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Gauss wrote:

RevusHarkings, you are misreading Inspire Courage.

It states: "attack and weapon damage rolls". To mean what you are saying it would have to say something like: 'weapon attack and damage rolls' or 'attack and damage rolls with weapons'. 'Weapon' is with damage, it is not with attack.

Summary: Inspire Courage applies to all attack rolls, including Combat Maneuvers.

So I did. Post has been fixed.


Generally speaking, bonuses to attack rolls also benefit your CMB if they're applicable (for example, when tripping with a weapon, you'd add weapon focus and your weapon's enhancement bonus to your CMB). Certain types of bonuses to AC also apply to CMD.

Of the stuff that you listed


  • Smite Evil would add your Charisma modifier to your CMB if the target is evil, since it's a bonus to your attack rolls without any additional restrictions.
  • Smite Evil would also add your Charisma modifier to your CMD if the target is evil. The AC bonus is a deflection bonus, and deflection is one of the types added to CMD
  • By Divine Bond, I assume you mean the weapon enhancement. Since grapple isn't a weapon, you can't use it to increase your CMB while grappling
  • Inspire Courage does NOT add to your CMB when grappling, because IC adds to attack rolls with weapons, and grapple is not a weapon
  • Inspire Courage adds to your CMB when grappling, because IC adds to attack rolls without any further restrictions
  • Amulet of Mighty Fists does not add to your CMB when grappling, for a similar reason to Inspire Courage; it adds to unarmed strikes and natural attacks, and a grapple is neither of those
  • Power of Faith adds a morale bonus to attacks & AC. There's no further restriction on the attack bonus, so it'd apply to CMB. Morale bonuses are one of the types that apply to CMD, so you'd get the bonus to CMD.

In short, these abilities will apply to your CMB all the time, even when grappling:


  • Smite Evil (if target is evil)
  • Inspire Courage
  • Power of Faith

These ones will NOT apply to your CMB while grappling, but will in circumstances where you use a weapon:

  • Divine Bond
  • Inspire Courage
  • Amulet of Mighty Fists


I'm pretty sure it means "add sticky bomb it to the list of options", not "get sticky bomb and whatever you missed at level 6"

Also, have you looked at N. Jolly's Guide to the Alchemist? It's much more up-to-date.


Axebeaks get a free trip attack like wolves, but only on a charge.


No, it doesn't. Why would you think so?


Any time a class feature mentions level, unless it specifies otherwise, it means class level.

http://paizo.com/pathfinderRPG/prd/coreRulebook/classes.html#multiclassing

PRD wrote:
Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.


Elemental Fist's description should probably say Elemental Fist instead of Elemental Strike. I highly doubt that the APG, published in 2010, is referencing a feat from a book published in 2015.


Yes

FAQ wrote:

Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?

The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.

General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)


No, you can't apply Dazing Spell to Arcane Bolt. Arcane Bolt is a Spell-Like Ability, and you can only apply metamagic feats to spells. The reason Arcane Bolt has a level is for stuff like Rod of Absorption and Globe of Invulnerability, which affect both spells and SLAs and are affected by the spell level.


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The rules for such are here. Basically, instead of a high-RP character having a CR adjustment, you treat the party as having a higher average level when designing encounters based on the party's average race points.


I think the intent is that Focused Weapon gets you Sacred Weapon's improved damage dice, nothing else.


You can't sacrifice open slots, only prepared spells.
PRD

PRD wrote:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).


If you can full attack on a charge, you can full attack on a standard action charge, as per this FAQ


But we're not talking about ability damage, we're talking about ability penalties, which don't cause you to fall unconscious.


Regarding scenario 1

Metamagic Feats wrote:
Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

Source: Metamagic Feats

So Intensified Shocking Grasp, despite using a 2nd-level slot, still only counts as a 1st-level spell.


There's an FAQ that clarifies that the double-barreled musket errata also applies to double-barreled pistols and double-barreled shotguns

http://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9tqm


If I'm holding a Rod of Absorption, and an 11th level opponent casts Scorching Ray (getting three rays), and targets them all at me, how many spell levels get added to the rod? Is it two, since it's a single level two spell targeting me, or is it six, two for each ray?


What's the reasoning behind that? Is it because the miss damage comes from the feat and not Elemental Fist itself, so it doesn't gain the bonuses Elemental Fist does?


The Shaitan Style feat lets you add your Wisdom modifier when using Elemental Fist to do acid damage, and lets acid Elemental Fist do 1d6 acid damage on a miss. Does it let you add your Wisdom modifier to the miss damage?


I assume that's the plan, though most existing Grit feats would be useless for Swashbucklers, since they all use firearms except Extra Grit, No Name and Signature Deed.


Renegade Paladin wrote:

Fourth, why does Stunning Stab cost more panache than Deadly Stab? Killing the opponent outright seems a bit more powerful an effect than a one-round stun (which monks do from first level rather than nineteenth, I might add).

I'm guessing it has something to do with how Stunning Stab can be used any time you hit, while Deadly Stab can only be done on a critical hit. Also, like a bunch of the Swashbuckler's deeds, they're both the same as Gunslinger deeds just with the restriction on what weapons can be used with them.


So how often are Stalkers supposed to get their talents? I'm assuming it's supposed to be every two levels since all the level requirements for them are even levels.


The Stalker talent Face In The Crowd says it requires the Deceptive Stalker talent in order to choose it, but there's no such talent. Also, there are a number of discrepancies between the Stalker's table and their abilities' descriptions:

  • Stalker Talents say you get one every three levels after level two, but the table shows you getting one every two levels.
  • Uncanny Dodge's entry says you get it at level 6, but the table says level 4

The entry for Mark Target should probably mention it's limited uses too.