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Say my wizard has an Arbiter improved familiar. These dudes are notoriously hard to kill, with Regeneration 2 (Chaotic) and the Inevitable subtype's Constructed Quality. Now with the familiar's Share Spells ability, I should be able to have an Antimagic Field centered on my familiar, instead of myself. Here come the questions 1) Is there any means of killing the Arbiter, without taking down the AMF? (Prismatic Wall/Sphere could planeshift it) 2) Is there any means of having a Chaotic aligned weapon, without magic? for refrence Regeneration
Spoiler:
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.
Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have the regeneration ability. Format: regeneration 5 (fire, acid); Location: hp. Constructed
Spoiler: Constructed (Ex): Although inevitables are living outsiders , their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Can I steal my own gear? You may be asking "Why would you want to?" and the answer is to save actions. Quick Steal lets you grab loosely worn gear, like a necklace or coin purse, as an attack action during a full attack. I was looking at ways of negating my own Stench ability and came across the Stench Spray amulet (Monster Codex), which while worn suppresses your Stench ability. If I wore the amulet, I could use my first attack in combat to Quick Steal my own amulet, making my Stench ability come into effect. Similarly, you could sunder your amulet (they are pretty cheap at 1600 gp), it'd require less feats. Any thoughts on this?
Can the abilities from variant multiclassing be improved by prestige classes? I'm specifically thinking of things like the Secondary Cleric gaining Channel Energy and using a class like Holy Vindicator to improve the channel. An Ranger10/HolyVindicator10, could channel energy as a 28th lvl cleric? For 14d6 chennel energy? Plenty of other PRCs and Archetypes have these potential stacking issues, some being redundant unproductive and other being much too powerful.
from the CRB:
I'm wondering if gear that you don't "wear" should still meld into your form. In particular, I'm wondering about Ioun Stones, Dancing Weapons, Animated Shields and Flying Carpets. I can see the pros and cons of both sides of this. If your Ioun Stones merge, they become better protected. If your flying carpet merges, you can still fly (overland flight is a constant bonus) but you don't risk being knocked off. The carpet merging seems especially silly. As written "all of your gear melds into your body". It would be clearer if it said something like "All worn items meld". Obviously if you drop a sword on the ground, it doesn't meld into your form, but a Dancing Sword or Animated Shield isn't quite out of your possession, but it isn't fully in your grasp or touching you either. Thoughts, opinions, maybe a developer who wants to weigh in? Lets hear it.
Reading the playtest, here's my initial responses- broken into 3 main topics. Fail to Create new Niches: Other new classes in PF have offered unique niches not filled by existing classes (Bombs for the Alchemist, Summoners with their single bound unique monster, Magus combining fighting and casting into a smooth system). These new classes extrapolate on existing classes and fail to fit into their own unique spots. In a campaign, an NPC slayer won't seem too different than an npc rogue. The only class which seems to have a unique niche in the playtest is the bloodrager. This leads me into the next problem. Unnecessarily Reiterating Old Content: A slayer doesn't seem to different than a rogue or ranger because it reprints a ton of existing material. The biggest offender though are the slightly adjusted and reprinted Bloodrager Bloodlines, Shaman Spirits and War Priest Blessings. These classes reprint a ton of existing content, in a slightly new package. Take a look at "Slayer's Finesse", Slayer's can select Weapon Finesse as a Talent. What a waste of text space! Just indicate a bonus feat list, quickly and cleanly. Diluting Support for other Base Classes: Many of the new base classes (I'm thinking Oracle, Witch, Cavalier, Summoner) are under supported when compared to the original base classes in the Core Rule Book. There are way more Cleric Domains than Witch Patrons for example. It's a shame these new hybrid classes aren't "backwards compatible" offering new options to the classes they hybridize. More disappointing the new hybrid classes aren't "forwards compatible", meaning that if a future book publishes a new Sorcerer Bloodline, it won't be compatible with the Bloodrager, unless a special blood rager variant is also presented.
I'm making this thread in hopes that we can get an official ruling on weapon size damage. Dozens of threads have pointed out the inconsistency between the Bestiary's natural attack by size chart and the Improved Natural Attack feat. No chart for weapons for huge and bigger creatures exists in general. Here are the two charts for natural attacks. Universal Monster Rules Natural Attack Chart
Improved Natural Attack Feat
Now the inconsistencies are from 2d6 to either 2d8 or 3d6. And then 2d8 either increases 4d6 or 3d8. Before anyone says "Use both, depending on where the damage step comes from", there is a problem with order of operations, which increases to apply first. Example: Form of the Dragon III gives a 2d8 bite. If I've got Improved Natural Attack, but also the Impact weapon quality, the bite either deals 6d6 or 4d8 depending on the order of application. Solution? Make a single chart to handle all weapon damage increases, put it in the Errata. Alternatively, indicate an order of operations, which would make things clear but more convoluted.
These feats need some Errata. 1. Final Embrace is a redundant feat for any creature which already has constrict (as the Universal Grab ability works on creatures of the same size as of Bestiary2). I suggest the next two feats in the chain have their prereqs adjusted so as to not make Final Embrace a prereq when it is redundant for the creature (3.0 this would be legal, under Sword and Fists idea of Virtual Feats) 2. Final Horror should state whether you can stack this effect, moving up the chain of fear conditions shaken/frightened/panicked. I assume currently you can with RAW. 3. Final Embrace Horror and Final Embrace master both require Ability Focus(Constrict). Constrict isn't a legal option for Ability Focus, since it does not have a DC. If this was meant as a "feat tax" as suggested in another thread, it should at least be a legal feat option. Am I missing anything here? Or has there been any ruling on these matters?
Alright, I've searched the boards and I see this has been talked over a few times, with different results. Lets say my eidolon has 3 bite attacks, and the Grab quality. My eidolon full attacks, and grabs 3 different enemies. On its next turn, can it as a standard action, maintain those 3 grapples? Or would it only be allowed to continue the grapple on a single opponent(the grapple rules would seem to indicate this). Does the option to "simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty" allow it to grab/grapple multiple opponents. What does seem clear is that it could full attack, grab multiple enemies, and then at the beginning of its next action, drop the grapples as a free action, full attack/grab and repeat this each round. Any official consensus on this? |