Can I get some help with the interaction between the two? From how I understand it, I still count as only having the grappled condition while I'm pinning someone. Does this class feature also protect me from losing my dex bonus? Quote:
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Thanks, I searched based on that interpretation and I found the relevant clause. May as well post it here in case someone runs into the same problem. Quote:
Quote: Army Challenge Rating (ACR): This is based on the CR of an individual unit from the army and the army's size, and scales like CRs for monsters. To determine ACR, see Table 4—15: Army Sizes and apply the modifier for the army's size to the CR of an individual unit in the army. If an army is cavalry, use the mount's CR or the rider's CR, whichever is higher. For example, an individual orc warrior 1 is CR 1/3, so an army of 100 orc warriors 1 is ACR 1/3; an army of 500 orc warriors 1 is ACR 3 (4 steps greater than the standard 100-unit army). If a group's ACR would be lower than 1/8, it doesn't count as an army—add more troops until you reach an ACR of 1/8 or higher. Could someone help me understand the text in bold? I probably missed a simple rule on how this is done but I'm not sure where to look. According to the table a huge sized army has an ACR of CR+4, since the CR of an individual orc is 1/3, shouldn't the adjusted value be 4 and 1/3 before rounding? How was the 3 derived?
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I need the assistance of someone that's well versed in RAW for the highlighted part of the ruling above. Does the restriction only apply to spells from the ravener's list, or will it also carry over if he were to multiclass to a wizard?
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Is this just fluff or does space fireball now cost 30C everytime you cast it?
Quote: As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device like a handheld computer or technological implant: an item such as a ring or staff; or a symbol such as a brand, tattoo or other permanent modification to your body. I'm having trouble understanding if the Spell cache is free or not. Since it seems to behave like the wizard's arcane bond I am under the impression that its also free. Lets say that I wanted to have a prosthetic arm as my cache (suboptimal, I know but it seems appropriate to my character idea.) do I have to subtract its value from my starting wealth?
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Does this mean I can take any kind of feat with my Wizard bonus feat? The wording is strange as it implies four types of feats can be taken with it, but two paragaphs later it says I am not limited to those feats.
I'm having trouble finding the relevant rules for sundering wondrous items like cloaks and amulets. Lets say my fighter wants to sunder such and such's equipped amulet of mighty fists to get rid of an undesirable riding effect. Rings are pretty easy in such that they have a physical description in their page: http://www.d20pfsrd.com/magic-items/rings Quote: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25. Meanwhile I cannot find anything similar for amulets, cloaks and other wondrous items.
FAQ wrote:
This is going to be a very simple question but I'd like to ask here anyways to make sure I didn't miss a ruling somewhere. So according to the FAQ, extracts are regarded as standard actions regardless of the original spell's cast time (enlarge person for example which is originally 1 round).Does this also hold true for spells with very long cast times like arcane eye which is originally 10 mins?
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So lets say I pick a familiar with no natural attacks like the hedgehog and give him the Protector archetype. According to the aid another ruling, it says that you make an attack roll but doesn't necessarily require you to be in possession of a weapon. So with this in mind, can a hedgehog familiar for example or any other ones who dont have natural weapons take the aid another action to improve their masters AC?
Quote: Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. Lets say a mounted battle oracle decided to activate this ability. Does his mount get to make the immediate action move, or will he have to leave his steed behind?
We're playing rise of the runelords and I have access to the Anathema archive plus certain Thassilonian spellbooks. As for fluff, I just like the idea of my character basing his magic from what he learned ie scribing his scrolls in Thassilonian and the fancy runes while he casts to be in Thassilonian.
I'm really interested in fluffing up my character but my google-fu simply cannot keep up with the research end of things. This was the best thing I could find but its not really translated. https://twitter.com/jeffcarlisleart/status/452218184301412352 As is I'm considering just plain roughly turning the runes to A~Z with two letters thrown out then using Neutral as Roman, Positive as Italic and maybe negative as Bold.
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Seeing as the Familiar now gains skill ranks per level instead of mirroring its master, Does this mean that it also receives additional skill ranks to distribute from having a high intelligence score?
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Quote: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. From how I interpret it, this is a limitation set to prevent players from applying metamagic beyond what is normally possible, ie quickened 9th level spells. Now my question is, does this limitation also include additional metamagic that increase its spell level? For example I pair spell perfection with enervation which is a 4th level spell, then use quicken with it which bumps its effective spell level to 8th but still only costs a 4th level slot to cast. Lets say I want to add more metamagic to it, increasing its spell level. Am I restricted to applying only one extra level worth of metamagic (piercing for example) leaving it with an effective level of 9 or can I still add more until the final effective spell level is 9th. Lets say Thanatopic (+2), Maximized (+3) Enervation (4) then adding Quicken (+0) as the non level modifying metamagic. |