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
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?
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
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.
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.
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.
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?
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
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.
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
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?
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
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.
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
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
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
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
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
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
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
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
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 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
Full Name
Pertinax Islaran
Race
Elebrian
Classes/Levels
Solarian 1
Gender
Male
Size
Medium
Alignment
LN
Deity
Pharasma
Location
Absalom
Strength
16
Dexterity
12
Constitution
12
Intelligence
12
Wisdom
8
Charisma
16
About Pertinax Islaran
Background:
Pertinax grew up in a middle class Eoxian household. He was well liked by his classmates, if of fairly average intelligence. But his birth had been a difficult one, and his life was only saved by the intervention of a Pharasmin cleric who acted as midwife. Since he was old enough to understand this he has been profoundly grateful and deeply devoted to Pharasma. Growing up on Eox, ruled by undead Bone sages, this is...frowned upon. For years, he kept up a constant, low level campaign of harassment. Graffiti here, a severed communications cable there, a flat tire on a government vehicle over there. It was something of an open secret, with various undead official who uncovered his identity mostly laughing it off and saying he'd grow out of it. But they did mark him for surveillance. Eventually, when he'd narrowly avoided juvenile detention, while also being elected class president, he was chosen to receive a scholarship to a prestigious academy in the distant Telan Cluster. No one was *saying* he was formally exiled and should never show his face on Eox again, but they weren't encouraging him to come back for visits, either. He got the message.
At the Academy, he prospered. His Solarian gifts had long lain dormant, unneeded in his youth, and poorly understood by most around him. But his natural charisma became a powerful connection, and he soon developed remarkable photonic skills, though he never really got the hang of graviton manipulation. His connection to Pharasma also blossomed during this time, now that he was on a world where her faith was not suppressed and derided. His formative years on Eox mean that he was sought out by militant Pharasmin groups who shared his hatred for undead, and needed every scrap of knowledge he could provide about how to operate undetected on Eox. He still maintains many of those contacts. He did well enough in school for the Dhacian Rota to take note and send him, along with several other students, to Absalom Station.
Appearance & Personality:
Pertinax has the oversized cranium and pale skin of most Elebrians. His clothing is mostly unremarkable, if usually in dark blues and blacks that contrast markedly with his skin. But he almost always carries a Pharasmin symbol somewhere on his person, usually displayed openly.
For all that he enjoys his Solarian gifts, he has never forgotten his devotion to Pharasma. Indeed, it has only grown over the years. He cheerfully tells any undead he encounters that he considers them an abomination, and that they should submit to the Lady of Graves' cycle. He has vowed to put his Solarian talents at the service of Pharasma whenever possible, and has also made many connections with underground undead-hunting groups, several of them with cells on Eox.
Stats:
Pertinax
Male Elebrian Solarian 1
N Large Magical Beast
Init +1; Senses low-light vision; Perception +3
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Defense
--------------------
KAC 15 EAC 13 AC vs. Combat Maneuvers 23
hp 9 stamina points 8 resolve points 4
Fort +3, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft. 25 ft. in Armor
Melee Solar Weapon +4 (1d6+3 piercing)
Ranged Azimuth Laser Pistol +2 (1d4 Piercing)
--------------------
Statistics
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Str 16, Dex 12, Con 12, Int 12, Wis 8, Cha 16
Base Atk +8;
Feats Heavy Armor Proficiency, Longarm Proficiency
Theme: Outlaw
Skills Acrobatics -1, Athletics +5, Culture +5, Intimidate +7, Mysticism +3, Perception +3, Piloting +1, Sense Motive -1, Stealth -1, Survival -1
Languages Common, Eoxian, Requian
Gear Lashunta Ringwear I, W-Boson Shard, Personal Comm Unit, 13 credits
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Special Abilities
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Find Weakness: Elebrians can instinctively find and take advantage of other creatures’ weak point. An elebrian can make a single melee or ranged attack as a full action, and if they hit, they can add half their level to the damage dealt (minimum +1 damage). Whether successful or not, once an elebrian has used this ability on a creature, that creature is immune to it for 24 hours.
Intellectual Knack: Elebrians can easily comprehend complex issues and remember minutiae. An elebrian can attempt a skill check to recall knowledge untrained, regardless of the DC, and can always take 20 to do so (though this takes 2 minutes), even without access to an information network or data set.
Solar Manifestation: At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed.
Photon Mode: When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
Supernova: When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.