just to clarify, boon companion cannot raise your pet beyond max char. lvl, but the huntmaster feat and the alternate racial bonus for certain oracles increasing levels of revelations (ACs in this case) CAN exceed max char lvl (assuming the AC is currently max lvl).
Is that correct? Neither has any wording that includes max levels, but maybe there is something im missing.
also, as a personal curiosity does anyone know whether a beastmaster ranger taking boon companion at lvl 1 gets his animal companion at lvl 1?
beastmaster's first two class features give NO lvl requirements and both replace original class features. i can't find any info regarding this scenario, and with no lvl requirements on a class feature that replaces something else i assume you treat it as a new class feature. as such, as soon as the AC is of a playable level it should be valid.
what say you?
Not that this has anything to do with RAW or RAI but if any of you have ever seen japanese weapon demonstrations where middle aged japanese men (equating something on the str 12 range) split iron helms in half you would be a full believer in 1.5x dex damage to 2h weapons.
Speed, precision, weapon design and knowledge of how to use that weapon masterfully can equal any 7' tall brute with a bastard sword.
just 2 coppers for all the people discussing the believability of dex equating str in regards to dealing damage with a weapon.
anyone have any insights into this? anywhere we can find definitive answers on how class features are replaced?
This page has some interesting points regarding class features, but nothing specifically to this situation.
This bit is about the closest i found: On the other hand, any alternate class features listed as altering an existing class feature otherwise works as that original class feature, and is considered to be that class feature for purposes of meeting any requirements or prerequisites, even if that feature is renamed to fit a new theme. For example, a class feature that alters the bard's bardic performance still counts a bardic performance for any prerequisite that requires that ability.
So the question is: class feature A awarded at lvl 4 is replaced by class feature B with no level requirement.
Under normal circumstances the character would be forced to wait til lvl 4 to get a lvl 1 character (since we obviously can't play with < lvl 1 ACs) however in this instance there is a feat that makes your effective druid lvl and thus your AC's lvl = 1 at lvl 1.
any clear verdict? or just house rule it?
i am also curious about this. is there some FAQ about this kind of ability reconciliation? why does almost every single ability have a level availability? even when they are replacing abilities of the same level?
this particular ability has no listed lvl requirement other than stating the char's druid lvl = rngr lvl - 3. if boon companion taken at lvl 1 then changes that druid lvl now to lvl 1 then what is restricting the character from qualifying for the ability at lvl 1 with a valid lvl 1 AC?
immediately following the two first abilities in the beastmaster arch (both of which do not list lvl requirements) is lvl 12 power Strong Bond which replaces a lvl 12 power camouflage and begins the qualifying information with "at 12th level"
i'm not saying the thread's current thinking is wrong, but i think there is a fairly strong case to require a little more "official" ruling on the matter.
ultimately, it doesn't make the class a ton more powerful and the player's power lvl is offset by giving up a feat to get their pet a little earlier.
edit: also, i believe one of the more important pieces of language is the bit where the features say "this ability replaces ________" instead of "this ability alters ___________".
Deighton Thrane wrote:
sorry got a killer headache and glossed over claxon's post. thanks for correction.
true. i believe it's probably a bit of both since i've never done either. so then i suppose the short answer is the hunter has one animal companion that levels normally and applies each respective class' abilities when they are applicable.
i believe this scenario is referred to in nefreet's second post. cav mounts and druid ac don't stack.
sorry for the confusion. as to the two faq suggestions i've read both of those already and am still unclear with my proposed scenario.
black lantern has it.
how do multiple hunter or druid or even summoner levels stack assuming they are a) archetypes of the same class b) don't conflict with each other as per their respective replacement abilities.
thanks and sorry for the confusion.
edit: MOST specifically how does the animal companion part of these archetypes stack? this is my real inquiry.
I have never played an AC class and have been doing a decent amount of research to try and understand how AC classes stack or more accurately don't stack, and i can't seem to find a clear answer for my particular scenario.
I was interested in how an AC class would stack in the case of same class archetypes that don't replace the same abilities and are assumed to be otherwise stackable.
Thanks for the lesson im about to receive. :)
VTT Gameday 4:[Roll20 / G+Hangout]PFS: 05-99: The Paths We Choose (Level 3-7): Saturday, August 30th, 2014 @ 12:00 PM EDT US [-4 UTC]
::bowing head low and partially covering his face with his hand::
I apologize most generous shopkeep for my visage is and always has been frightful to behold. I prefer to live my life under this mask. The stares it receives pale in comparison to the embarrassment and discomfort the face i was born with bring me. Please allow me to keep my dignity and my mask in place.
::rolls bluff check::
[R20 / G+]5-12 Destiny of the Sands Part I, II, and III (Level 1-5 & 3-7) [July 24, 27, and August 7 @ 6:00 PM EST]
[R20 / G+]5-12 Destiny of the Sands Part I, II, and III (Level 1-5 & 3-7) [July 24, 27, and August 7 @ 6:00 PM EST]
Nisha the Merchant wrote:
Just curious, but if a barb can't be lawful and a monk can't be unlawful how did you get these two classes to mix?
Dwarven Cleric/Rogue of Calistria. Born as slave in Cheliax, escaped with bellflower network, raised by halflings, turned to Calistria to satisfy the vengeance in his heart and the lust he has for a world so full of ...stuff.
Now has 3 female cohorts (he refers to them as his 3 daggers): a halfling geisha (retrained from expert/prostitute), a hobgoblin inquis/ranger (formerly of asmodeus but lost faith after goblinblood wars) and a ratfolk urban druid found underneath kasai.
He prefers wine and mead to spirits and ale, sideburns to beards, and his list of bedwarmers grows constantly.
i'd say it would negate concealment. it honestly is not THAT powerful of a spell.
1) it's a level 2 spell so not terribly hard to resist the blinding.
it's really not a huge gamechanger. you can get invisibility at lvl 1 with some classes (3 or 4 with others) with a duration of rd/lvl why not a debuff to counter it at similar levels?
I could be totally off on this so someone please set me straight. If i understand the druid animal companion table, the column with "skills" displays the total skill rank points that the companion has at that level.
Assuming this is correct then a 10th level companion has 9 skill points to disperse? I have to be misunderstanding this, because under the beastiary regular animals are listed as having these traits:
An animal has the following features (unless otherwise noted).
d8 Hit Die.
this would give a regular animal running around in the world 2x as many skill ranks as a druid's companion.
i know i've gotta be wrong about this, but could someone give me a point in the right direction?
i know i'm just complaining but this still doesn't make sense to me. i am pretty sure i could cause just as much grief with a constant bonus to Dex (or str or con) as i could with constant charisma or int.
i'd have to guess this particular discovery/archetype gets little to zero usage from this overreaching handicap.
no i'm not lookin for a "yes choir", but based on how the spell is described it seemed perfectly logical/possible for cold breath to be turned away. the issuing party was a young adult which made for an even more plausible defense even though in regards to the game and this spell there is no differentiation b/t a wyrmling's breath weapon and an ancient dragon's.
also, the only reason i mentioned fire or acid breath is b/c of the direction of the winds. i would agree wind would strengthen fire, but with the winds blowing at roughly a 90 degree angle from the floor it would still seem to me that it would be much less effective if at all.
honestly, i was hoping for a reference page or book to address this with since the description just says "gaseous breath weapons" but then doesn't describe the regular breath weapons as anything other than "fire" or "cold". if we were talking fire and brimstone or cold and hail that would be a different story, but it's just cold air and fire.
i guess what im hearing is it doesn't matter how "gas-like" a breath weapon is, it must have "gas" in the description for it to be affected by this spell. if that's all we have to go on then i guess i have the same info i started with, but i appreciate the input folks! :)
i have been unable to find a satisfactory answer on this topic so i thought i'd pose it to the boards.
the first question. is there any information regarding dragon breath weapons in detail? i know they are either cone or lines and are considered bursts. i also know there are alternate breath weapons that are labeled as "gas", but is there any more information on them?
the second question. can wind wall deflect breath weapons like "cold" or "fire"? or even partially deflect breath weapons like acid?
we house ruled a cold breath attack would be dispersed, but only after a fair bit of debate and no concrete evidence to the contrary.
the logic is as follows: the wind wall is 2 ft. thick and of "considerable strength" and strong enough to completely deflect arrows and bolts which are designed to pierce materials (air included). it's hard not to divorce "real world" from "fantasy", but it would seem to me that a magical wind strong enough to completely deflect an arrow or bolt would be strong enough to deflect frosty or fiery breath and (to a lesser degree) disperse more corporeal breath weapons like acid.
i asked about the incorporeal creatures since in their description they specify that they are not affected by combat maneuvers that "move" the creature. they give no caveat for force weapons, but it seems to make sense that it should.
pool strike coupled with sneak attack: using pool strike as a character that can also deal sneak (precision) damage would they work in conjunction?
example: 7 magus/ 1 rogue attacks with pool strike with flanking. does the damage equal 3d6 + 1d6 or just the 3d6?
this might be slightly off topic, but i was curious about the chain's combat maneuvers versus incorporeal enemies.
incorporeal are said to be immune to combat maneuvers that "move" the character, but this seems to be tied to the fact that the weapons are material.
can the chain of perdition as a force weapon attempt combat maneuvers against incorporeal characters?
our group has a bit of confusion regarding DR and spells/spell-like abilities/supernatural abilities.
does damage reduction only apply to physical attacks or does it extend to spells?
does a creature with DR10/good resist ten points of all attacks that aren't good/holy based or just the physical ones?
im leaning towards damage reduction being a qualifier for physical attacks and spell/energy resistance being the qualifier for spell attacks.
what's the word?
i'd say you get a save to half damage regardless.
1) the wording is funny, but they are both referred to in the same paragraph as saving would half the damage and negate the blindness in the case of outsiders.
2) i don't understand why a spear of purity would require a save ONLY for evil outsiders but not regularly evil people or (even more confusing) neutral people.
i'd make em roll a save to half the damage for anyone it could hit and hurt.
have i stumped you guys and gals or is this just a remarkably stupid question?? :D
i was curious if you could use ant haul to carry and then drop or throw your load. i can't seem to find any information anywhere that is even closely related to this idea.
assuming i can't throw it (which i am) how do you calculate damage for an extremely heavy item that has been dropped or thrown at someone/thing??