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Quick question: the Filcher rogue archetype gains Improved Steal and Greater Steal as bonus feats which both have Combat Expertise as a prerequisite. Obviously no one wants to take Combat Expertise, but the archetype lacks the "need not meet prerequisites" language seen on Monk bonus feats. Is that language implied, or do Filcher rogues just have to take Combat Expertise at some point in order to access their class features?


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Just noticed the Magic Is Life trait in Ultimate campaign- sounds pretty good. Trait bonus vs. death effects and automatic stabilizing "while under the effects of a spell." It seems to me that if you had a cheap spell like Detect Magic cast on you with Permanency, you would always be "under the effects of a spell."

Unintended interaction? It's almost like buying the Diehard feat for 2500gp, except you can't act but do get a save bonus and whatever spell you tacked on.


Last night I was looking at the sorcerer's aquatic bloodline which boosts the ECL of water type spells and wondering just what the options there were. However, which spells have the water descriptor seems to be pretty arbitrary. Water Walk has it even though the spell doesn't actually have an effect on water, while with Bless Water the reverse is true in both cases. Is there anywhere I could look up spells by type or am I stuck going through each book spell-by-spell?


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I was looking at the Filcher rogue archetype from the ARG and I noticed something funny. The archetype loses Evasion, so I went to look up Improved Evasion to remind myself what I'd be missing and saw that the only prerequisite for Imp. Evasion is the Advanced Talents class ability. Further, Imp. Evasion is worded that it "works like Evasion," rather than increasing Evasion's bonus.

Obviously, the intent of the ability is for it to be an upgrade for Evasion, but it seems like RAW I could trade in the ability to Filcher and still take the advanced talent. Have I missed something?


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In a recent thread asking for Strix character ideas, someone suggested a Strix gunslinger. This idea appealed to me, so I started brainstorming a build when I came upon a gray area. Firing a Double Hackbut or a Culverin without a support causes the wielder to be knocked prone. How would that work while airborne? Flying creatures cannot be tripped, but that's not really the same kind of effect as recoil.

Would the firer be knocked out of the air and immediately start falling? A Fly check to stay airborne as though in a high wind? Or are flying creatures just immune to recoil, making this build that much more interesting?


Good morning all, how about some rules crunch to start your day off right.

If a character with Snap Shot has somebody adjacent to them (in their threatened area) and uses Stabbing Shot successfully (causing them to leave the threatened area), will the s/he get an attack of opportunity? If so, does this AoO happen after the full attack or interrupt it?

Thanks


Hello folks,

Quick question: does a cleric's channel energy ability count as a special attack for the purposes of the Ability Focus feat from the bestiary? I know channel already has a DC increase, but it's so hard to get the DC high enough to matter with that half class level progression, especially if multi-classing.

Thanks in advance


Hello, all!

After much lurking, I have finally come forward to beg your assistance.

I will soon run a short dungeon crawl at a convention (yay Polycon!) with a 4-6 hour time limit. I'm normally one to let the game unfold at its own pace, but the last time I tried to run a con event, the players didn't get through the front door.

To make matters worse, I was intending to include some non-combat encounters: puzzle rooms, shifting floors, etc. I've heard that 30 min. to an hour is a good average time per combat encounter, but if somebody with experience using puzzles and the like could offer a good, general time estimate, I'd appreciate it.

Thanks,
Lurk3r