Shargah-Katun

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Hi all,

So the Arcochor from book 4 of Dead Suns has both Grab(ex) and the Lunge feat. In the scripted encounter it is hanging from some exposed pipes in a 10 ft high ceiling and is meant to attack the PC's from up there.

So if I'm reading this right, it can lunge from where it is to bite, and get a grapple if its successful. At the end of that attack it no longer has 10 ft reach, so it automatically un-grapples?

I can't find any wording saying that it gets to try to move the target closer to itself, am I missing something or is this correct?


Hi guys, I'm going to be running Dead Suns in the next month or so and I'm wondering what people's average combat times are for both personal and starship combat.

I'd like both a real-time and round length estimate if you'd be so kind!

Any opinions on what the biggest time-sinks were during the combat phases or any methods/shortcuts you guys had in place would be helpful as well, just trying to get this running as smoothly as possible.

Thanks!


If you've read The Prefect or Elysium Fire by Alastair Reynolds you'll know that a Whip-Hound is the weapon issued to prefects in the golden age of the Glitter Band.

They are essentially a form of combat drone with a lot of funtions, do you think it would break game balance to include every function? What functions would you leave out if not?

For the uninitiated:

Example Whiphound Functions:
-- the whip retracts into a handle (think light-saber sized), not sure how long it can get although i think its probably around 30ft (citation needed)
-- much faster than a person, probably around 60ft move speed
-- Remote Control (like, "space station on the other side of the planet" remote as long as its on the same network)
-- Autonomous tracking
-- Suspect restraint (hold person in rpg terms)
-- Autonomous combat, configurable to various levels (basically anything you can describe in a short sentence: "catch/disarm that guy" to "kill anyone who enters this hallway")
-- Cutting edge can cut through any matter not designed to resist when powered up, about 90% of things can be cut through with no effort in the setting they come from
-- Grenade mode, destroys the whiphound as a last resort, purposefully not strong enough to punch holes in ships or space stations but can destroy most living things
-- Can be held as a one-handed sword, see the cutting edge point above
-- Possibly other functions I've forgotten


I'll be starting/running the Dead Suns AP at some point in the next month or two to get a feel for Starfinder, but what i'd really like to do is a Revalation Space universe campaign.

Any Alistair Reynolds fans here? How would you build a lighthugger?

How would you stat out an Ultranaut, or a crew of Ultranauts?


1 person marked this as FAQ candidate.

Looking through the Starship section of the CRB I came across an interesting question. The description of Roles on pg. 316 says that you should declare your Role when you board the ship, but it doesn't mention anything about occupying multiple Roles at the same time. Normally I would take this to mean that PC's only occupy one Role at a time, but then the section on Rounds and Phases on pg. 317 ends with this:

Rounds and Phases wrote:
Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship.

Does this mean that a PC could occupy two or more Roles at the same time?

The obvious case for this is the Drone Mechanic who equips their drone with the manipulator arms and camera mods. Does this mean that the Mechanic could act in two Role phases by placing their drone at one of the other stations and directly controlling it during that phase?

As a followup, per the rules for larger starships with larger than 5 man crews, can a Drone Mechanic use their Drone to assist a PC in another Role while occupying their own Role?


Alright, I've bought the Starfinder crb at a local game shop, is there a place to put in the isbn or something to get the pdf?


Hi, I have another question about the Water Manipulator Hydrokineticist ability.

Is Holy / Unholy water a valid target for this ability?

There is no listed minimum volume, can i take a flask of Un/Holy water and cause it to fill out the whole volume listed in the spell?

Water Manipulator:
Element(s) water; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) kinetic cover
Saving Throw none; see text; Spell Resistance no

You can manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range.

The water remains where you placed it for as long as you remain motionless and take a standard action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.

Control Water:
Range long (400 ft. + 40 ft./level)
Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration 10 min./level (D)
Saving Throw none; see text; Spell Resistance no

DESCRIPTION

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water’s depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.


PDT March 2013 wrote:

Alchemist: Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item.
The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.

Did this examination happen yet?


It bothers me that every kineticist gets a thing called "basic _kinesis" and there is never any followup on that, so seeing that i have a Hydrokineticist here is my stab at Advanced Hydrokinesis

Basic Hydrokinesis:
Element(s) water; Type utility (Sp); Level 1; Burn 0

You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Advanced Hydrokinesis wrote:

Element(s) water; Type utility (Sp); Level 4; Burn 0
Prerequisite(s) basic hydrokinesis

The currents you create with Basic Hydrokinesis are strengthened as the spell Alter River with a minimum speed of a placid river. You must spend a standard action each round to maintain the current unless you accept 1 point of burn to extend the duration up to 1 min per kineticist level you posses.
This may be used in any body of water in which Basic Hydrokinesis may be used.

Respond with any thoughts on this ability or an attempt at other Advanced _kinesis abilities please!


I'd like to change the Alter River spell to affect any current so that i can use it in the ocean.


Hi all,

Basic Hydrokinesis:
Element(s) water; Type utility (Sp); Level 1; Burn 0

You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, [b]you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.[b]

Is there a way to work out how many feet per round a current created this way moves? also how wide it is (i assume a normal 5-foot square in width, or larger if you are a large creature)? Also how long such a current would extend for?

My hydrokineticist is going to be going underwater soon and this seems like it would be useful for chivying along my land based compatriots.


Hello all, I've got a water Kineticist and some questions about the flexibility and/or limits of the Water Manipulator Wild Talent (acts as Control Water spell).

Per my understanding the spell only acts on existing water, basically enlarging or reducing it (since it is a transmutation spell) instead of summoning more water such that at the end of the duration the water will shrink or grow back to its normal volume.

Questions:

1. There is no minimum volume listed for the Raise portion of the spell, does this mean that a tankard of water dumped on the floor would be affected by the spell?

2. If a tankard's worth of water is a valid target does it grow to the spell's listed dimensions?

3. Does the water even need to be dumped out of the tankard or would it Raise/Lower even if its in the container? I'm asking about area of effect and line of sight interactions here, if the water is within the 10x10x2 area (per level) will it be affected regardless of line of sight/effect?

4. There are some interesting interactions to be had with the Lowering portion of the spell since it does have a minimum depth of 1-inch. If i Lower the volume of water in a barrel down to 1 inch and then pour that water into a sealed container smaller than the barrel, what happens when the duration of the spell ends?

5. On a slightly different and more GM fiat-ish note, how would you interpret the line in both the Raise and Lower portions of the spell that reads "This causes water or similar liquid"? What are the limits here? Beer? Wine? Mud? Can I flood a tavern with dark ale?


Scenario: party encounters small pack (flock?) of flame drakelings. Party proceeds to slaughter or be slaughtered. Last drakeling, martial takes a shine to it and manages to catch it in a metal pot with a lid, chains the lid shut and takes it back to town.

Martial wants to tame and train the drakeling basically.

Its disposition is at -3, it has an INT of 6, is there anything the martial can do to get this thing on his side after participating in the slaying of its family and carrying it several tens of miles in a pot?


I just bought the new Psychic Anthology book primarily for the new kineticist options. I have not had a chance to look through the new wild talents yet because i came across the Kinetic Knight archetype first. It looks like a nice option for a melee only Kineticist, but there is one ability that seems like it is not doing what it should?

Knight's Resolve:
At 3rd level, the kinetic knight gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. At 11th level, she gains the samurai’s greater resolve ability (Pathfinder RPG Ultimate Combat 20). If she also has samurai levels, those levels stack with her kineticist levels to determine the benefits of this ability. This ability replaces the kineticist infusion gained at 3rd level and supercharge.

Samurai's Resolve:
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

This ability does 5 things: Determined resolve, Resolute resolve, Unstoppable resolve, Greater resolve, regain resolve through challenge. Of these 5, 1 of them will not function (the challenge) and one other will not function well (Unstoppable).

I am concerned with the Unstoppable resolve mainly.

Unstoppable Resolve wrote:
When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

I think that most Kineticists (and particularly Kinetic Knights) will not get any use out of this aspect of resolve, since they will be unconscious long before they ever get to 0 hitpoints due to the way nonlethal damage reduces the amount of lethal damage you have to take before you fall unconscious.

I know this is a brand new book, but could we get a modification of the Unstoppable Knight's Resolve ability that actually makes it useful for the Kinetic Knight? Something to address the fact that they fall unconscious above 0 hp if they are using the other Kinetic Knight abilities?

It seems like this would be an extremely useful ability if it would allow the Kinetic Knight to continue acting below their consciousness threshold, I think it would really set the Kinetic Knight apart from other styles of Kineticist.


Water Manipulator:
Element(s) water; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) kinetic cover
Saving Throw none; see text; Spell Resistance no

You can manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range.

The water remains where you placed it for as long as you remain motionless and take a standard action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.

Kinetic Cover:
Element(s) aether, earth, or water; Type utility (Sp); Level 1; Burn 0

You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

What can i do with these two in combination?
examples:
1)Can i raise the cover to be several blocks tall?
2)Can i lift and move a kinetic cover(water) wall to somewhere else?
3)Can i lower it with the intention of releasing the manipulation for a popup wall?


My GM asked me to ask you to clarify this:

How does one award exp for surviving/interacting with environmental hazards?


I haven't seen any threads specifically calling this out so here it is:

Training Weapon Special Ability:
Popular among those who seek to impersonate skilled warriors, a training weapon grants one combat feat to the wielder as long as the weapon is drawn and in hand. The feat is chosen when this special ability is placed on the weapon. That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites. Once chosen, the feat stored in the weapon cannot be changed.

If you are holding a double weapon with the training enchantment on each end do you gain the feat on both ends? Do you gain both feats when not using it as a double weapon? (such as using it as a two-handed weapon)


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I have a feeling I already know the answer, but just in case I'm wrong:

If a Master of Many Styles takes Spear Dancing Style for his level 1 bonus feat (for which he does not have to meet prerequisites) does he still have to take weapon focus for the 2nd and 3rd feats in the chain?


This is an issue of only using web resources regularly. Neither Paizo PRD nor D20PFSRD list the nodachi as a heavy blade in the fighter weapon groups. Archives of Nethys and some old forum posts do however.

What book added Nodachis? Are the weapon group(s) they belong to listed in the same book or is one or more of these sources wrong?

Alternatively, was there some errata that removed them from the heavy blades group? (the forum posts that mention it are all quite old now)


I'm working on a halfling cavalier whom i would like to have a Gecko mount cause it seems both fun and useful.

Now obviously gecko's aren't on the base list for cavalier mounts, but they are on both the rideable and animal companion lists which makes them valid for replacement options correct?

1) Is there anything stopping me from replacing my level 1 pony companion/mount with a giant gecko mount from a market?

2) Giant Geckos are medium sized creatures normally, however the animal companion version is small. If i buy a normal giant gecko and declare it to be my companion/mount is it going to shrink? I would expect it to keep the initial animal companion stats, but it seems like it shouldn't lose a size category just because it changed owners (yes this is a blatant attempt to get around the pre level 4 size)


I don't see any mention of this in the prd, and a quick search here doesn't bring up any obvious threads.

Does anyone else know of a rules source that touches on this?


Basically what the title says.

Take for example an Undine PC with the Amphibious alternate racial trait. Do they take a -2 to hit and deal half damage with slashing and bludgeoning weapons when fighting in aquatic terrain?


I came across the Branch Pounce feat today and was looking at ways to reduce the falling damage taken by the attacker. I have several good options, but the obvious one seems to be feather fall.

So, aside from limiting you to a 60ft fall, would feather fall further reduce the bonus damage to the target of Branch Pounce?

(It seems counter productive if this is the case.)


1 person marked this as a favorite.

Tactical Prowess

Your daily weapon training has yielded an understanding of advanced tactics.

Prerequisite: BAB +7, Weapon Training class feature

Benefit: You may declare a target and make a full-attack against that target as a Start/Complete Full-Round Action. Your target declaration and any additional declarations (such as Power Attack) must be declared as you Start the attack. If you do not Complete the attack during the round following the one in which you Started the attack, or if you attack a different target, you gain no bonuses to attack rolls from your Weapon Training class feature on the second round.

----------------------------------------

Improved Tactical Prowess

Your understanding of tactics is unsurpassed.

Prerequisite: BAB +15, Tactical Prowess

Benefit: When you declare a target for your Tactical Prowess you may declare additional targets, up to the total number of attacks granted by your BAB. Additional declarations (such as Power Attack) may be made as you Complete the attack.

----------------------------------------

This is predicated on the little used Start/Complete Full-Round Action mechanic, be sure to check it out so you understand whats happening here.

Start/Complete Full-Round Action:

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

Any thoughts? Suggestions? The BAB/level prereqs are just my first instinct, if anyone has reasons that those should be different I'd like to hear them especially.


7 people marked this as FAQ candidate.

So there is an inquisitor archetype that replaces one of the Inquisitor's judgement abilities with this:

Slayer's Brand wrote:

At 1st level, a kinslayer gains the following judgment.

Slayer's Brand (Su): When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma modifier, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature.

This ability replaces the destruction judgment.

Here is the Judgement class feature:

Judgement wrote:

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

I've bolded the parts im asking about,

1)Is this a normal iterative attack against touch AC?
2)Is this a standard action that just happens to involve an attack roll vs touch AC?


I'm pretty sure these won't stack because they come from the same ability mod, but I've been working on this character concept long enough that I'm starting to doubt myself.

Overbearing Advance (Ex) wrote:
Benefit: While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
Breaker Rush (Ex) wrote:

At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic).

This ability replaces the feat gained at 1st level.

So these will not stack on a successful overrun attempt correct?


Looking at the Grippli alternate racial trait Glider,

Spoiler:
Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

If you jump out (not down) a cliff that is 200+ feet high to your max distance do you
1) end the turn hanging in the air at your max movement?
2)complete your movement for the turn, including the bonus movement, such that you end on the ground?


This is a character concept I've been working on, not so much for a particular campaign as a theorycrafting thought experiment type thing. The basic premise is to put this guy on a battlefield and have him destroy/break up the enemy infantry's line of battle, mostly by running them over. Gameplay-wise this will entail lots and lots of charging into bull rush/overrun.

He is built to capitalize on STR although I have not actually determined his stats yet.
Trox racial +6, Trox racial ability Frenzy +2, Rage +4, Mutagen +4 = +16 STR (Fully buffed)

So far I have him laid out as: Trox Barbarian (Invulnerable Rager) 17/ Fighter (Mutation Warrior/Siegebreaker) 3

  • Level 1 / Barb 1
    --Power Attack

  • Level 2 / Fighter 1
    --archetype ability Breaker Rush, replaces feat

  • Level 3 / Barb 2
    --Imp. Overrun
    Invulnerable Rager DR 1/--
    Rage Power(??)

  • Level 4 / Fighter 2
    --archetype ability Breaker Momentum, replaces feat
    also Armored Vigor

  • Level 5 / Barb 3
    --Charge Through

  • Level 6 / Fighter 3
    archetype ability Mutagen

  • Level 7 / All Barb-->
    --Imp. Bull Rush
    DR 2/--
    Rage Power(??)

  • Level 8

  • Level 9
    --Elephant Stomp?
    DR 3/--
    Rage Power (??)

    Beyond this I am not sure where to go feat wise, and my even levels are all dead.

    I am thinking to take natural attacks for Rage powers, the bites mostly. But any suggestions in that area would be welcome.


  • I've got a question about how this wondrous item works.

    Dead Man's Shroud:
    This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents nonintelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save. The warding is ended if you touch an undead creature, channel energy against undead, or attack any creature. Once per day as a standard action you can silently call forth the shadows bound into the shroud, rendering you invisible for 5 minutes.

    What does this mean in a combat situation, does attacking a creature break the hide from undead effects of the item forever?


    How does the Inquisitor's Solo Tactics ability interact with the Bonded Mind teamwork feat?


    I have a sneaking suspicion that I already know the answer to this but I'll ask in the hope of being pleasantly surprised.

    1.Can you use the Inquisitor's Bane ability on a ray?

    2.If you can, does it only affect that single use of the ray?


    Pretty much what the title says, im just wondering if there is any way to get both an Eidolon and this class ability without being a summoner


    11 people marked this as FAQ candidate. 3 people marked this as a favorite.

    I was just looking at a new guide to making a martial caster class.

    The build is based on using the Martial Flexibility class feature

    Martial Flexibility (Ex):

    A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

    The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

    If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.


    to take the Advanced Weapon Training feat with the Item Mastery option, which in turn allows you to use Item Mastery feats. (Martial Flexibility > Advanced Weapon Training(Item Mastery) > Item Mastery Feats)

    So now my question is about 1 Item Mastery feat in particular, called Teleportation Mastery

    Teleportation Mastery(Item Mastery):
    You can coax teleportation from conjuration magic items.

    Prerequisite(s): Use Magic Device 4 ranks, base Fortitude save bonus +6.

    Benefit(s): You can cause an item that has a conjuration spell of 3rd level or higher in its construction requirements to cast dimension door.

    You can use this ability once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.

    Question: Does this chain of abilities and bonus feats get you to the point that you satisfy the following?

    Dimensional Agility wrote:
    Prerequisites: Ability to use the abundant step class feature or cast dimension door.


    The Mutation Mind psychic archetype ability, Physical Mutation, doesnt seem to be a polymorph effect by default (meaning it will stack with polymorph effects).

    However it has additional stacking effects that you get in place of phrenic amplifications as you level up.

    One in particular, Enlarged Body(Ex) behaves "as enlarge person" which normally would make it a polymorph effect.

    My question is: does adding Enlarged Body to your Physical Mutation ability make it a polymorph effect and prevent it stacking with other polymorph effects? Or does it continue to act as a physical change instead of a magical one?

    Enlarged Body(Ex):
    The mutation mind's body swells and stretches, enlarging her as the enlarge person spell but up to two size categories larger (maximum Huge).


    I'm wondering if mutation is considered to be a polymorphic effect.

    Specifically i'm asking about the case wherein a Kitsune Mutation Mind (Psychic) uses their Physical Mutation ability while under the effects of their Change Shape / Fox Shape racial ability (but I'm sure there are plenty of other cases).

    Does the Kitsune become a mutated version of their Human or Fox shape or are they reverted to their natural form every time they mutate (per the limitation of 1 polymorph effect at a time)?

    Physical Mutation(SU):
    A mutation mind's psychic powers warp her body, allowing her to physically mutate herself as a swift action, which grants her a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. At 12th level, the bonus to Strength increases to +6. A mutation mind can assume her physically mutated form for a number of minutes per day equal to her psychic level. The minutes don't have to be used consecutively, but must be used in 1-minute increments. When the duration runs out, the mutation mind can spend 1 point from her phrenic pool to extend the duration by 1 round. She can continue extending it in this way until she runs out of points. After the mutation ends, the mutation mind is fatigued and can't activate a physical mutation again for 1 round. Turning back to normal before the end of a 1-minute increment takes a standard action.

    This ability replaces the 1st-level phrenic amplification.


    1 person marked this as FAQ candidate.

    So if you combine Umbral spell and Shadow Grasp metamagic on an Arcane Mark spell (and use it on a pebble or something) it creates a permanent 10' emanation of darkness and entanglement aura.

    If you have 3 or 4 such objects in one square does a creature entering the radius of effect have to make 3 or 4 reflex saves?


    What multi-archetype build have you had the most fun with? I'm asking about single class, multi-archetype builds.


    Basically what the title says, can some caster using illusions purposefully believe they are real? Or to put it another way, can they disbelieve their own disbelief?

    For instance, if the caster is up against a creature that has some gaze attack, can he use Shadow Conjuration to throw up a Wall of Stone, disbelieve his disbelief of his own illusion, and avoid the creatures gaze ability this way?

    EDIT: edited to just talk about gaze attacks


    An issue came up where a party member in full plate was being attacked by a Rust Lord. This party member has a Gauntlet of Rust, making her (and her armor) immune to the monster's rust effects. That being said, the rust lord has another ability called bloodrust (which was ruled to be different enough from rust to not be blocked by the gauntlet) that it used on the person in full plate

    Rust Lord wrote:

    Bloodrust (Ex)

    A brush from a rust lord’s antennae against flesh or thin clothing instantly draws forth the iron and other metallic minerals inside a creature’s blood, tearing through the skin in a fine mist and causing 1d4 points of Constitution damage.

    The party member in question asserted that because of the line "A brush from a rust lord’s antennae against flesh or thin clothing", they should not be affected by the ability in (immune)full plate armor complete with full helm.

    They were overruled with the logic that since it is a touch attack the fact that they are wearing full plate doesn't matter (and in the interest of saving time), but I am interested to hear if anyone would have handled this differently.


    1 person marked this as FAQ candidate.

    Ok, my question is about how the Stone Oracle version of Earth Glide and the combat maneuver Drag interact

    Earth Glide (Su): You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.

    1. Does this version of Earth Glide let you drag creatures underground with you at the cost of an additional minute per minute of travel?

    2. Assuming 1 is yes, what happens if the glider lets go of the creature being dragged underground? does that creature now have earth glide or are they stuck there (maybe to be shunted out as per dimensional door/teleport rules?)

    Currently my thinking is:
    1. yes
    2. the creature does not get earth glide as the description says "You can bring other creatures with you when you glide" instead of something like "You grant other creatures earth glide"

    Thoughts?


    Ok, say i have an 11th level Mutation Warrior fighter who has taken vestigial arm twice and has retrained Two-Weapon Fighting into Multi-Weapon Fighting. Can he now use 2 two-handed weapons with Multi-Weapon Fighting?


    ok, ive looked through several threads about the prehensile hair hex and i havent seen concrete answers to these questions:

    1. How does the hair interact with AoO: if i trip/disarm/grapple at range without the greater feats, thus provoking an op attack, do they get to hit against my AC and deal damage since the hair cannot be attacked separate from the witch?

    2. On a successful disarm attempt do i get to use the hair for the automatic weapon pick up or is it just totally incapable of interacting with weapons?

    3. if i pick up something higher than my encumbrance but within the encumbrance level of the hair and walk around what happens?

    4. if i pick up something higher than my encumbrance but within the encumbrance level of the hair and try to fly what happens?


    This feat shows up on a certain guide for witches (although i think it was changed to a monster feat after that guide was published) and i was wondering if anyone knows of an equivalent for jumping/acrobat characters

    D20PFSRD wrote:

    Flyby Attack:This creature can make an attack before and after it moves while flying.

    Prerequisite: Fly speed.

    Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

    Normal: Without this feat, the creature takes a standard action either before or after its move.


    basically i'm wondering if there is any way a witch can use the memorize page spell to gain spells.

    Assuming my witch has memorized a page with a spell on it (either out of a spellbook or from a scroll)
    1) does memorize page allow the witch to scribe a scroll from that memory?
    2) if they reproduce the page form memory (but not as a scroll) can other spellcasters learn/transcribe the spell?

    if anyone thinks of any other way it might be possible i'd like to hear it.

    P.S. if it is not actually possible for a witch to use this to learn spells then why is it on the witch list?


    The witch spell Transfer Tattoos lets you move magical tattoos from one creature to another, unwilling targets get a Fort save to negate.

    My question is do unwilling sleeping targets get the Fort save? Witches have that slumber hex and it seems like a good combo if they don't get the save.