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Only a tiny bit of inconvenience considering i'll want it manifested most of the time anyway although it does make it seem pretty inferior to skill focus. I assume bonded manifestation counts because it has a physical presence, being all ectoplasmic tentacles and all that?

It does say "During a bonded manifestation, the phantom can’t be damaged, dismissed, or banished", which I dont think it would bother mentioning if it wasn't targetable / didnt have a physical presence. So that should be fine at least, yes?


Constructed Pugilist Brawler. Not only does it only require one "hand" to be effective, you could also still use both hands to move quickly in the wheelchair.

Plus you could be in the wheelchair and missing the arm that the constricted limb replaces due to the same terrible accident. Old war veteran that got fireballed? Nearly mauled to death by bears? Mine shaft collapse?

It works together so well.

I know its melee but its thematic.

Otherwise, Occultist or crossbow ace gunslinger would be ok.

You could also play a totally limbless synthesist summoner that simply grows limbs and walks away from his chair in combat but something tells me that defeats the point of having the wheelchair. You could be a brain in a jar at that point.


Mysterious Stranger wrote:

If the dhampir or teifling are engaged in suspicious behavior, or even look like they are doing something wrong the paladin could take action including attack them without falling.

But it'd have to be pretty damn bad.

"Oh look those fellows seem to be moving crates at night time, it could be a night delivery or it could be illegal. Best murder them to be safe." Isn't a good way to play a paladin.

I mean, depending on deity they might not make you fall there and then, but most certainly wouldn't be happy.


Diego Rossi wrote:

A stored phantom can act? AFAIK, it can't. I will consider that a good reason to call it helpless when stored.

Helpless wrote:
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy.
While it isn't at an opponent mercy, the phantom can't do anything until the Spiritualist summons it.

Woah there Diego we're going to disagree again. Just because it cant act while in the consciousness doesnt make it helpless.

Do you rule that surprised opponents that can't act in the surprise round of combat are helpless? (Obviously you wouldn't). Just because helpless might mean you are unable to act doesnt mean the reverse is true. That'd be mental!

Nothing about the bonus it grants says the phantom has to act or take actions anyway, its a passive bonus that ends when the phantom is unconscious or helpless. (And it makes sense that you'd gain the bonus while the phantom is in your head chatting to you and seeing through your eyes. "Your phantom is highly observant, and its link with you increases your own watchfulness." Certainly doesnt go against that.)

This is a question about the square location of the phantom when stored in a consciousness. Which I assume to be in the same square as the character. Let's not go off on tangents.


2 people marked this as a favorite.
rorek55 wrote:
Claxon wrote:
rorek55 wrote:
yes, in pathfinder, killing an undead is a good act, just like killing a raider in fallout is a good act.
Except dhampir aren't undead and tieflings aren't (always) evil outsiders. And they never have the evil subtype.
where did I Say they were?

The question asked if a paladin would be justified murder-hobo'ing dhampir and tieflings based solely on their race, and you, rorek, responded with "yes". (Whether intentionally or not)

If players or the DM suggest or even entertain this idea its a big red flag. Mainly in terms of bad roleplaying, not to mention the racial purity undertones this has...

Im not suggesting paladins have to be without prejudice, but their code should be. And if they act on said prejudice when its against their code, that's how you get fallen paladins and antipaladins. It conjures up images of an antipaladin unknowingly following a demon lord while cleansing communities of those that dont meet his racial standards while insisting he's on the side of good. Theres probably a demon lord, devil, daemon or some other dark deity whose whole portfolio is that kind of thing, knowing how extensive pathfinder pantheons are.


If a phantom is in your mind (or you're using bonded manifestation) and therefore in the same square as you, is it considered in your reach for the purpose of the Vigilant Phantom feat?

Vigilant Phantom wrote:
While your phantom is within your reach, you gain a +4 bonus on Perception checks.

(The feat has the requirements that the phantom not be unconscious or helpless, but nothing says a stored phantom is either of those, so that shouldn't be an issue.)

I assume your consciousness is in your square and the square you're standing in is "within your reach"? Or is it a strange case where your space is in your reach but your consciousness isn't in your space?*

*Is the character's consciousness the guy behind the character sheet gorging on cheetos?


As others have mentioned, you can use the sidebar rules to be a small Aasimar/Tiefling.

Note that you wont count as a kobold for any effect related to race, including feat prerequisites or favored class bonuses.

A lenient DM may let you take the mostly human/pass for human alternate racial trait, then take the "racial heritage: kobold" feat to count as a kobold for all effects, but that would imply that you look nothing like a kobold: Instead looking like a "small human" and you'd have to explain your unusually small size as being due to some form of dwarfism. (I would say as being a child, but there are separate rules for that.)

A DM "tweaking" the rules for you may allow the mostly human/pass for human alternate racial traits to instead be "mostly kobold"/"pass for kobold". While many DMs may be happy to do this, it is still houseruling/homebrewing.

Also, just because its making my eye twitch; its Aa-si-mar, not Ass-imer.


You'd need to retrain one of your feats to an extra metamagic feat to qualify, but the best feat by far (in my opinion) would be spell perfection.

It would make quicken not be +4 spell level. Or any other metamagic not have an adjusted spell level. All while doubling the bonuses on the spell including spell penetration.

It blows just about any other feat out the water.


Is there any RAW preventing me choosing a mythic creature's form with a polymorph spell? I'm not asking about unique named creatures, just the generic ones like a Myrmecoleon.


Warpriest is great. At low levels you resemble a cleric significantly more than a fighter, but as I mentioned earlier the difference is minimal until level 4 or so and unlike some of the other suggestions you do start getting bonus feats immediately.

The only difference in how to build one compared to the standard classes is that you should avoid getting any more feats that use swift or immediate actions.

Warpriests have more uses for swift actions than any other class hands down. Fervor, swift casting, quickened blessings, sacred weapon and sacred armor are all swift actions. You'll need to make decisions each round about how you're going to spend the swift action and manage ability usage wisely. Chances are that once you have all your abilities there will almost never be a turn you dont use a swift action and its always tough to decide which buffs to prioritize first.

At higher levels when clerics start getting their higher level slots you may feel a bit left behind when it comes to casting, especially if quicken rods are available because then you dont have as much advantage over them. But casters scaling better than martials is a fact in pathfinder 1e so that shouldn't be surprising.


magnaangemon01 wrote:
I'm usually the DM but not for this game.

I dont know if you need this but as a quick rundown for classes you say you dont usually / haven't played that may fit what you want:

Bloodrager = Barbarian that makes things explode or otherwise gets a nice toolbelt of limited arcane spells/abilities.

Medium = Choose each day to be a "fighter", "bard", "divine bard", or "rogue". Its an oversimplification but that's the jist.

Occultist = Best comparison is a martial bard, only you learn spells one school at a time and have amazing tricks called focus powers.

Cavalier = Nondivine paladin with fluff for any theme.

Hunter = Ranger and druid had a lovechild that focuses more on his companion than anything else. Only recommended for how good it is early game.

Inquisitor = paladin and bard had a lovechild this time. More bard than anything in my opinion. Takes a while to get going in my experience.

Vigilante = Anything depending on archetype, usually leans toward being a fighter or rogue type, but archetypes can change that dramatically. Sometimes hard to fit into the setting.

Slayer = Made for rogues that want martial weapons, higher hit chance and slightly more toughness, good as a str based 2h weapon user too. Usually considered better than vanilla rogue.

Warpriest = fighter/cleric, swift buffing yourself keeps you surprisingly competitive with martials. Arsenal Chaplain is strong, you even get weapon training from it.

All of these compete pretty closely with eachother and can be built in the same way with pretty much the same feats for a 2h build.


rorek55 wrote:
Medium is meh because you cannot guarantee you will be getting the spirits you want.

You should always get the spirit you want. Ive never met a DM that was so difficult as to deny you your choice of spirit/suitable location. That would be a total dick move, If your DM does that you need to find a new DM!

But that's not me saying medium is the best. I suggested it as an alternative, but it can certainly pull its weight and pull ahead with many builds.

If you're leaning toward barbarian, think you're going to hit level 4+ and your DM allows it, primalist bloodrager is a straight upgrade to vanilla barbarian.

If going WM fighter, getting 3 levels is good as you can then buy gloves of dueling. One extra level gets you weapon specialisation which is probably worth it, but beyond that multiclass out.

Occultists are nice. Similar to medium it gets good utility and static bonuses to damage. If considering occultist its all about which archetype you pick. Haunt Collector is strong, others have their uses. Picking an archetype that still allows you to get the warrior panoply is preferred, because that's what makes you full BAB.

There scarcely a build i haven't made and tried out at some point... Its hard to advise with such a broad question mind you. You might have noticed you have a lot of choices. If you aren't familiar or your DM has limited experience with the noncore classes its best to stick to something simple though.


Im now planning on using the occultist implement power Forced Alliance so the target wont have a choice in considering me as an ally. Its a big investment for a fairly niche power but it could be an interesting build. I'm Just working out the kinks in using the power without disrupting my action economy too badly.


Theaitetos wrote:

The Spell-Storing weapon quality does work with it, since SLAs count as spells in this regard.

However, this works only as long as the SLA has a spell-level of 3 or lower. Since this SLA is not based on an actual spell, the spell-level is determined by the highest level spell the Occultist can cast when first gaining this power, i.e. the Occultist needs to select this focus power at the latest at level 9.

(Bolded): Wait it works like that? I've never heard that before.


magnaangemon01 wrote:
While I sincerely appreciate the research and detail you went into, and checking them out myself, none of those really appeal to me. But many thanks for showing me options that I did not know were out there.

No research required, I've just made a lot of builds in the past.

magnaangemon01 wrote:
@rorek55 How would Unchained Barbarian work with that build?

Jumping in here, Unchained Barbarian is nearly indistinguishable from chained at low levels with the main thing you'll notice being slightly less damage than chained when using a two handed weapon and that your hit points from rage are lost first, which is good for staying alive/conscious. You would also lose out on +2 intimidate when using intimidating prowess.

magnaangemon01 wrote:
Although, if I take Fighter at 1, and Barbarian at 2, I wouldn't get the rage stance until level 3.

There are trade offs for any build, that being said the benefit of "dipping" to grab features, especially when you know you wont reach higher levels, is tempting. Theres no reason to limit yourself to just two classes either, it just depends how cheesy you are comfortable with being. I realise that's not particularly helpful for helping you decide what character you want to play though. :)


Just because its an unusual choice:

Medium (champion spirit). Free proficiency with a 3d6 butchering Axe or any reach weapon you want, spirit bonus puts you in line with fighter bab at 1st level, seance boon gives you a free +2 to damage (basically a free weapon specialisation at 1st level, but for all weapons). Spirit surge means even your unlucky attack rolls can hit by adding 1d6. Its a nice neat package. Not complicated to run, just do your spooky seance while you wait for the others to prep their spells each day.

Otherwise:

In terms of power any class that starts with a n animal companion is strong early game. Especially if the companion is a dinosaur or a horse/camel.

Gendarme Cavalier
can qualify for spirited charge at 1st level, which is very good. Go high strength and enjoy your lance attacks dealing a sickening x3 damage.

If you dont want the hassle of relying on being mounted, the Hunter class is very appealing, with many good archetypes. They lose 1 bab but their companion is formidable. Especially if you're a race that can grant them +2 str as a racial trait. You'd essentially be two frontline characters in one early on.

Finally, Elemental Bloodrager is a barbarian that gets an extra 1d6 damage at first level. Not much else to say (others have posted barbarian builds).

To be honest at early levels the only big difference between you and the back liners will be things like animal companions and your feat choices. Class matters little beyond that until later when the class features ramp up. You could just as easily be a frontline cleric, druid, dex oracle etc so long as you max your AC. As you level up AC becomes less important and HP becomes king. Until that happens you can be effective as just about anything providing you wear the appropriate armor and have the right attributes raised.

You might be tempted to go for unchained monk for the extra attack, but dont. Generally you'll be moving and making one attack or charging, which is why the others work better. Unchained monks only really get to make full use of flurry when they get flying kick.


I recently found the "forced alliance" implement SLA and am quite fond of the idea of having a character clubbing things over the head to make them his friends. Unfortunately it doesnt require a touch attack and therefore doesn't work with conductive.

Are there any other enhancements or abilities that could allow me to use the forced alliance power as i club things?


"You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast." -Somewhere in the magic section, dont have the book on me to check page.

Found it myself. Nice.

Thanks for pointing me in the right direction.


Diego Rossi wrote:


What quote? There is no errata, so nothing to quote. It is limited to line of effect because it is an SP ability.

I think you mucked up your formatting in your previous reply then because that was in a quote box.

Diego Rossi wrote:


It is SP, i.e. Spell Like. Spell Like abilities work like spells. spells require line of effect unless they specifically say otherwise.

Yes Diego, i know its a spell like ability. I am asking if you can quote where it says spell like abilities and spells must have line of effect. Im not saying you're wrong, i just want to see the rules.


I wasn't doubting it was a standard action Diego. I was referencing how abilities that dont specify rules often are using universal rules such as when an ability doesnt say what action it is it generally defaults to a standard action - and therefore wondering if there were similar rules for range and targeting.

Diego Rossi wrote:
Quote:
Forced Alliance Without an errata the range is Sight. It is a Spell Like ability so it requires Line of Effect.

Where is this quote you referenced from? An faq? A dev response?

Diego Rossi wrote:

Forced Alliance: Without an errata, it has unlimited range, but it requires a Line of Effect as it is a Spell-Like effect.

Technically it isn't a targeted effect, so it wouldn't require Line of Sight.

Where does it say you need line of effect for abilities? Dont plenty work without having line of effect?


Quote:
Forced Alliance (Sp): As a standard action, you can alter a living creature’s mind, causing it to see you as a friend and ally. If the creature is the same creature type as you, this power requires you to expend 1 point of mental focus; if it’s is not, you must expend 2 points instead. The creature can attempt a Will save to negate this effect. If it fails the saving throw, the creature treats you as an ally and doesn’t attempt to harm you (although your allies are not protected). You can call on the creature to aid you directly, but while doing so the creature can attempt a new Will save at the end of each round to end the effect. This effect otherwise lasts 1 round per occultist level you possess. This is a mind-affecting charm effect. You must be at least 5th level to select this focus power.

I can't see a range on this ability, so how does it target things? Does it require touching the target? Is there even a limit on its range?

I recall there being some some rules for abilities like "unless stated otherwise using an ability is a standard action" but i cant remember where. Is there anything that covers this too?


Got a double question concerning these two scenarios:

1, Nocticula's boon states "whenever you make a sneak attack against a creature that is aware of your presence and considers you an ally, your sneak attack dice are increased to d10s". If I have the ability to take a full round’s worth of actions from the lookout feat, scorpion bloodline or similar, will all of my attacks made using my full attack action in the surprise round gain the increased damage or just the first?

2, For abilities that function differently against unaware opponents such as the slayer talent "mountainside ambush", if I have the ability to take a full round’s worth of actions from the lookout feat, scorpion bloodline or similar, is my target considered unaware for all of my attacks made using my full attack action in the surprise round or just the first?

I'm looking for RAW or close to it here, not opinions on game balance or build suggestions. The requirements for these situations are often hard to meet and im trying to work out if they're worth the extra effort.


Wonderstell wrote:

Expect table variance.

Some say all abilities that affect spells will work with SLAs unless disallowed, and some say no abilities that affect spells will work with SLAs unless allowed.

After looking into it more i dont think theres any RAW against it working and as far as i've found theres only positive comments from paizo setting principle, so I think im good to go / should be able to convince any DMs. Thanks!


glass wrote:
Ohnomytoast! wrote:
Claws arent P theyre B/S...?

You're right they are. Sorry, I should have checked.

Still, bites are not rare.

_
glass.

Bites arent rare, but creatures generally only have 1. Sting attacks seem very rare. Gore attacks seem to mainly be common on forms that dont have lots of attacks or dont have great abilities (pounce etc).

Tanagaar obedience rewards piercing sneak attacks.

I know there are exceptional forms for this that grant multiple bites but for variety i was hoping i could simply switch damage types for existing attacks.


Claws arent P theyre B/S...?


Does it actually work like that? Does sticking axe heads into a club make it a "b and s" improvised weapon?

Secondly, is it treated as a b weapon and a s weapon for how it works with abilities that have different effects based on using specific damage type of weapon? Im rusty on improvised weapons but i think they are still treated as weapons for effects?


Ryze Kuja wrote:
Ohnomytoast! wrote:
If i recall there are easier ways to get immunity to fatigue. Probably quite a few threads around for it if youre willing to google. i think theres an ioun stone and rage power combo or something like that so you need not detour 3 levels ffom barbarian'ing.

Yeah, the Flawed Scarlet and Green Cabochon Ioun Stone causes Fatigue to become Sickened and Exhausted to become Nauseated, and then the Rage Power Internal Fortitude grants immunity to Sickened & Nauseate. So basically, whenever you drop your Rage, you become Sickened, and then you re-enter Rage and become immune to the Sickened condition.

You can get Internal Fortitude with Rage Power lvl 8, and the flawed version of the Ioun Stone you can pick up for 8,000gp.

That's the one.


Belafon wrote:
Ryze Kuja wrote:
You do a DP 10 Exotic one-handed weapon, and put it in the Close weapon category (for brawlers). Take dmg down to 1d2 for +1 DP, and give it the Fragile weapon property for +1 DP, so now you have 12 DP to work with. 3 DP for 19-20 crit range, and 3DP for taking x2 --> x3 and 6DP for taking x3 --> x4 multiplier. Then put a keen weapon enchant on each of them, and you can afford your first +1 Keen enchant at lvl 5 and your 2nd +1 keen enchant by lvl 7, and a Monk's Robe by lvl 8, then you're in business, because now you're dualwielding 2d6+Str+PA+Enc 17-20/x4 with Flurry/Imp TWF. Get one of your group members to cast Enlarge and Haste on you to cast the legendary spell GM Flips Table.
If your weapon has the “expanded crit range” quality, you can only increase the crit multiplier once (to x3) and that costs 6 DP.

Hey good point.


Ryze Kuja wrote:
You do a DP 10 Exotic one-handed weapon, and put it in the Close weapon category (for brawlers). Take dmg down to 1d2 for +1 DP, and give it the Fragile weapon property for +1 DP, so now you have 12 DP to work with. 3 DP for 19-20 crit range, and 3DP for taking x2 --> x3 and 6DP for taking x3 --> x4 multiplier. Then put a keen weapon enchant on each of them, and you can afford your first +1 Keen enchant at lvl 5 and your 2nd +1 keen enchant by lvl 7, and a Monk's Robe by lvl 8, then you're in business, because now you're dualwielding 2d6+Str+PA+Enc with 17-20/x4 and Imp TWF. Get one of your group members to cast Enlarge and Haste on you to cast the legendary spell GM Flips Table.

Fragile property. That's what i missed.


If i recall there are easier ways to get immunity to fatigue. Probably quite a few threads around for it if youre willing to google. i think theres an ioun stone and rage power combo or something like that so you need not detour 3 levels ffom barbarian'ing.


Ryze Kuja wrote:
Ohnomytoast! wrote:

How do you sleep at night?

Jokes aside, the things i had in mind were SIGNIFICANTLY tamer than abominations like that. I was content with things like a simple bludgeoning and slashing weapon, you know, like a bladed mace. For things like that i guess ill just hope the DM doesnt mind.

Well, a GM does have a counter to nonsense like that. Enemies with high DR and/or immunity to criticals :P

Lots of low/med dmg attacks = a lot of damage once added up, but lots of low/med dmg attacks vs. high DR = the mob says "Did someone leave a window open?! Your puny attacks are nothing, NAAAUSSSINNNG, Muahaha n other stuff n things"

Explain maths on your one handed weapon!

What did i miss?


Ryze Kuja wrote:

Yeah, you can still pile on the damage with a 1d2 weapon as long as you have high Str or Dex, Power Attack or Piranha Strike, and lots of extra attacks either from Haste, Flurry, and/or Imp/Gr TWF.

I'm particularly fond of dual-wielding 1d2 17-20/x4 weapons. If you boost the 1d2 with Warpriest or Brawler + Monk's Robe shenanigans, even better.

How do you sleep at night?

Jokes aside, the things i had in mind were SIGNIFICANTLY tamer than abominations like that. I was content with things like a simple bludgeoning and slashing weapon, you know, like a bladed mace. For things like that i guess ill just hope the DM doesnt mind.

...

Actually now that you mention it im not sure how you managed to create that weapon and dual wield it?
Exotic = +6 points
One handed = +2 points
Additional design (capped by one-handed) = +2
Lesser damage 1d2 = +1
Total design points = +11 points

Improved Multiplier 1 = -3
Improved Multiplier 2 = -6
Improved crit range 1 = -3
Total design debt = 12 points

Did i miss something or is the maths off?


Name Violation wrote:
Sipping jacket

Pretty sure that doesn't work for extracts.

...and even if it did, which again, im pretty sure it doesnt from reading other threads, it would only work for instantaneous durations and durations measured in rounds, neither of which apply here.


Given that feats like spell focus and augment summoning etc are confirmed to affect spell-like abilities (unless i missed a rules update at some point and thats no longer the case), does this mean the sorcerer shapechanger bloodline 3rd level ability also extends to spell-like abilities?

I can see no reason why it wouldnt but if its something my build will rely on for hours/day its best I know for certain.

Quote:
Mutable Flesh (Su) At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.


So at the start of a fight i'll generally want to do two things: pop my mutagen and a polymorph extract.

Both seem to be standard actions. Is there a way to remedy that so i dont use up the first two turns of combat not attacking?

Compared to bloodragers and beastkin barbarians who can rage and polymorph as a free action then charge and potentially full attack (something that would take an alchemist 3 turns, with worse BAB) and casters getting quicken (with magus straight up getting a free spell as part of their attack routine) im struggling to see the appeal of the alchemical route, so im hoping im missing something that can speed up my action economy significantly.


That's good. I hadn't considered using warpriest to bypass low damage dice on custom weapons. I was just thinking it'd be cool to fill in stat niches that existing weapons don't cover, or to make weird borderline ineffective contraptions, in which case low dice would be authentic!


The general consensus I've seen is that the custom weapon creation rules are intentionally weak (with even weapons like daggers and scimitars apparently being outside the design point budget for a custom weapon), so that players can't make anything overpowered, whereas GMs can ignore budgets and make whatever they please.

That implies the weapon creation rules are intended to be used by players though, and not limited to GMs. Is this the case?

(I'd be interested in playing a mad inventor blacksmith that creates bizarre niche weapons for every occasion, but only if the rules support it.)


Derklord wrote:
Ohnomytoast! wrote:
I plan on taking graceful flier as soon as I get a fly speed
Why, though? It's +4 to fly checks and +5ft movement. I don't see how that's worth a feat at 10th level, where you should be Hasted (from Boots of Speed when in doubt) in combat, and you should be able to invest enough into the skill (especially with Skill Focus already granting +6 at that point).

Thematic reasons.

Thanks for clarifying about the another in flyby being an artifact by the way, my experience of 3.5 prior to pathfinder was limited to say the least.


Name Violation wrote:


More like an additional standard action every round is amazing

No. No. That's not how it works. It has been clarified multiple times by Devs.

Example, Example and it's probably FAQd as well...

It's just very poor wording/editing.

It likely used to say something like "take a move action and another action at any point during the move" before release, then got flagged for rewording to clarify the action type and the guy that "fixed" it was half asleep or got the wrong end of the stick.


Without going into detail, my build dictates that it's best that I deal piercing damage at all times and make the most attacks possible. With that in mind there are plenty of ways to accommodate the latter with polymorph spells to gain more attacks. Unfortunately a lot of the forms I'd want to take have attacks that don't deal piercing damage.

Aside from weapon shift (only works for wild shape), feral combat training (which only applies to one attack) and weapon versatility, are there any non-class specific ways to reliably change my polymorphed weapon damage type to piercing?

A feat, item, trait or enhancement for an amulet of mighty would be ideal, but I'm interested in anything.

I know I could just use weapon versatility by RAW, but it feels cheesy to "shift my grip" on a bludgeoning natural weapon and have it be able to deal piercing.


Derklord wrote:
Diego Rossi wrote:

An Aasimar with the Angel Wings feat has a fly speed: "Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet".

The Fly spell doesn't give a fly speed: "The subject can fly at a speed of 60 feet".
The way in which it is spelled makes a difference.

No it doesn't. "Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed. If they didn’t apply to creatures that gained flight artificially or through magic, then those maneuverabilities (like the listed good maneuverability for the fly spell) would have no game effect." That FAQ lists the Fly spell as an example of non-natural means to aquire a fly speed. Further proof: Mythic Fly says "The fly speed changes to 120 feet".

The writers clearly make no difference between "fly speed" and "fly at a speed".

This is my understanding too and thought it was common knowledge. I think Diego is confusing things because climbing is not the same as having a climb speed and swimming is not the same as having a swim speed. As it stands the same is not true for fly speeds, because unlike climbing and swimming, flying isn't something anyone can attempt without first having a fly speed, such as what is granted by the fly spell or similar.

"Fly at a speed of 60" is just another way of saying "fly speed of 60". A quick search for "fly speed" reveals many spells that grant a fly speed, with spells like angelic aspect/greater even using the two terms interchangeably.

TLDR: Don't confuse the climb/swim rules with fly rules.


Diego Rossi wrote:
Quote:

Graceful Flier

Prerequisites: Skill Focus (Fly), fly speed.

Benefit: You are a gifted flier. While wearing light or no armor, your fly speed increases by 5 feet and your maneuverability is one step better than normal, to a maximum of good. You lose the benefits of this feat if you carry a medium or heavy load.

Special: While the following feats are primarily taken by strix, other creatures with natural wings can also take them at the GM's discretion.

Getting Graceful Flier can be a problem. It doesn't require to be capable to fly with a fly spell. It requires a fly speed.

Having a fly (or climb, swim, etc.) speed requires having it as one of the stat of your character, not as the result of a spell you cast occasionally.
You are a member of a race that can get wings? Or a druid (most GM would allow it for druids when they can transform in a form that can fly)?

Angel wings Aasimar, so I'd assume I'm good / as good as I can be with the clause of "at GM's discretion"?

Not to be contrary for the sake of it, but it doesn't require a non-spell fly speed, just a fly speed. Any spell that grants you a fly speed gives you a fly speed. Why would you think otherwise? (If it's a matter of duration, overland flight lasts just as long as a druid turning into something that can fly, so I don't know why it'd be arbitrarily different.)


I know I can't put ranks into fly before I have a way of flying, but I plan on taking graceful flier as soon as I get a fly speed, so getting the skill focus prerequisite out of the way early sounds like a good plan.

Can I technically select skill focus fly before I have a means of flight?

I can't see anything by RAW that would prevent it but I might have missed something.


If I gain the plant domain 1st level power from two different classes, do the levels stack for determining the effects of the 1st level power?

If not, can I activate the 1st level power from each of them at the same time to gain both bonuses?

IF it matters, the first version of the power is from a cleric domain ability, whereas the second version is from the Storm Dreamer medium archetype and is from an ability that specifically grants just the 1st level power. I do not know if that would affect whether or not they stack in some way.


Diego Rossi wrote:

You are really unable to stop repeating that. Courting a ban?

That aside, racial spell-like abilities are a subset of racial abilities. Getting a subset of something doesn't give what is in the main class.

It is like saying that getting access to the enchantment school of wizard spells gives access to all wizard spells.

I think it's closer to finding a rule that says "enchantment wizard spells are spells on the wizard spell list" and therefore assuming that the phrase "wizard spells are spells on the wizard spell list" is also true, if potentially significantly less cut and dry.

But that's my interpretation and you're right to generally lean toward more cautious interpretations by default. I'm not as confident as Theaitetos though, and I think they may have been a little too needlessly obnoxious in assessing your view of the rules.


So keeping discussion on track,

Quote:
racial spell-like ability is any spell-like ability that you have gained from a racial trait, from a feat or trait that lists your race as a prerequisite, or from a class option or archetype that is available only to members of your race.

Is the text from Racial Item Mastery the best we've got so far as to whether ogre crush's constrict ability counts as a racial ability? I'm not sure if that's enough to work with and convince most GMs. Can we get a consensus on if this would/should work?


zza ni wrote:
only i believe polymorph prevent you from using stuff from your race once you change, like dark vision and other such things. i think racial attacks like constrict would also fall under that (im no polymorph expert so don't quote me on this)

No you are completely right but what I'm saying is the prerequisite text is not the constrict racial ability itself, it's to be a creature type that would have it, or a Naga, or a serpentfolk.

It's entirely due to the wording of the prerequisite text and, as I say, likely only useful for GMs as they seem to be the only ones with characters that could qualify. It's an interesting quirk of the RAW reading.

I'm going off on a tangent and distracting from my own thread though, so back to it: Does Theaitetos's quoted text hold up and extend to ogre crush for an ogre PC or not?


Suspending disbelief on whether the spell-like text extends to all abilities for a moment: I'd like to point out that the prerequisite text is "naga, serpentfolk, or creature that has the constrict special attack as a racial ability" not actually having the constrict ability itself. Given that your creature type doesn't actually change when you wild shape, by strict RAW you'd keep the feat in any wild shape form regardless of the form having constrict as you'd still technically be a "creature that has the constrict special attack as a racial ability", even if you can't use it at that moment. That would be the strict reading of RAW though, and you'd first have to qualify as being such a creature.

It's worth pointing out for any GMs with monstrous druid NPC's, and could make for some unique encounters.


I suppose I could awaken a constrict animal and give it class levels from there. Taking leadership for it?


And with the racial heritage ogre + ogre crush feat example? Does a racial feat that grants the ability to constrict not count as a racial ability to constrict?

Full Name

Mergath

Race

Human

Classes/Levels

Wizard (Thassilonian Specialist: Evocation) 3

Gender

Male

Size

Medium

Age

19

Special Abilities

Force Missile, Wrath, Intense Spells

Alignment

CG

Deity

Desna

Location

Absolom

Languages

Abyssal, Aklo, Ancient Osiriani, Celestial, Common, Draconic, Infernal, Thassilonian, Tien, Varisian

Occupation

Tattoo Artist

Strength 11
Dexterity 12
Constitution 12
Intelligence 20
Wisdom 12
Charisma 7