I think it's treated as any other AC increase - you have the base ("Natural Armor Bonus") and the enhancement ("Enhancement Bonus to Natural Armor"), which stack with each other but not themselves unless otherwise specified. Only difference is, there's a lot of "otherwise specified" as it's partially treated as an armor alternative that increases in level - for example, Druid Animal Companions, which can get 3 stacking increases to "Natural Armor Bonus" (base companion, druid level advancements, and 4th/7th/?th advancement) that are specified as such.
Quote: 15 levels, then 5 levels of Exalted, for a total of 3 prestige classes, plus you would get all of the Exalted and all of the Evangelist boons right? Could you take a 1 level dip in Sentinel to get access to every single boon by level 20 or is there something that stops that? No, you'd get all 3 Evangelist (from levels 3, 6, 9 of Evangelist) and the first Exalted (from level 3 of Evangelist) boon. The 12/16/20 HD advancement only applies to getting Exalted Boons if you have no ranks in any of the prestige classes.If you have a prestige class, you gain the boons at the prestige class levels specified (3, 6, and 9 for all).
Deific Obedience (Pharasma) increases dagger attack by 2, not damage. Still useful if your character would worship Pharasma if you can afford the feat in your build though. As Dasrak said, there is only 1 damage difference between short sword and dagger; and the River Rat Trait that Umbranus brought up (http://www.d20pfsrd.com/traits/regional-traits/river-rat) does give +1 damage to daggers, making up the difference at the cost of a trait that also gives you Swim as a class skill (which Bard wouldn't otherwise get).
Yes, this works, both RAW and RAI. Pummeling Style is a feat with Improved Unarmed Strike as a prerequisite, so you can use it with Feral Combat Training; Feral Combat Training qualifies as a "combat feat that applies to a specific weapon" so Martial Versatility works with it and applies to it to all natural weapons. So yes, you get to use all your natural attacks with Pummeling Style with this feat chain.
PRD, Magic Items wrote: If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. So yes, scroll use is based on caster level. PRD, Magic wrote: Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. No reference on whether or not you can cast the spell, so as long as you can make the Spellcraft check you can copy pretty much anything into your spellbook.
I don't think so. For a Sorc 5 / Evangelist 10, you'd have the class features of a Sorc 14, which would mean (in your example) the Rakshasa Bloodline Arcana would add 7 to the Spellcraft DC, as that's the class feature a Sorc 14 would get. I can see where the other reading comes from, but it's not required by the text, and would lead to a lot of complicated bookkeeping, rules-lawyering about what increases count as "gaining a class feature" and what doesn't, and so on. And would probably make a number of classes completely useless as Evangelists. As it is, Evangelist trades 1 level of a class for a bunch of skill stuff, 10 levels of d8 HD and 3/4 Bab (a negative for anyone other than a 1/2 BaB class, because of the way 3/4 BaB works with multiclassing), 2 AC, earlier Deific Obedience benefits, and an earlier but weaker capstone (Spiritual Form instead of the standard 20 capstone). While instituting mechanical and role-playing restrictions that can completely cripple the character. It's a strong prestige class but it's not as powerful as it sounds at first, as it simply doesn't add that much onto the base chassis.
For the protection domain power:
And similarly worded powers like the Aristocracy domain power: Noble Visage (Su)
Is the bonus based on character level, or cleric level? I'd normally assume cleric level, as it's a class ability, but elsewhere in the protection domain (and some other domain abilities), it explicitly lists cleric level: Aura of Protection (Su) ... The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. So I figured I'd get confirmation.
Quote: As for traits, Hunter's Eye is a good way to get longbow proficiency (since rogues only get shortbows). And if you can get Longbow Proficiency (either via that trait, or being a slayer) Deadeye Bowman is worth looking at, although it is a religion trait - Deadeye Bowman (Religion, Erastil):
Yes.
Quote: ... you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite ... As for doing non-lethal damage with Natural Weapon Sneak Attacks, you can Sneak Attack with weapons that deal non-lethal damage fine: Quote: With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. Doing non-lethal damage under the Improved Unarmed Strike ability counts as "a weapon that deals non-lethal damage" under this. An unarmed strike doing non-lethal damage after taking Imp. Unarmed Strike is still a weapon doing non-lethal damage (and does not need the Bludgeoner feat), so doing the same with a natural weapon under Feral Combat Training would seem to do the same.
downerbeautiful wrote:
In regards to Clerics, yes. In terms of WarPriests, any Deity with favored weapon Unarmed Strike will grant Improved Unarmed Strike. Lythertida and Korada are both legal, as downerbeautiful notes. There are no others as far as I can tell; I think the list in Inner Sea Gods is comprehensive.
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No, you'd do 4+3+2, or 9 damage; with no crits and no DR, you'd do the same damage. However, if an opponent had, say DR5/cold iron (which can show up at level 1), you would do (4+3+2)-5 = 4 damage, instead of (4-5)+(3-5)+(2-5) = 0 damage. And if the third attack critted, you'd do (4+3+2)*2 = 18 dmg vs no DR on a confirm, 18-5 = 13 dmg against DR5/cold iron, instead of 4+3+2*2 = 11 dmg, (4-5)+(3-5)+(2*2-5) = 0 dmg against DR5/cold iron on a confirm. And since the third attack would likely have a lower attack bonus, confirming the critical would be more likely with the feat. At lower levels the single critical confirm is superior because you're very unlikely (1/400 for your monk, if unarmed) to have multiple crit threats, and a single crit threat can multiply all your attacks. At higher levels the single confirm is even better because multiple crit threats are still unlikely (if somewhat less so), all your attacks having crit threats are vastly unlikely, and your highest attack bonus should be able to confirm very easily [Can probably be pushed to 95% chance confirm], especially if you are pursuing crits (and thus taking, say, Critical Focus). The cases in which it is a significant damage boost are relatively common, and the cases where it hurts damage are rarer and less significant. Plus, it's a setup to Pummeling Charge, which gives Pounce - allowing you to do a full attack and move in the same turn.
Quote: You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties. Core Rulebook, pg. 182 (PRD Link: http://paizo.com/pathfinderRPG/prd/combat.html partway down the page).
I couldn't find anything in the FAQs or Errata for a few things about these, and there was nothing too clear in the messageboards I could find: 1. Is Beastform Mutagen a polymorph effect?
Quote: Feral Focus - When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal .... This physical change is a polymorph effect, though the effects of the animal focus are not. (ACG, 96) or not being one:Quote: Shifter's Blessing - This is not a polymorph ability (APG, 126-127) But in both cases it is explicitly stated.2. This is a GM-dependent question, but thoughts on - if (1) is yes, which Alchemist abilities would fall under the polymorph rules as per core rulebook :
Quote: While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision) ... You also lose any class features that depend upon form ... Your new form might restore a number of these abilities if they are possessed by the new form. The rules of the new form are just taking upon animalistic features - Quote: At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect So if it is a polymorph effect, would your new form be just your old form + animalistic features, leaving (ex) abilities like tentacles (which is a suggested for the archtype, which would be odd if it didn't work in mutagen for a mutagen-centered archetype) as part of your new form as well? 3. When the Beastform Mutagen grants Grab or Trip, what are the Grab or Trip abilites applied to? And how would Trample work?
Thor Odenson wrote:
Dice + 1.5xStr, so D+6 for 18 str. Thor Odenson wrote: Then dragon ferocity would it be Dice + x1.5 str + .5 str or Dice + str + x1.5 str + .5 str? Dice + 1.5xStr + 0.5xStr, so D+6+3 for 18 str.
Nicos wrote:
Ok, to be more precise, the archetype rules are: Quote: A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. (APG pg. 72) The Primalist alters the Bloodline Power class feature you get at 1st, 4th, 8th, 12th, 16th, and 20th level. Bloodline Feats are a separate class feature from Bloodline Powers, and so an archetype that changes them does not interfere.Blood Conduit does not change or replace any Bloodline Powers, so it is fully compatible with Primalist. (Crossblooded Rager does change Bloodline Powers, so its compatibility with Primalist is more complicated, but as you're not looking into that I'll leave that aside).
Some minor annoyances: No Blessings for Scalykind and Void Domains. Which I find odd - sure, they're only on non-core deities, but it's only 2 domains to finish covering the non-core deities as well as the core ones. No Favored Class Options for non-Core races. Fully understandable with space and development time reasons, though, given (looking at the ARG) 16 Featured and 14 Uncommon races. Hopefully they (and some other crunch for non-core material w/ ACG classes) get covered in something else soon. Nicos:
Calth wrote:
Ok, I see what you mean now. The "this effective damage reduction" refers to the DR/- 0, and not the fast healing. I think you're right.
I've seen people reading this both ways.
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Can you give an example of Feats for which they would not function if taken at a level at which the Warpriest is eligible?
Quote: Others seem to be reading into the ability and a possible typo due to the possibly convoluted language used. They claim that any increase to DR should instead increase your fast healing. (I'll let them comment more below) This is my reading. Quote:
So if you gain any bonus to DR, you have no effective DR, and instead of the DR increase being applied to your DR, it is applied to your fast healing.
The Sacred Weapon ability contains this text: This increase in damage does not affect any other aspect of the
Unless there's a ray that does non-energy damage it's not going to help. Thrown and Ranged weapons are fine, however; the above is the only limitation given in the text, beyond that it must be either: 1. The favored Weapon of your Deity; or
Feral Combat Training is doing 2 things, neither of which allow you to do an iterative attack with a Natural Weapon, as Stephen is trying to do. 1: It allows you to use the specified natural weapon (the Bite) as part of a Flurry of Blows. This is all the "Monk Weapon" part of the feat means; this doesn't apply as Stephen is doing a standard full attack. 2: It allows you to apply all effects that augment unarmed strikes. So you could do your Monk Unarmed damage to enhance your Bite damage as part of your standard Claw/Claw/Bite sequence, whether as primary natural weapons or as secondary ones after an iterative attack sequence. As well as all the various Unarmed Strike feats. However, an iterative attack sequence is not "an effect that augments unarmed strikes". It's just how you attack with non-natural weapons, including unarmed damage without any enhancements at all. There's no augment to apply. I do wonder how feats like Improved Natural Attack, the spell Strong Jaw, and non-feat/non-spell effects (like the element damage of higher-level Bloodline claw attacks, or the Bleed effects of the Tengu Blood Beak) would interact with applying your Monk Unarmed Strike damage to a Natural Weapon. |