Grey Maiden

Leona's page

16 posts. Organized Play character for Mohrdekaiser.



Silver Crusade

Greetings!

I have a dilemma concerning 2 class abilities coming from a prestige class, Scar Seeker, and how exactly do they stack with those coming from a Paladin class.

1)Lay on Hands:
At 2nd level, a scar seeker gains the ability to lay on hands. This ability functions as the paladin ability of the same name. For the purpose of this ability, a scar seeker’s class levels stack with levels in any other class that grants the lay on hands ability.

So, do I get 1/2 paladin level + CHA + 1/2 Scar Seeker level + CHA,
or just 1/2 Paladin level + 1/2 Scar Seeker level + CHA?

2)Smite Evil:
At 4th level, a Scar Seeker gains the ability to smite evil. This ability functions like the paladin ability of the same name, but the scar seeker’s effective paladin level equals his class level – 3 (minimum 1). For the purpose of this ability, a scar seeker’s class levels stack with levels in any other class that grants the smite evil ability. He gains another use per day of this ability at 8th level.

If I use a Paladin archetype that changes Smite Evil, do I add Smite Evil uses from Scar Seeker to the alternate ability that replaced Smite Evil, or do I then count them as seperate abilities, in which case I don't count my Paladin as a class that grants the Smite Evil ability?

Thank you in advance.

Silver Crusade

Greetings,
I came across the Shielded Mage feat, and was wondering if it allows a paladin to use Lay on Hands with the shield arm. Also, I suppose this applies to any kind of shield, be it light shield or tower shield?

Shielded Mage:
You have learned how to cast spells from behind the safety of a shield.

Prerequisite(s): Shield Focus, base attack bonus +3 or fighter level 1st.

Benefit(s): You reduce the arcane spell failure of any shield you use by 15% (to a minimum of 0%). Using a shield does not prevent you from completing somatic spell components with the hand wielding the shield.

Lay on Hands:
Lay On Hands (Su)

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Somatic Component rules:
Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Thanks in advance!

Silver Crusade

Greetings!
I would appreciate if someone could clarify for me the use of Trap Sense for an Investigator.

Spoiler:
Trap Sense: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

I have searched the messageboards, and the only places Trap Sense was mentioned was with Rogue, who gets Uncanny Dodge which was mostly perceived as a second part to Trap Sense. Well, since an Investigator does not get Uncanny Dodge, what gives?

How is a Dodge bonus useful against traps, which deny your Dex bonus, unless you know the trap is there, by which the flavor text "an investigator gains an intuitive sense that alerts him to danger from traps" makes no sense...

Thanks in advance :)

Silver Crusade

Greetings,
I've been wondering about the feat Heroic Recovery, and what effects you could recover from. For example, could you recover from ghoul paralysis, or maybe Ray of Enfeeblement? In other words, clarification on the wording of 'harmful condition' and 'affliction'.
Thank you :)

Heroic Recovery
You can throw off the effects of crippling conditions.

Prerequisites: Diehard, Endurance, base Fortitude save +4.

Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.

Silver Crusade

Greetings, I am a little lost on how these two would work together and I would be happy with a clarification :)

Infernal Mortification (Su)

At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer's Constitution damage is equal to or greater than 1/2 his Constitution score.

Bandages of Rapid Recovery

These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity. A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

I suppose that BoRR can heal the Con damage even though you are actively fighting/casting/etc, but can you, for an example, use IM again just before the Con damage is about to be healed, thus ignoring the last part of the BoRR, and have them active indefinitely?

Thanks in advance