Goblin with Beehive

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1 post. Alias of Wonderstell.



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Made this thread as a continuation on my thoughts that spawned in this thread.

This is an attempt to "fix" the many issues of Sacred Geometry while still keeping some of the original flavor and power. The two major issues are in my opinion the following:

The two major issues:
Ridiculously powerful effect with no daily limit.
The drawback of this feat is that you could potentially lose both your spell and actions if you fail the math homework. But while there originally exists a chance that it could be impossible to achieve the right number, it quickly becomes almost certain as you add more d6s with every level. With enough time, you will never (<<1%) fail the test. And there exists calculators online to just make the test for you.
So as a GM if you want to rein in the power of the feat you need to ban outside help and introduce a time limit. Which leads us to issue #2.

Granting in-character power for out-of-character time expenditure/knowledge.

This feat erases the distinction between the character and the player in an almost grossly impressive way. While the effectiveness of your character will always to a degree be decided by how you play them, this feat's power has absolutely nothing to do with your character.
Being gifted in a certain aspect shouldn't be a requirement for your character being gifted in the same aspect.

====

Sacred Geometry
You can use your mathematical prowess to add metamagic effects to your spells without using a higher-level spell slot.
Prerequisite(s): Int 13, Knowledge (engineering) 5 ranks

Benefit(s): When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot.

Once per day as part of a 30 minute ritual that can be combined with spell preparation or the refreshment of your daily allotment of spells, you contemplate the spiritual meaning of geometric shapes and how to harness the innate power that suffuse them. Roll a d6 for every skill rank you possess in Knowledge (engineering) and write down the result. This is your pool of Sacred Insights for the day. Any unused points are lost when you next refresh your daily spells.

When choosing to cast a spell using Sacred Geometry, first determine the effective spell level of the modified spell you are attempting to cast. Then you must spend an equal amount of points from your Sacred Insight pool and perform a 1 minute ritual consisting of mentally aligning the right geometric shapes. At the end of this ritual, you may cast the spell without expending a higher level spell slot. If this ritual is interrupted before completion (treat it as an ongoing casting attempt for concentration DCs) you lose the spent points from your Sacred Insight pool, but not the spell slot.

Alternatively, you may exert great effort to hasten the ritual to be completed in the normal time it would take to cast the spell. This neither requires the 1 minute ritual nor increases the casting time of the spell, but requires you to spent a number of Sacred Insight points equal to the effective spell level squared.

At level 10, 15 and 20, your pool of Sacred Insights increase by +10 points (for a total of +30 at level 20).

====

These changes are aimed to kneecap the in-combat spam of Quickened and Maximized spells, introduce a daily limit in a fairly engaging way, and dissuade converting every spell slot into the highest it can be. I'm envisioning this to be used mostly out-of-combat, or to cast lower level spells during combat.

Might have gone a bit overboard with the squared points cost, though.


A cleric's Touch of Law counts as a 1st-level spell (FAQ) and you can use SLAs for satisfying the spell requisite when item crafting (FAQ).

Is there anything stopping a cleric from crafting a Wand of Touch of Law? Except the knowledge that you'd still need a DC 20 UMD check to use it (FAQ).


So the Chart Caster Mesmerist has a really cool/powerful/strange ability called Feign Destiny.

Feign Destiny (Su) wrote:
At 3rd level, as an immediate action, a chart caster can grant an ally a +1 competence bonus on a failed attack roll, saving throw, or skill check by reminding his ally of their destined success. The chart caster must use his ability within 1 round of the failed check, and his ally must be within 30 feet of him when he does. If the bonus is enough to turn the failure into a success, the ally succeeds at the check. At 6th level, the bonus increases to +2. At 10th level, it increases to +5. A chart caster can use this ability a number of times per day equal to his Charisma modifier.

Do note that the ability does not have to be used in reaction to the failed check. You can use it at any time before one round as passed, turning the failure into a success.

So.

A Mesmerist CC, their Cavalier ally, and an Ogre is locked in combat. Nobody is flat-footed.
The Cavalier charges the Ogre but misses with their Spirited Charge attack roll.
On the Ogre's turn, it decides to take the Withdraw action and ends up 80 ft away behind three locked doors, surely running to get reinforcements.
The Mesmerist decides to use Feign Destiny which turns the failed attack roll into a success. This damage is enough to instantly kill the Ogre, and it does.

Does the Ogre die 80 ft away or next to the Cavalier?


An Inquisitor with a CL 12 Greater Magic Weapon cast on their +1 Bow uses the Bane class feature.
Is the bow now a +3 Bane Bow, or a +1 Bane Bow with a +3 enhancement bonus?

A Slayer with the Shield Master feat has upgraded their shield with a +4 enhancement bonus to AC, and has also enchanted the shield as a weapon with a +1 Benevolent effect.
When using the aid another action, would the Slayer add an extra +1 or +4 bonus to the ally's roll?

I've been under the impression that the enhancement bonuses are treated as separate effects, but I'm not so sure now.


Betrayal feats:
“Teamwork” is a relative term. Many villains don’t concern themselves with collateral damage and make their plans with exceeding ruthlessness. Presented below are several teamwork feats with the common theme of reaping a benefit at your allies’ expense. All of these feats refer to an initiator and an abettor. The initiator is the one activating the feat (also referred to as “you”) and the abettor is an ally who also has the feat and whose presence and (perhaps unwilling) sacrifice allows the feat to take effect. Choosing one of these feats effectively grants consent for an ally with the same feat to harm you in combat, and vice versa, but evil characters are often willing to take big risks to get the upper hand. Some recruit devoted minions specifically to use in this way. Characters with class abilities granting allies access to teamwork feats (such as cavaliers or inquisitors) can select these teamwork feats normally, but allies who are granted these feats can use the feats only as initiators, not as abettors. An inquisitor could not grant an ally the Ally Shield feat and then use the ally as a shield, for example, but he could allow that ally to use him as a shield.

Friendly Fire:
You initiate this feat as a standard action, making a ranged attack against a foe engaged in melee with at least one abettor. This shot deliberately forsakes normal precautions, putting your abettor at risk, but also is unexpected enough to surprise your mutual opponent. You gain a +2 bonus on your attack roll if the attack passes through an abettor’s space. If your shot misses the target, you must immediately make a second attack roll with all the same modifiers against the abettor, potentially hitting her with the attack instead of the opponent. When the attack resolves (regardless of whether either potential target was hit), the intended target’s startled reaction provokes an attack of opportunity from the abettor.

Scatter Weapon Quality:
A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

The end goal here is to play a triggerhappy skald that helps their party through unconventional means. That is, by recklessly shooting everyone on the field to the surprise of enemies and the resignation of allies.

1) First, the description of Betrayal feats have a special stipulation if you're using "class abilities granting allies access to teamwork feats (such as cavaliers or inquisitors)" that prevents you from being the initiator. Would Shared Training, the spell, fall under this clause?

2) Friendly Fire requires you to initiate it as a standard action during which you make a ranged attack against a foe. If I use a Scatter Weapon then as part of this standard action I make a ranged attack against all creatures within a cone. Would this allow me to trigger Friendly Fire against multiple opponents?


Wizard spells:
/.../

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Preparing Wizard Spells:
Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

/.../

Spell Selection and Preparation: Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Straight to the point. Can you prepare spells multiple times in a day?

I know that you have a daily allotment of spells, so a Wizard couldn't get more spell slots no matter how many times they prepare over the course of a day. I am more curious about if I can decide to take a 8 hour rest in the afternoon to abandon the spells I prepared in the morning, and replace them with others. This wouldn't break any daily allotment limit, and the rules for preparation does say that "a mind fresh from rest" is the one requirement to abandon/replace prepared spells.

I do know about the Ring of Sustenance which doesn't allow you to prepare spells multiple times, but I figured that was a limitation specific to the ring.


Splintered Identity:
A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity.

However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate.

For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity.

A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.

This alters dual identity.

***

Vindictive Bastard:
While paladins often collaborate with less righteous adventurers in order to further their causes, those who spend too much time around companions with particularly loose morals run the risk of adopting those same unscrupulous ideologies and methods. Such a vindictive bastard, as these fallen paladins are known, strikes out for retribution and revenge, far more interested in tearing down those who have harmed her or her companions than furthering a distant deity’s cause.

This is an ex-class archetype and can be taken by a character immediately upon becoming an ex-paladin.

EX-CLASS ARCHETYPES
The following archetype can be taken by an ex-paladin immediately upon becoming an ex-paladin, regardless of character level, replacing some or all of the lost class abilities. If another archetype the character had before she became an ex-paladin replaces the same ability as the ex-class archetype, she loses the old archetype in favor of the new one; otherwise, she can retain both archetypes as normal. Vindictive bastards can gain further levels in the paladin class, even though becoming an ex-paladin normally prohibits further advancement in the class. While an ex-member of a class can recant her failings and atone for her fall from her original class (typically involving an atonement spell), her acceptance of her ex-class archetype means she must atone both for her initial fall and for further straying from the path. As a result, such a character must be the target of two atonement spells or a similar effect to regain her lost class features. Upon doing so, she immediately loses this archetype and regains her original class (and archetype, if she had one).

***

If a Paladin with one level in Splintersoul Vigilante changes into an identity that isn't LG, can they change into the Vindictive Bastard paladin and then back into their normal Paladin class when they return to their LG identity?


I've successfully incorporated the Chakras with copious amounts of alcohol, and it's a mess. So much of a mess that I'm going to need to write it down where I can easily reference it so I know what I'm doing when leveling up. The pdf character sheet is getting way too cluttered for that, so here I am.

What are your own experiences with complicated builds? More trouble than they're worth? This is the first time I've had to dump information like this, which I think is a sign I should heavily rein it in for my next character.

====
====

Alcohol abilities:
Bacchanal's Drunken Dancer (Class feature):
Maintain Raging Songs without expending uses per day by drinking alcohol. Can drink alcohol as a move action. Nauseated afterwards if you don't have the Internal Fortitude rage power.

Drunken Brawler (Feat):
Temp HP equal to your level when you drink alcohol, and a +2 bonus to Fort/Will saves as long as the HP lasts. Also a -2 penalty to Reflex saves that lasts for an hour.

Drunken Master's Drunken Ki (Class feature):
Gain a temporary Ki Point by drinking alcohol. Can drink alcohol as a standard action.

Extreme Mood Swings (Feat):
Increases all Morale Bonuses by 1, or 2 if you're drunk, and applies an equal penalty to saves against emotion and fear effects.

Good for What Ails You (Class feature):
Can attempt a new saving throw against a bunch of effects when I drink alcohol.

Spirit Share (Spell, 1st level):
Can touch a willing target to deliver one dose of portable liquid, alcohol included.

***

NG Bacchanal Skald 11 / Drunken Master Serpent-Fire Adept Monk 3:
Traits: Adopted->Enlightened Warrior Or have a crisis of faith when I enter monk?
Magical Knack Preferably, that's three lost caster levels after all.

Race:
I'm gonna take both Eldritch Heritage and Drunken Brawler (which requires Endurance), so either Human, Half-Elf, or Half-Orc for the bonus feats.

Starting Ability Scores, 20 PB
Str 15+2, Dex 12, Con 14, Int 10, Wis 11, Cha 14

After Old Age Penalties
Str 14, Dex 9, Con 11, Int 12, Wis 13, Cha 16

With Spring Rage
Str 17, Dex 12, Con 14, Int 12, Wis 13, Cha 16

Class Progression and feats:
Skald 1-8
1 Endurance/Skill Focus, Endurance/Skill Focus (Racial),
2
3 Power Attack
4
5 Eldritch Heritage (Arcane-Familiar with the Protector archetype)
6
7 Drunken Brawler
8

Monk 1-3
9 Extra Rage Power: Internal Fortitude, Chakra Initiate (B), Psychic Sensitivity (B)
10
11 Chakra Adept

Skald 9-11
12
13 Extreme Mood Swings
14

Class Progression and Relevant Class Features
Skald 1-8
1 Raging Song, Inspired Rage: +1 will, +2 Str/Con
2 Drunken Dancer
3 Rage Power: Spring Rage
4 Inspired Rage: +2 will
5
6 Rage Power: Good for What Ails You
7
8 Inspired Rage: +3 will, +4 Str/Con

Monk 1-3
9 Chakra Training
10 Chakra Expertise
11 Drunken Ki

Skald 9-11
12 Rage Power: ????
13
14

***

The Familiar is absolutely vital. Normally it's a move action to trigger your Temp HP, Drunken Ki, and all that jazz. But during combat we'd rather be able to full-attack or at least move and attack, so we will cast Spirit Share on the familiar so that it can use its actions to sustain our need for booze. It's a good idea to replace the familiar's feat with Spell Sponge for double the duration. Keep it on your person, preferably hidden, so that it stays within reach and out of danger.

Milestones:
Level 3
This is when Spring Rage comes and bumps our physical ability scores back up to what we paid for.

Level 7
Now we can start our performance as a move action, our Familiar increases our HP by +50%, and we'll get Temp HP from Drunken Brawler.

Level 9
Internal Fortitude. Any downside to excessive drinking is gone. Also around now that you can safely afford the Flask of Endless Sake.

Level 11
This is the moment when we can start using Chakras. Every drink will now (also) grant us a temporary Ki Point to fuel the awakened Chakras, and even upon failure to maintain we can quickly heal the damage dealt with the Chakras themselves. We can hold them open indefinitely.

Level 14
Thanks to opening the Crown Chakra we roll every d20 twice, which just further helps us maintaining it without risk. Gotta get Bloodsong on my weapon for Keen.

***

Chakras:
The Chakras. A huge drain of Ki points and you must succeed on two saving throws each round with rather penalizing effects if you fail. But we'll have a steady supply of Ki points to spend and thanks to the Chakra Initiate feat we can maintain our awakened Chakras without risking the Will save that would forcibly close them.
The only thing we risk is HP damage, but with our level in Temp HP each round and the option to heal through the Heart Chakra we'll be fine.

The greatest weakness of the Chakras is that it takes far too long to awaken the good ones before combat is over. But by chugging alcohol we can open them at the start of the day and keep them awakened, starting out with the Crown Chakra in the first round of combat, every combat. The process of awakening new Chakras would fail whenever we roll a natural 1 on the will save, but the Threefold Sight spell can reduce the risk of nat 1s to almost nothing if we're pressed for time.

Our expected Chakra fortitude saving throw at level 11 is +27, vs the target DC of 25.
And at level 14 it's +34, vs the target DC of 38. But we roll twice.

***


Silksworn Occultist and Trappings of the Warrior.

Silksworn, Implements wrote:
When a silksworn chooses an implement school, he does not choose a specific object. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet). A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting.
Trappings of the Warrior, Implements wrote:
Shield (abjuration) and weapon (transmutation).

Am I correct in assuming that the Silksworn doesn't need their implements to be specifically worn in the magic item slots, but just their location? So that a level one Silksworn could use their fancy (but mundane) gloves for the Evocation implement school even though the gloves doesn't actually take up a magic item slot.

===

Then, since the Wrist slot consists of items that would more aptly be described as on the forearm, would a Buckler be considered to be in the "wrist slot location"?

Magic Item Slots, Wrists wrote:
This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Buckler wrote:
This small metal shield is worn strapped to your forearm

===

If the above is true then I'll be equipping my high heels to qualify for Trappings.


Song of Sarkoris:
When you complete the performance, all allies within 30 feet gain an attack of opportunity when reduced to negative hit points, or whenever a foe deals hit point damage equal to or greater than its Hit Dice, for the duration of the performance. The attack of opportunity can be made against any enemy within reach; it does not have to be against the source of the damage, and does not count toward your allies’ maximum attacks of opportunity per round. This attack of opportunity is resolved prior to the enemy’s attack, but the triggering attack is still resolved even if the enemy is killed or incapacitated.
***

Paired Opportunists:
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
***

Would the AoO-sharing effect of Paired Opportunists interact with the AoO from Song of Sarkoris?

Paired Opportunists requires an enemy to provoke an attack of opportunity to trigger, and there's no such language in Song of Sarkoris. Normally I'd not spend much time overthinking this but since you can make the AoO against any enemy, not just the one who made it happen, the answer to "who provoked it" is not obvious.


Yes, I know they're only available to Bards/Skalds. But the prerequisites are always skill ranks and you can usually take them in place of feats instead of spells known. A Fighter 12 / Bard 1 multiclass can qualify for Music Beyond the Spheres which is essentially a 13th-level class feature for the bard, and the investment is minimal.

Music Beyond the Spheres:
You use your own life force to create a phantasmagorical impression of eldritch vibrations with your wild, flailing dance and erratic tones. The performance unravels and remakes the fabric of reality around you according to your designs.

Prerequisite: Perform (dance, sing, or string) 13 ranks.

Cost: Feat or 5th-level bard spell known.

Effect: When you enact this unnerving bardic performance, you take 2 points of Constitution drain or 2 points of Wisdom drain (your choice) to create an effect similar to limited wish, except that the effect is interpreted by an alien entity of the Dark Tapestry. If you have at least 17 ranks in Perform (dance, sing, or string), and you destroy a magic or technological item worth at least 25,000 gp as a material component and take 4 points of Constitution drain or Wisdom drain, you can instead produce the effects of a wish with this performance. The GM interprets how precisely the effects of this bardic performance are granted by the entity that you contact. This performance has audible and visual components.

Use: 1 round of bardic performance.

Action: 1 full round action.

Other good Masterpieces when dipping would be Pageant of the Peacock and Song of Sarkoris (with a Tuned Bowstring). It feels quite weird that it works like this and I can't think of any other ability that does. Thoughts?


Acrobatics wrote:
No jump can allow you to exceed your maximum movement for the round.

Let's say I'm a staggered human with a 30 ft base speed, and a really good acrobatics bonus. I attempt to use my one action to move across a 30 ft wide street. Halfway there I make a 10 ft high jump over a cart and continue moving.

Do I count these 10 ft of vertical movement against my maximum movement for the round, ending up in the middle of the street 20 ft away from where I started?


Idealist cleric.
I'm wondering to what extent the Invoke Realm ability is considered Channel Energy as the description seems a little contradictory.

Invoke Realm:
When an idealist channels energy, she channels raw essence rather than positive or negative energy, superimposing a portion of her deity’s planar realm over her location. This effect extends out to a radius of 10 feet, plus 5 feet for every 2 cleric levels she has beyond 1st, to a maximum radius of 55 feet at 19th level. This effect lasts for 1 round plus 1 round per point of the idealist’s Charisma bonus. While this effect is active, the idealist gains a +1 bonus on Diplomacy checks against creatures who worship her deity and a +1 bonus on Intimidate checks against creatures who do not. This bonus increases by 1 at 5th level and every 5 levels thereafter.

This channeled energy imposes itself over the current terrain, changing its visual appearance to more thematically suit the energy’s associated planar realm, but cannot hide obvious hazards or otherwise allow for a creature to hide any more effectively than the normal terrain would. This is an illusion (glamer) effect with a caster level equal to the idealist’s level.

Within the radius of the idealist’s channeling, all alignment and magic planar traits are suppressed and replaced with the traits of the plane that matches the idealist’s planar bond. This includes alignment, gravity, and magic traits (see pages 58–63 for information on planar traits.) In the case of the Astral Plane, since the time trait remains unaltered, your spellcasting only feels fast—you gain a +4 bonus on all concentration checks rather than the ability to apply Quickened Spell effects.

This ability is considered channel energy for purposes of feats that grant additional uses of channel energy or allow the cleric to exclude creatures from channel energy’s effects.

This alters channel energy.

***

Quote:
This ability is considered channel energy for purposes of feats that grant additional uses of channel energy or allow the cleric to exclude creatures from channel energy’s effects.
Quote:
This alters channel energy.

====

The first sentence specifies when it is considered Channel Energy, which implies that it doesn't count as Channel Energy for any other situation. But the second sentence states that it "alters" Channel Energy which means that it still is Channel Energy.
Should it be "replaces", or is the first sentence just superfluous?

I'm aware that no ability that relies on the number of Channel Energy dice would work, like Channel Smite/Bless Equipment, or anything that needs positive/negative energy. I'm more interested in Channel Foci, Quick Channel, and magic items that modify the radius.


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While I've seen a lot of DPR contests for level 10 and up, there seems to be a lack of disgustingly optimized beginner adventurers. So let's see what kind of third level shenanigans people can come up with instead of focusing on levels people may not even get to play at.
The contest will include three specific rounds of combat which are scenarios you should encounter pretty often. An approaching enemy, an engaged enemy, and a distant enemy. These three rounds are part of the same encounter.

====

Build Rules:
Character level 3.
All Paizo content is available, but no monstrous races or obviously overpowered ones (like Drow Noble).
20 Point Buy, two character traits, and standard wealth by level (3000 gp).
You build must be capable of dealing with the three rounds of combat during two separate encounters on the same day.
All saves must have at least a +2 bonus.
A minimum AC/HP isn't required, although you get the "Viable" stamp of approval if you actually survive the three rounds.

Pre-Buffing:
You are allowed two buffs before combat begins, but their duration must be at least 10 minutes.

====

Your opponent will be the Dire Ape. It has 10 ft reach, an AC of 15, and a CMD of 20. It uses its Bite attack for charges and standard actions attacks.
Any other relevant statistic such as saving throws and touch AC is in the description, although we're pretending it has unlimited HP for our calculations.

Round 1:

O.O.O.O.A.A
O.O.O.O.A.A
O.O.O.O.O.O
O.O.O.O.O.O
O.O.O.O.O.O
.O.C.C.O.O.O
.O.C.C.O.O.O
O.O.O.O.O.O
O.O.O.O.Y.O
O.O.O.O.O.O

The Ape is standing 30 ft away from You. It is clearly visible and you're fairly certain it will charge you on it's next turn. To your left you have Cover in the form of a giant stone.
Remember to add the charging bonus/penalty if relevant.

***

Enemy actions: It will prioritize charging before a standard action attack. It will never ready an action.

====

Round 2:

O.O.O.D.O.O
O.D.O.D.O.O
O.D.O.A.A.O
D.O.O.A.A.O
D.O.O.O.O.O
O.O.O.Y.O.O
O.D.O.O.O.O
O.D.D.D.O.O
O.O.O.O.O.O

Either You or the Ape used the previous turn to approach the other. You are 5 ft away from each other. There is Difficult Terrain nearby. Neither of you suffer an AC penalty from charging.

***

Enemy actions: Full-attack if possible, otherwise move and standard action attack.

====

Round 3:

O.O.O.O.O.O
O.Y.O.O.O.O
O.O.O.O.O.O
O.O.O.O.O.O
O.O.O.F.O.O
O.O.O.O.O.O
O.O.O.A.A.O
O.O.O.A.A.O
O.O.O.O.O.O

You are standing 20 ft away from the Ape and your Friend is engaged with the beast.

***

Enemy actions: Full-attacking your ally, or move and attack if you manage to move your ally out of its reach. It is blind with rage, and would not care about provoking Attacks of Opportunity.

====

Your "contest DPR" is the average of your three rounds.


Concentrated Fire:
Your simultaneous ranged attacks punch through your foe’s defenses with ease.

Prerequisites: Point-Blank Shot, elf, weapon familiarity racial trait.

Benefit: If you and a single ally who also has this feat both ready an action to each make a ranged attack against the same opponent and choose the same condition for the readied action, when you and the ally make those attacks, each of you can use the highest of the two attack rolls for your attack roll. Furthermore, if you and your ally both hit the target, you can total the damage for both attacks before applying the target’s damage reduction or energy resistance.

***

Attack Roll:
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.

***

So do I use the highest d20 roll, or the highest attack roll (which includes the attack bonus)?

Kind of an obvious question, but I've been using the highest d20 roll and then applied the separate bonuses. I got the impression that's how it should be because of the last sentence of the feat, but that could be referring to miss chance.


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The one true way to decide on worship is obviously power. If your chosen deity can't even be bothered to help out their most faithful servants in their time of need, then they are either weak or cruel. Neither is a quality you should look for in a person, and especially not a God.
So I say, might makes right! The extradimensional hand of the planes will guarantee that worship goes to those that deserve worship, as long as people are allowed to make informed decisions untainted by societal pressure.

So anyway, here's some cool Fey Obedience benefits.

Magdh:
Obedience: Paint two dots above each ear to represent Magdh’s three sets of eyes. Cast leaves, bones, or coins into a bowl of clear water, and attempt to divine meaning from the way they land. You gain a +4 bonus on Intelligence-based skill checks.

1: Secret Knowledge (Sp) identify 3/day, augury 2/day, or clairaudience/clairvoyance 1/day
2: Sight Beyond Time (Su) You constantly see a few moments down your own line of fate, and thus are never surprised or flat-footed. In addition, you gain a +2 insight bonus to AC and on Reflex saves.
3: Baleful Revelation (Sp) You can cast prediction of failure once per day.

***

The Obedience giving a +4 bonus to all int-based skills is hella sweet considering that it's the ability score with the most skills, and there's plenty of ways to key even more skill to intelligence. But the Second Boon is even better. Never surprised or Flat-Footed because you can literally see the future is pretty much the coolest thing ever, and is far more powerful than simply always getting to act in the Surprise Round.

==

Shyka:
Obedience: Build something small and fragile—such as a house of cards, an ice sculpture, or a sand castle—while contemplating the fleeting nature of existence and the inevitability of entropy. Leave your creation to decay at its own pace. You gain a +2 sacred bonus on initiative checks.

1: Twist Time (Sp) entropic shield 3/ day, augury 2/day, or haste 1/day
2: Borrowed Memories (Su) Once per day as a standard action, you can gain the effects of legend lore, save that the legends are recalled immediately and you gain the most complete level of knowledge (as if the person, place, or thing were at hand, regardless of its actual position). Your recollection of the legend takes the form of a memory borrowed from someone familiar with the subject matter.
3: Pause (Sp) You gain the ability to pause time for yourself or one creature you designate within 30 feet once per day. This functions as per time stop but with a duration of 1 round.

***

The Obedience is already half a feat, so it doesn't need to provide much to be on par with a normal feat. But it definitely goes beyond that with the Second Boon which is the 6th lv spell Legend Lore on crack.
Even if you only know rumors, you can spend a standard action instead of 2d6 weeks and still gain the best possible result the spell can give you. This can save months and even years of downtime. The Third Boon is a one round Time Stop, but can be used on other creatures which gives it a bit more versatility than the normal spell.

==

Ng:
Obedience: Wear gloves or a veil at all times. As long as you have followed this stricture for the last 24 hours, you gain a +4 sacred bonus on saving throws against effects that damage, drain, or penalize ability scores.

1: Pass Freely (Sp) expeditious retreat 3/day, invisibility 2/day, or blink 1/day
2: Planeswalker (Sp) You gain the ability to cast plane shift once per day.
3: Home at the Crossroads (Sp) Once per day, you can cast maze—the resulting extradimensional labyrinth takes the form of an endless network of empty roads running through a lonely forest. Conversely, you can also choose to target yourself with this ability, in which case you travel to the same extradimensional crossroads yourself, along with any willing targets within 100 feet, and can stay there indefinitely without needing food or drink. Anyone brought there by this second method can leave the crossroads at any time by willing it, but cannot return without another use of this ability.

***

Maze is pretty good, no questions asked. But the second use of the ability is greater than sliced bread. It's your own personal demiplane that lasts indefinitely, nobody in it requires sustenance, and every willing target within 100 ft is teleported there with you. No creature limit at all. It's a very effective panic button and pairs well with the Second Boon that allows you to cast Plane Shift.
Also, the Obedience save bonus would apply against most polymorph spells.

****
****

These are the three most interesting Obedience benefits in my opinion, since they give unique and powerful abilities. What are other deities worthy of worship?


So I've been having a lot of fun with my Quintessentialist, but stumbled upon some questions about the Exemplar's ability scores recently.

Exemplar:
Instead of bonding to the phantom of a dead soul, a quintessentialist forges her best qualities into a spiritual aspect called an exemplar, which resides in her subconscious mind at all times rather than on the Ethereal Plane. An exemplar uses the quintessentialist’s ability scores when fully manifested rather than those of a standard phantom, but otherwise advances as a phantom. The exemplar can cast any of the spiritualist’s spells while fully manifested, sharing the same spells known and spell slots, and does not suffer from the quintessentialist’s unfocused spellcasting ability.

***

In our latest session we were ambushed by some creatures dealing strength damage and my Quintessentialist ate two hits before managing to manifest the Exemplar. My GM reminded me to apply the strength damage to the Exemplar, since it "uses your ability scores", and so I did. After we escaped I recalled the Exemplar back to my mind and healed my own ability damage.
Now what made us come to a stop was that the Exemplar had taken a couple more hits, and a lot more strength damage. When I manifested it again my GM ruled after some discussion that the Exemplar's ability scores were also fully healed, since it "uses your ability scores".
We weren't fully in agreement though, so for future scenarios it might be good to clear these issues up.

====

Let's say the Quintessentialist has been buffed by Bull's Strength before manifesting the Exemplar. Will the Exemplar benefit from the +4 Enhancement bonus? What happens if the buff's duration on the Quintessentialist ends while the Exemplar is out?


Quintessentialist:
Exemplar: Instead of bonding to the phantom of a dead soul, a quintessentialist forges her best qualities into a spiritual aspect called an exemplar, which resides in her subconscious mind at all times rather than on the Ethereal Plane. An exemplar uses the quintessentialist’s ability scores when fully manifested rather than those of a standard phantom, but otherwise advances as a phantom. The exemplar can cast any of the spiritualist’s spells while fully manifested, sharing the same spells known and spell slots, and does not suffer from the quintessentialist’s unfocused spellcasting ability.

A quintessentialist can fully manifest her exemplar as a full-round action rather than a 1-minute ritual, and she can dismiss it back into her mind as a standard action. When fully manifested, a quintessentialist can transfer any equipment she is currently wearing or carrying to her exemplar, allowing it to manifest with weapons, armor, and other equipment, but doing so removes these possessions from the quintessentialist. She can likewise grant her exemplar any feats she knows, losing access to those feats herself while the exemplar remains fully manifested. Projecting an exemplar is draining, however. A quintessentialist cannot cast any spells herself and she takes a –2 penalty to all ability scores while her exemplar is fully manifested. Every round the exemplar remains fully manifested, the quintessentialist takes 1d6 points of damage; this damage cannot be reduced or prevented in any way.

This alters phantom.

***

So let's say my Spiritualist has worked themselves up to the Improved Eldritch Heritage feat (Arcane bloodline), and wants to give out the feat line to their Exemplar during manifestation.
The benefit of having Improved Eldritch Heritage is being given either the 3rd or 9th-level power, chosen when you get the feat.

Improved Eldritch Heritage wrote:
Benefit: You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Keeping in mind that the Exemplar is a completely different creature, should it be able to choose between the two options upon getting the feat?

Since the benefit of having the feat is to make the choice, I'd argue that it should.

====

Follow-up question if the answer is "no choice":

If it can't, and the Spiritualist has chosen the 9th level power that allows you to increase your spells known, would the Exemplar be able to choose their own spells known upon getting the feat?

In this case the Exemplar is given the exact same feat, and the exact same benefits, which is to choose new spells known.


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Deeds of Renown: Gruesome Parry (Ex) wrote:
Some gunslingers wield guns and blades in concert, readying a shot to unbalance attackers and then eviscerating their assailants. At 7th level, the gunslinger can spend 1 grit point when she readies an action to make a ranged attack with a firearm against a creature that declares a melee attack against her. If she does, the readied ranged attack does not provoke attacks of opportunity. If this readied attack hits, she gains a +4 dodge bonus to AC against the triggering attack, and she can make a single melee attack with a slashing or piercing weapon against the creature that attacked her; if this melee attack hits, it is considered to be a critical threat. This deed replaces the dead shot deed and one other 7th-level deed.

So.

Spend 1 grit point when you ready a ranged attack, make the shot without provoking, and gain one non-action melee attack that is an automatic critical threat.

Sweet Iomedae that's good.
Well maybe not that great for the standard Gunslinger who lacks melee damage and doesn't have any hand free to carry a melee weapon. That Gunslinger would use a Cestus with a x2 crit multiplier and deal below 10 dmg.
But for the Funslinger who uses a Heavy Pick/Shadowshooting Buckler Gun, and has one level of Swashbuckler to regain Grit from melee crits, it's pretty damn great. We'll pick up Overwatch Style to ready multiple ranged attacks per round, and by some miracle we have a 'Sword and Pistol' build that actually synergizes well by blending melee and ranged.

****

Now what can a character that has automatic critical threats do that normally isn't viable?

I'm talking about things like taking the Gore Fiend feat to regain rounds of rage from critical hits, and using the Feasting Bite rage power to heal each round from bite attacks.

Ideas?


Inspired Rage (Su):
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

***

Since Inspiring Rage doesn't specify that it is a Mind-Affecting effect like it does with Dirge of Doom, should I assume that Undead creatures can be affected by it? I know they won't get any morale bonuses, but Rage Powers are still on the table.

I'm also aware that there are multiple instances of Undead barbarians, with what seems to be a general rule in the stat block of the the Vampire Savage from Monster Codex, pg 241.

Quote:
Undead Barbarian An undead creature with the ability to enter a rage gains the morale bonuses from rage despite being immune to morale effects. The bonus to Constitution from the rage applies to an undead creature's Charisma instead.

Was this ever confirmed to be the general rule, and if yes, would Inspiring Rage count as "the ability to enter a rage"?


So I'd like to use the Heal skill at range, specifically the Provide First Aid action combined with a Healer's Satchel.

Is there anything like the Ranged Legerdemain ability (that makes Disable Device and Sleight of Hand work at range), but for Heal?

Or a magic item that lets you act as if you were close by, such as the Gloves of the Shortened Path (but a bit cheaper)?


Weapon Shift:
Your melee weapons meld into your animal form.

Prerequisite(s): Wild shape class feature.

Benefit(s): When you use your wild shape ability, any melee weapons you are wielding and proficient with meld into your new form. Select one of these weapons; while in your new form, your natural attacks deal the same damage type as that weapon. Your natural attacks also gain all of the weapon’s properties (such as disarm), other than the double weapon property and the fragile weapon property; moreover, when using this feat to grant the trip property to your natural attacks, you gain a +2 bonus on combat maneuver checks to trip an enemy, but you cannot drop your weapon to avoid being tripped due to a failed trip attempt. Weapon Shift does not apply a magic weapon’s enhancement bonus to your natural attacks, nor does it grant your natural attacks any of a weapon’s magical special abilities.

***

So through the Battle Poi exotic weapon we can get fire damage, and through Flame Blade + Elemental Spell we have the other three elements. Add the Choral Support teamwork feat and we can make this into Sonic damage.

Is it possible to get Positive/Negative Energy or Untyped?
Is there an easier way than Flame Blade to get other energy types than fire?

Some obscure archetype that gives you energy weapons at level 1 would be perfect, since I'd prefer to not be shoehorned into playing a druid.


Kinetic Blast:
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements.

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

***

Form Infusions: Kinetic Blade:
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

***

Are you still not considered wielding the Kinetic Blast even when using Kinetic Blade?

I'm aware that the language is pretty explicit, but it seems strange to attack with something "in your hand" that you aren't actually wielding.

Edit:
Quote by Mark Seifter - Strongly implies that you actually wield the Kinetic Blade, did this change during the playtest?


Sometimes traits have more interesting effects than simply being another "+1 and class skill". Faith's Hunter is one such trait.

Faith's Hunter (Ultimate Campaign) wrote:

Category Basic (Combat)

Divine powers smile upon you each time you grievously wound a favored enemy. When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can’t be extended in this manner.

'

Normally quite restrictive, someone with Martial Flexibility and Dedicated Adversary would be able to use it against anyone.

Dedicated Adversary:
Your repeated encounters with a particular type of enemy have honed your skills against that foe.

Prerequisites: No levels in a class that has the favored enemy class feature.

Benefit: When you select this feat, choose a specific kind of creature, such as wolf, frost giant, goblin, or babau demon. You gain the ranger’s favored enemy class ability against this particular type of creature with a bonus of +2. This feat does not grant the favored enemy class feature for the purposes of prerequisites. If you later gain the favored enemy class feature, you can replace this feat with a feat for which you qualify and whose prerequisites include the favored enemy class feature.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different creature.

***

=====

So which spells would benefit greatly from increasing the duration? Is there some powerful spell with a low duration, like Divine Favor but three rounds?

The original plan was to use a SLA, but well, they're not spells.


So I'm gonna use the Bewildering Koan feat for my next build, and that would probably require them to actually understand me. The setting isn't decided yet, but I can expect to meet a wide variety of enemies.

By lv 6, when the build comes online, I'll know 16 languages. I think these ones would cover 99% of the enemies I'll meet.

known languages:

Aboleth
Abyssal
Aquan ("Tongue of the Sea")
Auran ("Tongue of the Heavens")
Celestial
Common
Dark Folk
Draconic
Elven
Giant
Goblin
Ignan ("Tongue of Fire")
Infernal
Sylvan
Terran ("Tongue of Earth")
Undercommon

***

I've decided to not bother with race-specific languages such as Dwarven/Tengu/Grippli/Halfling, since those creatures will have Common as a language already.

With the exception of Gnolls/Boggards, is there any sentient enemy I wouldn't be able to communicate with if I had these languages?

======

This build is supposed to be PFS legal, but could the Gesture Expertise trait otherwise be used to communicate with anyone (with sight) with a DC 15 linguistics check?

Why you, you?


Feral Combat Training wrote:

You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.

Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite.

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

Brawler's Unarmed Strike wrote:
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

*

As a Brawler, I could take Feral Combat Training (Unarmed Strike), correct?

I'm unsure if my Unarmed Strike counts as a Natural Weapon for the feat prerequisite.


What's your opinion on size restrictions?

I feel that they're an unnecessary and redundant mechanic which just shuts down certain builds arbitrarily, since larger opponent already have a higher CMD from their size bonus.
And while I do understand why a Colossus might be a tad unimpressed by a Bull Rush from a house cat, this is a game where the same house cat could have a higher strength score than the Colossus.

What bothers me though, is that some maneuvers just got a free pass.
If you can't Trip an opponent because it is 'too big', how are you able to exert enough force to Disarm them? Or, you know, Grapple them.


So. How do they work?

Kinsight Goggles wrote:

Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes.

When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.

If I have darkvision, and my pal does not, what happens when I activate this item?

A) I see "through the lens", using my own senses.

B) I see "through another's eyes", losing my darkvision.


Quick Dirty Trick:
You can perpetrate a dirty trick and deliver an attack before your opponent is the wiser.

Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.

Benefit: On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver.

Normal: A dirty trick combat maneuver is a standard action.

***

Alright, so for most characters the attack with the highest BAB means their first attack. However, let's say I'm a hasted Unchained Monk.

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation.

***

Unchained Monk Flurry:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects.

***

Now I have (at least) three attacks that are made with my highest BAB.

***

1) Do I need to make a full-attack to use Quick Dirty Trick, or would any melee attack made at my highest BAB work?
(Such as the attack during a charge, or the Free Hand Maneuver weapon trick.)

*

2) Is there a limit to how many times I can use a Quick 'Maneuver' feat per round?

*

3) Would I be able to use both the Quick Dirty Trick and the Quick Steal feats during the same full-attack, replacing two different full-BAB attacks?


Ring of Spell Storing:
A ring of spell storing contains up to 5 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the five-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.

The ring magically imparts to the wearer the names of all spells currently stored within it.

***

Spell-Like Abilities (Sp):
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.

***

An Undine sorcerer with the Hydrualic Push Spell-Like Ability attempts to store it in a Ring of Spell Storing. Does it work?
And if not, why doesn't it?


The Flexing Arm wrote:
You are practiced at using physical might to escape your bonds. You can use Strength instead of Dexterity as your base ability for Escape Artist skill checks to free yourself from bondage. Additionally, you gain a +1 trait bonus on such Escape Artist checks.

Okay, I checked the deity and Kurgess did not have lust as an area of concern. Which ones of the following uses of the skill would this trait apply to?

Escape Artist wrote:

Escape rope/bindings

Escape a net, animate rope spell, command plants, control plants, or entangle
Escape a snare spell
Escape normal manacles
Move through a tight space
Escape masterwork manacles
Escape grapple or reduce pinned condition to grappled condition

If it's the traditional meaning of the word, then I'd argue that it applies to everything except squeezing.

Thoughts?


So here's the item.

Alchemical Weapons: Flame Fountain wrote:

This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks. The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the damage).

The fountain sheds light as a torch and can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time, the remaining duration is wasted. Crafting this item is a DC 25 Craft (alchemy) check.

I've been trying to figure out how to TWF with this Flame Fountain, and I'm hoping that there's a way to make it work with Brawler's/Monk's Flurry to avoid having to light up two every fight.

Or some obscure way to make a Heavy Mace count as a double weapon, or count as part of the Close/Monk weapon groups.

Any ideas?


Out of the Sun wrote:

You and your allies use the sun’s glare to your advantage.

Prerequisites: Bluff 3 ranks, Stealth 3 ranks.

Benefit: When you hit with a melee attack, you can attempt a Bluff check as a move action to feint. You do not gain the benefits of this feint; instead, if you succeed at your Bluff check, an ally with this feat who is adjacent to you or your opponent gains the benefits, such that the opponent is denied its Dexterity bonus to AC (if any) against your ally’s next melee attack against that opponent. This attack must be made before the end of your ally’s next turn. You gain a +2 circumstance bonus on your Bluff check in bright light. This bonus increases to +4 in natural sunlight. You cannot use this feat in dim light or darkness.

Special: If you have the Improved Feint feat, you can feint with Out of the Sun as a swift action after you hit with a melee attack.

How would this teamwork feat interact with the following two feats?

Greater Feint:
You are skilled at making foes overreact to your attacks.

Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13.

Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.

Normal: A creature you feint loses its Dexterity bonus against your next attack.
****

Out of the Sun grants the benefits of the feint to your ally, but Greater Feint changes the benefit of feint to a penalty suffered by your opponent.
If I feinted for my ally while possessing Greater Feint, what would happen?

A) Only my ally would benefit from Greater Feint.
B) Everyone, including myself, would benefit from Greater Feint.
C) Everyone, excluding myself, would benefit from Greater Feint.
D) Greater Feint wouldn't affect Out of the Sun, so nothing would change.

Distracting Cloak:
When you attempt a Bluff check to feint, you can use your cape to create a diversion instead of denying your opponent his Dexterity bonus to AC. Compare the result of your Bluff check against the feint DC of each opponent that can see you (DC = 10 + the opponent’s base attack bonus + the opponent’s Wisdom modifier, or 10 + the opponent’s Sense Motive bonus if he is trained in Sense Motive and this bonus is higher). You can attempt a Stealth check to hide from any opponent that you successfully feint against in this manner, even if that opponent is observing you. If you do not have cover or concealment against any of these targets at the start of each of their turns, they automatically spot you at that time.
****

Would Distracting Cloak interact with Out of the Sun at all? And if it would, in what way?


Performing a Combat Maneuver wrote:

When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Tower Shield wrote:

Benefit: In most situations, a tower shield provides the indicated shield bonus to your Armor Class. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.

******

Say there's two medium creatures in a five-foot wide passage. One of them has a Tower Shield and uses it to gain Total Cover. Can the other creature attempt any combat maneuver against the shield-wearing one?

The normal response to a Tower Shield seems to be sundering it, but Total Cover should negate that tactic.

And if you can't use combat maneuvers, but you as a GM would rule that you can sunder it, what other maneuvers would you allow?


Whiteout wrote:

Category Race

Requirement(s) Undine
When the air is full of water, your elemental blood allows you to blend with your surroundings and become one with the precipitation. In areas of nonmagical fog, rain, snow, or similar conditions (such as the spray of a waterfall), you gain the effects of concealment, but with a miss chance of 10%. If the precipitation would already grant you concealment, the miss chances stack.

So, what's the difference between gaining the effects of concealment, and gaining the real deal?

As far as I'm aware, concealment grants you a miss chance and the ability to hide with stealth. The effects of concealment should be the same.

So would the benefit of this trait not prevent a (chained) rogue from sneak attacking you, but prevent a Heartseeker bow from ignoring the miss chance?

Does this sound right, or is there some similar ability that can provide an example?


So while I'm (begrudgingly) of the opinion that the Stealth rules mean for you to avoid observance by concealment/cover, I've noticed that (normal) concealment more often than not can't be used to hide.

Skills in Conflict (Ultimate Intrigue) wrote:
Cover and Concealment for Stealth: The reason a character usually needs cover or concealment to use Stealth is tied to the fact that characters can't use Stealth while being observed. A sneaking character needs to avoid all of an opponent's precise senses in order to use Stealth, and for most creatures, that means vision. Effects such as blur and displacement, which leave a clear visual of the character within the perceiving character's vision, aren't sufficient to use Stealth, but a shadowy area or a curtain work nicely, for example. The hide in plain sight class ability allows a creature to use Stealth while being observed and thus avoids this whole situation. A sneaking character can come out of cover or concealment during her turn, as long as she doesn't end her turn where other characters are directly observing her.

Okay, so effects "which leave a clear visual of the character" can't be used to use Stealth. This means that every effect that grants concealment to single targets is worthless for stealth, since you're leaving a clear visual. What can be used is area effects, such as an area of darkness or Obscuring Fog. Since the concealment is all around you, the effect doesn't leave a clear visual.

So let's focus on Dim Light/Darkness. As is commonly known, Darkvision negates the concealment opponents would be granted from illumination levels. The Vision and Light rules would from a strict reading disallow you to use any forms of concealment to hide in normal light, but they're more likely to only be relevant to concealment from illumination.

Vision and Light wrote:

In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can’t use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

/.../

Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can’t hide within 60 feet of a character with darkvision unless it is invisible or has cover.

In most encounters, at least someone will possess Darkvision. This disqualifies Dim Light for hiding purposes, leaving only concealment from the first 5 ft of fog/smoke as a viable option for hiding.

With the exception of smoke, every other eligible use of concealment for hiding seems to be total concealment. Which basically amount to: "you can use concealment to hide when they already couldn't see you due to concealment".

Is there any other area effect granting concealment, or is fog/smoke the only reliable way to hide without resorting to cover/total concealment?


1 person marked this as FAQ candidate.
Gauntlet wrote:
Benefit: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Your opponent cannot use a disarm action to disarm you of gauntlets.

So I've seen a couple of Gauntlet threads, and know that Gauntlets attacks are something completely different than Unarmed Strikes. But even so, it's a bit unclear for me.

If I attack with a Gauntlet (and want to benefit from Enhancement bonuses), can I choose to deal nonlethal damage as if I hit with an Unarmed Attack?


PRD; Feats; Prerequisites wrote:

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.

So, if I have Combat Expertise (requiring 13 int) and lose my Headband of Intelligence (dropping my Int to 11), I'll still have the feat, but as I lack the 13 int requirement I can't use it.

But if I had the Elusive Redirection feat, which Combat Expertise is a prerequisite for, would I lose the use of that feat, too?

Elusive Redirection wrote:

You can redirect an attack back at your assailant or into an adjacent enemy.

Prerequisites: Elusive target class feature, Combat Expertise, Improved Unarmed Strike, flowing monk level 12th.

Benefit: When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from your ki pool to redirect that attack back at your attacker or toward any other opponent adjacent to you and your attacker. This attack uses the same attack roll as the original attack, but it targets the opponent you choose.

Normally, feat chains share the same Ability Score requirement, making the answer to my question obvious. But the prerequisites of Elusive Redirection makes no mention of the 13 int requirement.

As I still have Combat Expertise (although I can't use it), I still fulfill all the prerequisites of Elusive Redirection and should be able to use it even as my Intelligence falls into single digits.

Is this correct?


Disarm wrote:

You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Is there some way to make a wielded weapon immune to disarm attempts, more specifically the self-inflicted kind? I'm looking to fail disarm maneuvers on purpose and need a way to not drop my whip with every attempt.

Is there a spell or some alchemical item which would help me? I've considered gluing the whip to a cestus/gauntlet with Alchemical Glue, but I'm guessing the disarm rules would override such ideas.


So here's what the d20pfsrd has to say about the Shaken condition from the Demoralize action.

d20pfsrd: Intimidate: Demoralize wrote:

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

While I understand that Demoralize won't stack with itself, the PRD lacks the first part about demoralize not stacking with other fear effects, and I've read that this part got introduced then redacted.

Is this true, or is d20pfsrd correct that Demoralize won't stack with anything?


So I'm having a little trouble understanding the 6th level ability from the Sensei Monk, and would like some clarification.

Mythic Wisdom wrote:
At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.

Does this mean that I have to activate my Advice ability every time I want to use Mythic Wisdom?

For example, if I was a 7th level Qinggong Sensei and wanted to grant both +4 dodge and True Strike in the same round, then would I be unable to do so since the Advice ability would require two Move actions to activate it twice?


So while trying to do a martial fire damage build, I stumbled upon Weapon Versatility and wondered how it would interact with the 'damage type: Fire' property of the Battle Poi.

Battle Poi wrote:

This pair of arm-length chains has handles at one end and heavy fuel-soaked torch heads at the other.

Benefit: The weight of the poi is insufficient to deal physical damage, but the burning fuel deals fire damage. If you are proficient in battle poi, you are treated as if you have the Two-Weapon Fighting feat for the purposes of making poi attacks.

Special: Poi can be extinguished by spending a full round action smothering them in sand or submerging them in water.

Name: Battle poi

DMG (M): 1d4 fire
Critical: ×2
Damage Type: fire

Weapon Versatility wrote:

You can use your favored weapons in unconventional ways.

Prerequisite(s): Weapon Focus, base attack bonus +1

Benefit(s): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action.

If your base attack bonus is +5 or higher, using this feat is a free action instead.

Now as you might have noticed the Battle Poi doesn't deal physical damage at all. It normally deals elemental fire damage, but Weapon Versatility will take away its damage type and would let it deal bludgeoning damage instead.

But what kind of bludgeoning damage?

Can't be physical, so it's either Untyped Bludgeoning or Bludgeoning Fire damage.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Serial Killer Vigilante Archetype.

Vigilante Specialization wrote:

A serial killer must choose the stalker specialization. Her hidden strike is considered equivalent to a sneak attack with the same number of dice for the purpose of meeting prerequisites or using abilities that depend on sneak attack.

This alters vigilante specialization.

So could a Serial Killer take Accomplished Sneak Attacker and gain +1 Sneak attack die? Or would it be +1 Hidden strike die?

Would every effect that normally adds to sneak attack add to hidden strike? What if you've already have the Sneak Attack class feature, would it add both to SA and HS?


While I love the pathfinder system and the horrifying amount of rules and feats, the major thing I find many other RPG's does better is the use of several dice for rolls instead of one.
By using the single d20, attack and skill rolls vary so greatly that it breaks immersion and results in the game depending more on good rolls than anything else.

I've thought of using two d10's instead of the one d20, but I'm wondering how that will affect critical hits/failures.

One could design new critical threats with the same chance as before, but that would become rather complicated when we reach crit threats such as 17-20.

My idea as it stands is to use the two d10's' result as the "hit" roll, and make the d20 the "crit"-die. As in, you roll two d10's and one d20 for every attack/save roll.

A natural 1 or 20 on the d20 are always miss or hit, respectively.
But when you critically threat you don't make a confirmation roll. If you have hit with the result of your two d10's then you automatically crit if you roll your crit range with the d20.

What I can't convert is a bonus to confirmation rolls. Like, would that express itself as a bonus to the crit-die (d20) so that you will crit more often?

*****

Thoughts, criticism?


It will probably be easier to understand with a link to the Primal Companion Archetype from the PFSRD site.

Primal Transformation:
At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use.

This ability replaces animal focus.

*****

The bold part is the errata'd part of the strikethrough part. The major difference between the two I see is that the errata'd part doesn't have the limitation that the evolution points are set between uses of the ability.

However, the next ability introduced in the Primal Companion archetype reinforces that limitation.

Primal Surge wrote:

At 8th level, once per day as a swift action, a primal companion hunter can touch her animal companion and grant it one evolution that costs up to 4 evolution points. The companion must meet the prerequisites of the selected evolution. Unlike the evolutions from primal transformation, this evolution is not set; it can be changed each time the hunter uses this ability.

/.../

*****

So could one use the Primal Transformation ability to grant their Animal Companion different evolutions with each use of the ability?

I'm asking because the limitation of set evolutions were removed from said ability with errata.

Either the Primal Surge ability is in need of errata in case it refers to Primal Transformation pre-errata, or they deliberately meant for the Primal Surge ability to introduce the limitation to the Primal Transformation ability. (Because of word count?)


I know that you cannot take Weapon Focus (Improvised Weapon), since it requires proficiency in the selected weapon.

But would the +1 to attack still apply if one used a normal weapon as a improvised weapon?

Example: A rogue with Weapon Focus (Dagger), who uses it incorrectly by bashing with the handle.

And would the normal weapon even count as an improvised weapon?

Weapon Focus wrote:

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

The most important question is the latter, which would determine if a monkey familiar can throw longbows or not.


I remember reading a table for the cost of hirelings per point of skill bonus/rank somewhere, but searching gets me nowhere. I believe it was specifically about hirelings/NPCs with ranks in craft, but I can't be sure.

Does it ring a bell for anyone? Do you know if there is a way to hire experienced NPC crafters?


The Witch can choose to pick a patron familiar instead of her standard familiar, which grants her familiar a power depending on the Witch's patron.

Now, the power of interest is the one granted by the Animals patron.

Animal Speaker (Su) wrote:

The familiar gains the ability to speak with animals of its kind at 1st level.

If it would normally gain this ability at 7th level, the familiar gains the ability to speak with all animals (as though constantly under the effects of speak with animals) at 7th level.

My question is how this ability interacts with archetypes which replaces the "Speak with animals of its kind" ability normally granted at 7th level.

Like the Valet archetype's 7th level replacement power of "Speak with animals of its kind".

Valet Familiar; Deliver Aid (Ex) wrote:

At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.

This ability replaces speak with animals of its kind.

Familiar Archetypes wrote:
Familiar archetypes modify familiars' standard abilities, similar to how class archetypes modify player characters' class features. These archetypes function by swapping out certain abilities that are standard to common familiars for new abilities tailored to particular themes. Unless otherwise stated, levels referenced in this section refer to the familiar's effective level, which is the master's combined levels in the classes that grant that familiar.

Would an Animals Patron, Valet familiar of a first level witch be granted the Deliver Aid ability?

Would an archetype of a class be granted the replacement ability of a class feature earlier if the PC managed to get said class feature earlier?


First question: Is Tie Up one of the actions you can perform in addition to maintaining a grapple? (I.E would it be done with the +5 bonus?)

SRD; Combat; Combat Maneuvers: Grapple:
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

*****

Second question: The CMB/Escape Artist check to break a grapple is not a grapple check, correct? Meaning that the grappler wouldn't be granted the +2 bonus to CMD (from Improved Grapple) if her target simply tries to escape instead of reversing said grapple.

SRD; Combat; Combat Maneuvers; Grapple: If You Are Grappled:
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Improved Grapple:
You are skilled at grappling opponents.

Prerequisite: Dex 13, Improved Unarmed Strike.

Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

*****

Thanks in advance!


Smoke Resistant (Kobold, Red-Scaled):
You've spent so much of your life around fires that smoke no longer affects you the way it does other creatures.

Benefit: Your vision isn't impaired by non-magical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation. This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics.

*****

I was thinking of making a kobold rogue with this trait, but I wonder how often I would be able to benefit from this trait.

What ways exist to get a reliable supply of mundane smoke? (yaknow, with the exception of smokesticks)

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