Legion Archon

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The Totemic Skald archetype gets a unique rage power:

Song of the Beast:
Song of the Beast (Su): The totemic skald grants the animal focus abilities of his totem animal (as the hunter’s animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level). This ability replaces the rage power gained at 3rd level.

I noticed it doesn't say the rage power is granted to all allies affected by Inspired Rage but to those affected by Raging Song. I know rage powers are supposed to only work with Inspired Rage, but this one seems to broaden that scope. Is this a case of intended "specific beats general" or a slip of the pen that might be errata-ed if errata were still being done? There is at least one more rage power that intentionally works without rage active (Flight Response) so the situation isn't unique.

Some of the totem powers would be a nice perk to have during Song of Marching or Song of Strength. RAW, I think it should work. Opinions?


I must humbly admit, my search-fu is weak. I've spent 30 minutes and can't come up with an answer. Then I thought, surely someone here can answer this off the cuff. A simple question: what was the first Adventure Path written for PFRPG rules? Thanks!


I have this idea for a build, but I'm not sure if the whole thing stands up rules-wise. I think it does, but I'd like some opinions on the general idea before I get into fine-tuning the build.

The build will have the following:


  • Catfolk race with the claws trait
  • One monk level for access to the monk's unarmed strike (probably master of many styles because I won't be using flurry and a free style feat is good too)
  • A few fighter levels to be able to afford all the feats
  • Unchained Rogue for the rest of the levels (Scout archetype)
  • Feral combat training for the claws
  • Jabbing style, eventually all 3 feats
  • Two-weapon fighting feats

The idea is to use two-weapon fighting using unarmed strikes (kicks) combined with 2 natural attacks. Both types of attacks should qualify for jabbing style thanks to feral combat training. In a full attack, UCRogue's debilitating injury applied to AC with one of the 2 high AB iterative attacks should take that AC down so the rest of the iterative attacks and the claws have an almost identical chance to hit, eventually even better, once the AC penalty hits -6. Jabbing dancer will aid in positioning for flanking. If I can fit Claw Pounce in there, a pounce with 3 claw attacks (haste or boots of speed) would be especially nice, because of the 5' movement after every hit, and the debilitating injury penalty kicking in if the first attack hits, thanks to the scout archetype.

That's the basics. Should all of that work as stated, or am I missing something that would invalidate it?

The build will enter play at around level 15-16, by the way. It won't turn out to be the most awesome DPS monster ever, but finally having the opportunity to play a catfolk, I want to do something fun with it that doesn't completely suck. I can't use any material that's not on the paizo PRD, by the way.


I've searched and searched and searched for more than an hour and couldn't find it. I'm throwing in the towel and just asking here.

There's a magic item out there that allows a character to use a move action to perform a swift action, once per day. I don't remember if it's 3rd party or Paizo. Can anyone point me there?

Thanks!


I'm not sure if there's a rules answer for what I'm about to ask. I couldn't find one, but that could just mean I missed it. This is something about to come up in a game I'm playing in, and even if there is no readily available RAW answer, I'd like some opinions or references to similar situations.

So here goes: my Magus has a tiny familiar, and I'm planning to have it deliver Force Punch spells. Obviously, it'll have to enter the target's space for that. With a successful touch attack and a failed saving throw the spell will push the opponent away from the familiar in a straight line.

How do we determine the direction of this straight line? Does it have to be in the same direction as the movement that took the familiar inside the opponent's space? Or, is there a case to be made that the familiar, taking up only 2.5' x 2.5' of space, can position itself within the opponent's space in such a way that it can push in whatever direction it chooses? Finally, could it push a flying opponent downward?