Molric

False Arenamaster's page

66 posts. Alias of Fake Healer.


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WE HAVE YOUR WINNER! TEAM GOOD WINS THE DAY, SLAYING THE EVIL FORCES! LETS HEAR IT FOR TEAM GOOD!!!!*crowd goes wild with cheering and stomping* This concludes the evening's show, please join us next time. A town crier near you will have details in a couple days. Please be careful when exiting the arena and remember that Dragin Street is being re-cobbled so alternate routes will be necessary when traveling towards the Fishtown area. THANK YOU LADIES AND GENTLEMEN AND GOOD NIGHT!


Congrats to Team Good! Well played all! Thanks for the Kudos and all.
As an aside, your PCs, even the dead ones can be used again in other arena battles (they are brought back to life with no ill effects after the battles, they just don't get a win to their name.).

Spiked Chain + Enlarge Person + Combat Reflexes= big problem.


Nilgaar would've made the AoO with no penalty. Removing and replacing a hand on a weapon is a free action. Clerics don't usually lose a shield bonus after they use a scroll so you would just drop the scroll after using it (a free action) and replace your hand on the weapon( another free action).
A moot point anyway with such a sucky roll but for the future.....

Garash is at -3, right? Nilgaar is up.


So Garash stabs Vanin for 11 damage.....
and Logan is up.


Vanin has no weapon out so he doesn't threaten at the moment. An AoO is not possible if you don't have a weapon. His fists don't threaten because he doesn't have Improved Unarmed Strike.

But you still could've been tripped by Rurin and need to roll your opposed check for that first.


Garash Gnarlwood wrote:

“Har, har, din work!” taunts Garash, (being an annoying git).

“Now, you’re mine giant humie!” he yells, charging at Vanin, his shortspear out-thrust. (to square K7)

To hit: 1d20+8=24 - Hit (although I just realised I forgot to factor in the bonus from charging).

Damage: 1d6+6=11

Now, I seem to have it in my head that movement as part of a charge does not provoke an AOO from the subject of a charge, but I’m buggered if I can find that in the SRD. Can I have the arena master’s ruling?

“Git over ere Bitey!” yells Garash, but the wolf is still off cowering in a corner (for another round).

You may be tripped, roll your strength check first.


Logan said "Clarification: Did the AoO that took out Jathali prevent the damage on Logan?"
Yes it did.
The AoO would've happened before Jathali's attack.

BTW- Spartacus' horse flees to X11-Y12 and will remain there for the rest of the fight unless molested.


Rurin Songsmith wrote:
Garash Gnarlwood wrote:
Bitey turns tail and runs!
I'll need the Arenamaster to roll for the spell's duration as I cannot access Invisible Castle.

1d4 rounds=2 rounds.


Jathali provokes an AoO from Vanin, right? Vanin still has 20' reach?


Garash Gnarlwood wrote:
Actually, can I get a ruling from the Arenamaster on whether those two AOO actually hit Heinrich? I'm not totally certain if I should have been targetting his "prone" AC (in which cast they hit) or his "standing" AC (in which case they miss). I think its the former, but best to check these things.

Prone. They hit.


Nilgaar's turn, moves to O8 and fires off a burning hands at Heinrich.
Heinrich needs a reflex save of DC13 to take 2 damage or take 4 damage if he fails and catch on fire.

Heinrich is up.


Disenchanter wrote:

Bleh...

I forgot to add in Rurin's Inspire Courage.

That would be +1 to hit (no effect) and +1 to damage, if FA hadn't already added that for me with that damage roll of 2. (I certainly hope not.)

nope, I didn't add that, I used the numbers given to me.


Vanin Ironheart wrote:

Vanin takes a swing at Garash.

1d20+10 2d6+10

Also, Vanin should be at H9/I10 on the map.

to hit= 19, damage 13(if it hits, I haven't checked)


Roll for Heinrich's check - 10+3 for 13
Heinrich is dragged to the ground by Bitey's furious ankle-bite.


Down for me also. I will roll at home and post results (you just need to trust ol' Fakey)
Logan's rolls a 9 to hit +9=18, a hit, for 2 damage.

Vanin is up.


Rurin is up.


DM is taking Jathali's turn-(+6/+6 (1d8+7 x20))

Jathali flurries the giant centipede in front of him.Possible crit.Not confirmed.
Second attack also a hit. 20 damage, plenty to destroy the vermin!
He wipes the gore from his hand and turns towards his next opponent. Fancy way of saying he does nothing.


NILGAR'S TURN-
Nilgaar moves to square O-7 to cast his burning hands spell at Heinrich. It will effect N 8,9,10; M 8,9; and L8 (Heinrich's square).
6 damage
He made his arcane spell failure chance roll.
Heinrich needs to make a DC 13 Reflex save for half. If he fails, he takes full damage and catches fire. See the SRD for rules on catching fire.

Heinrich is up.


Spartacus is ripped from his horse and his lifeless body slams to the ground.


Spartacus' horse moves to N11-O12. Drawing the appropriate AoOs.
Vanin gets an AoO.
Logan gets one also, this was before he prepped for ranged combat as Spartacus' horse should've went before him.


Logan's first blow to the centipede connects solidly, ending its life, and as the creatures form suddenly loses control and slumps to the ground, he misses with his second kick but uses the momentum to get into a kneeling position facing one of his opponents.

And the arena doors slam closed once again with a resonating boom.


Fatespinner wrote:
Disenchanter wrote:

I would guess he was trying to avoid the centipede.

The old "enemy of my enemy" adage.

Actually, the centipede is irrelevant. As a vermin, it is immune to mind-affecting spells like bane. This means that the blue centipede does not need to make a save. It is unaffected.

Damn, now I'm just missin' ridiculous stuff....I choose them because I didn't want anyone messing with their minds, why didn't I remember that?

Argghhh.


Fatespinner wrote:
Rurin Songsmith wrote:
The effect should be centered on the intersection of G-H 7-8 and should encompass everyone... 50' is 10 squares in each direction. 10 squares should take the spell all the way down to R 7-8, encompassing Jathali entirely. Garash might be safe though. It's hard to tell exactly...
Diagramed it. That should answer the question. It looks like I got everyone except the centipede. :)

I don't understand. Why is it centered on G-H 7-8? Did you want to avoid the other centipede? You hadn't placed it in your original post so I just assumed it was to be centered on yourself.

****EDIT--Oh!! I read as you had moved to D8 instead of G8, my bad.
Everyone is hit.
Blue Centipede's will save FAILED.


Rurin's Bane spell misses the red centipede, Jathali, and Garash, but hits Bitey, Nilgaar, Spartacus and his horse, and the Blue centipede.
All those hit by the emanation need to make a DC12 will save or take a -1 to attacks and saves vs. fear.
Garash is up.


Good AoO, Vanin. Blue centipede gets hit by a brutal blow from Vanin's large spiked chain, ripping through several sections of the beast. The vermin still stands but looks almost ready to fall.

Thanks for the effort, Fatespinner, it is appreciated!


Vanin is up.


You are correct Spartacus, you are only unconcious.


Garash.

Spoiler:
You know they can scurry around faster than an average man (40') whether on the ground or on walls, ceilings, etc. Their poison is a poison that numbs the body of it's prey (dex damaging). They have darkvision and are vermin.


Logan is up.


Spartacus need to roll to see if he is still in the saddle (75% chance) and a stabilization roll to see if he stops bleeding.

All the arena doors open with a loud grinding noise. The form of a large centipede is visible through the middle door's opening on the red side of the arena. A similar form can be seen in the shadowy doorway of the western most blue side door. Both of the creatures turn to look into the arena for prey......

The large monstrous centipedes go on initiative count 17.
LOGAN (25) B
MONSTROUS CENTIPEDES (17)
VANIN (16) B
NILGAAR (13) R
HEINRICH (10) B
JATHALI (7) R
RURIN (6) B
GARASH (5) R
SPARTACUS (4) R


DM is making a call: Jathali moved to Q8-R9. His movement position would have been on top of Garash and Bitey.
Garash and Bitey are next.


Garash is up.


Disenchanter wrote:
False Arenamaster wrote:
Spartacus is down with 32 lethal and 10 non-lethal damage.

My turn to nitpick.

12 From Vanin, 5 from Logan, 20 from Vanin is 37 lethal, with 10 non-lethal. (Same effect, different numbers that might matter later.)

I missed the 5 from Logan, your numbers are correct.

Jathali pick a different location to move to, Bitey is in Q7. You could move to O5-Q6, or Q8-R9 instead.


Spartacus is down with 32 lethal and 10 non-lethal damage. Spartacus needs to roll to see if he stays mounted (75% chance).

Nilgaar is up.


Logan and Nilgaar

Spoiler:
You hear a sound coming from behind the arena door you are next to. It sounds like a portcullis being opened followed by a scurrying.

Logan is up.


Garash's turn: Garash will cast Bull’s Strength on himself, sharing the spell with Bitey. Garash will then move forward to space R6. Bitey is moving with him, ending up in space Q7.

Spartacus is up!


Rurin fails to intone the words to their full effect. 1d8+1=2
Vanin is healed of 2 damage.


Rurin is up.


tdewitt274 wrote:
False Arenamaster wrote:


The SRD wrote:

Ride-By Attack [General]

Benefit
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Does this mean that I wouldn't have provoked an AoO from Vanin?

Yup, you are correct sir. Wish I had the 2 rules-lawyers in my group to lean on like usual. They can quote rules with a page number with no problem. Seems like this has been a little messy.

Please adjust your profile to reflect this.

I always understood this to be like Spring Attack where you need to move afterward to gain the benefit. It is worded pretty vague...

But then, I'm in the stands eating my popcorn.

He actually attacked at 10'(lance is a reach weapon) out from Vanin then moved adjacent to him so he did continue his move after his attack.


Spartacus wrote:

Sorry to nit pick but I just read this.

The SRD wrote:

Ride-By Attack [General]

Benefit
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Does this mean that I wouldn't have provoked an AoO from Vanin?

Yup, you are correct sir. Wish I had the 2 rules-lawyers in my group to lean on like usual. They can quote rules with a page number with no problem. Seems like this has been a little messy.

Please adjust your profile to reflect this.


Heinrich the Bold wrote:
I'm not quite sure how I get over the low wall, whether I can just move over it, or if I have to make a Climb or Jump check of some sort. Let me know, and I will roll or adjust my movement accordingly.

+4 to AC, +2 to reflex saves. They cost two squares to move through a space containing a low wall. A DC 20 Tumble check will allow you to move normally over them (DC 25 to charge over them).

So you need to adjust your movement by -5'.


Heinrich is up.


Then Spartacus falls unconscious. I guess he needs to roll to see if he stays mounted.
Nilgaar is up, after we determine if Spartacus is still mounted.

Spartacus has a 75% chance to stay in the saddle.


Nilgaar wrote:
Waiting for False Arenamaster to update the situation with Spartacus before taking my turn...

I thought I did. I took the first hit from Vanin and applied it to Spartacus, who has updated his profile to show the damage sustained thus far. Was there something else I needed to address? Vanin's last 12 hasn't been figured in but he should have 6 hp left I would say.


Good call, Greer.

Vanin is up! Vanin's turn.


The doors to the starting areas slam shut with a load boom just before Logan fired his crossbow.
Vanin is up.


Spartacus wrote:
The SRD wrote:
Moving out of more than one square threatened by the same opponent in the same round doesn’t count as more than one opportunity for that opponent.
No. He only gets one.

Wow, Ok.

One attack it is for Vanin. The first one is the one usable.

So 11 damage to Spartacus.


Would that provoke an AoO from Vanin or not?


Spartacus is up!


Arenamaster is taking Garash's turn---
Bitey and Garash take a 5' step forward to W6(Bitey) and X6(Garash).
Garash lets loose a sling bullet at Vanin (-4range)miss

*I didn't want to use any cool stuff that Mothman may have wanted to do differently than I would have, so I kept it simple.*



Noticed something in some of the feats in the Two-Weapon Fighting chain.

Two-Weapon Defense wrote:

You are skilled at defending yourself while dual-wielding.

Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

I'm a Sword and Pistol pirate with a single shot pistol, but empty or not I'll keep holding it as long as it keeps giving me a shield bonus. I always knew buckler guns were overrated.

Two-Weapon Rend wrote:

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

I'm a Net and Trident gladiator with two nets and lots of combat maneuvers. I can trip/disarm/entangle/dirty trick without dealing damage, but doing two is like swinging a glaive. Alternatively, I hit some sap with two saps and rend them for lethal damage.

Double Slice wrote:

Your off-hand weapon while dual-wielding strikes with greater power.

Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.

Nowhere does it say melee only, and the benefit doesn't say strength bonus increases to 1.0 from .5, it just says "Add your strength bonus" without requiring you had part of it previously. My 'off-hand' hand crossbow adds my strength modifier to damage while my 'primary' hand crossbow doesn't.

Twin Thunders feats wrote:

Twin Thunders (Combat)

When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.

Prerequisites: Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
Benefit: Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.

Twin Thunders Flurry (Combat)
Your dual bludgeoning strikes are especially deadly when you are fighting giants.

Prerequisites: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
Benefit: You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your off-hand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.

Twin Thunders Master (Combat)
With thunderous simultaneous strikes, you can batter a mighty giant into submission.

Prerequisites: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
Benefit: Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modifier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.

My Dwarven pistolero will make some giants have bad days with free vital strike and debuffs on half my touch attacks from 30ft away.

.

The best(worst?) part is that all these can stack, so your alchemically 4 armed Gnome can get pretty crazy with two longbows and blunt arrows. Common sense tells me most of these examples shouldn't work. RAW tells me all of them do. I'm looking specifically for any references to these sorts of things by the devs or in FAQs or etc. What are the specific rules on what kinds of weapons each feat applies to? How many of these weird combinations are intended to work as such?

2/5

So I have a PFS cleric (no archetypes) and I've just come across the Iron Priest archetype from the Technology Guide. It fits the character pretty well so I looked at retraining, and had a bit of a question.

Quote:
To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. At the end of the training period, you lose the standard class features and replace them with the archetype’s alternate class features (if any).

The Iron Priest archetype does three things: different class skill list, alters channel energy, and alters casting.

Quote:

Iron priests preach of the messengers from beyond the stars, envoys of the divine brought to Golarion in a falling star. Iron priests can affect robots and other unliving constructs with channeled energy, but lack power over the undead. Appropriate deities for an Iron Priest include Brigh, Nethys, Gorum, and Haagenti. An iron priest has the following class features.

Class Skills: The iron priest’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Channel Energy (Su): When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy. This ability alters channel energy.

Spontaneous Casting: An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.

While it doesn't specifically state so, I assume that the class skill list replaces the standard cleric class skills. My question is that the archetype alters channel energy and casting, it doesn't add, subtract, or replace either of them.

Lots of archetypes alter abilities rather than replacing them outright, and the archetype retraining never mentions abilities that alter.

tl;dr Is retraining altered class features free or is it considered replacing?


So I've had a silly little idea for a while, and now that I've figured out how to do it I started writing up the stats for it. The idea behind it is a grapple-focused monk that starts every day by setting himself on fire, and then giving very warm hugs to the bad guys.

Catching on fire deals 1d6 fire damage per round, so I need to choose a race with resist fire 5 (Tiefling, Ifrit, etc) and take a Magic Basic Trait called Unscathed, which increases all of your resistances by 2. I now have resist fire 7 and I am immune to 1d6 fire.

Now I have 2 questions.

1) Catching on fire rules never actually discuss how to weaponize being on fire. My first reaction is that I am considered a bonfire (medium sized) so when I grapple enemies they are exposed to it and must make the standard DC 15 Reflex save to avoid catching on fire, not forgetting the grappling condition's dex penalty.

2) Equipment. The character is a monk, so he won't need a whole lot, but I was wondering if there were specific rules for equipment being flammable or not. Can I just say my amulet of mighty fists is made of steel? Do magic items with fire effects (things of shirts of immolation) count as fireproof? How much does an asbestos explorer's outfit cost? Technically the rules specify "Those whose clothes or equipment catch fire" and not "those who catch fire," so RAW can I light my hair on fire and not need to worry about equipment at all?

Spoiler:
Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.


So I'm currently running book one of the Serpent's Skull Adventure Path, "Souls for Smuggler's Shiv." To avoid unnecessary spoilers, I'll just say that wilderness survival is a major theme of the book, and finding sufficient food is one of the things the party needs to worry about. One of the characters is looking at taking the spell Climbing Beanstalk from the ACG.

Advanced Class Guide wrote:

CLIMBING BEANSTALK

School conjuration (creation); Level druid 2, witch 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect 5-ft. square of climbable beanstalks
Duration instantaneous

You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5. The beanstalk can support up to 200 pounds plus 50 pounds per caster level, or double that amount if anchored on its upper end. If it anchors itself to a sturdy mobile object (such as a ship or a siege engine), breaking the object free requires a DC 23 Strength check or cutting through the beanstalk (hardness 2, 40 hp).

If the ground is capable of supporting plant life, the beanstalk continues to live as a normal plant, and it produces nutritious (if unappetizing) beans. Otherwise, the plant dies after 1d6 hours; its husk remains as durable as a small tree.

The adventure is on a vibrant jungle island, so there's no question of whether or not the ground can support plant life. It mentions that it produces beans, and even that the beans are nutritious, but doesn't provide any statistic on how these beans count as food rations (enough food for X creatures per day per Y feet of height, etc). The beanstalk itself (while gigantic) is non-magical after it's created, should I just rule that it doesn't produce beans fast enough to provide a statistical difference for the party's rations?

It's worth noting that other than a 2nd level slot, the spell has no cost and is effectively permanent. The character in question is a witch, not a druid, so it does cost one of his 2nd level spells known.


So I have a cleric of Gorum that is looking at the Holy Vindicator PrC (Better BAB, Better HD, Better Armor Proficiency, etc). But, being a greatsword wielder, he can't really use the Vindicator's Shield ability, which is one of the coolest things they get IMO. However, I was reading the ability and noticed something.

Vindicator's Shield wrote:


A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Nowhere in the ability does it state that it adds the bonus to your shield bonus, or that you even need a shield bonus at all. You just need to be wearing a shield. If my cleric straps a buckler on he's wearing a shield, and can thus benefit from the ability, and can still wield the greatsword, albeit with a -1 to attacks.

Am I correct in this reading or is it just wishful thinking?

2/5

So recently I played my character 'Iron Tarkus' through the scenario "Day of the Demon. Regretfully, he did not survive to the end, but as I thought back on the way things turned out, I realized something. In the final encounter, the big bad hit me with a deep slumber spell and I managed to fail the will save, so down goes Tarkus. Wanting to capitalize on this, minion 1 performs a coup de grace. I take a pretty hefty hit but manage to roll a nat 20 on the fort save and thus survive, until minion 2 also performs a coup de grace in the same round and kills me from flat damage. It wasn't until after sheets were handed out and we all went home that I realized this:

Deep Slumber wrote:
This spell functions like sleep, except that it affects 10 HD of targets.
Sleep wrote:
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

This means that after the first coup de grace (which I survived) I would have awakened, thus no longer vulnerable to another coup de grace. Normally I wouldn't worry too much about this, mistakes happen and I doubt it was done intentionally, but we only had a four player table, and I was playing frontline, my death left the rest of the party exposed, another teammate died as well, and if it hadn't been for some timely Summon Monster spells it may well have been a TPK. The fact that my group spent money and prestige raising half the party because of an illegal kill has been kind of nagging in the back of my head. I haven't raised this with the GM or my VC/VL yet, figured I'd get some advice here first.


Erastil wrote:
2: Twin Fang (Ex) Once per day as a standard action, you can summon an exact double of your animal companion. The double acts and thinks like your animal companion in every way, and obeys your commands just as the original would. Your original animal companion and its double understand and trust each other perfectly. The double remains for 1 round for every Hit Die you possess, and then vanishes. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally V as a spell-like ability once per day.

The second Evangelist Boon for Erastil in Inner Sea Gods, listed above, effectively clones your animal companion for a few rounds a day. What happens if I'm playing an archetype with multiple companions? Would it summon a copy of all of them or only one? Would I choose which one or would it be determined randomly?

Summoning a double of each of your companions sounds like amazingly cool RP material for a Pack Master Wolf Shaman or the like, but that many creatures runs the risk of combat slowing to a crawl. On the other hand, only doubling one would make the ability drastically weaker than for a character with a single full strength companion.