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Belafon wrote:
Tom Sampson wrote:
It likely happened in the Adventurer's Guide book.

Correct, it was when the prestige class was reprinted in Adventurer's Guide.

Paizo's policy was that when an item from a softcover book became a "pick-up" (reprint) in a later hardcover, the later hardcover version was the one that should be used. Whether that was a power decrease, increase, or rules cleanup.

In this particular case, it was a rules cleanup. In Paths of Prestige Arcane Armor Expertise changed from a swift action to an immediate action at 5th level. Which... did nothing. If you use an immediate action on your turn it still counts as your swift. And if you use an immediate action when it's not your turn it eats up your swift for your next turn and you can't use another out-of-turn action (like casting a spell) and have to wait for your turn anyway. So when Adventurer's Guide changed it to a free action, it actually worked.

Well, it didn't actually do absolutely nothing: you could use it when readying an action to counterspell, which all other spellcasters with Arcane Armor Training/Mastery can't do. But yeah, it does make way more sense as a free action.

I've only recently started using AoN instead of D20PFSRD as my main reference, namely when I wanted to learn more about the gods of Golarion rule-wise. I wish D20PFSRD had the correct information since Adventurer's Guide came out, but it doesn't matter anymore since I prefer AoN now that I've got used to it.


Xiviar wrote:
The aim I have for my character will mostly be secondary healer/ support/ disrupting enemies' tactics with smoke and dispel magic. (I am assuming I will usually get a low initiative roll)

You could do those things with a pure alchemist.

- Alchemists get a decent amount of healing spells: all the cure spells, lesser restoration and restoration, heal, netralize poison, etc. With the Infusion discovery, you can use extracts on your allies.
- With the Smoke Bomb discovery, you can "cast" Fog Cloud. You can further improve this tactic with additionnal discoveries: Inferno Bomb for Incendiary Cloud, Plague Bomb to add Contagion to your smoke, Poison Bomb for Cloudkill, Stink Bomb for Stinking Cloud.
- For Dispel Magic, there's the Dispelling Bomb discovery.
- There's other usful debuff bombs in addition to smoky ones, like Blinding Bomb and Grease Bomb.
- Finally, for general support, if you have Infusion the alchemist has a ton of great buff spells. You can even give out buffs that are normally only personal, like all the shape spells (giving Beast Shape IV or Monstrous Physique IV to a barbarian or fighter can be devastating in the right battle).


Tom Sampson wrote:
In your case there is the Signifer Armor Training feat. Ask your GM if he will allow you to activate the feat as a free action (the benefit the Hellknight Signifer prestige class offers Arcane Armor Mastery), which is not RAW but seems like something you should be allowed with this combination of feat and prestige class.

That feat is great! I was unaware of its existence. It solves half the issue in that it works even if I can't do my obedience (in fact I wouldn't take both feats) although it doesn't work with an armor that isn't Hellknight. Still, such a situation should not really happen outside of being bulgarized or captured and escaping, so after getting that feat and crafting/buying an adamantine Hellknight full plate, I'm set!

On top of everything else, this feat also allows to choose a different order than Order of the Gate. Not that I was planning on a specific order yet, but it's good to have options.

Side question: when did Signifiers change from immediate action to free action? I'm sure I've seen immediate action on AoN in the past, and D20PFSRD still list immediate action. Was there a FAQ change or a reprint?


OmniMage wrote:

The other way around this is to use the still spell metamagic feat (oddly the rod version does not appear to exist).

Edit: I did some looking and found the shielded mage feat. It doesn't provide DR, but it might help keep your AC high.
Shielded Mage

I did do a different character with Still Spells before, being a Sorcerer/Dragon Disciple with Dimensional Dervish, casting some still spells but mostly focused on Dimension Door, in full plate and getting full attacks. I'm not looking to create a similar idea again. I am well aware of the shielded mage feat but this is more about getting the adamantine DR on the armor and less about the total AC, so a shield is not really an alternative. If it was about AC, I'd go mithral and raise my dex. Hellknights, after all, are all about their armor (and mask for Signifiers).


Hello,

I've been toying with a character concept of a wizard in full plate. Following the classic build of Fighter (Armiger) 1, Wizard 5, Hellknight Signifier X, the character reaches -25% ASF by total level 9, which allows for a mithral full plate without failure, but the maximum reached is -30% at level 14, which does not allow non-mithral full plate (35%). Does anyone know any way to claim that final 5% so the character could wear a badass adamantine Hellknight full plate? I know there's the Hellknight Obedience for the Order of the Gate which eliminates ASF in any Hellknight armor at level 16, but if the character cannot do his obedience for any reason or is forced to wear an armor that isn't Hellknight, I would like to still be at 0% ASF.


Spidercat wrote:
The breath attack says it's similar to Glitterdust, not at all like poison. It's more like their fire is very bright or contain sand like particles that enters the eyes. IMO, as I read it, even a creature that takes no damage (due to resistance to fire, for example) will still be blinded on a failed save.

Wait nevermind, I reread the breath attack description: Creatures that take damage are also temporarily blinded by the fumes as though by glitterdust for 4 rounds.

It specifies "take damage", so no damage thanks to fire resistance or a successful save prevents being blinded.


Azothath wrote:
I want to clarify (as it could be misread), generally taking no damage from an attack negates any riders like injury poison (there are a few exceptions like touch spells, some creatures that poison with no damage, and gaseous/inhaled poison). The forked-tailed wyvern breath weapon says the target's save negates blindness.

The breath attack says it's similar to Glitterdust, not at all like poison. It's more like their fire is very bright or contain sand like particles that enters the eyes. IMO, as I read it, even a creature that takes no damage (due to resistance to fire, for example) will still be blinded on a failed save.


Thanks for the answers everyone. It is as I thought, but having the explanation will go over smoother when telling my players next session.

We are using the Unchained Rogue, but the way you explained, it doesn't change anything even with the classic rogue.


Today my group fought a few wyverns, including a couple of forked-tail wyverns: https://www.d20pfsrd.com/bestiary/monster-listings/dragons/wyvern/wyvern-fo rked-tail/

Against one of the breath attacks, the rogue (who has improved evasion) failed her saving throw, while everyone else succeeded. No one else has evasion, which means half damage all around. However, the breath attack also has the effect of temporarily blinding those that fails the reflex saving throw. I may be answering my own question here (since I just said she failed the saving throw) but the question was still raised around the table: everyone took only half damage, but only the rogue was blinded? Doesn't improved evasion halving the damage also means she avoids the additional effects of the breath attack? We couldn't find the answer online, so I'm asking here, was I correct in having the rogue blinded (until she managed a good reflex at the end of her next turn)?

Thank you!