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Two specific examples:
I'm sure there are other examples. Many classes that grant similar abilities say that they function as a specific type of weapon, so proficiency is easy to figure out. Is there some blanket ruling somewhere that says you're always proficient with class-given special attacks? The closest thing I could find was this FAQ saying that you're always proficient with class given natural attacks.
I'm looking for ways for a summoner to have reliable/always on buffs for their summoned monsters (ideally, PFS legal). What I've got so far is:
Anybody got any other suggestions? Preferably that don't require dipping.
Would they be able to take it at 1?
And, if they can take it, would it effectively just double the hours per day they can use Wild Shape, given the recent FAQ change to how their Wild Shape works?
1) Can an Ectoplasmatist take Weapon Focus (ectoplasmic lash)? 2) Assuming Weapon Focus works, can he use Slashing Grace with the lashes, so long as they are manifested as a light or one-handed slashing weapon? 3) Can he use Slashing Grace with Spiritual Combat? I'm sure most people will have a first reaction of no, but it's important to note that a) Spiritual Combat is not worded the same way as Spell Combat and makes absolutely no mention of your other hand being occupied, and casting a psychic spell does not require any hands, and b) the Slashing Grace FAQ calls out Spell Combat specifically but not Spiritual Combat, and Spiritual Combat makes no references to functioning like Spell Combat, or TWF, or anything similar.
What happens if you put the Dual-Balanced weapon modification on a throwing weapon? For example, a dagger. It is a melee weapon, so it meets the requirements to be able to put dual-balanced on it. The mod doesn't say it actually has to be used in melee to get the benefits, just that you can only add the mod to a melee weapon, which a dagger is. So when you use TWF to throw two dual-balanced daggers, do you still get the penalty reduction? What if you have one dual-balanced dagger and a Blinkback Belt and the Quick Draw feat? It's been established before that that's sufficient for TWF, so would you still get the dual-balanced benefit in that case? Lastly, what if you were to apply it to something like two Dagger Pistols and use it to shoot? It's still technically a melee weapon, so it meets the requirement to be modded with dual-balanced. And, again, dual-balanced doesn't actually say it needs to be used in melee, only that it needs to be a melee weapon.
Can a multiclassed Shifter benefit from the Shaping Focus feat? Shaping Focus feat says you need to be a multiclassed druid for it to do anything. Shifter says, "A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level." Does that work? Is that good enough, so long as the Shifter is multiclassed?
Can Skald Rage Powers be retrained in PFS? I would have assumed yes, just like a Barbarian can retrain his Rage Powers, by paying 50xlevel gold and 5 prestige, but I've got a member of local leadership telling me that none of the ACG classes, or any other class not explicitly listed under class feature retraining here, cannot retrain class features whatsoever. Is this correct? Is there a ruling on this somewhere? Appreciate some guidance on this. Thanks.
I'm looking into making a Tinkerer Alchemist for PFS and I'm trying to nail down some of the rules gray areas. I'd love some help finding RAW, PFS-legal answers to these things. 1) If the construct familiar has the mauler archetype, when it grows to medium will it gain "bonus HP" as per the construct traits? 2) Based on this FAQ, am I correct in assuming that in PFS a Tinkerer can pay for construct upgrades via these rules once the familiar upgrades at level 6? 3) If a Tinkerer takes the Tumor Familiar discovery, will the clockwork familiar gain the ability to attach to his body for fast healing? 4) Once the familiar upgrades to a Clockwork Familiar and no longer has a slam attack, does the tinkering option that increases slam damage add a slam attack or does it do nothing? 5) The Clockwork Bond ability has a line that says, "Unlike most familiars, a clockwork spy does not grant special abilities to its master." Does this only mean that it doesn't grant a usual familiar skill bonus, or does it extend to things like the bonus Alertness feat and other abilities from the normal familiar rules? Thanks for any help on this.
Can multiple bonds from an Oracle's Life Link be placed on one creature, and trigger to heal 5 HP each? The ability in question is the Life Link Revelation from the Oracle Life Mystery. I've seen and discussed a lot of interpretations on this rule. I myself have gone back and forth on it. Ideally, I would like to see an official answer to this. |