This happened at my table, and although I think I found the answer in the top answer of THIS QUESTION and THIS SECTION of the CRB I thought it wise to check here in case there was a more specific/accurate ruling I could be pointed to.
A character has:
(They had 13 intelligence, until it got permanently reduced by a creature with intelligence drain, meaning they no longer qualify for combat expertise, so they can't use it - But they still have the combat expertise feat, meaning they still meet the listed prerequisites of both style feats.)
Is there anything more specific by RAW or errata/faq that prevents the character in question from continuing to use the style feats, despite not being able to use combat expertise?
My Polearm Master fighter is painfully slow, due to having low dexterity (13) and needing to wear full plate to keep reasonable AC. Without wearing lighter armor, what are some cost efficient items that can increase my fighter's movement speed?
I'm starting at a high level and am able to use my gold to buy combined magic items for my starting equipment. How many items can I combine in this way, is it only two, or can I combine more? How much would the final item be if i can and did want to combine more?
Example:
Belt A costs 20000gp
Belt B costs 10000gp
Belt C costs 8000gp
Belt D costs 8000gp
In this example, how many of the items effects can I combine into one item, and how much would the finished item be?
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Are there any clearly urban cities in pathfinder lore in which tribal cultures exist and can practice their "barbaric" religions and traditions, either openly or underground?
Reasons for the contrast such as the city being occupied by orcs, or tribal goblin communities living in a sprawling chaotic city that isnt policed in certain areas. (similar, albeit lesser in scale, to ravnica if youre familiar with mtg)
What are the best ways for my Polearm Master fighter to protect himself against spells? (without multi-classing please)
He just seems to fail against every spell thrown at him, even fortitude-based ones, which are by far the best saves he's got. He's always expected to be in the front line so he gets a lot of attention from spellcasters and spends most of the time debilitated or unconscious. How can I minimize the effects of spells cast against him, both damaging and debilitating? I want to get him to the point where he can fairly reliably shrug off any magic that comes his way, though I understand that might be a stretch.
His Saves, using rolled ability scores:
Fortitude: 13 (14 con + belt of physical might +4)
Reflex: 5 (13 Dex)
Will: 3 (9 Wis)
Currently 14th level, with no helpful magic items except the belt, but we've just liberated a lot of gold from pirates and we're probably just one session away from gaining another feat.
Can you quicken a spell gained from spell kenning?
Spell Kenning makes any spell gained by using the ability have a casting time of 1 full round regardless of its normal casting time, whereas quicken spell can make any spell with a cast time of 1 full round or less a swift action instead... But is the change to a casting time of 1 full round permanent and unchangeable or can the spell be modified as you cast it using the metamagic feat like you can other spells?
Ive been given the go-ahead to get the Nightmare Chains feat for thematic reasons, but I have absolutely no idea how it works.
Sorry if any of the answers are obvious, as you can tell from the "My Confusions" spoiler, I dont know where to start. I'd greatly appreciate the way this ability works being explained so i can be 100% clear before I use it...
1: Does the bloodline mutation "blood intensity" increase the spell slot level needed to cast a spell?
2: Does the bloodline mutation "blood intensity" increase the casting time needed to cast a spell?
3: Can I combine a blood intensity spell and quicken spell to cast the spell as a swift action?
1: What action is it to cast an empowered and quickened shocking grasp spell as a sorcerer?
2: What action is it to cast a still, empowered and quickened shocking grasp spell as a sorcerer?
If you're a sorcerer and you take the raging blood feat, can you cast sorcerer spells while using the feat?
If no, does raging blood allow you to qualify for the mad magic feat?
Love this archetype as its much more in line with what I expected the base shifter to be, but I have a couple of questions:
1. Do I/Can I still benefit from Lasting Sprinting Form or other forms when I use unfettered wild shape?
2. Does unfettered wild shape count as wild shape for the prerequisites and effects of feats? (I know that normally effects that function identically to named abilities are treated as those abilities thanks to an FAQ, but this ability has quite a few modifications to the druid's wild shape ability. Then again I would assume they didn't intend to prevent this archetype from accessing all of the feats that make wild shape so useful, so I'm really not sure.)
1. Is the "This dagger is used in the off hand to block attacks" part of the weapon description fluff or mechanical? (Does the +1 to AC also function if wielded in the main hand?)
2. If the character had more than two arms with which to wield dueling daggers, would they increase their AC for each extra off-hand dueling dagger?

After finding out that the Guarded Life rage power affects the barbarian's accumulated lethal damage and not just the damage from the attack or effect that reduced him to 0, I have a question based on this scenario:
The level 10 barbarian has 3 hp, then takes 5 lethal damage, taking him to -2.
Guarded life activates, converting 10 of his lethal damage into nonlethal, meaning the barbarian is now at 8 hp, but now has 10 nonlethal and is therefore unconscious anyway.
What happens in this scenario if the Barbarian has found a way to become immune to nonlethal damage? Immunity wrote: A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. A) Guarded life activates, converting 10 of his lethal damage into nonlethal, meaning the barbarian is now at 8 hp, but now has 10 nonlethal which he suffers no negative effect from.
B) Guarded life activates, but cannot convert 10 of his lethal damage into nonlethal because of the immunity.
What are some of the best choices of animal companion if I want it to focus on grappling?
Looking through fighter archetypes and I see both the two-handed fighter archetype and the foehammer archetype have the Devastating Blow ability, which as a standard action threatens to critical every time. Since then I have found the wereboar rage power and the order of the warrior "strike true ability". Although the former is only with natural attack (no scythe fun) and the latter is only once per day.
What other classes have the ability to automatically threaten a critical?
What are some non-equipment, non-spell ways that require only minimal investment and that allows a character to avoid attacks of opportunity when moving through threatened spaces, specifically when using the move action?
Does the "When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day." replace the normal effects of treating deadly wounds instead of being additive? Or would it have wording to the affect of "the target instead recovers" if that was the case?
Generally effects that trigger when you make a specific action (such as an attack) never replace any aspect of the original attack unless the effect specifically states as much (such abilities have wording such as "instead" or "replaces" used). So is there RAW to support the original effect of treating deadly wounds getting replaced by the skill unlock, or does the skill unlock simply add to the effects of treating deadly wounds?
This came up pretty recently and I thought i'd ask here.
If I was playing a Ghoran or similar plant type race, could I give myself an additional standard action using the wildstrike ability?
I want to find a way to reliably benefit from teamwork feats and flanking, specifically with a flanking partner I control that either cannot be killed, or if it is killed, be replaced quickly and easily without draining standard actions or longer. Any ideas on how this could be achieved?
If my divine tracker ranger has his alignment changed and is no longer within one step of his deity alignment, does he lose any class features?
By stacking those archetypes would:
Arcane Bond: Let me get a 2nd familiar, or would I just need to choose the item instead? (Assuming non-pfs)
New Arcana: Let me add a sorcerer/wizard spell to my witch list?
If my 10th level fighter has improved unarmed strike, a bite and two claws, how many attacks can he make a round?
I know the natural attacks are secondary if I make iterative attacks aswell, but do I need to forgo any natural attacks to make the unarmed strikes?
The half orc sorcerer fcb gives additional damage to fire damage spells.
If I use scorching ray, does this additional damage apply to each ray I fire or just one of them?
1) Can an Oread with the "Mostly Human" trait take the feat "Racial Heritage: Elf" at 1st level?
2) If he can and does, can he choose elf favored class bonuses instead of +1 hit point per level?
If I have a tusked trait and the improved natural attack feat, does the feat improve my bite attack from wild shape?
If my giant toad (1d6 bite) has the improved natural attack (bite) feat and I use the animal blessing ability on it (replacing its bite with a 1d8 bite), does improved natural attack increase the damage of the bite attack from the animal blessing?
I'm aware multiple increases on the same weapons damage dice do not stack, but animal blessing specifically says it replaces the old bite attack, rather than just increasing it, so it should work in that regard, but does improved natural attack only apply to the base creature's bite? I can't see where it says it does, but I thought I'd check.

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1: As I understand it, making a shield a throwing shield costs +50gp above the normal price of the shield, meaning a buckler, a light shield or a heavy shield can be created as one with that price modification.
Throwing Shields are part of the Thrown fighter weapon group. Given that light shields and heavy shields are originally part of the close weapon group (Bucklers aren't), do they drop out of the close weapon group when they become throwing shields or are they in both? (Similar to how other weapons are in multiple groups)
I assumed that they're in both weapon groups, but I thought I'd double check.
2: Does "Weapon Focus: Heavy Shield" apply to the thrown attack rolls of a heavy throwing shield? Or would I need "Weapon Focus: Throwing Shield"? If I do need "Weapon Focus: Throwing Shield", does it apply for throwing light shields and heavy shields? (I ask because "Throwing Shield" appears on the weapon table as a single entry, there's no distinction made between light and heavy - And i'm not sure if its really a complete weapon type or just a modification to an existing shield...)
3: Is a thrown shield attack counted as a shield bash? And do you lose the shield bonus to AC on a round you throw a (Returning/Ricochet Toss) shield?
4: Can you still choose to make a shield bash with a throwing shield? If yes, do you you suffer any penalty? (On the weapon table it lists throwing shields as ranged weapons)
With telekinesis you can throw up to 15 items at a target. If I have 15 daggers, and weapon specialization (dagger), do I get +2 damage to each dagger attack? What about smite evil?
For example, is there anything to stop a level 15 tortured crusader paladin with the Telekinetic Mastery item mastery feat using Last Stand and throwing 15 daggers at a single target, each dealing 1d4+30 damage? (15d4+450 damage in the first turn of combat - if all the attacks hit) (I assume there is a reason this can't happen that i've missed?)
1: Does a scimitar with the throwing or sharding property retain its 18-20 threat range?
2: Can it be used with Startoss Style if I have the Weapon Training (Thrown) class feature? (Is it a "thrown weapon" that is wielded in one hand?)
I basically don't know if the "any thrown weapon" bit means any weapon that is thrown (has a range increment), or of it's specifically referring to a category of weapons... (Is "thrown weapon" even a category of weapons? Outside of the obvious thrown fighter weapon group.)
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Under the FAQ it says Quote: Monk, Sohei: Can a sohei use flurry of blows while wearing light armor?
Yes (but not medium or heavy armor). However, a sohei does not gain his monk AC bonus class feature when wearing armor.
The next printing of Ultimate Combat will be changed to reflect this ruling.
posted October 2013
Have the recent printings of Ultimate Combat been "changed to reflect this ruling"?
What is the biggest threat range I can get on a bow? Obviously I'm aware that improved critical doesn't stack with similar effects, but are there other ways to increase a bow's threat range instead?
1: Can a brawler pick up feats that have TWF as a prerequisite thanks to his brawler's flurry ability?
2: If I have finesse training from unchained rogue, or mythic weapon finesse, do I get dex to damage during the flurry, or is it always strength?
Outside of PFS, are the compatible archetypes (such as Weapon Adept) allowed by RAW for the unchained monk?
Spear Dancing Spiral says "you can use any feat or ability that functions with a quarterstaff with your chosen weapon."
Am i correct in saying that this includes flurry of blows because its an "ability that functions with a quarterstaff"?
What about feats like Ascetic Style? (Provided I have a way of using both styles simultaneously)
Does weapon training (monk) count as an "ability that functions with a quarterstaff"? (Probably the one i'm least confident of.)
If the inquisitor was given two teamwork feats every 3 levels instead of one (don't ask why), which would you pick and why? Is there any way to build something impressive around this many teamwork feats?
I'm fairly sure of the strict RAW answer to this, but:
The Half Elf "Drow-Trained" racial trait gives proficiency in the "hand crossbow, rapier, and shortsword" - which is obviously meant to be identical to the Drow weapon familiarity racial trait. With the release of the Drow Razor, should it also allow the drow razor to be used as a martial weapon, like the Drow's weapon familiarity? Or is Drow-Trained no longer equal to the Drow's weapon familiarity trait?
I want to make a fighter that focuses on being the ultimate blacksmith / magical item crafter, but I have very little knowledge / experience of crafting. Is this possible for a non-caster and if so, what will I need to be able to accomplish it?
Ascetic Style lets you modify the chosen weapon with "effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks."
(Without discussing whether or not the feat should have included this line) Does that include weapon focus: Unarmed Strike or weapon specialisation: Unarmed Strike?
If I take "startoss style: daggers", can I then take Martial Versatility to allow me to use startoss style with all weapons from the "light blades" weapon group? (Provided I'm throwing the weapons)
I saw this in a similar thread, but it seemed unclear and I thought I'd have better luck if I made a new one for a straight answer to this question, I'm aware of the FAQ on unchained rogues and how their damage works, but apparently it probably works differently for different abilities.
Is there a clear ruling on whether I get x1 dexterity, x1.5 or x2 if I use a two handed weapon with mythic finesse and the Two Handed Fighter archetype's overhand chop?
(And is the answer the same if I instead use dragon style / ferocity?)
If it turns out there isn't a clear ruling, could lots of people weigh in on their opinions, or perhaps FAQ it?
The bolt ace's 5th level ability "gains a bonus on damage rolls equal to her Dexterity modifier" for one crossbow.
The crossbowman "may add his Dexterity bonus" to his attacks with a readied action.
Given that one is just adding dex, whereas the other is "a bonus equal to dex", do the two stack, or is this entirely wishful thinking?
Edit: I am a dumbass for not checking the FAQ :)
Obviously pathfinder took their changelings in a different direction, so what's the closest thing pathfinder has to the changeling race from 4e? I really liked their shapechanger heritage and general aesthetic.
1 - If I make one attack with a double crossbow, do both bolts benefit from smite evil's 2 per level damage on the first attack?
2 - What happens if I also use vital strike?
3 - What happens if I also use mythic vital strike?
4 - Are the answers the same with a double-barreled pistol?
Do mystic bolts require humanoid form to use? I know the class spells would require still/silent spell etc, but beyond "mystic bolt requires the hand to be free" I can't see any restriction on form for using the ability. Are there general rules that apply to abilities like this?
Basically, am able to use mystic bolts in animal form, just forms that have "hands" or just in humanoid forms?
So heritor knight has "Whenever the heritor knight makes a melee attack as a standard action, she can apply the effects of Improved Vital Strike to that attack."
A melee touch attack is a standard action... does it do anything to shocking grasp, for example? ...and if it doesnt directly, would it with Mythic improved vital strike?
(I'm assuming itll be something about the touch attack not actually having damage die/being a weapon, or the spell effect actually being separate simultaneous that stops it?)
I'm not considering trying it, even if it did (somehow) work, which I dont think it will, I'm just curious about what the RAW is.
Can I use Wayang Spellhunter, Magical Lineage and Spell Perfection on a cantrip and have it be a still, silent, quickened infinitely usable spell?
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