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So I just got my hand on the new book and while I'm SUPER happy that this book is not like any psychic book from 3.5, I'm still confused.

I'm joining a game as Kineticist 15/mythic 4. (Previous character died last game session). I'm not sure about elements yet but I don't think that this is super important for now. Here are my questions

1:what kind of feats is working with the blast? Weapon focus, guess i can take imp initiative and toughness...there is no "spell focus for kinetic blast". Am I supposed to take feats like precise shot and such for range?

2:this is a mythic game but maybe I am bad with understanding that class but I don't think there is any mythic path specific for kineticist. Archmage boost spells...but we don't have spells. Champion gives extra attacks...but its a standard action.

The more I read my post, the more its "half advice, half rules" I guess.

Thanks in advance for helping me


Probably there is an answer somewhere but i can't find it.

Lets say i can cast mythic false life or mythic haste. Is it possible to cast that spell as a mythic version but in a regular contingency?

If yes, then do I use mythic point only when contingency is cast? Is that mythic point is "reserved' until used? Is it used when contingency activate?

That situation might happens in my next game so i want to be sure to use that by the rules.

Thank you for your help


1 person marked this as FAQ candidate.

Here is the thing.

Arcane surge: Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.

Does that power change the casting time of the spell to a swift or do you have to use a swift + the casting time of your spell?

If you can cast your spell as a swift, does it works with full round? 10 min cast?

I can't find any faqs about this


Question: here is divine source for mythic

Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast.

Let's assume a character with no wisdom (but charisma) like a sorcerer. 7 wisdom, 18 charisma...

1- Can he cast the spells from these domains?
2- Is it based on wisdom or as an oracle could take, charisma?
3- Does he gain the powers from the domains (exemple, darkness could give him blind-fight)
4- When the power mention cleric levels, what would be considered level in this case.

5 and last question: Can he even take that mythic power or it is out of the question?

This is probably the most unclear power I've seen and I can't find the answers on the forum

thank you in advance


I love climatic battle as a end game campaign. Here is the setup: team of 5, all lvl 12. Wizard controller, Archer, sorc blaster, paly and rogue. I want to know what kind of spell a lvl 16 sorcerer could precast when he KNOW the pc are comming and he already have all the info on players' tactics.

The team will have stuff to do in fight while the BBEG will be busy with an npc that will weaken him (far away from killing it but still) so "over preparation" is not an issue.

The archer is pretty strong
The blaster is based around fire damage and changing type to lightning damage if needed
The wizard is illusion and charm based and got a true name (contract for killing creature NOT in their original plan)
Rogue is skill based ( i got a spotlight for him)
And the paly got an evil outsider killing sword


So I'll be playing in a game as an orc druid saurian type. We will have other races like gnoll kobold goblin and such so a "tribe" game.

I'm not looking for min maxing since its not that typeof game. Since I'll be playing melee type shifter with power attack furious focus and natural spell. I'm looking for feat and trait that might be cool, not useless but at the same time would fit.

Except the 3 feats already named, anything I might have missed?


That might seems funny but lets face it: summoner is very strong. I really like the idea but the mecanics are strong and can destroy the fun of the other players AND the gm (i play on both sides so I know how it is)

I was wondering if there is a way to make a summoner fun to play but for everyone.

Obviously synthesist and master summoner are both out of the way. Maybe if i use an eidolon with weapons instead of natural attack to balance everything? He would need to spend evo points for arms and proficiency, would not have full bab and full str and touch and damage and would force the summoner (me) to buy these weapons to compensate.

Doest that feel ok or is there other GM or players with idea of summoners fun to play but not broken as hell?

Thank you


Reason why its here and not rules section is thats rules are clear and no mistakes there: dm fiat is written blac and white there.

My group killed a bad guy with a chaotic intelligent weapon. Weapon powerful yes (+5 equivalent for a lvl 11 pc) but its pretty clear its not the kind of weapon they want to use. They did the spellcraft check over 1 month in game time and they got all the info, including the weapon goal: chaos above everything else.

I was not expecting a player to keep the weapon considering they knew the dc to resist the ego. The player even refused to get items to improve will save. Yes i can be blamed but it was a trap and they jumped in

Other players want to use protection from chaos to free the players and get rid of the weapon.

Now here is the thing: prot from chaos protect from mind control and CAN protect from similar effect . Now considering keeping the weapon will eventually (very soon) cause the downfall of the player (weapon want the king with another one, for the lolz) and the player fell the ego challenge final question is

Should i let prot from chaos work or let the trap go full speed ahead?


... And I've never got the ultimate campaign because no one was interested in buildings or stuff. Our new player is new to pf but an old timer for dnd. Good thing since we wants more info on setting and rp, very different from my old players and that push me as creating something more ad a gm, good thing.

Now a player got 10k gold for a tavern. Can someone give me a crash course (or a link on d20 that i can't find) for running a tavern? I don't want to build a whole kingdom just for 1 building but I want to give a good feeling for that new players since he want to invest himself, and so do I.

How much would cost a tavern in a big city
How much per month for profit
What kind of event could happens while he is during a downtime? During his adventuring?
This is the kind of question I have

Thanks in advance


Hi everyone,

Just looking at some imput here. My team lost a member recently that was kicked out for personal reasons and we need a replacement. Our party consist of

alch 10/monk 1: melee pouncer/tank/flyer/everything-that-can-be-optimized.

Magus 11: standard non optimized (using bastard sword forflavor)
fighter 11: trip master build with reach weapon. optimized but new player so don't play him perfectly yet.
Me.

So we need a support guy and divine if possible, reason for this oracle. I got the approuval of using half elf instead of pure elf for ancient lorekeeper. here is what I have so far.

oracle 11 with time mystery
str 8
dex12
con14
int10
wis8
cha18+2+2=22

(no items done so far)

feat
bonus: skill focus X
1: eldritch heritage (probably arcane not sure yet)
3: improved ini
5:???
7: extra revelation
9: extra revelation
11: ???

revelation:
erase from time
knowledge of the ages
rewind time
temporal celerity
time hop
time sight
(4 + 2 from feats)

no list of spells so far.

Was thinkg about taking quicken for lvl 12 so i can quicken spells lvl 1 and 2 but again nothing confirmed.

Can someone give me some advice on what is missing? and if you got some suggestion for spells on the wiz list (lvl 1-2-3-4) that could be great to switch on my divine side?

Thank you


Title means everything: is it possible with feats or items to use the breath weapon you gain from dragon bloodline/dragon disciple as a swift action?

I was looking in beastiary for quicken spell-like but I don't think that qualify.

Any way possible?


Quick question: i know with dragon style you can charge in difficult terrain. My question i this: does that work with difficult terrain creates with magical effect? Ex:icestorm, entangle, volcanic storm.

This is not clear for me

Thank you


So i want to start the discution here. I had a discution with a friend about powerfull magic items and weapons (+3 and higher). I think that for a gm instead of saying: you find a +2 keen flaming longsword, it should be: you find Salamdra, this sword was the blade that killed (insert name here), the white dragon that was ruling over this mountain a century ago. It is a +2 keen flaming longsword.

No need for complexe story (except if your players really likes it).

What do you think?
Am I the only that like this?
Do you have suggestion for names or a website/generator for that?


So I'm in the process to create a dragon disciple. Here is the background first

The goal of this family was a oath versus wyrm, slay evil dragons etc. Dragons are not there anymore in the area (plot twist: they are) but he always knew some day he would have to fight them again. Meanwhile he is serving a noble family as a protector (aka: alfred in batman)

now this is the character I have so far

I liked the idea of having a good character with evil blood inside him, trying to purify himself (I loved the DD guide I've seen so far)

Human Paladin 3/sorc 2 (green dragon and shaitan)/DD 6

Str16+2+4=22
Dex10
Con 16+2+2=20
Int 7
Wis 7
Cha 15+2=17

Feat (not sure about all of them right now, this is more a brain storm):
Power attack, elemental focus acid, sorcerous strike, intimidating prowess, arcane armor training + mastery, dragonbane aura

any advice or thing I should look into regarding feat, gear or maybe even something else?

book not allowed: campaign book, 3rd party.
+1 dragon bane spell storing (don,t know what kind of weapon yet)
+2 spell storing mithril full plate
Cloak resist +2
Ring of prot +2
Belt +2 str/con
Robe arcane heritage

In fight this character is using acid spells (or spells switched to acid) to range ennemy until they close in, where he takes the fight in melee. Because of that, I was thinking some kind of reach weapon to gain, sometimes, a free attack vs the attacker with no reach, or even brace againts charge.

Out of combat: he is the protector, not lawfull stupid paladin but LG vs the noble family (another player is playing one of them, bard 7/fighter 4) so I protect their interests. He is NG so it should be ok, if they tend to switch true neutral, I'll still be LG versus them (we got no prob in my game about alignement for paly regarding a code and not necessairly vs laws or good in general)

DISLCAIMER: for balance reason, I'm not looking for a DPR race or too much optimization. I know I got 2 dumb stats, no prob it fits how I rp him anyway but its more about the general flavor.
in fight: this character


Hi everyone. Let's make a long story short since i'm on my cellphone right now: I'm a sorcerer with an animal companion of a druid. I know share spell let me cast self spell on him (exemple mirror image) and also let me bypass rules that would limit the type of person affected.

BUT

By searching forum I might be missing something. It seems players use enlarge person for their animal companion (or eidolon). Enlarge person is a touch range, not "you" or "personal".

Is it working or not?


Maybe it should be in advice or rules but lets ask anyway

We are a new game starting at level 11 and one of us is playing alch (vivissionist) 10/moms 1.

I know that build can pump serious damage and charge and pounce....but he seems to use mutagene and/or extract and/or discovery giving him solid bonus in stealth, spellcraft and perception. By serious i mean +30.

Lets say you optimize at the maximum (reason why I post that here) can you pump a boist like this? For 11 hours (his words)

His mutagene also seems to be for hours.

I got no problems with a very strong character (im playing an oracle/sorc/mt so lets face it I won't deal damage) but it seems scary because 1- its veeery strong and 2- the guy can optimize well and it seems big.

Thank you.

No 3rd party btw and no campaign book


So usually I'm playing spell casters (arcane most of the time). For the first time, I'm going with a barb and was looking at what I could buy.

I was planning on getting some permanency spell on me and while I was looking at the list, I wanted some opinions:

How often do you see that spell in your games?
is it common?
Is your DM the kind of guy to spam that dispel magic?
Is it mostly a tools for DM to guard stuff (like permanent prismatic sphere or stinking cloud) or do players use them also?


Hi everyone,

First of all, if you are one of my players, time to run away from this poll RIGHT NOW..

Ok i'ts good?

fine

Let me just explain you the set up of the game right now. My team was supposed to get an item back from a custom made extra planar plan. Part of the features (and the important part here): Wild magic.

Each time my players cast a spell, they roll for the result. the bad guys is 80% spellcasters from different classes. Since they are native from the plan, I ruled that they roll too for wild magic effect BUT can change the result by +/- 5%.

Meanwhile: I got a new player (new to table RPG) that is gonna enter as a lvl 11 Wizard (yes, I admit, as a first experience, the level + the class is not the easiest way to start). Now to make him fit in the story, he will be able to cast with NO wild magic and will be hold captive (for THAT reason, since even the king cannot control it).

Now For the final showdown, the king himself will be there. Not sure of stats except that he will be a caster holding a Rod of Wonder (REALLY thematic here, it's gonna be the king,s scepter).

This fight is a boss encounter

So finally: here is my questions.
1- Should I give the king the same "power" to limits the wild magic using the rod as the standard guys (like 5% +/- or even change it for 10%)
2- What kind of CR should I adjust this (king + personnal guards) considering that he will have adjustment for the rod but at the same time, I will have 1 spell caster that will not be affected by wild magic.
3- Should I give the wild magic "control" only to the spell from the list of the king, or apply it on the rod also

P.S. here is the team:
optimized archer ranger (celestial armor: he can fly if needed)
average paladin. no optimization here, but he got high save (like all paladins)
first time wizard support
unkillable cleric (seriously...don't try)
dragon style monk with lots of strenght.


So....I got no problems with understanding all the monsters attacks and bonus...but this one is tricky.

This is the Ettin attacks:
Melee 2 flails +12/+7 (2d6+6)
Ranged 2 javelins +5 (1d8+6)

And here is what's bugging me:
Superior Two-Weapon Fighting (Ex)

An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

So. If we just check the melee attacks, I understand that during a full attack, the Ettin can do 1 attack at +12 and the other one at +7. fine. But with STWF, it says that it's ok to attack with 2 weapons, since there is 2 heads. He don't suffer any penality.

But....that would be +12/+12 no? Here is the choices in my head, help me correct that.

1- he can make a move and 1 attack at +12. next round full attack at +12 then +7 and i don't know wtf is superior TWF.
2- he can make a move and do 1 attack at +12. next round he can full attack at +12/+12 and there is a mistake in the first part.
3- he can make a move and do 1 attack at +12. next round he can full attack at +12/+7 with main weapon, then +12 with off hand. It's not clear.
4- he can make a move and do 1 attack at +12. next round he can make a full attack at +12/+7 and +12/+7 for 4 attack total.

Can someone help me?

P.S. can he do a move + 2 attacks (one with each weapon since there is 2 heads?)


Hello everyone.

I'm still going on with my lvl 10 game and I would need assistance from all of you. I got a urban ranger with the kit for disarming traps, so I like placing a few traps to let that person shine from time to time. Fact is: he is surpassing by far the average traps. Yes of course I could just increase the perception check needed and the disable device roll BUT it would not be that fun.

I know it was a discussion a while ago but: can you share with me some trap idea you know that is not only perception/disable device? And at the same time, how the players would need to disable it?


So I'm helping a new player makes a character for my game. Since he has no books and I have all the core books and ultimates, I'm giving him the d20 website so we can work togheter via ventrilo. He is going for a monk and here is what he can read:

At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

http://www.d20pfsrd.com/classes/core-classes/monk

So at 7th level he could bypass cold iron and silver?
I have the book in front of me and I don't see that. Can someone tell me if things have changed or is it a major error on the website?

thank you


Hello everyone,

Here is my question of the day: I'm doing a brand new game starting level 10. So Here is my new team: Melee paladin, urban ranger (archer) and a witch.

So my first game was more a test, since I never played creatures cr 8-9-10 and the players never played more than lvl 6. Add to that the fact that its the first time we see a witch at my table.

We discovered 3 things today:

1-for the witch: hex is unlimited times per day (except max 1 per creature for certain type of hex)...wow
2-Slumber is VERY strong
3-An archer can dish a **** tons of damage.

So here is the big question: whats your best suggestion so that all of my monsters are not getting destroyed by slumber except just using undead and construct? + What is the best way to give a challenge to a ranger lvl 10 that can mostly ignore anything less than total cover (he also took the ranger kit that is not using spells but trick so that he can shoot in melee)

DISCLAIMER: I'm not trying to counter the player so they do nothing (I've placed different encounters so that some of my players have their shining moments....flying creatures for my archer, demon for the paladin and....stuff to kill for the witch) I simply like to challenge my players in a different way so they accomplish something.

Thank you


So I've finished my campaign as a GM and the next one is starting with a new GM (yeah I can play!!!) So I got my character done but my friend is new to PF. He was an old D&D player from first edition (yeah I know) and a big shadowrun GM (AKA I'm always paranoid).

He is the kind of guy to build a rogue based to disarm trap but hate fighting, or at the most the guy that will give the final blow in a fight. I'm looking at possibilities, not complete build to know what would be the best form him.

He is not an optimizer (forget about dumb stats)
We play with ARG (base race are forbidden for campaign reasons)+ he is the kind of guy to pick a race just because it looks cool
20 points
No starting gear (same reason as race)
Start level 4
Rogue only (no prestige or multiclass)
Archetype allowed (I know there is one for trap, just don't have my book with me)

Team if it can help: Wizard (me) controller, rogue (more like a fighting one), ranger (sword and shield with no spells), and a Melee divine (paly or oracle or cleric, still not sure) and him (rogue based on traps)

I'm asking here if someone can give me advice for him so he can still be useful in a fight, without being always present?


So I was playing around with my new book (advanced rage guide) and was fooling around with the race builder. Now for my next game, DM told me that we will be monstrous race (ARG or monster as pc) coming from different places. He got a story to mix everything, didnt told me all the details.

Long story short: I was looking at the kitsune for my sorcerer and was not quite satisfied. I was trying to make a half kitsune and I know its gonna be GM approuval as always, but I wanted to confirm (or not) with you if what I builded would be balanced.

WE work with 20 points systems and everyone will have strange races, mostly like the one you see in the ARG (forget about drow noble right away). So here it is:

shapechanger-humanoid (kitsune blood trait)
medium size 0
medium speed 0
standard (+2 choice) 0
standard language 0
flexible bonus feat 4
skilled 4? (that or changing it for a flat bonus on perception?)
kitsune magic? 2 (working to find something that would fit)
low light vision 1
prehensile tail 2 (only for visual, no in game effect intended)

total: +13

So story style: he got some of the bonus from human, keep his tail but cannot shift back to human form. He got the face of a human, but must hide his tail constantly. 16 race point seemed to me like something in line with other special races like aasimar with 15 points and such.

p.s. I know it will be a few point more than human, but thats normal fr this campaign. To give you exemple, we will have a damphir and a aasimar, so it gives you the average

EDIT: adjusted original post with build of the race so far. Suggestion still needed


Hello everyone,

I've been playing around with a few build ideas about a dragon disciple. For sure I already saw Oterisk'guide to the Dragon Disciple and here is what I wanted as a concept that I need help with:

1-I don't want FULL optimization, because the rest of my group won't, so don't want to unbalance everything
2-I want a character that can do damage with spells, but if in melee will still be effective (1/4 - 3/4)
3-I prefer a little bit of diversity over full damage (prefer elemental bloodline to switch fire to ice than just full fire)

Here is what I have so far. We start at level 4, 20 point builds, no items to start with (story):

dragon disciple build

paladin (divine hunter)2/ sorcerer gold dragon/elemental water 2
Human (for extra spell known)
str:17+1=18(level 4)
dex:10
con:14
int:7
wis:7
cha:16+2=18 (racial)

hp:30
skills:
appraise
craft
diplo 1
fly
handle animal
heal
intimidate
knowledge arcana 4
knowledge nobility
knowledge religion
knowledge plane 3
linguistique: 1
profession
ride
sense motive
spellcraft 4
use magic device 1

total 14

fort:9
reflex:4
will:8

feat:
skill focus knowledge plane
arcane strike
eldritch heritage abyssal
5-improve ini
7- quicken (free), extend
9-craft wonderous items
11-sorcerous bloodstrike
13-
15-spell perfection

spell:
lvl 0:
acid splash, prestidigitation, open/close, detect magic, read magic
lvl 1: burning hand, color spray

P.S. skills and saves might be off, don't worry, not so important for the discution right now.


hello everyone.

I am always reading all the guides I see on this forum (even for class that I don't play) cause its showing me some stuff I would have missed.

Now I wonder if there is any list of the best spells with hour/level duration in the game?

I knew mage armor as a classic, discovered that greater magic weapon was one also.

Im looking mostly arcane (as I'm gonna play a paladin 2/sorcerer 3/dragon disciple X) but divine might be interesting for my team also.


I am making a sorcerer for my next game and i was looking at the bloodlines. For sure eldritch heritage is awsome but I need to know:

is there something blocking me from taking 2 eldritch heritage?

Lets say I go with skill focus knowledge planes...

Can I take eldritch heritage abyssal (I need plane) AND with another feat take eldritch heritage arcane (I need skil focus on ANY).


I was running a few idea in my head for my next game and by reading my books I was questioning myself. Have you ever destroyed or dispelled something against your players?

I know that if your party is having too much gear for your needs, you can always make some magic items vanish, but in the end I'm pretty sure the players would be pissed.

To all the GM who've already done this: share your experience please. I'm curious


So here is the deal: I'm GM for a gestalt campaign and my players just got level 5. The next goal of my players are to find a famous pirate and kill him (they need his weapon). So they are ready to take a boat and go hunting. Now for the fight itself between the 2 crew, I got it covered already and its gonna be epic.

The prob is How can I complete this next game with something else than 1 big fight. I hate when my game are just fights after fights but I have some imagination problem for a game on the ocean.

Suggestion?


I mean dont get me wrong, having the mix of 2 bloodline is pretty cool (and for RP its awsome playing a sorcerer with split personality problems)

But if we are just looking stats wise, loosing ANOTHER spell lvl make you 2 lvl behind a wizard. I really prefer sorcerer over wizard for a lot of reason that I will not name here cause it would be too long but thats a bit too much. the -2 will save that hurts a lot too.

Am I the only one thinking that x-blooded could have all the downsides that we got actually BUT having 2 COMPLETE bloodlines as well?

OR having -2 will and the actual benefits?

Maybe Im asking too much and I guess there is always room for house rules but for me its seems fair.

Yes or no?


So I got a magus/fighter gestalt on my team who is planning to use this combo, i want to make sure if thats working

magus using spell strike with cleave and cleaving finish.

If the magus use first attack, then cleave, then spell strike first target, get the kill and cleaving finish the second one again, is that legal?

Nothing there that blocks but Im just not certain if you can pull the different cleave feats togheter like this.


So like the title is saying: I'm actually a Gm in a new Gestalt game and most of my players havent done some superpower combo, just regular stuff. Its fine by me (easier to dm and more fun at the same times) but since I'm always the kind of guy to play the mage (since no one is able to play one correctly in the people I know)but i always wanted to make a big stupid fighter.

Since I got the context, I want to see what kind of build a barbarian/something can pull as a super fighter in gestalt. Hit hard! thats the goal.

Any Idea?


Summoning Mastery (Sp): Starting at 1st level, a master
summoner can cast summon monster I as a spell-like ability
a number of times per day equal to 5 + his Charisma
modifier. The summoner can use this ability when his
eidolon is summoned. Only one summon monster spell
may be in effect while the eidolon is summoned. If the
summoner’s eidolon is not summoned, the number of
creatures that can be summoned with this ability is only
limited by its uses per day. This ability otherwise functions
as the summoner’s normal summon monster I ability. Other
than these restrictions, there is no limit to how many
summon monster or gate spells the summoner can have active
at one time. This ability replaces the summoner’s normal
summon monster I ability and shield ally.

Either this is cool (well the kind of summoner that i would like) or either this sucks big balls, depending of the answer:

does this skill lvl up with him (like summon monster II, III, IV...) like the regular summoner do or is this only block to lvl 1?????


So one of my monk just got the ultimate magic book (godly book). Now he is asking me a really good question. we are watching this archtype and the powers comming with it. now we know that the spells with the dagger thingy is immediate actions, but for spells and activated ability (like barkskin, etc). is it swift actions like most of the skill that the monk got or is he using standard action like any other spells???


So Its not totally clear for me in the books.

first: when i'm making charge (or just regular attacks) when im mounted, does my mount attack also?

second: when im charging, can my mount pounce??

Third: any good sugestion about feat for pet (i'm a paly)