Ragex's page

15 posts. No reviews. No lists. No wishlists.


RSS


Thanks so much all for the help :)


Bonus Style Feat:
At 6th level, the sacred fist gains a style feat as a bonus feat. The sacred fist must meet the style feat’s prerequisites. He uses his warpriest levels as monk levels for the purposes of meeting the feat’s prerequisites. At 12th and 18th levels, a sacred fist gains either another style feat or a feat that requires a style feat as a prerequisite.

I'm interested in this part: He uses his warpriest levels as monk levels for the purposes of meeting the feat’s prerequisites.

I would like to know if Monk levels stack for the purposes of meeting the feat’s prerequisites.

For Example, at level 12 Sacred Fist can take a style feat or a feat that requires a style feat as a prerequisite, if im Lv.2 Monk / Lv.12 Sacred Fist, do i count as level 14 Monk for the purposes of meeting the feat’s prerequisites?

Im looking to take Cerberus Crush feat that need monk level 13th, I already have Cerberus Style and Cerberus Snare.


Mysterious Stranger wrote:

Divine Fighting technique has a prerequisite of same alignment as your deity. A cleric, inquisitor, or warpriest can be within one step of their deity’s alignment. A cleric, inquisitor or warpriest who sacrifices the appropriate class feature can be within one step of his deity’s alignment.

When you give up the class feature you gain the benefit of the feat without having to take it. So, the warpriest giving up both the minor and major blessing would gain the benefit of both the initial benefit and the advanced benefit without needing to spend a feat. A warpriest could give up a greater blessing to gain the advanced benefit without having to have the initial benefit. Warpriests get their major blessing at 10th level so they cannot gain the advanced benefit before that. You cannot give up the major blessing before the character gains it.

Thanks so much for the clarification, I thought it was a little too expensive if in addition to having to sacrifice class ability I also had to spend 1 feat, but I wanted to be sure.


"Any adventurer can learn a divine fighting technique by taking the Divine Fighting Technique feat. A cleric, inquisitor, or warpriest who worships a deity can always choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to that god’s divine fighting technique without having to meet the Divine Fighting Techniques technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can always give up a major blessing to gain the advanced benefit without meeting its prerequisite. In a few cases, other classes can gain the benefits by sacrificing class features, as noted in the appropriate divine fighting techniques."

I don't understand if i have to spend a feat or not for have the benefit of Divine Fighting Technique if i give up both minor and major blessing as Warpriest that worships the appropriate deity.

For example Greatsword Battler, dont have any prerequisite, so what would change if i give up the Warpriest minor blessing?
Or if I'm A chaotic neutral barbarian or fighter who worships such a god, I can replace a bonus feat or rage power with the initial benefit. Do that mean i have to spend 1 feat for pick Divine Fighting Technique Feat + 1 fighter bonus feat or 1 rage power just for have the initial benefit?
Or if i give up blessing or Fighter bonus feat or rage power i get automatically the Divine Fighting Technique feat without spend a feat for pick it?

Sorry for my bad English, I hope you understood what I mean.


AwesomenessDog wrote:

Normally continuous damage is meant to reflect some round over round damage like burning, bleeding, etc. and doesn't necessarily have to do with concentration. However, concentration has a rule that tells you that 1/2 your continuous damage from the round goes into a forced concentration check until you are no longer taking the damage, as if you had taken damage during casting.

However, getting hit by a vital strike is not a continuous damage source, the feat however lets it count as continuous damage for forcing casters to make concentration checks in their next turn.

Ok so just 1 round, thanks for the answer, together with Cerberus Crush (Style Feat), i think would be a good counter versus casters :)


Mysterious Stranger wrote:

Continuous does not mean they take any extra damage, what it means is that a caster has to make a concentration check no matter when the damage took place. Normally you only have to make a concentration check to cast if you take damage when you are actually casting. That usually means the attacker has to use a readied action or you take damage from an AoO caused by casting the spell.

With the damage counting as continuous damage the caster has to make a concentration check to be able to cast as long as you damage them before the spell is completed. The feat does not specify but it probably applies in the same round you damage them in.

I know i don't do continuous damage, but the caster how long have to make the conentration check AS if he took continuous damage?

Because is not indicated, usallly is written somethink like "1 round", or "until the start/end of your next round", or "for 1 minute", etc.


"Advanced Benefit(s): When you use Vital Strike, Improved Vital Strike, or Greater Vital Strike with a greatsword, the damage counts as continuous damage from an injury for the purpose of determining whether a target must attempt a concentration check to cast spells."

Simple question: How long last the continuous damage from an injury?


AwesomenessDog wrote:

A feat doesn't have to mention the ability to modify the ability if that's the only ability that offers its effects. Blood casting just gives bloodragers (at the same level they gain spells) the ability to cast (only) spells learned through the class. Mad Magic just extends this to any other spells from other sources for characters that multiclassed bloodrager.

It's that simple and honestly pretty straight forward from just reading the benefits lines.

Prerequisites on Mad Magic here are basically just a check to help prevent players from wasting a feat on an ability that does nothing for them because their character isn't a bloodrager.

This rule about prerequisite where is written?

And anyway if you just read Mad Magic without associated it to Blood Casting the effect isn't the same, Blood Casting give also "cast defensively" and "concentration checks"

Also, an "Untouchable Rager" (Bloodrager Archetype) don't get Spells and obviously Blood Casting, but still have Bloodrage ability, so you could dip with another caster class and with Mad Magic cast any spells while bloodraging.

Also, follow another Feat that give the ability to cast while raging, dont have any prerequisite and you can cast any spells, if i should follow your rule, i can't use Furious Spell before Level 4 if i'm Bloodrager or level 2 if i'm Barbarian because i need Moment of Clarity for cast and he get first Rage Power at level 2.
Furious Spell (Metamagic)
Your spells seethe with the ferocious intensity of your blood-red rage.
Benefit(s): A furious spell that deals hit point damage adds twice the spell’s original level to the amount of damage dealt by the spell. Spells that affect multiple targets deal the extra damage once to each target, regardless of whether the spell deals its damage all at once or in multiple hits (in the latter case, add the extra damage to the first hit against each target). In addition, a furious spell can be cast while the caster is enraged, including during a barbarian rage or while affected by a rage spell. Even a furious spell that requires an emotion component can be cast while enraged. The caster gains a +2 circumstance bonus on concentration checks and caster level checks related to casting a furious spell if she is enraged.
Level Increase: +1 (a furious spell uses up a spell slot 1 level higher than the spell’s actual level.

I would prefer avoid using that garbage rage cycling, but if is what Paizo prefer, well it's not so hard to do it.

Just to know, if what you said about the prerequisite it's just your hypothesis, it's a RAI not a RAW, even if logically it seems like the thing that makes the most sense, or please link the rule that say "A feat doesn't have to mention the ability to modify the ability if that's the only ability that offers its effects."


Blood Casting (Su)
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Mad Magic:
Prerequisite(s): Bloodrage class feature or perfect clarity rage power.

Benefit(s): You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benefits when using moment of clarity during a rage.

If you have the greater bloodrage class feature, you also gain a +1 bonus to the save DCs of spells you cast while in a bloodrage.

My question:
Bloodrager get the ability to cast spells while in bloodrage at level 4, but only his bloodrager spells.
Mad Magic look like was designed to be combined with Blood Casting for guarantee a bloodrager the possibility to cast spells from any other class while in a bloodrage.

BUT, Mad Magic have as prerequisite only "Bloodrage class feature or perfect clarity rage power", doesn't mention "Blood Casting ability", and doesn't mention in the Feat description "while using Blood Casting ability".
Mad Magic text just say "Benefit(s): You can cast spells from any class that grants you spells while in a bloodrage", so if i have to use RAW, Mad Magic give the ability to cast any spell while in bloodrage, as if he were a Blood Casting alternative and not an Upgrade (i don't say substitute because Blood Casting give also "cast defensively" and "concentration check"), if it's correct, it means you can use Mad Magic right away from level 1 when you get the Bloodrage ability.

What do you think about RAW and RAI?


Startoss Style (Combat, Style)
Your thrown weapons become more deadly.

Prerequisite(s): Dex 13, Point-Blank Shot, Weapon Focus with the chosen weapon.

Benefit(s): Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage).

You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler).

Special: In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand.

Doeas that mean that if i have "weapon training (thrown)" class feature i can use Startoss Style on Mystic Bolts even if isn't in the list of the thrown weapons since it say "can use Startoss Style with any thrown weapons that she wields in one hand"?


1 person marked this as a favorite.
AwesomenessDog wrote:
A feat is not necessarily a class ability, RAW I would say this doesn't change the Scorpion Style to Cha, but it's strongly implied to meant to.

The description dont talk only about class abilities, but say:

"(Including bonus feat with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma."


Draconic Might:
"Any of the scaled fist’s class abilities that make calculations based on her Wisdom (INCLUDING BONUS FEATS with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma."

This means that if for example i get a Scorpion Style as Monk Bonus Feat the "speed is reduced to 5 feet for a number of rounds equal to your Wisdom" becomes "number of rounds equal to your Charisma"? and the Fortitude saving DC would be 10 + 1/2 your character level + your CHA modifier instead Wis?


Any reason to pick Style Master trick instead of Combat Trick?

Style feats are listed in combat feats, this means I can choose them with Combat Trick, I don't find any sense in the existence of Style Master, also considering that for both tricks you have to meet the prerequisites.

Bonus question:
Why Style Master say "that she qualifies for as a bonus feat" but Combat Trick no?
That's mean that i don't have to meet the prerequisite?


I would like to know if Warlock Mystic Bolt can crit (20x2 standard crit), since it requires an attack roll and it's treated as though it was light one-handed weapon (like Flame Blade).


Hello everyone!
I would like to know if Gunslinger levels add to Swashbucker levels for the purposes of determining which deeds he has.
For example, Level 1 Gunslinger / Level 2 Swashbucker can use Precise Strike Deed?

I read the clarification below but it's not clear to me if the levels stack for the purposes of determining which deeds can be used and what exactly mean "other effects"?

"Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement."