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LostSoul wrote:

Morning,

Looking at making an effective caster in melee combat and have noticed there is no still spell. The closest you get is CONCEAL SPELL & STEADY SPELLCASTING, which by no means are a reliable answer... Am I missing somthing here?

Thanks,

Dave

Just flipping through Cleric and Sorcerer, it appears that still spell and silent spell are no longer a thing. I believe this is because of the change to attack of opportunity becoming a relatively rare feat.


Ravingdork wrote:
There are no ranged or melee attacks for spells anymore (telekinetic projectile appears to be an error), only spell attacks and saving throws.

Oh. So Ray of Enfeeblement's asking for a ranged spell attack roll is a typo?

Thanks for clarifying those that responded.


Evening.
A straight forward question: How do you calculate a ranged spell attack roll?
A spell attack roll is: d20 + ability mod for spell casting + proficiency + other + penalty.
A ranged attack roll is: d20 + DEX mod + proficiency + other + penalty
So...what am formula am I suppose to use?


I see. Thanks for the insight ladies and/or gentlemen. I appreciate your taking the time to respond. Thanks again.


Evening all. I just finished writing up a dwarf cleric. After going over equipment, I wondered if, like in pathfinder first edition, it is spelled out any where in the rule book that a character starts with a free set of clothing or if they will have to come out the characters starting funds.
Thanks.


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I am not good player. Cleric is my favorite class in Pathfinder, but once I rolled my character, I either did not hit hard enough in combat to contribute or I failed my offensive spellcastings, either by concentration, resistance, or save. Channel looked good on paper, but in practice was garbage and domains were always lackluster. All of this destroyed my passion for the Cleric and I do not see anything in this blog post to make me feel better. It all looks the same, just spread out and watered down. I wish I could have higher hopes for Cleric v2, to have that passion back, but until we get an idea of what monster saves/stats will be like, I do not feel the Cleric will be good for or contribute anything offensively beyond buffbot/heal bot.

:(


AkosPrime wrote:


So there is a FAQ on the Witch's Cauldron hex which states that it can be taken at 1st level and used even though the feat prerequisite is Caster Level 3.

My question is whether this logic also applies to the Shaman Fetish hex since I can't find an existing FAQ question about it. It's basically identical, Craft Wondrous Item feat has the same Caster Level requirement (i.e. 3) so should the same logic apply?

I would say yes.


GM 7thGate wrote:

Note that uncanny dodge wouldn't work if invisibility didn't deny the dex bonus on the target.

Uncanny dodge: ...She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible...

That clause does nothing unless you assume that "ignores its opponents' Dexterity bonuses to AC (if any)" is the same thing as "loses her dex bonus to AC if the attacker is invisible". Its definitely intended to be the same.

Ohhhh, ok I see what you are getting at. It would have been nice if Paizo put that somewhere that made sense. ><


1 person marked this as FAQ candidate.

Greetings all.
I was going through some character classes this morning and was looking at sneak attack, afterwards I looked at the invisible condition and I noticed it said "attacks made by a character with the invisible condition ignores the opponents dexterity bonus to AC". So, my question is: Is ignoring an opponent's dexterity bonus to AC the same as denying them their dexterity bonus to AC for the purpose of sneak attack?

I apologize if I missed something in the rules, as is bound to happen from time to time, or if this has been discussed before. I didn't see an answer in the entry for rogue's sneak attack, invisible, or invisibility.

All quotes are from the d20pfsrd.

Thanks.

Invisibility:

Spoiler:

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Invisible:

Spoiler:

Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See the invisibility special ability.

Sneak attack (rogue):

Spoiler:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

See Precision Damage & Critical Hits FAQ for more information.


This is interesting. I do not see anything in the heal skill entry or skill entry saying it does/does not provoke, yet in the ultimate combat entry for merciful healer it has an ability that states a merciful healer does not provoke when using the heal skill to stabilize another creature or to cast healing spells.

Edit: Fuzzy-Wuzzy for the save.


noble peasant wrote:

Spell description: You blast your enemies with rays of nonlethal force. You may fire one ray, plus one additional ray for every four levels you possess beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of nonlethal damage. This is a force effect. The rays may be fired at the same or different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other.

The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so.

Playing a nonlethal unarmed snakebite striker/ Unchained eldritch scion and was curious if this line of feats would work with this spell.

sap adept wrote:

Sap Adept (Combat)

You know just where to hit to knock the sense out of your foe.

Prerequisite: Sneak attack +1d6.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.

sap master wrote:

Sap Master (Combat)

You knock the sense out of foes with a well-timed surprise attack.

Prerequisite: Sneak attack +3d6, Sap Adept.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.


nennafir wrote:

...“Screaming,” for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell."

After reading the comments, my opinion is that, if in the area of silence, you would suffer the full effects of howling agony because it calls out vocalization of pain, which you cannot do, not visualization of pain.


Samasboy1 wrote:

Level 6 Cleric, 19 Dex, Weapon Focus, +1 magic

4 BAB + 4 dex +1 focus +1 magic = +10 to hit

You didn't mention having TWF.

Normally, fighting with two light crossbows act as if fighting with two light weapons. -4/-8 penalties

Crossbows add -2 for using one handed. Total penalty is -6/-10

That would give you +4/+0 for your attacks

If you DO have TWF that gives normal penalties of -2/-2, plus the crossbow penalty of -2, total penalty is -4/-4

So the attack bonus is +6/+6

I thought I mentioned two weapon fighting? I guess my phone autocompleted it, grrr.

So I was right, it would be +6/+6. Thanks guys and/or gals, may you all natural 20s for the rest of the week ^_^


Greetings all. I was lamenting over the blandness of the cleric class restricted to the core rulebook to train some new players with and I decided to make a cleric that two weapon fights with light crossbows. Well, I think I did something wrong. It has a dex of 19 for a mod of +4 at level 6 as a human with the +2 and the level 4 +1 both into dex. It has weapon focus light crossbow and each has an enhancement of +1 as well as bab +4 at level 6 for a grand total of +10 attack bonus. However, light crossbows state that if you fight with two light crossbows you take a -2 penalty on top of the two weapon fighting penalty of -2. Well, for bookkeeping I plugged the numbers into hero lab. If I am right my crossbow attacks should be at +10 - 2 twf - 2 crossbows = an attack bonus of +6 each but hero lab has my attack bonus at +4. Which is correct? This is my first foray into the world of crossbows.
Forgive the spelling errors as this is from my phone. :(
Thanks.


Thanks for the answers, this has been quite helpful.


Jack of Dust wrote:

1. Yes and half the base price just like crafting.

2. Yes, basically you're crafting a magic item, you're just getting the benefit of the appropriate item creation feat.
3. Holy symbols are normally worn around the neck so any neck slot items should work. Your GM may allow others within reason.

Thanks for the reply, it is extremely helpful, but I do have another question regarding the answer to question 2, since it is item creation, would the usual crafting times for magic/wondrous also apply?


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Greetings all.
As the title explains, I am having a difficult time understanding how this ability works.

Spoiler:

Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisite. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so.
The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function only for the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

My questions regarding the bold section in the spoiler are:
1. Do you pay any gp to use this ability and, if so, do you use the full price or the price you use as if you crafted the item yourself?
2. Does it take any time to add said abilities?
3. What magic abilities are fair game? Are they restricted to those abilities found only on preexisting neck slot items? Could I make a holy symbol of might fists provided I have the levels and possibly the gp?

Thank you all for your time in answering my inquiries.


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AbsolutGrndZer0 wrote:

Okay, first question is of course is it legal to put more than one bane on a single weapon, so in this case make a weapon that has both human bane and elf bane on it?

Second, assuming the above is legal, since half-elves count as both humans and elves for all effects related to race (because they are both human and elf subtype,) what happens?

Do you get a +4 bonus, or is does it not stack?

The reason I am not sure is because it says the enhancement bonus is two higher, not that it gets a +2 enhancement bonus... so I could see a ruling on stacking go either way.

From the FAQ:

Bane: Can I apply multiple bane special abilities to the same weapon? If so, do their effects stack?

You can apply multiple bane special abilities to the same weapon. For example, you can have a +1 dragon- and fey-bane longsword, which has an increased enhancement bonus and damage against dragons and against fey.

If you have multiple bane effects on a weapon and attack a creature against which more than one bane applies (such as a chaotic- and evil-outsider bane weapon used against a demon), the effects do not stack: the weapon's enhancement bonus is only +2 higher than its actual enhancement bonus, and it only deals +2d6 points of damage against that opponent.

(Compare to fighter weapon training or ranger favored enemy bonuses, both of which say you use the highest bonus if more than one bonus applies.)

—Pathfinder Design Team, 11/13/13

:)


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Well, when you have egg on your face, make breakfast :D


Tiny Coffee Golem wrote:
gravalpea wrote:
Lochmonster wrote:


I was told a character can not put points in the fly skill until they actually have the ability (or item/power/etc)to fly.

Is this accurate?

pg 96 of the crb

You cannot take ranks in this skill without a natural or magical
means of flight or gliding.
Fixed that for you.

Greatly appreciated. Is that from the most recent printing? If so, I need to update my copy.


Lochmonster wrote:


I was told a character can not put points in the fly skill until they actually have the ability (or item/power/etc)to fly.

Is this accurate?

pg 96 of the crb

You cannot take ranks in this skill without a natural
means of flight or gliding.


Marvelous wrote:

How does that work though, if you are adding the critical modifiers together rather than multiplying them. (base dmg) = x

i.e. Charge with a lance 2x
use spirited charge +3x totaling 5x
critical +3x totaling 8x

if it specifically "triples the damage" would this not add three to the damage modifier?
for a lance this is a great deal of damage, but is that not the idea and exactly how it is described, the idea of feats is that they help us be more nasty, this is one of the cavaliers only ways to deal mass damage if they get the opportunity to charge?

why would a critical only add +1 to the modifier? where in the rules is this listed or the math explained?

Page 12 of the CRB

Multiplying: When you are asked to apply more than
one multiplier to a roll, the multipliers are not multiplied
by one another. Instead, you combine them into a single
multiplier, with each extra multiple adding 1 less than its
value to the first multiple. For example, if you are asked to
apply a ×2 multiplier twice, the result would be ×3, not ×4.


mdt wrote:
All due respect gravalpea, but he didn't say 'on a 20' he said 'at level 20'. So either it's very low for a level 20, or it's overstated for figuring out what to roll for a critical success.

What? I thought I was answering the question as to where the x3 the poster below the original poster was asking. I was trying to be specific. I guess I failed in more than one area. :(

*shrug* oh well, live and learn.


ShadowcatX wrote:

Forgive me for asking the captain obvious question but where is the x3 coming from to start the discussion.

That aside, it looks right, a bit low, but that's without power attack, vital strike, or a decent strength bonus and only a +2 weapon.

The lance has a crit range of x3 on a natural 20


Gnomezrule wrote:
I am finding the skills system vague. Are you allowed to pick skill outside of your class skills? I always thought you could but you did not get as much of a bonus.

Yes.

Any ranks placed in a class skill will receive a +3 bonus (not +3 ranks).
Any ranks placed in a non-class skill do not receive a bonus.

You can place ranks in any skill you wish.


Would this be what you are looking for?


mplindustries wrote:
It is replaced. He uses the Ki to "deal damage equal to his unarmed strike damage with an improvised weapon." It does not say "additional damage."

I had a feeling that would be the answer. Thanks.


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Greetings again all!

I have a question regarding the monk of the empty hand ki weapon supernatural ability. It states that at 5th level, He may spend 1 point from his ki pool as a swift action to deal damage equal to his unarmed strike damage with an improvied weapon for 1 round.

Is this in addition to what the improvised weapon does?

The character I have has a monk's robe and is a level 6 monk, thus making his unarmed strike damage 1d10. He also has the catch off-guard and improvised weapon mastery feats, making his shovel improvised weapons, treated as clubs doing 1d6 damage, do 1d8 damage instead.

Would he be doing 1d8+1d10 damage for that round, or does the supernatual ability replace the 1d8 with the 1d10 unarmed strike damage?

Thanks in advance. :)


Well! Color me impressed. Thanks Cheapy, that is quite helpful, and thanks to everyone else who replied, I was not expecting such quick replies, I must have caught you all at a good time. Thanks :)


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Greetings all,
After lurking in this forum and answering a few questions, I have seen several threads about drow and svirfneblin characters and after some time my interest has been piqued.

My question is: When developing a playable character with a monster race with class levels, do you treat those races, for example duergars or kobolds using the character stats listed as you would gnomes, elves, dwarves, and so on that appear in the core rulebook? That seems the easiest thing to do.

Thanks in advance for your thoughts and help.


Squawk Featherbeak wrote:

Basically, either than Dex, Cha, and Int skill checks, what can't you do during rage?

Can you sneak attack? Can you cast spells (without a needed concentration check), Can you create a mutagen? Can you inspire? Can you use revelations or channel? What other stuff did I miss out?

Page 206 in regards to rage, concentration and spells:

To cast a spell, you must concentrate. If something
interrupts your concentration while you’re casting,
you must make a concentration check or lose the spell.

In regards to inspire, I assume you mean Inspire courage from the bard, no.
While in rage, a barbarian cannot use any
Charisma-, Dexterity-, or Intelligence-based skills
(except Acrobatics, Fly, Intimidate, and Ride) or any ability
that requires patience or concentration.
Perform is a charisma-based skill and most of the inspire skills have this line: A bard of X level or higher
can use his performance to help an ally succeed at a task.

sneak attack, revelations, and channel are abilities, not skills, and don't state that concentration is needed and so I say they are good.

mutagens I don't know, I haven't look into that ability yet.

I am always open to being proven wrong...we learn that way ^_^


Quatar wrote:

If you're invisible, do you still have to make acrobatics checks to move through an enemy's square? (through the occupied square is usually a DC of CMD+5)

And if yes, what happens if you fail? You just can't move, but you're still invisible, or do you become visible again and provoke the AoO?

Background is that my Ninja is about to level to 2nd level and I'm pondering if Vanishing Trick is already worth it, mostly to move into flanking position for sneak attacks without provoking.
Last fight that would have only been possible by moving through an enemies square, and I'm wondering if being invisible would have helped me with that.

Total Concealment : If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

In my opinion, and to answer your question, no. The only reason you would be using acrobatics in that situation is to avoid provoking an attack of opportunity, but you are invisible which means you have total concealment, thus attacks of opportunity cannot be made against you, and even if they could, the opponent would still have a 50% miss chance while attacking the space it thinks you are in, if she guessed right that is.

That's my answer and I'm sticking to it...until proven wrong :)


Pharothan wrote:

I am considering a Urban Barbarian/kensai multiclass for PFS but would like to spell strike while raging. Can I do this?

I am inclined to say no. The section on magic clearly states that you have to be able to concentrate in order to cast a spell. Furthermore, controlled rage, among other thing, applies to skills and states that it otherwise follows the rules for rage, which means you cannot use any ability that requires concentration, including the ability to cast spells.

I would cite pages, but I am on my iPad, my apologies on that.


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LazarX wrote:
It means that Hide in Plain Sight is useless to you unless you get Favored Terrains from another class, such as Horizon Walker.

This is the closest answer we got. it doesn't call out shapeshifter, but they replace favored terrain and leave hide in plain sight.http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9o7e


ern2112 wrote:
gravalpea wrote:
ern2112 wrote:
Blave wrote:

Every time you gain a level, you can choose in which class you want to advance. He could take a level as fighter at 7 if he wanted to. Or ANY other class, for that matter (unless he doesn't meet alignment or other requirements).

And a Multiclass character can use all abilities of all his classes. So a Fighter 5/Wiazrd 1 still fights as a level 5 fighter and casts spells as a level 1 wizard.

Hmmmm. Ok. Fair enough. Is all of this written in the core book somewhere and I have missed it?
page 30 of the core rule book

Multiclassing

Instead of gaining the abilities granted by the next level in your character's current class, he can instead gain the 1st-level abilities of a new class, adding all of those abilities to his existing ones. This is known as “multiclassing.”

For example, let's say a 5th-level fighter decides to dabble in the arcane arts, and adds one level of wizard when he advances to 6th level. Such a character would have the powers and abilities of both a 5th-level fighter and a 1st-level wizard, but would still be considered a 6th-level character. (His class levels would be 5th and 1st, but his total character level is 6th.) He keeps all of his bonus feats gained from 5 levels of fighter, but can now also cast 1st-level spells and picks an arcane school. He adds all of the hit points, base attack bonuses, and saving throw bonuses from a 1st-level wizard on top of those gained from being a 5th-level fighter.

Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.

I found that too....but it does not say a word about my original question. Does anyone know where it says...

I would assume the bolded part is the answer to your question. I can see this in one of two ways:

1. you think it is up to your character to decide where the new level goes.
or
2. it is up to you as the controller of said character to decide where said level goes.

Most players, I assume, play it as the latter rather than the former, but honestly, the above quote is about as good an answer from the book as you will get.


ern2112 wrote:
Blave wrote:

Every time you gain a level, you can choose in which class you want to advance. He could take a level as fighter at 7 if he wanted to. Or ANY other class, for that matter (unless he doesn't meet alignment or other requirements).

And a Multiclass character can use all abilities of all his classes. So a Fighter 5/Wiazrd 1 still fights as a level 5 fighter and casts spells as a level 1 wizard.

Hmmmm. Ok. Fair enough. Is all of this written in the core book somewhere and I have missed it?

page 30 of the core rule book


Abraham spalding wrote:

Instead of quoting all the wrong rules how about you simply quote the ones for this specific thing:

Quote:


Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

It's not based on the weapon's size but on the size of the creature the weapon is intended to be used by.

Which means a falcata can be made large making it a 2 handed weapon with a -2 penalty, anything more than that for a medium creature and it cannot be wielded. If I am not mistaken. :)


Chernobyl wrote:

Does the Two-Weapon Rend feat qualify you for the Rending Fury feat?

I am inclinded to say no. Two weapon rend says nothing about giving you the rend extraordinary ability nor does it say you use two weapon rend as the rend extraordinary abilty.


Kyras Ausks wrote:
It dose apply, most of the time it tells you get a minimum of 1

I agree with this. Also, since the game does differentiate between bonuses and penalties, if an ability doesn't specifically call out one or the other, I would say you apply whatever modifier you have to said ability, for better or worse.


AdamMeyers wrote:
A Shapeshifter Ranger looses favored terrain but keeps hide in plain sight. How does he use it without the favored terrain?

Here is the closest answer so far:

http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9o7e


gourry187 wrote:

I hate to necro this topic but I do have a question regarding the bonus spell slots from high attribute scores.

I can understand that bonus spell slots should not be filled with higher level spells until such level a caster can cast higher level spells ... that being said could bonus spell slots from higher levels be used to prepare lower level spells as per pg 218 core rulebook (for arcane spells and pg 220 core rulebook (for deivine spells) before the caster gains access to the spell level the slot originates from?

example:

A 1st level cleric with a 14 Wis gains a bonus spell slots for 1st level and 2nd level spells. Could that 1st level cleric prepare a 1st (or 0) level spell in the 2nd level spell slot gained from high WIS?

The faq entry on this question states that no, you can't. I am on an iPad so I can't link it right now.

Edit: here it is:
http://paizo.com/pathfinderRPG/v5748btpy88yj/faq#v5748eaic9o91


Miroudias wrote:

Greetings everyone; first post.

I thought of this woozy and wanted to know your feedback regarding the process?

If a Monk of the Archetype: Monk of the Empty Hand takes his first Feat in Catch Off-Guard and then follows it up w/ Rogue ??, this would ALWAYS give him Sneak Attack damage due to Catch Off-Guard. That's the simple part... Here's the tough calls I need your input on:

1.) If the same character took Throw Anything does the second part of Catch Off-Guard apply as well? (Always flat-footed.)

2.) If that same Rogue took the Archetype: Dagger Master, do the attacks by this combo w/, say, Daggers still count for the increased Sneak Attack damage or do they count for the now lowered Sneak attack damage?

My thoughts on number two are that it is indeed sill a Dagger, however only its physical statistics are that of a Light Hammer per the Monk's Archetype.

Thoughts?

-J.

catch off-guard

Spoiler:

Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and
improvised weapons.
Benefit: You do not suffer any penalties for using an
improvised melee weapon. Unarmed opponents are flatfooted
against any attacks you make with an improvised
melee weapon.
Normal: You take a –4 penalty on attack rolls made with
an improvised weapon.

My thought is that you wouldn't always get sneak attack damage because of the bolded section above.


Happosaai wrote:
Thalin wrote:
Urban barbarian can do a controlled rage and bardsong at the same time. In fact, given both are restricted to light armor, it's a great pick in general.
I'm not familiar with that. What book is it from?

That would be in Ultimate Combat


thrilled wrote:

I start directly with the questions:

2.) Feat Hammer the Gap - Is it as good as it appears to be? Which means that if I hit a monster with my first strike (full round) and then continue to fire off my attacks on him then I do equally much extra damage as as my previous strike ie I hit a mob for 6 damage on my first strike and then my next strike hits for 7 damage and then I get an added 6 extra due to Hammer the gap (since my first hit was 6). Have I understood it correctly? If so then it pretty damn amazing!

hammer the gap

Spoiler:

hammer the gap
You repeatedly strike the same location, causing increasing
amounts of damage.
Prerequisite: Base attack bonus +6.
Benefit: When you take a full-attack action, each
consecutive hit against the same opponent deals extra
damage equal to the number of previous consecutive
hits you have made against that opponent this turn. This
damage is multiplied on a critical hit.

I read this as, if your first attack hits, and then your second attack hits, you get 1 extra damage, because you only had 1 previous hit. If you hit with a third attack, you only get 2 extra damage.

Quote:


4.) Vital Strike - If I do a full round attack can I then choose one of those attacks to become a Vital Strike? If so can I then choose whichever attack I want of them to be the Vital Strike? Ie the last attack of my attack chain?

Because vital strike is a standard action, I am inclined to say you cannot use it with a full attack/full round action.

The other questions I am not quite certain of.


Jorge Alberto Rodríguez Dorado wrote:

This is my question.

Can a Lych with Disguise Hat turn into Vampire?

They are the same race - Undead

But the Vampire is like a human, the Disguise hat says that the creature can turn into another creature of the same tipe...

Then... Lych - Vampire is correct?

If you mean hat of disguise, I would say no as said hat functions like a disguise self spell which does not change creature type.

Hat of Disguise

Spoiler:

Aura faint illusion; CL 1st
Slot head; Price 1,800 gp; Weight —
Description
This apparently normal hat allows its wearer to alter her
appearance as with a disguise self spell. As part of the disguise, the
hat can be changed to appear as a comb, ribbon, headband, cap,
coif, hood, helmet, and so on.

Disguise self

Spoiler:

Disguise Self
School illusion (glamer); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level (D)
You make yourself—including clothing, armor, weapons, and
equipment—look different. You can seem 1 foot shorter or taller,
thin, fat, or in between. You cannot change your creature type
(although you can appear as another subtype)
. Otherwise, the
extent of the apparent change is up to you. You could add or
obscure a minor feature or look like an entirely different person
or gender.
The spell does not provide the abilities or mannerisms of the
chosen form, nor does it alter the perceived tactile (touch) or audible
(sound) properties of you or your equipment. If you use this spell
to create a disguise, you get a +10 bonus on the Disguise check. A
creature that interacts with the glamer gets a Will save to recognize
it as an illusion.


tom jim wrote:

Major Image

PRD wrote:
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Situation:

Wizard casts Major Image, creates the illusion of a threatening monster that the bad guy then attacks. Bad guy fails its will save, so it still believes in the illusion. On her very next turn, the wizard does not maintain concentration on the illusion and does something else entirely.

Question:
The wizard never spent a turn concentrating to maintain the illusion, so was she able to cause the illusion to react appropriately when it was attacked between her turns?

I would say that since Major Image has a duration of concentration + 3 that the image would last for 3 rounds after ceasing to concentrate. So, you would have have to concentrate for at least 1 round in order to cast the spell but after that, you get 3 rounds of the image for free before the effects cease.

Just a thought. :)


Feegle wrote:

In general, does your first level always count as "gaining a level in your favoured class?".

Each character begins play with a single favored class of
his choosing—typically, this is the same class as the one
he chooses at 1st level. Whenever a character gains a level
in his favored class, he receives either + 1 hit point or + 1
skill rank. The choice of favored class cannot be changed
once the character is created, and the choice of gaining a
hit point or a skill rank each time a character gains a level
(including his first level) cannot be changed once made
for a particular level.

I would say so.

ninjas everywhere!

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