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Hi,

The spell states :

d20pfsrd wrote:

You focus your mind on one aspect of your body, aligning the energies within your body to enhance that element. Choose a single physical ability score (Constitution, Dexterity, or Strength).

If you choose Strength or Dexterity, you gain a +5 bonus on skill checks associated with that ability score. If you choose Constitution, your maximum and current hit points increase by an amount equal to your Hit Dice.

At any time during the spell’s duration, you can expend the spell’s remaining duration as an immediate action in order to gain a one-time physical enhancement associated with the ability score you chose to visualize, as detailed below. After you do so, the spell ends.

Constitution: You immediately regain a number of hit points equal to 1d8 + your total character level.
Dexterity: You gain a +4 dodge bonus to your Armor Class for 3 rounds.
Strength: You gain a +6 bonus on all Strength checks to break objects and on checks to escape or establish grapples for 1 minute.

I would like some explanations about the Constitution part :

Your max and current HP increase by your hit dice.
If you decide to expend the spell's remaining duration to gain 1d8 + Character level HP, the spell then stops. Does that mean you loose a number of HP equal to your hit dice, that your max HP fall to normal ?

Regards


Hi,

I am considering the elemental body spell with my kensai magus and would love info about the elemental body rules.

As an elemental you can speak, therefore cast verbal component spells.
I read that you can also take a human form, allowing you to cast somatic component spells and wield weapons, is that part right ?

Also, it's written that your items melt into your new form, but only armor and shield cease to work. Does that mean that any buffing items like belts, headbands etc continue to work properly ? Does ioun stones melt too ? Does mage armor stay ?

If everything is ok so far it would play like that in combat :

- drop weapon (free)
- cast elemental body (standard action)
- pick up weapon (move action)
- 1 swift action available

Is my understanding correct ?


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Hi,

I was wondering if It was allowed to retrain early feats or class features for new ones only available at higher level.

For example :

My character is a level 13 Magus.
Early on I took the "Spell Blending" Arcana to learn one level 4 spell from the wizard spell list.

Could I retrain the class feature to learn one 5th level spell (now accessible) or two 4th level spells ?
Could I retrain a low level arcana to pick a high level one, now that I have the required Magus level ?

Same question for feats requiring class levels or BAB amount.


Hi,

I'm currently playing a magus and throughout my adventure I came to acquire a very interesting spellbook owned by one badass wizard. The problem is I can't learn/copy a spell which is not in the magus spell list.

Soooo...

Is it possible for a magus tu learn wizard spells other that going for the "spell blending" arcana ?


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Hello,

The rulebook states :

RuleBook wrote:
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack

I was wondering how would it turn up while using the pounce ability.

The rules says that you use the bull rush in place of the melee attack (singular). But while charging, usual characters only have one attack, hence my question : To make a bullrush while pouncing, do you sacrifice one or all your attacks ?


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Hello everyone,

I was thinking about the greater bullrush feat and thought that it would be an amazing feat on a cavalier mount.

Then I saw that the feat was not available for animal companions, sad.

Is there a way to pick this feat for my mount without improving its intelligence, hence allowing it to pick any feat in the list ?


Thanks to everyone of you, it's clear now.


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Hi,

In the shocking grasp spell description it says that the spell deals 1d6 per caster level (max 5d6).

What does that mean when you have a caster level higher than 5 ?
Imagine that I'm level 8 using spell intensify, how any dice would seal a shocking grasp ? 5 ? 13 ?

And what does "You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat" mean in the spell intensify description ?

I have quite a bit of a hard time figuring out how those rules gather with each others.

Thanks


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Hi,

I'm having a hard time understanding the "Greater" Channel smite feat, comparing to the "basic" one.

Is it all about allocating damage dice to different attacks and avoid "loosing" dices to a missed attack ?

My current character is an antipaladin with 5d6 negative energy damage on touch of corruption, how would it turn up using a Greater channel smite in combat ?

Thx