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Starocious's page
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Pin to the Spot wrote: You Strike a target within reach. If you hit and deal damage, the target is also restrained as if you had critically succeeded at an Athletics check to Grapple. 1. Can you continue to make strikes with the weapon you used to make the strike?
2. What happens if this strike is made with a reach weapon that doesn't have the grapple trait?
3. This doesn't mention needing a free hand or the grapple trait, does that mean you dont need either for this strike's effect? (I notice the grapple action has the text "You can Grapple a target you already have grabbed or restrained without having a hand free." so is this strike an exception to the normal requirements of starting a grapple and you can maintain it normally without either of these things?)
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Does a wrist launcher/heavy wrist launcher allow you to have a free hand when not firing it? It doesnt outright say you do, but I can't imagine you wouldn't because, well, its a wrist launcher. Usually these things are explicitly stated in the description though.
So I was looking at spellhearts and noticed one gave Resistance to falling damage and wondered, if your resistance to falling damage is higher than the damage you would have taken, do you still land prone?
Quote: If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). This seems to read you do resistance before determining the damage you take, at which point I'd guess you wouldn't land prone as you would take no damage from the fall, but I was curious what other people think.

Every time I think about using a thrown weapon I can't help but compare them to bows, which from my perspective seem just plain better.
Bows have longer reach, equal or better damage dice, dont require you to lose your weapon each strike/have to draw more/get the throwing rune to compensate, get more damaging traits (deadly d10 etc) and, from what i can see, more feat support. What do thrown weapons get? Well, you can add your full strength to damage instead of half like with propulsive, but if you're building around thrown weapons then dexterity is still going to be your primary stat. So even "maxing" strength as a secondary stat means this "extra" damage only gets you +5 damage at 15th/20th level, compared to bows that max out at +2 damage 10 levels earlier. Given that the magus is d8 hd, is an intelligence caster, only has middling saves and the fact that you can only raise 4 stats at a time, you'll probably have to at least partially neglect either strength, your casting stat or wisdom. The most rational choice to neglect is strength in my opinion, because spells are the draw of this class over other martials and will saves are generally very important. That makes the only thing that even slightly compensates for thrown weapon inferiority pretty hard to justify.
Now that said, I'm not pooping on the design of the game and you shouldn't feel the need to get defensive. I'm curious how I can make the concept of a throwing magus work well, where I wont constantly be wishing I'd chosen to use a bow instead. Ive not used thrown weapons or seen them used extensively before, so is there something I've overlooked?
1: When you become your eidolon while you have buffs active on you, do you keep them after transforming?
2: If you are in a stance then become your eidolon, are you still in the stance after you become your eidolon?
From reading the ability I cant see why you wouldnt after "you become it", provided you dont attempt to use any activated abilities from said effects.
Just thought of another one:
3: Sneak attacks as a rogue with the summoner mc archetype to gain meld into eidolon?
How should I build a summoner that fights in melee with their eidolon?
Most importantly, how can I make said character able to survive aoe spells that would hit both eidolon and themselves and boost survivability in general, given their weak proficiencies.
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What makes the summoner better at summoning than a wizard using summoning spells?
I know 1e had the issue that the summoner was generally inferior to many archetypes of full casters when it came to summoning, so does 2e fix this and if so, how?
As written, the horse support benefit works for spell attack rolls and also doesnt require you to be mounted. Are either of these not intended/flagged for errata already?
As written, the horse support benefit works for spell attack rolls and also doesnt require you to be mounted. Are either of these not intended/flagged for errata already?

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When do you think we are likely to see more support for battleforms, such as spellcasting during or having scaling AC / using own AC / "wild" runes?
So many times I think about playing a druid but for the character fantasy I'd want to stick to only a handful of forms (preferably the ones i get early on), which unfortunately is a very bad choice due to 2e crit system and "outgrowing" the form's AC at higher levels. I'm amazed they couldnt figure out a way with heightening (+1) to keep all battleforms relevant for damage and AC as the character levels. That seems like it should have been a no-brainer.
In 1e ultimate wilderness and publications around that time introduced a fair bit of support for wild shaping, including the shifter class which, while not the best designed class, seemed like something that should have been in the game from the start. Those books hit right at the end of 1e. Are we likely to be waiting until a similar point in this editions lifespan for this kind of stuff?
I know there's probably no way to know for sure, but im interested in peoples thoughts on this.
Does a monk's increadible movement ability apply to all speeds, such as flight or burrow?
Im looking for suggestions for building a character specialized in maximizing other character's damage output. What classes / archetypes / spells are particularly good at this?
Not sure if this should be in general or advice but:
Aside from 6th level pterosaur aerial form, avatar, and nature incarnate (or effects that replicate those spells), are there any ways to have a weapon or unarmed attack that deals 6 or more weapon dice of damage?
To clarify, I dont mean a strike or action like inch punch or power attack but an actual weapon or unarmed strike with the statistics of 6 or more weapon dice.
If you spend an action to leap as high as you can in the air, when do you start falling and when do you finish falling?
Both start and finish falling at the end of the leap action?
Start falling at the end of the action and finish falling at the end of the turn?
Or is it based on the distance from the ground when you start falling, and if so, when do you start falling?

Im totally confused about how non-multiclass archetype dcs function and could do with having a nice definitive answer.
1. If i have a spellscale kobold cleric that goes into dragon disciple, what dc do I use for the Dragon Breath feat/focus power?
2. Obviously i have the divine proficiency plus wisdom from my cleric levels, can I use that because the dragon breath bloodline power can be gained from the wyrmblessed divine bloodline, or would that be divine dc plus charisma because the bloodline power it references is usually a sorcerer thing?
3. I also have the dc from the spellscale heritage innate spells... Does that dc scale with my level and would it apply in any way to the archetype dc because spellscale kobold was a prerequisite of the dedication feat?
I would really appreciate having this all sorted out in a way I can understand, because the character doesn't have sorcerer levels or spells and therefore as far as i know cant use that as the basis for a dc and the dragon disciple archetype doesn't mention what to use. Pathbuilder groups it under the cleric dc, but that isnt a rules source and i think it only does that because it's keeping all the focus spells together? Or maybe because as a cleric thats my "primary" dc that i use unless an ability specifies otherwise? I really dont know.
Mwangi introduced more dragon types that those with the wyrmblessed bloodline can choose, such as imperial and primal dragons. Can a barbarian with the dragon instinct choose these options for their instinct as well?
Im looking to play a warpriest of irori to convert one of my old 1e characters to 2e but im having a problem. The character is supposed to be quite melee focused but am I correct in assuming the martial focused warpriest feats (emblazon armament and divine weapon) as well as the vast majority of martial cleric spells (which affect weapons) dont actually work for an unarmed cleric?
Is unarmed or fist treated as a weapon in this edition for the purpose of these features?
As established in an FAQ a long while ago, you can take weapon focus and improved critical (ray).
1: If you take Mythic Improved Critical, does the ray spell deal triple damage?
2: Can you take weapon focus and improved critical for melee touch attacks or non-ray ranged touch attacks?
Im making a stone warder archetype sorcerer, and one of the bloodlines the archetype limits you to is the orc bloodline, which im probably going to choose for the arcana. Stone warder also prohibits you from using any spells with elemental descriptors though, and it seems half of the bloodline spells for the orc bloodline have the fire descriptor, so im looking for ways around that.
What are the ways i can remove or replace descriptors from spells?
Best i can find is dipping admixture wizard...
Blood Intensity wrote: you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier vs Intensified Spell wrote: An intensified spell increases the maximum number of damage dice by 5 levels. 1: Does this mean that a character with a +5 charisma modifier, casting a spell that deals 2d6 damage per caster level would deal +5d6 extra with blood intensity but would deal +10d6 extra if they used intensified spell instead?
2: Do you need additional caster levels to gain a benefit from blood intensity, like you do for intensified spell?
Can a ghost pick up and equip magic items such as belts, headbands, cloaks?
If they cant normally, is there a way to allow them to?
Can a prophecy school wizard / Harrower Prestige Class use her "In Accordance With Prophecy" arcane school power and the Harrower "Harrow Casting" ability at the same time?
Specifically in regard to this:
Prophecy wrote: "If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat." Harrower wrote: "A spell may not be affected by both Harrow casting and a metamagic feat."
When aged via Mestamas second boon, do you de-age at the end of the day, or do you permanently age each time you perform the obedience until you eventually die?
A sorcerer's capstone ability that they can trade out for an alternate capstone appears to be their 20th level bloodline power.
A barbarian's capstone ability that they can trade out for an alternate capstone appears to be Mighty Rage.
A bloodrager gets a 20th level bloodline power and mighty bloodrage.
Which can be traded out for an alternate capstone?
(Im assumed I could trade out the 20th level bloodline power like a sorcerer can, forgetting that bloodragers also get another ability at that level. Do I trade out either one, both, or has it been clarified that it's one and not the other?)
Stats can be pushed higher than shown on the bonus spells table if a character reaches high enough mythic tier and has other bonuses, such as inherent, age etc.
Without giving your opinion on how you think it should work, by RAW do bonus spells cap at 44-45, or have i missed something?
Can anyone think of any ways to add charisma to attack and damage rolls in addition to strength when making a Full-Attack?
Specifically looking for:
•Feats
•Spells
•Items
•Obedience Boons
•Class features that can be gained through Variant Multiclassing
For example:
Ive found Shelyn's Sentinel boon grants charisma to attack and damage when using smite evil (which can also be gained through variant multiclassing).
If i'm riding my mount and cast beast shape or the True Arcane Bloodrage spell like ability, granting its effects to both me and my blood bond bloodrider mount...
1: Do we both assume the same forms, or can i choose different forms for each of us?
2: Do I stay "mounted" on my mount after beast shape? (Using undersized mount if necessary) ...I assume not,but what happens in this case? Would I fall? And if so would it make a difference if i choose a flying form?
3: and if the bloodrage was started as a free action after the mount and i started charging, activating true arcane bloodrage or mighty bloodrage(beast shape) as we moved, would we both still be charging in our new forms?
1: If you charge multiple times in a round (from coordinated charge, or quickened flash forward for example) do the penalties to ac stack or is it just a fixed -2 if you have charged at least once?
2: If using the Sliding Dash feat while i have the Nimble Striker feat, do I ignore the penalty to ac?
3: Same as question 2, but replacing Nimble Striker with Charge of the Righteous?
Just to be clear, blood crow strike's 1 round cast time means the spell takes effect at the start of my next turn (like summoning spells etc), making a flaming ranged flurry of blows against the target, then i get to take the second turn's actions as normal?
Can you cast Talismanic Implement, choosing the spell contingent action to be cast? (Assuming you have access to both spells)
For example:
Drawing a weapon causes talismanic implement to trigger, casting contingent action.
Contingent action triggered by an attack with that weapon.
Is this prevented by "You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled" or does it work because contingent action doesnt come into effect until the first contingency effect ends?
(I was originally going to ask this about contingency activating contingent action, but that was pointless curiousity, then i realised talismanic implement may actually be able to benefit from doing this, so I remade the post here)
I know that the magus spellstrike causes spells to crit if the weapon does, but does the same apply to spell like abilities applied through a conductive weapon?
Is the divine hunter hunter enough of a "nature-themed"* class to get access to terrain domains or does their domain ability still limit them to deity domains?
*Referring to: Quote: Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain. AFAIK the hunter is the closest thing to a "nature-themed" class since the druid, but their domain ability only mentions deity domains.
Do shamans use a divine focus when casting m/df spells?
If they do, what is it?
1: Does a ranger's divine focus have to be "a sprig of holly, or some other sacred plant", even if they worship a deity?
2: Is there any way to have their divine focus be less easily destroyed?
3: Can they make other items into their divine focus? If so, How?
4: Can they make use of the birthmark trait or is that just for characters that gain their divine spells as a cleric?
5: Does a twf ranger still need to have a free hand to cast their somatic spells? (Meaning they'd need to sheathe weapon, draw sprig of holly, cast spell, put away sprig of holly and redraw weapon for each "V,S,DF" spell cast?)
Insistent Benefactor trait gives you a +2 bonus on caster level checks for bypassing spell resistance when you cast a "harmless" spell.
From what i can find, a harmless spell is any spell that includes "(harmless)" in its save or spell resistance sections. So that would mean armed bullet is a harmless spell, as detailed by "Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)"... But named bullet also makes you beat the spell resistance of a creature hit by the named bullet later in the spell text.
So do you still get the +2 bonus to beat spell resistance with the spell or not?
I have no plans on taking the trait myself, I'm just curious.

Does a character with canny defense (from duelist or kensai) lose their bonus to ac any time they aren't attacking with their melee weapon?
Canny Defense wrote: a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. I thought wielding meant appropriately holding and ready to make attacks with the weapon, but user "Derklord" brought up this FAQ about the Defending magic property and said you only count as wielding a weapon if you're making attacks with it.
I'm of the belief that the Defending property FAQ only pertains to the defending property/magic item properties and doesnt set precedent for the definition of wielding. (It may also just be expanding on how the Defending property's "the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn." functions.)
There seem to be many threads on the definition of wielding that share my view but most are quite dated now and I really dont want to risk ending up with a character who's AC dramatically drops every time enemies are just out of melee reach.
So what is the definition of wielding, and does a character with canny defense have to change their AC every time they cant or dont attack with their melee weapon?

I found an old thread asking if you could use spell combat when charging if you have pounce. This post mentioning an FAQ seemed in favor of it:
FrodoOf9Fingers wrote: Actually... it might be allowed because of the change to the FAQ.
"Magus, Spell Combat: Does spell combat count as making a full attack action for the purpose of haste and other effects?
Yes."
So, define what other effects is, consider whether pounce falls under that grouping, and you got your answer.
1) So now pf1e is done and the rules are set, can you use spell combat when charging if you have pounce?
2) Is there anything stopping you throwing a weapon as one of your attacks before you end your charge? (The pounce ability doesn't specify they have to be melee attacks or that they have to be made at the end of a charge, see below)
Pounce wrote: When a creature with this special attack charges, it can make a full attack (including rake attacks if the creature also has the rake ability). Can you back up any answers with RAW, FAQ links or quotes, thank you.

What happens if a character has their Sun Blade enchanted with the transformative magic weapon property?
Sun Blade Magic Weapon wrote: This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack. If it is turned into another weapon by transformative:
1: Is it still "wielded as if it were a short sword with respect to weight and ease of use"?
2: Does it still "appear to all viewers to be a bastard sword"?
3: Does it still deal bastard sword damage? Does this include critical multiplier? Does it include damage type (B/P/S)?
4: Do you only need proficiency in the bastard sword or short sword to wield it with proficiency?
5: Does weapon focus for either short sword or bastard sword apply to the attacks with it?
Transformative causes any abilities that are "prohibited by its current shape" to cease to function, but I dont know which, if any of these would fall under that category.
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