This may already be clear to other people from the text, so sorry if it's a misguided line of questioning.
The text of Reclaim Power states
Reclaim Power wrote:
You Consume a Thrall, increasing the range to 30 feet, and regain 10 Hit Points. You can destroy up to four more of your thralls in range to increase the healing by 10 per thrall. If you destroy five thralls total, you can also decrease your clumsy, enfeebled, frightened, sickened, or stupefied condition by 1.
Given that this feat requires the Consume Thrall class feature, does this mean that the Reclaim Power activity incorporates the base Consume Thrall action benefits (regaining a Focus Point) while modifying the usage range from 15 feet to 30 feet and adding the healing rider? Or is the "consume a thrall" phrasing a description of the destruction of the thrall being used exclusively for healing?
If it is the case that the base action is incorporated, does that mean that you cannot use Reclaim Power if Consume Thrall has been used within the last 10 minutes?
My assumption from reading is that Reclaim Power does incorporate the Focus Point benefit and that it can still be used even if Consume Thrall has been used because it is a separate activity with a separate frequency. That would mean that the Necromancer has two abilities to restore FP in each encounter which is more than other classes, but I could see it as a deliberate design choice to offset the high amount of Focus Spells the class has.
Standard progression for Weapon Proficiency and Weapon Specialization is that Specialization is awarded 2 levels after the class's first strike proficiency boost. Alchemists and Warpriest clerics break this by bumping to Expert at 7 but delaying Specialization to 13, but as both cap at Expert weapon proficiency like full casters that can be thought of as a stopgap balance accommodation.
As listed in the playtest document, Kineticist is the only class to gain Specialization at the same time as their first increase in weapon proficiency (level 7). For consistency, I would suggest they should either delay the Specialization to 9 (making them the only Expert @ 7 class that gains Master proficiency in strikes) or bring Expert proficiency up to 5 (to match other martial classes). As the rest of the attack/specialization progression matches martials, I believe the latter is the better option.
May have missed something when looking at the details of the class, but I don't see a Perception improvement for the Psychic. Based on other full casters, I believe we expect that to kick up to Expert at level 11.
Now this is a cool mechanic! The two-tiered benefit mechanism makes it more appealing than achievement feats, and the predetermined goal helps GMs and players establish a connection to an on-going story. These could make good bonus feats to hand out at the start of a campaign.
Thanks for the preview! Looking forward to the next one.
While working on making a Paladin today I came across this feat, and it struck my fancy. However, since the spell choices cannot be changed once the feat is taken, I thought that getting some advice would be in order.
What are your favorite level 1-4 Bard, Cleric, Oracle, and Inquisitor spells, and how well would they translate to Paladin? I'm thinking of reserving level 4 for Dimension Door so I can pick up the Dimensional Agility string of feats.
The purpose of this thread is to discuss the possibility of incorporating the Horns of Naraga (Artifacts and Legends, pg 28) into the Carrion Crown AP as a central part of the plot, possibly in conjunction with other changes to the "core" storyline. As such, it is intended for DM use and will contain spoilers about the general plot of the Adventure Path and specific campaigns that may differ from the core storyline in important regards. Player reference to this thread is ill-advised.
So. Now that that's out of the way.
The Horns of Naraga are a powerful artifact created by Tar-Baphon before his battle with Aroden on the Isle of Terror and his subsequent ascent into Lichdom. Forged from the bone fragments of a powerful Ravener from the Isle of Terror, the Horns were worn as a headpiece throughout Tar-Baphon's reign and even into his imprisonment in Gallowspire, where they are still locked away with the Whispering Tyrant. When worn they allow the wearer to sap life force from any living creature they touch, resist damage from positive energy, prevent damage from acid, and see in mundane and magical darkness. In addition, the Horns of Naraga can take the form of an ancient black dragon under the control of the wearer for an hour at a time- a fine addition to the final battle for those who wanted Marrowgarth to participate but felt it was a little ham-handed.
Kind of a great thing to have, really. Honestly, just the write-up on the Horns' history is worth the price of Artifacts and Legends; buy it, read it, learn it, love it.
So how can we get this wonderful piece of necromantic power into our Carrion Crown campaigns? The main issue seems to be that access to the Horns implies that our BBEG was able to breach Gallowspire, retrieve the artifact, and- most impressively- make it out alive. I'm sure that some factions within the Whispering Way would not be too excited about this presumption of power and authority- though perhaps would bow to it anyway- and it may help explain how AA was able to position himself in the organization so quickly, without even having undergone a transformation into undeath.
I'll save my personal campaign alterations for another post, but I'd love to hear some suggestions- especially after the amazing work that came out of the Adivion Adrissant thread.
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Howdy folks. I had a question about the Dimensional Savant and two Teamwork feats, Outflank and Precise Strike. The description for the feats is below.
Dimensional Agility:
Prerequisites: Ability to use the abundant step class feature or cast dimension door.
Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
Dimensional Assault:
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
Dimensional Dervish:
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Savant:
Prerequisites: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.
Outflank:
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Precise Strike:
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Since the teamwork feats require that you flank with an ally with the feat and SKR ruled that you count as your own ally does this mean Dimensional Savant would allow a single character to benefit from Outflank and Precise Strike? If so, how would the provoked AoOs be resolved?
Honestly, even if it isn't RAW or RAI, I may houserule that this works just because of how awesome it would be on a BBEG.
I was wondering what other GMs used for the level of firearm availability for Carrion Crown? I have one player itching to play a Gunslinger, and our group hasn't tried out the rules for the class yet.
Eldritch Heritage states:
Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Let's say that a bard takes Skill Focus (Perception) at level one, and then at level three takes Eldritch Heritage (Draconic). What happens if that bard later gains access to the Draconic bloodline from the Dragon Disciple prestige class? The feat was legal when it was gained, but is the bard to switch to another bloodline when they would have two of the same bloodline? If there's no official answer available, how would you houserule it as a DM?
Sorry if this has already been answered, but it occurred to me during a recent session when we were discussing Prestige Classes and I became curious
One member of my gaming group is starting up a new Pathfinder campaign, and I was hoping for some advice. Stats were 4d6, drop the lowest and I ended up (before racial mods) with: 15, 14, 14, 13, 10, 16. We're starting at level 10, and since I've never made a Bard or melee-centric character, I thought it'd be fun to do both and try out the Arcane Duelist. We have the APG and CRB to use as resources.
My current build is:
Str 19 (+2 Human, +1 @4&8)
Dex 14
Con 14
Int 13
Wis 10
Cha 16
Feedback on this bard would be appreciated. I was also considering taking Dragon Disciple once it's available, but couldn't decide if it'd be worth the loss in Bardic abilities.
The description for Fleet (Su) says:
While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level.
At what levels would the Dancer gain the extra movement? As worded it seems like it should be +10 at 1st, 15 at 5th, 20 at 9th, 25 at 13th, and 30 at 17th, but it gives level 19 as the cap. Is this just an editing error, or did I miss something?
I was confused on a few points by the Maneuver Master's defining ability, the Flurry of Maneuvers
From UC: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. (emphasis added)
My first question is whether the maneuver master should use his monk level in place of his BAB for ALL maneuvers he undertakes when flurrying or only the bonus maneuvers, as written?
Second:At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.
Do these additional penalties apply only to the marginal maneuvers? That is, would the base CMB for a six-maneuver flurry be 8/8/8/8/8/8, or would it be 18/18/18/18/15/8 (or 15/15/15/18/15/8, depending on the answer to the first question)?
Finally, my DM has been letting our Monk use multiple attack-action maneuvers in his flurry of blows. Is this actually legal, and, if so, isn't the base monk better at maneuver flurrying than the new archetype when using attack maneuvers since he doesn't take the penalty to flurried maneuvers while still treating his monk level as his BAB? It seems like the "master" only gains the upper hand if using nothing but standard action maneuvers, which is plenty powerful but I find myself wanting trips more often than dirty tricks.