Blue Hesmene

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(Attack Action: An attack action is a type of standard action. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriate options that modify an attack action. Thus, you can apply both Greater Weapon of the Chosen and Vital Strike to the same attack, as both modify your attack action. You can apply these to any combat option that takes the place of a melee attack made using an attack action (such as the trip combat maneuver), though options that increase damage don’t cause attacks to deal damage if they wouldn’t otherwise do so (such as Vital Strike and trip). You can’t combine options that modify attack actions with standard actions that aren’t attack actions, such as Cleave. Source: PZO9468)

So I find this confusing is a attack action just a fancy way of saying that its a standard action?


Empty quiver style (flexibility) in conjunction with snapshot to increase the bows granting reach to the bow for melee attacks?


Will the non Mythic counterparts to the Mythic versions of empowerment and maximization work together? Or is it a flat bonus? Or is it multiplicative?


Pod-Spawned Creature

http://www.d20pfsrd.com/bestiary/monster-listings/templates/pod-spawned-cre ature/

at the bottom of the page it states this: "Special Abilities: The creature loses any spellcasting ability and all spell-like and supernatural abilities."

so is that permanent to all magics even after taking the template?
or is it just the ones you had when you first took the template?

so to reiterate at lvl 1 you take "Pod-Spawned Creature" and at lvl 3 you take a magic class would the "Special Abilities" of the pod creature kill that out right?


Ok so my GM is building a campaign were one of his bosses can apply 25 insight bounce to his allies to any and every thing as an immediate action. So I would like to know if the flat footed condition; of one not being aware of the attack would have their insight bonus to AC negated or if there is some why to mitigate it.

P.S. sorry about lack of grammar


A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects.

what im wanting is clarification on "Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.)"

so if you could be so kind as to say weather or not a insight, luck, sacred, profane, size, monk ac bonus, cover, un-typed ac (and any others i may have missed)


so i have a question? that is probably extremely broken if it works and that is weather or not fast healing applies with mystical healer?

mystical healer:

Benefit: You add additional dice to any form of healing you generate yourself (extraordinary abilities, spells, spell-like abilities, and supernatural abilities).

Special: If you do not possess a caster level, use half your character level, rounded down to determine additional healing dice for supernatural or extraordinary abilities.

When channeling energy to harm an opponent, do not add additional dice. These apply only when healing.


so my question is if Slashing Grace can it be used in conjugation with weapon fineness on the eleven curve blade for 2.5 or 3 times dex to damage?


can they be used in unison with 2 standard actions in the same round?

calcific touch

Casting Time 1 standard action
Range touch
Target creature or creatures touched (up to one per level)
Duration 1 round/level
Saving Throw Fortitude Partial; Spell Resistance yes

Your touch progressively transmutes the substance of creatures you touch into stone. Once per round, you may deliver a touch attack that inflicts 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round. A successful Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is petrified permanently. Break enchantment, restoration, or stone to flesh can reverse the effects of calcific touch.

ride the lightning

Casting Time 1 swift action
Range personal
Target you
Duration 1 round/level (D)

You may transform into lightning as a standard action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action. This movement does not provoke attacks of opportunity. Creatures in this line take 10d6 points of electrical damage and are staggered for 1 round (a successful Reflex save halves the damage and negates the staggered condition, spell resistance applies). Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.

so buy casting them both in turn 1 then waiting till turn 2 spend a mythic point as an immediate action to gain a second standard action make the necessary roles can your use calcific touch wiles in the ride the lightning effects?