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You need to take the talent twice to get access to the 6th-level feats.

Here's the talent in question:

Ranger Combat Style talent wrote:
Benefit: The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

The basic benefit of the talent is that you get to pick a combat feat from the first feat list of the chosen style without having to meet its prerequisites. At 6th and 10th levels, it is explicitly noted that you must be taking the talent again in order to receive the more advanced benefits.


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No. You need to have the Hex class feature to take the Extra Hex feat, and the Havocker archetype trades away the Hex class feature in return for its blasting abilities.

Here is the relevant FAQ regarding when you count as having a class feature.


Nathanael Love wrote:
Seems like the sort of thing that should be explained if that's the case
Luckily for us, it has been explained. Here is the relevant FAQ:
FAQ wrote:

Sorcerer: Is the aquatic sorcerer bloodline (page 136) supposed to get geyser as a bonus spell at sorcerer level 9, even though that’s normally a 5th-level sorcerer/wizard spell and unavailable to sorcerers before caster level 10?

Yes, and the sorcerer learns it as a 4th-level spell. Note that geyser is also a 4th-level druid spell (available at character level 7), so the aquatic sorcerer gaining it at character level 9 as a 4th-level arcane spell isn’t too powerful.


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Under a strict reading of the rules, the Will save is for the caster. Something was clearly missed in editing, however, which raises the question of how it was supposed to be written. I see three main possibilities:

(1) The inclusion of a saving throw line was an error. Spells with "Range personal" and "Target you" typically do not have saving throws if only because anyone casting the spell presumably wants its effect and would simply choose to fail the save. There are exceptions, such as form of the dragon (which has a save for the breath weapon). But when such exceptions appear, they are explained in the spell's description.

(2) The save is supposed to be "Will negates (harmless)." Plenty of spells have this in their saving throw line, including other illusion (glamer) spells such as blur, displacement, and all three forms of invisibility. Since the effect is purely beneficial with no downside for the spell's target, one might expect any save associated with it to have the "harmless" tag.

(3) The save is supposed to be "Will disbelief (if interacted with)." This is reasonably common for illusion (figment) spells and can be found in the save line for illusion spells of all types except for patterns (e.g., silent image, hallucinatory terrain, phantasmal killer, and shades). There is even a figment spell with a range of "personal" and a target of "you" that has "Will disbelief" in the save line (illusion of calm), though the Will save only occurs when the spell's target is hit.

In the end, none of us know what it was actually supposed to be. Nevertheless, I'd like to make a brief and admittedly circumstantial case for option (1). First, as already noted, spells with "Range personal" and "Target you" typically do not even have a line for saving throws or spell resistance. Yes, there are deviations from this norm (e.g., form of the dragon). And yes, those deviations occur when the spell has an effect on another creature (which raiment of command undoubtedly does). But the effects that receive saves are typically direct effects (the breath weapon granted by form of the dragon is a direct attack), and the deviations are explained in the spell's description. Raiment of command has an indirect effect on other creatures (it makes the target seem more impressive, which in turn makes other creatures act differently around the target), and there is nothing in the spell's description to explain what effect a successful saving throw might have.

Second, "Will negates (harmless)" is essentially meaningless on a spell that is not subject to spell resistance and can only target the caster. It makes sense on spells that can be cast on targets other than the caster (since maybe they'll want to resist the spell, such as an undead creature saving against cure light wounds), but a personal spell with "Saving Throw Will negates (harmless)" and "Spell Resistance no" might as well not have a saving throw/spell resistance line at all. But of course, that is tantamount to endorsing option (1): the inclusion of a saving throw line was an error. Given that raiment of command is not subject to spell resistance, then, it is unlikely that option (2) is correct.

Third, there's no reason to think that raiment of command must allow a saving throw. Plenty of spells give bonuses to skills—including the skills boosted by raiment of command—without offering a saving throw to those with whom the caster might subsequently interact. Enhanced diplomacy is a cantrip, but it still gives a +2 competence bonus on a single Diplomacy or Intimidate check. Then there's aspect of the nightingale, chastise, and of course glibness. In fact, we might not even be having this conversation if raiment of command was a transmutation spell. Everyone might have just assumed that the saving throw line was in error.

But the mere fact that a spell comes from the illusion school doesn't entail that it must (or even just should) allow a saving throw. Not all illusion spells allow saving throws. You can't disbelieve the illusory doubles created by mirror image, for example, even though they are figments. Raiment of command is certainly more powerful than enhanced diplomacy (a cantrip). It is also more powerful than aspect of the nightingale or chastise (both 1st-level spells). But it is probably not as powerful as glibness (a 3rd-level spell). Given that it is a 2nd-level spell, this all seems perfectly in order. And since none of the other spells allow the caster's opponents to save against their effects, there's no reason to think that raiment of command must grant such a save either.

To be sure, none of this is dispositive. The entire case rests on comparisons to other spells, which are not guaranteed to be consistent across the board in terms of either design or power level. Given that everyone else posting responses seemed to be more or less assuming something like option (3), however, I thought it worthwhile to at least present an argument for an alternative reading of the spell. I'm sure there's plenty of counterarguments that could (and perhaps will) be made. But I think there's at least a decent prima facie case for not giving a saving throw to those who are interacting with someone under the effects of this spell.


Cavall wrote:
I would still let this stack.

I might too, in a home game. In fact, there's all sorts of little changes I'd make in a home game. But I wouldn't pretend they were part of the standard rules, even if I thought they were better than the standard rules.

Cavall wrote:
If invulnerable rager can't get improved damage reduction even though the thing says he gets it but the title under which he gets it isn't damage reduction, then a half orc can do both because it's under a different title and does the same thing.

I don't think this is comparable to the argument being presented on this thread. The argument being made here is that you can't take the same trait twice. The argument in the case of the Increased Damage Reduction rage power was that the words "damage reduction" in the power's description refer specifically to the standard (i.e., unarchetyped) class feature that grants DR 1/- at levels 7, 10, 13, 16, and 19. No one said that the invulnerable rager doesn't get damage reduction (just as no one said that wearing adamantine armor doesn't give you damage reduction). The clarification was that the power was only meant to be applicable to the standard class feature. We don't abide by this particular FAQ at my table, but the ruling is neither difficult to parse nor an attempt to have things more than one way.


Derklord wrote:
No it's not. The Skilled racial trait appears on the normal list of alternate racial traits for half-orcs, on page 52 (the other being from Inner Sea Races). The "rule" Mark Seifter quotes comes from the optional race builder, on pages 214ff.

I said "same source," not "same page." I also said that we don't need to use Mark's reasoning. In fact, you don't need any of the text from the ARG to recognize that you are never allowed to take the same option twice unless it is explicitly allowed (which also makes your next objection irrelevant). You can't get the skilled trait twice. Human-raised gives you the skilled trait, and the skilled trait is the skilled trait. Therefore, human-raised and skilled do not stack. QED.


Derklord wrote:
That post is not official, though.

Okay? I was just linking to the post that Melkiador had mentioned.

Derklord wrote:
He's also basing his argument on a sentence in an optional system.

Which is the same source as one of the alternate traits being asked about. In for a penny, in for a pound. But you don't even need to use Mark's reasoning. One explicitly gives you the skilled trait. The other is the skilled trait. And bonuses from the same source—e.g., the skilled trait—don't stack (no matter which optional systems you are including or excluding).


No, they do not stack. One gives you the skilled trait and the other is the skilled trait, so the points would be coming from the same source. The dev post confirming this is here.