Red Dragon

Thaine's page

49 posts. Alias of John Doe 931.




1 person marked this as FAQ candidate.

After replying to one of the other rules threads I had some questions I wanted to discuses regarding meeting the prerequisites for feats and the fly skill.

Question 1:
A fighter has 13 strength. He has the feat power attack. The fighter encounters a monster that hits him with an attack that reduces his strength score by 2 for 48 hours. With a strength of 11, he can no longer use power attack. The cleric casts the spell Bull's Strength on the fighter giving him a +4 enhancement bonus to strength.

The fighter is still unable to use power attack as the bonus does not last 24 hours and so does not count for meeting feat prerequisites, correct?

Question 2:
A level 1 wizard gets a wand of fly with 50 charges. Does the wand allow the wizard to put points in the fly skill?

Does the answer change if it was a rogue with a high use mage device skill?

Question 3:
A fighter acquires an item that lets him cast Dimension Door at will with infinite charges.

Does this qualify the fighter for the Dimensional Agility feat?

These are all academic. I'm just curious where the line for qualification is.


Linguistics is a trained only skill. Detecting a forgery is an opposed linguistics check.

Can you make an opposed linguistics check to detect a forgery without being trained in linguistics?


Was putting together an order of the dragon cavalier for a PFS game and I wanted to see what I could do with the aid allies ability. I went online for ideas and found all the rules discussions talking about what does and doesn't stack with it. This was surprising as this was not at all the reading my home group has of the ability. This is our case:

Helpful (Halfling): "Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2."

Helpful: "When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus."

Aid Allies (Shadow lodge trait): "When using the aid another action, you give your ally a +3 bonus instead of a +2 bonus."

Improved Aid (Ex)(Pathfinder Chronicler power): "Pathfinder chroniclers frequently serve as the companions of great heroes, standing by their sides and recording their deeds, but often lending a crucial helping hand. Starting at 3rd level, a Pathfinder chronicler using the aid another action grants a +4 bonus, rather than the normal +2."

Fools for Friends (Second Darkness): "Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects."

Now the Aid Allies ability

Aid Allies: "At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1."

Aid Allies does not seem to read as a modification to the aid another action but as a separate ability. In every case where the new bonus is meant to replace the +2 granted by the standard aid another action, it is specifically called out as granting a +3 or +4 instead of the normal +2. In the case where a +1 bonus is granted in Fools for Friends, it is specifically stated to grant a +1 trait bonus.

Aid Allies does none of these things. It does not say it replaces the normal +2 bonus, and it does not say that it grants a +1 bonus. It does not even say the Aid Allies has to go to the same ability you're aiding with the aid another action. To back this up, Aid Allies specifically states that you may grant a +3 bonus to a saving throw, which is not stated in the normal aid another action, it's barely implied as an afterthought text. It looks to us like a separate ability that triggers off of the aid another action.

For example, a cavalier uses the aid another action to give an ally a +2 bonus to an attack roll, he then uses the aid allies power to give that same ally a +3 bonus to his ac.

Thoughts?


Really new to pathfinder and I'm going to start joining the society. My problem though is I have no experience past level 1 (only played 1 game)and so I don't know what I have to be prepared for down the road. Hoping you guys can use your wealth of game lore to make this guy stay useful and alive.

Race: Aasimar, Angel-Blooded
Abilities: Str: 18 (16+2), Dex: 10, Con: 12, Int: 10, Wis: 8, Cha: 18 (16+2)
Class: Oracle
Mystery: Ancestor, Dual-cursed
Curse: Haunted, Tongues (advancing)
Favored Class Bonus: ?
Skills: Diplomacy, Knowledge Religion and 2 more...
Traits: Fate's Favored (Stack with Divine Favor is good right?), Then maybe a will save increase for second trait? Or add UMD as a skill?

1 feat: Extra Revelation (pick up misfortune and I think ancestral weapon as my revelations)
3 feat: No idea for the rest

So a lot of blanks but here was my thought process. 3/4 BAB means this guy is going to be a secondary melee so my usefulness to the group is really going to be through putting out some OK damage and buffing the others. I figure using a longspear to keep some distance from the enemy and take dual-cursed so I can help out the others by re-rolling enemy crits.

These are my concerns with the character and where I need some advice:

1. Stats. Is the 18 Cha worth it for a melee oracle? Because I could go Str: 18 (16+2), Dex: 12, Con: 14, Int: 10, Wis: 8, Cha: 16 (14+2) which seems like a stronger array.

2. Hitting the enemy. Being dual-cursed means I lose Heroism. That SUCKS. Is it worth it? Or does the Ancestor oracle really need heroism to melee?

3. Staying alive. I got a d8 hit die, no dex and no heavy armor. How do I get the AC to survive? Take a feat for Plate?

4. Favored Class Bonus. Where would you put this? I'm kind of looking at storm of souls. I know it's usually a bad blast but at Level 6 I'm looking at 4d8 dmg to normals and 9d8 dmg to undead. At 8 that turns into 12 d8 dmg to undead. Worth it as a big anti-undead spell?

5. FEATS! I have no idea. I saw the math somewhere in this forum showing that power attack isn't worth it for a 3/4 BAB class so there goes my main stay. Maybe the eldritch heritage line?

Everything is on the table for change except for the Ancestor Mystery. I love the flavor too much to change that.

I know that's a lot of text and questions but you don't have to answer all of it, any help is appreciated.