Pretty nice looking inventory sheets. The new rules do leave some questions, as Azothath and Pizza Lord note, with magic interactions and how different-sized items count.
I can see the goal of simplicity (maybe a little "video-gamish," but that's fine), but there will probably need to be some additional details needed on whether something counts as one item, or can be stacked for be included in that belt pouch.
This looks like it should be a boost to carrying capacity, so less worry for low-strength characters. Using your non-proficient armor as an example, a STR score of 10 is now carrying 50 lbs for a light load instead of 33 lbs.
Seems like a interesting way encourage inventory tracking while removing the need to look up the weights of every item and calculate the total weight every time a character picks up some loot.
Look forward to seeing how you're thinking of handling those issues.
A 5' step is a "no action"; it limits the ability to make any further movement, but a creature would still have their move action available to hide as per Sniping. Movement may require a stealth check, but a stealth check does not require movement.
EDIT: I am not sure what you mean by the last line. PF1 is long out of print; the only "official word" you're likely to get at this point is what was printed in the books back then. I cannot even find the PF1 FAQ any more! (Does it still exist somewhere?)
It can be a bit difficult to find without a link: PF1 FAQ
I think I want to try Kineticist. It's on theme with the elemental stuff and has a ranged touch attack that never runs out, which is handy when I have to save spells.
Now the question is, what talents do I take? If I have this right, I can take any talent that says level one at any time. But I have to be twice the level for all the others? Like if a talent says level 2, I have to be level 4?
That's correct. Think of the levels like spell levels at sorcerer rate.
1st level would probably go with water element, cold blast, and probably either extended range (x4 to 120') or quenching infusion (a flavorful option).
While I would echo some of Taja's questions here, I would say that since either class would be effective on its own - this character should be fine.
Notes:
You may want to consider the armored mask exploit for level 1 instead of dimensional slide. The shield of faith option would benefit the PC because virtuous bravo loses that deflection bonus when smiting. Also frees up a prepared spell slot for something other than mage armor.
You'll also need to pickup consume magic items to actually be able to recharge your arcane reservoir.
Are you planning on focusing on the glaive with the bladed brush feat later on, or is it just a convenient reach weapon? That does work with the virtuous bravo's swashbuckler deeds, but has the weapon focus and Shelyn worship pre-reqs.
From a RAW perspective, I not sure if the Oath of the Crusade actually works with Virtuous Bravo. The loss of mercy and spellcasting would conflict with the Oath. Of course, your GM could say otherwise.
Alchemist pairs well on the saves, bumps up the BAB and HD, and has features (like crafting) that can be useful outside of combat to avoid the the action economy crunch. Grab cognatogen discoveries for a further boost to Int.
Venomfist/Mutagenic Mauler would be a near-ideal alternative, BUT then she'd be stuck fighting with her fist, and I actually don't want her to, I have a very specific mental image of her using a piercing blade.
Ascetic Style line of feats would let you use a monk weapon with venomfist. Costs 4 feats though, but eventually get scaling damage on the weapon (like getting close weapon mastery back).
You may want to post your full concept in Advice to get more input on ideas to find the best class/archetype fit for what you are looking for.
i got rid of the spell like ability to use the "Variant Aasimar Ablities" chart. DM let em pick.... (silly boy) and added an extra +2 str/cha. so starting with a total of +4 str/cha.
You get to choose once. That could give you +2 str or +2 cha, not both.
Probably "chose" to roll a 100:
Roll on this table twice, ignoring any further rolls of 100
B is the correct reading.
There are quite a few prepositions here, so I can see the issue. The "for each of his favored enemies" phrase should be read as "it applies [once] to all the ranger's favored enemies."
Option A would likely be written as, "...by 1 per favored enemy," "...by 1, and increases by 1 for each favored enemy chosen," or the ambiguous "...for each favored enemy."
I don't know what "plinking" is. Google tells me it's a type of marksmanship...
Certainly associated with marksmanship, but typically implies the use of smaller/weaker, and cheaper, rounds (i.e. .22LR or even air rifle pellets/BB's) rather than hunting or self-defense rounds. This allows someone to spend more time shooting at the range. So, the PC is underpowered for combat damage, and could be "plinking" at an enemy all day. :)
I have certainly seen bards played this way, as well as the occasional druid (yes, very hippie vibes). Rogues have been known to play into the non-combat role (except when they can absolutely get the drop on an enemy), "You fight the monsters, and I'll fight the locks."
One of the biggest advantages the Sorcerer has over the Arcanist is spell slots. The Arcanist is really tight on spell slots, and is only made even tighter by its reliance on Consume Spells to fuel its hunger for reservoir. A 6th level Arcanist with 22 Intelligence has 13 spell slots total, while the Sorcerer with 22 Charisma has 19 spell slots.
I'm assuming some of those slots are reserved for bloodline spells?
I'm still unpacking how the sorcerer's spells per day work vs their spells known.
The books say a sorcerer's spells known are not affected by their charisma.
Example: At level 12, sorcerers have a single 6th level spell they know, and have enough spell slots they can use it three times (before modifiers), correct?
Your example is correct. However, your assumption is incorrect. Sorcerers simply add the bloodline spells to their pool of spells known, so at level 12 the sorcerer knows 25 spells (not counting 9 cantrips); 5 are the bloodline spells fixed by bloodline, and the other 20 are chosen from sorcerer spell list. The bloodline spells are NOT like the bonus spell slots of specialist wizards or cleric domains.
Sorcerer spells known can be increased by bloodline adding spells, rings or pages of spell knowledge, the expanded arcana feat, or FCB.
Sorcerers do have the advantages you already noted, spells per day and full spells known always available, as well as access to sorcerer archetypes, arcana, and wild blooded bloodlines. Arcanists can steal some of these by multiclassing and the bloodline development exploit, but that is at the cost of delayed spell casting advancement.
Sorcerers are awesome for their relative simplicity in playing, so it is a great class for first-time full caster players. Don't have to worry about preparing spells (decision paralysis or "wait everyone, I need time to prepare that"), no extra points resource to keep track of (except per day uses of powers), and only have a single key ability for spellcasting and powers.
Arcanists have limited preparation without Quick Study, have to keep track of arcane reservoir points (along with the consume spells/magic items changes), and use INT for spellcasting and CHA for many exploits. Arcanists can also be more limited by campaign design. Like wizards, they require access to spells to make best use of their spellbooks. Consume magic items exploit requires the items to consume (wands, scrolls, potions, or staves). If these are of limited availability during the campaign, the class is weakened relative to a sorcerer.
Arcanists can definitely step on the toes of sorcerers, especially once they clarified runestones to be usable by them to get more spell slots. Sorcerers can make good use of pages of spell knowledge, and can UMD very effectively (SAD focus on CHA), easily using scrolls and wands to expand their versatility. I wouldn't be surprised if someone has done a detailed cost analysis of sorcerers, wizards, and arcanists based on expected item usage over the course of a campaign. Regardless, it often comes down to preferred play style or flavor.
The constructed familiar functions as a typical familiar of its type except as noted here. The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master.
If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
For completeness sake, here are the alternate rules for gaining a clockwork familiar by taking the improved familiar feat.
From Clockwork Familiar,
Construction
The creator of a clockwork familiar must start with crafted clockwork pieces worth 500 gp.
Clockwork Familiar
CL 12th; Price 14,500 gp
Construction
Requirements Craft Construct, geas/quest, make whole, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 7,500 gp
I cannot find the Inner Sea World Guide on the paizo site at all. I got to the hardback version with a direct link, but the search function doesn't seem to show them.
Paizo's search function seems a little janky. Here's the pdf link.
As Mudfoot and Mysterious Stranger said, Warpriest is decent. Gives lots of bonuses to sacred weapon via damage increase, enhancements, and spells. Gets some bonus feats with fighter only feats accessable. And has the 0-6 level spells from cleric spell list which gives you options to help the party as well. Some of the blessings are nice, too. This is also one of the cheaper options for dual wielding, as you can eventually just buy a couple of +1's and enhance from there.
Slayer! is good option for combat, full BAB, studied target + sneak attack, and can use ranger combat styles to either get some feats that are otherwise tricky or get two weapon fighting feats with a less Dex based build. Plenty of skill points for whatever utility you want.
Inquisitors have good flexibility, and the spells, judgements, and bane to boost some damage. Good flavor and skills for utility and roleplay.
Investigators are pretty good too. The studied strike is somewhat more reliable than sneak attack, but more limited in multiple uses per round (without specific talents). The Natural Philosopher archetype does get proficiency with kukris, if that is worth it for you.
Vigilante gets either full BAB or hidden strike, and lots of useful social and vigilante talents so you have plenty of roleplay and utility options.
While hopefully everyone has cooled off, I will point out that the alchemist abilities refer to the crafting process, instant alchemy even refers to funding it.
Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.
These are also Extraordinary (Ex) features.
The Create Spell Tattoo ability is a Supernatural (Su) ability. It exists apart from Inscribe Magic Tattoo; it does not require the Inscribe Magic Tattoo feat, a craft check, or payment, because the ability doesn't say it does. RAW (ignoring PFS clarification) it doesn't even require expending the spell slot.
Another key aspect of this ability that informs us that we are not actually using the magic item creation rules (or by extension those costs) is that a tattooed sorcerer can do this twice a day at level 11 and thrice at level 15. Magic Item Creation RAW: "Regardless of the time needed for construction, a caster can create no more than one magic item per day."
Interpretation: the reference to the spell tattoo page is so that players know what a spell tattoo is and how to activate it. The further limitations on both no expensive components/foci and only one instance existing at a time strongly imply that the writer anticipated an abuse using expensive component spells - which is NOT a limitation of normally crafted spell tattoos - and so likely indicate the ability was intended to be cost-free.
I would also point out that many abilities reference feats, spells, and items for usage purposes. As this was the introduction of magical tattoos, they are unlikely to reprint spell tattoos twice in one book for the sake of the archetype; reading into the creation rules there is more akin to charging a magus the difference in creation cost of enhancing a weapon from using points from the magus's arcane pool.
As stated by Toshy, I can see why some may overthink this because of the cost reference in spell tattoo. This was just another space saver reference so that the tattooed sorcerer would know how these spell tattoos work.
Standard snark:
: a GM is entitled to interpret the ability as useless, at least until the sorcerer takes the Inscribe Magic Tattoo feat (with its painful prerequisites for most sorcerers), pays the base cost of a scroll of that level x2, has a willing or helpless target, a quiet, comfortable, and well-lit space, makes the craft check, and can only ever make one per day - as per magic creation rules.
1) Seems intentional. Your Enlarge Person example is part of that; the companion classes don't have it on their spell lists, and Animal Growth is a 5th level spell.* Wizards already had a great spell list, so they maybe didn't see the point with familiars?
2) They are separate statements, and S2 stands on its own. Well, S3 is subordinate to S2 for the companion classes.
*Only a few outliers like Construct Rider or Bloodrider have that available. The summoner/eidolon also has access to the spell, but eidolons can get crazy anyway.
Of course, with the wide expansion of archetypes and (sub)domains, and the ability for anyone to gain a familiar or animal companion through feats arguably makes S3 pointless.
Oddly, looks like fabricate bullets should actually require 2 pounds of metal: 1 pound as material component and 1 pound as target. Obviously, that just illustrates how the lines blur with magic. Although I don't see a huge issue with the feat working with any mundane materials, I would personally probably rule along the lines of Mysterious Stranger's and just let players understand that the feat isn't compatible with ALL possible material components.
These spells maybe should have been written like Bullet Ward, with destroyed foci (which goes against normal rule for focus). Of course, the other approach would be to make the material of the false focus determine the effects of these type of spells.
However, back to the original question with scrolls, I could see a GM asking if the player also had scribe scroll and the spell prepared or known, requesting a spellcraft roll (or craft(calligraphy)/profession(scribe)), and then saying the spell takes a day to cast. No one expects the Magic Item Creation Rules in the middle of combat!
:)
Though this does recall other confusing spells like Storm of blades that expects an actual sword as material component, but lacks a cost or M notation indicating that it has an expensive component material - so by RAW is included in spell components pouch.
I'd see CN Pharamins being a "Sect of Uncertain Fate." They would remind all that one's soul's final rest may not be as one expects. Paladins fall. Evil can be redeemed. Gods die. Yet, fate can also be what one makes of it. They could actively try to aid some to change their perceived eternal destiny, if desired either by the future Petitioner or the Petitioner's friends/family/etc.
Can use the oracle curse as some inspiration for the bloodline powers:
Deep One:
(Horror Realms pg. 14): The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.
Abjuration - normal, with thematic exceptions to taste
Conjuration - [healing] spells less effective; conjured creatures start showing up with templates like Yog-Sothoth, fungal, hive, etc. rather than fiendish or celestial; [teleportation] generally fail if beyond visual range, or always returns creatures to a fixed point
Divination - fails + require sanity check
Enchantment - generally normal, maybe [fear] spells at CL+1
Evocation - normal, except spells with [light] are counted as CL-1 and have max light level of normal (or reduced by one step)
Illusion - twisted results: see strange things while under the effects, or figments have unintentional deformities and behaviors
Necromancy - possibly enhanced or sets off wild magic like results
Transmutation - [polymorph] spells can cause random mutations or effects from other appropriate templates or roll of tiefling variant ability table
Have you seen John Carpenter's The Thing? Some set pieces from that can help guide and foreshadow the situation. The Norwegian camp destruction and helicopter pilot shooting at the "dog," could be adapted. Handing out little notes to players of what they "saw" another character do to ramp up suspicions and paranoia.
Go Alien-esque (original movie) with finding "eggs" - except now are giant seed pods growing bodies that look like the PCs, and/or perhaps people the PCs know and care about: current or long-dead lovers, parents, siblings, heroes, etc.
Have enough NPCs in the group (porters, academics, crew members) to be red shirts/suspense fodder/exposition dumpers. They can form factions that are trying to sway PCs to conflicting paths - be greedy, delve deeper, more study, run away, call for help, mutiny, sudden random romance, etc.
Once afflicted, they can spread the taint to others, as you can show through NPCs or research. Final trick could be to make sure all PCs get afflicted, and see if they can fight it enough to destroy themselves before spreading it...
Gun chemist seems to be the most direct increase in power since it ate something like 1d6 per odd level in gunchemist and at a good amount of times a day… how would it compare to inquisitor’s judgement and bane?
Inquisitor using destruction judgement gets 1+1 per 3 levels damage (max +6 and 5 combats at character level 20). Works on all hits during the combat. Bane starts at 2d6, goes to 4d6 (+2 from added enhancement bonus). One advantage with the bane ability is that the Bane baldric allows you have effectively full character level for the ability.
Archetypes may be more campaign dependent as to whether they give you a boost or not. Couple of options worth noting: Preacher can actually be a decent replacement for teamwork feats if your party isn't using any. Solo tactics can be disappointing for ranged inquisitors. Sanctified Slayer gets studied target and sneak attack instead of judgements. Sneak attack only gets to 4d6 (5d6 with feat), but bane can give another 4d6. Inquisitors do also eventually get greater invisibility, if you want to go a sniper route.
Gun chemist is probably easier of these two classes.
Its seems my question wasnt clear. Can an alchemist wear armor and still use the Wings discovery since the wings are permamanet or in order to use armor it needs to be modified (have holes in the back to fit the wings). And also can he still use a cloack? Or since the wings are there he cant use a cloack also?
Azothath linked the rules and noted that no limitations or pricing guidelines are provided. So the most basic answer is yes. An alchemist can still wear armor and cloaks and aprons. There is no additional cost nor any other limitations.
There was some added commentary that your GM in a home game may add such restrictions, but the RAW game simplifies such things.
The self buffers like Alchemist, Alch- Gun Chemist, Bard- Archaeologist Bard aren't bad.
I don't think an INT 12 qualifies as MAD... lol... you won't be casting on foes.
If the plan is to go musket master 5/gun alchemist X, PC would still want greater INT for number of uses of alchemical ordnance and its splash DC (+ a bit of extra damage). INT 12 does cover minimum extract reqs until alchemist level 7, though.
Siege gunner pairs better with gun chemist or INT-based casters, but I assume the musket master is still the preferred flavor. They do seem to be stackable archetypes, however.
Runs into the MAD issue Melkiador suggests avoiding, but the Gun Chemist adds some d6's to your damage and regains proficiency in other firearms.
A warpriest is a decent choice. The Air Blessing is great, sacred weapon is nice, and has decent defenses (sacred heavy armor) and self-healing. Spellcasting using fervor allows you to cast a self-buff and still shoot.
However, RAW may permit it, but I would not allow an unchained summoner with a demon subtype eidolon to use summon eidolon and get a second eidolon using the Added Summons bloodline power.
Probably would by consistent to not allow Mythic
Mighty Summons:
Mighty Summons (Su) (Mythic Adventures pg. 34): Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template (see page 224) for the duration of the summoning.
to apply to the eidolon either, but mythic is its own thing so that may make less of a difference.
1) Just a simple question referencing a Martian word from "Stranger in a Strange Land" by Robert A. Heinlein.
2) Have used Grok and variants as the basis of several characters' names: Grok, Korg, Igrok, etc.
3) Been using it as an online handle since mid-to-late 90's. I now twitch whenever someone refers to a certain AI.
4) USA
Incorporeal is a higher level ability for some classes/bloodlines/ archetypes:
Spiritualist:
Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.
Undead bloodline Sorcerer:
Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
Formless Adept Psychic:
Formless adept Formless Body: A formless adept gradually sheds his body, taking on increasingly nebulous forms. A formless adept can assume a formless body as a standard action. He can remain in each formless body type for a number of rounds per day equal to 3 + his Charisma modifier. The rounds don’t have to be used consecutively, but must be used in 1-round increments. Resuming his physical form takes another standard action; otherwise, the formless adept continues spending rounds of formless body until he runs out of them. The formless adept must return to his physical form before assuming a different formless body.
Blurred Body (Su): At 1st level, a formless adept can act under the effect of a blur spell. At 5th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don’t have to be used consecutively, but must be used in 1-minute increments.
Gaseous Body (Su): At 5th level, a formless adept can become gaseous as gaseous form. At 13th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don’t have to be used consecutively, but must be used in 1-minute increments.
Incorporeal Body (Su): At 13th level, a formless adept can become incorporeal (Pathfinder RPG Bestiary 301).
This ability replaces the psychic discipline and discipline powers class features.
The most powerful of pit fiends are lords in their own right—members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield.
Deathmastery (Su): The pit fiend duke’s ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature’s soul into a ghost under the pit fiend’s control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier.
Master of Magic (Su): The pit fiend duke has additional spell-like abilities (20 spell levels’ worth of 1st–4th level spells usable at will and 20 spell levels’ worth of 5th–8th level spells usable 3 times a day).
Hellfire Breath (Su): The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Reflex save [DC 10 + 1/2 the pit fiend’s racial HD + the pit fiend’s Constitution modifier] half).
I thought everyone knew a guitar is an axe. So take a level of swashbuckler and use dwarf favored class option:
Dwarf (Advanced Class Guide pg. 69): Add 1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
Great, looks like the consensus is clear: expect table variation!
Side note since Azothath brought it up, the Arrow Champion's Retaliation is worded as "a retaliatory attack of opportunity," yet can be done with a bow against a ranged attack within 30 feet. Which isn't evidence for OP&R of this discussion, per se, but does show that writers can have little regard to rules of AoO when they write abilities.
I'm personally amused at the thought of a whip-using swashbuckler with combat reflexes parrying an attack by another creature with combat reflexes.
Cr.: attacks swash
Swash: I parry
Cr.: you used an attack roll with a whip, that provokes, I roll an AoO
Swash: I parry
Cr.: that provokes again, I roll AoO
Swash: I parry
...
That would mean that a swashbuckler can use any weapon including a bow for Opportune Parry and Riposte to parry an attack.
Nothing prevents you from making an AoO with a weapon you are attacking with. If it did you could not make an AoO against a foe moving out of their square once you had been attacked.
Not really a rules-related statement:
Parrying an attack with a bow is pretty standard fare in action movies, so that's not really too crazy. We can see examples of parries with everything from bare hands to improvised weapons throughout literature and cinema.
Rules-wise, we are back to the question of which feats, if any, are required before a PC can do so.
General suggestions for starting, in no particular order
1) Decide HD
2) Decide BAB
3) Spellcasting type: none, 4-level, 6-level, 9-level, alchemy extracts, prepared/spontaneous, divine/arcane
4) These are hybrids, so which abilities/features of the parent class should they have? Or how will those features be altered?
5) What unique class features will fit the class?
6) Will there be class feature options similar to talents, discoveries, bloodlines, etc? Will these use existing examples or novel ones?
7) Assign appropriate class skills
8) What daily resources do they use? Spells/extracts, ki, panache, grit, arcane pool, limited use features (smite, channel energy, etc), some new ability?
Are there any current archetypes that are similar to what you want, but just needs a tweak to fit your goal, or have abilities that you find more fitting than the standard class features?
My thoughts on the theologian would be to adopt something similar to the shaman's wandering spirit, but each day they can explore a different domain. Perhaps add a favored deity (or pantheon) feature similar to the ranger's favored enemy that gives bonuses about followers or creatures associated with the deity. "Wandering domain" may be limited to those of the favored deities. Higher level may unlock some quick study ability that allows researching a new deity to have a limited form of favored deity and domain access.
A divine caster similar to an arcanist might be an interesting approach. Exploits are replaced with divine mysteries - and can unlock various cleric domain powers or spell improvements, etc.
Agreeing with the above, you're also right about the world making considerations for such things. Inheritance laws and succession lines probably incorporate some legalese about resurrections invalidate claims of the resurrected (specifying lengths of time, etc). Not that that won't stop potential conflicts if the GM wants, but it would be something the inhabitants of a world could expect.
The major Golarian nod to this issue is the Red Mantis using magic to identify resurrected targets for reassassination.
You're right, I was focused on the second to last sentence about the enemy being in the threatened area. Also was thinking of other abilities that allow one to spend attacks of opportunity to do things other than attack rolls.
Whip user would require improved whip mastery to do opportune parry and riposte.
Ignoring the suitability of whips discussion, I would say the PC could attempt the parry, but would not be able to riposte without improved whip mastery or similar ability.
Opportune Parry and Riposte (Ex) (Advanced Class Guide pg. 57) wrote:
: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack.The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
While I understand that the combination of the italicized and bolded statements sound like the swashbuckler is making an AoO, similar wording is used in Cut from the Air, which states, "As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected." That feat has a situation where it is there is no "threatening," as there are no such rules for threatening projectiles or thrown weapons. Likewise, parrying a melee weapon should not require threatening the creature wielding the weapon. The riposte, however, would.
I read the italicized and bolded as two separate parts: the cost in expending an AoO, and then the roll to make (the AoO phrasing here mostly important for which modifiers will be added). This interpretation allows a swashbuckler to parry reach weapons or attacks from large creatures using their natural reach, even if they are unable to riposte those attacks.
...At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.
...
The turn undead and its mythic counterpart add additional ways to use your channel energy ability which are specifically separate from regular channeling to harm or heal.
From Turn Undead, "If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures)"
The ability is explicitly only for when channeling to harm.
Panicking or destroying sound like they are to harm, but the terminology is more specific in this case. Would need a broader phrase along the lines of "whenever the blossoming light uses channel energy, she treats chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead," or have a "for all purposes relating to channel energy."
Nope, gold. Must consume one pound of gold or gold coins per day. There we go.
Should probably have some copper and silver in there for a more balanced diet. Platinum is obviously too rich a meal though, and requires a Fort save or be sickened.
Could add items similar to existing items that provide benefits, like
Android Trail Rations (1 lb, 2gp): small green cubes with the consistency of dense bread, but with a jelly-like center of a blue substance. An android that consumes only these rations for at least one week receives a +2 bonus when using their nanite surge ability (or +4 hit points if they have the repairing nanite ability).
But I'd be hesitant about shuffling too much around where there is potentially major gameplay rules issues as per the other replies.
Easier to just have an android be a little weird about eating. Always combines all food together (dumps bread and ale into the stew), ingests the rinds of gourds or stems of grapes, drinks any potable liquid without reaction to taste - water, wine, vinegar, or soured milk, etc.
As for trying to come up with an entire android-specific cuisine that differs significantly from other humanoids, along with appropriate rules to align with getting drunk or possible food poisoning could be interesting, but may cause some issues.
Ideas for a more "artificial person diet"- adjust prices to be equivalent
Lantern oil - replace ale
Acid - replace wine
Candle - replace bread
Magnet - replace meat
Marbles - replace cheese
From Bestiary entry, Androids have type humanoid (android), so they do breathe, eat, and sleep.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Bolded part is the only aspect for which they count as constructs. Other bonuses and immunities are just unique to their subtype.
Roleplay wise, eating and drinking would still be organic, and their specialized organs convert the nutrients to nanites. GM could certainly allow the player to eat and drink some substances that might not be typical (eg. drinking lantern oil). Gameplay-wise, they shouldn't find it any more difficult to find food as other races. Classes that require rest like spellcasters would still require that for androids, however not being subject to fatigue or exhaustion would allow other classes to basically go without sleep.
From Bestiary entry, Androids have type humanoid (android), so they do breathe, eat, and sleep.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Bolded part is the only aspect for which they count as constructs. Other bonuses and immunities are just unique to their subtype.
Roleplay wise, eating and drinking would still be organic, and their specialized organs convert the nutrients to nanites. GM could certainly allow the player to eat and drink some substances that might not be typical (eg. drinking lantern oil). Gameplay-wise, they shouldn't find it any more difficult to find food as other races. Classes that require rest like spellcasters would still require that for androids, however not being subject to fatigue or exhaustion would allow other classes to basically go without sleep.