A few months later, a necromancer comes and announces :
If you want to use both systems at the same time, I'd advise you to apply :
Let's consider a level 1 rogue with 14 CON.
Grazed : 4- Vigor or 27- Wounds
Wounded : 27- Wounds and 0 Vigor
Critical : 21- Wounds (Vigor irrelevant)
Disabled : 14- Wounds (Wound threshold)
Question 1 : The Burn effect is active on 1 character. It gets attacked by anyone using unarmed/natural weapons : the new attacker does not get the Burn effect, but the Catch on fire rule.
- The Burn effect doesn't spread directly.
Question 2 : If a burning creature attacks a non-burning one, the non-burning one does neither Burn not Catch on fire.
A -> B : A catches on fire
I assume you didn't really understand my question, as I didn't spoke about humans becoming outsiders, but about native outsiders that are really close to humans through a racial trait. (Those who are available as player races)
And you specifically eluded the point of the question : these native outsiders who count as Humans through traits, do they have ethnicities ?
Concerning characters considered as humans through traits, like Scion of Humanity for Aasimars, or Mostly Human for Elemental-blooded outsiders (Suli, Sylph, Ifrit, Undine, Oread) :
Do these characters get to select an ethnicity, just like Humans (and thus getting access to these ethnicities Race Traits) ?
In our playgroup, we tend to make a difference between NN and TN.
NN is the undecided guy who does not balance towards good/evil/law/chaos, but without fluctuating between alignments. In that way, he's not opposed to anything alignment-wise.
TN is the "guardian of balance" type, clearly opposing anything extreme.
This difference affects what could be cast by a character of these alignments.
Basing my interpretation on how the Tactician works for Cavaliers, Fighters(Drill Sergeant or Tactician), I'd suppose it only works with feats you got as bonus feats, as the Greater Tactician feature you get at 17th level allows you to grant any of your teamwork feats, not only those you got through the Tactician class feature.
And what about the Human FCB ?
1. I can take that FCB from level 1 on, getting Extra Wild talent at level 6.
Second question :
Can I take the Defense wild talent for my expanded element ? If so, how, as it's not an utility talent, nor an infusion, and the specific text of Extra Wild Talent prevents me to do so ?
Be careful there's already an Ioun Stone that gives +1 morale bonus to everything covered by a Heroism spell, and that it costs 30000 gp.
To evaluate a correct price on a slotted item (and not an armor) :
30000 / 2 = 15000 gp (as slotless doubles the price)
To follow the usual rule for bonus evolution, if +1 is 15000, +2 will cost 4 times as much, thus making it 60000.
Hi guys and gals!
If so, could someone give me a link to that extended list, or do I have to rule depending on each spell ?
Well, according to page 4 of the errata:"In the Flamboyant Arcana magus arcana, replace the second sentence with “The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can’t use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points.”
Never does it say the Flamboyant Arcana does no longer give you Opportune parry and riposte.
But I'm not sure about how the errata'd Slashing grace now interacts with the magus Spell combat...
@Joesi : Stun and daze are two completely different things. Even if the Daze spell is mind affecting, the whole point of daze is to prevent a creature from taking actions. Nothing more, nothing less. And it's a condition that effects constructs.
Especially in this case, daze would be a stronger form of stagger (preventing actions instead of limiting them).
Damage, drain and penalties are 3 different things. Yes they do share similar effects on a character, but they are not the same. The biggest proof of it lies on bestiary entry for undead immunities. It's clearly precised they are immune to both damage and drain. Not to penalties, though immune to anything with a Fort save (unless it could affect objects).
If the druid wears metal armor, he's supposed to lose his powers for 24 hours, regardless of intent.
Still, there's a way to regain your powers :
Atonement[...]Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.[...]
If the armor thing was unintentional, you'd be allowed to atone for the lowest cost.
Though... for the kensai, the class ability called Perfect Strike says :
If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall.
And here, it's not the attack that has its multiplier increased, but the weapon. Contrary to the fighter capstone (which is, btw, also the kensai's).
Do "Burst" weapons (Icy burst, Shocking burst...) continue to increase their power if the weapon multiplier goes over 4 ? I mean, if for some reason (like being a kensai), I manage to have my weapon doing x5 damage on a critical, what happens with my Icy burst property ?
1. x5 is not x3 or x4 and thus, +1d10 cold damage. (absolute RAW)
2. There's nothing over x4, so I get +3d10 and that's it.
3. The table continues and it's +4d10 for x5, +5d10 for x6... (good sense application)
What do you think ?
2 magic shields : you only get the AC bonus and the enchantments of the shield with the best enhancement bonus. Same as trying to stack an armor with bracers of armor.
Might not be an official RAW, but as Bracers of armor specifically precludes stacking using that rule, I suppose it'd be somehow the same for using 2 shields.
As I didn't find another answer :
How does VMC from Unchained interact with feat prerequisites, such as Weapon Specialization, which requires you to be a 4th-level Fighter? Does taking a VMC(Fighter) allow you to take it, or does it lock you out ?
It seems it wouldn't work, as VMC seemingly does not give you anything beyond class features, but I'd like to get another point of view on that question.
Hi fellow players.
For those who think vermin familiars don't get an initial feat, that's wrong, the Greensting scorpion gets Weapon Finesse, as does the centipede. Is is the same for the king crab ? Just want a confirmation.
I hope there will be cool and shiny thingies for feats and spells... Especially on the feat side, many interesting things could happen in the wild... (Unless what happens in the Wild stays there...)
And finally... Owen, Dragon78 asked for the racial traits only when someone gets his/her pdf, not when they wrote it themselves. (obviously joking of course)
Sorry for you. A formulae book is not a spellbook... and you cannot use the same book for both extracts and spells. And even if you could, you'd have to have the wizard version and the alchemist version of the spell take each the appropriate number of pages in the book.
And even with the discovery, you can only copy the spell from a formulae book into a spellbook, you cannot prepare the spell from it.
If a Untouchable bloodrager drank a pot of enlarge person, and went into a bloodrage, would the effects of the potion be suppressed or dispelled? I'm hoping I'm right in that it keeps going since the effects were applied before the SR was activated.
When drinking a potion, you're considered both the caster and the target. Your SR never prevents your spells from affecting yourself.
So you could even (in theory) drink a potion during a bloodrage and you wouldn't have to make the SR check.
According to the line in the Alchemist text says that Bombs are considered weapons whereas the ray explanation says You aim a ray as if using a ranged weapons.
Deflect arrows says : "natural attacks or spell effects can't be deflected". A (Su) is magical but still not a spell.
So rays work like weapons but are not weapons, thus cannot be deflected by the feat.
A full-round action is a "complex action". It means it takes both your standard and movement, but happens during your turn. (And it has a hyphen)
A spell with a casting time of 1 round can be cast in two ways. Either you use a "complex action" on turn 1, but the spell isn't cast before turn two (and you can still be interrupted/hit for concentration checks) ; or you can use a standard on turn 1 and on turn two (with no other action in-between, as you are casting the spell)
1. By RAW, you're not supposed to get a cloak effect on ANYTHING if it's not a cloak... But as the rules tell, it's DM fiat. It's the realm of custom MIs. Try looking at existing armors with flying properties on them if you want to get some pricing idea. But it'll be up to your DM to accept the custom item.
2. I just read the property. It clearly says in hand, so by RAW, you cannot power rangers into your mythic armor. It teleports in your hand... and you spend a few minutes trying to don hastily your armor in the midst of the fight...