Koshimo's page
Organized Play Member. 281 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
|
Senko wrote: Took a look at it I'd say its 2 talents no sphere. Here's the sphere's wiki entry on it . . .
Magical Gleaning (Su) (1 Oath point)
You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites.
Note: This counts as obtaining the casting class feature. This boon also grants 2 bonus magic talents as though you gained your first level in a casting class (if you had not already gained these two bonus talents)
Sphere's are a talent so you will spend your two talents to purchase two spheres or a sphere and a talent. Bear in mind that with sphere's you get certain basic abilities that come from a sphere not just entry. For example destruction even if you spend no further talents give's you a close ranged attack and a melee attack that does damage based on your caster level.
EDIT
The difference between the 3 options as I undertsand it is . . .
Basic Magic Training: You get 1 base sphere and a minimal casting ability that never changes as you level up e.g. a 10th level armiger with basic magic training could take destruction for a magic attack that does d6 damage or 2d6 if they spend a spell point.
Advanced Magic Training: No talents/spheres but your spell casting from basic magic training now improves as if you were a low caster slowly making them better e.g. destruction for a 10th level armiger would now do 3d6 with its basic blast and 5d6 with its enhanced version.
Oath of Gleaning: Gives advanced magic training and 2 talents that you can spend on a base sphere or a base sphere + another talent in it e.g. our 10th level armiger could take the destruction base sphere and then with their second talent extended range in destruction so now they can use their magic attack at medium range rather than close or warp base sphere allowing them to teleport short distances.
Basically oath of gleaning is giving you basic magic training + advanced magic training + extra talent. Assuming you have not already gained the two bonus talents it offers from say having a...
Thank you I just wanted to confirm I wasn't gimping myself
So I am using some oath abilities and took Magical Gleaning.
It gives Advanced Magic Training, and 2 Talents, but not Basic magic training which is where you typically get your sphere from.
My question by taking Magical Gleaning do you get a sphere and 2 talents? Or because you dont get basic you dont start with a sphere?
I would think its sphere and 2 talents, otherwise how would you even get talents because you have no spheres?
Let me know if you have used this ability and how you have ruled it in the past.
As always thanks in advance for any help provided!
As the title says I cant seem to find it anywhere.
Techniques seem to be the same as style feats just with a different name, and you can use Styles and Stances together.
So can you use a Technique with a stance in the same manner?
Thanks in advance for any help here.
Is there anything in the rules that prevents you from holding more then one scroll in your hand at a time?
At the end of the day they are pieces of paper that disappear upon use so could you have like a pile in your hand and not have to draw a new one each turn?
Alternatively is there anything against binding them into a book basically to the same purpose.
Obviously finding a specific spell (unless you purposely ordered them in a way would take an action)
But if you just wanted to keep casting the next spell in the pile could you do that?
So this question came up in my group. They say it doesnt work, but I think it should. So I figured I would ask the community and see if this has come up before.
So with Fighter Advanced Weapon Training: Trained Initiative when you also have Quick Draw you can Draw your weapon "as part of Initiative"
A Dueling weapon or weapon with the training enchantment (for Improved Initiative for this example) needs to be in hand in order to grant its benefits.
So my question is. Because Trained Init says "as part of Initiative" you draw the weapon. Would it be in hand "in time" to grant the Dueling bonus on that Initiative roll?
ErichAD wrote: No rules were written to explain what happens when you do this. They probably shouldn't be necessary since everyone can understand what happens when you have something on a cord over your shoulder like that.
You could use the rules for a book lariat, or a weapon cord. There's also bandoleers and adventurer's sashes which give some more variation on how things are stored. The adventurer's sash states that you can tie things too it, so at the very least tying things to other things that you then wear is established.
The horn is a Shofar, which is larger and more awkward than your standard signal horn, so I could see a DM ruling that leaving it unsecured contributed a point to ACP or something.
I think your friend just likes arguing.
In response to #3 we have a 6 person party and limitation on classes i just wanted something fun wasnt trying to over optimize
Quixote wrote: Manipulate an Item
Source PRPG Core Rulebook pg. 187
Moving or manipulating an item is usually a move action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table 8–2.
-so it's *usually* a move action. Weapon cords exist; I can't really see why they wouldn't work on other items (they seem like a very silly idea to me. I've never read about their use historically, but everyone in Pathfinder seems to have one. But the idea of a horn on a shoulder strap--that makes perfect sense to me, and is essentially the exact same thing as what you're talking about.)
Then again, I don't see why drawing the horn as part of your move action or using Quick Draw isn't allowed either, but both of those are, according to the RAW, not viable.
Yeah the move action isnt the question.
He is questioning the existence of a horn on a string/twine by raw in pathfinder or a rule about a carried item in this nature being manipulated. I completely understand to grab the horn is a move action, and then level dependent on what action I need to actually start my performance
I can not believe I have to come to the rules forums with a question like this, but I am having a disagreement with another player (dm has not given his opinion yet)
My character is a gestalt fighter bard with a punching dagger, and a shield.
I am planning when i get the gold to get the horn 3 reasons to live.
So my thought was (imagine boromir in lotr) have the horn on a string so it sits on my hip when im not physically holding it.
This would allow me to grab it, start my bardic inspiration with the bonus and then release it without having to drop it on the ground every combat.
The argument the player is making is that there is nothing in the rules about a horn being carried this way by raw so i cant have a horn on a string.
If more info is needed please let me know. We aren't getting into the action economy of it yet. I just need any information at all that this is within the standard rules of pathfinder.
I feel like im getting sinbadded here.
I clearly remember them adding this option to building magic weapons and armor and now it feels like its gone in the wind.
Thanks for the replies everyone i obviously had a D&d fever dream at some point
Ryze Kuja wrote: In order to enchant any weapon, ammunition, armor, or shield with an Ability Enchant, like Flaming Sword or Flaming Arrows, it must first have a +1 Enchant.
Magic Weapons
Magic Weapons wrote: Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once. Yes im aware of the regular rule.
I feel like im going crazy remembering they made an ammendment when unchained released that allowed you to skip that requirement
Generally speaking, putting enchants on ammunition is not recommended because it's expensive, because +1 Flaming Bows place their enchants upon mundane ammunition but will fire +1 Flaming Arrows every time, but if you enchant 50 arrows with +1 Flaming Arrow and then fire them from a Masterwork Bow, the magic arrow is destroyed in the process, so after the 50 arrows, you're back to firing mundane arrows again.
If you're a GM, you can give out +1 Flaming Arrows, and that's fine, but if you're a PC, you're better off spending the gold to upgrade your Bow with a +1 Flaming enchant.
1 person marked this as a favorite.
|
I apologize for what may be a simple question.
I haven't played in years.
I am 99% sure there was a system released when unchained came out that said you could put special properties on a mw weapon or ammunition.
For example make mw flaming arrows instead of +1 flaming arrows.
Can anyone please confirm this system and hopefully with a link?
Thanks in advance and again sorry for a potentially stupid question
willuwontu wrote: It overcomes DR as appropriate for an enhancement bonus of that amount.
/thread
i appreciate the optimism, but i need something official otherwise DM ruling is going with the GMW wording
Scott Wilhelm wrote: Koshimo wrote: So I attempted looking this up but can't seem to find anything on this subject in either direction.
If a Warpriest is wielding a +2 weapon and uses sacred weapon to add +2 to the enhancement bonus. does this count as a +4 weapon and therefor overcomes Adamantine DR?
Thank you in advance for any responses.
I found it. It stacks. Enhancement bonuses don't normally stack with each other, but in the case of Warpriest Sacred Weapon, it does.
Sacred Weapon wrote: At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases... These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. i am sorry if i wasn't clear in my question i know the bonus stacks im trying to figure out the DR aspect, because Greater Magic Weapon Specifically says that enhancement bonus doesnt overcome DR (besides magic) as a permanent enhancement would. So I am trying to figure out if Sacred Weapon is treated the same way as the spell.
So I attempted looking this up but can't seem to find anything on this subject in either direction.
If a Warpriest is wielding a +2 weapon and uses sacred weapon to add +2 to the enhancement bonus. does this count as a +4 weapon and therefor overcomes Adamantine DR?
Thank you in advance for any responses.
i think that is what OP is saying get rid of invulnerable rager make DR on every odd level don't get rid of anything and then your Barbarian has a ton more flavorful options since it no longer has to worry about mixing archetypes
well your first problem is vestigial arms don't grant extra attack.
to answer your question assuming it was legal yes only one arm gets an extra attack with haste and it would be the one you add your full str bonus too most likely for damage
it would still be a +1 yes, because again it only works on a charge where static flaming works on every attack regardless and can be combined with a full attack for 3/4d6 in one round where this is only 1d6 unless you have a pounce ability
why not an unchained ninja/rogue? cocky fighter doesnt mean full bab
if you are set on medium armor maybe a warpriest? or Slayer if you really want the full bab, possibly a bard as well
20 Levels of Invulnerable Rager Barbarian + 20 Levels of Synthesis Summoner +10 Levels Frenzied Berserker = The Hulk
i hear what you are saying, but what is the difference between what the sorc is doing and what the wizard is doing for the situation of a rod? they are both spontaneously adding the metamagic to their spell
So my friend just pointed out to me that Sorcerers take a full round action to cast using a metamagic rod while Wizards don't take that increase in casting time.
This doesn't make any sense to me mechanically.
I understand why with metamagic feats taken by the player the wizard gets the advantage in casting time because they have to decide at the start of the day they want that "maximized fireball", but why when using a rod of maximize does that make a difference. either class is spontaneously adding a metamagic feat to the spell they are using, so either all rods should cause the spell to be full round casting time, or both should get it as a standard action there is no logic for the discrepancy because the mechanics of how the metamagic is being added is exactly the same.
If someone could explain the difference and why it is this way i would appreciate it because honestly it makes no sense to me.
(Also if this is the wrong section I apologize)
also question are you allowed to use 3rd party material?
if so you should use a feat Charmed Panache
It adds your charmed life bonus to all saves for 1 round or until next failed save as long as you have 1 panache point
you wouldnt be able to in PFS
but considering directly in inspired blade swashbuckler you cant combine signature deed with their lvl 11 deed you see right there RAI signature deed is designed to work with swashbuckler and since this is a home game i dont see any reason why it would be a problem
if rogue gets 1.5 dex when using a finessable weapon (like an estoc) two handed why wouldn't they get the benefit of double slice
unless you are saying they get full dex to damage to off hand attacks without double slice?
Magus, Slayer, Ranger etc.
you need something with alot of skills so inquisitor is good too
maybe unchained rogue with some cha for UMD or using pragmatic activator so you can put the points in int i mean quite simply you arent going to fill all the rolls with two characters so you want something as versatile as possible
if you want summons and 9th level casting id recommend the occultist arcanist since they get standard action minute per level summons so they will be much more helpful to you in the long run.
i would definitely recommend something more midline/arcane caster.
is your DM giving you anything above standard to make up for only a 2 person party? NPCS higher stats mythic gestalt? etc?
I would say the two do stack
the reason i say that is Enlarge person is increasing your reach because you are increasing in size category while longarm bracers is saying your arms/you are stretching unnaturally in order to extend your threatened area for a short period of time
Anzyr wrote: Good Prestige classes oh how I miss you. I can count all the good ones in PF on one hand. Especially after the 2nd SLA FAQ.
Good Magic Weapon and Armor enchantments. Seriously the number of good magic weapon and armor enhancements in PF is vanishingly small. Even more so now that Courageous is garbage. It seriously depresses me when it comes time to buy new magic weapons and armor.
Really those two are the big things.
why is courageous garbage now?
why does it get fighter weapon training when the 3rd level ability already replicates it? also it was always only a +1 at 5th lvl but scaled every 4 levels? also is it necessary for it to be 1/2 level for counting for feats? Swashbuckler and Warpriest both count as full level for their abilities?
IIB was a good idea made bad by the fact that the original item needed to cost as much as the new bonus.
what really needed to be done was "you can buy a big 6 item and put a second enchantment on it without the usual 50% markup for 2 items in one" and that would have taken care of the problem
yes you can.
the only time you cant use more than 1 AoO on an opponent is if its the same action that is causing the AoO for example if a single move brings an opponent through more than 1 of your threatened squares.
in your example you are getting an AoO for him moving through a threatened square, and then a second for him attacking and you attempting to parry
and technically parry isn't even an official AoO it just costs you 1 use for the round when used
Jodokai wrote: HyperMissingno wrote:
There's a feat that the name escapes me that allows you to add your CHA to all saves. It's not PFS legal, but if you aren't playing PFS...
i think you are talking about Divine Protection, which swashbuckler doesnt qualify for, and from what i have heard from different people wouldnt stack with charmed life anyways
Rylar wrote:
Swashbuckler (not really a DPR kind of char, I think.)
Swashbuckler can get pretty decent DPR i am level 6 playing one in my current game i am now doing 1d6+18 per hit +24 if i double precise strike damage 22 dex for 6 damage, 6 precise strike, 2 from weapon specialization, 2 from rapier training, and 2 from Greater Magic Weapon .
i am by far the biggest damage dealer in the party and definitely largest per hit damage
1 person marked this as a favorite.
|
wouldnt it be 14-20x4? where does the last 1 extension come from?
ok so that idea is worthless fantastic :)
well it was an interesting thought while it lasted thanks guys
lets say you got to lvl 4 as a primalist bloodrager/barbarian so you now have 4 rage powers do all 4 activate during the one rage?
and just in general how would that interact with rage powers and bloodcasting and such?
Tajic wrote: I have gone on a journey through the internet and no where can I find an official ruling for this. Can a swashbuckler take the signature deed feat. The rules have never been clarified as far as I can tell and I have spoken with my GM about this and he says no until a dev comes along and says otherwise and it's hurting me on the build I set out for.
I would be deeply thankful if this question could finally be answered.
honestly i would show your DM the inspired blade 11th level ability that specifically calls out signature deed not being able to be taken with that ability that should be enough to show that it is RAI that signature deed works with swashbuckler
since its all optional rules anyways i would say its up to your DM i am currently playing in a game where the answer is yes
a player at my table is convinced he gets 2 weapon attacks one with the spell and then a second without
So using spell combat a lvl 2 magus can make 2 attacks 1 with his weapon and one "casting his spell"
using spell strike does he get two weapon attacks? or just one with the spell attached
so the size increase chart i am reading
Dim - Tiny: +2 Str - 2 Dex
Tiny - Small: +4 Str - 2 Dex
Small - Med: +4 Str - 2 Dex +2 Con
total mods for your bat before familiar and ability
+10 Str - 6 Dex and +2 Con
So my question is whose action is used when the Tumor Familiar attaches /detaches
Does it take my action as the PC leaving the familiar with a full round to act?
or does it use the familiars standard action leaving it with a move on the round it attaches/detaches
could also simply ask your DM to allow the 3.5 full blade does the same damage as the large bastard sword suggestion with the imagery and without the -2 penalty
I agree with Hogey
If you have already established that players aren't going to get EXP at the same rate and their is potential for players to level at different times then (again as mentioned minus summons depending on which those were) the rest of the party gets full xp for the first 3 Vrocks and last 2 and give solo xp to the oracle for the 3 he killed himself
my gm recently allowed the idea of magic weapons with enchantments without the +1
Well that comes to an issue of your DM telling you he is homeruling something doesnt work at which point i would come to him and say you want to redo your character because two of the mechanics you should be allowed to combine he isnt allowing
Here is an easy answer for you
Show your DM the Merciful Bane feat which specifically works with Inquisitor
http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Merciful%20Bane
Gwen Smith wrote: Gregory Connolly wrote: It is expensive to retrain your character feats, but you can use your fighter class feature to retrain one of the bonus feats at 4th, 8th, 12th, etc as long as it isn't used as a prerequisite.
Greater Two Weapon Fighting isn't that good anyway (the extra attack is at -10)
So that leaves you to pick up one at 11th and the other two at 12th.
These feats are competing with things like Bleeding Critical and Greater Weapon Specialization so consider them carefully. You can also use the Manual of War to change out a bonus feat each day. I hate that item so much. if it was permanent essentially you are paying more upfront for retraining capabilities and it would be worth it but that it changes back is dumb because you cant take the rest of the feat chain with that feat
I completely agree with you
I can't stand playing casters because i always am worried about running out of resources where as a fighter i can stand there and hack all day as long as i have HP
|