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Is the barbarian's Spell Sunder (Su) a Standard action or an attack action?

It does not specify that is is a lesser action explicitly and thus would default to a standard.

However it also uses sunder checks / and references the sunder combat maneuver which can be used in place of attacks.


Does succumbing to a disease or poison using the pathfinder unchained disease rules make you incapable of receiving a raise dead or similar spell?

From what I can tell no.

raise Dead wrote:
A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone.
U Poison/Disease wrote:
Usually, neutralize poison or remove disease immediately moves the victim to a healthy state on the respective track, and a heal spell will work for both. However, once the disease or poison has reached its end state, only a more powerful spell such as miracle or wish can remove its effects.

Raise dead is not miracle or wish so does that mean a character that succumbs to say filth fever is dead forever until they can gain access to a wish spell?

That appears to be the Case RAW, which seems very harsh.

I would assume Reincarnate is the only way around this as it creates a new body (thus circumvents all physical afflictions)

Also does a disease continue to 'tick' even when the host is dead? I.e if a character dies with filth fever on them does the corpse continue to 'save' and thus move down the track (possibly preventing Resurrection)?


Can you do this?

Example Fighter takes the weapon master Archetype and then also Variant Multi-classes with fighter so as to get the Bravery and Armor Training Class features.


The Courage in a bottle feat states "while you are intoxicated" -> stuff

What is the intoxicated condition and how do you acquire it? Is it synonymous with Drunk (which is sickened)?


Weapon Material Mastery wrote:
Cold Iron: When you score a critical hit against a target benefiting from spells that grant temporary hit points or bonuses to AC, ability scores, attack rolls, damage rolls, or saving throws, you must immediately attempt a special dispel check (1d20 + your base attack bonus) as a targeted dispel as per the dispel magic spell, but targeting only those spells. Once a creature has been the target of this effect, you can't affect it in this way again for 24 hours.

Does this try and dispel every defensive spell buff on the target or just a single buff? I assume just one.


Freedom of movement wrote:
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

So you cannot grapple a target under the effects of freedom of movement, but can you pin them?

Dirty trick allows you to apply the entangled condition, dirty trick master let's you increase that to pinned.

Freedom of movement does not make you immune to the entangled or pinned conditions it just let's you auto succeed on checks to remove pinned / grappled, and move normally while they are on you.

Now what i'm getting at is this, if you were to daze someone with dirty trick master and then were to pin them with dirty trick (not grapple checks), do they count as pinned and take all associated penalties? (Hey I can throat slicer you)

Strict reading says yes. Thoughts?


Can you use abundant ammo to get multiple named bullet's from a single casting (over multiple rounds). As Abundant ammo says the spell is discharged after it's fired.


Entangling Infusion wrote:

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).

If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

How does this (emphasis) interact with a creature that is flying?


So at level 7 a Big cat companion gets the Grab special ability on all of it's attacks so it could theoretically have 3 attempts at grappling if all 3 attacks hit.

What happens if the first attack in the full-attack succeeds? Can the Cat continue attacking or does that end it's full attack?

For example the Cat attacks with bite, hits, attempts grapple and succeeds. Can it Make it's 2 claw attacks or does it need to stop?


Does a spell duplicated by Shadow conjuration / Shades have the descriptors of the duplicated spell.

For example if I use shades to summon a devil does the spell have the [evil] and [lawful] descriptors?


Quote:
A spellcaster can create a beheaded with animate dead. Each beheaded created requires two onyx gems worth 100 gp and the casting of one air walk or fly spell. Beheaded can be created with additional abilities from the list below.

Does this mean 2 100 gold gems (200 total) or 2 gems worth a total of 100? Also does this replace the material cost of animate dead (25 gp onyx in this case) or is it in addition to it?


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I think I discovered an interesting combo with an Alchemist's Tumor familiar and, Shaman's Lifelink hex. The Familiar has fast healing 5 while embedded in you, life link does 5 damage to you every time it activates. Meaning the familiars effective HP change when you are injured is 0 aka it cannot die from lifelink damage.

In order to give your familiar life link you need either a scroll of imbue hex or a spell caster to cast it on you (5th lvel spell so 1,125 gp for a scroll or 450gp for a casting service as per the CRB). Such a service is available in a large town.

Once the Familiar has life link to you the bond is effectively permanent (assuming you don't ever leave your familiar behind) granting you psudo fast healing 5. This form of 'fast healing' is actually better than fast healing as it is not actually fast healing meaning it can benefit from celestial totem.

So after 2 levels in alchemist you could take levels in Barbarian (or skald) letting you get access to celestial totem meaning while raging the link will heal you for an additional number of hit points equal to the caster level of the effect (life link). The 'Imbue hex' spell states that the hex's caster level is that of the caster of 'Imbue Hex' meaning for the purposes of Celestial Totem you get +9 HP healed per round (minimum) for a total of 14 while raging.


Can you take take 10 on a spellcraft check to craft a magic item if you have increased the DC by 5 to craft at double speed.

I am of the opinion that yes you can but I would like a second opinion.

The argument being posed to me is that you are 'rushing' and as a result are not able to take 10.

Take 10 Rules:

Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Crafting Time Rules:

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.


So the unletterd arcanist Archetype has the following

Advanced Class Guide said wrote:

An unlettered arcanist does not keep a spellbook. Instead, she gains a familiar in which she stores her spells as a witch does, though she does not gain a witch's patron. Treat her arcanist level as her witch level for determining the abilities and benefits granted by the familiar. Anything that would allow an unlettered arcanist to add spells to her spellbook allows her to add spells to her familiar instead.

This ability replaces spellbooks.

Does this mean that an Arcanist can copy spells into his familiar from a spellbook?

If so is there a scribe cost?


If I cast a first level spell that has been quickened (so using a 5th level slot). Can I choose to cast the spell at caster level 1 or do I need to cast the spell at CL 9+?


ACG Errata Said wrote:


“Benefit: You can choose not to allow spells and effects to effect you if they would not be capable of affecting both your original creature type and the animal creature type.”

How does this interact with the Bane enchantment and the Rangers Favored enemy. My gut tells me that it effectively makes you immune to both.


Control Winds states

PRD wrote:

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit....

Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. ...

My question is if a 10th level caster casts control winds, with the ambient wind being at moderate, can you instantly increase the wind speed by 3 steps (to windstorm) or do you need to "ramp up" the wind over the course of 3 turns/standard actions?

Follow up question. Assuming the ambient wind is moderate. Is the maximum force of wind that a 10th level casts could conjure would be Windstorm levels of wind even if they spent additional rounds concentrating trying to raise it higher?


Can an arrow fired with mythic precise shot pass through a wind wall unabated?

Mythic Precise shot wrote:
Your ranged attacks can damage swarms and ignore miss chances from spells or magic effects (such as blink, blur, and mirror images)...
Wind Wall wrote:
Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance.

What about the words of power version?

wind wall wop wrote:
... but missile weapons that pass through the wall automatically miss (with the exception of large missiles, such as giant-thrown rocks and siege weapons).

So do the arrows pass through or does the wind wall retain the effective 100% miss chance?


If a character were to gain immunity to curses and then take a level in oracle what would happen?

Would they:

1: be cursed as normal?

2: be cursed but only receive benefits?

3: not be cursed and receive neither boon nor drawback?

PRD Oracle Curse says wrote:
Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

I'm thinking 3 as the character is immune so the curse cannot be applied thus it's technically neither dispelling nor removing the curse.


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The Cloud Giant ability Oversized Weapon (Ex) States : " A cloud giant can wield Gargantuan weapons without penalty. Most favor the use of immense morningstars."

Does this mean that a Cloud giant can wield a gargantuan two-handed weapon such as a gargantuan Greatsword even though it's size category exceeds a size of weapon that a creature of the Cloud Giant's size (gargantuan) can normally wield?
Or does Oversized Weapon (Ex) simply remove the penalties from weapons which a Cloud Giant could normally wield i.e. gargantuan Long sword?

Is it the same case for a Tiefling with oversized limbs?

Oversized Limbs : "You have over-sized limbs, allowing you to use Large weapons without penalty"