Prince Kasiya

TheTheos's page

Organized Play Member. 165 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Hi, our GM decided to draw a comic based on our campaign. Setting is homebrew, but Golarion deities (PF2) remain. He intends to put it out on some platform. Can deities names remain? If not can slightly changed but recognizable deities names be used? For instance Seranrea instead of Sarenrae?


Playing as a cleric and our party needs additional sources of light. Can cleric (or any other caster) prepare spell "Light" twice to have 2 objects glow? Hate how dancing lights got nerfed in 2e. If I can't get it twice normally can I get it 2nd time by taking Druid dedication?


1 person marked this as FAQ candidate.

If letter is burned and only ash remains can it be restored by make whole.
A) Letter is restored with all text.
B) Paper and ink is restored, but ink doesn't form letters.

I understand that spell restores damage to objects, but I'm not sure whether letters of ink would also be restored. Especially if ash is partly present.


Hi,
A bit of background: We are playing Kingmaker and have founded our country - Stonelands. My character is Treasurer and Grand Diplomat (GM allowed to have 2 positions for each). Nolan Colt - my character is a witch - squishy spellcaster. So he died few times and got reincarnated. Due to that people started believe that Nolan is some sort of shapechanger, vile beast. Besides he is the one who does taxes...

So his public image is bad. I need to find a way how to improve it. Currently due to role-play, story elements he built 4 libraries. That improved his image in the eyes of educated, but there aren't many of those. :(

How do you think he could improve his image in the eyes of general public?

Nolan currently is lvl 6. Underhanded tactics are OK. He currently owns: 1 tavern, 1 school, docks, 1 butchery, 1 magical shop.

I currently know / have thought of:
-hiring bards
-free soup for the poor.

What else could be done?


Does it cost gp to store a spell in stone familiar? Is the cost same as for wizard to write it in spellbook? Or is it for free?

Stone familiar wrote:

Aura faint abjuration; CL 3rd; Weight 2 lbs.
Slot none; Price 6,000 gp
DESCRIPTION

This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the stone familiar to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the stone familiar to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a stone familiar immediately knows what spells are stored inside it. A stone familiar is never found as randomly generated treasure with spells already stored in it.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, share memory, creator must be a witch; Cost 3,000 gp


Some questions regarding telepathy. Would be really glad to see at least some answered:
1) Is telepathy blocked by walls, lead sheets, etc.?
2) If it isn't how the user detects that there is someone beyond the wall?
3) Is there need for line of sight?
4) Can the user just select a person without detecting (knowing of) his/her presence and communicate with that person if that person is within the range of telepathy?


Hi,
can brawler flurry with one scizore? Does he get that "off-hand" attack?
Also what are penalties for doing so?


Hi,
just read the title. That's the question.
I always thought it was 10+ half witch lvl + INT.
Now certain someone is trying to sell me that it's 10+ half witch lvl + CHA.
So is it a hex and how to determine its DC?

EDIT:
Also to take over someone do I need to touch them or should I use magic jar range?


Hi,
it just occurred to me that I do not know which languages familiars know.
Or rather which languages familiar is able to comprehend?
Does familiar know all languages its master knows?
Does it know common?
Does master's ranks in linguistics influence familiar's amount of known languages?
Does familiar gain bonus languages from its high INT or uses its master's?
Please note I'm asking about understanding, comprehending NOT SPEAKING.


Hi,
just wanted to make sure regarding some things:
1) Can I take feral combat training (1 feat) for both claws? Or then I have to spend 2 feats?
2)Feral combat training makes natural attack count as IUS. Can I also make attack as natural attack with natural attack while it still counts as IUS?
3) If I have feral combat training for claws (either 1 or 2 feats) can I cast Holy Sword (paladin spell) on my IUS and have it affect both my claw attacks?


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Hi, my friend has been saying that there are some changes in alchemist text and that this class now can craft.
Currently he is reinforcing his claim with the new discovery from Cohorts and Companions "The Material mastery"

The Material Mastery wrote:

Material Mastery (Ex): Your superior knowledge of the

nature of matter enables you to ignore spell requirements
more easily when crafting magic items. By expending an
extract of the same school and level as a spell prerequisite
when crafting a magic item, you take only a –2 penalty for
ignoring that requirement, instead of –5.

My understanding is that this new discovery is for the Construct Rider alchemist archetype that grants Craft Construct feat to alchemist without prerequisites and any other upcoming archetype that grants crafting abilities.

Cos for brew potion this discovery is useless. Duh...

I still believe alchemists can not craft (take feat craft wondrous items) due to an existence of this FAQ.
So what's your take on this? Am I missing something?


2 people marked this as FAQ candidate.
Spirit Talker feat wrote:

By forging a temporary bond with a spirit, you gain access to an unfamiliar hex.

Prerequisite(s): Hex class feature; shaman level 6th or witch level 6th.

Benefit: Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next 24 hours.

Shaman's hexes that witch gain through this feat often refer to shaman level. Should witch's levels count as shaman's levels for the purpose of the hex she/he gains via Spirit Talker feat?

Also should shaman spell list count as witch spell list? (For the purpose of Arcane Enlightenment - Lore Spirit)
Is the shaman hex DC based on Wisdom if it is used by a witch?


Does character retain (continue gaining/having) benefits of feats that augment/change his physical form while under polymorph effect (all spells of X shape lines)?
Examples:
1) Merfolk with improved natural armor in his original shape has +1 nat armor in addition to his natural +2, which makes it +3 nat. armor. Then he uses beast shape I to polymorph into small animal - bird. That means his new form has +1 nat armor. But does the feat work and does he have +2 nat armor or +1 nat armor in the form of the bird?

Essentially is the feat linked to original form or not?

2) Kobold with tail terror feat using beast shape II polymorphs into tiger. He still is a kobold and he has a tail. He meets prerequisits. So can he use his tiger-kobold tail to make a natural attack or not?

3) Catfolk with improved natural attack (claws) polymorphs into tiger. Does his new claws benefit from improved natural attack (claws) or not?

4) Human with Fiendskin (Damnation feat) polymorphs into tiger (beast shape II). Does his tiger form also have resistances to elements or not?

5)Human with Nightmare Scars feat polymorphs into something. Does his new form has those scars and does he gain benefit provided by them?


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Hi,
after searching this forum, reading rules, etc. it is still unclear how stealth (and HIPS) is meant to work. I see that there are at least 2 interpretations. Imho it should be one of these. Could you please clear my doubts and help me understand the rules. FAQ would be nice.
We are not discussing scent, tremorsense and other senses, methods of detection here

So here is the obligatory quote from the core rule book

Stealth skill wrote:

You are skilled at avoiding detection, allowing you to slip

past foes or strike from an unseen position. This skill
covers hiding and moving silently.
Check: Your Stealth check is opposed by the Perception
check of anyone who might notice you. You can move up
to half your normal speed and use Stealth at no penalty.
When moving at a speed greater than half but less than
your normal speed, you take a –5 penalty. It’s impossible
to use Stealth while attacking, running, or charging.
A creature larger or smaller than Medium takes a size
bonus or penalty on Stealth checks depending on its size
category: Fine +16, Diminutive +12, Tiny +8, Small +4,
Large –4, Huge –8, Gargantuan –12, Colossal –16.
If people are observing you using any of their senses
(but typically sight), you can’t use Stealth. Against most
creatures, finding cover or concealment allows you to
use Stealth. If your observers are momentarily distracted
(such as by a Bluff check), you can attempt to use Stealth.

While the others turn their attention from you, you can
attempt a Stealth check if you can get to an unobserved
place of some kind. This check, however, is made at a –10
penalty because you have to move fast.
Sniping: If you’ve already successfully used Stealth at least
10 feet from your target, you can make one ranged attack and
then immediately use Stealth again. You take a –20 penalty
on your Stealth check to maintain your obscured location.
Creating a Diversion to Hide: You can use Bluff to allow
you to use Stealth. A successful Bluff check opposed by
the viewer’s Sense Motive can give you the momentary diversion you need to attempt a Stealth check while people
are aware of you.
Action: Usually none. Normally, you make a Stealth
check as part of movement, so it doesn’t take a separate
action. However, using Stealth immediately after a ranged
attack (see Sniping, above) is a move action.
Special: If you are invisible, you gain a +40 bonus on
Stealth checks if you are immobile, or a +20 bonus on
Stealth checks if you’re moving.
If you have the Stealthy feat, you get a bonus on Stealth
checks (see Chapter 5).

The thing everyone agrees on is that if you are observed you cannot go into stealth mode, but there are ways to go around it...

Option A
You can be observed to go into stealth, but you need to have any one of these:
1) Total cover
2) Soft cover from creature at least one size larger than you with penalty (-10 unaware of you, -20 aware of you) /From Giant's hunters handbook
3) Concealment:
3.1 Light and darkness
3.1.1 In dim light if observer does not have low light vision and/or darkvision (partial concealment)
3.1.2 In darkness if observer does not have darkvision (total concealment)
3.1.3 In magical darkness if observer does not have see in darkness ability or equivalent (total concealment)
3.2 Concealment granted by spell
3.2.1 Blur
3.2.2 Fog cloud
3.2.3 Other spells that grant either concealment or conditions that grant it
3.3 Environmental effects like fog, mist,snow storm etc.
3.4 Invisibility either by spell or other ability (total concealment)
4) Possessing Hide in plain sight and meeting appropriate requirement from class (like being in favored terrain or being in dim light)
5) Possessing hellcat stealth and being in normal or bright light
6) Possessing night subdomain power "Night hunter" and observer does not have darkvision
7) By making a distraction via Bluff skill vs Sense motive
8) Another method of which I'm not aware

Option B
If you are observed you can go into stealth only if you have (I'm not going to delve into details as I did with previous option):
1 Total cover
2 Total concealment as via invisibility (example)
3 /Partial concealment or partial cover/ AND /bluff check for distraction/
4 By meeting special abilities (HIPS, Hellcat stealth, Night hunter) requirements

The biggest difference between two interpretations is that
Option A assumes line of sight is broken during stealth attempt
Option B assumes line of sight has to be broken before going into stealth (like becoming invisible) or distracting via Bluff or ignoring this rule via HIPS or Hellcat stealth.

Rules and the way how I read them support Option A, things I have in this forum support Option B, which is strange. I must be missing something.

So what is your take on this? Would be nice to see also extracts from rules (FAQ) not only opinions.


If I'm a half-elf can I cast Paragon surge on my animal companion, familiar via share spells and have her/him bear the benefits?
Here are the rules extracts:

Familiar share spells wrote:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Animal companion share spells wrote:
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Note: Sorcerer and cleric also can have ac.

Paragon surge wrote:

School transmutation (polymorph); Level alchemist 3, bloodrager 3, cleric 3, magus 4, paladin 4, sorcerer/wizard 3, witch 3
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range personal (half-elf only)
Duration 1 minute/level
You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell.


Hi,
Can animal companions sacrifice feats to get variant multiclassing? I find this idea really cool and flavorful to grab sorcerer, barbarian or other class as specialization for AC, but I'm not sure if it is legal.
Obviously INT score of AC is going to be increased.
If not is there any work around to it?


2 people marked this as a favorite.
New FAQ wrote:

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

So does my character with arcane strike gained via SLA lose it?

No more early access to MT and EK. :(


Does boneshard bomb bypass dr/magic?

Rules wrote:

This discovery is popular among necromancers and necrologists alike; aside from its offensive potential, necrologists sometimes use it to turn uncooperative live creatures they wish to question into pliable undead.

Prerequisite(s) Must possess the alchemical zombie discovery

Benefit(s) The alchemist's bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control.


Hi, my NE beast bonded witch is currently at 4th lvl and I'm thinking of best improved familiar choice for 7th lvl.
But I'm not sure about some things.
1)

Impundulu wrote:
If its master is slain, the impundulu seizes its former master's soul, retreats to a hidden place, and consumes the soul, after which it metamorphoses over the next 24 hours into its natural form, regains all of its normal abilities, and becomes free;
Twin soul wrote:
At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other’s body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle).

So let's say my witch's physical body is gravely injured or about to die and soul transfers to Impundulu as per twin soul ability. Then Nolan's (my witch) soul and Impundulu's share one body. That's understandable. But what if Nolan's physical body actually dies while his soul is together with Impundulu in its body? Can then Impundulu seize Nolan's soul? Or Impundulu can seize Nolan's soul only when it is about to go to afterlife. So essentially what does slain mean - dead body or body dead and soul departing? Basically I understand that one ability supersedes another, but I cannot come to conclusion which one. So how do they interact?

2) Impundulu familiar uses statistics for imp except DR and alignment. Does this mean Impundulu cannot have form of Imp consular? Or, can Impundulu be imp consular?

Imp consular wrote:

Imp Consular One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies.

An imp consular can be summoned via the Improved Familiar feat by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.

3) Impundulu's base/real form is that of an avian - bird. Does that mean I can actually use my Familiar Form to beast shape into birds?

Familiar Form wrote:
At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal form for a number of minutes per day equal to her level.

So what is your take on these?


2 people marked this as FAQ candidate.

Am I reading it wrong that by combining Giant weapon wielder and Jotungrip class abilities of fighter and barbarian one could potentially wield 2 large two-handed weapons?


In monster codex there is:

Monster codex wrote:

Gorthek Companions

An orc who takes the Beast Rider feat (Path finder RPG Advanced Race
Guide 56) can choose a gorthek as an animal companion or mount.

Starting Stats: Size Medium;
AC +4 natural armor; Speed 40 ft.;
Attack gore (1d8); Ability Scores Str 16, Dex 11,
Con 13, Int 2, Wis 10, Cha 5; Special Qualities
darkvision 60 ft., low-light vision.

7th-Level Advancement: Size Large; AC +3
natural armor; Attacks gore (2d6) Ability
Scores Str +8, Dex -2, Con +4; Special
Attacks powerful charge (gore, 4d6 +
twice Strength modifier).

Beast Rider wrote:

Beast Rider (Orc/Half-Orc)

You gain the service of a monstrous companion or mount.

Prerequisites: Animal companion or mount class feature, character level 7th, half-orc or orc.

Benefit: Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to serve as a mount or companion, treat your effective druid level as if it were two levels higher (to a maximum of your character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle Animal) at no cost.

Is the bolded part meant as addition to Beast Rider feat or both addition to the feat and limitation for gorthek animal companion usage?

So can druids(and other classes who have no limitations on ac choice) take Gorthek as ac at lvl 1?


Hi, several bloodlines give ability to grow claws as a free action (abyssal, ghoul, draconic, etc.)
Text from one of those:

Abyssal claws wrote:
Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

I cannot find where it says that claws have to grow on arms. So, can I make those claws grow on legs (or other limb like body parts)? It's legal for biped eidolons so is it not for sorcerers?

If not why?
If yes can I combine it with other claws (lesser beast totem, feral mutagen, racial claws, etc.) and gain 4 claw attacks?


Hi, I'm gonna play Swashbuckler pretty soon and I don't want to get my character mind controlled. So I was wondering whether Steadfast personality feat

Feat wrote:

You rely on your assuredness and sense of self to help keep your mind clear.

Benefit: You gain an insight bonus on Will saving throws against mind-affecting effects equal to your Charisma modifier (minimum 0).

would work together with Swashbuckler's class ability Charmed life

Class ability wrote:
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Is one ability modifier (Charisma) considered to be the same source? I really don't get that new FAQ.

Also (I'm not planning to use it on my build) how would Divine protection, Steadfast personality and Charmed life interact?


Hi,
we have a little dispute in our group regarding some craft issues.
The underlying question:
Can 8th lvl caster craft Dusty Rose Prism?

Rules question:
Can crafter bypass caster level requirement (the one which is written in item description as requirement) by increasing craft DC by 5?

If caster cannot could you please show in the rules (or FAQ, errata, etc.) where it is written that such caster lvl requirement is mandatory requirement as it is for spells for potions.

The way how I see it:
1)There are 2 types of requirements: mandatory and nonmandatory
2)Mandatory are:feat and spells for potions and wands
3)Non-mandatory are all other requirements
4)Non-mandatory requirements can be ignored by increasing DC


Does a character lose its racial SR (such as Drow, Svirfneblin have) if they polymorph (such as wild shape, elemental body spell)?

SR is extraordinary ability. While under polymorph effect characters lose extraordinary abilities that depend on their form.

So does SR depends on form?


Hi, I'm thinking of using piercing spell metamagic feat on spell Litany of Eloquence. But I can't find anywhere in the rules how long I need to cast it as an Inquisitor - spontaneous caster.

Piercing spell wrote:

Your studies have helped you develop methods to overcome spell resistance.

Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

Level Increase: +1 (a piercing spell uses up a spell slot one level higher than the spell's actual level.)

Litany of Eloquence wrote:

School enchantment (charm) [language dependent, mind-affecting]; Level antipaladin 2, inquisitor 3, paladin 2

Casting Time 1 swift action

Components V, S, DF

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration 1 round

Saving Throw no; Spell Resistance yes

Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated.

While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

So is piercing litany of eloquence a swift/move/standard action to cast for my inquisitor?

Essentially, how does spells with casting time 1 swift action interact with metamagic feats for spontaneous casters?
And if metamagic does increase casting time does such casting provokes attack of opportunity?


Hi, during last session our gaming group had a little dispute regarding some racial immunities. Could you please clear out doubts that some of us have!
The questions are:

1)Are Duergars immune to paralysis unless it is specifically mentioned that paralysis affects Duergars?

2)Are Duergars immune to Ghasts' paralysis?

Duergars' ability wrote:
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Ghasts' paralysis wrote:
Special Attacks paralysis (1d4+1 rounds, DC 15, affects elves normally)

3)Are half-elves considered to be elves for such effects as Ghouls' paralysis?

Half elves ability wrote:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Ghoul's entry wrote:
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this affect)

4)Can half-elves chose from both elves and humans favored class options?


Hello. One of our pathfinder group (magus) wants to have a magic object (preferably a ring) which would allow him to use arcane strike as a free action instead of a swift action. Our GM is willing to allow - housrule such item.
The only problem we have right now is what price would such item have. So can you please give some advice how to evaluate it in terms of gold.


Hello,
I have just became a druid of 3rd level and my lion with Bodyguard companion archetype link gained Tenacios Guardian ability:

d20pfsrd wrote:

At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.

This ability replaces evasion.

The issue is that I read it that if I'm adjacent to it my companion:

-remains conscious- staggered if hit points are bellow 0 and loses -1 every round
-while bellow 0 hit points gains +2 on attack rolls, saving throws, and skill checks
-dies only when its hit points reach a negative total equal to its Constitution score plus my class level

if I'm not adjacent to it:
- falls unconscious if hit points are bellow 0
-while bellow 0 hit points gains +2 on attack rolls, saving throws, and skill checks (which makes it useless unless it has diehard feat)
-dies only when its hit points reach a negative total equal to its Constitution score plus my class level

And my GM reads it that my companion gains all these nice thingies only if I'm adjacent.
I believe I'm correct on this one because at 15th level it gains Greater Tenacity:

d20pfsrd wrote:
At 15th level, a bodyguard with fewer than 0 hit points gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and temporary hit points equal to its master's class level (maximum 20). It dies only if its hit points reach a negative total equal to twice its Constitution score + its master's class level.

and as far as I understand then at 15th level Greater Tenacity upgrades Tenacious Guardian and it speaks nothing of me being adjacent for it to function.

So what's your take on it? Any help will be appreciated.


Hello, I was wondering if rules allow it.
Quote from Class ability Defensive Stance:
"A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell)."

Quote from Urban Barbarian archetype Class ability Controlled rage:
"When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage."

I understand that "Controlled rage" does not explicitly state that Urban Barbarian is calm, but it allows to use INT, DEX and CHA skills. And usual Barbarian rage states that:

"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

I guess that can be interpreted as urban barbarian can use abilities that require patience or concentration. And Defensive stance is such ability.

My logic says it works. So what do you think?


Let's say I have 6th level Barbarian with natural attacks claws and bite. And now when my BAB is 6 I get additional attack during full attack(I understand it's attack with one body part). Can I after I finish all my natural attacks take greatsword with Quick Draw feat (free action) and attack with it?
Will it make my natural attacks secondary?
The question arises because just before quick drawing my sword I use only natural attacks, my arms aren't preoccupied with anything and so for me it seems strange that the first 3 attacks are secondary.

So is it:
+6 claw; +6 claw; +6 bite; +1 greatsword
OR
+1 claw; +1 claw; +1 bite; +1 greatsword
?