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2 people marked this as FAQ candidate.

I have tried to search the messageboards but i havent found anything that solves the matter. The only references in the pathfinder books i have found are all in the Crb:

a)Table 8-5 with attack roll modifiers in page 195 saying that being on higher ground gives +1 bonus to melee attack rolls.

b)Combat while mounted in page 202 saying: When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground.

c)Trenches on page 431 saying: Creatures outside a trench who make a melee attack against a creature inside the trench gain a +1 bonus on melee attacks because they have higher ground.

Also there is the feat Death from Above in Ultimate Combat which hints that if you are able to fly and you hover above ur target attacking him you gain the bonus of higher ground.

Now what actually consitutes being on higher ground? Does jumping and attacking my target mid air makes me having the higher ground? Does climbing on a table and attacking my target gives me the higher ground? If so what is the minimum height that i must acquire in order to gain the bonus of higher ground?

Thanks in advance!


CRB wrote:

Healing Nonlethal Damage: You heal nonlethal damage

at the rate of 1 hit point per hour per character level. When
a spell or ability cures hit point damage, it also removes an
equal amount of nonlethal damage.
CRB wrote:

Cold and exposure deal nonlethal damage to the victim. A

character cannot recover from the damage dealt by a cold
environment until she gets out of the cold and warms up
again. Once a character has taken an amount of nonlethal
damage equal to her total hit points, any further damage
from a cold environment is lethal damage.

Question is, a character cannot recover from the damage dealt by a cold enviroment until she gets out of the cold and warms up again naturaly, meaning he cant heal nonlethal damage at the rate of 1 hit point per hour per character level, or does this restriction applies at the magical healing aswell? In the cold and dangers section of crb it doesnt mention anything for magical healing, but in the Starvation and Thirst section it specifically states that:

CRB wrote:
Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

So what is the case for recovering nonlethal damage from a cold enviroment in order to benefit from magical healing? Does the character benefits normally towards healing nonlethal damage while still in a cold enviroment, or she has to get out from the cold and warms up and then get magical healing?


Im interested in creating an Oracle and i find lots of abilites from Oracle Mysteries in the UM interesting, but lots of these dont state what type of action they require. for example:

Ancestral Weapon (Su): You can summon a simple or martial
weapon from your family’s history that is appropriate for
your current size. You are considered proficient with this
weapon. At 3rd level, the weapon is considered masterwork.
At 7th level, 15th level, and 19th level, the weapon gains
a cumulative +1 enhancement bonus. At 11th level, the
weapon gains the ghost touch weapon property. You can use
this ability for a number of minutes per day equal to your
oracle level. This duration does not need to be consecutive,
but it must be used in 1-minute increments. The weapon
disappears after 1 round if it leaves your grasp.

or

Spirit Shield (Su): You can call upon the spirits of your
ancestors to form a shield around you that blocks incoming
attacks and grants you a +4 armor bonus. At 7th level, and
every four levels thereafter, this bonus increases by +2. At
13th level, this shield causes arrows, rays, and other ranged
attacks requiring an attack roll against you to have a 50%
miss chance. You can use this shield for 1 hour per day per
oracle level. This duration does not need to be consecutive,
but it must be spent in 1-hour increments.

And there are plenty others in the same pattern. Does anyone have a clue as to what type of action they require in order to be activated? Im guessing they require a standard action but asking never hurt anyone.

Thanks in advance!


According to page 14 of Bestiary an Animated Object has a number of Construction Points based on its HD. You can spend a Construction Point to gain an additional slam attack apart from the standard single slam attack. My question is can this ability be purchased more than once?

Thanks in advance!


Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Now if i am a 7 lvl cleric without healing domain and i cast a Cure Critical Wounds i heal 4d8 + 7. If i have healing domain do i heal:

a)(4d8+7)*1.5
or
b)(4d8*1.5)+7?

Thing is the ability's explanation says increasing the amount of damage healed by half(+50%) implying the a) but the as if they were empowered and the fact that it does not stack with the Empower Spell metamagic feat kinda leans me towards b). What is the case?

Thanks in advance!


If i am to interpret this Bloodline Power for a sorcerer as far as a bonded item is concerned, a sorcerer can cast once per day a single spell that he knows from his limited(compared to a wizard) list of spells known, without being able to modify it with metamagic feats.

If his bonded item gets destroyed or not worn or held, he gains the drawbacks of it like a wizard does(Concentration DC 20+spell lvl)whenever he tries to cast a spell?

If this is the case then it is more a burden than a bonus as a bloodline power considering the limited list of spells known for a sorcerer in my opinion. Of course having a familiar as a sorcerer is pretty cool but a bonded item for a sorcerer doesnt seems like a viable choice for me.

Am i missing something here? Maybe the bonded item could make you cast any spell the sorcerer can cast from the sorcerer/wizard list? I guess that would be broken:(

Thanks in advance!