the number of controled HD? It doesnt say I get caster level for necromancy when I am not casting.


Kyaaadaa wrote:
CHA bonus to HP instead of CON, so it might still get bonus HP.

From the skeleton tempalte:

Abilities: A skeleton's Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.

So same strength, +2 Dex, No Con, No Wis, No Cha. So no Bonus to Fort, Will or health. The template takes away the creature's Charsima


I can't see how having 12 INT score would forbid you of using higher level slots. And it is really clear that the spell level is unchanged when you apply metamagics to it. It is also awesomely clear that what you need to cast, learn and prepare the spell is an INT score of, at least, the spell level. Also I can't see how this FAQ you mentioned would affect to your question, as it is a different thing.

I beleive that, RAW, you can do as you intend


I will ask my master to houserule this because it is what I think this feat needs (It even asks for a prerequisite). I was almost sure of what to play in our next game, it depends on this.

Thanks for you quick answers


Skeleton Summoner:
Add "human skeleton" to the list of creatures you can summon with summon monster I and "human skeletal champion" to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to that creature to create this monster).

So I guess the new summons are ok. But what is it worth when you have higher summons?. I guess it all depends on what they mean with "skeleton template".

There is a crappy skeleton template wich would make my summons lose all of their feat and extra health per HD. So I thought, why take this feat? Then I read until the end of the page and saw that there were several skeleton templates. Am I allowed to apply anyone of those tempaltes?

I can see how the bloody skeleton could benefit from fast healing (but not from deathless). I can also see how a burning skeleton would come really handy (if they die). And there are the variants from Classic Horrors Revisited wich I can definitely see them handy.

If the feat would allow me to apply once a day any of these templates, then I beleive it is a good, versatile, fun and themed feat. If not, I beleive I am not taking it anymore. So I need your knowledge, guys. How does it work?

TLDR: Can I use Skeleton Summoner to apply any skeleton template once a day or just the flat boring underpowering common template?


Also, regarding these spells and things that force me to use my player knowledge. Where is the limit of my character knowledge? What am I suposed to know?

How can my character know how many HD a creature has, in order to pay its cost in onyx stones and in order to know if I can or not animate it? Also, am I aware of the exact number of HD I am controlling or how many HD do a skeleton has or anything?

Can my master say that my character don't know when he has come to his limit so I should just try and get a surprise?

How can I treat character knowledge to all these spells wich depends on HD of anyone creature? Am I suposed to know how many HD a creature has?


Bonethrall:
At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.
This replaces the witch’s hex gained at 4th level.

Command Undead:
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

If I go Gravewalker lvl 20 with Cleric VMC and command undead feat. Do I get 20HD from Bonethrall & 18HD from Command undead?


I have mixed feeling about this class. Speacially about this feature:

Inspired Necromancy:
When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.

The part that annoys me is "with spells like animate dead".
So command undead feat is out of the table?
Command Undead feat:
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Which other spells can benefit from it? I know of Control undead which is 2HD/level.
Control Undead:
This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.


Any other spells? Is that it?


How can my character know how many HD a creature has, in order to pay its cost in onyx stones and in order to know if I can or not animate it? Also, am I aware of the exact number of HD I am controlling or how many HD do a skeleton has or anything?

Can my master say that my character don't know when he has come to his limit so I should just try and get a surprise?

How can I treat character knowledge to all these spells wich depends on HD of anyone creature?


Some days ago I asked that if a Holy Vindicator with the bloodrain and bloodfire class features would deal an extra 2d6 while using channel smite. The answer was that channel smite was not channeling energy but using one use of channel energy, so the extra 1d6 from bloodrain would not apply.

This made me have a different question:

If I have such a feature like Undead Servitude:

Undead Servitude:
You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel

Then I can channel negative energy but only for command undead.

As Channel smite is not "channeling" could I expend one use of this channel negative energy (from Undead Servitude)uses to Channel smite?

Channel Smite:
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.


Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Power attacks also grants a bonus on melee damage rolls, and I have always used this feat as plus a flat number, not extra weapon dice


Scrapper wrote:
Sorry about the short description, been sick lately and was worn out as I was typing reply, but it's one weapon die per channel die, a dagger die is 1d4 while a Great sword die is 2d6, so 3 channel dice would add 3d4 force damage to a dagger or 6d6 force damage to a great sword, I guess imagine it as an Amplifying force surrounding the weapon that increases it's impact.

So a Cleric (level 5 -> 3d6) with energy channel, which adds a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. And also the Channeling Force, which adds a bonus on damage rolls equal to the number of dice rolled for your channel energy. Activating both (in different turns, but no problem since they last all combat will make the cleric deal, with Gratsword, this amount of damage:

2d6 + 6d6 + 12d6 = 20d6 (70 average, minimum 20, maximum 120)

And if by chance there is a third round after this attack, and you apply Channel Smite, you would add:

2d6 + 6d6 + 12d6 + 3d6 = 23d6 (80.5 average, minimum 23, maximum 138)

I beleive a Barbarian character who rolls 12 every single level and have a constitution score of 20, with the toughness feat, and expending his favored class bonus on health, would get a total of: (12+5+1+1)*5=95 HP

Isn't this unbalanced? Are you sure this is how it works? Can you quote the book or something?

Because if it works like this, not only I am not using it but I wont let anyone use it either.

This is damage for a cleric without any Charisma or Wisdom score (except for channel smite). Better damage than any melee class in the game


I beleive every channel energy abiliity depends on CHA for uses per day and DC. Every one excep for the warpriest's

Channel Energy (Su):
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.


The Warpriest channels energy using her WIS for the DC.

So what happens with the command undead feat? Would it apply differnt to a Warpriest's channel energy? Is it 10 + 1/2Warpriest level +WIS?

Command Undead:
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Or is it just crap for the warpriest, as it would be the only thing they do with CHA?


Scrapper wrote:
as to Number 2, I believe it's related to the Evocation(Force) for the purpose of affecting incorporeal or creatures immune to a given weapon type/material. Say a ghost is hit, it would still suffer the bonus damage, while a minotaur would suffer the weapon damage plus the channel force.

Thanks. I beleive this is correct.

Scrapper wrote:
If I'm reading it right, then it's the damage Die of the weapon in use, say a dagger 1d4 + 3d4 force or a Great sword 2d6 + 6d6 force.

Sorry, I am not sure I understand this. So I get us much extra dice as many dice I could use on a channel energy? Is your exaple for a 3d6 channeler?

Reading what Gauss wrote on the ACG, I found this other feat:
Energy Channel:
A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. This additional damage is of an energy type determined by your domain or blessing: acid (Earth), cold (Water), electricity (Air), or fire (Fire). If you have more than one of those domains or blessings, you must choose one of those damage types when you use this ability. This effect lasts for your next three weapon attacks or until the end of combat, whichever comes first.

It appears that this feat is like Channeling Force but adding twice the benefit. And also it appears that I could "cast" them in two different rounds without attacking and then expending them toguether.
So with a dagger and these two feats I would do 1d4+3d4+6d4?
And with a Greatsword I would do 2d6+6d6+12d6?
Is that what you are saying?
I had/have the feeling it just adds a +(nº of dice I could roll) So if I could use 3d6 channel, I would get an extra +3 from channel force and an extra +6 from elemental channel, to a total of 1d4+9 or 2d6+9, regardless of the weapon used.
Anyway what I was wondering was if this +9 or +xdY would apply to a touchspell attack, as for example, inflic wounds.

Scrapper wrote:
As to smite, it's a swift action added to a standard or full round action, but does not state that a weapon is required, only a successful attack, so it could be done with a touch attack spell.

Thanks. I beleive this is correct.

Gauss wrote:
However, in the case of paladins they have to use 2 uses of lay on hands to power channel positive energy. So, it gives paladins 4 extra uses of lay on hands that can ONLY be used for channel positive energy.

Thank. This is correct. I have edited accordingly

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It doesn't let me edit my main post anymore so I can add the answers. Is this normal?


Advanced Class Guide. pg 147 wrote:

This question has been answered:
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times per day, but only to channel positive energy. If a warpriest with the ability to channel energy takes this feat, he gains four additional uses of fervor per day, but can use them only to channel energy.

1.- Extra Channel has the special quote that if a Paladin gets this feat, instead of two aditional channel uses, she has 4 aditional lay on hands uses.
Extra Channel:
You can channel energy two additional times per day.

If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.

This seems logical as the channel class feature from the paladin is used expending 2 lay on hands uses.

Channel possitive energy:
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

As for the "only positive energy". This seems redundant because the actual name of the paladin's class feature is "Channel positive energy". I hope this doesnt mean that anyother class who has the channel energy class feature can channel the oposite energy with these 2 extra uses.

Anyway, here is my question. What happens to the warpriest channel energy class feature? It works the same way; a warpriest must use 2 Fervor uses.

Shouldnt this feat grant a warpriest 4 extra uses of fervor?

Warpriest channel energy:
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

---------------------------------------------------

2.- Channeling Force does not have any entry about whether the energy must be negative or positive.
Does this mean a Life oracle can use this skill and get the bonus damage agains any creature? No savings?

Channeling Force:
A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the number of dice of your channel energy. This extra damage is force damage. This lasts for your next three weapon attacks or until the end of combat, whichever comes first.

---------------------------------------------------

3.- Also regarding Channeling Force. It says that this bouns is granted on your weapon attacks. What is exactly a weapon attack? I mean, I guess it applies to unarmed, melee and ranged attacks, but:
What about a touch spell attack? Would it apply?

---------------------------------------------------

4.- I can see in the Channel Smite feat a different text. Channel Smite would apply in melee attack roles.
Does Channel smite apply on melee touch spell attacks?

Channel Smite:
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

---------------------------------------------------

5.- And, since we are on this. What about a touch ability, as the one grante from Agent of the Grave?

Lich's touch (Su):
At 1st level, the Agent of the Grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the Agent of the Grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus.

Would making such a melee touched attack as this one, trigger Channel Smite and Channeling Force?

---------------------------------------------------

Thanks in advance for your time and knowledge.


James Risner wrote:
Every rule is wrriten with the concept that no character is multi classed.

This makes sense. Thanks everyone for your response


I wonder if these two class features stack. Bloodrain says that:

Bloodrain:
At 9th level, while his stigmata are bleeding, the vindicator’s harmful channeled energy is accompanied by a burst of sacred or profane liquid energy, increasing the damage by 1d6. Creatures failing their saves against the channeled energy become sickened and take 1d6 points of bleed damage each round. Affected creatures can attempt a new save every round to end the sickened and bleed effects.

While Channel Smite says:

Channel smite:
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Channel smite adds an amount of aditional damage to one melee strike, equal to the damage dealt by my channel energy. And my Channel energy is affected by Bloodrain. So it should add right?

Now, the Bloodfire says:

Blood fire:
At 5th level, while a vindicator’s stigmata are bleeding, his blood runs down his weapons like sacred or profane liquid energy; when he uses Channel Smite, the damage increases by 1d6, and if the target fails its save, it is sickened and takes 1d6 points of bleed damage each round on its turn. The target can attempt a new save every round to end the sickened and bleed effects.

This make my channel smite deal an aditional 1d6.

Is it ok if I assume that these two class features stack for the porpose of channel smiting? Do I get and extra 2d6 out of them?


Versatile Channeler wrote:

Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).

...

Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity -- characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.

It is really clear to me that this note is intended for neutrally aligned clerics. Meaning that not every one neutral aligned cleric can qualify for this feat. In fact it says: (see bold)

RAW:
1.-Be and oracle (life): You have channel energy class feature

2.-Get 1 level on wizard class (Necromancy), VMC Wizard (Necromancy), 1 level on arcanist with school savant archeotype (Necromancy) or 1 level on arcanist with Arcane exploit: School understanding (Necromacy)

3.-You have qualified


I realized, while reading the destruction blessing, that it grants a bonus which depends on your level. It says:

"For 1 minute the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1)"

Is this your character level or your warpriest level? I found this weird as the Destruction domain grants this instead:

"You gain the ... ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1)..."

I feel like Destruction domain 1st level power is less powerful than the blessing. Is this on porpose? Perhaps to make up the fact that Blessings do not get spells?

There are some other blessing that states the same thing. And after reading them all, it appears that almost none of them depends on level, and those who does dont say warpriest level.

Am I missing something?


Hogeyhead wrote:

Can you take an alternate favored class bonus for your variant multi class class?

Say I'm a wizard, but variant multiclass magus, and my favored class is magus, could I take an alternate favored class bonus for my race for magus? Or do I not count as magus 'enough'?

Pathfinder Unchained makes no mention of this. But RAI I would allow it, since this is a variant of the regular multiclassing, and regular multiclassing allows you to do this.

As you are not getting the entire class, you could allow this just in certain levels, for example, those in which you get the VMC class features, every four levels, or every two levels. Up to you.

I would allow to get this at every single level as long as the favored class bonus affected one of the VMC class features, since I dont think favored class bonuses can be a something that breaks the game (with certain execptions). Also they take many levels to make a difference


Imbicatus wrote:
Drimoran wrote:
What if I go to the river shore and hold some water in my hands so I can drink it, would it spill when I try to traspass my air bubble?

You can drink it. Air bubble does not prevent you from deliberately bringing water to your mouth.

What If I cast the spell on someone else. Is him who must deliberately bring water to his mouth, or must I go and deliberately give him water to drink?


It is a conjuration spell which creates an air bubble around an objetc or someone's head. It says that you can breathe this air even in airless enviroments, and also protects from water damage. Now the questions.

If I have air bubble casted on me, and then dive into a river, is the water prevented from entering the bubble? Or must I cast the bubble inside the water?

What if I go to the river shore and hold some water in my hands so I can drink it, would it spill when I try to traspass my air bubble?

If so, what if I enter a bottle of water inside the bubble and try to drink. Can the bottle traspass the bubble?

If so, what if I enter the bottle inside the bubble and then spill the water. Does it stay inside the bubble?

Does this air mix with the enviroments air?


Can I cast oracle's burden to make someone suffer my curse of black blood?


Here4daFreeSwag wrote:

Nothing wrong with a bit of "Archetype Tetris" fun; you may have to get things house-ruled in a home game with GM approval though.

That being said, I think the Black-blooded part is supposed to alter the curse feature, but I could be mistaken.

It replaces the curse class feature. I was wondering about the relevation class feature, as this archetype lets you chose from three extra relevations.


Gisher wrote:

This is the FAQ.

FAQ wrote:

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

...However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class....

So the Black blooded alters the whole relevation feature? In the d20pfsrd chart, it says it doesnt. Is it wrong?

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