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Liberty's Edge

The easiest way to roll dice for identical checks multiple times would be to know 2 things;
Their chance of success on 1 check and how many checks they need.

Fails on a 1, =95% successrate
20checks
0,95^20=35,84% chance to manage.
Now roll one d100, if 36 or lower they manage.

If they fail, roll a die equal to number of checks. (in this case 20checks=d20).
d20=x. Where x = if it was, first, second... or twentieth attempt that failed.

It's a general system, so it has it's flauses but narrowing down 20d20s to a d100 and a d20 saves time.

Liberty's Edge

The 'Non-FAQ' guidance changes and clarifies a few things.
To me, it sounds like the characters turns more human by not automatically staying calm and collected at all times. Like when they climb a 300ft cliff.
Though I would encourage take10 until there is a trigger for drama/trauma.

The ruling also seem to weaken powergamers who could breeze through challenges by always 'taking10'.
All this seems to imply the debs want to see characters with more focus on their skills.

Liberty's Edge

Maezer wrote:
TorresGlitch wrote:


I can't believe they ruled it that way. It makes no sense whatsoever that it gets easier to strike with a weapon because it now has some electricity as a rider effect.
Because they aren't treating it as an 'electricity' rider effect. Rather just the effect of the spell. No other spell with the electricity descriptor has this built in +3 to hit. Monsters that deal electric damage with each attack don't get this +3 to hit metal. Its not something generally associated with the 'electric' descriptor. Rather this singular spell grants a bonus if attacking a certain type of type of opponent and the effect is independent of its descriptor.

Yes I am aware of it being a non-riding spell effect with their ruling which goes completely against the RAI that the touch spells with spellstrike are considered rider effects.

Would this mean they consider the spells imbued with the weapon?

Liberty's Edge

1 person marked this as a favorite.

I agree, let's FAQ it!
The archetype already loses out on the first hex and the familiar. (The fixed hex' scarred skin' is nothing compared to Slumber!)

Liberty's Edge

Chemlak wrote:
Concealment of the target negates sneak attacks (total concealment for unchained rogue). So that's no to smoke, mist, and fog.

not what we are debating about. There are several ways of getting around that like Oracles' revelations.

Chemlak wrote:
And you have not shown that stealth makes you visually undetectable which is a requirement for invisibility.

I have never claimed so, you've misunderstood and you are wrong.

Stealth doesn't grant invisibility nor does it make you invisible. But while you use it, you become a surprise element as enemies aren't aware of you or your location.
Wordlawyer:
The requirement for being invisible (not invisibility) is being visually undetectable. Stealth doesn't grant you that, but smoke etc will. What stealth allows you to do is move about without the enemies seeing/sensing where you move.

Ex. Assume a mist spell where the enemy saw you cast it.
He knows you were standing there and can with hearing and sense of smell etc locate your exact location (pinpoint your location) but if he doesn't have these tools or something disrupts them, then you can move about without them understanding where you move. (which may allow you to completely dodge arrows and badly placed AoE spells.)

Chemlak wrote:
For the record, I absolutely agree that attacking from stealth denies Dex, but I don't pretend it's RAW.

I don't think it's RAW that stealth grants it but the circumstances around stealth will grant it. And it will grant it 100% of the time since the circumstances (smoke, invisibility etc) always go hand in hand with stealth.

There is 1 way of staying 'not visible' with the stealth skill even without concealment, cover or the like (but for a short period of time);
Stealth Skill
"Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).

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."
Source: Stealth Skill

I consider these words to be synonymous 'unobserved', 'not detected', 'hidden', 'unnoticed' and 'invisible'. They are alike but on a case by case basis different. But for the stealth skill's purposes I consider them alike as some people in the know-how expressed considering similarities between a few of the game-terms concerning stealth, 'hidden' and 'unaware'.

Sorry about coming off as pompous :)

Liberty's Edge

I can't believe they ruled it that way. It makes no sense whatsoever that it gets easier to strike with a weapon because it now has some electricity as a rider effect.
Well that's what I thought until I considered it working like a magnetic effect. The electricity will guide the attack towards the metal...
Hm... Still shouldn't work as the weapon attack would hit the targets armor and be brushed off...

Liberty's Edge

Chemlak wrote:

Not sure why we're now getting a treatise on invisibility, but...

Powder (1cp 1/2 lb): Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.

Because parts of the rules concerning invisibility generally applies to anything being invisible.

Smoke, fog, mists and the spell invisibility and (big-ass wall-) cover will all make you invisible.
Based of the above clarifications, RAW allows rogues to sneak attack from stealth.

Liberty's Edge

And everything (90%) of what you need to know about Invisibility;

"Invisibility
The ability to move about unseen is not foolproof. While they can't be seen, invisible creatures can be heard, smelled, or felt.

Invisibility makes a creature undetectable by vision, including darkvision.

Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger's favored enemy and from sneak attacks.

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

Invisible creature is... Perception
In combat or speaking –20
Moving at half speed –5
Moving at full speed –10
Running or charging –20
Not moving +20
Using Stealth Stealth check +20
Some distance away +1 per 10 feet
Behind an obstacle (door) +5
Behind an obstacle (stone wall) +15

A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown.

If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy's not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn't know whether the attack missed because the enemy's not there or because you successfully rolled the miss chance.

If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

A creature with the scent ability can detect an invisible creature as it would a visible one.

A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)

A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.

An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it.

Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart divination spells.

Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible."
Source:
Invisibility and mods

Liberty's Edge

Three rules all seemed to forget, that explains it all.

Stealth Skill
"Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment.
...
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."

Source:
Stealth Skill

Total Concealment
"Total Concealment: If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment)."
Source:
Total Concealment

Invisible
"Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See Invisibility, under Special Abilities."
Source:
Invisible

To summarize, in general, with a successful stealth attempt, the target/targets will be unaware of Mr. Hero so the target lose his Dex-bonus vs Mr. Hero's attack.

Liberty's Edge

Just found a hilarious build which might trigger some creativity.

Race: Half-Orc
Scarred Witch Doc lvl5
Feats:
Improved Unarmed Strike (1)
Healing Hex (2)
Hex Strike (3)
Slumber Hex (or whatever) (4)
(Whatever feat) (5)

Weapon enhancement (conductive) for unarmed strikes (costs total 6000gp)

First, cast the 1st level spell 'hex vulnerability' on yourself.
Then hit yourself every round with a nonlethal punch!

The punch triggers conductive and hex strike, healing: (2d8+5)x2=28hp heal.
Now enjoy the autohealed Nonlethal damage and 28hp heals.
It is a great tactic if you want to stall, with no wish of attacking :p

Liberty's Edge

Secret Wizard wrote:


- Strength Stance. (Big CMB and HUGE Strength check bonus.)
- Knockback. (Puny humans. Becomes really good when you can discard your worst attack for a full CMB + Strength Stance bull rush.)

Strength stance? You mean Strength surge?

Btw When you replace an iterative attack with a Combat maneuver, it takes all relevant penalties and uses the mods and such for the attack it substitutes.
A +6/+1 BAB character's second swing (+1BAB) uses +1 BAB for it's melee attack so if you replace it with a combat maneuver, the maneuver hits with +1 BAB.

Liberty's Edge

I sure hopes the 10ft jump for 10DC gets more votes :p

Liberty's Edge

Bandw2 wrote:
isn't the term hustle?

I agree. The penalty for a hustle is -10 (according to the only applicable stealthing rules found under 'invisibility').

I believe 'full speed' equals your 'base speed' and by spending two move-actions moving allows one to surpass the typical 30ft by moving faster.
So the feat wouldn't aid you when moving beyond your base speed (hustling, running, charging etc).

Liberty's Edge

If you want a quality answer, never ask the masses, read a book or ask someone who actually can provide a valid source to support their claims.

I think I did a pretty good job of providing support for my claim that the feat 'fast healer' does apply to 'fast healing'.

The argument I made in the earlier post implied that "Fast Healer" req resting, resting is 'natural healing' and 'fast healing' works like natural healing.

Fast healing (=natural healing) ->
Fast healer (req resting (=natural healing (=fast healing)))
In math, algebra uses the same method to substitute the same 'values' with different 'names'.
c=3
a=c
b=c

1.) So what is 2 • b ?
2.) And is a = b ?

Answers:

1.) 2 • b = 2 • 3 = 6
2.) a = b ?, a = 3, b = 3, a=b => 3=3, True.

To make this clearer, The only subcategory under 'natural healing' is resting (by all knowledge I've found and I'm thorough), so saying natural healing mustn't mean resting would just be a method of closing ones eyes to what is written.

As a result, 'Fast Healer' works with 'Fast healing', which is great out of combat and decent to good during combat.
___
btw. Sorry if my methodology comes off as blunt or hard.

Liberty's Edge

Based of those quotes from SpellCombat, the FAQ and 'natural Spell combat Arcana' it seems obvious that a character with 2 claws and a bite attack can (with SpellCombat do);

A. Claw+Touch attack

B. (with the arcana), Claw+Bite+Touch Attack

(you'll notice that you lose out on a claw attack since you need that free hand to cast the spell.)
_____

Add the spellstrike feature to those options and you'll be able to replace the touch attack with any weapon available to you.

Liberty's Edge

Do you know the archetypes of the Monk, Warpriest and Summoner?
And do you know which 'prefered weapon' each has? All three could be archers for what we know.
An Arcane Spellcaster seems like the safest bet, so as not get conflicted roles.
Witch, Wizard.. The bard could combo amazingly with the summoner (if he may summon).

Liberty's Edge

A.
So the current take on 'Fast Healing' in combination with the feat 'fast healer' is that;
1/round Fast Healing = 1 + 1/2 Con Mod (HP healed in a round)

Another take on it is concerning 'when' the Fast Healing would occur from natural Healing.
8 hours rest = HD hp healed.
(With Fast Healer Feat)
8 hours rest = HD +1/2 Con Mod (/day)

B.
1/round Fast Healing = 14400hp heal / day.
(with Fast Healer Feat)
1/round Fast Healing = 14400 + 1/2 Con Mod (/day)

Liberty's Edge

I looked into this a long time ago and came to the conclusion that fast healing (in general) isn't 'magical healing'. Being granted fast healing as part of magic still doesn't make it 'magic healing'.
However, concerning 'resting' I'm torn between 'Fast Healer' only applying to sleep rest healing or any healing that comes from resting (which fast healing apparently is).

"Fast Healer
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."

"Fast Healer, Feat"

"Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately."
"Fast Healing, source"

"Healing
After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can't regain hit points past your full normal hit point total.
Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.

Magical Healing: Various abilities and spells can restore hit points."
"Natural Healing, source"

Liberty's Edge

I looked into this a long time ago and came to the conclusions above that fast healing isn't 'magical healing'. Being granted fast healing as part of magic still doesn't make it 'magic healing'.
However, concerning 'resting' I'm torn between 'Fast Healer' only applying to sleep rest healing or any healing that comes from resting (which fast healing apparently is).

"Fast Healer
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."

"Fast Healer, Feat"

"Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately."
"Fast Healing, source"

"Healing
After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can't regain hit points past your full normal hit point total.
Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.

Magical Healing: Various abilities and spells can restore hit points."
"Natural Healing, source"

Liberty's Edge

Nefreet wrote:
APG Summoner wrote:
If this ability is used again, any existing summon monster immediately ends.

I am sorry if I'm missing something but how can two characters at the same time attack when only one of them can be there?

If you interrupt the first summoned creature before it full-round attacks, then that time is available to the newly summoned creature.
I see it as a 6sec time span. Whatever action the first summoned creatures take becomes removed as options for the newly summoned creatures.

Liberty's Edge

1 person marked this as a favorite.

A magus 'should' have higher HP than a wizard, which means the familiar will be sturdier as well.

The familiar Arcana is the best feat in the magus list if you find an appropriate archetype that fits with your character concept.

I recommend a 'Thrush' familiar (they can speak and fly) with the archetype 'Protector' (+2AC to your Magus).
They also make better scouts than rogues.
Put 1 rank in stealth and the Thrush will have:
Stealth: Size+Dex+ranks+Class skill
Stealth: 12+2+1+3= 18 +1d20

Liberty's Edge

This needs to be mentioned; if you want to use 'Metamagic feats' in combination with touch spells while using 'spell combat', then avoid the Cha-Magus, as it casts spontaneously which will increase the casting time unless you pick up a specific feat (but then the character will be feat starved)

Liberty's Edge

I am no GM myself so I wouldn't be able to put a CR rating on the encounter, I try to stay oblivious to those things.

However, I do believe the penalty of (-5) when stealthing might have been too low.
And as stated, the reactive perception check when anything stealth is something that might have been overlooked in the heat of the encounter.
Concerning distance modifiers for Perception vs Stealth, I'd roll stealth for the location where the stealthing character first benefits from concealment/cover, while moving.
Then, I believe there is a -1Perception penalty/10 feet so there is a chance the PCs know the enemy sneaked 10ft into a specific/general direction, but then they couldn't notice/follow/apprehend the targets continued path (though they might guess if they know the layout).
Ex Stealth: 19
Perception 19
Advancing Stealth, 19+1 (per10ft)

Here are a few penalties to consider when stealthing (being invisible or not);
(These should stack/overlap/complement the flawed stealth rules.)


In combat or speaking –20
Moving at half speed –5
Moving at full speed –10
Running or charging –20
Not moving +20
Using Stealth Stealth check +20
Some distance away +1 per 10 feet
Behind an obstacle (door) +5
Behind an obstacle (stone wall) +15

"It's impossible to use Stealth while attacking, running, or charging."

Sources:
http://paizo.com/pathfinderRPG/prd/skills/stealth.html
http://paizo.com/pathfinderRPG/prd/glossary.html#invisibility

Btw, being invisible doesn't necessarily mean you have 'invisibility' cast upon yourself, just being non-visible is enough.

Liberty's Edge

These are a few tricks and stuff I picked up as I built my own Magus, hope it can be of use.

As I see it, you'll obviously use Strength when you hit and damage.
For lower levels (1->3) weild a Lucerne Hammer, ready actions towards your enemies, that way you'll gain trice the damage output of a rapier build during the first round of combat as the Lucerne Weapon deals +50% Strength damage, +100% weapon damage and you gain an AoO.
Then grab the rapier as you advance towards the next enemy or keep striking with the hammer.

The Tiefling is among others, a good race.. But the race Aasimar is perhaps even better as there are multiple stat choices (Angelblooded has +2strength & Cha, and it costs no feat-unlike Tieflings). The Cha-bonus works well with the Cha-based Magus Archetype. The racial traits are also epic.. (lesser Age resistance as a spell-like ability will buff your Int to 18.)
And the alternate racial trait 'Scion of Humanity' will make you count as a human race for feats, traits etc.

The hexcrafter archetype is amazing with the 'Flight' hex, allowing you to fly from level 5.
But the archetype loses 'Spell Recall' which could otherwise allow the magus to recast spells he used.

Apparently, not all are aware of it, but there is a weapon material specifically beneficial to a Magus. - The 'Wyroot' material.
It replenishes your 'Arcana Pool' as you crit and/or kill, but it will cost a swift action to make use of it properly. 'Spell recall' also costs a swift action, so the combo requires two rounds to be used.

There are almost too many good spells on the Magus's spell-list. I like Frostbite & Enlarge Person. Others like Shocking Grasp and Shield.
Try selecting one low-level melee touch spell you could use as a signature spell by buffing it up with a bunch of Metamagic feats and level-reducing traits so that the character can use spell recall to perhaps recast the Empowered Shocking Grasp every round!

Blasting Arcane spells in the face of the quick-dying targets tend to work as a great defense, remember...
What is dead, can't hurt you!

Liberty's Edge

Casting Bulls Strength on the servant would be thematic.

Liberty's Edge

Numarak wrote:

1. Just wondering how you solve the "spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target" inconsistency.

2. Touching someone -an ally- is a different procedure than attacking someone, even if it is a touch attack. You just don't declare I touch attack myself and cast Bear Endurance, or "I touch attack my friend and Haste him.", that simply do not occur.

3. Otherwise, even if we could consider that touching ourselves is an attack, which is not, if it was an auto-hit, then that attack would not relly on a melee or ranged touch attack to hit its target -oneself- because there is not a possibility, it is certainty.

4. The case of Lay on Hands is different for the different uses of Lay on Hands. Do you need a melee attack to hit an undead with Lay on Hands? Yes. Then you can use the conductive ability. Do you need an attack to touch yourself? No. Then you can not use the conductive ability.

1. Are you are referring to the 'conductive' weapon enchantment that requires a melee touch SU ability for melee attacks?

In that case, since Healing hex (at low levels) works as a CLW spell (according to the hex's RAW description)...
And CLW requires a melee touch to hit...
And that CLW spells can aside from healing, instead harm undead as a melee touch attack...
And that CLW is the identical opposite ((Positive energy instead of negative)) of 'Inflict Light Wounds' which is a standard touch spell...
I consider it CLW through RAI to be a standard touch spell (which just happens to have a different elemental/type energy than most touch spells, effective and not very effective against different creatures (Undead, vs living)).

2. I disagree somewhat..
The procedure is not different, rather simpler if the target isnt resisting (hitting an ally doesn't require a roll, hitting an ally who is dominated and resisting requires a roll.
I consider the action cost to be the same (touching still takes the time its supposed to. It is just easier to hit yourself compared to a resisting target.
The action required 'to touch' is identical to the action required to make a normal melee attack (since Touch spells are counted as being weapons), but for some exceptions;
The touch rules state that you can deliver the touch attack as a free action as part of the casting and that you otherwise can 'hold the charge' and deliver it on subsequent rounds as part of an unarmed strike or on it's own.

3. & 4. I disagree, Touching is attacking, so the result changes so that you may use the 'conductive' weapon enchantment.
-----
I believe you've misses one thing, just because you don't need to roll to Touch your ally or yourself (since neither resists) doesn't mean you aren't targeting them with a melee touch attempt/attack.

Liberty's Edge

Rules that may apply;
I believe a witch with 6/1 BAB can self heal herself using her 'Healing hex' if she has the 'conductive' weapon enchantment on her weapon.

The rules below should support the claim, unless I've missed something.
_______________

- "Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll."
http://paizo.com/pathfinderRPG/prd/combat.html#touch-spells-in-combat

The above rule applies to touch spells and Spell-like abilities which delivers touch attacks.

- "Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability."
http://paizo.com/pathfinderRPG/prd/classes/paladin.html#lay-on-hands

The above rule states that a paladin healing someone else with lay on hands requires a standard action (the touching is free, so the casting must take a standard) while the ability to selftouch is quickened (a bonus the classability alone grants as a specific rule).

- "Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier."

- "Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds."
http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/witch.html#healing

The action to cast the healing hex is a standard action, touching whoever is a free action.

- "Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage."
http://paizo.com/pathfinderRPG/prd/combat.html#healing
(scroll down to the end of the Nonlethal damage chapter)

- "Conductive: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged)."
http://paizo.com/pathfinderRPG/prd/advanced/magicItems/weapons.html#conduct ive

The 'conductive' weapon enchantment works for witch hexes as well as they are Supernatural abilities and they'll never run out, however one can only be applied 1/round!
There is no action cost for adding the Supernatural ability as you strike and hit.

- "Base Attack Bonus (BAB): Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature's base attack bonus reaches +6, +11, or +16, he receives an additional attack in combat when he takes a full-attack action (which is one type of full-round action—see Combat)."
http://paizo.com/pathfinderRPG/prd/gettingStarted.html#base-attack-bonus

Combat rules;

- "Attack Roll
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target's Armor Class, you hit and deal damage."

- "Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of bludgeoning damage, while a Large character's unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on)."
http://paizo.com/pathfinderRPG/prd/combat.html
_____________

Based on above, the Witch could make a full-round attack;
Stats: Str12, BAB +6/+1, Weapon +1 & Conductive (unarmed strike), Size M, CL4.

Target: Enemy Gobblin
Aim1: 6+1+1-4+d20=Average 14
Dam1: 1+1+1d3=Average 4 (Nonlethal)

Target: Allied chest (my own)
Aim2: 1+1+1-4+d20=Average 9
Dam2: 1+1+1d3=Average 4 (Nonlethal)
+Conductive; 1d8+4 heal=Average 8,5 (also healing 8,5 Nonlethal as it's magical healing)
------------------
Autohit oneself?
The rules mentioned self-touching as part of casting a spell is a free action and that it autohits. But since we can't trigger the spell-like ability without first triggering the conductive feature, and the conductive feature requires us to hit ourselves, it means we are making an attack roll against ourselves instead of a touch attack.
I havn't looked into rules allowing one to autohit oneself so I went with the attack roll routine.
Does anyone have support from the rules for autohitting oneself?

Liberty's Edge

I believe there have been a discussion and the consensus of it was that you may use hexes while raging (Scarred Witch Doctor + Barbarian Rage) as hex is a SU ability.
Lay on Hands is also a SU ability so it should also works as part of raging.

There are a few more ways to boost the healing of the paladin;
Aside from the Lesser Celestial Rage Totem there is the feat http://www.d20pfsrd.com/feats/general-feats/fey-foundling
and Tiefling's Favored class bonus buffs lay on hands by 1/level.

Liberty's Edge

Found this in the Core Rolebook.
http://paizo.com/pathfinderRPG/prd/combat.html

1.
"No Action:
Delay
5-foot step"

2.
"Not an Action: Some activities are so minor that they are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a bow."

3.
"Miscellaneous Actions
The following actions take a variable amount of time to accomplish or otherwise work differently than other actions.

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."
------------
From: http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed
4.
"Dazed

The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

A dazed condition typically lasts 1 round."
___________

Based on what I found, the first mention about delay and 5-foot stepping indicate that it is "no action". Which would mean you can use it while dazed.
The second quote might apply and strengthen the ruling about 'No action' being no actions or it refers to a group of actions where 5-foot step isn't included.
The third quote has a new label for 5-foot steps 'Miscellaneous Actions'. Whether that is a subcategory under 'No actions' or a renaming attempt for clarification on what sort of category it is, isn't said.
The fourth quote says that 'a dazed creature can take no actions'.

Are 'Miscellaneous Actions' a subcategory under 'No action'? Is it a headcategory for 'no action' or is it a parallel category?

Liberty's Edge

Gwen Smith wrote:
TorresGlitch wrote:

Seriously, doesn't Jumping make you lose Dex to AC or make you flatfooted?

Climbing without climbing speed, flying without flying capabilities makes you lose Dex to AC, if I recall the rules correctly.
How is jumping not 'flying' through the air? (On the ground, you have something to use as a leverage tool for moving about and dodge, without wings/flight, good luck dodging.)
Eitherway, if hit while jumping, do you give an individual an additional acrobatics check +damage dealt to fulfill the jump or a DC10 fly check? (taking penalties for lacking flight etc, and loosing 10ft of altitude if failed.)

No, it doesn't.

Acrobatics covers three separate actions. The only use of the Acrobatics skill that makes you flat-footed is the first one:
"You can use Acrobatics to move on narrow surfaces and uneven ground without falling. [...] While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any)." (Emphasis mine.)

The other two uses of Acrobatics, which are described after this one, do not have that text and therefore do not have that side effect.

Regarding the other movement you cite as a precedent: It has nothing to do with "how am I moving?" and everything to do with "what does the skill description say?"

Climb specifically says that you are flat-footed when you use the skill, just like the first use of Acrobatics does.

The Fly skill says "You are not considered flat-footed while flying". It doesn't matter whether you consider jumping to be "moving through the air", since you're not flat footed when flying anyway.

Thanks, this cleared things up.

But is there an equivalent rule (to the one below) applying for accrobatics concerning 'being hit in the air/while jumping'?

The Fly skill states:
"Attacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement."

"Collision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage."

Liberty's Edge

Swashbuckler.
Parry & Riposte - dodge attacks and counter them.

Liberty's Edge

Or be an inquisitor who can self-buff as a swift action. With the 'Fate's Favored' trait you'll have +2 aim & damage with all weapons, and it will scale as you level.
Str & Wisdom are main stats and you gain 'Bane', a domain and skills from the class.

Or be a Druid...
Or be a full-Constitution built Scarred Witch Doc with your first level feat being Diehard (since you're a half-Orc)

Liberty's Edge

I don't think it should occur inplace of damage when grappling, it should occur after or when you successfully pin them.
As in the example with the horses pulling the target apart, the target is severly restrained/pinned/helpless.

Since the action requires a series of actions, and since two strong horses were enough to rip a weak humanoid in half, I'd have the difficulty being:
DC (25+Fort Save) or
DC(20+Fort Save)

Liberty's Edge

MrCharisma wrote:
Doomed Hero wrote:

Here's how I'd figure it:

4 horses can tear a person apart. We'll use them as a baseline.

The shearing strength is based on torque, which is measured in drag force. A horse can Drag 1200 pounds. Four can drag 4800 pounds.

To do that a medium creature would need to have a strength of about 38.

A large creature would need a strength of about 32. it lowers by 4 to 5 per size category.

I'd call it a special kind of Coup de Grace.

Actually, 4 horses pulling away from each other would exert the same force as 2 horses trying to pull a wall (Eg. you could tie the prisoner's legs to a tree and have 2 horses pull it's arms and have the same result).

Thus it would be more like 2400 pounds, so it'd be more like 22 Str.

Of course that's talking about the horse's "Drag or Push" limit, whereas we're talking about one creature doing it, which would probably put it more in line with the "Lift over Head" limit, which probably puts their Str score in the early 30's (so you were pretty much right).

That's a +11 Str modifier, and they'd probably need close to a Nat 20, so you're talking about a DC30 break check (or there abouts).

The way I'd probably do it is make it a DC(25 + victim's Fort Save). So a level 1 wizard with only 6hp is likely going to only have a DC25 to break (fair enough, a light breeze is enough to take out a low level wizard), whereas a level 10 fighter is going to be more like a DC35.

I was also thinking a characters Fortitude should have a say in the matter. I second this formula: DC (25+Fort Save) for medium creatures ripping apart medium humanoids.

Liberty's Edge

Seriously, doesn't Jumping make you lose Dex to AC or make you flatfooted?
Climbing without climbing speed, flying without flying capabilities makes you lose Dex to AC, if I recall the rules correctly.
How is jumping not 'flying' through the air? (On the ground, you have something to use as a leverage tool for moving about and dodge, without wings/flight, good luck dodging.)
Eitherway, if hit while jumping, do you give an individual an additional acrobatics check +damage dealt to fulfill the jump or a DC10 fly check? (taking penalties for lacking flight etc, and loosing 10ft of altitude if failed.)

Liberty's Edge

You are trying to trip them, taking advantage of that large reach? Since an AoO for all would speed things up. (don't forget the +4 (-4) since they're prone.)

Liberty's Edge

So this feat Artful Dodge states:

d20pfsrd wrote:

You are practiced at avoiding attacks when outnumbered.

Prerequisite(s): Int 13.

Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.

Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.

You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.

Artful Dodge

It seems to me that the second effect of the 'special' feature of the feat either enables a character to qualify for prerequisite Dexterity Feats with Intelligence as a substitute for dexterity or allows the feats that work of Dexterity scores to instead work of the Intelligence stat.

If the latter, I'm sooo gonna build a Wizard, Slayer or Magus with weapon finesse and Dervish Dance! Aim and Damage from Intelligent attacks :p

Btw, Is the feat third party material?

Liberty's Edge

Won't the weasel touch the ground and release the held charge as it runs?

Liberty's Edge

When I put together TWF with 14 / 16 Con, I simply based it on my experiences that you as a melee character will very likely need to stand within the enemy's full-attack reach if you want to use SpellCombat yourself. On occasion, the foe will survive and the retribution will likely knock you unconscious if you have 10 Constitution. To make things worse, the magus comes with a d8 racial HP, like a rogue.
As a frontline character you're likely to be hit by some nasty fortitude based effects, a higher con mod doesn't hurt.

(before racial mods)
Pointbuy-wise, try generating average stats (like 14 or 16) rather than specialist stats (18), that way, you can get higher ability mods out of your more important stats.
Having a 'dump' stat is also a great method to get more out of your more important stats.

20pt buy:
Str10 Dex16+2 Con15-2 Int15+2 Wis10 Cha7
Put the 4th and 8th points into Con & Int

Or:
Str7 Dex16+2 Con16-2 Int16+2 Wis8 Cha7
Put the 4th and 8th points in Dex, and quickly buy 'Muleback Cords', so you can carry stuff.

Since you're an elf, this might be best;
Str10 Dex16+2 Con14-2 Int15+2 Wis12 Cha7
Put the 4th in Int and then buff Int/Dex.

Or, the fighter-like elven Magus;
Str10 Dex17+2 Con14-2 Int16+2 Wis7 Cha7
Put 4th in Dex, then whatever.

Btw, it was mentioned 'Mage Armor would be used to buff Armor through a wand?
In that case, it probably won't be that common to also get 'Shield' up before the battle begins, depending on lvl (duration etc) ofc.

Liberty's Edge

From my experience...
Melee builds should try having atleast 14 Constitution. And any TWF builds (which the magus essentially is) should have 16 Constitution.
And the cost of starting off having a stat in the twenties typically cripple other aspects of the character.

Liberty's Edge

From my perspective...
Your character is far from uber, it is a glasscannon, as soon as anything sees it he'll probably drop vs a fort or will save. Blur or darkness will negate all sneak attack. Ninjas in general can at level 12 look amazing on paper but the enemies should have sufficient means to dodge sneak attacks about 50% of the time in decent battles.

However, you've done a great job building that ninja and it is cleverly built, so it deserves the respect his contribution offers the team, just don't forget to commend the others for what they do. Dealing damage is about a fifth of what decides a battle.
Someone will need to act as a distraction/tank, someone will confuse/debuff, someone will be the teams guardian with heals, protective spells and antdebuff/anticurse spells and someone should be focused on reducing the enemies to a 'non battle ready state'. The latter is probably your role. Make sure the rest are conscious about how they contribute and the envy will likely disappear.

But if they have monks with their main stat being charisma... Advice them to build character concepts that have their roreplaying skills and strength supported by the class and race they play.

Liberty's Edge

Brand:

Cantrip: 'Brand'
Useful for:
Magus (Hexcrafter Archetype) - they get the cantrip 'Brand' added to their cantrip list.

I've browsed around the forums and found answers that should support the idea of a at-will cantrip casting Magus who constantly uses SpellCombat.
But I've been a lousy role-model by not including all their links and few answers I've found can be supported by a dev or James.

Question:
A. Can you apply metamagic feats to a cantrip (0-level spell)?
B. Can you apply traits to lower the effects of the Metamagic feats on a cantrip (0-level spell)?
C. Can you lower a spell to a lower level than it originally was?
D. Can a magus use SpellCombat with a toppling 'Brand'?

The Answers I've found:
A. Yes
B. Yes
C. No. - see James response about the traits 'Metamagic Master' & 'Magical Lineage'.
D. Yes.

What you need for Brand:

Magic Trait: 'Havoc of the society'
(+1Force damage)
Magic Trait: 'Magical Lineage'
(-1Spell level when applying Metamagic feats)
Regional traits: 'Metamagic Master'
(-1Spell level when applying Metamagic feats)
Metamagic Feat: 'Toppling Spell'
(+1Spell level. Gain a Free Trip chance when dealing force damage)

1level dip into a sorcerer to qualify for 'Havoc of the Society'.

Worth mentioning:
Metamagic Feat: 'Sickening Spell'
(+2Spell level. The enemy is sickened for 0 rounds, since it's applied to a 0-level spell.)
Metamagic Feat: 'Rime Spell'
(+1Spell level. It lasts 0 rounds, since it's applied to a 0-level spell.)
http://www.d20pfsrd.com/feats/metamagic-feats/rime-spell-metamagic


Anyone with a bright idea?

Liberty's Edge

I recently decided to play a Magus for a low-level campaign and fairly quickly did he run out of spells. In response, I started utilizing his touch attack cantrips to strike twice with SpellCombat.

Within the rules, how powerful can we make and advance a metamagic'd cantrip for a Magus?

Liberty's Edge

The problem of the 5ft dance is that it sometimes doesn't allow you to benefit from AoOs caused by trips and specific abilities, and it is not always that beneficial against large or larger creatures.

But SpellCombat can be powerful if the enemies ever gets passed the reach.
Aside from weapon cord is there a way to easily and cheaply draw a weapon as a swift or free action?

A small list:
Items:
Weapon Cord
Spells:
Call Weapon
Feats:
Quick draw

Liberty's Edge

I accidentally mixed up Fighting Defensively and Defensive casting and thought they were different sides of the same coin.
Upon closer inspection I've learned they are two separate and different things that share nothing but a similarity to their names.

Perhaps he'll pick up a schimitar after all.

Liberty's Edge

I am currently playing a two-handed weapon Strength Magus in a low-level campaign.
With a simple 'enlarge person' selfcast he rocks the battleground.
Add 'Shield' and his Protective familiar to the party and he'll stroll around with a decent AC.
Being an Aasimar and having Combat Reflexes to make use of the size and Hammer's reach nets you way more offensive strength then you could get through spamming an empowered Shocking Grasp.

I loved the Magus' concept of spellstrike+SpellCombat until I realized you'll almost always have to fight defensively if you wanna use SpellCombat. In total, that's -6 to his accuracy and requires a concentration check which is easy lategame but a true gamble early on.

Liberty's Edge

We all know Trapspotter allows a reactive perception check when in range of a trap.
What if the character walks out of range of the trap and then back in again? A new check?
What if he just stands there arguing with the teammates how he doesn't wanna walk first since he'll only spot a magical trap on a 20, will he receive a check every round?

Liberty's Edge

This is not RAW.
Limiting it to only Str and Dex skills seems wrong considering eye-contact is so very important when talking (over 75% of what you communicate is through your body-language).
Being blind shouldn't effect if you have knowledge about a thing but not having the stimulus (sight) will reduce the chance that you'll find the knowledge, since all memories are tied to a 'key' that unlocks them - typically sight.

They should include a -2penalty to all skill checks to the 'blinded condition'.
But I assume there are mechanical reasons for why it is what it is.

Liberty's Edge

1 person marked this as a favorite.
DM_Blake wrote:

Even better, since time is not a factor (the time it takes for an arrow to hit its target is less than a round no matter how far away that target is), now you can fling the victim toward, oh, say, the Andromeda galaxy and he will instantly hit it (range increments may apply, but really, who cares if you hit or miss - either way, that dude just traveled about 2.5 million light years in a six-second melee round).

Einstein, eat your heart out...

The Hero, inspired by the Teleportation wizard, had his mind set on starting his own Travel Agency - Economy class.

Just a few feet from the destination the 'traveler' would cast feather fall and arrive safely on the ground after their 6 seconds journey across the galaxy.
Peanuts were not included.

*95% of the custumers would recommend the Travel Agency to a friend!*
*Only 5% dissatisfied customers, who wouldn't/couldn't recommend their destination to a friend.*

Paizo Rules wrote:

"Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect."

http://paizo.com/pathfinderRPG/prd/spells/featherFall.html

Liberty's Edge

(When arguing against a rule-lawyer.)
On the subject of proving your point, present your case with the rules first, then explain your interpretation and use the words of the rules to back up your argument. This persuades rule-lawyers unless they remember a rule (incorrectly) which they'll state (or not state) which in their heads will not allow what you just proved, to work.

This rule could be a rule they remember but have missunderstood.

"Sneak Attack: Can I add sneak attack damage to simultaneous attacks from a spell?

No. For example, scorching ray fires simultaneous rays at one or more targets, and the extra damage is only added once to one ray, chosen by the caster when the spell is cast.
Spell-based attacks which are not simultaneous, such as multiple attacks per round by a 8th-level druid using flame blade, may apply sneak attack damage to each attack so long as each attack qualifies for sneak attack (the target is denied its Dex bonus or the caster is flanking the target)."
Source:
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qqm

This rule proves that you can't apply sneak attack with "Scorching Ray" more than once.
But 'Spellcombat' has nothing to do with this unless you fire off immediate rays like these.

(don't have a source for this but it has been proved a billion times over)
If you use subsequent attacks (like through your BAB) then you can sneak attack.
So you can full-round attack sneak attack (as part of SpellCombat.)

But what about the spell (which you get to cast and deliver for free as part of SpellCombat)?

(don't have the specific source on this)
Melee Touch attacks and rays allows you to sneak attack. They allow you to sneak attack on subsequent hits but not on immediate hits (such as 'Scorching ray').
The spell you cast as part of spellcombat (if it is a touch spell and if you hit with it as part of the free action of casting the spell), will allow you to add Sneak attack precision damage to that hit.

Result:
SpellCombat = Full-Round attack + one Free Spell Touch = all hits deal sneak attack damage.

Combine it with Spellstrike and you have as a BAB 6 character;
+6 BAB, +6 BAB, +1BAB to attack with. Each attack applies Sneak attack.

Hope it helped.

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