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That's good, I was a bit worried that its benefits didn't extend while I'm pinning someone.


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:

Practiced Strangler (Ex):

At 2nd level, when a strangler has the grappled condition, she does not take a –4 penalty to Dexterity and does not lose her Dexterity bonus to AC.
Quote:

Pin:

You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.


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:

Adding NPCs: Creatures whose Hit Dice are solely a factor of their class levels and not a feature of their race, such as all of the PC races detailed in Chapter 2, are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1. A creature that only possesses non-player class levels (Adept, Aristocrat, Commoner, Expert, or Warrior) is factored in as a creature with a CR equal to its class levels –2. If this reduction would reduce a creature’s CR to below 1, its CR drops one step on the following progression for each step below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.


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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Holy Magic

A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast a spell with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

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?


Distant Scholar wrote:


Where are you getting the cost of 30 C for a used battery from?

A battery costs 60C and it costs 30C at most to get a battery recharged to full, depending on where you go, your starship for example may charge a portion of that and even for free.


2 people marked this as FAQ candidate.
Quote:

Explosive blast:

You magically transform a used battery into a powerful explosive device, propelling it in a straight line to a grid intersectio nwithin range,a t which point it detonates, dealing 9d6 fire damage to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a ranged attack (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 or an extremely narrow opening) to avoid hitting the side and detonating it prematurely

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?


Quote:

At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

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:

What kind of action is it to use an extract, mutagen, or throw a bomb?

It is a standard action to use an extract, mutagen, or throw a bomb. This action includes retrieving the necessary materials from the alchemist's supplies, in the same manner as retrieving a material component is included in the act of spellcasting.

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?


Does the act of making the unarmed attack roll to aid another also provoke AoOs in this case?


Quote:

Loyal Bodyguard (Ex)

A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe.

This ability replaces alertness and improved evasion.

Quote:

Aid another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

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?


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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.


Wow, I did not expect a follow up to my question but those extra skill points from the familiars ever growing intelligence is extremely handy nonetheless.


Quote:

Sage's Knowledge (Ex)

A sage stores information on every topic and is happy to lecture its master on the finer points. A sage can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, a sage gains 2 skill ranks at each level.

Its maximum number of ranks in any given skill is equal to its level.

This ability replaces alertness and the familiar's ability to share its master's skill ranks.

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?


According to the PRD:

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.