Certain Strike seemed the least likely to have impact because it's the most explicit in how it functions. The outliers I'm more interested are as follows: While the elemental damage runes specify that the strike must be successful, The alignment damage runes do not, and state they do additional damage to the opposed aligned creatures. While Advantageous Assault deals fixed damage, it does not have Certain Strikes exclusion of property runes. Lastly, Brutal Finish actually deals weapon damage dice on a failure, therefore would the holy property apply then? My prompt for this is more that on page 444 there is a sidebar where more specific rules are state to trump more general ones. Is damaging an evil creature with a holy weapon more specific than dealing partial weapon damage on a failure through a mildly more general use of a feat or does this never come into play?
Been exploring monster weaknesses and had a thought that I wanted others to chime in on and discuss. Let's say a creature has weakness 5 to fire/good , you're a fighter with and you have Advantageous Assault or Certain Strike (Press Attacks that deal damage on a failure), and your press attack deals damage by missing and it has a flaming/holy rune. Does the creature weak to fire/good take the additional 5 damage or does the creature take the normal listed failure damage? Some runes specify the strike need be successful and some don't, just as some,but not all of the actions, denote that the the property rune damage is excluded while others do not.
blackbloodtroll wrote:
I was just about to comment on Dexterity based barbarians. Sure, rage is a tad worse for things but since it's no longer score-based it's tons more flexible. Also one of the big things i noticed is that Rage-Death isn't as big a thing anymore especially with the new stance powers to accent this new-found survivability and damage output. Sure we can say Rest in Pieces Unchained Bow-barian, but I was already thinking of chucking daggers or javelins which certainly suffice in plenty of ranged situations.
Now I've been searching through Inner Sea Gods pretty thoroughly for a couple days now and there's a couple important bits about the boons each deity grants about spell-like abilities that I can't seem to find... 1. each boon list's first boon lists three spell-like abilities in the following format: (blank) 3/day,(blank 2) 2/day, or (blank 3) 1/day Do I choose which one I want to use each day I perform my Obedience or do I get one and cannot change it ever? 2. While it lists the Caster Level for these spell-like abilities as being my total character level it does not list a modifier which the spell-like ability is based off of, later boons list WIS on some of the saves and other use CHA but nothing written down for the first. What would the Saving Throw be based off of if I said my sentinel wanted to use his Spell-like ability to throw a fireball? 3. This one is more general about spell-like abilities.
I may not be the first person to bring something like this up and nor do I care if I am or are not. In Pathfinder Society Organized Play I have taken time to look at my barbarian and how she's developed these past 10 levels.
Our Table has prepped up some new Characters And has gone through First steps again I hit up Rogue this time and found my own little problem with Rogue Talents... Specifically "Trap Spotter"
If anyone cares to why not share how vastly your character(s) has changed over the course of their pathfinder career or mistakes. Me I would've made sure to take a whole bunch of different rage powers. (auspicious mark is horrible)
Cyrad wrote:
Well I don't think you even need the third arm for starters seeing as you may release your second hand from your two handed weapon as a Free Action and place it back as a free action once per round on your turn. maybe just use a sword? another thing about Magus if you're not using a scimitar and dervish dance with a magus your playing hard mode anyway. also in response to that "native language" comment I'm just an American that's in love with the Shift Key and hates commas and periods.
Ssalarn wrote: If you really want to get RAW on it, nothing about the power allows you to take an ítem you're holding in your hand into your tail. It only allows you to grab unattended or stowed items. Is the gun you're wielding stowed? Nope, it's being wielded. Is it unattended? Again, no. So by the a strict reading of the rules, this traít and feat combo does exactly nothing for your TWF tiefling (at least as far as facilitating freeing a hand to reload during your attack sequence). Feats and traits do exactly what they say they do, nothing more or less unless you houserule it otherwise. You want your tail to be an extra hand, but it is not. It can retrieve stowed or unattended items, and it can hold those specific items it has retrieved. The power doesn't allow your tail to take a weapon from your hand, nor does it allow the tail to hold any objects other than the stowed or unattended ones it has retrieved via a swift action. You can houserule otherwise, and it would probably make sense, but the RAW allows a very specific set of conditional actions, and taking a firearm you're currently wielding and holding it isn't one of those options. Rereading The Special Section And am Going to point out the phrase "you can hold such objects" Which yes does not allow you to manipulate from your hand to your Tail. thanks for provoking another reread
Let me Clarify What I am now asking for to be a little clearer WITH Prehensile Tail and the Grasping Tail Feat (posting it again because no one seems to be reading it)
Your tail becomes more useful. Prerequisites: Tiefling. Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action. Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand). Since a Held object is neither Stowed or Unattended What Action is it to Manipulate an object from your Hand to your Tail?
Kat Tenser wrote:
This is Not about Prehensile tail this is about the Grasping Tail Feat which appropriately allows you to retrieve stowed objects or grab unattended objects as a Swift. Again A paizo Dev post has stated that Changing hands placed upon a weapon is a Free action and No Action is Stated or assumed for placing an Object that is neither Stown or unattended from your Hand to your misc. appendage. As Grasping tail Does not Give me any extra Actions per round I would opt to Treat it as The Tentacle Alchemist Discovery without the free Secondary attack
asthyril wrote:
Retrieving A stowed Object or unattended object within 5 Feet is a Swift Action Since The weapon is neither in this either Case it does/should not Require A Swift Action to since an action for this mystical third option is not Ruled in anything Comparing this to the Alchemist Discoveries Tentacle and Vestigial Arm none of them Give you any extra Actions or Magical Item Slots and all allow you to hold an object out of your primary hand system
After reviewing other topics Prehensile Tail was brought up in other posts. However, By benefit it alone does not enable you to HOLD an item and the call on it was left to GM Discretion which I don't want to leave it to. now granted since Grasping Tail Allows you to hold objects in your tail it would make sense for moving it from your hand to your tail be a Free Action, But I never like making the call on such things only to have someone say "you can't do that" Or "you're doing it wrong" so I come on here and ask for second opinions. Even though I may have just answered my own question.
So Me and a Couple Friends Were Playing around with Gunslingers and Rangers And Two Weapon Fighting Came up so we Played around with options we had to Reload while Holding Two Weapons.. So The First options that came to mind were Alchemist discoveries (Tentacle and Vestigial Arm) and Reloading Hand's Spell ( the Worse of the two Options.) Changing the Hand A Weapon is in is A free Action Thanks to a Paizo Dev post Clarifying 2 handed weapons and Spellcasting At the Start of this month. The Next Option I want to Bring up is Grasping Tail a Tiefling Feat. Grasping Tail (Tiefling) Your tail becomes more useful. Prerequisites: Tiefling. Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action. Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand). Does This Option to Put a Reloadable Ranged Weapon Into your Tail From this Feat (should you Have Prehensile Tail) Remain a Free Action? Effectively allowing you to reload and Two Weapon Fight While Making Full attack with One Handed Ranged Weapons without having to multiclass. Or Is It a Swift Action to Place An Object From your Hand into your Tail?
mplindustries wrote: Yeah, I don't see any reason it wouldn't work. To be honest, I couldn't figure out why you were doubtful. I asked because of How Weird some ruling appear to me when I say them aloud but when I actually think about them they seem a tad different so It couldn't hurt to have a second opinion
Akshun wrote:
All I needed was a second person to say this makes sense. Really there's the Waves Mystery Water Sight which Lets you see through Fog Mist and Vapors, The Winds Mystery Wind Sight Revalation that lets you ignore Wind Effects,and there's the Goz Mask That Gives you an Hour of Water Breathing and the ability to see through a mix of these things with the addition of Murky Water Conditions.. Each of these effects is worded slightly Differently In each Case But Effectively Has "that Similar effect" To me this was worded as an Awkward Mix Of the Two Original Sight Revalations And thus Provoked the question. thank you for your input
So Winter Oracles get Sleet Storm at 6th which Does the Following...
The sleet extinguishes torches and small fires
Blueluck wrote:
By Raw it would Function the same way that The Water Sight Revalation/Goz Mask would work with Obscuring Mist and Fog Cloud/Planar Haze. When you look at the Other Revalations and Bonus Spells An Oracle gets It wouldn't make sense if it didn't work like that. If I were to guess Sleet Storm Limits/Penalizes your Sight Based Perception Thus Why I Say "By Raw" but I will be looking into Perception and Environmental Rules
I learned a lot from Running an AC Optimized Character.
Sean FitzSimon wrote:
Even if it does there is a method of getting around it anyway Aasimar Purifier Oracle's Get Fight Armor Training and don't have to alter their Mystery. If they Dump Their Favored Class Bonus Into the Revalation that they don't Have Access to (but can still apply it like that anyway because of how it's Worded)for a non-specialized Aasimar Purifier Oracle He is Getting at least A +6 Maximum "charisma Bonus To his AC. I Can't say I see how you feel this is overpowered even if this limit doesn't apply There Have Been Plenty of AC optimized builds that do so much more than an Oracle. At the End of the Day you simnply Have a Tanky Support Caster Whose Damage Output is dependant on the Type of Enemy he is Fighting or the Creature He Managed to summon while Being threatened. I'm not Saying I'm not glad the Divine Caster's in my Party have Been Nice enough To summon Celestial Anklyosaurus to Merc Demon with my Reckless Abandon Barbarian... but let's Face it An Oracle Has Limited Spells Known Can't Channel and has 24-31 AC from His armor And Charisma? His CMD Isn't Hideous from the bonus either For He doesn't have Full base attack progression Unless he makes his Perception and Get's freedom of Movement off that Giant Boa Constricter is still shutting him down his reflex isn't particularly good so that fireball is still punishing him He's not getting his Charisma bonus to Saves. he's Susceptible to all kind's of nasty Spells. Cast Silence on him he's shut down for the duration (unless it's a deaf oracle)
The Way i'm Seeing it as soon as it is Discharged The Spell is no longer in effect Therefore the Target is susceptible to it Once again For he is Not Being effected by the spell and just has that Doubled Morale Bonus also Does not Specifically say you have to declare it's use even though it is probably assumed
I found a Potentially Quirky Mechanic and wanted to clarify something before I Brought up another Point.
Kazejin wrote:
Which is why I intend to wait for A Paizo Staff Member to clarify. Just because They Usually Intend Doesn't Mean they Do Intend it to work as such. Your Claim Makes Sense, as do Everyone elses. This is Explicitly why I Said I Can't Leave this Up to GM Discretion and asked for a more Authoritative Reply to this Thread.
Tiago Oliveira wrote:
Keep in mind One applies to Reflex and the other Applies to CMD another Reason why the Original Question was Brought up
In the end it's for Paizo to Amend or clarify if they care at all this enables is a Spontaneous Divine Caster with Subpar (for Society) bonus spells To have An Option to be AC optimized. The First Option has him dodging fireballs in light armor (amongst other things)and the latter of the option would have up to 25+ AC at character creation which isn't completely unheard of and is just a gimmick till 3rd level spells become relevant anyway.. it's not Broken unless someone finds a brutal way to incorporate this into Rage Prophet
Kazejin wrote:
In response to the sixth sense comment I would have to comment the opposite might also be true from another perspective. Sure you may not be able to react as fast as having the dexterity but you are Extraordinarily aware of all movements your Opponent is making or is about to make. This makes me Believe you have more time to react and simply are not reacting faster. "more time to put that shield in the way versus putting that shield in the way faster"
Purple Fluffy CatBunnyGnome wrote: I would say since Nature's Whisper doesn't specifically state that here is a limit, that it doesn't limit the bonus That's what I think too but I didn't Know if A "maximum dexterity Bonus" Went Hand and Hand with "anything that causes you to lose your dexterity bonus"
I need to compare these two and pop a question for to help me answer because I simply can't leave this to GM discretion
Does Nature's Whisper Include The Same Maximum Dexterity Bonus as Sidestep Secret does? For it does not Say so But also Replaces Dexterity bonus to AC? In either Case I personally Don't Feel it makes sense for your Force of Personality (charisma) to be limited by Armor or Encumberence in any way but Rulings are rulings.
The only Difference between Ioun Stones and similar Magical Items is the fact they do not take up a magical item slot and their Heightened Cost Because they don't Take up that Magical Item Slot. Stones with Named Bonuses can Be enhanced like any other magical item Also straight from the additional resources page regarding Seekers of Secrets which Wayfinders and Ioun Stones Started in: Pathfinder Campaign Setting: Seekers of Secrets Everything in this book is legal for play with the following notes. Equipment: ioun stones use method 1 for resonance and never use method 2. Additionally, only normal ioun stones have resonance—inferior ioun stones never do. Prestige Class: Pathfinder Savants replace the item creation feat prerequisite with Spell Focus
RainyDayNinja wrote: Wouldn't these still count as custom magic items, and therefore be illegal? Only If you make an Ioun Stone with a Bonus that an Isn't listed in a any Source For example A Deep Red Sphere Ioun Stone Functions as a Belt of Incredible Dexterity Both of these Can Be Upgraded from a +2 Enhancement bonus to dex to a +4 Enhancement bonus to Dex At the End of the Day you would both would Continue to be either a Deep Red Sphere or a Belt of Incredible Dexterity
In which case brings me to believe the AC ioun stone formula goes as follows (bonus^2*2500*2)
I think it would make sense to have the Advanced Ioun Stone formula to
Seth Gipson wrote:
That makes more Sense it would be nice to add a small Errata change to that Formula regarding Ioun Stones
One thing many players I meet don't know are that Advanced Ioun Stones are Society Legal. They are and follow this Pricing Formula
By Literal "Raw" it says Most ioun stones use the normal pricing rules for magic items; the major difference is that they all use the ×2 modifier for not using a magic item space on the body. But there is a specific Ioun Stone That if it Follows this Formula Needs Fixed (Should it Be Able to even be upgraded to begin with) Pale Green Prism (30,000GP) Gives a +1 Competance bonus On attack Rolls, Saves, Skill checks, and Ability Checks. Now when it follows the advanced Ioun Stone Formula...
Now i Hope Some Paizo Staff Could Reassure Me that this Advanced Ioun System isn't this silly or someone in general could just tell me this stone is unupgradable. I personally don't think it can be. Quite Honestly, I Don't think this should be something this wierd for a Pricing Rule... Is there another Ioun Pricing rule I don't know about? |
