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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... ![]()
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! ![]()
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.
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My players are considering this combo, I just want to make sure it works and is legal. Alchemical Allocation
Chalice of Communal Dweomer
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? ![]()
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. ![]()
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."
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? ![]()
I missed the part about "Supernatural" abilities, so that seems to clear it up. Breath Weapon (Su)
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! ![]()
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? ![]()
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! ![]()
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)" ![]()
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! ![]()
So a player charges a Large creature that has 10 foot Reach and the Grab ability.
1. Does the player still get to complete his charge attack?
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! ![]()
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
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
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"? ![]()
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. ![]()
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.
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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. ![]()
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? |