There are a number of spells and class features that can be triggered in reaction to something that affects an ally, or even characteristics of an enemy. However, those effects are not always readily visible. Does a caster\character have to make a check to identify that the 'trigger' has occurred, or are they assumed to just know "because magic"?
As an example, the Bard spell Saving Finale states that as an immediate action the Bard can end her performance when an ally fails a saving throw, to allow the ally to re-roll the save. Many such effects aren't visible - for example, failing a saving throw versus Charm Person has no visible effect. Does the Bard have to make a Perception check or a Spellcraft check in order to use Saving Finale. or is it assumed that a Bard just knows and casts the spell? As a third alternative, is the spell useless in those situations where there's no way to identify that the ally failed the check?
Another example would be the Ranger's Favored Enemy (thanks Zhayne, that actually let's me extend the question a bit). Does it require some check for it to function, or does it simply take effect if the foe is a Favored Enemy (perhaps with the GM adding in the bonuses\extra damage if the enemy is disguised)?
Personally, I have always gone with the second option - the Bard just knows the ally failed "because magic", and the Ranger just fights more effectively against the enemy even if he hasn't identified it.
In a couple of the premade spellbooks included in Ultimate Magic, the 5th level Wizard spell comet is included. Here's an example linked from the PRD.
I've checked UM, the core books, a good portion of the splatbooks, searched the PRD and the PFSRD, and even checked in 3.5 material, and I don't see this spell included anywhere. Am I overlooking it? Or was it most likely a spell that was cut but overlooked in the premade spellbook listings?
I'll be filling in updates on this as I get the feedback from the players (or I'll ask them to post it themselves).
Yesterday we ran a roughly 8-hour session of the first part of The Moonscar module using a party consisting totally of ACG classes. We had four veteran players and one experienced role-player who has only moderate experience with d20 (and none with Pathfinder specifically).
All characters were generated with a 15-point buy and were 16th level. Average wealth by level of 315,000 was used, with a standard limitation of no more than 50% spent on any one item. HP was calculated using the average (rounded up) for the class's hit die. We tried to stick to RAW as best as possible, and discarded most house rules for the test.
The party consisted of:
Tiefling Bloodrager
Human Investigator
Dwarf Warpriest
Human Arcanist
Slayer (can't remember race, will edit later)
They faced the following encounters (spoilers for those who are planning on playing in The Moonscar at some point):
Spoiler:
1. An optional encounter near the sulfurous lake east of the Growling Skald, versus an advanced miasma hydra (CR 16). The Bloodrager cleverly negated much of the potential risk of this encounter using Black Tentacles before the hydra had emerged fully from the lake. The creature was tied down outside of range of effectively using its cloudkill breath weapon and the group was able to take it out from range without suffering a single wound. The Arcanist did expend several spells versus the creature in taking it down.
2. Optional encounter on the rim of the Skald's crater versus a group of five magma oozes (CR 11). Another easy one, and I don't believe there were any major injuries here either. The Arcanist took out three of the five on his own using an empowered (Exploit-)intensified freezing sphere, and then took out a fourth using hungry pit. The Warpriest and the Bloodrager, with some minor assistance from the Slayer's bow, took out the fifth.
3. Encounter at the Somal Gate versus four fire giants and a fire giant Cleric (Cleric 4) (Cr 17). The party surprised the giants, who were camped out in the outer chamber of the gate room. The Arcanist used his dimensional slide exploit with a five-foot step (which I've since found should not have worked; a five-foot step is not a move action, and the ability states that it used as part of a move action) and then cast stormbolts, which effectively stunned all five giants. The Bloodrager then proceeded to take one of the regular giants down singlehandedly; the Warpriest took down one as well, then assisted the Slayer in finishing off the giant cleric; the Investigator, the Warpriest, and the Arcanist took out the remaining two. Injuries: Minor (no one actually took more than about 30 points of damage total during the whole session).
At this point, the group rested in the gate room and then proceeded on to the moon.
4. Encounter in the Blighted Orchard at the gate's exit against the Sisters of Vigilance, their mounts, and their summoned demons (3 Succubus Rangers, 3 Shantaks, and 3 summoned Babau demons - total CR 16). The party failed to spot the succubi mounted on their shantaks flying above and so the demons summoned their babaus, who got a surprise round - which was fairly ineffective since they couldn't hit anything, heh. The succubi did some minor damage to the party from above using the +1 shocking composite longbows before they were spotted.
The Bloodrager and Slayer took out two of the summoned babaus without breaking a sweat, and the Warpriest and Investigator took out the last one.
Then the Arcanist proceeded to cast Prismatic Spray, and the fight was basically over.
One succubus failed her save and wound up teleported to another plane (she also succumbed to a flesh to stone effect since he rolled an 8 against her but that was just overkill at that point); her mount failed its check and wound up insane. Another succubus was hit by fire damage but was immune; her mount, however, wound up teleported to another plane as well, and so she fell for a bit (but could fly so she landed safely next round). The last succubus took some acid damage and her mount took a significant amount of electrical damage, but they landed safely.
The Slayer used a class ability to double-charge the succubus who had been hit by fire and did some decent damage to her, but then she used her Dominate Mind on him and succeeded. Before she could do anything with her new mind slave though the Bloodrager absolutely nuked her with a crit (+2 Demon Bane Furious elven curved blade, raging, and enlarged due to his Abyssal bloodline).
The insane shantak wound up attacking and succesfully grappling the remaining succubus, so the party turned its attention to the one remaning shantak, and the Arcanist, Investigator, and Warpriest took it out. While they were busy though, the succubus broke the grapple and successfully teleported back to the Insatiable Queen to report that new worthy slaves were on their way.
Overall, the synergy between the classes was great. The most effective class really appeared to be the Arcanist, but his player (and I agree) stated that except for a couple of the exploits a Wizard or Sorcerer of the same level would have been just as effective, and so we don't think the class is imbalanced at all.
The Bloodrager was being played by the experienced role-player who is new to Pathfinder, and he had a lot of fun with it; the addition of the bloodline abilities really makes the character since it gives him such massive strength (and that nasty enlarge ability).
I didn't feel like any of the classes was particularly overpowered, but then again they did chew through the four encounters with very minimal difficulty. I'm not certain if that was because of the classes or because they were just very clever with their abilities.
Anyway, we will probably get together for another day-long session within the next couple of weeks, and I'll post more then. The players are also supposed to be providing me feedback on the classes themselves, and I'll include it here once I receive it.
A number of effects in the game refer to 'inanimate objects' - for example, the breaking enhancement and the Maul of the Titans weapon. What exactly is an 'inanimate object'?
By 'dictionary definition', an inanimate object is any non-living object that is incapable of moving under its own power. Armor and weapons would fall into that category, even if they're being worn or wielded.
However, going by this definition allows for some nasty combinations. For instance, the Maul of the Titans deals three times' its damage against inanimate objects; if you couple that the Greater Sunder you have the potential to deal some pretty nasty damage overage (sunder someone's armor to 1HP, then next round sunder again so that you're dealing a huge amount of damage.
My guess\thought is that an 'inanimate object' is semi-equivalent to an unattended object, or more specific, any object where you would roll against the object's AC (rather than the wearer\wielder's CMD as you do with a sunder) to determine whether or not you hit.
Do folks agree with that interpretation? Is anyone aware of any specific RAW that covers this?
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There has been quite a bit of discussion on this topic recently, brought about by a number of feats and abilities that apply untyped bonuses (Ability modifiers) to various stats. As an example, Kirin Strike and Focused Shot:
Kirin Strike wrote:
You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).
Focused Shot wrote:
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Now, assuming that ability modifiers are untyped bonuses (they are not listed on the semi-comprehensive table of bonus types - if this assumption is incorrect, the remaining debate is moot, so if that's the case, that would be a welcome answer), then depending on the game definition of the word 'source' the above feats may or may not stack.
There are two schools of thought on the matter, which I'll outline below; would any designers like to chime in on which one is correct (or, as mentioned above, if ability bonuses are in fact typed and therefore don't stack - or if we're all wrong and there's some third answer we haven't hit upon)?
School 1: The ability modifier itself is the source of the bonus; therefore, they would not stack because they are from the same source..
School 2: The class feature, feat, trait, etc. that allows you to add the ability modifier is the source, and therefore even though you are stacking the same ability modifier twice, it is adding two untyped bonuses from two different sources and is therefore valid.
If possible, a general answer would be preferred; the feats and scenario in question are provided only as an example.
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.
At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.
Monk - Unarmed Strike:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Now, this brings to mind a rather disturbing visual, but my question would be: Could a caster\monk cast Weaponwand on his 'unarmed strike' weapon and insert a wand into, say, his hand?
Technically, Weaponwand is an 'enhancement' to the weapon, and the monk's unarmed strike is considered a weapon, so to me it looks like all qualifications are being met. And Weaponwand states specifically that it does not "negatively impact" the weapon's integrity (i.e., its health).
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The Archaeologist archetype for Bard grants Clever Explorer, which functions similarly to a Rogue's Trapfinding class feature.
However, the Bard does not have Disable Device as a class skill, and the archetype doesn't appear to grant it, which is sort of odd. Was this an oversight or intentional?
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Based on the basic description of metamagic feats, the base level of the spell is not technically altered by applying the feat (except in very specific circumstances).
When using a magic item (such as a pearl of power) or a class ability (like a Magus's Spell Recall) to recall a spell enhanced by metamagic, how should this function?
There are three schools of thought on it:
1. You pay the cost of the spell's original level, and it re-prepares an unmodified version of the spell (no metamagic applied).
2. You pay the cost of the spell's increased 'level' based on the metamagic feats that were applied, and it re-prepares the spell with those feats.
3. You pay the cost of the spell's original level, and it re-prepares the spell with the applied metamagic feats.
So how specifically should this function? 1 and 2 seem to be the most common table interpretations, and I actually use both - you can prepare the base spell by paying the unmodified cost, or the metamagic spell by paying that cost instead.
But as far as I can read, 3 actually appears to be the correct interpretation of RAW - although I highly doubt it was RAI, because that's disturbingly unbalancing.
(Note: I know this has been discussed before, I'm hoping for FAQ clicks to get designer input on the topic)
Looking at brewing up an Oracle for an upcoming game, but I didn't really care for most of the curses. I wanted something that had an interesting mix of flavor and potential usefulness. Please offer constructive feedback\critique!
Oracle Curse: Thron's Torment
During the week of the full moon an Oracle inflicted by Thron's Torment forcibly assumes the form of a wolf at night.
Additionally, during times of stress, an Oracle beset by Thron's Torment is forced into the form of a wolf. When the GM deems that the Oracle is under undue stress, the Oracle must make a Will save; the base DC for this save is 15, although the GM may adjust appropriately based on the stressor. Upon failing the save, the Oracle is forced into the form of a wolf until the stressor is removed.
This shape-shifting effect is identical to the Polymorph spell, save that its effects lasts until the Oracle is no longer under stress. This means that she cannot cast spells that have somatic, verbal, or material components. Like any other transmutation (polymorph) effect, while the Oracle is in her forced wolf form she cannot be affected by other similar effects; this includes using Wild Shape.
At 5th level, the Oracle gains Natural Spell as a bonus feat, even if she does not meet the prerequisites.
At 10th level, she gains Wild Speech as a bonus feat, even if she does not meet the prerequisites.
At 15th level, although she is still forcibly transformed while under stress (and during the week of the moon) and cannot transform back, at other times she can transform willingly to and from her wolf shape. She can change shape in this manner a number of times per day equal to her Charisma modifier + 3.
A member of my gaming group was asking me earlier about a feat\trait\ability that he remembers seeing.
Essentially, the ability allowed you to increase the hit die limit of a spell. For example, Daze has a limit that it only affects creatures of 4 or fewer HD; he seems to remember an ability that would allow you to alter the spell to affect a 5 HD (or 6 HD, etc.) creature.
Now that the stealth mechanic has been errata'd to function in the way that most GMs had it functioning in the first place - i.e., denying a target its DEX if the attacker beats it in an opposed Stealth vs. Perception check - that brings up another possible issue:
Does Uncanny Dodge grant immunity from losing DEX if you fail that opposed roll?
Uncanny Dodge:
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
At first glance it would seem pretty silly that Uncanny Dodge would counter the invisible condition but not 'concealment' granted by stealth - but it doesn't function against Feint, which is a roll-based 'maneuver' similar to stealth. But I still think that would be pretty silly.
My assumption is that the class feature would be altered to state the Rogue is immune to losing DEX from stealth as well. Nonetheless, just pointing this out as something to look at for official FAQ\errata.
The Huntmaster archetype for Cavalier replaces the class's mount with a pack of animal companions. By default, the mount is considered 'combat-trained', and therefore gets light armor proficiency automatically.
To my question: Are a Huntmaster's pack also considered to be 'combat-trained' (including light armor proficiency) by default, or do you have to take proficiency on each animal you have as part of your pack?
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A number of the 'Extra' feats related to class features indicate you can take them multiple times. However, the Extra Channel class feature does not include the text about taking it multiple times.
Can you take Extra Channel multiple times on one character, or is it restricted to once only?
Follow-up question (assuming that you can only take the feat once normally): If you gain the Channel Energy class feature from multiple sources, can you then take Extra Channel one time per class, or is it still restricted to one time only?
[edit]
I realize that from a RAW perspective, the lack of the 'Special: You can take this feat more than once' tag, this means you can only take the feat once. This is more an FAQ request if that is an intentional restriction or if that tag was just left off of the feat.
I'm looking for suggestions on a Cavalier Huntmaster who will be a front-line combatant and act as a tank (along with his dog). Any guides\suggestion threads on a viable build?
Looking for advice\feedback on a Gunslinger\Inquisitor build for an upcoming game. The game is going to focus heavily on hunting and slaying demons. There are a few house rules in play here:
::30-point buy
::Additional ability point at every even level
::Extra starting wealth for certain classes (50% addiitonal for an Inquisitor)
::Advanced firearms allowed and half-cost for Gunslingers only
Any advancement suggestions, game tweaks, etc. appreciated.
Spoiler:
Jericho Possenti
Male Human Gunslinger 4 Inquisitor 3
LN Medium Humanoid (human)
Init +10; Senses Perception +14
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Defense
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AC 22, touch 15, flat-footed 17 (+6 armor, +1 shield, +4 Dex, +1 dodge)
hp 59 (4d10+3d8+7); judgement of sacred healing 2
Fort +8, Ref +9, Will +8
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (-choose-)
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Offense
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Speed 30 ft.
Melee Kukri +4/-1 (1d4/18-20/x2)
Ranged +1 Bane (Outsider (Demon)) Revolver +8/+8/+3 (1d8+6+2d6 vs. Outsider (Demon)/x4) and
. . Masterwork Double-barreled shotgun +8/+8/+3 (1d8+5/x2) and
. . Masterwork Revolver +8/+8/+3 (1d8+5/x4) and
. . Masterwork Rifle +8/+8/+3 (1d10+5/x4)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Shield of Faith, Bless, Cure Light Wounds, Keep Watch
0 (at will) Disrupt Undead, Read Magic, Create Water, Detect Magic, Guidance, Light
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Statistics
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Str 10, Dex 18, Con 13, Int 16, Wis 18, Cha 10
Base Atk +6; CMB +4; CMD 21
Feats Deadly Aim -2/+4, Demon Hunter, Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Target of Opportunity
Traits Dangerously Curious, Demon Slayer
Skills Acrobatics +6, Bluff +10, Climb +2, Craft (alchemy) +8, Diplomacy +12, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +4, Heal +8, Intimidate +13, Knowledge (arcana) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (engineering) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (local) +11 (+15 to identify the abilities and weaknesses of creatures), Knowledge (nature) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (planes) +12 (+14 to know the powers and abilities of demons, +16 to identify the abilities and weaknesses of creatures), Knowledge (religion) +7 (+11 to identify the abilities and weaknesses of creatures), Perception +14, Ride +6, Sense Motive +13, Sleight of Hand +6, Spellcraft +7, Stealth +9, Survival +11 (+12 to track), Swim +2, Use Magic Device +6; Racial Modifiers monster lore
Languages Abyssal, Celestial, Common, Daemonic
SQ bane (outsider (demon)), deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: quick clear, deed: utility shot, domains (conversion inquisition), grit, judgement (1/day), solo tactics, teamwork feat (change 4/day), track
Combat Gear Caltrops (5); Other Gear Mithral Breastplate, Buckler, +1 Bane (Outsider (Demon)) Revolver, Cold Iron Metal cartridge (50), Kukri, Masterwork Double-barreled shotgun, Masterwork Revolver, Masterwork Rifle, Metal cartridge (50), Metal cartridge (25), Beneficial bandolier, Endless bandolier (54 @ 33 lbs), Handy haversack (15 @ 95.14 lbs), Oil of silence, Ring of sustenance, Dungeoneering kit, deluxe, Filter hood, Gunslinger's kit, Gunsmith's kit, 1657 GP
At some point in the near future I'll be playing in a slightly modified Slumbering Tsar campaign. The DM has warned us about a potential danger ahead of time because: First, we will be warned about it IC before the adventure begins; and two, without proper preparation it would basically lead to a TPK.
Unfortunately, to really get advice I have to give some detail, so please read and offer advice only if you won't likely be playing in this campaign
at some future point (or, well, if you don't care and can avoid metagaming):
Spoiler:
In the game, while out in the desert there will be periodic dust storms filled with fine bone particles. The storm itself can do ongoing damage ('minor' according to the DM), but the real risk is that anyone failing a Fort save gets a mouth- and nose-ful of the particles and begins to suffocate. You can rinse them away with water, but not until after the storm - which lasts a minimum of 10 minutes - abates.
With that in mind, what sorts of spells\mundane items\magical items could people suggest to avoid a painful, suffocating death?
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I see two opposing schools of thought on the forums about this, and would like to see an FAQ on this.
Greater Feint:
Greater Feint (Combat)
You are skilled at making foes overreact to your attacks.
Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Normal: A creature you feint loses its Dexterity bonus against your next attack.
Does a character with Greater Feint, who feints an opponent, deny the opponent its DEX bonus to AC versus the character's attacks only, or against attacks from any source?
I personally see the latter interpretation as grossly overpowered, even with the prerequisites, but would like to put this up as a possible FAQ.
My 10th level magus recently did a 'retrain' (with DM's permission) and picked up Leadership in place of an earlier feat. I am planning on bringing in a cohort Cleric to help the Paladin\Cleric PC with healing.
The cohorts and followers we are gaining are going to be disciples of Apsu, so I was poking around at the idea of variant channeling to give the cohort some flavor. But in reading over them, they all seem heavily situational, and not necessarily worth the loss of 50% of your channel healing - especially since the cohort will be 8th level, so in most cases will only have a channel bonus of +2.
Am I overlooking something? Are there situations\builds that make variant channeling worthwhile, or should I just avoid it?
I looked over the threads on the forums on this particular topic, and did not see a specific answer.
The Undine have a race-specific Bard archetype called the Watersinger, which replaces Fascinate in the Bardic Performance repertoire with Watersong, an ability to manipulate a 5-foot cube of water. This water can be caused to have enough solidity to form simple shapes like ladders, columns, or slides.
My question: Could a watersinger use her abilities to 'capture' a foe by hardening water around his legs? For example, if a foe were running through an ankle-deep pool, could the bard simply harden the patch of water through which an enemy is running, effectively halting his movement?
I know there have been discussions on using this low-level power to kill someone - for example, by hardening a patch of water around a person's head to drown\suffocate them. I agree that it's probably unbalanced to allow what amounts to a 1st-level performance to be that powerful.
Just wondering what thoughts were on using it for more of a controller aspect in this situation. As usual, since there are no clarifications, it would be at DM's prerogative - but any arguments for allowing such a use would be helpful.
I am not going this route with my current magus, but theoretically I'm wondering if my thoughts on this are accurate:
A magus is penalized for using a shield in that it applies an arcane spell failure on spells that require somatic components. Assumption: Since the Magus is typically holding a weapon in one hand, the shield strapped to\held in the other is what causes this spell failure chance.
Likewise, a magus generally is restricted to using one-handed weapons because he needs a free hand in order to cast his spells for Spell Combat.
But could this work out: Magus X \ Alchemist 4, with both Alchemist discovers spent on Vestigial arm. This would result in a Magus with 4 arms. 2 arms could wield a two-handed weapon, one arm could be equipped with a shield for extra AC, and the final arm would be perfectly unhindered to cast spells (including touch spells, which could then be delivered via the two-handed weapon).
Flaws in my reasoning?
[edit]
I realized that this probably doesn't belong in Rules Questions. Please move if needed, or I can delete and re-post in a more appropriate forum.
Just looking for quick clarification: At 9th level, the Spell Dancer Magus can use Dimension Door once per spell dance. Specific wording:
"Spell Dance wrote:
At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate...At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance.
While the GM agreed with me, one of the players argued that in this case Dimension Door could not be used to take people with me. I do not see anything in the wording that indicates that the spell text is altered so that I can only teleport myself; anyone aware of any alterations on this?
As an aside, Spell Dance might be considered a weak archetype, but combining it with a Dervish magus build is really fun to play. :)