hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
The disguised Miranda gives Hairam a friendly grin but remains silent. She stands about half a step behind Grey, as if she were following someone of great importance but also being ready to jump in and help at a moments notice.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
When handed the tools, Miranda accepted them with a small nod. The weight didn't seem to bother her too much but she hadn't expected to see quite so many variations of 'knife'. She waited a little while with the reading, not wanting to make it too obvious. To the keen eyed, signalled the start of the reading proper. Should have figured I'd get *that* from surgeon's tool... *Wait!* The blood is cold, dead... He doesn't work with living patients ? Resuming her carefree hum she archived the little tit-bit of information.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Humming a pleasant tune Miranda follows the woman downstairs and under ground. She had mixed feelings about tunnels. On one hand, there was usually alot of treasures buried in the earth. On the other hand, ancient tunnels had a tendency to last just long enough for someone to enter them before collapsing. She suspected it was due to spite, but none of the tunnels she had asked had said anything. However this tunnel seemed to be of newer origin and well maintained - lacking both historical trinkets and the risk of cave-in. Hmm. Golem? Cool! Miranda makes a mental note of the location of the gnomes workshop (as she assumes it is) as they pass it by. She hadn't gotten the opportunity nor time to flag down the gnome the previous night and she curious as to what her clockworks would say. And curious about the clockworks in general! As they entered the church proper, the 'halfling' had to fight down the urge to yell. Shattering the silence has sooo very tempting, but she suspected that the priests of Pharasma would react to it secret order or not. And she didn't particularly like the idea of getting a facefull of mud on her first day of the case. Hardly professional. With a grin she nodded at the priestess. With the magical disguise in place, it was neither as wide nor as toothy as usual. "We'll do our best!" @Team - anymore stuff do do or shall we head off to the morgue : )?
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
"I can play the doctor's assistant! Then I have a good excuse to get in with the body. And my reading is rather quick, so I can run interference afterwards and shoo away any curious morgue worker." With a grin jumped off her chair, eager to go. With some quick sleight of hand she conjured a small hat from her pocket and placed it on her head. Then with a magic word she activated the Cap of Human Guise - Gone was Miranda the Investigator and in her place where Miranda, the Doctors apprentice. To the naked eye, she was a blonde human girl in a white dress and a naive smile. "Can I take your tools for you, Master Doctor?" With innocent blue eyes she looked up at Grey, but her mischievous smile betrayed her. The tools can sometimes say alot about their owners! The cap specifies plainly dressed - so she can't pretend to be a *real* doctor (their outfits are costly :P). Hopefully this ought to do!
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
"OOoh! Maybe we can forge a will saying he donated his body to science?" This sentence feels like the most anachronistic thing I have ever written. Golarion is such a strange place ... :P
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
He looks like a silly bird! Miranda suppressed the urge to giggle when she saw the doctor's mask. It really wouldn't be appropriate. "I think this could work. But it all depends on how grumpy they are at the morgue." she grinned "And I might have been less then honest once or twice in my life, so I am okay with a little lie of needed."
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Mathie seems a bit off. I wonder what's gotten to him? He have never been bothered by bodies before, must be something else ... She gave him a quick worried glance then snapped back into attention. The brief had started, she would have to worry about that later! With a grim smile she made a mental note of carving the symbol of Norgorber into the wall should he run across this 'captain' - if he had an accident of course! I *shouldn't* think like that. But I can't help it - he sounds like scum... Know(Religion): 1d20 + 9 + 1d6 ⇒ (2) + 9 + (5) = 16 She gave the good doctor a small nod in reply to his nod. It might be possible. The departing of the soul usually scrambles it a bit, but definitely possible ... "Do we have a name of the victim or something similar? We could just claim to be represents of some of his relatives or something. Like a lawyer handling the last will and making sure he is really dead first? Would explain why we would need a Doctor to take a quick look." Hmm. A body should be an object so it *might* work. I don't think the psychic imprint will be that nice to re-live, however :P
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Miranda arrives downstairs as she left last evening, in tow with her much larger companion Mathias. With a large yawn she takes her seats and nods towards the others, glad to see them up as well. Baqur she hadn't had time to introduce herself to, so he got an extra nod and a grin. She pokes a bit in her food, but it doesn't take too long for her to work up an appetite and the porridge and fruit rapidly disappears. While she is no Dr. Grey, she too can eat a surprising amount for her size.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Finding stuff was what Miranda was good at - not political intrigue. Needless to say, she felt a little out of her depth. During the conversation she soaked as much information as possible, resisting the urge to retrieve her notebook and writing stuff down. I don't think they would like that ...
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
@Mythic - My main gripe with the system is that it is filled with so many cool options, most which are overshadowed by things like Powerattack 2.0. But I guess that is part of the game really :) That said, using mythic bosses and foes against a non-mythic party seems like one good solution to have that little extra in the boss fight. And all the extra defences one can pick up and the swift action mythic powers might make up for the fact that the party would outnumber such a boss. Haven't tried it yet sadly. @Books - Haven't read any pathfinder novels, but I did play the Icewind Dale games. They were fun : ) Edit: Also, I have to apologize. I keep trying to come up with one of the million questions one should have in this situation and keep drawing blank. I guess Miranda just have to sit there and soak up all the information and let the others do the talking at this moment : )
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Good pay, free living and food. Miranda thought with a cheerful smile. I wonder what the hook is - other then fighting the terrible terrors of the night! Despite her racing thoughts, she couldn't think of one question to ask!
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
We have divine magic, psychic magic, sciency-magic and water-bending magic. But no arcane magic : ) Edit: @Dr. Grey - She'll be honoured to make it one of her goals to pilfer, negotiate or con herself into temporary possession of one of your belongings : )
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
When Mathias comes down to join her at the table, she leans up to whisper in his ear "Remember the writer I mentioned last evening?" and frantically nodded towards the man in the middle with a big grin. I assumed Miranda filled you in when you dropped by her room to check up on her!
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Knocking... The annoying sound pierced Miranda's pleasant sleep. Blinking awake she yawned - yet the knocking continued. So it wasn't a dream! Taking a few moments to adjust her nightgown she picked up her gun and made her way out of the closet and towards her 'front door'. With a peppy 'just a minute' she undid her bell-and-twine arrangement and opened the door. About a minute later she was fully dressed, if a bit unkempt. As she stepped down the stairs the last of the sleepiness vanished from her visage and she stopped trying straighten her hair. Instead she grinned widely and looked around, taking it all in. It was a motley looking crew, this boded well! She gave the clockwork spider a long look - her desire to read it was overwhelming. But before she had the chance to say hi to the gnome and her invention, she was directed towards a seat. With barely contained excitement Miranda hopped up on the one bar-chair available at the table and gave the welcoming comity a toothy wide grin.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
I'm actually playing the AP as a pbp here too. However, I joined a bit late. The group was originally also something like thirteen people running diffirent quests parallely and ruling together, but due to one thing or the other mainly the original DM leaving and creating a bit of a gap until the next one picked up, the group has shrunk a bit. I think we are way off track with exp, but otherwise it is going well and is quite fun : )
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
@Grey - I actually scoured your physical description and introduction segment several times to see if you didn't have a hat Miranda could ask to borrow for her silent image trick... And totally not take a reading at the same time :P @Carrion Crown - I have not played Carrion Crown, the only AP I've tried is Kingmaker : )
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
That is what happens when you give us access to free food :P After watching the game (she won't play, but if Erasmus offers her some card she'll happily take them and see what they say about him!) for a while and introducing herself to the new face at the table, Miranda excuses herself and goes to find her complimentary room. First she unloads her stuff in the corner of the room then she takes a quick look around. It was nice. Not extravagant, but nice. She liked it. With a smile she started to work. First she secured the windows and the door with bells and twine. Then she took her bag and made a small bulge underneath the sheets. Lastly she switched into her nightgown and pulled one of the pillows as well as a blanket with her into the closet. Human-sized bets always felt so weird, so vast. She preferred an enclosed space anyhow - it felt more private and safe that way. Settling in she closed the door behind her, soon falling asleep.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
"The race was just a guess. I heard that they have a knack for such things!" Miranda comments as she follows Laurence to the table. For some reason, she didn't feel comfortable being left alone with the doctor. Without company, his prying eyes ... They they actually felt a bit unnerving. Putting down her untouched cup of milk (now devoid of images) she pulls up one of the bar chairs to the table. They were tall enough to give her a somewhat normal height-to-table ratio. "Watcha playing?" she inquires. "I'm Miranda by the way"
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
"*Hih*" Miranda chuckles and accepts the letter. It looked eerily similar to the other - but perhaps it caught a different piece of the scene. Or maybe it contained a piece of Laurence instead. Or nothing at all.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Miranda looks up from the cup with an apologetic look. "It was just visual imprints, sorry..." She looks thoughtful for a second then continues slowly. "... buuuut perhaps I could try something else. I haven't 'read' your letter. The odds are that it will be the same - or very similar - imprints. And it might be contaminated by now ... But it might be worth a shot!"
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Miranda grimaces a bit. "Yeah. I've met her before. Very briefly, but I got the impression that she was a bit of a zealot..." She continues to look down into the cup for a few more minutes, hoping to recall more of their brief interaction - but nothing useful came into mind. Miranda doesn't have much more to do I think. She has greeted the ones she know and tried her tricks. She'll linger a bit longer at the counter staring into the cup (if Dr. Grey wants to look over her shoulder or something, perhaps he also wants to see the knight?) then go watch the cardgame until it is time for her to go to sleep.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
With a smile she returns to her seat next to Laurance. She puts the cup between them on the counter and concentrates for a moment. Then she motions for him to look inside. "Anyone you know?" Inside the cup is a small replica of a knight of the Inheritor. She is clad in heavy armour and has black short-ish hair. Basically, Miranda is making a miniature image of the knight inside the cup using Silent Image. That way, Laurence (and Dr. Grey too) can get to try a Know(local) test too without Miranda advertising to the entire bar that the knight was here earlier. Who knows, perhaps she values her privacy.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Pondering more about the only discernible part of the vision - the knight - Miranda wanders off in her mind. That woman. She had seen her before, just briefly! With a smile she recalled their meeting. Hmm. Never did I catch her name ... I wonder if she has mine? For a second she contemplates asking either the innkeeper or making an illusion and showing Laurence. But the knight had taken steps to be discrete, and Miranda felt that she might make an even worse impression if she outed her so publicly. Maybe when there was some privacy... With a grin she jumped down from her chair again and chased down the innkeeper. "A large cup of ... hmm ..." Can't be foamy! "water or milk or soup?"
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Noble? Doesn't sound very noble to me! With a soft chuckle Miranda pockets her letter again and returns to the bar desk. There was something about Goblins and roots and such, but she wasn't sure how that fitted into his story - she missed that. His tavern theory was interesting however. "That would explain the choice of inn, if it was simple personal preference." And it is certainly a nice place. But still, why write the letters here? Perhaps they had a secret meeting or something - But I'm certain that barkeep knows more! With another thought she added "I'm not even sure our benefactor is a 'he'..." What is the time, approximatively ?
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
"Mmmh. Probably all the letters were written at the same time ?" Miranda muses as she jumps down from her seat. At random she walks around inside the tavern, climbing up on chairs and standing on them looking around. With some luck, she might find the right one! Perception: 1d20 + 13 ⇒ (2) + 13 = 15 Perception: 1d20 + 13 ⇒ (6) + 13 = 19 Hooray for skill-mods : )
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Acknowledging the doctors introduction with a faint nod Miranda continued to stare at the letter for some moments. Laurence explanation was good if not complete, but she wasn't compelled to elaborate just yet. The doctor was a strange man - Grey fits. Drab at first glance... But I wonder what lurks beneath - what would those spectacles say? Laurence didn't seem to fancy him, but he was courteous as always. She stole a sizeway glance at them, only now realizing how tall Grey - probably as tall as Mathias (he did lack a bit in bulk compared to her companion however). As the vision flashed past, she closed her eyes to not contaminate it with other visual input. In her mind, she examined the scene. With a frown she tried to place the writers location within the room, but it was hard. She always had problems with point-of-view visions and taller folks. Too far off from her own perception of the world. But there were other details. Mumbling, she described what she saw to the others. "It was written here - the letter. It is dark - the room is barely illuminated. It is hard to make out faces in the gloom, but there are others. Probably a human writer - too large hands for a halfling and most others can see better at night then this. Expensive clothing yet lingers in a bar - doesn't trust his peers? Could be treachery afoot, but there is a knight if the Inheritor there too. She is speaking to the barmaid..." Opening her eyes again she takes a quick look around in the room. Perhaps she could find where the writer sat?
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Remaining at the chair by the bar, Miranda waved and smiled as she was introduced. She'd join them later - there was something she wanted to try first. If the messenger won't tell, then perhaps the message will! And then ... Her train of thoughts where interrupted by the doctors voice. With a blink she looked up and grinned. There was something off-putting about him that she just couldn't place - but she had never let that stop her before. "Hi works too, you know!" the grin evolved into a full blown smile, complete with a set of impressive pointy teeth. "I'd imagine that you're right. But with a bit of luck, we get to enjoy the perks first. As for insight - we'll see!" With a conspiratorial wink she pulled out the letter that brought her to the inn. Since it seemed like it was hardly unique, she didn't see any harm in revealing it. Besides ... Carefully made sure the bar-desk was dry and somewhat clean before putting the letter down. Her small hands pressed it down, straightening folds. Her little ritual done, she stared intently at the piece of writing. The text was upside down, but that didn't seem to bother her. "What shall I call you? It is going to be awfully confusing having *two* 'mysterious fellows' to refer to." Miranda is attempting an Object Reading on the letter she received. While it is unlikely that the letter is either magical or historically significant, it might be a psychic footprint left on it. Hopefully from our mysterious employer him/herself ... : ) I copied the text on Object Readings here and put the relevant parts in italics. You'll note that the type, quantity and sort of information is very much up to you, the GM : ) Object Reading (Su): At 2nd level, the occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its powers and command words as if he had successfully examined the item using detect magic. This does not reveal if the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, the occultist learns one piece of information about the last creature to use the item, so long as it was last used no longer than 1 day ago per occultist level he possesses. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
But they feel kindof out of place inside an inn, don't you think ? (But I must admit, I thought they were much higher CR then 5 - probably Heroes giving me a false perception...) Miranda takes one quick look at the letter and nods. "Mmm. Perhaps tonight is special then. I mean, we are here now." She flashes another wide grin. With a giggle she continues. "Or maybe we will have to join you and suffer trough free accommodations and meals for some time. Woe us!"
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Miranda nods understandingly at the innkeeper and takes her key back, handing the other to Mathias. I knew it! I should have asked the bird while I had the chance ... Not the one to linger on the past too long, the wishful thoughts were soon gone. Besides - the inn seemed clean, the scent from the kitchen was wonderful and the food was free. Could be worse. And old faces too! With a smile she continued the conversation with Laurence. He seemed a bit hesitant about the first topic - but order was restored so that was that. The topic of the clouds fascinated her more - as well as the reason someone had called them here. Perhaps? "Mmm. Very pretty - but the fact that no-one knows anything about them drives me out of my mind!" She paused for a moment before once moer switching subject. "Have you gotten any interesting mail lately Laurence?"
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
"Laurence!" Miranda exclaimed in an overly familiar tone and sat up straight in her chair. She returned his greeting with a wide smile of her own - as habit were. With a brief glance back at the thin man and his vial, she refocused all her attention on Laurence. She hadn't seen him in ages - not since - what was it? He was tracking some cult! Yah, that was it ... With a conspirational wink she chirped. "Maaaybe - hard to tell just yet." With another wide smile she carried on, determined to catch up as best she could. "Did you ever find what organization you were looking for? And what do you think of the weather recently? We were just talking about that earlier today - I'd think its kind of neat..."
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
I think Miranda is the only caster (the good Doctor is more of a drinker/brewer!) I thought it would only be decent if I gave you a quick rundown on how the Occultist works. So you know what to expect - and what she actually can do and not. Wall of text!:
---Spell list---
An Occultist is a middle level spontaneous spellcaster, like a bard or an inquisitor. But unlike those two, she does not pick her spells on a case by case basis. Instead her spell selection is even further limited by schools. At start, she can learn spells from only two schools. Given that she is level four (one level is an investigator dip!) she has gotten the privilege of learning a third school. Only schools she has picked is on her spell list (that means she have to use UMD to cast Occultist spells from any school she hasn't picked). She knows spells from the Divination, Illusion and Transmutation school. For each school she knows, she get to learn one spell from that school for every level. From Divination, for example, she has the Detect Magic cantrip, Comprehend Languages as a first level spell and Locate Object as a third level spell. So right know she knows a grand total of three cantrips (one of each school), but also three level two spells! ---Psychic Magic--- Of note is also the fact that she uses Psychic magic - which is neither Arcane nor Divine. As such, she can't use spell completion or spell trigger items crafted by such classes without UMD. Of greater impact is that all Psychic spells lack both Somatic and Verbal components. That is, they require no motion nor sound to work. They do still provoke attacks of opportunity (a feature which I do not plan on using! :P). Instead, they have Thought and Emotion components. Spells with the Thought component require great concentration and as such they are a bit harder to use when a concentration check is called for. Spells with the Emotion component require the caster to be in the right state of mind to complete the spell - if she is afflicted by hostile effects with either the emotion or fear descriptor, her spell fails. ---Implements--- Additionally, the Occultist makes heavy use of Focuses for her spells. At the start of each day, the Occultist chooses one object, called an implement, to serve as a focus for each school of magic she knows. Trying to cast a spell from a given school without the proper implement creates the same penalties as a Wizard whom lost his Bonded Object. The choice of Implement for each school is limited to a set of thematic items. For example, to serve as an implement for her Divination spells, Miranda can each morning pick between using a Crystal Ball, a Harrow Deck, a pair of Goggles ect These implements do not only serve to hinder the Occultist and get sundered, they can also be imbued with power in their own right. At the start of each day, the Occultist gains a number of Mental Focus Points which she can distribute among her implements. Each implement has a resonant power which gives the item some magical power as long as it is charged with Mental Focus Points. This power typically gets greater with the number of points invested, but is capped by level. This power is typically granted to the wielder of the implement, not necessarily the Occultist. For example, Miranda's goggles serve as a Divination implement. As long as they have atleast one Mental Focus Point they grant their weilder low-light vision. For three points, they grant Darkvision 60 ft. Additionally, each school of magic has a Base Focus Power - an effect that can be used by expending one or more Mental Focus Points from the associated implement. Only the Occultist can use Focus Powers. For example, Miranda's divination implement grants her the ability to, as a swift action, gain +2 on a certain roll before her next turn in exchange for one Mental Focus Power. Finally - as the Occultist gains levels they may pick (advanced, non-base) Focus Powers. These are more advanced tricks that also expend Mental Focus Points from the implements of the proper school. For example, Miranda can turn herself Invisible for one Mental Focus point with her Illusion implement - or turn an ally Invisible with a touch for two!
Summary: As many low level spells known as hight level spells, limited by school. Thought and Emotion instead of Somatic and Verbal components "Focus component" on all spells - called implements. Has a pool of points to distribute over the implements which give passive powers - can be expended for nifty tricks.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
With that taken care of, the halfling deftly hopped up on one of the bar chairs and took a proper look around. From her new high(er) vantage point, she could properly see the other patrons - and not just their legs. Her curious red eyes hopped back and forth between them - some got barely a glance, on others they lingered longer. Least interesting where the ones that looked like regulars - the one that were merely drinking the afternoon away. Somewhere in the middle where the one oiling a strange firearm. Most intriguing - most peculiar - was the thin one examining food in a vial. Probably his portion size, given his looks ... Suppressing a soft giggle she nodded back at her companion. "You're right as usual - I do think there is something special up!" Flashing another wide grin at the innkeeper she inquires "You know who paid for all this anyhow?" --- Miranda is currently clad in a dark cloak of indeterminable colour and a earth brown dress. Both seem to have plenty of pockets, but that is seemingly not enough as she also carries several pouches both on her belt and a bandolier. A bit above the base of her spine there is a barely noticable bulge in her cloak, most likely from another pouch or perhaps an holstered weapon. In the spirit of the day, she wears her best pair of black boots. The halfling herself is almost half of Mathias length - if one would subtract the thick soles of her boots, probably less. Given her choice of clothing, her build is hard to determine but judging from the ease of which she leaped the chair earlier there must be some trace of athleticism. As an outlier - she is probably the only red eyed halfing you ever seen. Not bloodshot red either, her irises are the colour of wine - but the exact hue is hard to judge given the distance. She also has a rather wide mouth, which turns her friendly smile into a maniacal grin.
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
Miranda made her way towards The Gilded Unicorn together with Mathias - one thing was for sure when travelling with her companion: she never had to worry about bumping into people! And there it was - 'one of the finest inns in town'. Unless appearances where deceiving, it looked like their benefactor had a different set of standards then herself. So it was with a suspicious look and one hand firmly on the holster behind her back that she followed Mathias inside. Seeing no intermediate threats - quite the contrary - the halfling quickly eased up. With a laugh and a soft nudge she replied to her companion - "Coincidence? Maybe they just want your autograph!" Turning to the innkeeper she grinned for a moment before exclaiming 'oh' and diving a hand into one of the many pockets of her cloak. With a wide and toothy smile she pulls out a pair of keys and puts them on the desk. "I think we're supposed to show these too!"
hp 50/50|Fort +6 Will +6 Ref +6|AC 19/14/16|Perception +13 (+14 vs traps)|Darkvision 60ft., Scent|Initiative +3| Status:
@Retraining - That is nice to hear. And in that case, I believe Miranda's crunchy stuff is all done! (I was considering either Point Blank Shot or Weapon Finesse as my token combat feat, but I went with the former) @Dr. Grey - I looked trough story and I could see no obvious connections. Perhaps just a chance meeting in/around Absalom or we could hold off the pleasure until we meet in game : )
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It's a pretty stupid rule, but it's there. Given that it's there, does RAI exclude tasty goodies like ?
You are trading alchemist progression to get it, but the interaction with other abilities didn't seem to be considered. Does arcanotoxin only count as/act like a poison in certain contexts? Why wouldn't the author just spell that out instead? It's clearly called out as a poison in the first paragraph.Additionally, qualifying discoveries as "mundane" is confusing to me, as it implies there are also discoveries that cover more than mundane. Further, I'm confident I could work out something mechanically to use Poison Conversion on something like Cloud Kill (unintended, almost certainly), so does that mean it's exempt now?
So is it RAI to be able to manipulate arcanotoxins with abilities that are not "alchemist discoveries"?
Specifically, I'm going to be asking about features that improve poison DCs, but the discussion shouldn't be limited to that as there are other abilities out there that forgo sneak attack as well(should multiple abilities ever affect the same mechanic as these do poison). I put forgo in quotes as the meaning seems a bit ambiguous RAW vs RAI...
Examples:
Additionally, this talent Accurate Poisoner (Ex) wrote: A rogue with this talent delivers poisons with deadly precision. When the rogue successfully hits an opponent with a poisoned weapon and would deal sneak attack damage, she can forgo the sneak attack damage and increase the poison’s potency. If she does, the poison’s duration increases by 2 (for example, large scorpion venom lasts for 8 rounds instead of 6 rounds, and drow poison lasts for 4 minutes instead of 2 minutes).Other abilities seemed to keep this potential stacking in mind
So, the question is, RAW what stacks? and RAI what stacks? What is the key language that indicates it must be an X->Y exchange if that is your position?
Occult Adventures: Psychic Magic wrote: Focus components work the same way with psychic spells as they do with other spells. What does the bolded part mean?/How does it function? At a minimum, I assume it has to be in hand, but is this less exploitable than it seems at first glance? (My point being that the trait was never intended as a more broadly applicable Spell Specialization for blasters)
1. Does the Awesome Blow maneuver granted by Awesome Charge benefit from bonuses to the weapon you are using? (since it is ostensibly the delivery instrument) Awesome Blow doesn't seem to normally utilize a weapon.2. Do you still get to make the Awesome Blow check if you used a reach weapon to make the charge attack? (ie. your target is outside of your natural reach) 3. Charge attacks may also be a Bull Rush; may you follow your opponent so the Awesome Blow is more effective (knocking them into an obstacle)?
I suspect the answers are
2. Yes 3. Yes
I am most interested in opinions on #2
Which of these is correct? Quote: If the toxitician uses Sleight of Hand, the target can attempt a Perception check to detect the attempt, opposed by the Sleight of Hand check result, but detecting the attempt doesn’t prevent the creature from being injected. Quote: If either the melee touch attack or the Sleight of Hand check (if attempted) fails, the injection isn’t delivered but can still be used again Is there a way to fail this SoH check that isn't 'being detected'? Is there an appreciable difference between "injected" and "delivered" in this context, and if so, what is it?
Rapid Grappler (Combat) wrote:
I had never interpreted this quite so literally before, but this looks entirely RAW legal to me. However my question is RAI (unless someone wants to point out where I'm wrong per RAW). Is it intended to be able to initiate a grapple vs a new target with Rapid Grappler? Is it intended that Rapid Grappler is NOT restricted to a GCMC against the same creature? (I've been curious about this one for awhile now -- it seems strongly implied to me that it's against the same creature) And in case there's anyone who cares "why?"
I'm not sure this is exactly a rules question, but maybe I misunderstand how the mechanics work? Drow poison wrote: Injury 13 — 1/min. for 2 min. Unconscious 1 min./2d4 hrs. 1 save 75 gp Maybe, I'm assuming too much to think that it's actually based on the 3.5 poison of the same name which only ever required a single additional save vs the secondary effect, but as I read it in PFRPG: Injured with Drow Poison, failed save = unconscious 1min
Just curious if this is an intentional buff, unless the unconscious durations are supposed to overlap instead of stack?
Are ranged spells compatible with this feat? (apply a range penalty) Or because most spells have a range rather than a range increment, they are incompatible?If it's the latter, can you add a range increment to weapon-like spells through Longshot? EDIT: General Lob Shot question
I suppose I mean magic items specifically Magic Item Descriptions wrote: General descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item's effective Dexterity of 0. If a creature holds the item, use the creature's Dexterity modifier in place of the –5 penalty. I'm under the impression that the only time item AC matters is when it's unattended. If an item is attended, attacks against it use the creature's CMD, do they not? (The lone outlier here may be Ioun Stones, but to my knowledge, it's never been resolved whether that language is only a holdover from 3.5, having no PFRPG function) So what is the purpose of adjusting the held item's Dex modifier?
Does it affect a held item's Reflex save or is the base save of 2 + 1/2 CL fixed? (instead of shorthand for "2 + 1/2 CL + Con/Dex/Wis(normally 0)") Related from another thread
I assume it's intended that the range is touch, but it's not detailed at all how the transformation (in either direction) is limited.
Quote: Transforming into a tattoo or back to normal familiar form is a move action for her familiar. Is there any more context here? What's stopping the familiar from delivering a touch spell and then spending a move to transform (presumably returning to its master)? Also, a tattoo familiar with the Mauler archetype:
I'm looking to convert the 3.x spell Touch of Madness (aka Tharizdun's Touch) My understanding is that since so few things are able to avoid the dazed condition, that PFRPG adjusted most of the durations to 1 round. Glossary:Dazed wrote:
That last line is new in PF. So... Is a multi-round Daze 2nd level spell out of line?Is the touch attack sufficient to justify leaving it alone? Hold Person is targeted and inflicts a worse penalty to a single creature type(most PCs), but allows a save every round. 2 Bard spells (Cacophonous Call and Piercing Shriek) are also targeted, inflict less severe conditions (nauseated and staggered respectively), but don't allow for more saves. This leaves me at a slight loss of how to handle this, as simply adding a save every round makes the spell objectively worse than Hold Person (even though it can affect more things, you get significantly less benefit from the debuff since they aren't helpless), but doing nothing makes it objectively much better than either of those bard spells. (Now one thing that isn't completely clear is whether these spells are added to the cleric spell list or only accessible through the domain. That latter point about being objectively better is less significant if it's an exclusive domain goody, but the AP has these guys preparing them in normal slots... even though a later printing in Complete Divine didn't actually add them. However, unless there are legit "domain only" spells already present in PFRPG[??], I'm inclined to say this spell would be on the Cleric/Oracle list proper.) So that leaves me with a few options
Any other ideas? Along these same lines, Bolts of Bedevilment is a 5th level spell that grants 1 ray/round, effect: Dazed 1d3 rounds (Will negates). It's a tiny bit more than most PF effects, but it's not particularly out of line for the level in my estimation. Thoughts? Overall, have I missed any other guidelines besides the glossary entry regarding Daze? Thanks for any help.
I'm not if finding if this is specifically addressed yet and just want to make sure I'm reading it correctly Incorporeals inside of an object (most often a wall or floor) have total cover but can only sense adjacent squares (targets have total concealment). If they attack an adjacent square, they suffer the 50% miss chance, but are reduced to having normal cover vs readied actions only. 1)Since Stealth may be used while you have cover, is it legal for an incorporeal to attempt to attack from stealth (opposed by the Perception of everyone who can see the attack) to also deny dex on top of already targeting touch? Would a successful Stealth check deny readied attacks? (a single party member yelling a warning out of turn should effectively shut this tactic down) 2)If it has Flyby Attack (or Spring Attack with a Ghost Touch weapon), is stealth broken merely by exiting the wall? (My reading is that their touches are always(?) supernatural abilities requiring a standard action and not able to be substituted for an attack.) 3)If it has Greater Blindfight and Shadow Strike (say a Ghost Rog5/Asn10), would it qualify for Sneak Attack while attacking from inside the wall? (Death Attack still requires an actual melee weapon attack) 4)Conductive (+Ghost Touch) weapons seem rather powerful for ghosts/incorporeals? Does anyone think this addition deserves a CR bump? I gather they still target normal AC?
Apologies, but after sifting through half a page of irrelevant results to this query, I'll just make a new thread. Deadshot
Spoiler:
Dead Shot (Ex): wrote: At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed. Now, I find it reasonably clear that it doesn't include TWF or Rapid Shot, but FoB can be made using a single weapon, which muddies the "as if a full attack" for me, as anyone who could flurry with the gun probably would. Also, FoB is clearly "based on BAB" and explicitly a full attack. Basically what I'm getting at is that the RAW seems to support this interpretation even if RAI didn't account for this interaction.
FCT table text wrote: Use Improved Unarmed Strike feats with natural weapons Feral Combat Training wrote:
How does this interact with Perfect Strike? Perfect Strike table text wrote: Roll twice for attacks with monk weapons and take the better roll Perfect Strike wrote:
I imagine most of you will argue that the specific limitation of the feat makes this untenable, perhaps even citing the FAQ about it's use with unarmed strikes. However, I have observed an inordinately large number of responses suggesting that FCT also bypasses similar language in other feats that require the attack to be an actual unarmed strike. Why does this make a difference? FCT says nothing about treating your natural weapon as an unarmed strike, only that IUS feats apply (as do effects that augment UAS).
So, my questions is Can you substitute a 'natural weapon attack augmented by Feral Combat Training' in place of an Unarmed Strike for feats that specifically utilize an Unarmed Strike such as: Vicious Stomp, Panther Style, or Medusa's Wrath? If you can for the above, what makes this different for Perfect Strike, considering no such language about substitution exists within Feral Combat Training? Can you use Perfect Strike in conjunction with Feral Combat Training?
Constrict (Ex) wrote: A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack. Does Constrict also use a Monks augmented damage of the triggering natural attack utilizing FCT? I really want to say no, since there's typically a listed Constrict damage, but I've seen very few stat blocks where the damage is different, which leads me to think that the general rule I highlighted may apply.
Maybe my searchfu is failing me on this topic, but it doesn't seem to be addressed directly with any of the keywords I've supplied. I've noticed a good number of 'Aquatic' creatures also maintain a Base Speed(aka land speed) greater than zero. Specifically, I want to exclude any creatures with actual legs from the following discussion. I realize a large number of the remaining candidates also have the property "cannot be tripped", but I'm confident not all have it explicitly listed, so... 1. Does a positive Base Speed ALONE prevent such a creature from being considered prone while moving on land? 2*. Does immunity to Trip ALONE prevent such a creatures from being considered prone while moving on land? 3. Does a combination of the two(Base Speed and Trip immunity) prevent such a creature from being considered prone while moving on land? *#2 is a slightly more specific case of a thread I remember participating in a few years ago. I'm of the opinion that "Trip Immune" != "Prone Immune", but the rules aren't so detailed as to conclusively end the debate. Now, if the answer to all of above questions is "No", Are aquatic creatures without legs considered prone while moving on land? (barring certain 'serpentine' candidates like Merfolk) Potentially relevant rules Spoiler: Prone wrote: Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. It is implied that if you are prone, you can "Stand Up", but what if your anatomy has no "upright" position? It is certainly not express that only creatures with said upright position can be prone. Further, while it is also implied that a prone creature must "crawl" to move, again, it is not expressly stated. A crawling creature is Prone, not the other way round. Therefore, an aquatic creature(without legs*) should be considered Prone while on land, but not necessarily restricted to Crawling, as their mode of Base Speed inherently takes this into account since they cannot Stand Up. *see above caveat
Specifically the question I have is about mixing natural attacks made as secondary into a full-attack. I don't see it explicitly spelled out anywhere that Grab attempts always use full BAB, but there's also no mention that it uses the modifiers of the attack that triggered it. The way I read monster stat blocks with Grab attached to secondary weapons seems to imply it does use full BAB. And then you have the Tetori monk archetype that can use Grab with iteratives...
Combat:Maneuvers wrote: When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus It seems like a Maneuver Master is the only class that ever explicitly adjusts for maneuvers. (which makes those number make a lot more sense for me...)
When I searched, there was all of one instance of this question, buried in a thread, and it wasn't answered. (not to mention the asker incorrectly addressing it in his next post) As I understand it, certain creatures have the docile quality to "force" their secondary natural weapons to stay secondary since it is the only type of weapon they have.
Quote: If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Since Docile is not listed as an acquired SQ in any of the Beast Shape spells, does this mean a caster shifting into a horse or emu, etc, conveniently gets to ignore the SQ and treat those attacks as primary? Pretty confident this is RAW, but it seems like an oversight for RAI. But realistically, the rule also shouldn't automatically be "the Beast Shape limitations only apply to positive SQ" either.
I'm not sure where this question belongs, it's not a rules questions, it's more of a design inconsistency question. The velociraptor in bestiary 4 seems to have Improved Critical w/o actually stating that it does. It seems like every other bestiary entry I've seen with an improved crit range either explicitly has Imp Crit as a feat (bonus or otherwise) OR a Special that does a similar thing. Why this is pertinent to Wild/Beast Shape is that those feats/specials aren't granted by the spell, meaning that a PC never gets to use them.
Reckless Abandon (Ex) wrote: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. It appears to me that Reckless Abandon's bonus and penalty apply only while raging. As it seemed a bit cheesy to effectively get the bonus without paying the penalty (as Furious Finish ends your rage), I thought I'd check here for other opinions. I'm aware of this line
Quote: ... A barbarian gains the benefits of rage powers only while raging, ... but it doesn't seem to specifically indicate that this penalty persists (presumably "until the start of your next turn") in spite of its "while raging" qualifier. To be more specific, I'm looking at a build that never ever ends a turn with an active rage.
As silly as this is, this combo appears to be rules legal? Relevant bits of text
Reduce Animal wrote: This spell functions like reduce person Reduce Person wrote: Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Animal Growth wrote: Multiple magical effects that increase size do not stack. No line about functioning "like Enlarge Person" (or countering/dispelling anything) Please do not cite the Polymorph rules, none of these spells are a polymorph. The net benefit is +6 Str, +4 Con.
I've been making a quick SNA reference for myself and it seems like this entry is in error? Mite LE Small fey wrote:
Fey creature type wrote: Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for fey: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device. Breaking this out, 1 fey hit die -> 6 -1(int) = 5 skill points Climb 7 = -1 Str, +1 rank, +3 Class, +4 racial(I'm guessing?)
That's 6 ranks spent, unless maybe there's an unspecified +4 racial Perception bonus??
This didn't turn up in a search, so I'm asking now
(Ferocious Beast is basically the same, except doesn't require you to be mounted) How is this handled for an AC, such as a wolf that naturally only has a bite attack?
As I read the RAW, such an AC would get all the attacks since the effect of AC-multiattack is determined statically(compile time) once you hit effective druid level 9 rather than dynamically(run time) during each full attack sequence. Spoiler: for those that are interested, I'm specifically looking at how to optimize Mammoth Rider for something like the Arsinoitherium
First off, the relevant details
Death Roll (Ex) wrote:
What does this do to the mounted Beast Rider? If it's merely a ride check to "Stay in Saddle", that would be an auto-success at the level this becomes doable.(even with an arbitrary +5DC)Stay in Saddle wrote: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action. Further, per this language, there's arguably nothing "unexpected" about the Death Roll, so would it even apply? Perhaps "Soft Fall" would apply here, but again it will be close to an auto-success, or quickly become one.
I see 2 new FAQ entries. 1 of them seems an error? Quote:
Quote:
From my perspective it looks like both of these entries are trying to say the same thing(roughly- the first is AC, the second CMD), but the first one misstates how the ability actually works. From the updated PRD Canny Defense (Ex): wrote: When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. I see no indication here that the ability modifies how base AC is calculated (ie using Dex), only that the bonus granted from int is now explicitly dodge. (yay) If the FAQ entry is correct, I feel it significantly alters the viability of most duelist builds as they don't also start using Int to calculate Attack Bonus. The classes best geared to enter this prestige are fairly Dex based, and while Int is not an unreasonable stat to buff, you're typically looking at 8 levels(rogue/bard) before entry (made harder with a low dex). So what's correct? (How will PFS be playing?)
Produce Flame wrote:
Is there anything preventing this? I didn't see this specifically discussed in the 1 thread I found.It's not particularly powerful, and I think you'd be hard pressed to get GVS with it, but the (minimal) abuse comes come the last part I bolded since the vital strike counts as 1 attack, so you can "double up" your damage while getting more rounds of use out of the spell. In terms of balance and feat cost, I don't think it's a big deal, I was just wondering if the "thrown weapon" bit isn't enough to qualify for VS? Also, do you not get a free touch/ranged touch when you cast this spell? (seems kinda stingy if you don't)
Quote: This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged). Does that line restrict it's use when TWF/MWF with weapons that each have it? And if you can TWF activating both weapons with the property, how does it work for AoMF? (given that Speed is the exception, not the rule)
Disclaimer: Rambling
Has anyone managed to successfully break this class feature? (or at least justify the 6 ki) I did a quick search, didn't see much. Vital Strike doesn't do it because full attacks(even without spending a ki) are better. (and the fact that striaght monks never qualify for GrVS only makes this worse)
Spoiler:
some quick numbers off the top of my head
Monk 20 = 2d10 -> 6d10 ~ 33
vs FoB
From what I've seen from my forays into exploiting Furious Finish, not even a fatigue immune Barb can stretch the numbers that far.
But, it seems like an awful lot of resources to dump into a panic button.
Aw, can't quite make it to the Veruca Salt title w/o synthesist... Anyway, looking at
(obviously if you start as a race with claws you take gore instead) so, before I actually start on the build, I'm wondering if I've missed anything. Summoner -> Aspect limbs(arms)
Obviously looking for
so realistically, looking at a level or 2 of monk replacing alch and burning a feat on Vestigial Arm #2
Mostly this is hypothetical, just to see if it's doable.
Note: if you give your vestigial arms permanent claws, I don't see why they can't use them on a full attack. The arms by themselves give you nothing additional, but they can be used to take any actions you already have.
I won't claim to have done exhaustive searching on this matter, but I did look through a good number of old threads where this is mentioned without a solid answer. Many of you lean toward this being disallowed, but I'm not so sure. Spoiler:
Eldritch Heritage wrote:
So the question is, does that last line prevent you from selecting Sylvan? I see no arcana, only powers.
Spoiler:
Counts as, not replaces. It's an interesting distinction, but I think they intend for it to be valid for EH. (which is why they made it the 1st level power instead of the arcana)
Sylvan wrote:
For those who claim it is illegal based on being archetyped, this statement shows intent that wildblooded variants are allowed as valid selections for EH.
Spoiler:
Quote:
Final point that doesn't pertain to RAW
edit: for correct terminology
Sort of ignoring Djinni here, but it's worth noting it looks like it's the ONLY one that requires you to use a specific energy type in conjunction with Elemental Fist. (?) Anyway, the real questions are. What does it mean "While using this style and Elemental Fist to deal (type) damage"?
This has implications, because it could allow the bonus to be applied to quickened spells(not that you would build around that).
Also, bonus damage, would that apply separately to each source, such as flaming? (or would it all be the same source, the unarmed strike?)
Has anyone ever done the math on how much energy is released for 1 point of game world damage? I'm having a hard time wrapping my head around whether it scales up exponentially (like Joules) or linearly, or somewhere inbetween(geometrically); and how to determine a reasonable way to measure this between known factors such as Str scaling and weapon mass. Any thoughts?
Well, specifically, unarmed strike + eidolon's rake. This would also apply to any creature that managed to get weapon attacks +pounce with a rake. (beastmorph Alch or some such) Would the rake attacks suffer the standard -5 for mixing natural attacks? (specifically, a Synthesist's Rake would happen every successful Grab check with an unarmed strike)
You are swift of foot. Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC. 1. I can't seem to find where it states that last bit in any of the sections about running. 2. My GM is under the impression that running also provides a +4 bonus to AC(I'm not sure if that's only vs ranged or not, but the most recent case was ranged).
Is there any justification for that in the rules? 2b. Per Fly, does not being FF mean you also can't be denied your dexterity to AC?? 3. Combat Modifiers
Primarily I'm curious about #1, I'd really like to find the rule.
Just curious if I have this right. On your turn, you can spend a swift action to get another attack with Ki.
Looks legit to me. (As on the next round, you can't get that extra attack again, or do anything else that takes a swift. Also, if you don't get to use the parry, your attack and ki are lost, so...)
I'm making this thread because there seems to be enough ambiguity in the language that I think it needs to be clarified.
Reach wrote: One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet. Questions. 1.How does it apply?2.Can serpentines select it again? 1. Let's compare language. Spoiler:
Reach (Ex) wrote: One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet. Improved Damage (Ex) wrote: One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. Grab (Ex) wrote: An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller. Eidolons with this evolution receive a +4 bonus on CMB checks made to grapple. Okay, so Grab isn't the best example because they had to specifically list the compatible attack types; but it does give a reference to language use. Reach clearly states ONE attack, whereas Imp Damage specifies one natural attack FORM...
Other sources. Spoiler:
INA also uses the term form. Ability Focus refers to "special attacks" (not particularly relevant to this conversation, but meh) Great, and now the UMR chart confuses everything by referring to "attack type" as primary and secondary. (I think this only proves that "form" is the preferred wording) Anyway. Strictly off this material, you would assume that Reach most likely applies to only 1 (of your potential 7) attacks, not 1 form. However. (from the sample models) Spoiler:
Aboleth wrote:
Note how it's plural. Whoever wrote this was most likely under the impression that Reach applies to an attack FORM. (but it is the only model that adds Reach specifically)Further evidence.
Hydra wrote:
I find it hard to believe that a hydra model was designed with intent for Reach with only 1 of 5 bites. But, both of these are from UM, so it's more of a window into their design mentality at the time of publishing. That's 2 models that seem to intend for Reach to affect an attack FORM. So which is it?? 2. Again, let's look at what it says. Spoiler:
Eidolon Base Forms wrote: Each eidolon has one of three (four if using Ultimate Magic) base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Eidolon attacks add the eidolon’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics. Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). Serpentine wrote: Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, reach (bite), tail, tail slap. Evolutions wrote:
Reach can only be SELECTED once. So the question is: Does the FREE evolution provided by Serpentine count towards that selection? There aren't any examples in the models of a serpentine taking a 2nd reach, but I don't find it outside the realm of possibility.
Closing thoughts, found this thread.
So, I saw something about this in passing when I glanced through the AM BARBARIAN thread... Something about an Oracle of Nature's capstone and managing to qualify for the spell? Id Moss offers damage, if it would work.
Otherwise, Bestow Curse? (but you need to start with an 8 or lower? or does bestow curse stack?)
What other (relatively non-dangerous) ways are there to reduce your Int score? And then the question becomes, can the Oracle do this more than once?
Are there any other ways you can qualify for Awaken besides this specific build? lulz?
Couple of questions here out of idle curiosity. 1. Does WF(claw) apply to these attacks? 2. If WF(claw) does apply to these attacks, does the evolution Grab(claw)?
3. IF Grab(claw) does apply, what stops you from being able to chain rake your unfortunate prey to death?
My answers
Relevant info
SRD wrote:
For those interested, I've been looking at a Tetori 15/Synth(quad)4/Fighter 1 (fighter at 17 to grab FEH)
The language between these two seem to interact in an unintended way 15th level Abyssal Sorcerer bloodline power
Superior Summoning
this implies that whenever you use a summon for 1 creature, you get a 2nd, and then a 3rd (and a 4th if it's also your spell perfection) I was thinking for awhile this could be empowered too, but I guess since there's no roll...
any thoughts?
I've looked over a good number of the posts regarding this feat, but only a few of my outstanding questions seem to have solid answers. 1. Multiple metamagics. These seem to be allowed, but it only absorbs 1 of them.
2. Feats that have their bonuses doubled. It's pretty obvious the type of the bonus they intend, but do certain other things apply? Spell Specialization?
...I suppose that's getting into "what constitutes a set numerical bonus?" (along with Burning Spell, or Dazing Spell etc that work off of individual spell level) and the fringe contenders
Any input is welcome, but I'm hoping for something more definitive. I just wish the feat description was a little more specific. |