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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:
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?
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:
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.)"
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
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:
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?
The bloat mage prestige class has a capstone of drinking a sorcerer's or creature's blood and gaining bloodline abilities related to it.
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"? |