I'm using an Inquisitor with the chivalry inquisition, granting me a mount.
I just obtained 4th level spellcasting, and noticed the spell "Flash Forward";
Flash Forward wrote:
Flash Forward Range: Personal
Target: You
You cheat the laws of time and enter into combat before reverting back to your original position. As part of the action to cast the spell, you make a charge attack against an enemy. You make this charge attack normally, accounting for terrain, obstacles, attacks of opportunity, attack rolls, and damage rolls. At the end of your charge action, you instantly teleport back to your original location as a free action. Any damage or conditions dealt by you or to you during this action are real and remain when you return to your original location.
Unsurprisingly, charging is a big part of my build (I'm on a mount afterall, why not use a lance?), so the spell could be usefull... except... it's not clear to me if this spell allows the mount to charge with you.
Does anybody knows if casting flash forward while mounted allows you to charge mounted?
This suggests it is now a full-round (charge attack) for the rider.
Meaning the rider is now down a move action (or rather, a move equifilent action, since the time of a move action already always got spend by the mount during the charge)
Meanwhile, I see tons of threads in ancient history all widely still accepting it is still a standard action. Even some that came after this FAQ.
Am I missing something here? Is it still a standard or is it a full round now?
I'll put this out here just for the sake of example, as I'm pretty sure there are more feats that have this requirement... but I was looking at the guided hand feat.
Guided hand:
Your deity blesses any strike you make with that deity’s favored weapon.
Prerequisite: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon.
Benefit: With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
Obviously, this is nice for clerics. They get all the requirements pretty quick and easily, and they can start wacking their opponents using their wise minds instead of their innate ability to wack things with their strength.
Neat.
But what about non-clerics? There are quite a few classes that get channel energy, but the class ability of proficiency with your diety's favored weapon is a bit more rare.
But is said class ability really the requirement here? Or do you just need to be able to weild the weapon?
For instance, a shaman with the life spirit gets channel energy. They're profficient with daggers... Could Pharasma as diety be an option to get guided hand to work?
On top of that, a FAQ from paizo already claims the class ability can grant unarmed strike. Does anyone who follows Irori and has improved unarmed strike (and the other requirements for this feat) also qualify for guided hand?
So, this is about the Baba Yaga Patron's Hex cantrip.
Spirit Object:
Cast Single Action or Two Actions somatic, verbal
Range 30 feet; Targets 1 unattended object up to 1 Bulk
Using a sliver of Baba Yaga's power, you briefly bring an object to life. The object gains a means of locomotion, such as sprouting chicken legs, and Strides up to 25 feet to a space you decide within range. If you spent 2 actions Casting the Spell, the object then attacks one creature of your choice adjacent to its new space. Make a melee spell attack roll against the creature. On a success, the creature takes bludgeoning, piercing, or slashing damage (as appropriate for the object) equal to 1d4 plus your spellcasting ability modifier, and on a critical success, it takes double damage.
Heightened (+1) Increase the maximum Bulk of the target by 1 and the damage by 1d4.
Up till now, I assumed since no duration was stated, the hex was just instantanious; you can make an object walk (fun, I guess... or prevent some key item from falling in the wrong hands by making it walk towards you), and optionally, make it attack an enemy.
After that, it becomes a normal object again, right?
But I noticed something on the PFS options blog that suggests otherwise;
PFS character options blog wrote:
Per design team clarification, an item animated by the spirit object (page 32) hex uses the spellcaster’s spell DC as its AC. Its Hardness and Hit Points remain unchanged from their normal values as listed on page 577 of the Core Rulebook.
Why are hardness, hit points and AC discussed for an object that does little more than move and hit? Or is that object actually going to stay around for longer?
I could be wrong... maybe they are simply stating this for the purpose of oppertunity attacks (even though only fighters can make those now)?
I know Feral Combat training got errata'd to remove the wording that it also included getting unarmed strike augments on your natural attack... but let's look at these two feats...
Feral Combat training:
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.
Monastic Legacy:
Prerequisite: Still mind class feature, Improved Unarmed Strike.
Benefit: Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other monk class features.
ML is a feat that has Improved unarmed strike as a prerequisite. So, Feral Combat Training will apply it's effects to a natural weapon...
Does that mean the natural weapon gets the monk's unarmed strike table?
Also... if you just stay monk... it's at full level...
The ectoplasmic lashes from the extoplasmist get a lot explained, except what they exactly are. There is no weapon group or any trait on them... the only things defined are the type of damage (slashing or blungeoning), how many hands they take up and whenever or not they are light weapons.
So my question is mainly... are they wielded? Or are they natural weapons? Unarmed strikes? And if they're wielded, what weapon group would they fit in?
Or can the ectoplasmist just decide these things for themselves? As in, an ectoplasmist can maybe claim his great grandfather had a scimitar, of which he is now wielding the ghost version (spawns the 1H ectoplasmic lash). But in that case, would feats surrounding scimitars apply on the lash?
It also says the lashes can perform tasks at their range with the same dexterity as the ectoplasmist's own hands. Does that mean they can be used to perform combat manouvres like grapples? Given they come with ghost touch later... you could grab ghosts?
The last thing I'm wondering about is what happends when the lash is dropped... is that even possible? Or is it then automaticly dismissed? (meaning you could disarm the ectoplasmist and he'd have to spend a full round respawning his lashes, rather than just picking them back up)
Or will they stay until picked up... but then how long can they stay? Can the ectoplasmist just leave behind a trail of dropped lashes?
A while ago, I found myself in a questionable situation. It might be a bad example, but still up for debate as much as the whole principle.
The situation was as follows;
A (fey) create that we were fighting decided to spellcast, wich we promtly identified as "sleep". This is a spell that costs a round to cast, so it was still being cast after his turn was over. Now, this happened some time back, so I can't remember if this fey had spend a move action before it started casting or not, but for the sake of argument, let's say it didn't.
Since the spell wouldn't active until it was the fey's turn, and my party got quite scared because we were in shallow water and not in a position to move away from each other that much, on my turn, I asked if I could try to counterspell it. We had already identified the spell; it was still being cast and I also had the spell on my list.
Unfortunatly, the GM ruled I could not because it would also take me a round to cast it; if I had wanted to counterspell it, I should have readied an action according to the rules.
Now, what's not up for debate is this situation; my GM ruled no, and that's that.
But what I'm wondering is the rules around counterspelling a spell that's already being cast. For example, What if it's a full round spell, and the caster has already spend a move action, deciding to cast over the course of his next turn... Would it be possible to counterspell without readying an action, simply by casting the same spell on your own full round? -assuming you identified the spell.