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The Shining Starlight Attack feat has damage type, traits, area, and saving throw
PS: Is there an errata thread for Tian Xia Character Guide? I was going to add this to it but didn't see one.
I've been playing around with the new Alchemist and I've been liking what I've seen. There's only been one thing that bugs me and it's Healing Bomb. Healing Bomb on a hit heals the target and adjacent ones heals a minimal amount. On a miss, the target heals a minimal amount. The issue comes from the Coagulant trait: If a creature heals Hit Points from an item with the coagulant trait, that creature is temporarily immune to healing Hit Points from subsequent items with the coagulant trait for 10 minutes. That means anyone adjacent to your hit target becomes immune for 10 min to your Quick Alchemy healing [or your target on a miss]. That seems really bad and I'm not sure why it was added from the pre-remastered version. It'd be nice if the 'splash' healing was removed [or made optional] as it actively makes the ability worse.
Clawdancer dedication requires a "permanent unarmed claw or talon attack" to use and gives you 2 stances, one to use the claws on your hands and one to use the ones on your feet. My question is: is it assumed that you can use both stances even though you may not have one set of claws/talons? For instance, a merfolk slagmay has hand claws but doesn't have legs, let alone claws/talons. Or a Predator Strix with only Talons on their legs. I'm fine it both works, but the visuals of a merfolk 'clawing' and leaping around with a bid fish tail.
I was looking for armor for my backline Guardian with Long-Distance taunt and found this interesting combo: Chain Shirt+Armored Skirt [Flexible, Noisy]
This gives you a medium armor without a speed penalty and Flexible so you can ignore the str requirement and can focus on dex starting off.
The gakgung is better for Monastic Archer Stance than a comp. short bow [greater range, less deadly and doesn't have the volley of the longbow. There is also a combination weapon between a bow and a staff that's monk if you want to dip into melee. PS: there's a lot of other new armor, weapons and shields that got reviewed too.
Ok, I was making up a water Kineticist and I was writing everything and I noticed that I can't Sculpt water even though I can make ice! I mean why can I carve ice sculptures and cool snowpeople? This is clear discrimination against water benders! Why does earth only get it! Now I know it's not a big issue but I AM bummed that no one gave ice/snow any thought when they make the sculpt option.
I've been scratching my head over this and I can't come up with a situation where this is actually worth using long term other than with Automatic Bonus Progression as you'll have to buy multiple magic weapons to use as ammo to keep up with your attacks as you level as Returning doesn't work... Has anyone come up with something they are actually good for? Secondly, I'm curious on the very limited list of items it'll throw: for some reason it'll toss a dagger but not a more balances throwing knife? With STARKNIFE on the list, it's hard not to imaging dozens of other things that'd fit as well as that even if we restrict the list to 1d4 weapons for game balance reasons.
For those that have the book and had a chance to look at it:
I assume the RAI is that it's only 1 action, as a failed roll to Maneuver in Flight disrupts the Fly check and it mentions what happens "If all the creature’s attempts to Fly are disrupted" and flyers could normally only roll once if it take 2 actions per Fly attempt.
What cultures do you think would get access to the new weapons? My thoughts are: Bladed scarf: Shoanti, Varisian
What does everyone think? Any others you can think of to add or don't agree with my picks?
PF1 Traveler's Any-Tool 250 gp, 2 pounds. Ultimate Equipment pg. 323
It was something to put in a backpack and if you needed a shovel, pick, scissors, pliers, ect... you had it... Now 200gp, 1 bulk, item 6 and "You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex." So the price jumped from 25gp with the new standard to 200gp... It's cheaper/easier to get a bag of holding I [75gp, 1 bulk, level 4] and buy every tool and put it in the bag and use the same number of actions to pull out the tools instead of transforming... The items makes no sense at it's current cost/level.
As the title said, is there one? My friend got War of the crown today and I go to find the player's guide but have had no luck finding it. I thought maybe for some reason they didn't make one but then I see a note in the book that says "The campaign traits detailed in the War for the Crown Player’s Guide, available online for free at paizo.com". So anyone have any idea where is't been hidden?
The goal for this feat is something that I'd normally expect for a character to achieve before adventuring, or IS their first adventure, so I figured I'd ask the community for advice. What counts as "significant rites of passage and form[ing] real bonds with members of your other parent’s race"? This is fairly easy for shoanti but what of other human subtypes, 1/2 elves, elves, 1/2 orcs, ect... Any help is appreciated. PS: This questions straddles the line between advice and rules but I figured that there would be no possible RAW answer, so advice seemed more appropriate. So if it's deemed in the wrong category, please flag to move it. PPS: for those that don't know the feat, it's in the aquatic adventure book, pg# 57. Child of Two Worlds
Here is an interesting question that's come up in out game. Can a 1/2 elf take an elf Alternate Racial Traits when they have the racial trait that's getting traded? For instance, can a 1/2 elf take Illustrious Urbanite by trading out their keen senses? Or is the 1/2 elf keen senses somehow different? Mark has said that the 1/2 orc skilled is the same as the human skilled so the keen senses should be the same too, right? If the answer is a no, how are Racial Traits different than feats where you can take then as long as you have the prerequisites?
Logan Bonner wrote: For the purposes of the playtest, you can't use Arcane Strike with a mystic bolt. It counts as a weapon only for the purposes of Weapon Focus (mystic bolt) and works like a weapon in the basic ways it needs to to work with attack routines (you can use it with a full attack and can two-weapon fight with it and another weapon). Most other feats and abilities that work with weapons or give bonuses to weapon attacks (including Rapid Shot) can't affect mystic bolts. Basically, only if something would apply to a ray does it apply to a mystic bolt (including Improved Critical, etc.). So the question is, what ranged feats can be used for rays? Please FAQ.
Does the Blade of the Sword-Saint's rule allowing it to be used "as though the wielder were unarmed" mean anything other that what it says after the ":"? The line is question is "In addition to its more common properties, this weapon can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows."
I have a question on a weapon enchant from the new Melee Toolbox, Shrinking. How does the weapon changing to " the size of a standard dagger" affect the weapons:
Edit for additional question. The ability sets the damage at 1d4 for the weapon. Is that assuming medium? And does this mean that weapons like the whip and mancatcher actually do more damage by shrinking? I asked the same question in the Ask Mark thread but I thought more people would see it here and that would make getting an answer/FAQ easier.
I was reading the new Pathfinder Campaign Setting: Belkzen, Hold of the Orc Hordes and I noticed this item. The tusk blade, pg#39. They are fitted to a gore attack allowing "the attack deals both piercing and slashing damage", and Crits on "19–20 (this range can be increased by other effects). Tusk blades can be enhanced as melee weapons; the enhancement is applied to the creature’s gore attack." http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Tusk%20b lades Now the only PC race that can normally get a gore is a skinwalker (Ragebred). So here is my question:
This would seem to allow me to flurry with my gore dealing my unarmed damage, have a crit of 19-20 and the ability to enchant the gore without having to snag the an overpriced Amulet of Mighty Fists. Does anyone see a reason this wouldn't work? I want to make sure I'm not missing something. If it works, I may have found a new toy for my (monk, brawler, Sacred Fist).
Since the wizard hook will "fulfill any somatic components for casting arcane spells", is it possible for the hook to fail because of armor or is it treated like Eschew Materials and material components?
Question 1: Does the bonus with touch spells work with ranged touch spells? I think yes since it doesn't say touch range spells. Question 2: If 1 is yes, then is using the wizard hooks ability to "fulfill any somatic components for casting" counted as "making a touch attack with the hook [assuming the spell cast is a touch attack spell]"? Question 3: If 1 and 2 is true, then can a spell cast with the wizard hook also be used in arcane gun? Thanks for any help you can give. http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/wi zard-hook http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wiza rd-archetypes/spellslinger |