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There are a few trade-off feats/metamagic stuff/class features that guarantee a certain number on a roll. For example, the Law domain grants an automatic 11 on d20 rolls at the cost of an action. Or Irori's combat style, which grants automatic average damage at a -2 to hit. Or the Maximize metamagic, which grants automatic maximum variables (usually damage) at a +3 to SL.

Is there an objective value to knowing the exact value of a roll before you make it? What are some good uses for knowing your rolls beforehand? What are the pros and cons of certainty? From certain perspectives (Player, GM, writer, etc.) is it more frustrating or helpful? Is it overall a good thing?


What feats should I pick to build an effective Human Occultist 3? Anything for later levels?

Set in stone:
Party has an INT-based Arcane fullcaster, a skilled face melee Paladin, and a ranged DEX martial. Optimization level is moderate-low, GM is fairly forgiving.

Race: Human, no race alternate traits.

Stats are rolled and very good. Human boost already applied.
STR: 16
DEX: 14
CON: 14
INT: 16
WIS: 14
CHA: 12

Schools:
Abjuration, Transmutation
Warrior Panoply

Feats:
Power Attack, Deadly Aim, Combat Expertise (houserule gifts)
(Still need to pick 2)

Important Items:
Longsword, Longbow, Heavy Shield, Breastplate


For a character who would use song lyrics as a verbal component for spells - what song lyrics would best fit each spell on the Sorcerer, Bard, and Oracle lists? For example, when casting Scrying, the character would rattle off a few lines of "Every Breath You Take", or might sing "Beast of Burden" while casting Ant Haul. Probably "Thriller" for Animate Dead. Maybe "24k Magic" for Blood Money?

Any other ideas?

Also: What spell would present the best opportunity to Rickroll people?


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Before I write anything, I apologize for the clickbait title. [/sorrynotsorry]

How would an evil regime smear a competent Good government as the most vile thing on the planet? Specifically, I was thinking of a marauding CE country using various half-truths, exaggerations, conspiracy theories, and other deceptions to defame a LG country. The CE country would be some sort of mixed-ethncity empire or coalition that believes it is morally and culturally superior, as well as Good (Detect Evil would probably be thought of as Detect Ambition or something). The LG country would host an order of Paladins, be lead by a redeemed criminal-turned-Paladin, and share a contested border with the CE country. The CE country's propaganda should usually follow logically, seem to be confirmed by facts at hand, and not be racist, sexist, or belief that they are inherently superior (although superiority of ideals is OK).

Should the LG country be ethnically homogenous, and slandered as racist? Should the CE country have no tax (government budget won via pillage), and the LG government's tax be labeled as oppressive, bad for business, and kleptocratic? Would they have strict laws (slandered as oppressive), or lenient ones? (considered immoral). Many minor laws (bureaucratic and smothering), or a few large ones? (lack of nuance is disproportionate to crime?) Should they have a volunteer military, so the CE people can call the LG military warmongers? Or should it be a conscript military, so the CE country can say the LG people are violating their freedoms? Should the LG government be a democracy, and labeled as slow and ineffective? Or should it be a monarchy, and be called autocratic? Or maybe a theocracy, so the CE government can say that the LG government is a giant murder cult (and doesn't like freedom of religion)? What should the relative sizes and powers of these countries be - smaller CE one, to look like a defiant underdog, or larger one, to make the LG one look like an outlier? Would the CE country view divine magic or magic in general as evil?

For the Paladin order in particular, what are some practices that could be construed as insanely evil? Perhaps Smite could be thought of as some crazy discrimination against ambitious people (evil folks), other religions, and certain races (well, types, not subtypes) of sentient beings (Colorful dragons, undead, Evil outsiders). The mechanic wouldn't be described directly "smite evil", but might be recounted as the Paladin getting a crazy look in their eye, glowing with evil magical power, and going on a murder-rampage. Maybe if they wore certain colors (black, red), and had certain styles of weapons and armor (mostly spikey things and face-covering helmets), and had certain aspects emphasized (blood-stained, giant, angry, implacable, etc.) they could appear to be villains? Or if their daily prayers consisted of loud ritual chanting? Spells/LoH were reflavored to be red, black, purple, spikey, or otherwise evil-seeming? Vague, grandiose, cult/conspiracy theorist-sounding pronouncements? Something like: "Once we destroy your precious (CE country), the righteous shall be rewarded with a new world order!"

In short, how do I make Good people look really, really bad?


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What is the best way to let characters have signature moves?

Say there's a martial who likes to take swings at enemy weapons, and wants to be strike so hard they sunder and disarm in the same swing, Or one who wants to skewer 2-3 enemies on a spear to keep them stuck that way. Or a two-weapon wielder who entraps an opponent's weapon/appendage with one weapon, while repeatedly injuring them with the other. This wouldn't necessarily be limited to full martials - a Fire domain Inquisitor might have a flaming hammer that he uses to brand victims with his holy symbol, or an Impossible bloodline Sorcerer might shoot cube-shaped Fireballs.

If I wanted to let characters like these have signature moves, would it be best to:
1. Say no. Players should play by the rules as they are written, and you can't do any of those unless you can dig up preexisting feats or spells that do exactly that. Doing otherwise could break game balance in new and unexpected ways. The game is already broken enough as is, there's no need to add unknown ways for it to go wrong.

2. Allow players to perform similar actions within the confines of the game as it already exists, then fluff the actions to match the intent: e.g. the sunder/disarm guy can choose whether to sunder or disarm, but it will be described as him striking really hard regardless. Or the two-weapon wielder can choose to one-handed grapple, then maintain as a move action via Greater Grapple and stab (fluffed as repeatedly) as a standard action next turn? This might preserve the appearance of what the player wants, without disrupting the balance of the game.

3. Make players take a new feat for it, with reasonable prereqs. So the spear-person might have to pick up Hamatula Strike before being able to triple-skewer. The two-weapon wielder would need TWF and either Improved Grapple or Improved Disarm, but could full-attack after making the appropriate off-hand check. This would allow the players to get what they want at the reasonable cost of specialization.

4. Let the players do it anyways, but with a harder DC. So the martial who wants to disarm-sunder might need to make a couple of rolls at -4, but gets the "second chance" if one part fails. The two-weapon wielder would do the same thing as in #3, but would take an accuracy penalty to the maneuver and/or the attack. This offers flexibility and cool moves to the player without necessitating permanent choices.

5. Give players one or two "free" signature moves. The two-weapon wielder would get the same ability as in #3, but without needing to spend a feat. The sunderer could simply disarm/sunder at will, although enemies would be unable to do so as well, since it is a character-specific ability. This would encourage players to customize and become unique, without forcing feat or effectiveness trade-offs.

6. Something else? Perhaps allow players to do #4, but give them the option to take a feat (as #3) that eliminates penalties? Or give them a free feat (as #5) that lets them eliminate penalties, but lets them do #4 at a penalty anyways? Or give a free feat (#5) to players who are build to an unconventional/generally less effective preexisting method of combat (#2) that would let them perform their signature move?


Would any of these be balanced Bard archetypes?

Alchemical Bard:
I was thinking to replace the casting with alchemy (duh), give Alchemist discoveries instead of Versatile Performance (keyed off of CHA instead of INT, if applicable), switch Well-Versed with Brew Potion and the option to use CHA instead of INT with Craft (Alchemy), and Jack of All Trades with Poison Resistance equal to 1/2 level, which becomes Poison Immunity at 20th level.

Basically:
1st: (Replaces Spellcasting) Replace spells with Alchemy, keyed off of CHA instead of INT.
2nd: (Replaces Well-Versed) Get Brew Potion, and let Craft (Alchemy) use CHA instead of INT. (Replaces Versatile Performance) Get an Alchemist Discovery.
6th: Get an Alchemist Discovery.
10th: (Replaces Jack of All Trades) Get Poison Resistance equal to 1/2 level. Get an Alchemist Discovery.
14th: Get an Alchemist Discovery.
18th: Get an Alchemist Discovery.
20th: Get Poison Immunity.

Second archetype-ish thing:

More Performance Bard:
The idea would be to simplify Bardic Performance spending. Perhaps only the Bard's active abilities would expend performance, while things you want to have always-on can be done cheaply. The Bard only has CHA+1/2 level uses of Bardic Performance, but it only costs 1 use of it to start one of the performances, and they can maintain any non-instantaneous performance for up to a minute, and continue a performance until the end of its duration if he interrupts it with a spell or another performance. (e.g. if a Bard is Inspiring Courage for 7 rounds, then casts Silence instead of having an 8th round, he can continue with a 9th and 10th round to finish off the minute, without spending extra uses of his performance)

Basically:
1st: (Alters Bardic Performance) Bardic Performance has CHA+1/2 level uses, but can be sustained for up to 1 minute per use (instead of 1 round). Casting spells or starting other performances during a performance pause the effects of the first performance and count towards its duration, but allow the performer to finish the first performance without spending additional uses.

Third archetype-ish thing:

More Casting Bard:
This would alter Bardic Performance and spellcasting so that both are combined. The Bard would get CHA+3*(level+1) uses of Bardic Performance per day (instead of CHA+2*(level+1) uses). Starting a performance is never quicker than a standard action. Spells would have a DC of 10+CHA+1/2 level. Bards would know 1 less spell per level and have no traditional spell slots, but could cast spells while using Bardic Performance, without spending additional actions. They could cast spells of their highest level after 3 rounds of using Bardic Performance, spells of their second-highest level over the course of 2 rounds, and spells of their third highest level in one round. However, spells cast this way do not provoke attacks of opportunity and get a +10 circumstance bonus to concentration checks. Bards could treat a spell as 1 spell level lower for this purpose by spending a full round action only performing. Cantrips could be cast without using rounds of Bardic Performance, although they could still be cast as part of this. At 20th level, you treat all spells as 1 spell level lower to determine casting time.

Basically:
1st: (Alters Bardic Performance, Spellcasting) 6+CHA rounds of Bardic Performance at 1st level. Lots of casting changes listed above.
20th: Can cast 6th level spells every round while performing.


Mike Godwin wrote:
"As an online discussion grows longer, the probability of a comparison involving Hitler approaches 1"

Is there some sort of equivalent to this rule on the Paizo boards? Something like: "As a Pathfinder Advice thread grows longer, the probability involving a poster saying "talk to your GM" approaches 1"? Or perhaps involving Paladins falling, Caster-Martial Disparity, alignment, an FAQ request, telling players or GMs to ditch the table/kick someone out, dubious "alternative" interpretations of the rules, "my houserules", a 3rd party sales pitch, or Roll vs Role-players?

Basically, what is the Godwin's Law of Paizo boards?


Are there any houserule sets for projectile weapons that make crossbows and guns more than poor, feat/class-intensive alternatives to longbows? Outside of niche builds, the longbow appears to be far and away the best ranged weapon from innate qualities (martial weapon, insta-reload, +STR to damage, ton of range), feat/item support (extra attacks, +WIS to hit/damage, 19-20/x3 bracers), and deity support (free proficiency for some Clerics, deity-specific feats).

I suspect that increasing crossbow reload time by 1 step (as if by Rapid Reload) if you are proficient with it as a martial weapon would not solve much, given that longbows still have exclusive access to Manyshot, and still add STR to damage. And adding STR in addition to reducing reload time would turn crossbows into a stunted imitation of longbows, without significant differences that make crossbows mechanically distinct, somewhat like the dagger (1d4, P or S, 19-20/x2, simple) and the war razor (1d4, 19-20/x2, S, martial). You wouldn't be shooting yourself in the foot to take the war razor over the dagger (feat/trait support and throwing ability notwithstanding), but to do so would be to intentionally handicap yourself for a weapon name - and a dagger could easily be called and function as a razor.

Maybe if crossbows had an independent STR rating (I think I saw this somewhere else on the boards) that could be used by someone of lesser strength, without accuracy penalties? Perhaps crossbows (probably lever crossbows) can be reloaded by people with a STR equal to the weapon's STR rating as a move action, or could be reloaded by people with an STR modifier up to -2 lower as a full-round action. Thus, a Commoner with 10 strength (+0 modifier) could load a light crossbow with a STR rating of +2 as a full-round action.

Or instead of all that (or in addition to it?), if crossbows could have some sort of snipe mechanic similar to the Gunslinger's Dead Shot ability - basically a free Penetrating Shots or pseudo Vital Strike. If this mechanic multiplied your STR rating, it might possibly have room as a competent weapon next to a longbow, although it would certainly infringe upon the Vital Strike feat chain's territory. A similar mechanic for default guns would be nice to have, although guns are another can of worms.

I'm just tossing up ideas here, does anybody have a functioning ruleset?


As a class feature, what would the equivalent cost for 1 round of bona fide 100% invincibility*? Would it be a capstone power? 9th level spell? Would it require some other opportunity cost? What about more than 1 round?

*invincibility defined more or less as follows::

Automatically succeeds at all saves, defensive stat checks, and defensive skill checks (unless you choose to fail)
If an effect would affect you on a successful save, it instead does nothing
Effectively unbeatable AC, CMD, and SR
Cannot take any damage or drain of any type
Cannot be forced to take penalties because of enemy action/presence (such as through a Mesmerists's stare, or through the Antagonize feat)
Cannot unwillingly have active effects dispelled
Cannot unwillingly be moved or impeded by enemies (such as through magically creating difficult terrain or through Weapon Mastery difficult terrain)
Cannot drown, suffocate, or die of other unusual conditions
Immunity to all status effects, including death
Immunity to magic, including Wish and Miracle

Ideally, cannot be negatively affected by enemy presence or action, or by natural hazards


Would it break the game if INT was separate from skill points? So if we removed INT bonus to extra skills, and granted all classes +1 skill/level, and gave an additional +2 skills/level to all 2+INT skill full martials, fullcasters, and other INT casters? Class-specific skill fixes might still be necessary afterwards, given that skill point increasers become rarer.

In effect, martials and fullcasters would have a minimum of 5 skills/level. Basically only the Summoner and Warpriest get left behind in terms of skills. I would probably raise the Warpriest skill base to 5 skills/level separately. Perhaps the Summoner would have a special clause about splitting 5-7 skills/level between the player and the Eidolon.

So: (Covering Core + selected cases)
Rogue would go from 8+INT skills/level to 9 skills/level
Ranger would go from 6+INT skills/level to 7 skills/level
Barbarian and Monk would go from 4+INT skills/level to 5 skills/level
Fighter and Paladin would go from 2+INT skills/level to 5 skills/level
Druid would go from 4+INT skills/level to 5 skills/level
Cleric, Sorcerer, and Wizard would go from 2+INT skills/level to 5 skills/level

Alchemist would go from 4+INT skills/level to 5 skills/level
Magus would go from 2+INT skills/level to 5 skills/level
Summoner would go from 2+INT skills/level to 3 skills/level

Any feedback? Unintended consequences? Good/bad idea for a home game?


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You know how in certain other RPG games, you encounter merchants inexplicably deep in the dungeon?

I was thinking of inserting one into a campaign. The merchant would appear in the dungeon every few floors, offering to buy/sell potions/weapons/other junk at a reasonable price. Then, once the players reach the bottom floor/boss layer, they find a room that is almost empty... except for the shopkeeper.

What are some puns that a murderous shopkeeper could use in battle? I was thinking: "Sorry, we're all out of potions, but everything else is half off! Which half do you want off?" when the merchant makes a full attack with a sword or axe


Could a 5th level+ Wizard write an entire book in Explosive Runes? Could they write their spellbook in Explosive Runes?

Could a Wizard instruct someone before casting Explosive runes, so they could avoid getting Explosive Rune-d from runes created at a later date, even if the Wizard does not communicate what he marks with runes?


Would it break the game if a Barbarians got CHA to AC while unarmored at 3rd or 4th level, for free? Or if Rogues could get this sort of thing with INT?


I was wondering if this possible Paladin/Antipaladin homebrew would be too powerful and break anything. Or if there would be a better/simpler way to implement these ideas in a Pathfinder framework.

Maybe a Paladin table:
Maybe a Paladin
Alignment: A Paladin's alignment cannot be TN, and must be the same as her deity's if she has a deity
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Skills: The paladin's class skills are Craft (Int), Handle Animal (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 4+Int modifier

BAB: Full
Good Saves: Fort and Will
Spells per Day: As regular Paladin

1. Alignment, Aura of Alignment, Detect Alignment, Smite Opposed 1/day
2. Divine Grace, Lay on Hands/Touch of Corruption
3. Aura of Courage/Cowardice, Divine Health/Plaguebringer, Mercy/Cruelty
4. Channel Energy, Smite Opposed 2/day
5. Divine Bond
6. Mercy/Cruelty
7. Smite Opposed 3/day
8. Aura of Resolve/Aura of Despair
9. Mercy/Cruelty
10. Smite Opposed 4/day
11. Aura of Justice/Vengeance
12. Mercy/Cruelty
13. Smite Opposed 5/day
14. Aura of Faith/Sin
15. Mercy/Cruelty
16. Smite Opposed 6/day
17. Aura of Righteousness/Depravity
18. Mercy/Cruelty
19. Smite Opposed 7/day
20. Holy/Unholy Champion

Maybe a Paladin's class features:
Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Paladins are also proficient with the favored weapon of their deity.

Alignment

Alignments opposite to the Paladin's on the Good/Evil axis and Law/Chaos axis are opposed alignments (Evil for Good Paladins, Law for Chaos, etc.). A Paladin may have multiple opposed alignments.

Good:
Bonus Skills: Heal, Knowledge (Nobility)
Divine Bond Properties: Holy, Disruption, Merciful
Divine Bond Template: Celestial

Evil:
Bonus Skills: Intimidate, Disguise
Divine Bond Properties: Unholy, Vicious, Wounding
Divine Bond Template: Fiendish

Law:
Bonus Skills: Diplomacy
Divine Bond Properties: Axiomatic, Defending, Brilliant Energy
Divine Bond Template: Resolute

Chaos:
Bonus Skills: Bluff, Stealth
Divine Bond Properties: Anarchic, Vorpal
Divine Bond Template: Entropic

Aura of Alignment

As a Cleric who worships a deity of her own alignment

Detect Alignment

As a regular Paladin's ability, except that it detects her opposed alignment instead of only detecting evil. If the Paladin has multiple opposed alignments, they may choose to detect only one at a time.

Smite Opposed

As a regular Paladin's ability, except that it may only target enemies of an opposed alignment, and deals double damage on the first strike to Outsiders of the opposed alignment subtype, Dragons and Paladins of the opposed alignment, and targets of multiple opposed alignments (if applicable). For Good Paladins, the extra damage also applies to Undead, for Lawful Paladins, the extra damage also applies to Fey.

Divine Grace

As a regular Paladin's ability

Lay on Hands/Touch of Corruption

This functions as either Lay on Hands or Touch of Corruption. Once this choice is made, it cannot be reversed. A Good Paladin who chooses Touch of Corruption or an Evil Paladin who choses Lay on Hands may only use it to heal herself. This decision also determines what spells the Paladin can cast.

Aura of Courage/Cowardice

For a Good Paladin, this functions as a regular Paladin's Aura of Courage. For an Evil Paladin, this functions as an Antipaladin's Aura of Cowardice. A LN or CN Paladin may choose either effect. Once this choice is made, it cannot be reversed.

Mercy/Cruelty

This functions as either a regular Paladin's Mercy or an Antipaladin's Cruelty. Once this choice is made, it cannot be reversed. In either case, the effects modify Lay on Hands. If the Cruelty option is combined with Lay on Hands, it requires a Will save instead of a Fort save, and its effects ignore regular undead immunities.

Channel Energy

For a Good Paladin, this functions as a regular Paladin's Channel Positive Energy. For an Evil Paladin, this functions as an Antipaladin's Channel Negative energy. A LN or CN Paladin may choose either effect. Once this choice is made, it cannot be reversed. This also determines what spells can be cast.

Divine Bond

This functions as an Antipaladin's Fiendish Boon, except that the list of available weapon properties is: Flaming, Keen, Flaming Burst, and Speed, in addition to all weapon properties listed for her alignment. The creature, if chosen, must have the all Paladin's alignments as subtypes, and only those alignment subtypes, or be a creature with one of the Divine Bond templates appropriate to her alignment.

Spells

This functions as the regular Paladin's casting, with some modifications. Evil Paladins cast from the Antipaladin list instead. A LN or CN Paladin may choose which list to cast from. Once this choice is made, it cannot be reversed. If the Paladin channels positive energy, any Inflict spells are replaced with the equivalent Cure spell. If the Paladin channels negative energy, any Cure spells are replaced with the equivalent Inflict spell.

Other spell lists to be tailored by someone with a bit more time on their hands. Not sure how to word this: Protection from Evil/Good/Chaos/Law, Spear of Purity/Dread Bolt/Arrow of Law/Shard of Chaos, etc. are replaced by their alignment-appropriate counterpart.

Aura of Resolve/Despair

For a Good Paladin, this functions as a regular Paladin's Aura of Resolve. For an Evil Paladin, this functions as an Antipaladin's Aura of Despair. A LN or CN Paladin may choose either effect. Once this choice is made, it cannot be reversed.

Aura of Justice/Vengeance

This functions as a regular Paladin's Aura of Justice, except that it grants Smite Opposed, using her bonuses, and creatures of opposed alignments gain no benefit from this effect.

Aura of Faith/Sin

This functions as a regular Paladin's Aura of Faith, except it aligns attacks and weapons to all the Paladin's alignments.

Aura of Righteousness/Depravity

For a Good Paladin, this functions as a regular Paladin's Aura of Righteousness. For an Evil Paladin, this functions as an Antipaladin's Aura of Depravity. A LN or CN Paladin may choose either effect. Instead of DR/evil or DR/good, the Aura provides DR weak to one opposed alignment. Once these choices are made, they cannot be reversed.

Holy/Unholy Champion

For a Paladin who channels positive energy, this functions as Holy Champion. For a Paladin who channels negative energy, this functions as Unholy Champion. Instead of DR/evil or DR/good, the Aura provides DR weak to the alignment selected for Aura of Righteousness/Depravity. Additionally, the Smite effect does not end upon a successful or unsuccessful Banishment.

Code of Conduct

This is between you and your GM. Suggested codes are the deity-specific Paladin/Antipaladin codes. So long as the code requires you to deliberately and actively maintain your alignment and adhere to a more difficult moral (or immoral) code than a non-Paladin, your code should be fine.

Ex-Paladins

A paladin who shifts alignment or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a Paladin of her god or alignment until she atones for her deeds (see the atonement spell description).


What if all full BAB martials + Rogues had save-based abilities? Once per round, a martial could substitute one of these for an attack. Perhaps there would be some sort of uses/day cap or 1 use per minute or 1 per 1d4 rounds. I'm not entirely sure how the DC should be calculated, but hopefully it should keep pace with enemy saves. (10+1/2 BAB+Weapon Focus+STR or DEX?)

So about the possible abilities:

(New) Cleave
Range: 5, 10, or 15 ft.
Area: 15-foot line, 10 foot cone, or 5-foot radius spread centered on you
Saving Throw: Reflex half
You swing in a wide arc, striking everything within reach. All other creatures in the area of effect take your weapon damage on a failed save.

Special: True Strike adds +5 to DC instead of +20 to hit.

Clarification: First line "within reach" is just fluff. Please help me come up with a better filler word.

Possible improvements: Increased range improvements? Attached trip effects at higher levels? Larger area with larger people/weapons? Perhaps just range of reach x 3? Perhaps Great Cleave lets you do this twice a round? Three times?

(New) Vital Strike
Range: 30 ft.
Target: One creature
Saving Throw: Fortitude partial
You strike hard and true, aiming to grievously wound your enemy. Make an attack roll. A hit forces your enemy to make a save in addition to dealing the normal weapon damage. A target who fails their saving throw treats the attack as a critical threat, regardless of the actual roll. Creatures immune to critical hits are immune to this effect. Undead and constructs must make Fortitude saves.

Special: A character with Sneak Attack may add their Sneak Attack damage if the target fails their save and is not immune to precision damage.

Clarification: The attack must be a valid attack against a target within 30 feet.

Possible improvements: Increased range for archer-types? Add bleeding and staggering as higher-level upgrade options, perhaps?

Expanding cluster of problem:
(New) Spellbreaker
Range: 15 ft.
Target: One creature
Saving Throw: Will negates
With a careful eye and steady hand, you pierce through magical protections to strike the target underneath. Select a creature. If the creature is the subject of a spell, spell-like ability, or supernatural ability, they must make a save. If they fail their save, you may apply 1 + 1 per 4 levels of the following effects to your next attack within one round against the same target.

Reduce DR by 5
Reduce energy resistance by 5
Reduce AC by 2
Reduce save bonus by 2
Reduce number of effective Mirror Images by 1
Reduce number of extra d20s rolled by 1
Reduce 100%-51% miss chance to 50%
Reduce 50%-21% miss chance to 20%
Reduce 20%-1% miss chance to 0%

You may select an option multiple times, but the minimum it can reduce something to is 0, and it only affects effects granted to the target by a spell (including potions, scrolls, wands, staves, etc.), spell-like ability, or supernatural ability, but not by a permanent (24 hour+) function of a magic item. For example, if a Fighter successfully uses this on a Wizard that has cast Blur and is hiding behind a rock, the Fighter can downgrade the 20% concealment from Blur to 0%, but cannot downgrade the 20% concealment from the rock to 0%.

Special: You may substitute the attack with another ability that uses an attack roll, such as a combat maneuver that can be performed in place of an attack or Spell Sunder. This ability does not let you strike ethereal creatures and does not remove the 20% Blink miss chance for being ethereal.

Clarifications: Pinpointed invisible creatures can be targeted normally, but unpinpointed invisible creatures can only be targeted if the square they occupy is guessed correctly. Protection from Evil and Wind Wall count as 100% miss chance. Extra d20s rolled refer to spells or abilities that force the attacker to roll twice and take the lower result- to qualify, the effect must come from or be cast on the defender, not the attacker.

Possible improvements: Make things simpler? Remove options?

Please tell me if this would be a really bad idea, or, if it's not, how to improve it so it could possibly be balanced-ish without needing to be taken as feats or feat chains.


What if arcane spellcasters (or maybe just Wizards) needed to learn spell "trees" to be able to unlock higher-level spells? So Summon Monster 1->Summon Monster 2->...->Summon Monster 9? Or Burning Hands->Flaming Sphere->Fireball->...->Meteor Swarm?

My reasoning is that Wizard knowledge is cumulative, thus knowledge how to create a burst of fire should be applicable to creating a ball of fire, which should be applicable to creating an exploding ball of fire, which is eventually applicable to creating a rain of fireballs. Calculus cannot be done without basic algebra, so magical mental domination should not be possible before magical charm spells. Staffs would basically be a mathemagical equivalent of a plug-in formula or computer program so you could do math without knowing exactly how.

Would this add an unnecessary level of complexity to an already dense and arcane system? Or is this something that should be discussed personally with players? Would this unfairly impose flavor or other unwelcome restrictions? Or would this be OK, if used in moderation?


Would it be reasonable to allow players to make combat maneuvers at -4 without provoking attacks of opportunity? I'm unsure if this will upset balance, since at low levels, -4 is a pretty big risk, but at higher levels, it's almost guaranteed that an enemy that you're trying to bull rush off a cliff will do more than 4 damage on a hit. Combat maneuvers don't see a whole lot of play with my party, since most of them can bludgeon enemies hard enough that combat maneuvers are a waste of time, or magically debuff them harder than any combat maneuver could.


There's a question that's been rattling around in my head for a bit: What is the feat value of a spell slot? What is the value of a spell slot for a 9-level caster at the highest level they can cast? How about for a 6-level caster? A 4-level caster? How is this different for spontaneous vs. prepared casters? What about a spell slot (scaling with a 9-level caster's highest-level casting) for a non-caster?


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Does Mobile Stronghold from the Mobile Bulwark Style chain seem a bit like the pre-nerf Crane Wing? You have the ability to gain total cover against one attack every round. Paizo nerfed Crane Wing into the ground because of this sort of ability. Was this intended?


If you have players who consciously or unconsciously metagame, how do you handle them? Should you play along with expectations? Keep up business as usual? Throw in an unexpected plot twist or two? Completely subvert the metagame? Converse and ask them to stop (if that's even possible?) Obfuscate everything as to make metagaming impossible? Build a whole anti-metagame dungeon like Tomb of Horrors? What's your preferred way of addressing metagamers?


Would a creature with both Regeneration and Diehard die of HP damage when their HP reaches -CON, as per Diehard, or be able to stay up and moving until they are both at -CON and their regeneration is negated? Could a sufficiently motivated creature with Regeneration and Diehard persist into multiple negative hundred HP or more?

Diehard wrote:

Diehard

Prerequisite: Endurance.

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

Regeneration wrote:

Regeneration (Ex)

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

Format: regeneration 5 (fire, acid); Location: hp.


What's the best, most useful, or favorite piece of Pathfinder information you found out by playing and experiencing, instead of from the message boards or as advice from other players/GMs?


Let's say a Drow Rogue 5 / Shadowdancer 1 decides to cast Darkness on themself in an area of normal lighting. Can they use the Shadowdancer Hide in Plain Sight to constantly stealth away from anybody (or stand next to them) until somebody beats their check or the Darkness disappears? Would somebody notice the floating glob of darkness, but not the Rogue inside of it?


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Say you're an Ifrit Kineticist with the Fire elemental focus and the Kinetic Blade power. Does the Kinetic Blade count as a "weapon that deals fire damage" for Blistering Feint? I kinda want to see a build that pseudo-cleaves with acrobatics checks using Twinned Feint, Acrobatic, and Slayer's Feint. Then practically auto-hits against flatfooted touch AC.


Would it break Pathfinder to award bonus skill points based off of other stats? You would get 1/2 your stat bonus as skill ranks for any skill you add that stat to. So if you have a high CHA, you get bonus skills you can only spend on CHA skills. If you have a high WIS, you get bonus skills you can spend on WIS skills. If you have a high STR, you get bonus STR skill points. Similar with DEX. INT still lets you train in any skill, not just INT skills.

So say you have a 18 STR, 13 INT Human Fighter with Intimidating Prowess. He has 2 base skill ranks, 1 rank from being a Human. He also has 1 bonus rank from having +1 INT, as normal. He has +4 STR, which means he gets 2 (4÷2) bonus ranks for STR skills, namely Climb and Swim. However, since Intimidating Prowess lets him add his STR to Intimidate, he can spend his 2 Strength ranks in some combination of Climb, Swim, and Intimidate.

Thoughts?


So if you have Solo Tactics and the Triangulate feat, you can pinpoint an invisible enemy so long as you and your ally are within 30 feet of the target, even if your ally does not have Triangulate, right?


False Medium, Haunting Presences wrote:
Haunting Presences (Ex): At 3rd level, the false medium exploits his natural talent for deception to convince others of the presence of false supernatural entities. As long as the false medium is in conditions of dim light or darkness, he can use Bluff skill checks to emulate the effects of dancing lights, ghost sound, silent image, or ventriloquism by throwing his voice, subtly misdirecting or convincing subjects, or manipulating light and shadows. The range of these effects is 10 feet from the false medium, plus an additional 5 feet for every 3 rogue levels he possesses beyond 3rd. The effects last for 1 round, though they can be maintained with additional checks. Only one of these effects can be created or maintained in a given round. Observers can attempt either a Perception or Sense Motive check (whichever of their bonuses is higher) to oppose this Bluff check; the GM should roll these checks secretly. This is an extraordinary ability and not an illusion, so if the false medium succeeds at the opposed check, even powerful effects like true seeing don’t detect the fakery.

So a False Medium can pseudo-cast Dancing Lights by making a bluff check against their targets. Would it be possible for a False Medium to use these Dancing Lights as a personal light source while exploring a dark cavern or something? How exactly would this work- would you have to make bluff checks against yourself to convince yourself that there's light where there actually isn't light? If you fail your bluff check, what happens? Do targets automatically know that your special abilities are fake? Silent Image, Ventriloquism, and Ghost Sound all have explanations for a successful save, but what about Dancing Lights? Any clarification or opinions?


How do you convince players not to fight their way through enemies who are too hard for them?


Do Catfolk Bards with their alternate FCB increase their Bardic Knowledge bonus by 2 every 2 levels, or 1 every level?

Do Human Clerics with the Heart of the Fields alternate racial trait and the Asmodean Advocate archetype increase their Profession (Barrister) bonus by 2 every 2 levels, or 1 every level?


What are the best solo Teamwork feats? Ones that an Inquisitor or Fighter (With AWT) could use without having to rely on teammate investment.


If you could have a single free feat tree (One feat, along with all prerequisite and derivative feats, each feat gained as soon as you qualified for them), what feat chain would you choose, and what sort of character build would you put it on? Who would benefit the most from this sort of chaining, who would benefit the least?

Example:
If a Barbarian 1 chose Greater Grapple as their feat, they would get Improved Unarmed Strike and Improved Grapple at level 1. They would not get Greater Grapple until level 6, and would not get Sleeper Hold or Pinning Rend until later levels. They would not get Neckbreaker unless they took Stunning Fist, Jawbreaker, and Bonebreaker independently.


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Which Iconic is your favorite? Which is your least favorite? Which ones are honorable mentions?

Iconic List:

CRB:
Valeros, Iconic Human Fighter
Seoni, Iconic Human Sorcerer
Mersiel, Iconic James Jacobs (Elf Rogue)
Kyra, Iconic Healbot (Human Cleric of Sarenrae)
Ezren, Iconic Human Wizard
Harsk, Iconic Dwarf Ranger
Seelah, Iconic Human Barbarian
Lem, Iconic Halfling Bard
Sajan, Iconic Human Monk
Amiri, Iconic Human Barbarian
Lini, Iconic Gnome Druid

APG:
Alahazra, Iconic Human Oracle
Alain, Iconic Human Cavalier
Damiel, Iconic Elf Alchemist
Feiya, Iconic Human Witch
Imrijka, Iconic Half-Orc Inquisitor
Balazar, Iconic Gnome Summoner

UM:
Seltyiel, Iconic Half-Elf Magus (Formerly Fighter/Wizard)

UC:
Hayato, (Forgotten) Iconic Human Samurai
Lirianne, Iconic Half-Elf Gunslinger
Reiko, Iconic Liz Courts (Human Ninja)

ACG:
Jirelle, Iconic Half-Elf Swashbuckler
Quinn, Iconic Human Investigator
Oloch, Iconic Half-Orc Warpriest of Gorum
Crowe, Iconic Human Bloodrager
Enora, Iconic Halfling Arcanist
Hakon, Iconic Human Skald
Kess, Iconic Human Brawler
Zadim, Iconic Human Slayer
Shardra Geltl, Iconic Dwarf Shaman
Adowyn, Iconic Human Hunter

OA:
Mavaro, Iconic Human Occultist
Estra, Iconic Human Spiritualist
Rivani, Iconic Human Psychic
Erasmus, Iconic Human Medium
Meligaster, Iconic Halfling Mesmerist
Yoon, Iconic Gom-Gom Owner (Human Kineticist)

HV:
Lazzero Dalvera, Iconic Villain Human Cleric
Linxia Benzekri, Iconic Villain Human Hellknight
Emil Kovkorin, Iconic Villain Tiefling Assassin
Zelhara, Iconic Villain Human Torturer (?)

UI:
The Red Raven/Aric, Iconic Human Vigilante

Other:
Stephen, Quasi-Iconic Human Antipaladin


If a player was able to hit for 2d6+18, but only wanted to hit for 4 damage, how do you handle this? If they want to hit for an exact and/or smaller amount than their minimum damage, do you let them? If, say, an Orc Fighter 1 wanted to keep their Half-Elf Commoner 1 target alive, but couldn't even hit nonlethally for fear of slaying their target with nonlethal damage, are there any reasons to not let them deal less than lethal damage?


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If you could have 7 idealized, perfect (and balanced) classes, what abilities would they have and what would they be like?

I'd want to have a perfect fighter-type, priest-type, wizard, rogue, oracle/sorcerer, monk/brawler, and barbarian/ranger.

My ideal stuff?:
My ideal fighter would be able to use most weapons at low levels, and all weapons at higher levels. They would be masters of martial skills and be excellent intimidators and viable face-types. They would not be dependent on out-of-class feats for their combat ability. They'd have the option, but not the mechanical necessity, to specialize. They could either get a signature weapon, or be good with literally everything. Regardless, they would be able to perform tricks with their weapons that no other class could. At high levels, they'd be able to hack magic to pieces, do hulk-like leaps, or run a hundred miles without tiring.

The priest-type would probably be a conduit of their deity's will. They would probably have a few at-will powers, but also be able to pull out massive buffs at times. Spellcasting would probably be some sort of re-preparable Vancian or Arcanist-style casting, so you could perform a certain type of divine magic, or ask your deity to give you a different once since their previous gift is going to waste. Perhaps they'd have abilities similar to Oracle mysteries. If one selected the healing (mystery? domain?), they would be able to heal practically at-will. If they selected the nature (thing?), they'd be able to speak to animals and turn into giant beasts. Each domain would act more like an archetype than a single class feature. At high levels, they'd be like regular high-level Clerics and Druids, except more deity/domain-focused. Mechanically, there would be fewer mid to high-level slots and more class-granted powers.

The wizard would be a wizard. Perhaps they would have slower magic, but whenever they used magic, it would significantly alter the battlefield. Vancian magic would certainly work for this. At lower levels, maybe more non-exhaustable magic or some way to be Gandalf when you don't have spells. At higher levels, they'd be like regular Wizards, sans snowcone wish machines, and perhaps fewer low-level slots. Overall, they'd probably look pretty similar to how they look now, except with slower spells, fewer spells at high levels, and more usable low-level abilities.

The rogue type would be part rogue, part ranger, part bard, and be coated in trickiness. They would be the best at whatever skill they chose to focus on, and would be able to focus on a bunch. They would be significantly better than a wizard using a spell effect to duplicate one of their abilities. If you wanted a job done decently, you would call a wizard. If you wanted a job done perfectly, you would call a rogue. In combat, they would be mobile skirmishers who could strike hard, then melt away, literally disappear, or evade your attacks. At high levels, they would be able to find people hidden from sight, sound, and magic, escape rooms with no doors and spells with no saves, leap up to (or from) high towers without taking a scratch, and kill people so thoroughly you would need Pharasma's direct intervention to bring them back.

The oracle/sorcerer type would be a font of pure magical power. Almost all their abilities would be unlimited-use and quick to use. As they grew in power, they would more closely resemble the source of their powers, and would acquire resistances and physical traits (claws? fangs? regeneration?) as such. I'm somewhat happy with the actual Oracle's mystery and revelations deal. I'd model them more like a 6-level caster, with some sort of cooldown time for spells, with the ability to bust out higher-level spells (of the equivalent wizard level) once or twice a day.

The monk/brawler would be a monk, except with the option to wear armor (as some real monks have). I'd put them halfway between my description of a rogue's combat ability and a fighter's. Maybe they could flurry as a standard action? They'd be skirmishers, but also weaponmasters. They would be incredible improvisers (Jackie Chan+room of furniture). Skill-wise, they would be good negotiators, diplomats, philosophers, and scholars. At low levels, they'd be fast and agile, at high levels, they'd be the fastest and most agile things on the planet, so much so that they can practically (literally?) fly. But instead of fending off harmful effects, they would ignore them entirely, and by high levels, be practically (or actually?) immune to harmful effects and spells.

The barbarian/ranger would be a sort of wild man. Instead of being a weaponmaster and trained combatant like the Fighter, they would fight with anything on hand, whether it is a battleaxe, chair, or pair of (still-alive) gnome-chucks. In combat, they would hit like a Fighter, be easier to hit, but be able to take more hits in return. While the regular Ranger class is great, Favored Enemy is very hit-and-miss depending on the campaign. It would be awesome if the character could acclimate to different parts of the world, different terrains, and sort of claim it as their own. Maybe a way to acclimate to a favored terrain over the course of a day or a few hours. At low levels, they would be staunch defenders of whatever land they chose, at high levels, they would turn giant and green and beat Thor into a pulp.


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Exalted Obedience wrote:
3: Revoke Healing (Su) A number of times per day equal to your Charisma modifier (minimum 1), you can deal damage to a creature in your line of sight that you have magically healed within the past 24 hours. The damage equals the amount restored by the highest-level spell with the healing descriptor that you can cast. This may result in you causing more damage than you healed. The damage occurs in a single round. In the case of healing spells that heal over multiple rounds, only healing provided in the first round is counted when determining damage.

This feels somewhat weird. Assuming I'm going straight Shaman->Exalted with this, by 14th level (Shaman 5/Exalted 9), I can cast Heal. That means I can CLW (1d8+5, or 9.5 health) somebody earlier in the day, then trigger the Obedience to deal 140 damage, which is pretty sweet. However, come 15th level, I learn Mass Cure Critical Wounds (4d8+15, or 33 healed) and Resurrection (Sets HP=HD). So between 14th and 15th levels, I lose over 100 damage. Is this right?

If I had a spell that cured ability damage as one of my highest-level Conjuration (Healing) spells, how much (if any) damage would that deal? What about a resurrection-type spell?


As a paladin player, how do I fall? I'd like to have it be suitably epic, not (entirely) steal the spotlight from the GM's story, and have it make sense. The campaign is set in a GM-designed drow city and is meant to tie into another campaign that we concluded, and hasn't quite started, so I have time to alter the character to fit the motivations. What sort of Paladin would fall when surrounded by chaos and evil every day, all day? How so?


If I wanted to get a bazillion ranks in skills (as a martial) without investing too much into INT or hampering my combat ability, would Fighter (Weapon Master) 4/Slayer (Maybe Stygian Slayer?)-- with Advanced Weapon Training, both into skills, for a total of 10 skill points/level after level 4. Even with an INT penalty, that's at least 8 skill points/level. Is this significantly weaker than going straight Fighter or straight Slayer?


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Anybody have cheap, memorable loot they have given as GMs or received as players? How about cursed items? Are there any such things you would recommend giving to a 6th level party?


Would it be possible to play a 4-stat Pathfinder? Make Strength and Constitution one stat, split Charisma duties between Intelligence and Wisdom. Is this reasonable? Any specific downsides or problems? Any suggestions/ideas?


Any advice on how to build a Champion of Irori? Starting at 5th level, planning on taking the PRC level at 6th. What would be the best setup?

Specific (relevant) houserules:
Stats are 4d6 drop lowest
Auto Bonus Progression at level +2, free masterwork gear.
Weapon Finesse, Power Attack, and Combat Reflexes are free feats if you meet the prereqs
Regular Monk is d10, full BAB, and proficient in all Monk weapons, UMonk has 3 strong saves
Paladin has 4+INT skill ranks.
Traded-out archetype abilities from 15th to 20th can overlap, game won't go that far.


How do you fend off reach enemies without eating too many AOOs, or letting them get the first strike? At low levels, I suppose readying an action to 5-foot step, then attacking would let you effectively get the jump on an enemy with a 10-foot reach who gets in range, but this only functions for the brief window of time when enemies are not consistently Large or larger, don't have access to the Lunge feat, and don't also use reach weapons. Without expending spells or feats, how do you beat reach-based enemies in melee combat?


How would you guys construct a 4-6 character band of 5th level music-themed characters? Specifically, characters who have mechanical advantages to performing music of some sort, such as the Bard or Skald.


Would it be broken to allow Fighter Weapon Training, Ranger Favored Enemy/Favored Terrain, Brawler Maneuver Training, and any other similar features, to apply the same (highest) bonus to all of them? For example, say a Ranger picks Humanoid (Human) at 1st level, and picks Undead at 5th level. Instead of getting +4 to hunt humans and +2 to hunt undead, perhaps just a flat +4 to hunt humans or undead? Is this too powerful, or too weak?


If I wanted a wisdom-based Versatile Performance equivalent using profession instead of perform, which regular skills would each profession skill cover? How much more powerful is this than basing it off perform and charisma?

The Asmodean Advocate Cleric has a version of this that functions only with Profession (barrister) for Bluff and Diplomacy.

For reference:
Bard, Versatile Performance wrote:

At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Cleric (Asmodean Advocate) wrote:
She can use her Profession (barrister) skill for Bluff and Diplomacy checks.
Profession wrote:
The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.
Skills list wrote:
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device.


Can a Temple Champion paladin take an inquisition in place of the domain granted power?

I want to see a raging paladin.


Does the Judgement domain allow casting of spells longer than a standard action? Can you use it to, say, stick a Geas/Quest on someone?

Judgement wrote:

The balance of law is paramount to you, and you ensure that transgressions are punished appropriately.

Associated Domain: Law.

Replacement Power: The following granted power replaces the touch of law ability of the Law domain.

Chastisement (Su)

As a standard action, you can cast a strengthened spell against a creature that damaged you since your last turn. This spell must target the creature that damaged you, and is cast at +1 caster level. Area of effect spells cannot be used in conjunction with this ability, but other spells that target multiple creatures may be. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—castigate, 4th—rebuke, 5th—mark of justice.


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