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So now that SLAs qualify as casting the spell for prestige classes and feats, do they qualify for the feat preferred spell?
Regardless of the above answer, do you think this is too powerful?


There is a sorcerer archetype called razmirian priest (it is listed as false priest on the OGC) and it has a bunch of abilities that replace some of the bloodline powers. Most of them are not worth investing for, but the 9th level ability is interesting:
"False Channel:
At 9th level, the false priest can use his own magic to power spell completion and spell trigger items that use divine spells. He expends a sorcerer spell slot that is at least 1 level higher than the level of the spell he’s trying to activate, then makes a Use Magic Device check. If he succeeds, the item’s spell occurs and the item or charge is not expended. If he fails, nothing happens. Whether he succeeds or fail, his spell slot is expended."

So in other words, I can use a scroll (or wand/staff) of murderous command, for example, and instead of using a charge or scroll, I could use a second level slot. Scrolls/wands/staffs require payment of the material component and foci in the creation of the item, so using this ability on something such as restoration or raise dead for example, allows you to bypass the material component after the first use. Is this intentional?


At each odd level, does a character get their level in the class first or their feat first? Can they choose?
For example, if I want to take my first level in shadow dancer at level 7, and I meet all of the prequesites at level 6 other than the mobility feat, can I get that feat at level 7 before I take a level in the class?
For the other order, if I take my first level in monk (granting me the improved unarmed strike feat) can I take deflect arrows or grapple, improved with my first level feat?


If a creature has ferocity and regeneration (in this case an arbiter familiar with battle trance cast on it) does it stay alive forever until the regeneration is defeated?

Regeneration:
Regeneration (Ex) 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.

Ferocity:
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Battle Trance:
You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature that has attacked you. When you use this spell, you immediately take 4 points of Intelligence damage. You must make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a -5 penalty.


This question has been asked in various ways on the board but not been definitely answered, an FAQ response would be appreciated.

Does the lingering metamagic feat increase the duration of the spell in question to one round or does its duration remain instantaneous.

Ramifications:
A spell with a duration can be dispelled, extended, and is affected by the lingering evocations ability of the generation subschool of evocation:

Lingering Evocations:
"Lingering Evocations (Su): Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your wizard level (minimum +1). At 20th level, any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result."

If the spell doesn't have duration, than it can't be dispelled, and more importantly, it can be affected by the selective spell metamagic:

Selective spell:
"When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell.
(a selective spell uses up a spell slot one level higher than the spell’s actual level.)"


The diabolist prestige class gets an imp companion. One of its SLA allows beast shape III (young giant spider). What stat block is used for this creature.


Does a monk wielding a two handed weapon count as having a free hand for things such as deflect arrows or AoO?


Various weapons can do things that other weapons cannot (particularly exotic ones) such as the meteor hammer, seven branched sword, net, lasso, and bolas.

Are there any other weapons that can do special combat maneuvers, or change how a maneuver works?


Feat description:

Merciless Rush:

You are a determined foe, and though hordes may stand against you, they will not stand long.

Prerequisites: Improved Bull Rush, worshiper of Rovagug.

Benefit: When you bull rush a creature and your check exceeds the target’s CMD by 5 or more, you can choose to move through that creature instead of pushing it back a number of feet, effectively trampling the creature and dealing it a number of points of damage equal to your Strength modifier.

How should this feat work when someone attacks multiple times with a shield using shield slam? Can they charge through the enemy multiple times, or does this take their move action or 5-foot step. In addition, does this movement provoke?


Variant Prayer Scroll
Can a human with racial heritage(Jiang-shi) take this feat?
And assuming yes, how would they interact? Does the human glue a scroll to their forehead?


Can a character use whirlwind attack on a mount under any of these conditions?
Not moving
Moving up to full speed
Running
Moving and attacking
Charging
After fast dismounting


There's a prestige class called the spherewalker. It doesn't have any spell casting prerequisites but has a special spells/day. If you don't have levels in a spellcasting class, then it gives you a domain slot for each level in Spherewalker. This slot can hold a spell from one of your diety's domains. Here's some questions:
1) If the character doesn't have any levels in a spellcasting class, "The number of bonus spells and spell save DCs are set by the spherewalker’s Wisdom score.", so does the character get bonus domain slots or new cleric spells?
2) If other prestige classes advance this class' spellcasting, will this advance the spellcasting so that as a level 6 spherewalker the character get's a 6th level domain slot and so on?


Coaxing allows a mind affecting spell to be used on a vermin or ooze. If I cast a coaxing hideous laughter on an ooze and it fails its save, does it get affected? Maybe its laughing on the inside?


The ability says that it can only be used once per day, but does that mean a bloat mage can only drink a blood-potion once/day or that he can only make a blood-potion once/day?


If I put an enchantment on 50 pieces of ammunition instead of a weapon and it is usable a certain number of times/day, how is that stored? Is the ability x/day for that 50 ammunition or is it separate for each piece?


1 person marked this as FAQ candidate.

The gunslinger archetype Pistolero gets an ability called gun training which gives a bonus on damage equal to dexterity using one handed firearms, but this doesn't replace gun training, which is a similar ability for standard gunslingers, except it applies to the weapon type of their choice. Does this mean a Pistolero gets both? Can they choose one-handed firearms for their gun training and get dex*2 for damage with guns or was this an oversight?


Is the roll that embrace destiny replaces need to be a roll that is made by the caster, or can it be any roll?


The monk archetype sensei has an ability at 6th level where they can give monk abilities to allies. If I have gaseous form through qinggong monk, do enemies get a saving throw if I try to give it to them?


The bloat mage prestige class has a capstone of drinking a sorcerer's or creature's blood and gaining bloodline abilities related to it.
1) Can a sorcerer get its bloodline abilities again?
2) What would happen if a sorcerer drank a cross-blooded sorcerer's blood?
3) If a sorcerer drank blood of a sorcerer with a bloodline it has, but not completely (through cross blooded) then do they gain the remaining abilities?
4) If a character (sorcerer or otherwise) gets bloodline abilities through eldritch heritage, does it get these in addition to bloodline abilities gained through this capstone?


2 people marked this as FAQ candidate.

Can I use UMD to emulate an item as a higher level than I currently am? Say I wanted to activate an item as a level 15 sorcerer, even though I'm only level 10. Could I use that item as a level 15 sorcerer if I get a 35 on my UMD check?


In other words, does a race such as a half-elf count as a human and elf for archetypes that require those races (so that a half-elf could take the imperial bloodline for wild blooded sorcerers for example)


Can the level 1 oracle spell embrace destiny be maximized or empowered? Would this allow you to replace an attack with a nat 20? What about a nat 21+?


If I have channeling from different sources, for example from taking cleric levels and Adept Channel feat, and I have the Command Undead feat, is the undead controlling limit for channeling separate for each channel or are they calculated together?


If I raise a race as an undead, does it get to keep its racial bonuses? For example, would a raised elf lose its +2 to dex or keep it? And would a raised hafling have a +2 to charisma even though the base charisma is set to 10?


If I get channel energy from different sources, then do their HD limits stack for the command undead feat or are they separate?


I have a character concept that is a Dwarven Monk 6/Ninja 2 with the archetypes Sensei, Drunken Master and Qinggong Monk. He is mainly a support type, with most everything into wisdom (and into con for the fast drinker feat), and both strength dumped. In addition he has fast drinker feat and a ring of ki mastery.

The only ninja trick grabbed from the dip into Ninja is the forgotten trick, thus allowing one point of drunken ki to be spent for a free combat feat, ninja trick, or rogue trick, which can be refiled as a swift action through fast drinker.

My question comes from the 6th level Sensei ability Mystic Wisdom which allows ki points to be spent and then activate ki abilities for nearby allies. I am correct that RAW, he can grant allies any of the options available from forgotten trick? Also would the feat and ability requirements be pulled from the monk's list since the Mystic Wisdom ability states that, "to have that ability affect one ally within 30 feet rather than the sensei himself"?