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Kohme's page
Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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Have a talk with your GM to see what his reasons for forcing a character are, and why you would want to change said character.
I'm running LoF myself, and there are plenty of possibilities for new characters, depending on how far into the AP you are - lots of minor NPC's that can be modified or substituted by your own without major impact on the general storyline and easy way of getting a new character into the action, in case your GM is just reluctant to wing it or wants to do things "by the book".
Most importantly, you have to make clear that you don't enjoy playing your character the way it is, and you still want to play your character in the event of it getting changed - the most important thing in a game is to have fun, after all.
Guns are exotic ranged weapons - feats and basic rules work accordingly. As with crossbows, reloading is explained on the invidual gun's description.
What I'd like to know is if explosive damage applies to extra dice from vital strike.

Thread title could be more descriptive - people tend to dismiss generic titles with no indication of content.
APG seems to word sub-domains as cleric-exclusive with all those class references, but other classes with access to domains are worded so that their class levels as treated as cleric levels:
[b wrote: Core Rulebook, Druid[/b]]Nature Bond (Ex)
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.[--]
[b wrote: Advanced Player's Guide, Inquisitor[/b]]Domain
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
I'm assuming that domains and subdomains for other classes than the cleric work the same way as animal companions for rangers and paladins, or familiars for wizards and witches - even if the ability entry refers to cleric(/druid/sorcerer) specifically, the classes that have access to those powers are treated as being of that class for the ability.
Let's end the debate about spell components, since there is an official errata:
Advanced Player's Guide FAQ wrote:
Does the oracles Haunted curse (Advanced Player's Guide, page 44) affect the items in an oracle's spell component pouch?
The question here is whether or not the haunted curse makes is so that to cast any spell using a material component, the oracle has to first spend a standard action to find the right material component. Fortunately for oracles everywhere, this is not the case. The items in a spell component pouch are nebulous and not defined (intentionally, so as to prevent casters from having to track the amount of bat guano they are carrying). As a result, this curse has no effect on such components. For ease of play, this extends to all material components, including expensive ones. (JMB, 8/13/10)
AlQahir wrote: I have a similar summoner I plan on playing and so was asking similar questions. I was told that mounts cannot make attacks during a ride-by attack. So if you use ride-by the gnome will be the only one attacking, unless your eidolon attacks a different creature at the end of the charge. This does not put your summoner out of harms way, however.[--] Wouldn't the mount having spring attack also work? It couldn't use it's pounce in that case - so basically you have to choose between Ride-by attack and your Eidolon's full attack.

Pirate wrote: [--] as long as it has an Int above 3 it might be able to speak [--] some animal/beast appropriate language IF your mount first puts skill ranks into Linguistics to learn those languages. It could learn common at that point as well, but it would only be able to read and understand common, not speak it [--]
A few things are by RAW: Animals (as well as any creature with an Int of 1-2) cannot speak or even understand language beyond natural instincts [--] Animals (and animal companions) do not have racial languages, and so regardless of their Int they do not know any language unless they put a skill rank into Linguistics to learn a language. Magical beast as listed in the bestiary may know a language but still may not necessarily be able to speak it. (Bestiary, page 308)
So really, it will be up to the DM... but at the very least (I think that) you should have to put ranks into linguistics before even considering a mount being able to talk, regardless of it's Int score. Once that happens, it's really up to the DM.
This. Few things omitted and edited for grammar (or at least attempted).
Speaking and understanding language require minimum of 3 intelligence, but animals do not have a "native language", so they'll need to take ranks in linguistics to be able to understand that language - I would also rule that (at least most) animals cannot speak said languages, lacking vocal cords that are sophisticated enough - but they would understand what is being said, read the language and possibly even write it.
If the animal somehow turns into a magical beast, possibility of speech is up to the GM.

Bumping up and clarifying the clarification request. Some of these may depend heavily on the GM, but I'd like to know the official rulings on Resist life + Raging healer and Savage seer as prerequisite levels.
- Spirit totem:
I'm assuming that greater spirit totem's slam attack gets charisma modifier to attack and damage as per the lesser totem, should charisma also affect the area effect damage?
- Resist Life & Raging Healer:
Should the prophet be able to heal herself as a swift action with inflict spells without using Moment of Clarity? Raging Healer is very specific about the action, but I can't get over the feeling that this is just an oversight.
- Bleeding wounds & Spirit totem:
I'm pretty sure the bleed effect applies here, would be nice to get this confirmed.
- Spirit Totem & Resist Life:
It's a bit munchkin-y to even consider this, taking into account that spirit totem specifically says that the slam can target foes adjacent to you - but would it make any sense to get healing out of that? How about the area effect of greater totem?
And, as an addition:
- Does Savage Seer count Rage Prophet levels as Barbarian levels for rage powers, and as Oracle levels for mysteries, for class level prerequisites? I do realize that even then one would need to take extra revelation/rage power feats or class levels as Barbarian or Oracle.
And sorry about the double post, apparently there is a time limit for editing...
1 person marked this as FAQ candidate.
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Krimson, Thu, Aug 12, 2010, 08:47 PM wrote: At higher levels, it would steal away too much from a barbarian-only (or oracle-only) build anyway, considering some strong powers require 16th level and stuff. Also worth considering is that Rage Prophet is a Barbarian/Oracle specific prestige class, and therefore it sort of makes sense for savage seer to count towards the level prerequisites of abilities. Prophets would still lose the levels of their other base class from that total. (Which means they'd be at least one level behind for Barbarian, and assuming they're aiming for the PrC at 7th level, 3 to 5 levels for the oracle.)
Also, Rage Prophet does not grant Revelations or Rage Powers by itself - the character would still need to spend feats for extra revelation/rage power, or class out of the PrC.
As the rules are written, this does not seem to be the case. If this gets a FAQ, we'll get to see if this is intended or just an oversight.
I have this sort of build in mind, but some abilities and synergies could be a bit less confusing. Mainly the following:
1 - Is greater spirit totem charisma-based, the same way as the lesser? If so, does charisma apply to the area effect?
(Common sense says yes, but lesser spirit totem's rules text refers specifically to the slam attack and greater states that the damage is 1d6, instead of increasing die size.)
2 - Does bleeding wounds mystery affect lesser and greater spirit totem? (I'm assuming those are considered effects, and therefore it should.)
3 - Can you use inflict spells while raging without moment of clarity to heal yourself if you have resist life and the appropriate prophet ability?
4 - If you have resist life, can you target yourself with the spirit totem's slam? (Probably not possible, but so build-specific that it might be an oversight.)
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