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![]() Maybe I'm having a brainfart but what does the Efficient Creator boon from the Last Azlanti's Analects actually do? ![]()
![]() So Improved Spell Sharing (Teamwork) functionally allows me to regain Share Spells, since you're only ever targeting yourself- assuming the use of a saddle that shares teamwork feats or a class feature to do the same. Totem Beast Mouse aspect can even get back the evasion and improved evasion that was traded away. Use of the Perfectionist Shavtoosh as a slotless item can get it Improved Unarmed Strike, which is a great way to open a lot of options given its limited HD and feats. Is there any way for the companion to gain improved uncanny dodge? Or any other good corner cases to give it features that might keep it alive or relevant past level 10? I'm looking for good bang for your buck, preferably applicable to a horse (mount). ![]()
![]() How does the HD advancement using Summon Guardian Spirit work on Tidepool Dragons and Faerie Dragons since they are casters? Here's the link to the template ![]()
![]() So, two examples of Hexes that seem to (for me) indicate a mechanics problem. In example one, a Shaman gains a wandering hex from the Life spirit- Life Link. Life Link is a supernatural ability that gives the Shaman the ability to use a standard action to link their health with a target. It specifies conditions under which the effect is ended. Wandering Hex specifies that the Shaman loses the hex when they contact a wandering spirit for a new hex. This I follow fine. The problem is as I read it, this merely means the Shaman loses the ability to take the standard action to initiate the life link. Not that it ends the effect of any previous life link action that had been taken previously. To reinforce this viewpoint we have example two. A Shaman gains a hex and then casts Imbue Hex to give a hex to a target for use. The target doesn't need any ability to otherwise hex at all, and the spell specifies that the spell ends when the hex is used, thereby losing the ability to use the hex further past its normal duration. The mechanics of the spell seem to prove the point that you don't have to currently have the hex to benefit from the effects of previous uses of it, but at the same time it's clear that many of these 'hexes' were ripped whole cloth from other sources (like Oracle revelations) without sanity checking the wording against the idea that characters would be rotating through to gain the benefits of these revelations only temporarily. What about examples like Cinder Dance? If a shaman gains it as a wandering hex or a random other character gets it through imbue hex do they now permanently have increased movespeed and potentially extra feats after activating it with a standard action? I can assume that RAI characters benefit from hexes they gain temporarily for their entire duration as long as the hex has a finite duration, and gain no further benefit from hexes that have no duration after they lose the hex. But that still leaves things like Life Link. It has a finite duration, it's just not a static duration. Should its effects persist until the conditions in the description of the hex end them? Or should they end with the loss of the hex? ![]()
![]() So. Spirit Guide Oracles get Hexes as a class feature by the channel is channel is channel rule. They gain hexes from their wandering spirit's list. Extra Hex specifies that if you are a shaman, you cannot gain extra hexes from your wandering spirit. I've heard the argument that because the Oracle treats their Oracle level as a Shaman level for their hexes, that this disqualifies them from the benefits of this feat as there no non-wandering spirit hexes on their list. Spirit Talker, on the other hand, requires Shaman level 6 and does allow for a hex from a wandering spirit. So my personal inclination is to let an Oracle take Spirit Talker, treating her Oracle levels as Shaman levels. RP-wise it's more thematic and makes more sense. The point of the Spirit Guide seems very much to be to talk to spirits, which Spirit Talker allows you to talk to another one. But honestly from a mechanics viewpoint it seems more reasonable that an Oracle would simply qualify for Extra Hex, and just take an additional Hex from her wandering spirit list. Oracles are Shamans for Hex effects, but I'm not convinced on the argument that a feat is a Hex effect. Ultimately the rationale to exclude one seems it should enable the other. I didn't see anything on the ACG FAQ. Has there been an official response? ![]()
![]() Does a Hunter with Totem Spirit (say Wind Clan), and Quah Bond (Teamwork) have an Animal Companion with +10 base speed and +4 Acrobatics? ![]()
![]() Hard to search on, does Improved Spell Sharing work with Spell-Like Abilities? Improved Share Spells has specific text that precludes them, but Improved Spell Sharing lacks that text. My understanding is that it works RAW, but with all the FAQs treating SLAs as not spells, I thought I'd check to see if anything's been said. ![]()
![]() Are Monk and Brawler the only 2 ways to get your unarmed strikes counted as both natural and manufactured weapons? I just checked Archives of Nethys for the details of the Unarmed Fighter archetype, for instance, and it doesn't have the wording. Can anyone help clarify what this would limit an Unarmed Fighter from doing that a Monk or Brawler would enjoy? I seem to remember it mattering for some spells. |