Honestly, unless the GM can come up with a good excuse, I think keeping players from knowing when their spells succeed/fail is a bad play on the side of a GM. It just detracts from the game play over all, "foul play" if you will. Also it's sort of like common sense. There are several feats and things, and a good example is the "once per day" abilities that exist everywhere. If it can only affect a target once per day, how is the player suppose to know?
I'm trying really hard not to bluntly say, any GM that does this is a jerk, but really..come on guys. This game is designed to have fun, not cause people to get upset.
Sometimes people may get this confused. This does -not- mean the player is entitled to know WHY their ability failed, only that it failed.
Hmm, what you're saying makes sense, Quantum Steve. That said, I guess the only question remaining now is, if an ability goes against a normal rule, which one do you go with. And depending on the answer, is the answer the same for every instance where an ability and rule clash, or is it on a case to case basis? I'll have to devote some time in searching more upon that later.
It may be a little exaggerated on my part to believe things work that way, true. But I can't think of any specific examples that allow you to use a dancing bow, or defending arrows, or a mighty cleaving sling. Such things aren't normally possible, though in this context any perhaps some others, the Divine bond ability is pretty straight forwards about you being able to use any of those enchantments, and goes on to list the pre-reqs for doing so. The weapon must have at least a +1 enchantment first, the + enchantments can stack with the existing ones but only up to a +5, etc.
Specifically I want to point out the enchantment for the base +1 in the Divine bond description. Don't you find it odd they call out that the max enchantment stacking caps at +5, even though that's the normal rule for weapons? It's because without it people might argue that the enchantment could override that limit. Yet, they don't call out the ability enchantments like that, which is what leads me to believe that things like disruption could be placed on a weapon that isn't bludgeoning.
A good rule of thumb to know also is that, generally, class specific abilities or effects override normal rules. For example, and please do correct me if I am wrong, but the Divine Spirit bond lists disruption as one of the bonuses you can get. However, disruption calls out the weapon needing to be bludgeoning to work. Because it's a Paladin class feature however, I believe this allows you to get disruption on your sword, bow, or whatever other weapon the Paladin happens to be holding at the time.
The Divine bond ability states "or they can be used to add any of the following weapon properties" not "or they can be used to add any of the following weapon properties, so long as the enchantment could be used normally."
You can bash an opponent with a heavy shield. See "shield, heavy" on Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Ring of Force Shield:
An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Let me know if I got this correct.
My character is wielding a 2 handed great sword. He also has on a ring of Force shield. My turn plays out as thus, Free action turn off ring of force shield, full round 2 attacks with greatsword, end of turn reactivate Ring of Force Shield while holding greatsword with one hand(holding, not wielding so I can't make AoO with my greatsword.)
Enemies turn, they do something adjacent to me that provokes an AoO seeing as I only have 1 hand on my greatsword and can't swing it at him. He provokes and I use my ring of force shield as a weapon, shield bashing them and forgoing it's bonus to my AC for the rest of the enemies turn and round until my turn comes back around. Repeat previous steps.
Is it possible to obtain improved cover with a tower shield ?
And if yes, how ?
Thanks for your future answer.
You can spend a standard action to plant your tower shield onto the ground and grant yourself total cover in the direction the tower shield is facing. Were you looking for improved cover specifically?
An interesting thought came to me today. If I'm not mistaken, spellcraft is rolled for one spell caster to identify the spell being cast by another spell caster. Sounds simple, but I had a few questions.
Does/Why does this skill work for different classes? For example, even if a high intelligence wizard rolled a spellcraft and got a high result, should he know the ins and outs of that Holy word spell the Cleric is casting, or just the name of it? Why would someone who had dedicated his time studying wizardy and arcane spells know anything about a divine cleric spell, let alone any spell not on his own spell list or closely associated to his school of expertise?
Flip that coin. What's the logic behind a sorcerer who gets his magic innately(and I would argue the majority of them don't study their magic, let alone other schools or sources aka gods rather than bloodlines) having any business knowing about a spell from a different spell list?
Now, I'm not saying all spell casters are the same, and surely there are those out there who gladly dedicate their time in researching every single spell known to man, but I doubt every spell caster, or even the majority of them, do. Am I missing or over thinking something here?
Edit: Oh, after making this post, I realize it would probably be better in the general discussion threads.
Hey all. So I'm having a little trouble deciding what ki power to pick up for my level 8 unchained monk. Personally, I'm torn between Abundant step and Wind Jump. I like the idea of being able to fly around with Wind Jump and fight things like a Saiyan, but since I have to land on solid ground, and I can't attack/move/attack without investing my few monk feats into the spring attack tree(I think since it's flying I would need fly-by-attack anyways and PCs can't take it AFAIK) it's usefulness seems less. Abundant step lets me teleport long distances, albiet my turn ends once I do it.
Is Wind jump as bad as it sounds or is there some tricky way to use it effectively?
Is there another ki power you would suggest over these two?
I think the wording in this is very important. As in, if i'm so ENRAGED at you, that I must attack you, and I can't think straight, I'll take my coin pouch and throw it at you and make a "ranged improvised attack" at you.
It may be silly, but there's a lot of factors to think of here.
Rule wise, classes that have to follow certain tenants usually have code of conducts listed on their class stat blocks or somewhere close. It tells you what they must uphold and any consequences that could happen if they don't.
Also, as a DM, don't feel bad to enforce the gods beliefs to his followers. Any divine caster gets their powers from a god(AFAIK), so it's not out of the question to bar said divine caster from using their spells or abilities if they go out of their way to spit in the gods face, so to speak. Gods aren't stupid.
It's also not out of the question to expect the player to play accordingly. It may just be my personal opinion, but anyone who takes on a divine class and starts taking levels in that class has made a life altering decision to live it, not just have it. It's a way of life, not a job occupation.
Beneath the beast rider archtype for Cavalier, it states this.
Mounts:
Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).
The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability.
Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.
Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).
Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: Size Large; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
This ability replaces the standard cavalier's mount and expert trainer abilities.
Big cats are medium sized until they hit their level 7 advancement as shown on the Druid's animal companion chart. However, they are quite clear that this choice is a mount for the cavalier. Can a medium sized Beast Rider Cavalier use a medium sized creature as their mount at level 4?
Whenever the mind or body of this ring’s wearer first becomes subject to any harmful effect that allows a saving throw to resist or mitigate it, he may, as an immediate action, choose to delay the onset of that effect for 1 minute, after he fails the saving throw but before its effects occur. This activation causes one of the ring’s nine garnets to turn to powder. When that minute passes, the wearer may continue to delay the onset of this harmful effect an additional minute as an immediate action by willing the ring to do so, which destroys another garnet, thus repeating the cycle for another minute. The delayed harmful effect occurs when the wearer falls unconscious, when the ring is removed, or 1 minute after the last time the ring’s power activated; rounds spent delaying the effect do not count toward the effect’s duration (for example, a curse that lasts 5 rounds takes effect for a full 5 rounds, even if the wearer delayed its effect several minutes). Effects that protect against or negate the harmful effect work normally while it is delayed. The price of the ring is reduced by 5,000 gp for each of its garnets that has been destroyed.
The last sentence is of importance. Specifically, it says the word price, not value, which leads me to believe if I wanted to buy a 1 charge ring, I could for the price of 5,000.
Looking through the number of goodies that one can buy once they have enough Fame, I started to notice that there were a few items where in the description it says something along the lines of "This item costs X less gold for each charge missing."
When purchasing magical items, am I forced to buy the full-priced and fully charged version, or can I purchase a cheaper and used version?
Some of these magical items have nice benefits, but I hardly see myself even using up half of the charges in my characters PFS career.
Hold on, to argue for the OP, I thought one could not take a five foot step in the same round he uses a move action to move. Specifically, if he uses that move action to cast a spell, fly, shift, teleport, or any other version of movement. Since DD is an ability that moves you, you should not be able to 5 foot in the same round. Is this correct?
Edit: This is copy and pasted from the Paizo website concerning 5 foot step.
Spoiler:
Take 5-Foot Step You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.
You can take a 5-foot step before, during, or after your other actions in the round.
You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.
You cannot take a five foot step in any round where you move from your current spot, regardless of how you do it or what action you take that moves you. Special abilities that specifically say you can move, override this rule and are usually accompanied by the text along the lines of "even if you have made a 5 foot step this round."
Sadly, no. Regardless of Titan Mauler or not, elven curve blade is a two-handed weapon. The feat specifically says it applies to a one-handed weapon. Just because you can wield a two-handed weapon in one hand, does not make it a one-handed weapon.
The only way around this is to find the text "may treat two-handed weapons as one-handed for the purpose of taking feats" which doesn't apply here.
A good question came up today at our PFS event. A baddie moved away from a monk who was in the party, and the monk said they wanted to use a trip in place of their AoO. There was a bit of a discussion on what happened next, as different people had experienced different rulings in the past. The way this particular event played out was, the trip hit, but the baddie was allowed to move to where they wanted, and then was knocked prone afterwards.
With my understanding however, AoO are interrupts that happen before the triggering action. For example, this is why if someone provokes an AoO for drinking a healing potion, and then they take damage that would drop them, they get dropped without receiving healing because they never got to drink the potion. Or is this wrong and the events happen simultaneously?
So, a few questions!
1. If the monk doesn't have improved trip, can the baddie make an AoO in reaction to the monk's AoO trip? If the Baddies doesn't have improved trip, can the monk? Can this create an infinite loop?
2. If successful, does the trip happen before or after the baddie moves? If before, does the baddie lose any movement spaces he had left in that move action? If not, could he choose to use the remaining movement spaces to crawl?
3. Can the baddie use his standard action and attempt the same movement?
4. If he chooses to do the above, does this count as the same action or a different action for provoking AoO?
I think the archtype is made as intended. Sure, you start off with penalties, but since you're a monk focusing one sort of style(improvised weapons) most of your feats should follow that tree anyways. With enough feats, not only will you negate penalties for using ANYTHING as a weapon(eventually) you'll also increase the damage by entire dis. Dices? You'll hurt more.
As a player, I too agree that perhaps he shouldn't have any penalties, but we must also remember that a level 1 adventure is nothing more but an enhanced commoner really. We can't all start off as level 20 monks of badassery that have mastered every single utensil in the universe and can use it as fluently a weapon as any other object ever.
If anything, I think this particular archtype should get said improvised feats added to their bonus feats list.
@Kobald Cleaver: At level 3 they can spend a swift action to make their weapon do different damage types for 1 round unlimited times per day. Piercing, slashing, or bludgeoning. As for "true" improvised weapons, well..an empty hand monk can just grab any weapon and say it's improvised for them since they don't have the weapon prof.
The spell is what it is. What's the question for this exactly? You can cast it ON a square with an undead vulnerable to it, but they won't take damage unless they leave and move back into the square. It clearly says move into. If the party members FORCE that undead to move into that square it's their choice. It's a stationary 5 foot square pillar of positive and/or divine energy. If the undead is foolish enough to position himself so near to it or to not try and move away from it, it's their fault.
Pro: No saving throw
Con: Can't cast it on a square with an undead already on it to deal damage.
Looking at the dimensions of the spell, it looks like it's a spell made to be a barrier for a door or something anyways, not a weird version of searing light.
You are reading it correctly. You may use the armor, weapon, or mount, but once chosen you're stuck with it. It does say can, not must, and if you read more on the archtype, the divine defenders bond does not replace the normal paladins bond, simply offers a third bonding option. If it did in fact replace the other two bonding options, it would say so as it does with many other archtype abilities.
To the OP: The main counter to intimidate is to use things that are immune to fear or fear effects. You can fluff it anyway you want, but intimidate will always be a fear effect.
Don't get me wrong, intimidate is great and all, but it's just a one shot pony, succeed or fail. If you're really having trouble with it, just slap on the undead template things or make them run into oozes or things that are just too mindless to be intimidated.
Also, I -think- intimidate is a mind affecting effect? Not sure, but if it is, anything that gives you immunity to that works as well.
I agree with the "elaborate more please" thing. If the negative conditions are applied because of, or through a disease effect, or if the ability in question had the disease keyword on it's descriptor, than the paladin is immune to the disease and it's negative effects.
Otherwise, yeah. You can creep the Paladin the f out if ya want.
Watch the end fight of Kung Fu Panda 2 where the Panda(monk) is deflecting and then redirecting(Deflect arrows/Snatch Arrows) the fireball-fireworks(Bombs) from the ship cannons. It's a good visual example.
Monk rule of thumb: If it looks cool, you're doing it right. =)
Thanks to a small mention, I find myself being drawn back to this question. My DM for PFS and I settled on "No, it doesn't work" but I never actually took the time to clarify it or get an official ruling.
If I have a paladin 9/Cavalier 1...
Do their levels stack for my Mounts total level?
If I choose bonded weapon, can I still get a Mount from the Cavalier?
- Does the mount use my total levels or just my Cavalier levels?
Do I only get 1 mount of my choice(Paladin or Cavalier) or do I technically get 2, 1 from each class?
-How does my ACs levels calculate then?
I myself would LOVE it if things like this stacked, but sadly, they don't. I was heartbroken when I learned that my Cavalier and Paladin abilities wouldn't stack as far as my mounts level goes. :(
I'm uh... I'm not sure how to break this to you, but they do. They both give you effective druid levels. As long as you pick an AC that's available to both, they stack.
Sorry, I had forgot to mention that my Paladin chose the bonded weapon. So he was no longer eligible to get a mount unless he wanted it to be level 1. :(
Edit: Scratch that. I'll make another thread to question it.
Using something as something isn't the same as BEING something. Using a door as a shield is still a door. Using a stick as a sword is still a stick. Using Warpriest levels as monk is still a warpriest.
Because people want to argue it so much, when I read the text it clearly and obviously means IMO, that you simply use his levels as monk levels to determine your unarmed damage. I.E. they are saying use the monks unarmed damage chart because it's common sense. They are not saying "The war priest counts as a monk in all regards for being a monk" if that were the case why does the warpriest's AC modifer re-state itself word for word instead of saying "Is exactly the same as the monks AC modifer"? Simple. It's because Warpriests are NOT monks. The Magic item works for monks. It's pretty clear to see that it doesn't stack. I mean..it's in the literal words of the magic item. Also, the ability in question says "Treat levels as monk levels for unarmed damage" not "treat all effects that effect monks to effect the Sacred Fist Warpriest".
I myself would LOVE it if things like this stacked, but sadly, they don't. I was heartbroken when I learned that my Cavalier and Paladin abilities wouldn't stack as far as my mounts level goes. :(
Tl;DR The ability in questions says to use your levels to adjust your unarmed damage equal to that of a monk of the same level. It does not say count the warpriests levels as monk levels for determining magical items that effect monks. No more, no less.
No where does it say a Sacred Fist is or acts like a monk. They simply get abilities that are similar to a monks. The Robe specifically says "Monk or not monk" therefore the Robes will only give the Sacred Fist Warpriest unarmed equal to a level 5 monk. no lower, no higher.
Banners come in many sizes, shapes, and styles. From the huge stick like ones to flags on your lances and horses armor to the markings that Samurais wore. Basically it's saying "Your Banner needs to big enough to actually mean something to your allies." Get creative with it, make it fancy, intimidating, awesome, whatever. You're a Cavalier/Samurai who embodies an Honor or Code, and you dang well make sure everyone knows about it!
You pretty much have it right. The effects overlap but do not stack. The AC would negate eachother out(assuming both effects are happening at the same time or the per rounds are overlapping) and the bonuses that are different would apply as normal.
If you were to apply both of those effects to a single target, the target would get +2 Str, +2 Con, +1 attack, and +1 damage. The AC cancels itself out so it isn't applied. (+1 and -1 to AC)
To Clarify, the reason why it overlaps but does not stack is because all parts of the ability are morale bonuses. It isn't just "A single morale bonus" blanket effect, it's "Morale bonuses" from this effect.
For ranged combat, you suffer a -4 to hit anyone that is engaged in melee combat, unless that enemy is ten feet or more away from the nearest friendly ally. I.E. if the enemy is using a reach weapon for 10 feet and no allies are adjacent to that enemy, even though that enemy might have attacked an ally with a melee attack, you don't suffer a -4 to hit that creature.
Also! If the square of the target you are shooting at passes through a hard corner or another creature's square, that creature you are trying to hit has a +4 to their ac due to cover.
Lastly, if you wanted to reposition that goblin, after you had them in a grapple, into the way of the enemy archer and use him as a shield, you would indeed get +4 to your ac if the enemy archer shot through his allies square, he would also suffer a -4 to hit because of the melee rules. Do keep in mind however, repositioning an enemy with a grapple into a "dangerous" position, needs a successful CMB check by you to reposition them, and they get a free CMB check of their own to break the grapple. If you merely wanted to reposition them into a non-dangerous square, they would not get the free attempt to break the grapple.
You're right. A lot of people don't do this, but it's one of those "Never really thought about/used" things. I posted just a few days ago wondering about armor spikes myself(which include gauntlets) because I wanted to dual wield with a longsword/shield combo and not lose my shields ac bonus. :P
There's no specific rule in the book that says "This is the fireball's touch AC for going through tiny holes."
However, if you look up Splash weapons under combat, I would logically use those rules. It's a magically aimed spell, and you pick a square. You don't roll a touch attack against a creature so it can't miss the square you are aiming at, so no need to roll percentage chance for the fireball to land at an adjacent square. The Touch ac for the small crack would be 5. If you hit, it continues on to where the intended destination was. If you miss, it impacts the wall besides the crack and detonates prematurely.
Assuming what the fireball hits and what your damage roll is, it's entirely possible for the fireball to miss, explode, and blow through the wall it impacts on, hitting stuff on the otherside anyways at no reduced damage.(Reflex save baring)
How do you get to ignore the prerequisites for shield master as a level 6 ranger or slayer?
Dual-shielding isn't stupid.
Combat Style feats.
To go off of this. Ranger's specifically if you read their combat Style Feats can "Choose this feat even if they do not meet the pre-req to get this feat."
I.E. One of the better reasons why Fighters do not in fact make better rangers than the ranger class.
Edit: For the OP.
Shield Master:
Your mastery of the shield allows you to fight with it without hindrance.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
You are indeed correct. You suffer no attack roll penalties for attacking with your shield while wielding another weapon, regardless of what hand your weapon and shield are in. If you spend money to increase it's armor enchantment to +3 for +3AC, this combat feat will allow you to use that +3 Armor enchantment to increase it's to hit and damage.
However...
You will still need to make sure you have improved shield bash to not lose your shields AC bonus while attacking with it. Shield Master also only applies your shields enchantment value to hit and damage, but does nothing else to make the armor enchantment count towards it(such as counting the enchantment value towards upgrading the shield with a weapon enchantment).
I.E : If you wanted to get your shield to have flaming when you hit with it, you would still have to pay the cost to upgrade your shield into a +1 and another +1 for the flaming enchantment, paying the total cost of a +2 weapon enchantment. This is because you cannot place special abilities on items that are not at least +1, and you cannot place a weapon enchantment on magical armor.
Example:
The Cost Break down for a +3 light steel shield/+1 flaming light steel shield spike would be
light steel Shield: 9 gp
Master work shield: 150 gp
+3 AC enchantment: 9,000 gp
Shield Spike: 10 gp
Master work Shield Spike: 300 gp
+1 Spike enchantment: 2,000 gp
+1 Flaming Enchantment: 6,000 gp(Total weapon enchantment price of 8,000 gp)
Magical armor Value: 9,159 gp
Magical weapon Value: 8,310 gp
Total Value: 17,469 gp
With the shield master feat, you will get +3 to hit and damage(even though the weapon enchantment is only +1) +1d6 fire+STAT/MISC.
Oozes are immune to mind-effecting things and are also immune to any attack that requires the ooze to see you as they are blind. If you found a daze attack that passes both those criterias, have at that slimeball!
Edit: Oozes are also immune to stun though. I can't quite remember where it is, but I'm fairly certain it's in the rules or FAQd somewhere where if you have immunity to a greater effect, you are also immune to it's lessers. That's why if you do something that removes exhaustion on something that is only fatigued, it works, for example.
Important to note if it ever comes up, you are considered your own ally for effects that say "Targets Allies". So if the spell ever says Target: 1 willing ally, feel free to get down with yourself on that battlefield.
Benefit: These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
That being said, I don't believe there is a way to make a heavy shield into a light. Maybe Mitheril? You'd have to look at the material specifically. I'm not sure how special material shields work either.
Do keep in mind that if you want to use a shield as an offensive weapon, you have to enchant it as a weapon to get any benefits to attack and vice versa for defense. I.E. To get a +1 to ac and hit/damage shield you would need to spend the gold to increase the shield(armor enchantment) by one and also spend the gold to increase the shield's spike(Weapon enchantment)by one.
Hey all. I had an interesting idea and wanted to see if it is viable and works. My Paladin character usually uses a greatsword so he can use LoH on himself and others. However, it's gotten to the point where I need more AC. I decided to ditch the greatsword, and now my paladin has a long sword, spiked small shield(So I can still use LoH), and armor spikes. According to the rules, I can bash with my spiked shield as a martial weapon, but I lose it's AC bonus for the time being. I can also use my armor spikes as a light weapon, off-handed or main-handed. If I took the two-weapon fighting feat, making my penalties for "dual-wielding" -2/-2, can I smite evil an enemy target, then attack him dual-wielding my main-hand longsword and light weapon off-hand armor spikes while still retaining my light shield's AC bonus?
AFAIK, this is a Paladin only spell. Then again, I've never played a Samsaran Oracle/Cleric/Shaman. Special conditions baring, only Paladins will ever get access to it.
As far as Paladin spells go, there's a TON of them that are worded a little strangely. Some use words that could mean one thing or another, some have flavor text that don't make sense at all, some seem hard to imagine being anything but personal but instead of target personal it's target creature, etc.
The main reason for me of why this spell isn't so great is, not because it's a third level spell, but because it's a third level spell for a class that gets their spells at a caster level of -3. At level 10-11, your basic attacks and general purpose buffs will do more on average than this spell will ever do. The Main thing about this spell I believe is the long duration of the sickened effect. Again though, a little bit more bang for your buck as a level 3 spell would be nice.
Edit: I was actually playing a session with some adventure captains that came to our pfs game one time. One of them actually had to stop playing and have the other one fill in for them because they had no idea paladin's had such first level spells and "those spells are over powered". I get the feeling that the Paladin spell list isn't a very widely discussed topic.
Some good thoughts going for and against. Our DM ruled it as it did damage, but not sickened. And yeah, as far as third level paladins spells go, this one is one of the more lack-lustered.
@ShroudB. This is true, though..a normal paladin(baring bonus spells) at the same level could just use his aura of justice and give said commoners, albiet it in a 10 foot burst range(or 20 foot range now thanks to the level 2 spells that doubles a paladin's aura range) smite evil using his bonuses(using 2 out of his 4 per day.) The smite only works against one target sure, and they have to be evil, but that generally lasts longer than a single round and gives you the whole nice package of attack, ac, damage, and bypassing all DR in the universe.
School evocation [good]; Level paladin 3
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude negates; see text; Spell Resistance yes
You whisper a single word in the primordial language of good that is anathema to the minions of evil and strengthens the resolve of good creatures. Evil creatures within the burst must make a Fortitude saving throw or become sickened for 1 round/level. Evil outsiders with the evil subtype, evil-aligned dragons, and undead in the burst also take 2d8 points of damage if they fail their saves. Good-aligned creatures in the burst gain a +2 sacred bonus on attack and damage rolls for 1 round.
Emphasis mine. Due to the word usage of "also", does the immunity undead have to sickened apply here, or does the ancient primordial words of power overrule that immunity?
Edit: Err, wait, do undead have immunity to sickened?
Draco hit the nail on the head in a manner of speaking. A Paladin must not only avoid doing evil actions, but he must also be weary in the way that he goes about doing the deed.
As a general rule of thumb, if you must justify your action so Mr.average Joe over there can agree with you, it probably wasn't a very paladin like one to begin with.
A paladin's actions to him, never justify the end. There is no "Doing evil for the greater good." A Paladin must try not do evil, even in it's smaller form, even if no other alternative route is available to them.
That being said, the helmet in question puts a curse on the victim. It also has a will save DC so the change is usually against the victims choice. There's nothing in the item or a paladin's code that says "This is evil".
But ask yourself, in the long line of history of all the paladins you know, how many successful ones forced their belief onto others with a magical item instead of changing their minds through hard work? How many stories of Paladins do you remember hearing where they overcame their adversary using the "honorable" tool of a curse?
School necromancy; Level paladin 3
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous + 1 round/level (see text)
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
With a single touch, you transfer some of your life essence to the subject, transferring your hit points and your resolve. When you touch the subject you can transfer up to a number of hit points equal to your Constitution score to the target. These hit points heal the subject, but cannot raise the subject's hit points higher than its normal hit point total. In addition, the subject gains DR/evil equal to your Charisma bonus (if any) for the duration of the spell.
It sounds like this spell was meant to be cast upon an ally, but unlike other spells the target doesn't specifically say "living creature other than the user." Can you cast this spell on yourself?
Edit: I was looking more into paladin spells. There are some such as Sanctify Armor, that's worded as a personal spell, but the target simply says armor touched, regardless of who's armor it is. There's a confusing difference on paladin spells that are RAW or RAI. I feel like I should take the spell description into consideration..but then I find myself second guessing me when I think about everything else in Pathfinder where you aren't necessarily suppose to take its description word for word.
If I was a Paladin, and I had the Aegis of recovery Item, Determination on my armor, and Hero's Defiance prepped, would all three of them activate as soon as I hit 0 hp for a "Super revive"?
If I died how would the other 2 heals work in combination with the Breath of life?
Edit: Can I choose to not activate any of these and save them for another revival?
Edit 2: If I were to get determination on a suit of armor and a shield, would they both work together?
Do be careful with how things are worded too. Just because one thing is immune to mind-affecting, doesn't mean it can automatically see through your own mirror imaged spell. The spell is affecting you after all, not it(I mean, it IS effecting it's chance to hit you, but it's a buff for you, not a debuff against it.)
Oh, I just remembered a fun little tip a DM told me once. If you could equate it to disarming a bomb, they cannot take a 10. If it's less stressful than a bomb, then they can. =D
What was the original argument again? That you couldn't hold a potion inside the wrist sheath? I kind of find this argument to be silly. Not because it obviously would or wouldn't work, but basically all the spring loaded sheath does compared to the normal sheath is making the one item in question drawn as a swift action rather than a move. It will still take a standard to drink the potion, and it'll still provoke as normal. You also can't grab or use the potion in that hand unless it's free. No weapons, no larger shields, etc. This really isn't game breaking in the least and to use it for a potion at the ready you're giving up a hand/weapon slot.
I'd probably mention Cayden's Divine Fighting Technique - Blade and Tankard style. It lets you treat mugs/tankards as a light mace, and do Two-Weapon Fighting with a light weapon / rapier where you can replace attacks with a mug with drinking a potion contained in said mug. Wield two mugs, take two chugs.
I suppose you could potentially look into Demonic Implants, if you want to make literal use of body parts.
The blood can be used as a component for Infernal Healing by RAW - potentially you could argue that consuming some of it would give fast healing X for X rounds, as some sort of a makeshift potion.
There is also Angelskin (CTRL + F: Angelskin for the entry), which I guess you could use as a base for if they want to craft armour out of it - or perhaps more fun, given the resistances of a pit fiend, you might want to use Dragonhide in place.
As of the APG, I'm pretty sure an Unseen Servant is an excellent candidate for receiving a Final Sacrifice spell. It is a low level spell slot that can be cast before encounters, mindless, summoned (so it has the minion trait), flies, and it's naturally invisible, making it harder for enemies to smack.
I am a fan of Animal Feature off the Ranger focus spell selection, simply because it is a single action focus spell that gives flight available to pretty much any character come level 8. To the skies, gentlemen!
My thought is to combine it with either Champion or Monk, but probably Champion due to the charisma synergies.
Why? The proficiency of innate spells is equal to the highest spellcasting proficiency your character has. Champions are trained with divine spells, which progresses to expert at 9th level, and master at 17th. Compare that to an MC caster that gets expert at 12th, and master at 18th. Then add in that you get 4th, 5th, and 6th level spells 2 levels earlier - in other words, it seems like the quickest way of making a martial gish, of sorts. (Sure, you miss out on 7th and 8th level spells, but those only show up from level 18 onwards...)
Champion can also get a free weapon rune, so combine that with the living rune feat for all the free stuff :)
My personal thought is to make a Runescarred Champion that emphasises charisma, and takes most of the innate spell-granting tattoo feats from the recently released Inner Sea Character Guide, and maybe even the Irriseni Ice-Witch feat at level 13 for that extra 1/day Wall of Ice. Since you'll still be quite behind on what you can do with your spells, I figure that the best usage is to focus on flexible spells - in other words, illusions like Illusory Object and Illusory Creature. Shrink Item is also noteworthy, seeing as it lasts for 24 hours, but indefinitely if it is kept somewhere it can't expand. In other words, shrink everything, pack it tightly, bring it with you - and hide it behind your illusions.
Champion is also neat because it gives you access to some rather amazing focus spells, depending on what deity you worship. Sarenrae is pretty amazing for Dazzling Flash, but Shelyn is also pretty baller with Splash of Art. Regardless, there is plenty of customisation available - but I personally suspect that this is likely to be one of the quickest "gishes" to get online.
Channel is a monster amount of healing. 1+CHA is a good spot for that power. It was 3+ in the playtest and it was so much as to dwarf the amount of healing you could get from any two other sources combined.
The "infinite healing" you are claiming isn't actually infinite. Focus comes back at the max rate of 1 point per 10 minutes, and 6 hp isn't that much. Yes, that's 864 over the course of one day, but you need to sleep too. That drops it down to 576. But you're probably not able to actually use the power every 10 minutes. Lets cut that down to once every 30 on average because you're doing other things too. 192 hp.
192 is probably enough to fully heal a 10th level fighter one and a half times.
Lets look at Channel. Er, Divine Font.
For 2 actions at 10th level you can heal one person for 5d8+40 or about 62hp. That's almost eleven uses of Lay on Hands (110 minutes!)
How many does the cleric get every day? Well, if they're not completely antisocial, 3-4 (a 14 or 16 CHA). 186 or 248 healing every day.
What if they go 3-action? 5d8 * targets. We'll assume a party of 4 and that we only get 3 people's worth of full healing each time (someone wasn't hurt, they were out of range, otherwise didn't get full benefit), average 67hp. Gosh, that's actually better than the 2 action version!
Um, Lay on Hands scales too (6 HP for every level it is heightened). At 9th level, it'll restore 30 HP per use.
Also, you probably don't have the Aether subtype, so you're getting the +1 competence bonus from the Wysp (which won't stack with things like a bard's inspire courage), and the bonus to aid another won't apply to you.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Plus Pyrotechnics. Then,
Xaimum Mafire wrote:
you can smoke/fog up the battlefield, give your Rogue Smokesight, and give him free Sneak Attacks for an hour.
Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through... fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally
The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round.
The Bardic Performance doesn't last as long, but you hit all your allies with a single action. Also, I'm not suggesting a Mystic Theurge Bard, so your suggestion is more on-topic, but I thought it would be interesting to compare ideas.
Ashen Path is also a thing, and is widely accessible from level 3 onwards. Otherwise twenty thumbs up.
Really thinking my next character is going to be a sorcerer with the unicorn bloodline. Bonus spells are healing spells (including heal at level 6). Your bloodline arcana gives light healing every time you cast a spell.
There are some bloodlines I'm not comfortable with because of the parental implications. Unicorn is one of them.
Justify it by saying that "It was at truly great cost that I got that first level of sorcerer, but that is a sacrifice I was willing to make. So sure, my blood does carry power, but it's not exactly all my blood..."
Apocalyptic Spell is a quite neat metamagic feat for combining battlefield control and blasting - let alone the fact that Apocalyptic Metamagic Rods is a thing as well. I'm a fan!
Isn't a part of the Awaken Nature Oracle loop to cast Miracle -> Contingency, for a simple "When Intelligence has been drained to <3, cast Awaken" contingency? Simple and self-contained.
I'm calling it - the Goblins will be lifted from their age-long curse as in Return of the Runelords, Xanderghul himself will come down to Golarion, reclaiming his throne as an enlightened goblin-philosopher king, ushering in a new age of prosperity for the humanoids in PF with the clearly largest brain-to-body ratio in the game.
I'd argue that the Stonesinger is up there when it comes to being a buffer for the party.
Not only does your regular Inspire Courage stuff with Master Performer + Flagbearer + Banner of the Ancient Kings + Dervish Sikke apply, but starting at level 1, you're giving all enemies within 30 feet (that's touching the ground, not exactly an uncommon occurrence) a -1 penalty to AC just by performing. This penalty keeps on scaling with Inspire Courage naturally, so at level 5, your Inspire Courage gives a +2 to attack / damage, and Tremor gives a -2 penalty to your opponents AC.
Hit level 8, and whenever you start a bardic performance, you're forcing a scaling reflex save for your enemies to save or fall prone. Since level 7, you've been doing this as a MOVE action.
So, not only does it give your allies the standard bonuses to hit, it also gives your enemies up to -8 AC depending on your level, and severely restricts their actions if they fail their reflex save. Not to mention, the 8th level ability seems good enough action-economy wise that it might even be advisable to stop performing and start performing every round, in order to lock your opponents in a prone position. It seems... remarkably strong.
Buffing before fighting someone is cool. That being said...
Path of the Hellknight, p. 9 wrote:
Those taking the test are allowed to carry into battle any weapons, armor, wands, potions, and other equipment they wish. Additionally, they may receive the benefits of allies’ magic, so long as it is cast prior to the test’s start. The ceremony preceding the test typically lasts over an hour, meaning that spells with a duration in minutes typically wear off before combat begins. During the test, should an armiger receive aid from outside the testing ring, she is disqualified and imprisoned (along with her conspirators). Such cheaters typically face a brief trial and execution.
When I was building my prospective Hellknight Armiger, I figured that it'd make sense to build him as an oracle with one of the fog-seeing revelations + obscuring mist, since that'd give you a rather massive advantage - and for once, you wouldn't have to worry about your allies getting annoyed about being unable to fight in the fog. Might be worth thinking about?
At least I'm glad that I seem to be an outliner then, it was more of a worry that some might find it intimidating to be part of this community, but by all means, if I'm wrong, that's a good thing!
Note: This small ramble has been inspired mostly from seeing the Ultimate Wilderness product thread, but due to the fact that I don't want to derail it and touch upon a topic that is general for the messageboards, I'll just post it here, I guess.
Is it just me, or does it seem like there's been an increase in "aggressive favouriting" going on recently when some discussions get heated? Like, I get that there's a point to showing that you like something, that you want to retain easy access to something later, or find something funny, but there seems like there can be a ridiculous amount of bandwagoning happening in order to drown out a different opinion with a "silent majority". I'm pretty sure this isn't a healthy thing for the community. Really, there's nothing else that I would like than to see that there can be held respectful conversations without the need of making someone feel isolated for what they are saying.
In order to make the creatures you call with the Planar Binding spells actually do something, you need to make a charisma check to make them agree to terms of service. That's where Touch of Glory comes in and makes all the difference:
Touch of Glory wrote:
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
So, essentially you're getting a massive boost to binding creatures, for free.
While the domains by themselves are pretty amazing, it bears mention that some of them are quite synergistic, and should be considered for what they offer together.
Some of these have probably been mentioned before, but I think these are some of the neat combos that can be done:
Luck + Animal / Scalykind (Saurian): Bit of Luck requires either teamwork or reach tactics in order to maximise its potential. If you add in a pouncing beast, you've got the teamwork nailed down by yourself.
Glory (Heroism) / Magic (Divine) + Animal / Scalykind / Chivalry Inquisition: As the above, only combining swift-action party buffs rather than standard action buffing. The more, the merrier.
Glory + Void: If you want to be the very best at planar binding, this is how you do it. Touch of Glory lets you add your level to those Cha-checks, and Void gives you access to the planar binding spells. Happy minionmancy.
Travel (Trade) + Chaos (Revelry): The "do-it-all" combination. Touch of Chaos lets you debuff, Silver-Tongued turns you into a great face, and the domain spells are pretty much all amazing.
Sun + Death (Undead): Get a conductive weapon and smack someone with Death's Kiss, before then using Channel Smite to deal xd6+level bonus damage on the swing. Silly, but fun.
Also with the new Patron groups in Blood of the Coven that gives you an additional Hex at first level The White Haired Witch archetype becomes a lot more fun.
Wow, that is pretty nifty. Grab a hex from your patron, and use that gross blouse to get the cackle hex, and you're in business.
The misfortune hex is pretty cool, but I'm not sure I would trade the ability to cast divine power and righteous might for it (from the Strength patron).
The big question is whether you'd be able to pick up extra hex. If that's allowed, I'd definitely think that it's worth a swap of patron spells.
I'd say so since you still retain the Hex class feature because of that bonus Hex (I'm pretty sure this was even brought up in the product thread).
Also with the new Patron groups in Blood of the Coven that gives you an additional Hex at first level The White Haired Witch archetype becomes a lot more fun.
Wow, that is pretty nifty. Grab a hex from your patron, and use that gross blouse to get the cackle hex, and you're in business.
The misfortune hex is pretty cool, but I'm not sure I would trade the ability to cast divine power and righteous might for it (from the Strength patron).
The big question is whether you'd be able to pick up extra hex. If that's allowed, I'd definitely think that it's worth a swap of patron spells.
I'd allow it.
Even though it's in the duergar section of Monster Codex, it doesn't have the (duergar) tag that racially restricted spells have, whether it is on the d20pfsrd, the archives of nethys, or paizo's own website. Furthermore, the prd says about the spells in that section that they are "known and likely developed by duergar spellcasters", but due to the phrasing it certainly doesn't seem exclusive or conclusive that this is a spell exclusively used by duergar.
What masterpieces are there that are combat relevant, that would potentially be open for usage while in initiative? (I'll be mainly noting down those with short durations, rather than the ones that last for several minutes, as if MPs are ruled to stack with bardic performances, you'll probably want to have those up and running pre-combat. Also, I’ll only be noting the ones that I think have potential combat applications, even if they are somewhat niche.)
Based off a quick scroll:
> Ancient's Flight: (Req: level 13) - lock dragons out of certain options.
Cost: 2/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> Ballad of the Homesick Wanderer: (Req: level 5) - dismiss outsiders.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> Banshee's Requiem: (Req: level 17) - SoS, take 2 negative levels on failed save.
Cost: 3/round / Activation: 1 full round (Earliest available with other performances: level 17 (Swift))
> Battle Song of the People's Revolt: (Req: level 4) - give everyone a TW feat you have.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Blazing Rondo: (Req: level 7) - variant Haste.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Clamor of the Heavens: (Req: level 10) - heavily debuff evil opponents.
Cost: 3/ initial round, +1 for every round following / Activation: 3 full rounds (Earliest available with other performances: level 13 (Swift))
> Dance of Captivating Desires: (Req: level 5) - debuff saves vs your enchantments.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Dirge of the Torn Sail: (Req: level 7) - Greater Command (Flee).
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Endless Waltz of the Eldest: (Req: level 4) - Fast Healing 3+ for one ally.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Hymn of Restorative Harmonics: (Req: level 6) - Ally within 30 feet can make a new save vs certain conditions + delay poison for all allies.
Cost: 3/cast (not continuous) / Action: 1 full round (Earliest available with other performances: level 13 (Swift))
> Illusion’s Decree: (Req: level 5) - Give yourself and allies +4 vs illusions.
Cost: 1+n/round, n = allies you want to affect / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> Life Budding in Salted Earth: (Req: level 4) - Give allies fast healing 1+.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Melody of Frightful Death: (Req: level 7) - Deal 1d6 energy damage to everyone close to you.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Melody of Surrender: (Req: level 4) - Give -2 penalty on Sense Motive & vs enchantment effects.
Cost: 1/round / Activation: 1 round (Earliest available with other performances: level 13 (Swift))
> Minuet of the Midnight Ivy: (Req: level 4) - Can take 5-foot steps into difficult terrain, etc. Can also gain a climb speed. Allies can gain benefit if succeeding at dance check.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> Music Beyond the Spheres: (Req: level 13) - Limited Wish, take ability drain. (level 17: Wish, but with material components)
Cost: 1/cast (not continuous) / Activation: 1 full round action (Earliest available with other performances: level 13 (Swift))
> Pallavi of Nirvana’s Blossoming: (Req: level 11) - Divine Sunlight, 100 ft radius, lasting for 1 minute.
Cost: 3/cast (not continuous) / Activation: 3 full rounds. (Earliest available with other performances: level 13 (Swift))
> Ragadahn’s Spiraling Ascent: (Req: level 7) - Immobile cyclone that can move opponents around, gaining power as you perform.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Rat Quadrille: (Req: level 4) - Penalise an opponents attack rolls & concentration for a set period.
Cost: 3/cast (not continuous) / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Rondeau of Heavenly Order: (Req: level 4) - Restrict opponents movement options.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> Song of Extinction: (Req: level 15) - Earthquake as the spell, plus Reflex DC 25 save or die.
Cost: All bardic performance rounds / day. Activation: 5 full rounds (Earliest available with other performances: -, uses up all bardic performance rounds)
> Symphony of Sylandurla’s Ascent: (Req: level 7) - Allies become immune to a chosen condition. Allies already affected can make new saves every round.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> Symphony of the Elysian Heart: (Req: level 7) - Limited Mass Freedom of Movement.
Cost: 1/round / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> The Canticle of Joy: (Req: level 7) - Bestow Curse as long as the bard maintains the performance.
Cost: 1/round / Activation: 1 round (Earliest available with other performances: level 13 (Swift))
> The Dance of 23 Steps : (Req: level 4) - A better Combat Expertise that stacks with Combat Expertise.
Cost: 1/round / Activation: 1 free action (Earliest available with other performances: level 4 (Free))
> The Dumbshow of Gorroc: (Req: level 6) - AoE damage plants & oozes.
Cost: 2/cast (not continuous) / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> The House of Imaginary Walls: (Req: level 10) - Sort of Wall of Force for creatures who can see you perform.
Cost: 1/round / Activation: 1 standard action/10 foot square (Earliest available with other performances: level 10 (Move))
> The Lullaby of Ember the Ancient: (Req: level 7) - Single target Deep Slumber.
Cost: 1/round / Activation: 1 round (Earliest available with other performances: level 13 (Swift))
> The Quickening Pulse: (Req: level 7) - Enemies take 1d6 bleed damage every round you perform.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> The Rheumy Refrain: (Req: level 5) - Single target "stagger" foe.
Cost: 1/round / Activation: 1 standard action (Earliest available with other performances: level 7 (Move))
> The Sea Is Now My Sky: (Req: level 9) - You & allies gain swim speed.
Cost: 1/hour / Activation: 1 full round (Earliest available with other performances: level 13 (Swift))
> The Winds of the Five Heavens: (Req: level 10) - Control Winds.
Cost: 3/cast (not continuous) / Activation: 3 full rounds (Earliest available with other performances: level 7 (Move))
So - I suppose the big question is, is there anything in here that's actually going to beat out casting a spell post level 7, rather than getting a masterpiece up and going? It seems to me as if it's mainly the Battle Song of the People's Revolt masterpiece that has some serious in-combat applications, but maybe I'm missing something?
Animal Focus (Su): As a forester has no animal companion, the aspects granted by this ability always apply to the forester herself, just as if a normal hunter’s companion were dead.
This alters animal focus.
Hunter wrote:
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Seems like it!
Quick question for anyone else that has the book and has looked at the archetypes; am I missing something about the Avalancher Slayer, or does it seem... incredibly circumstantial?
On the even brighter side, the Draconic Companion means that my camels can now have a natural progression, from spitting, to spitting acid, to nauseating anything it bites with Noxious Bite.
Xenocrat is referring to this passage from the familiar section:
Ultimate Wilderness, p. 210 wrote:
Shapechanging Familiars: Familiars that can take various forms, such as the magical child’s animal guide, imps, and quasits, must have the same archetype for each form, and it must be legal for all of those forms (meaning if any form is an improved familiar, it can’t take archetypes that don’t stack with improved familiar).
So, no more diverse familiars off the Magical Child vigilante. Which is a bit sad, really, it gave it a niche.
Who is this bard?
What sort of devil is he?
To choose mechanical traps
And Paizo let him go free?
It was their hour at last
To put a seal on his fate
Whip out the FAQs - Masterpieces, off the slate!
All it would take
Was a hard-fought RAW strife
Errata was theirs
And they gave him back his life!
Damned if I live in the debt of JJ!
Damned if I yield at the end of the chase!
I am the RAW and the RAW is not mocked
I'll spit their intentions right back in his face
There is only the text that we share
Stating "either Stone Face, or Inspire!"
And my thoughts fly apart
Can this bard be believed?
Will peacocks be accepted?
Will teamwork feats be received?
And must I now begin to doubt,
Who never doubted, all these years?
I'm set in stone, and yet I'm trembling
The PDT I have known, is lost in action
Is the bard from heaven, or from hell?
And do they know?
By granting m'pieces life today
This FAQ might kill me, even so?
I am reaching, but I fall
And the parts are black and cold
As I stare into the void
Of a clash that cannot hold
I'll escape now, from that world
From the world of "RAW is LAW"
But there's nowhere I can turn
There is no way to go on!
I mean, when it comes to the low opportunity cost for ignoring your curse, taking the Aboleth curse of corruption together with the Deathtouched trait or the Sound of Mind trait, gives you a class feature that gives you Charm Person, Hypnotism, Minor Image, Modify Memory, and Veil as spells known, with no other side effects...
(Incidentially, I think you've mix-matched a bit from the Aboleth and Demonic curses from Horror Realms, UnArcaneElection. Aboleth CoC gives some spells known for -2 to saves vs. mind-affecting, and Demonic CoC gives restrictions on spells you can cast, social penalties vs lawful / good folks, and +2 on Bluff / Intimidate w/ one as class skill (Diplomacy no longer being one). Sorry for being nitpicky!)
The Deep One corruption curse does practically nothing if you are a medium creature wearing heavy armor, since it reduces your speed by 5' (from 30' to 25'), and a creature with a base speed of 25' is reduced to 20' in heavy armor.
In return for a swim speed, +1 NA bonus, +1 to caster level in water, and permanent freedom of movement underwater, that seems like a pretty raw deal to me.
Ash Cloud + Sneak Attack + Studied Target makes for a 'mundane' character that doesn't have resource issues at low levels (and is self-sufficient with setting up their own sneak attack), while still being able to kick it up a few notches through spells and bane.
During the later levels, you can grab Whirlwind Attack off Sarenrae's Ranger Combat Style, and couple it up with Greater Invisibility + Magma Elemental + Greater Bane to deliver a quick whirl of death as you earth glide through the opposition. Abundant Revelations should ensure that you can stay a Magma Elemental 24/7 by level 12.
Actually there's something I can focus on. Why not take a Cleric that masters using Advanced Firearms or has Pounce with dual tomahawks? What would those take?
Eh.
Worship Pirias for the throwing axe proficiency.
Ask your GM if you can get the Plains domain (he does have the Plant domain, so) + Anger Inquisition to beef up your attacks when needed.
As a dual talent human on a 20 point buy, you can go 15+2/14+2/14/10/13/10 if you don't like dumping, sticking to buff spells + summoning as a cleric. You'll still be able to cast 9th level spells with a headband, so, no big loss if you don't care about spell DCs.
Might do as a start?
You made me laugh. You completely missed the key detail for a melee build AND Its your name "Pounce".
I'm glad you at least got something out of this thread!
Actually there's something I can focus on. Why not take a Cleric that masters using Advanced Firearms or has Pounce with dual tomahawks? What would those take?
Eh.
Worship Pirias for the throwing axe proficiency.
Ask your GM if you can get the Plains domain (he does have the Plant domain, so) + Anger Inquisition to beef up your attacks when needed.
As a dual talent human on a 20 point buy, you can go 15+2/14+2/14/10/13/10 if you don't like dumping, sticking to buff spells + summoning as a cleric. You'll still be able to cast 9th level spells with a headband, so, no big loss if you don't care about spell DCs.
In defense of the Battle Host, I find that it is really handy for the mental focus-hungry implements, like the Divination and Transmutation ones - you don't lose as much if you are going to be specialised, anyway.
At level 12, you are looking at a max of 12 (Level) +6 (FCB)+INT (anywhere from 4-8 at this point, I'd imagine) +2 (Extra Mental Focus) = 24-28 points.
In order to get the max juice out of the Divination implement, you'd probably put at least 9 points in it for the permanent see invisibility + darkvision, maybe 10 for the extra +1.
That leaves you with 14-18 points. At level 12, the Transmutation passive gives you a free +6 belt for 9 mental focus.. leaving you with 5-9 points to spend in your third implement school. Doubling up on Transmutation then effectively gives you another +6 belt, and you've directed all your mental focus.
I'm not claiming that it's the most ideal way of doing it, but what I like about the Battle Host is that it ensures that you aren't spread thin if you actually want to get some use out of your passive abilities, because it doesn't after all change the baseline mental focus mechanic.
The link seems to be down - did you delete the guide, or did just some funky business happen? It's a pity, because I was hoping to show this to a friend who's just investigating PF.
There are feats for this that should be considered...
Starlight Summons makes natural weapons cold iron.
Moonlight Summons makes them silver.
Sunlight Summons makes them magic.
Also, there is a simple trait that can do the cold iron thing...has to do with Sarkoris, the nation extinguished by the Worldwound. Cannot recall the name at the moment.