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In my opinion Smites application when it comes to multi damage packets vs DR or resistance. If it applies only once to these things, you get the damage only once, if you apply it to every attack, you get the damage for every attack. This includes things like magic missle.
if you have force resistance 5, you are immune to magic missle if smite would affect every die.

Someone else can figure out weather or not that applies in which way for every given spell. this ensures the decision is balanced for smite spells


Consider who you are asking.

They probably think this spell is 'incredibly potent'


Zahmahkibo wrote:

The FAQ doesn't say anything like that. Handedness is the only thing that changes.

PRD wrote:
A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. You can use a bastard sword two-handed as a martial weapon.
You can use it like a martial weapon, but it's still exotic. Not eligible for heirloom weapon, no FAQ required.

when something is used or works "AS" a thing, rules langauge states that it works exactly like that thing, so it would work. If it doesn't, its paizo being pointlessly obtuse and fickle about a poorly written faq, like the one they made to deal with eldrich heritage arcane but basically had the players go out and find all the stuff they broke with the FAQ post.


bump.


bump


I wanted to know how synthesist's temp hp, diehard, and the fused link ability, is supposed to interact with the summoner's eidolon being banished. There was supposed to be an FAQ on it already, but I'd like to know where it is if anyone knows, My gm said it was fairly hard to find the first time, and I'd rather not make him look as I am only curious, I respect their ruling.


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wow, a lot of people are actually crying fowl here. Unfortunately you aren't going to convince the designers not to make bad choices. even if the vast majority of people here are crying foul they wont consider dissenting opinions. I'm glad someone popped out with the list of stuff this change effectively breaks, with the designer admitting it does to no current fix. IE rather than suspend the change till it can be errated (errataception) it works as written and the things it breaks now have no purpose. the beauty part here is I couldn't find any but you guys certainly helped me out on that, but if I can show how this design choice is poorly written, I can probably get it declined of use in my group.

In some ways, I'm glad we aren't beholden to paizo's exact rulings anymore. It's currently breaking two very flavorful builds I have, but the one where I cast up to six level spells divine and summoner, have access to all 11th level revelations of my mystery, 2 full domain powers and almost any other feat i want, can throw down skill checks of above 70 at level ~10, and still be a completely competent melee combatant and caster, is left untouched.

This stuff may be great for PFS play, but in other games it's a pretty non nonsensical distinction, where this kind of thing ^ is rewarded but having bladed dash I and II and the jump spell on a war priest is a big no no.

sorry if this comes off as super harsh in this hug box, but our group has been running long standing for over 2 years now. so we've been through this game A LOT.


bumping for an answer


when casting a buff spell on someone and the duration has not yet run out, how does the rule apply? is it a second spell effect? does it extend the duration? does it overwrite the previous one?


Question for my fellow MapFinders, IS there any available pack of token images for every condition in this list?
http://www.d20pfsrd.com/gamemastering/conditions
as usefull as spells are, I'd like to start with the bread and butter of conditions, I'd also hope to get this in a week if it exists as I'm on a time limit, but later will be acceptable if no one has an immediate response.


bumping this because I want to know what more people think.


Byrdology wrote:

I have been messing around with some builds and such and I have been wondering about skyrocketing certain abilitie scores sometimes to the detriment of others. This is PFS that I am talking about here because a 1-20 campaign follows a bit of a different guide line.

So here is the crux. Full casters and 2hw brutes pretty much need the highest stat possible for save DCs or dmg output, because that is what they do... Alot of your 3/4 BaB melee + other classes need diverse stats and are generally called MAD because of it. But I don't think that "optimal/ maximum" dmg is the point of these classes.

You want to be competent in melee, sure, but there are other things these classes bring to the table as well. So what is a good and reasonable balance for stats? If You get a free +3 from lvls and can assume a couple +4s from ability increasing items, then where do you draw that soft line in the sand?

PFS? feel free to min max all you want, I wouldn't trust anything they have to be challenging enough to require the superior route of a more balanced array of stats. Generally speaking an 18 via racial boosting is probably the most economical choice, but even some people don't mind starting at 16 including racial bonus.


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magnumCPA wrote:
Um, I'd say oracles and gunslingers are overpowered because I dislike most of the oracles and gunslingers characters I have seen and they look like they are made by the kind of people who would make op characters.

Fuu re seriously? you think a class is overpowered because people who make according to you OP characters use them? The Orc avatar really suits you. maybe you should come up with a better reason than BAWWW charops in muh gaems.


Rory wrote:

As many people mentioned, a low level divine caster is harsh to start.

Ways Around This:

Scrolls. Scrolls. Scrolls. Start buying up as many scrolls as you can

No, this is an oracle, they will never want for spells to the point where they need scrolls in order for them to be effective.


Marthkus wrote:

@anon fem

Dude Bard can fill any role. Versatility doesn't make you OP. Part of full-casters power is how versatile they are. Summoner is not OP.

Try building a summoner before you say it's OP. A summoner can't fill every role at once.

Thats not exactly true, Master summoner is one of the most overpowered classes in the whole game. I wont bother explaining it because it wouldn't go anywhere like I mentioned last page, but I will point out you seem to be reading someone elses post as my own.

Thomas Long 175 wrote:
MrSin wrote:
Thomas Long 175 wrote:

2. And I'd still call the slaves evil. If someone put a gun to your head and told you that if you didn't kill someone there on the spot then they'd kill you, you're still evil for killing them. Its a fallacy that you don't have any choice just because people threaten you with death. Your other choice is death, but you are still actively choosing to put yourself above other people to the point of actually trying to hurt them. That is evil, hands down, putting yourself before everyone else with no regards to who it hurts.

3. Its not balanced by a long shot. Take a party of any other 4 characters and then take a party of 4 summoners. They hit level 15 and the eidolons stand around party members and suddenly everyone is getting a +10 AC and saves.

2. Lets not get into an argument over the morality of a man held at gunpoint. I see nothing good coming from this.

3. Bonuses of the same type don't stack.

You are quite right. I have the book with the summoner in it, and I seem to recall it being untyped, but the SRD is showing it as a circumstance and shield bonus.

Circumstance bonuses always stack when they are from differing sources, the shield bonus will not however.


Avh wrote:
anon fem wrote:
Anyone who thinks the new classes are better than a wizard druid or cleric are tripping hard.

I never say they are better. The summoner may indeed be less potent than a druid, cleric or wizard. But it is the most versatile class in the game, and by a great deal.

Quote:
Oracle is about the only one that stands out as "wizard" tier powerful.

I don't know enough about the class. But I don't think Oracle is better than cleric (=> less versatility, despite cooler class features). He may be more potent, but Tier system is about versatility, not power.

Quote:
but hey, whats the point of arguing about a topic like this when there are a lot of people out there who think the monk isn't just fine, but even powerful or overpowered. Paizo does not generally understand game balance at all, the thing that keeps me coming back to it is they at least understand synergy, and how to make sure most classes have it.

Amen. That is so true.

Quote:
And well, ashiel, ashiel really doesn't know what he's talking about in terms of potency. sure, its much much better than a fighter, duh, but it is in no way as powerful as a full caster.

Again, not potence but versatility. The summoner can fill ANY roles, and multiple roles at the same time ALL DAY LONG (even wizards can't do that, and druid were nerfed enough not to be able to do that anymore. They even have spells, in addition to being able to fill multiple roles at the same time.

Quote:
For starters, the cheaper spells you've been ranting about? that lowers the DC by 3 of any saves, and most of them indeed have saves.

So what ? They still have ALL the best spells in the wizard list. Only exceptions are Divination spells, shapeshifting spells and Time stop.

Quote:
many of the highest level spells a summoner gets are pretty bad actually. you have some good ones but overall a good chunk of them will be circumstantial.
Then choose spells that are not circonstancials and buy the others in...

that leaves you with about 2-3 spells extra to choose, but I wont go any deeper than that, anyone who thinks you can laugh off -3 to spell DC probably uses paizos CR.


Coriat wrote:
Artanthos wrote:
A few surprising results as well, particularly in the "what is overpowered" field. Personally I wasn't expecting summoners to place so far above wizards.

thats because they are not overpowered. Most people just can't seem to wrap their heads around the things wizards can do. limp lash is a second level spell, force wall is immediately better than any control spell the summoner has, they have higher DCs and some of the most potent class features in the schools sections.


Mauril wrote:
I'm not sure what you are asking, anon. Are you asking if class features are Ex, Sp or Su? Class features, unless otherwise specified, are Ex. The ability to learn spells, have spells known, use a spellbook, etc. are Ex abilities. They require no magic to do and aren't lost inside an Anti-Magic Field. You may not be able to utilize these features to their fullest extent, but they don't go away. You don't forget/lose all your spells or the ability to cast them when hit with an AMF. Your spells don't work in an AMF, but you still have them.

That is a meaningless distinction, AMF do not make you forget or loose any SP/SU dependent resources.


The Artaxerxes wrote:
Hey, this is my first thread, so please forgive any mistakes I make. I'm new to the forums and Pathfinder in general, so please bear with me. I want to make a synthesist character, but the GM wants me to make an offensive, blaster-ish caster. I need to be able to convince him that I can be an offensive caster AND the melee monster I will be. What spells, feats, and evolutions should I take. Lastly, I would be a level six half elf. My eidolon is going to be a biped, so don't tell me to change that. Thanks in advance!

Instead be a samsaran and get blasty spells from other classes.


RDM wrote:

dirge of doom, inspire heroics, inspire greatness ?

Despite being higher level abilities they seem to be less useful than the lower level inspire courage.

If you do use them ... In what situations would you substitute using inspire courage for one of these others and why?

I cant speak for the others

but dirge of doom is great for the casters, lowering saves by 2 with no save is a pretty potent ability.


1.) Gods
Wizard, Depending on School
Druid, Depending on archtype
Summoner, (only the master summoner archtype)

2.) Demigods

Full Casters other than witch
Other Summoners.

3.) Paragons

Mid Casters,
Paladin,
Some Bards,
Witch,
Cavalier

4.) Heroes

Weaker Bards
Fighters
Barbarians
Rangers,
Ninja,

5.) Warriors

Rogue,
Monk,

6.) Farm Boys

A completely unoptimized: Monk, Fighter, Ranger, Rogue, Barbarian

Optimization: Building the most competant build you can manage around your existing character concept.


CombatTacos wrote:
I'm actually reworking my Divine Hunter Paladin to take the place of my Melee fighter, so I won't be making this Oracle into a melee beast. I now have a Breastplate and a buckler, along with a morninstar + spear. 18 AC now. Also yeah, That PDF is outdated. I didn't take Misfortune yet for that one. It should be Temporal Celerity and Misfortune, Not all three. I had a light crossbow already. But with shooting into melee at level 1. Hitting isn't very easy.

it doesn't really help that your Dex is garbage. Some general advice i can give then though since you wont be doing much attacking ranged or melee, is to focus on either buffing, and taking the spells that make you a god send in any fight, or go a caster esque route and pick up the spells that put on the hurt, you can build it like any full caster really. Either way, when you select spells, just try and make sure its a spell you can spam, bless is nice at low levels, worth getting even, but what you really want to be on the look out for are spells like shield of faith, cure or inflict spells, things that you can use over and over again, in and out of combat. if you don't spect for a bit of attack rolling, it's going to be the only way to shine as an oracle, as most of her mysteries are defensive and mobility, with potent but narrow offense as a secondary.


>>An Elder Scrolls PF game.

i have actually played in one, its certainly interesting i guess. but its really for the people who like the mythos, so make sure your players are interested in it.


CombatTacos wrote:
Hey guys, before anyone jumps to conclusions I'm not directly calling Oracles worthless, merely a question. I've recently started an Oracle with the Time Mystery ( Dual-Cursed ) and I may just be having an issue with caster. I was in a game this morning and I felt absolutely worthless, outside of my Misfortune from being Dual-Cursed. I sat back and did nothing. Does anyone else have issues playing an Oracle? Is it because I'm a caster time oracle? Would I be better off switching to battle? Share your own oracle experiences here.

AHAHAHA let me help you my friend. I myself have your exact same class type, and yes in the early game, it is hard, you don't get a lot of your best abilities yet. I've played my oracle for about a year now, and in terms of wreaking the best out of her, youre going to need to consider a couple of things. 1, do you want to focus on casting, or 2, do you want to focus on beating people up. this is a hard choice at times, because a lot of the oracles time flavored abilities really only get amazing in the late game, even though its a decent mystery. if you really want effectiveness in combat the elven oracle favored class can spike up the touch attack that does automatic strength damage. on the other hand, if you want actual attack potential, you really wont have it unless you either multiclass a bit, or pick up transformation by some means. either way, pick up the trait arcane heritage and slap it on time stop, then take the extend metamagic feat. its a long way to go isn't it, but when you get there.

oh and at level one you should not have 3 mysteries even with extra revelation.


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Anyone who thinks the new classes are better than a wizard druid or cleric are tripping hard. Oracle is about the only one that stands out as "wizard" tier powerful. but hey, whats the point of arguing about a topic like this when there are a lot of people out there who think the monk isn't just fine, but even powerful or overpowered. Paizo does not generally understand game balance at all, the thing that keeps me coming back to it is they at least understand synergy, and how to make sure most classes have it.

And well, ashiel, ashiel really doesn't know what he's talking about in terms of potency. sure, its much much better than a fighter, duh, but it is in no way as powerful as a full caster. For starters, the cheaper spells you've been ranting about? that lowers the DC by 3 of any saves, and most of them indeed have saves. many of the highest level spells a summoner gets are pretty bad actually. you have some good ones but overall a good chunk of them will be circumstantial. in terms of control effect spells, they only get the earliest ones, and by the time they have them the wizard and sorcs will be rocking force walls and fabricate, two very amazing spells, they can also get ahold of things like transformation and wish while summoners get to pick the scraps of the worst 6th level spell list I've seen. summon monsters are rather easy to dispatch with banishment type spells, and summoner conduit for directly damaging the caster. Wizards get metamagic bonus feats, crafting feats, and many class features that are very very potent, because they apply to a great veriety of situations. Summoners are a potent class for sure, but only if you compare them to the classes that need boosting up to be at wizard level of power, do they become "overpowered" seems more like full casters dont want anyone encroching on their territory as the awesomest.


Not entirely, stuff like this exists on the summoner classes eidolon, and the spells class feature as well, which do these default to?


or... stay with me now... you can just dismiss it.


Is sunlight vulnerability from the race guide something that only happens in sunlight? IE, are you affected in cloudy or stormy weather?


unless there's some effect that penetrates this kind of immunity, basically anyone immune to shaken is immune to intimidating in combat.


StabbittyDoom wrote:
If I'm understanding you correctly, you want the feat Create Reliquary Arms and Shields, which allows you to turn a weapon or shield into a symbol of your deity, meaning it can be used to channel or bolster consecrate/desecrate.

This says nothing about channel foci, but it's a pretty good item regardless. I wish i had the feats to spare to take this, as my channel dice are my strongest method of attack. No one shares my deity either.


Zal Namtarren wrote:

as said, "benefit/worth"

I don't really think it is of worth or benefit to walk into a greatly restricted gate while majority of the party can't, nor do I think it is worth to get hurt extra badly for triggering more traps and bane effects

On the contrary, some of the abilities specifically granted by favored class are definitely worth spending a feat over.

blackbloodtroll wrote:
What about an Aasimar with the Scion of Humanity alternate racial trait and the Racial Heritage feat?

The ruling of my DM according to RAW is that this doesn't work for the opposite direction. and as for taking RH with scion of humanity, that works.


Umbranus wrote:

Good question.

I'd guess the craft skill depending on the item with a somewhat increased difficulty.
I could see channel energy and being a follower of the god it refers to as a prerequisite.

So for a sword with which a follower of iomedae can channel I would say craft weapons, channel energy class feature, follower of iomedae.

I really need a RAW based solution for this.


How does one go about this? especially if its something like a weapon?


magikmaan wrote:
So, a combination of contingencies, grease and spark. How much damage would the person on fire be taking and how long would they be on fire if nobody went to put them out? Any help would be great.

My DM ruled 1d6


Gignere wrote:
For a paladin that smite first before detect evil, this is probably enough for at least an atonement from me.

Well I guess low level paladins fighting things with less than 5HD can just go jump off a bridge then.


blackbloodtroll wrote:

Well, no, you are still not the race in question, and the feat does not have a reincarnate effect on you, granting you racial traits.

Race traits, which are different, you would qualify for. You would also count as said race for feats, spells, prestige classes, and magic items.
The Racial Archetypes are new, and though the feat seems to imply that you would qualify as the race, for the purposes of being able to take levels in the archetype, it is as yet, undetermined if can do so.

If you have yet to do so, please hit FAQ button next to the original post.

No, you would qualify for racial traits, but it would be irrelevant, because races almost NEVER have the same thing as eachother, so its impossible to take a trait that replaces something you have.


Just put a rank in linguistics, nothing in there says you can't take secret languages. druids don't lose it for becoming ex druids it seems either.


blackbloodtroll wrote:

The Racial Heritage feat wording seems to imply you count as said race for more than just "effects".

As such, basing an interpretation of the rules, regarding this feat, based off of what an effect is, seems misguided, in coming to a conclusion.

Agreed, a race could also easily gain access to the other racial traits available via this feat, where there any that actually replaced each other. Basically for all intents and purpose, you are what it says you are.

The only question I have, is can I take RH; Assimar since ARG came out with an alt race trait that changes their type.


There are 3rd pary evolutions that let you use such magics and give bonuses to disguise


Alexander Kilcoyne wrote:
anon fem wrote:
Alexander Kilcoyne wrote:
No they don't get feats. Stop being so literal and see the RAI.
No, I'm in several games already where the RAW is all that matters, and the DM contacts paizo and must double check things, pretty consistently. and RAI does not always come out to be what you think is reasonable. which is why a party of first level bards is capable of destroying Galorian.
Sucks to be you, IMO. Following RAW blindly and resolutely despite common sense and people telling you for certain that you are wrong is an irritating and frankly silly road to walk.

Except I'm not wrong. this is starting to sound like a religious debate. Provide some material evidence that invalidates what I've shown for RAW, and explain how ignoring RAI makes me wrong when I never made ANY statements about what the RAI is.

Quote:


By RAW, your table's monks are not proficient with unarmed strike. Sucks to be them too.

Actually, they are proficient, they get IUS as a bonus feat. are you trying to be intentionally thick here?

Quote:


Explain how a high morale bonus to one roll destroys Golarion? Several level 1 spells spent for a big bonus to attack is all well and good but even if you hit something beyond what you normally could, its just going to squish your bards.

It requires an effect that gives damage as a moral bonus. Galorian has a set number of hitpoints, although I'd have to ask my DM where its listed.

Quote:


This endless crusade for perfect RAW is an incredibly frustrating trend. The 'dead' condition does not need rules saying you can't attack or take actions. The rules are there built on a foundation of common sense.

The dead condition says the characters soul leaves it's body. It's a condition, it has its proper effects by RAW, taking some sort of meaningful action as a soul is not exactly an easy task for most players.

Quote:


As for the RAW debate- wraithstrike's points are pretty irrefutable. Your trying to twist the word 'effects' to include 'feats'. The table for familiars doesn't include feats. The very text you have quoted also allude to that familiar's are only considered to have HD for the purpose of spells. An exception that proves the rule. The beast-bonded witch archetype is also clearly designed as an exception to the usual state of affairs- that familiar's don't get feats. This conclusion is painfully obvious.

No it doesn't it CLEARLY says that familiars have HD for the purposes of effects related to the number of HD, by RAW, they would get feats. its not hard to understand, its written in plain English. I'm not 'twisting' anything.

Quote:


RAW as some holy grail- the idea frustrates me, I will not deny it. Because people will blindly swear by some poorly worded text rather than simply use their better judgement.

Paizo is the one who made it holy. Raw and their own judgments are enforced for play-tests and that means I do need to hold it to the standard that I am.


LazarX wrote:
blackbloodtroll wrote:

Can a Human with the Racial Heritage feat take levels in Racial Class Archetypes?

Note: These Archetypes were introduced in the Advanced Race Guide.
No... Classes, Archetypes are NOT Effects. Effects are things that are done onto you, i.e.spells, bane weapon strikes, those sorts of things. You get take what the trait SPECIFICALLY states what you can take, nothing else. Traits, feats, that's it.

effects are not defined anywhere as far as I can see, So there isn't a distinction.

Considering it qualifies you for feats and traits, it's pretty obvious it's meant to include prerequisites, and the list is deliberately non-exhaustive, invalidating your statement's end entirely.


Alexander Kilcoyne wrote:
No they don't get feats. Stop being so literal and see the RAI.

No, I'm in several games already where the RAW is all that matters, and the DM contacts paizo and must double check things, pretty consistently. and RAI does not always come out to be what you think is reasonable. which is why a party of first level bards is capable of destroying Galorian. They ruled that moment of greatness stacks with itself (since it doubles a bonus rather than increases it) they may make similar judgments in the future, although i don't believe feats for familiars are quite on that level. I never argued it was RAI because I don't know Paizo's view, but your entire statement, since I never argued against such, is a giant appeal to emotion. If you want to disprove the RAW, someones going to have to put something new on the table, not just throw a tantrum.

Rules of the Game wrote:


For purposes of resolving spells and other effects, a familiar has Hit Dice equal to its own or equal to the master's character level, whichever is higher.

This effective Hit Dice total applies only when the familiar is subjected to some effect whose resolution depends on Hit Dice, such as sleep, holy word, circle of death, and the frightful presence special attack. The familiar does not gain any skills, improved ability scores, base saving throw bonus, base attack bonus, feats, or hit points from its effective Hit Dice (though being a familiar improves most of these things -- read on), nor does the familiar increase in size.

For example, a cat normally has 1/2 a Hit Die, and a sleep spell could normally affect eight cats (because sleep affects up to 4 Hit Dice worth of creatures). If a cat familiar has a 5th-level master, however, it effectively has 5 Hit Dice for purposes of how spells affect it and it is not subject to a sleep spell.

Temporary Hit Dice increases that the master gains (such as

...

This certainly makes a very good argument for RAI, however, that doesn't mean it's the case, since it's omitted from paizo's rules. regardless RAW is the only thing I care about here, but it's nice to see some substance behind your words for once.


cartmanbeck wrote:
Marthian wrote:
cartmanbeck wrote:


I'm not in any way suggesting that "Caster Level" the defined term is the same as your level in a class. You don't get the class features, you're just treated as if you were a higher level for spell DCs and many prerequisites. I get that. What I'm saying is I still...

Except there are feats that EXPLICITLY say Caster Level, NOT spellcaster level. Just because Caster Level is in there does not make it Caster Level. Arcane Spellcaster Level is essentially Class Levels in other words.

It's more akin to fighter feats such as Weapon Specialization: You need to be a level 4 fighter to pick it. Likewise for picking certain familiars.

I'm not saying how it is, I am going strictly RAW. Caster Level is only for level-dependent affects of spells, not anything else. You can houserule it however you want. If you were in my game, I would not allow it unless your Class Level was sufficient enough.

Gjorbjond has a great point. What about prestige classes that raise your caster level? Are you saying that a Sorcerer 5/DD 4 wouldn't qualify for an Improved Familiar that requires Arcane Spellcaster Level 7?

This seems to be correct, Familiars, like other class features, don't usually progress if you deviate from the class. It's a rather ass backwards way of doing things, they aught to just write in Wizard level, much like the druid and cleric features in other classes are used to refer to abilities other classes get in terms of their scaling. On the bright side, this means anyone with 2 feats to burn can just get a familiar that will scale with all levels, since EH gives you a sorcerer level that equals your character level for the purposes of its bloodline abilities.


wraithstrike wrote:

Typing RAW does not make you right. Effects are not feats if you can't show it to me in the book.

I'm through being patient with you

I did show you it in the book. It was included in my first post.
Quote:
Hit Dice: For the purpose of effects related to number of Hit Dice

Effects RELATED to the number of hit dice, the number of feats you gain is related to the number of hit dice, its an effect of being a creature with HD. This shouldn't be that hard for anyone to understand, just because you don't think it's balanced, or RaI, doesn't mean that's not what's written.


wraithstrike wrote:


Effects are not defined by RAW so there is no RAW that call feats effects.

That means by RAW there is nothing giving you the feats.

yes there is, unless you're actually going to make the argument that by RAW, every single undefined term has no meaning. Paizo would have to write a whole new language just to make anything not a nebulous mess according to your logic. Effects are defined in the dictionary, and until Paizo erratas effects to have some specific in game meaning, you'd have to assume that they meant to use the word they put there.

R.
A.
W.


wraithstrike wrote:

Feat are not affects, but some of the produce effect.

Effect should be a defined term, but it is not.

So basically the answer is there isn't one then.

As far as I can tell the main thing that makes me think RAI is likely no, is simply because there are a lack of feats that you can give familiars that are specially designed for them to take. However, Considering previous rulings, I would not put it past paizo to stick with their guns, regardless, Effects should become a defined term.

Because by RAW, an effect of numbers of HD is more feats, and as long as effect remains without a rules definition, it's default definition is that of a dictionary, and that would mean that all things related to HD with the exception of HP, since it's specifically stated as an exception, apply.

Uriel393 wrote:

I just started a lvl 10 Wizard in Hero Labs,to see what it did...

My flying squirrel was listed as getting Animal tricks, but not Feats (Other than the base ones from being a flying squirrel.

-Uriel

Hero lab is not affiliated with Paizo as far as I know, and likely shouldn't be taken as a source against something.


Considering how stupidly little grappling can actually do since Paizo made it worthless I can't see how Anyone would think a build involving it in any way is overpowered. Especially for a fighter.


wraithstrike wrote:
They count as having HD for the purposes of interacting with certain abilities. They don't actually have the HD, so they don't get the feats. Quatar's last post was an example of how their virtual HD affect interaction with other abilities.

well where does it say what an effect is? feats certainly have effects, and in actuality, gaining feats is certainly an effect of having higher HD according to the actual description of it in paizos own site. unless of course Effect is specifically designed somewhere obscure that I cant find.


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Quatar wrote:

Feats are not an "effect" related to number of Hit Dice.

What that means for example is that sleep wouldn't affect a familiar of a 5th level sorcerer since it counts as having 5 HD, etc. Stuff like that.

http://paizo.com/pathfinderRPG/prd/gettingStarted.html wrote:
Feat: A feat is an ability a creature has mastered. Feats often allow creatures to circumvent rules or restrictions. Creatures receive a number of feats based off their Hit Dice, but some classes and other abilities grant bonus feats.

Not seeing how they don't get feats.