![]() ![]()
In reference to the original question, check out Adding New Abilities, page 553 of the Core Rulebook. "The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item... If the item is one that occupies a specific place on the character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds to power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5." ![]()
Blueluck wrote: With Vanish, would it be possible to get an attack from invisibility on the round after you cast the spell? If you're level 1 and cast it on yourself, then no. However, another character cast it on you after your initiative count, then you would still be invisible for your turn and gain all the benefits of attacking while invisible. ![]()
Yes, but there's no specified allowance for using drunken ki on normal ki powers either. There's worry that allowing a monk to essentially indefinitely use abilities like going ethereal and dimension door, or chugging a few silver worth of booze instead of several hundred gold worth of potions and wand charges to heal fully between combats is too powerful. ![]()
The ki pool and it's related abilities are supernatural abilities, which don't require concentration (as as skill check when threatened, anyway). They're expended as a swift action, which seems as impatient as one can get. The ki pool's size is based off Wisdom, not one of the attributes that are limited in a rage. The focus and clarity of mind come in the eight hours rest needed to restore the ki pool each morning. ![]()
This has been interpreted quite liberally in my games, as 10 ft. plus an average jump check is still going to be less than a single move action for much of a character's career. I've seen people get away with running 5 ft. backward to build momentum, then running 5 ft. forward again to their starting square to gain the 10 ft. of movement without anyone batting an eye. Difficult terrain and obstacles still effectively reduce speed to a walk, making a running jump impossible unless you have Freedom of Movement or some similar means of bypassing it. Only in-text support I've found is in the first paragraph under Tactical Movement, which reads "Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half." ![]()
I'm very keen to run a Drunken Master in the Pathfinder game my buddies and I are running, but in the last session doubts were raised as to whether or not drunken ki points could be used for the monk's normal ki powers (extra flurry attack, Wholeness of Body, Abundant Step, etc.) While several of the Drunken Master's abilities specifically require "drunken ki", such as Drunken Strength, there's no mention about whether or not drunken ki can be used in place of normal ki. Is there a ruling somewhere that can clarify this? |