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Sorry to reply to myself, but the correct term should be 'unrelenting force', not 'unstoppable force'.

Apart from that, the question remains the same...

Kroisos.


ArmouredMonk13 wrote:
Earth Glide, in the text you quoted, said that a burrowing earth elemental does all that stuff. Meaning that you are in fact burrowing when you use earth glide. So no charge.

So, how about a Monarch Worm?

According to the monster entry, this creature is an unstoppable force, defined as follows in the Godspawn template:

Inner Sea Gods wrote:
A Godspawn can always charge, even if its movement is impeded or its path is blocked by another creature.

Now one party member reads this as "difficult terrain and creatures in the way do not impede a charge", while another draws the conclusion that this makes charging possible while burrowing.

Which conclusion would be correct?

Thanks in advance for your advice!

Kroisos.


Mysterious Stranger wrote:
Honestly Inspired spell is probably better than recalled blessing. The ability to cast any spell from your spell list even if it is not memorized, or on you spell list is a lot more useful. This is particularly true for spontaneous casters. Divine casters have a lot of situational spells, and being able to cast them as needed is a lot more useful than casting a memorized spell a second time.

I am currently playing an oracle that is about to become mythic. However, my GM has waited to make us mythic until we were already level 18, and my character has the miracle spell.

Which Divine Surge ability should I pick?

For my oracle, Beast's Fury would be worthless.

Inspired Spell would add the ability to cast all 9th level spells, but not much more (since miracle already does this vor spells of 8th level or lower). The only advantage of Inspired Spell would be to be able to apply metamagic (but not for 9th level spells, since metamagic would make the resulting spell level too high).

Recalled Blessing would seem the obvious one, since it would at least make creatures roll their saving throw twice, something that would be very hard to achieve in any other way...

As an additional question: if I use Recalled Blessing to cast miracle to emulate a 6th level spell, what would the DC for a saving throw be?


Hi,

As a bloodrager, can I, in the last round of my Bloodrage, cast a rage spell to prevent the fatigue at the end of my bloodrage?

Thanks in advance,
Kroisos.


Hi,

We've always ruled that touch of idiocy can be used only once per casting. However, careful reading seems to suggest otherwise.

The target is 'living creature touched', and the duration is 10 minutes per level. The description says nothing about the spell being discharged upon use.

What keeps my bloodrager from using it several times in succession on the same one living creature, cumulating the effects?

What am I missing, or am I correct? Is there perhaps a general rule about touch spells I am overlooking?

Thanks in advance,
Kroisos.


Thanks!

I just sent him a message.

Kroisos.


Gilbin wrote:

There is an online database here, but it doesn't have many options for filtering. However, you can download the file and use another program to filter your list down.

At least that'll give you a good head start.

I've used that database for years now, but when I now have a look at the site, it seems that the database cannot be downloaded anymore, to import it into excel or a similar database program.

Anyone know what happened to the "download" button that used to be there?

By the way, the same goes for the other databases that used to be there (feats, magic items, monsters, and NPCs). The common link to these databases is HERE.

Thanks in advance for your advice,
Kroisos.


Skylancer4 wrote:
I use a version of the neceros sheet, and there are plenty of blank spaces to type in any of the Mythic abilities mid way on the initial page under "feats and abilities" as well as a "point pool" below the skills with the movement and initiative block. What more are you in need of for the Mythic rules?

Well, we might be using the same sheet.

Mine has a "Feats and features" block on page 1, which I use for my racial traits, starting trait, mystery summary, curse summary, and weapon and armor proficiencies. Page 1 also has a "Combat notes and modifiers" block, which I use for keeping track of what I've used my favoured class bonus for at various levels, and for my miscellaneuous saving throw modifiers (located to the left of that block).

On page 2, there are 2 blocks each called "Feats and special abilities". I use those two for my feats and for my revelations, respectively.

This almost completely uses up those four blocks for a 15th-level oracle of Wind, leaving just enough room for my development up to level 20, if I use some space economy to group multiple feats on one line.

So, yes, I do need more space, for my path, my fixed path abilities, my chosen path abilities, the feats that won't fit with my other feats, ...

Kroisos.


Hi,

Currently, I am using three nice, fillable pdf-character sheets. They are 2 pages, 3 pages or 6 pages, derived from Bill Barnes' Neceros sheet, further developed by Dan Brink. You can download them here.

I have been using them for ages, but now, my GM is planning on introducing the mythic options to our campaign.

Does anyone know of fillable pdf character sheets that look like the sheets mentioned, but also incorporate space for mythic character development?

Thanks in advance,
Kroisos.


Hi,

I noticed two mistakes on the mythic feats page (http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html).

Firstly, the feat "shot on the run" has a link in the word "run" in its title, which links to the "run" feat (not appropriate here).

Secondly, the feat "ascendant spell" is, in the summary listings at the top of the page, classified as a "Mythic Feat". This is wrong. Looking at the description of the feat, a bit further down, it is "metamagic", but not "mythic". It should actually move up three places in the listing at the top of the page, becoming the first of (then) three "Feats" (non-mythic feats).

Kroisos.


Hi,

I noticed two mistakes on the mythic feats page (http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html).

Firstly, the feat "shot on the run" has a link in the word "run" in its title, which links to the "run" feat (not appropriate here).

Secondly, the feat "ascendant spell" is, in the summary listings at the top of the page, classified as a "Mythic Feat". This is wrong. Looking at the description of the feat, a bit further down, it is "metamagic", but not "mythic". It should actually move up three places in the listing at the top of the page, becoming the first of (then) three "Feats" (non-mythic feats).

Kroisos.


Believe me, I have googled this before I posted my question. I am well aware what the mechanics of truespeech involve.

However, my question was quite specific: is truespeech a language (since that's where it's mentioned in monster listings)?

I also enquired after the oracle's tongues mystery 15th level power, but by now I also found the 6th-Tier Universal Path Ability with the same name.

For a 6th-Tier ability, one could assume that truespeech would be a valid language that high-Tier mythic characters might learn to use when they pick this ability. It would fit the theme of mythic adventuring, especially if that character would also have the 3rd-Tier "Divine Source" ability. That combination would really make him a half-god.

Kroisos.


Hi,

According to this FAQ, it is "perfectly reasonable" for oracles to use their charisma modifier where spells specify using their wisdom modifier instead.

However, note that the reason mentioned for this is "because they were written before the idea of the oracle class as a Charisma-based caster".

Now, holy ice is from Ultimate Magic, published in 2011, whereas the oracle was introduced in the Advanced Player's Guide, published in 2010.

Since the oracle already existed when holy ice was first published, would that imply that the FAQ mentioned wouldn't apply to this particular spell?

Thanks in advance,

Kroisos.


Hi,

Some questions about truespeech:

  • Is truespeech a language?
  • Does the tongues spell grant truespeech?
  • Does the oracle's tongues mystery grant truespeech, at 15th level?

Note that in monster listings, truespeech is listed in the languages section...

Thanks in advance,

Kroisos.


Claxon wrote:

I think I understand now...

I agree with Ridiculon. Spells that create a weapon or creature probably don't qualify. The spell isn't an "attack" spell. It creates something you attack with. If the spell specifies you make an attack roll, then it probably qualifies. If it doesn't say for you to make an attack with the spell, it probably doesn't.

How about holy ice? It is transformation, not conjuration. Still, it creates javelins to hurl, and it describes how to roll your dice.

Now, does the spell require attack rolls, or do the javelin require attack rolls?

Kroisos


Vatras wrote:


On a side-note, there is evidence that even a multi-missile spell would apply the vortex only on the first missile (miss or hit). I am too lazy to look it up in the rules right now. But a wizard (evoker) can apply his bonus damage only to the first missile of a multiple spell. And I believe there was something about how often an effect can be applied (only once usually).

I would be very interested to see a source for this...

Kroisos


Sissyl wrote:

The recent FAQ

FAQ wrote:
Metamagic: At what spell level does the spell count for concentration DCs, magus spell recall, or a pearl of power?

is unclear.

As the one who started up the original thread that spawned this question, I'd like to thank you for summarising the problems with this FAQ.

I propose that we now all lean back, and wait for the editors to come up with a clarification. No use continuing this cat-fight, especially since the original thread has by now been closed.

Thanks, everyone who responded!

Kroisos.


Kaelizar wrote:
hmm good point. From the looks of it, they do not get to read it. (Which kind of makes sense for Tongues)

Not really. The word 'tongues' doesn't actually imply spoken language. 'Tongue' is just another, old-fashioned, word for 'language'.

Kaelizar wrote:
I would rule that you don't get to read/write with Tongues or Truespeech. I think that it wasn't an over site.

Agreed. In case of doubt, it is safe to assume you should stick with a literal reading of the text. Never assume that there was an oversight, unless there are conflicting sources, which in this case, there aren't, as far as I know.

Kaelizar wrote:

Comprehend languages does not let you in any way communicate back. You can only understand written or spoken, you can't write or speak it in return.

Where as though you can't read it, you can communicate back with Tongues and Truespeech.

Which brings me to a new question: is there any way to impart the ability to write any language to someone?

Thanks in advance,
Kroisos.


Claxon wrote:
With the exception of Spellstrike, attack spells generally only threaten critical hits on a natural 20. Don't forget that you actually have to confirm the critical hit to get the effect. (So nat 20 followed by roll that confirms hit).

I know this.

What I was wondering about is how far one could stretch the revelation's 'prerequisite': that you must score a critical hit with an attack spell. When would you say that the spell scores a critical hit?

For example, if I use dimensional blade on my scimitar, and next score a critical hit with that blade, would you say that the spell had scored a critical hit?

Or, if I summon a rhinoceros, and it scores a critical hit against an opponent, would you say that the spell had scored a critical hit?

I mentioned a few other corner cases in my opening post. How would you rule in these cases? Again: when would you consider the condition fulfilled?

Regards,
Kroisos.


Hi,

I have a question about the Wind Oracle revelation vortex spells.

APG wrote:
Vortex Spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

My question seems simple: when do you score a critical hit with an attack spell?

However, there are a lot of spells that could, in theory, be applicable here. For example:

  • you use holy ice, which grants you one ice javelin per level; each javeling has a chance of scoring a critical
  • you use blinding ray; even if you don't roll for damage, you still get to check for a critical hit to stagger the victim(s)
  • you use chain of perdition; even if you don't deal damage, you still have a chance of staggering your foe
  • you use spiritual weapon; whenever it hits, the staggering effect is applied
  • you use spiritual ally; every time he scores a critical, the staggering effect is applied
  • you use instrument of agony; when you score a critical hit with your enchanted weapon, you also stagger your opponent

Which of these would you consider correct? Can you think of other spells that may be problematic candidates for spell vortex to apply?

Thanks in advance,

Kroisos.


Wonderstell wrote:
The laughter ability is based on the sorcerer Fey bloodline power, so the duration is one round and there is no save. (See Laughing Touch)

Which, for an amulet of the blooded, of course makes more sense than the suggestion of basing the duration on the duration of the spell cast to create the item.

I think the item's purpose is more important here than the mechanics of creating it.

Thanks all!

Kroisos.


Saethori wrote:
Spells that require touch attacks don't always require saves; for them, the touch attack is their chance to avoid it.

Thanks. That makes sense.

Quote:
I'm more worried about the lack of a stated duration, though context would seem to imply only one round.

A point could also be made for looking at the spell necessary to create the item: hideous laughter. Its duration is one round per level which, at a CL of 9, would imply a duration of the effect of 9 rounds.

Kroisos.


Oncoming_Storm wrote:
Kroisos wrote:
I have a question about the amulet of the blooded.
Where is this from?

It's from the Advanced Class Guide.

Kroisos.


Thanks all!

My character, Kjell, would of course have preferred it differently, but at least we've got a definite answer now!

Kroisos.


Hi,

I have a question about the amulet of the blooded. In this case, it's about the Fey version; I removed all other versions of this amulet from its descriotion. Note the price: only 10.000! A real bargain. It has a slight disadvantage, but that's as good as neglectable.

Advanced Character Guide wrote:

Amulet of the Blooded

Price Fey 10,000 gp; Slot neck; CL 9th; Weight 1 lb.; Aura moderate illusion

Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers.

Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don't need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item; Spells greater invisibility, hideous laughter.

Cost Fey 5,000 gp; Feats Craft Wondrous Item; Spells greater invisibility, creator must be a sorcerer of the appropriate bloodline.

Now, my question is not about the improved invisibility, but about the 3 times per day laughter property. Would the victim of this power get a saving throw against it?

Thanks in advance,

Kroisos.


2 people marked this as FAQ candidate.

Hi,

I am playing an oracle with a focus on metamagic. He is carrying a rod of quicken, and has the reach spell feat. The rod can affect spells up to level 6.

Now, he wants to cast a reached, quickened sixth level spell (with an ordinary casting time of 1 standard action).

There are two opinions in our group.

The first states that a player decides in which order the various effects are applied. In this case, it would mean that the rod is applied first, changing the spell to a swift action but keeping the spell level the same (6). Then, the reach spell feat is applied, raising the level by +1 to 7.

The second opinion is that abilities (feats) trump objects, meaning that the feat should be applied before the rod can be used. In this case, it would mean that the feat raises the level of the spell by +1, to 7, consequently making it impossible to still use the rod, since it only works on spells up to level 6.

Obviously, my oracle would prefer the first reading.

Can someone point me to a place in the rules where this is tackled?

Thanks in advance,

Kroisos.


Rysky wrote:
You are not actually aging. You gain nothing else than what bonuses the spell says you get.

Actually, that does seem logical. After all, if you're playing a young adult character, and change into a young adult character, you would still get the bonuses, even if you're essentially not changing at all.

Regards,
Kroisos.


Val'bryn2 wrote:
I wouldn't think so, you're not really getting any of the bonuses associated with aging, though you appear to.

I'm not so sure about that. After all, the spell clearly mentions that your Dex, Wis, and Int change. That - to me - implies that your age really changes, not just your looks.

So why treat it differently for a dragon? Why wouldn't they suffer the effects of their temporary new age?

Kroisos.


Hi,

Just a simple question: what is the saving throw for the second level spell staggering fall (from the Pathfinder Campaign Setting: Rival Guide)?

In the headers it mentions "Saving Throw Fortitude partial (see below);", while in the description below, only a repeating Will saving throw is mentioned.

Which would you consider correct?

Thanks in advance for your opinion,

Kroisos.


Hi,

I have been looking at the vortex spells oracle revelation (wind mystery, also available for shamans with a wind spirit). It reads:

APG wrote:
Vortex spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

As we all know, attack spells are rarer on the oracle spell list than on the wizard list. But still, they are there. Now, I was wondering: what exactly constitutes "an attack spell"?

For example, would cure light wounds be one? After all, I can use it against undead, and have to make an attack roll.

I guess any spell is not necessarily an attack spell in itself, but becomes one when used in an offensive way, meant to harm another?

Next comes the question: when do I score a critical hit?

Is it essential that a spell actually deals damage, or is capable of dealing damage? Or is it enough that you have to roll an attack roll to hit, and confirm it if it is a critical threat?

For example, take disfiguring touch. You have to roll an attack roll, so you could potentially roll a critical threat, and try to confirm it. However, whether or not you succeed wouldn't matter for the ordinary spell result, since it doesn't deal damage. However, if you have spell vortex, it would matter.

Would you be allowed to roll to confirm a critical hit, even if the spell itself normally wouldn't call for it?

Thanks in advance,
Kroisos.


Perhaps not a purely rhetorical question, then: what does it mean to know a spell, in general:
1. to have learned it (sorcerer), copied it into your spellbook (wizard), or have had your familiar learn it (witch), or
2. to have 'refreshed' it in the morning, thus enabling you to cast it that day?
Thanks in advance,
Kroisos.


Hi,
I am playing a young dragon PC with 8 class levels in witch.
Now, my level eight patron spell is threefold aspect:

prd wrote:


Threefold aspect
School transmutation; Level druid 5, witch 4
Target you
Duration 24 hours (D)
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.

You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a –2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)—the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.

True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self. Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.

Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.

Now, how would this spell work on my dragon? Could I use it to shift to the elderly aspect and thus temporarily become an elder dragon?

Thanks in advance,
Kroisos


Just some nitpicking, then: can a witch scribe scrolls in the first place?

According to the scribe scroll feat, "You can create a scroll of any spell that you know." But the witch doesn't know any spells: her familiar does.

Wouldn't this imply that witches have no use for the scribe scroll feat, like barbarians or rogues?

Thanks in advance,
Kroisos.


Hi,

Just two simple questions.

1. Can you take others with you when you dimension door using a cloak of the mountebank?
2. Do you lose your remaining actions in the round after using it?

Thanks in advance,
Kroisos.


Hi,

Could a witch with the scribe scroll feat and the read magic spell be able to read a spell from a wizard's spellbook, and write it on a scroll (provided it's on the witch spell list)?

The final goal being, of course, to feed that scroll to her familiar, and thus gaining access to casting that scroll herself.

Thanks in advance,
Kroisos.


SmiloDan wrote:

What is the rest of your party?

With their dependence on flanking to get sneak attacks, party make up and teamwork & tactics are particularly noteworthy when discussing rogues.

We've got a quite large party, all 13th level. The character I'm building is my spare character: it'll only come into play when Kjell, my current character, meets his demise.

The current characters in our campaign are:
- Boris, an Imperial barbarian (13), a front-line fighter
- Daiwadee, a Redguard monk (11) / inquisitor (2), completely focused on archery
- Scipio, an Imperial bard (13) (arcane duelist), a front-line fighter
- Uleni, a Dunmer paladin (13) (holy light+ sacred shield) (temporarily fallen from grace; trying to atone), a front-line fighter
- Verash Niri, a Breton sorcerer (7) / dragonborn (6), a blaster
- Kjell (me), a Nord oracle (13) (wind mystery), a buffer and spy

Most of these characters have an open profile on toepoel.eu, where you can view them.

And yes, I know that when my current charecter should die, there'll hardly be any healing capacity left in the group (our bard and our broken paladin).


Well, I strongly suspect my GM will allow the Helm of the Mammoth, since it comes from Ultimate Equipment, which (as all Ultimate books) is fair game to choose from. Also, Khajiit come from Elswyr, a region of Tamriel that is part desert, part jungle (in theme with elephants, as per the helm).


So, does anyone have any suggestions on feats, rogue talents, or items?

It would be most appreciated!

Note that catfolk can take a feat that gives a bite attack, giving her three natural attacks, with both claws primary. Would this work better than just sticking to two daggers?

Just wondering what would yield the better rogue...


Hi,

For a long-running campaign, I am making a 13th-level back-up character (25-point build). I was thinking about making a rogue.

Now, seeing that our DM almost never uses traps (and our magic users can easily deal with the few that we do encounter), I was thinking about making a stealthy two-weapon fighting rogue (in another campaign I'm playing in, a friend of mine already plays a knife-thrower, so I don't want to copy that prototype rogue).

I was actually thinking along one of the following lines:

  • catfolk (see below)
  • single-class unchained rogue
  • scout archetype
  • knife master archetype
  • (maybe) unchained secondary class fighter

or

  • catfolk (see below)
  • unchained rogue
  • scout archetype
  • knife master archetype
  • arcane tricster prestige class
  • one additional class to qualify for arcane trickster

Note that our DM does not allow for the ninja class or any rogue ninja talents, and that we're playing a Tamriel (Skyrim) campaign, where catfolk are called Khajiit, and the claws alternative racial trait is standard (ie: natural hunter is replaced and cannot be replaced by something else). Also, familiars or the leadership feat are disallowed, to speed up play. More specific campaign information can be found here. Note that Khajiit, like all catfolk, get +2 Dex and +2 Cha, and -2 Wis.

Now, as we all know, a two-weapon fighter can be quite feat-consuming. By choosing two archetypes and a secondary or prestige class, am I straining too much? Should I limit myself a little bit to make my build viable? Only standard Paizo material is allowed, 3PP is not.

If you do consider either of both of these builds viable, what feats and rogue talents would you advise for either of them? I do have some ideas, but I'd rather not steer the discussion any more than necessary...

Note that, as a 13th-level character, I have 140,000gp to spend on items, which helps a lot. Again: items from the standard Paizo books are allowed, items from 3PP are not. Items from non-open Paizo sources may be allowed if the DM considers then "not too setting-specific". An amulet of the blooded (fey) would be allowed, this I checked.

Thanks in advance for your suggestions!


Bump.


Hi,

The umbral dragon gains darkness as a spell-like ability.

When?

In the table, darkness is mentioned at age category very young (2), but in the following text, under "spell-like abilities", it is mentioned at age category young (3).

I guess very young would be correct, since that would mean that a spell-like ability is gained at every second age category (2, 4, 6, 8, 10, 12).

Thanks in advance!


Hi,

In our campaign, we've introduced a general rule for skill unlocks.

We ruled that any feat that has "Skill focus (foo)" as a prerequisite is also eligible if you have a skill unlock in the (foo) skill.

Would you say this sounds reasonable?

Thanks in advance for your comments!


Owen K. C. Stephens wrote:
(1)

To narrow the question down even more: can you replace the intelligence prerequisites for feats in ANY feat, or just in feats that would normally require Dodge as a prerequisite as well?

In other words: is the last sentence (shown enlarged in the quote in the original post) an extra bonus to the first sentence in "Special", or does it work like that for any feat, even those that do not require dodge as prerequisite?


On page:

http://paizo.com/pathfinderRPG/prd/unchained/classes/rogue.html

the text shown on my browser's tab is "Unchained Monk", and the top line of the page (above "Rogue") reads: "PRD HOME / PATHIFNDER UNCHAINED CLASSES / UNCHAINED MONK".

Note the double error in the latter text (Monk, but also pathIFnder).


Thanks!


Hi,

I have a question about the alternative fighter weapon training option at level 9 that was introduced in Pathfinder Player Companion: Weapon Master's Handbook.

In the Core Rulebook, it says:

CRB wrote:

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

Now, if I read this correctly, at 9th level the normal benefits of Weapon Mastery are:

  • Gain a new weapon group with a +1 bonus
  • Increase the bonus for your first group by +1 to +2

The Weapon Master's Handbook adds to this:

PPC:WMH wrote:
Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.

Now, I want to take an Advanced Weapon Training option instead of adding a new group. What I'd like to know is what ability is replaced when I do so. Is that only the selection of the new weapon group (first bullet), or should the WMH be interpreted that both boons would be scratched?

Example: at level 5, I choose Weapon Training 1 (Blades, Light). At level 9, I choose Advanced Weapon Training (Armed Bravery). Would I lose only the new weapon group with its associated +1, or would I also lose the increase from +1 to +2 for Blades, Light?

I presume the increase to +2 will remain.


Ellias Aubec wrote:
One of the amulets in the ACG allows for 7 rounds of Greater invisibility once a day for 10k, plus a few other things. This matches up with what someone posted above for a once per day use item, except it is an actual item and doesn't need custom magic item creation to do.

Just to quote that amulet - it's the Amulet of the Blooded (Fey) (removed all other versions of this amulet from the descriotion). Only 10.000! A real bargain. It has a slight disadvantage, but I can't find how exactly to implement that.

Advanced Character Guide wrote:

Amulet of the Blooded

Price Fey 10,000 gp; Slot neck; CL 9th; Weight 1 lb.; Aura moderate illusion

Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers.

Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don't need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item; Spells greater invisibility, hideous laughter.

Cost Fey 5,000 gp; Feats Craft Wondrous Item; Spells greater invisibility, creator must be a sorcerer of the appropriate bloodline.

Anyone that can give directions on which attacks and effects would harm the wearer? I searched for vulnerabilities for sorcerers with the fey bloodline, but couldn't find any.


Hi,

I am building a rogue character, and I am thinking about using the new unchained rules for multiclassing via secondary classes. So, I want to make a rogue 13 (secondary class warrior), instead of a rogue 9 / warrior 4.

Now, I was wondering about feats and their prerequisites. If a feat specifies, say, that your character should be a fighter, would my character qualify? And what if the prerequisite was one level in fighter?

Thanks in advance!


skizzerz wrote:
You need V, S, F (a silver mirror worth 1,000 gp) in order to cast scrying as an Oracle.

Thanks. I was actually doubting about the F, since I thought that for ordinary clerics, having both a focus and a divine focus seemed a little bit too much. But it appears that is indeed the way it is.


Hi,

My oracle is considering taking scrying as one of his fifth level spells.

However, I'm not sure what components he would need for casting.

The spell lists:

PRD wrote:
Components V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)

Remember that oracles may forfeit any divine foci.

So, what would he need?

Thanks in advance!