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oh man, i thought Path of War was still Paizo, just a variant...urgh, didn't realize it was 3rd party stuff.

K...I guess it will need to become a question for my group instead.


Per Haste (and similar language in Blessing of Fervor or Speed weapon) :

"When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)"

So what is a "similar effect", other than those 3? I know that the Monk's use of Ki to gain an extra attack DOES stack with Haste and that's been established in the FAQ.

So which other "gain extra attack on full attack" abilities/effects DO/DON'T stack with Haste?

Path of War's stance, Broken Blade Stance, reads as follows...

"While in this stance, the initiator gains a competence bonus equal to his initiator level to Acrobatics checks to avoid attacks of opportunity, and may make an additional attack when making a full attack action. If the initiator is two weapon fighting, he gains this extra attack for both hands. The attack(s) uses the initiator’s full base attack bonus, plus any modifiers appropriate to the situation."

So is this is a "similar effect" and wouldn't stack? Or is it like the Monk's Ki ability, and WILL stack?

Thanks!


So I find it interesting that they make a distinction between Styles and Stances, which are VERY similiar otherwise. But Styles specifically say, "you cannot use a style feat before combat begins". Which honestly, makes more sense to me.

When you're drinking beer at the tavern...or reading through a magical tome in the library...or stuff like that, you're not "in a combat stance". You can drop into one VERY quickly...that's the Swift action.

To me, this seems like a mistake in Path of War...but whatever, guess Stances are just "better" than Styles, since you can maintain one from the moment you wake up, till the moment you go to sleep. All righty then...


Thanks all for clarification!


So, does that apply to ANY class that gets access to Rogue talents?

Stalker gets a Rogue Talent and uses that Rogue Talent to get a Ninja Trick...Stalker levels are considered as Ninja levels for talent?


If a slayer takes a Rogue Talent or Ninja Trick with his slayer talent, the verbiage specifically says, "Any talent effects based on ninja/rogue level use the slayer’s class level".

But in the description of when a Rogue takes a Ninja Trick, this verbiage doesn't exist. It just talks about not being able to use Ninja Tricks that require Ki Pool, but you can still choose them.

Is this just an oversight? Or is it a case where if a Rogue takes a Ninja Trick, he uses his Rogue level as his Ninja level for any level based abilities of the Trick?

Thanks!


Maybe giving more specific situation would help.

Creature was attacking a Toxicant player and got 5 bite attacks. On the 1st bite attack, failed his save vs the Toxic Secretions and became Dazed.

So the discussion at the table was, should this have stopped/prevented the next 4 attacks?


Diego, thanks for the response.

I've never seen the logic about the "multiple natural" attacks vs iterative attacks. Is there some source rule or FAQ that can back that up?


Dazed reads as...

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

So, two questions.

1. If I am flanking with a Dazed ally, does he threaten? Would I get the +2 Flank bonus and Sneak attack (if I had it)? My first impulse is to say No, but want to confirm.
2. This is a little more tricky. Creature with 4 attacks goes after a character and something after the first attack causes him to become Dazed. Does he lose the subsequent 3 attacks? Or, since he started the Full Round action prior to becoming Dazed, do the attacks continue?

Thanks!


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My players are considering this combo, I just want to make sure it works and is legal.

Alchemical Allocation
This extract causes a pale aura to emanate from your mouth.
If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Chalice of Communal Dweomer
Once per day, a creature can pour a potion with a duration longer than instantaneous into the chalice, then drink it as a standard action that provokes attacks of opportunity. The bearer and up to two willing allies within 30 feet gain the benefits as though they had consumed the potion; however, the duration is divided evenly between all recipients (including the bearer), rounded down to the nearest round.

So their idea is, pour the potion into the Chalice, drink the Alchemical Allocaiton, then drink from the Chalice, then spit the potion back out, preserving the potion for later use...but the Chalice then gives the drinker and two other allies the effect of the potion.

All square? Is there something in here that isn't being played right?


Thanks for the clarification!


If I attempt a Trip CM with a +3 weapon, do I get the +3 on my trip attempt? And if so...can someone direct me to the ruling that shows this?


ah okay...so no Extradordinary abilities, but still has "non form reliant" SL and SU abilities...so could use a Breath Weapon (assumes its SL/SU) but not say, a Gaze attack that is EX.

That's helpful to know, appreciate the insight guys. Sounds like a pure melee BEEG is a lot more impacted by this than someone who has SL/SU abilities or spell casting.


Diego, so what abilities does it keep? Obviously, the NPCs natural attacks are gone...what about Extraordinary, Spell Like, or Supernatural abilities?


This seems like a pretty overpowered spell, especially for a 4th level spell, so I'm wondering if we're playing this right.

"This spell transforms a creature into a Medium or smaller animal or humanoid of no more than 1 Hit Die. If you use this spell to cause the target to take on the form of an animal, the spell functions as beast shape II. If the form is that of a humanoid, the spell can function as alter self, youthful appearance, or both, such that you can transform a creature into a generic, youthful humanoid of any type."
"Any creature that interacts with the target of this spell must succeed at a Will saving throw (using the DC of the spell) or view the target in the most innocuous possible light. On a failed saving throw, the creature views all of the target’s actions as inoffensive and no cause for concern unless the target becomes an obvious threat. The creature can otherwise act normally, and feels no compunction to obey or ignore the target; it simply assumes none of the target’s actions are dangerous or malicious unless shown evidence that proves otherwise."

Player casts this on the big bad NPC and poof, they're a rabbit or turtle. End of fight.

Can the NPC do/use any of his abilities after failing against this spell? Or is it pretty much, fight is over, as the dragon/giant/evil wizard is now something with <10 hp and no abilities?


One other follow up...if the Breath Weapon is Supernatural, would it overcome DR/Magic? or does that have to be a magic weapon, specifically?


I missed the part about "Supernatural" abilities, so that seems to clear it up.

Breath Weapon (Su)
A gashadokuro can breathe bone shards as a standard action.

Special Attacks breath weapon (30-ft. cone, 12d6 bludgeoning damage, Reflex DC 24 half, usable every 1d4 rounds), corpse consumption, swallow whole (6d6 bludgeoning damage, AC 20, 18 hp)

Trying to figure out if my one NPC can breath on his undead buddy and not hurt him...but looks like it will hurt him, for at least half damage. Good to know, thanks!


I've got a Supernatural breath weapon that does Bludgeoning damage. Would this damage an incorporeal creature? I guess I'm not sure if its "magical" or not...?


That's what I thought, looks like my player made a mistake.


I know you get all the natural attacks of a creature when you BeastShape into it. But what about the threat range of these attacks? Some of them are clearly increased by the Feat "Improved Critical", as shown in the creature stat block. But when you BeastShape, you don't get those feats...do you?


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What about something like Bestow Curse? Again, not a physical thing...so that would stick around as well?


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Recincarnate says "all physical ills and afflictions are repaired". Character in question got hit with a Feeblemind spell prior to dying. Would his new body still have the Feeblemind on it? Or would that be covered as a "physical ill or affliction"?


Item reads...

Ankh Talisman: This cross has a loop at the top. When a living creature wears it as a talisman, it radiates a soft, golden glow. When the wearer is hit by a creature with the energy drain ability, he receives a saving throw to negate the energy drain, using the DC listed for the ability (which usually determines whether temporary negative levels become permanent). If the creature’s energy drain allows an initial saving throw, the talisman grants a second saving throw if the wearer fails his initial saving throw. If he succeeds at the saving throw granted by the talisman, the talisman releases a blast of force that automatically hits the attacker (as per force punch). Moderate necromancy; CL 7th; death ward, force punch.

So the question is, would this protect someone from an Enervation spell being cast on them?


Does Lesser Resto remove all 3 stat penalties applied by Touch of Idiocy?

Shortest question I've ever asked...:)


Player is flying 5-10 feet off the ground. My Gargantuan creature wants to move through his square with a Trample or Overrun manuever.

Does this work normally vs the flying creature? The big creature is moving through his squares but I know PF gets a little fuzzy on how it handles 3d dimensions :)

Thanks!


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Gotcha...so because he's Tiny FROM a Reduce Person, and that sizing doesn't stack with Fey Form, he doesn't get the +4 Str/-2 Dex adjustment.

Thanks all!


So, just to be clear, when DO you apply this rule?

"If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. (see Table: Ability Adjustments from Size Changes)"


Wait, so what, just ignore that rule in Transform/Polymorph? What's the rule for then?


So a player who is Tiny (Halfling with permanent Reduce Person on him) is going to cast Fey Form to change into a Diminutive Fey.

According to Transform/Polymorph rules...

"If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. (see Table: Ability Adjustments from Size Changes)"

For a Tiny going To Small, says he should get a +4 on Str and -2 on Dex.

Then, from Fey Form III, for Diminutive, he gets a +8 to Dex and -4 to Str.

So a net result of +6 to Dex, +0 to Str....er...is this right?

What makes this totally blow my mind is that if he was a Small creature using this spell, he'd just get a +8 to Dex and -4 to Str!

Are we doing this right? And then for either of these sizes, because they're going from Small to Diminutive, would pick up the +2/-2 for To Hit/AC and CMB/CMD respectively.

Do I have this all correct? Or are we missing something?

Thanks!


All good points...any contradicting opinions out there?


That seems pretty definitive...any source you can reference for these three "no"s? :) Just know my players will want more than one person's opinion, without some kind of reference to back it up.

Also...what if the attacker had Pounce? Any difference?


So a player charges a Large creature that has 10 foot Reach and the Grab ability.
Before the player can make his attack (assumes player has 5 foot reach), the creature gets an AoO and hits. Because of Grab, it gets a free Grapple check and lands the Grapple check. So both the player and creature are now grappled and the player is pulled adjacent to the creature, via the Grapple rules.

1. Does the player still get to complete his charge attack?
2. If the player was using a 2H weapon, does he still get to attack with that weapon, even though he is grappled?
3. If the player DOESN'T get to finish the attack with a 2H weapon, can he drop the weapon and attack with another readied weapon (Spiked Gauntlet, for example)?

Obviously, this has come up several times at our table...honestly, it comes up almost every night and we can't seem to find a consensus is to what the exact right ruling is. So thanks for any clarification!


Thank you!


Plant/Beast shape give you different powers/abilities at the different levels, as well as larger shapes you can change into.

But if you had say, Plant Shape III, could you use it to turn into a Large Plant (which is Plant Shape II) but still get the Damage Reduction, Regeneration, and Trample abilities of Plant Shape III?

The spells read...

Plant Shape II
School transmutation (polymorph); Level alchemist 6, sorcerer/wizard 6

DESCRIPTION

This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain energy resistance 20 to those elements. If the creature has vulnerabilty to an element, you gain that vulnerabilty.

Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.

Plant Shape III
School transmutation (polymorph); Level sorcerer/wizard 7

DESCRIPTION

This spell functions as plant shape II except that it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: Damage Reduction, regeneration 5, and trample.

Huge plant: If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a -2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.

It the line that says, "...the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain blah blah blah".

So if there's a Large Plant with Regeneration/DR, do you gain those abilities via Plant Shape III, even though you're going Large instead of Huge?


So pretty simple scenario, came up last night. The Druid got swallowed by the T-Rex...and then the T-Rex got killed.

What happens to the Druid in its gullet? Does she take take damage each round she remains swallowed? Can other players outside of the dead dino cut her out? How long does that take?

Or is it typically played as, "Once swallower is dead, any swallowed targets just get a free escape"?


Its the whole Arcane spells, in his Divine list part.

Can lead a horse to water, but cannot slam dunk his head in the trough and drown him...:)


Appreciate the in detail response...my player still isn't accepting it but I get what you're saying, so thanks DR!


Technically, it says, "cast as divine" but that doesn't mean that they aren't Arcane spells...does it?

Heh, I don't want to just tell the player "no" without some actual rules to lean on.


so this is a weird combo my player wants to use.

Arcane Enlightment Hex gets him 2 Arcane spells a day.

The Shield of the Mage is an intelligent shield that basically can cast, every round, (randomly) any arcane spells he knows.

So he takes Fly and Haste as his two Arcane spells...and now, the entire party is pretty much permanently Hasted and Flying. Or Fireball and Lightning Bolt and now, since the intelligent shield is casting on its own (without the player having to use an action), they're getting off an 11th AoE damage spell, free, every other round.

This seems a bit overpowered, for the combination of a class ability and a 14k item.

What do folks think about this? And yes, he took a feat/class dip so that his Shaman can use a shield.


Okay, so for #1, each time you get the hex, pick new spells.

What about #2, casting them when you DON'T have the Hex?


Oh, and while I doubt there's a hard and fast rule for these 2 questions, I'm really just looking to see what the community consensus is on these. Thanks!


From the Lore spirt

Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Two questions regarding this.

1. The shaman picks this as his Wandering Hex for a day. When he first does this, he picks arcane spells that he can memorize. Lets say 3 days later, he's picked other wandering hexes in between, then picks this one again. Does he original list of arcane spells still apply? Or does he pick a brand new list of spells equal to charisma? Note that he has not leveled up between the first time he picked the hex and this latest time.
2. Same thing, picks this as Wandering hex, then next day, picks a new Wandering Hex. But he didn't use all the arcane spells from the previous day. Could he still cast them or does he need to have the Hex to actually cast the spells?


Okay, thanks for clarification!


I know that Undead have immunity to Negative Energy...does anyone have immunity to Positive Energy? Is that a given for normal, living creatures? Or does it have to have a specific immunity to it?


Thank you, appreciate the clarification!


Its the energy part that was throwing me off...I just need to reset my thinking on this. Thanks!


ugh, i wonder where else we've been messing this up...

So the Fire Elemental you quoted, doesn't do 2 Burn. it does 1d8 burn...since that is bonus dice, it doesn't multiply on a crit...right?

But the Slug, that does 3d6 Acid...that does multiply.

See where my confusion is? One time, the energy damage is multiplied, one time it is not.


Still not sure about that, since Spells are different and have the rules spelled out differently for them.


Oh, okay, so since its "ranged touch", then the acid DOES multiply?

So is this specific to "ranged touch"? A fire elemental does extra fire on its melee attack...but that doesn't multiply on a critical hit.

So is "ranged touch" the only distinction?


I think we might have been playing this wrong, so looking for confirmation.

If you use Wildshape/Beastshape to change into a creature that has NO land speed (say, an aquatic creature that only has a Swim speed), can you move at all on land?

Giant Octopus has come up, but it has a land speed of 20...but our Druid has been moving at HER base speed. Is that correct? Or should she only be moving at 20?