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Hi all!

I'm confused about Undine Loyalty.

Benefit(s): Choose one teamwork feat that requires an ally with the same feat to be adjacent to you. You may benefit from that teamwork feat as long as you have an ally within 10 feet of you (though your ally does not benefit from the teamwork feat unless it also has this trait or a similar ability).

1) So select a teamwork feat that requires an ally with the same teamwork feat to be adjacent. Does the next line mean that when you have an ally within 10' -- regardless of whether or not it has the teamwork feat -- that you can take advantage of that teamwork feat?

2) Let's say you both need the feat. If for example your ally has Swap Places, as do you (and you are Undine with Undine Loyalty), how does it work? Do you both swap places?

Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.

... because the text of the trait says they need the trait or similar ability to reciprocate.

3) Let's say your allies don't need the feat if you are an Undine with a teamwork feat and Undine Loyalty. If the Undine has Shake it Off, then, if he has four allies within 10' of him, he gets +4 on saves?


Hi all!

I'm still confused about Undine Loyalty.

Benefit(s): Choose one teamwork feat that requires an ally with the same feat to be adjacent to you. You may benefit from that teamwork feat as long as you have an ally within 10 feet of you (though your ally does not benefit from the teamwork feat unless it also has this trait or a similar ability).

1) So take a teamwork feat that requires an ally with the same teamwork feat to be adjacent. Does the next line mean that when you have an ally within 10' -- regardless of whether or not it has the teamwork feat -- that you can take advantage of that teamwork feat?

2) If your ally has Swap Places, as do you (with Undine Loyalty), how does it work? Do you both swap places?

Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.

because the text says they need the trait or similar ability to reciprocate.


In Mythic Adventures, there is a 6th tier guardian power called Companion Power:

Companion Power (Su)

You can imbue your bonded creature with your own mythic nature. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any one guardian path ability as if it were a 1st-tier guardian. If that ability can be used only by expending mythic power, your companion can instead use the ability three times per day.

One 1st tier Guardian Path ability is Additional Call:
Additional Call (Ex)

You learn an additional guardian's call ability. You can select this ability twice.

One Guardian Call is Beast's Fury:
Beast's Fury (Su)

As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.

Is this selection allowed for the animal companion/eidolon/etc. to take, and if so, how does it work? Does the animal companion/eidolon/etc. grant itself an immediate action that it can take sometime the following round? Or does it grant the ability to his master?


If the imbuer of Bestow Curse, who for whatever reason changes his mind and later wants to cast Remove Curse on the victim, does he/she have to make a caster level check to remove their own curse, or is it automatic? If still a caster level check, would there be a bonus?

I don't see any rules about this, and maybe it all falls under DM fiat.

Thanks


Certain creatures are immune to criticals (e.g., elementals), certain class features grant immunity to criticals (e.g., 20th level dwarven stonelord) and certain class features or magic items grant the ability to negate a critical hit (e.g., fortification armor).

At the same time, there are certain class abilities and mythic abilities that grant advantages to the "critted" character or creature. For example, in the Mythic Guardian tier, the True Defender at 10th mythic tier regains a use of mythic power if they are critted in a round. Another example is that the Avenging Maneuver (Guardian path) path ability allows you to make an AoO if you are critted.

So, my question is this: can a creature who is immune to criticals, or who negates a critical through an ability or magic item, still gain the "benefits" of being critted, such as the examples above?

Scenario #1: A Guardian mythic Fighter wearing heavy fortification plate mail and who has the Avenging Maneuver path ability. He is hit by a creature that has a critical threat and confirms the critical. However, the fighter rolls and negates the critical via the magic armor. Does the fighter then get an AoO via Avenging Maneuver? Or he doesn't, because he really wasn't critically hit?

Does it matter if you have immunity versus the ability to negate?

Scenario #2: A Guardian mythic Magus (10th tier; True Defender) is under the effects of Elemental Body III spell, making him to criticals. He is hit with a critical threat, which is confirmed. However, he is immune. Can he use his True Defender ability to regain a use of his mythic power? Or does his immunity also negate the ability to get that benefit from being critically hit?

If anyone can refer to (i.e., hyperlink) any Paizo official explanations to this in their reply, that would be great. Many thanks for your help!


Hi again Wicht/Jonathan! I have a few more questions from the Henge material:

(1) Bestial Warrior (p.13) - does this power have to be used in one chunk, or can it be used in one-minute intervals, as is common among many Pathfinder supernatural abilities? Also, I'm assuming that because it is a Supernatural ability, it takes a standard action to activate? Finally, are they proficient in the bite attack, and is it a primary or secondary natural attack?

(2)Elemental Child (p.14): Is the level effect based on character level or class level?

(3) Dire Beast (p14/15) - I assume your answers to (1) above also apply to this one.

Thanks again!


It would be nice if Paizo FAQed the various Stonelord ambiguities and lack of clarity.
 
Another Stonelord question: how does the 'master' and 'servant' communicate with each other; the Elemental only speaks (and presumably only understands) Terran, while a Dwarf, without spending points in Linguistics or having a high Int, cannot use the Terran language. Do they communicate in their own language, as a familiar does with a wizard, or is it just empathy, or will the Dwarf have to ensure he takes Terran language?
 


Thanks for your quick response! I appreciate it!


We really like this PDF!

I had some questions for the author:
1) On page 4, top right paragraph, you mention that the shapechanging is "at will", but really it isn't, as the technical description talks about 1/2 level per day. My question is: Was it supposed to be 1/2 level per day per alternate form (i.e., to human, and to animal) or 1/2 level per day for all forms in total? The latter seems extremely restrictive; for the first 3 levels, one could only change into a human or an animal once per day. My DM has houseruled it as the former (i.e., once to human, once to animal) but it would be nice to have an official response.
2) If I read correctly, Henge Matagi Fast Movement would be +10' at 4th level ("increases by +5 feet and by an additional +5 feet every 4 levels") and +'15 feet at 8th level, etc. Correct?
3) Mushakemono - Drowsy Slumber - is the effect a minimum of two rounds, or is this meant to be a waste for a Henge with Cha 11 or less?
4) Mushakemono - Hidden Object - I have interpreted the "or" statement as "So long as the object is on the Mushakemono's person, the invisibility is effectively permanent. Once the object is no longer on her person, the effect wears off in (class level) minutes." Correct?
5) Mushakemono -Favoured Terrain. Chart says +2 at 6th, and another +2 every 6 levels. Text says +3 at 6th, another +2 every 6 levels. Generally text trumps chart, but I wanted to make sure.

Thanks!!