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According to the Knowledge Variant:
Heal—Creatures gain a channel bonus on Knowledge and Perception checks until the end of your next turn.
Harm—Sentient creatures (Intelligence 3+) who fail their saves take 1d2 points of Intelligence damage. A successful save negates this Intelligence damage.
I understand the "channel bonus" bit, giving an increment bonus depending on what level the channeler is. What I don't understand is why the Harm bit never gets any better than 1d2 damage per increment.
The way this is written suggests that while the bonus gets better, depending on what the level of the channeler is, there is never any increase too the damage dealt, regardless as to the level of the channeler.
It looks like what they are saying is that at level 1 the amount of damage you could do with it would be the same as if you were level 20. And even if that is what they meant, it doesn't seem very fair to me.

According to the Revelation, Energy Body "Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level."
It has been said in a game that I am playing that it seems to powerful of an ability that in the same round that you use the ability to heal party members of the party, you could also damage Undead.
The crux of the issue is that when I change into my energy form, and then move through allies squares to heal them, if an Undead enemy strikes me with an attack of opportunity, is it not too powerful of an ability that in the same round that I am healing with the ability, it also deals damage to an undead that has struck me?
The point has been made that a Cleric who is channeling energy, must state before the channel whether he is using the ability to heal allies, or to damage enemies. And that maybe a similar requirement should be called for when a Life Oracle assumes his energy form.
Any opinions would be welcome.
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2 people marked this as FAQ candidate.
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According to the rules "An alchemist can utilize spell-trigger items if the spell appears on his formulae list". From this it is fairly obvious that he can use wands that cast spells off his formulae list. However there is not a similar sentence anywhere within the "Alchemy" section for Investigators.
From this I am assuming that while Alchemists can use wands of those types without making a UMD roll, that Investigators cannot unless they DO make a UMD roll.
Is this correct? Or is it just a typo in the Investigator description?
I have a cleric with the Healing Domain, and the Healers Blessing Domain Power. I also have the Craft Wand feat.
By my understanding, anytime I craft a wand, it is my choice as to what I put into it, so long as the abilities or spells are available to me.
So my question is, When I craft a Wand of Cure Moderate Wounds, can I make it Empowered, without incurring any additional cost, because I am able to cast that spell without with it being Empowered without increasing it's level? And after doing so, can players other than myself use that wand in it's Empowered state?
It has been suggested to me that only healing spells, including my Domain Spells, that I actually cast (out of my daily allotment) can be Empowered, and that any spells that I cast out of a wand cannot be Empowered, even though I am the original creator of that wand.
So who is right? And Why?
Hi. I am playing a Magus in The Jade Regeant, and a situation has arisen where I find myself in disagreement with the other players, and I would like some outside opinions.
When using Spell Combat my understanding of the rules is that in addition to my physical attacks I get to make an additional FREE melee touch attack with both my physical attacks AND that free attack taking a -2 modifier to their attack rolls. So that is two individual attacks, each with their own die roll.
And that if I use Spellstrike with Spell Combat the FREE melee touch attack is replaced with a FREE melee attack, both of which are still individual attacks.
As I understand the other players, they seem to think that if I am using Spellstrike with Spell Combat then the spell effects are just added onto my existing attack if I hit, and I do NOT get an additional FREE attack.
Which of us is correct?
Firstly, does cover count as a type of concealment? Or does Concealment count as a type of Cover?
Secondly, if you add the magical ability of "Seeking" to a bow, does it ignore ALL cover and/or concealment, including that provided by enemies in hand-to-hand combat with your allies?
According to the spell description, "Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Since instant armor is made of force, incorporeal creatures can't bypass it the way they do normal armor."
It does not however say weather Instant armor has any actual weight?
Also, can the benefits of Instant Armor stack with Bracers of Armor and/or Amulets of Natural Armor?
I have a question about the Feat: Greater Mercy, and I would appreciate any input.
According to the rulebook, and I quote "When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage."
Does that mean that it heals an additional 1d6 points of damage per condition that isn't in effect, or does it mean that it heals an additional 1d6 points of damage total, regardless of how many conditions are not in effect?
According to the Feat description.......When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls.
This is a feat that has a prerequisite of "Weapon Finesse".
And yet, a scimitar is NOT a weapon that can be used with "Weapon Finesse"
What it sounds like it's saying is that you need to have Weapon Finesse, and be using a Scimitar, to be able to use the feat, and yet you can't use a scimitar for the feat because you can't use Weapon Finesse with scimitars. And you can't use Dervish Dance with any weapon except a scimitar. Sounds to me like a feat has been created that cannot be used without violating another rule.
Any opinions?
Is there any class that has the ability to use a Magic Device at their own level instead of the using it at the items level or the item creators level?
Also, is there any feat that would allow this to occur?
As I understand it, in the Pathfinder World, when you shoot an arrow only about one third of them (a 1 or 2 on a die 6) can be recovered and re-used. Now, the reason for that is that wood breaks easily. And the reason they did not use Aluminum arrows during medieval times was that the technology did not exist to create them.
Now surely Aluminum is similar to Mithral in properties (at least in a Fantasy world). Does it not seem reasonable that smiths could make arrows out of Mithral, and therefore have their durability massively increased?
Granted, this would of course, considerably increase the cost of the arrows, but I think most archers would love the chance to get a hold of some arrows that they did not have to continuously replace.
It has occurred to me that there is no game dynamic to explain what benefits (if any) there are to gaining a critical hit when you perform a special attack such as Disarm or Trip.
If you score a critical in normal combat you do additional damage, however what happens if you score a critical when attempting to Disarm or Trip an opponent? I know that it counts as an automatic success, but that seems like it isn't enough reward for getting the critical. Any thoughts?
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