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(I see this question has been asked before for a small cavalier on a wolf, but most of the answers were dismissive given the smaller stature. This is another try with a larger context.)

Sir Example is a human cavalier riding a warhorse. He has a lance in one hand and a scimitar in the other.

Can Sir Example use his scimitar to attack a prone opponent in an adjacent square?
(In a similar thread, many players suggest a house rule of giving a -2 penalty to hit, representing an awkward, downward lunge)

Can Sir Example use his lance to attack a prone opponent in an adjacent square?

Sir Example's shoulders would be about 7.5 feet off of the ground, give or take a foot for comfortable arm movement. Along with the 5 feet away from his opponent, the distance from Sir Example's hand to the ground would be between 8 and 9 feet.

It seems to me like he should be able to attack with the lance. But the rules-as-written disagree.


Can a character move 4x its speed by foot at an uphill angle? What are the limits of the slope?

The only reference I can find is in Air Walk, which says you can travel by foot at an upward angle up to 45 degrees, but at half speed. Diagonal movement normally reduces your speed by 2/3, so the rest of the reduction must be due to the difficulty of the climb. But is the "difficulty" of the climb enough to make a run impossible?

Just to be even more of a quibbler, would mounting the hill mid-movement violate the rule about running in a "straight line"?

If I was just playing the common sense card, I guess I'd say you can run uphill, but not as well, and it would count as a straight line. But I'd like to know what to expect from my friendly neighborhood PFS GM.


I still have the question- Is the ability meant to affect non-bonus teamwork feats? It says once that it does not and twice that it does.


Your kitten metaphor would match this situation except that this ability we're talking about never says "I only have black kittens". There is no text that states "this ability only affects bonus teamwork feats gained by this same ability." And we exist in a world where anyone can gain a white kitten at any odd level!

About abilities never involving game mechanics outside of their own text, I don't believe that is correct. Many abilities references things such as a character's other feats, their level, their enemies present, etc.

The suggestion that the author must have simply omitted the word "bonus" is a very likely assumption, but it is still an assumption. Taken literally, the RAW contains loopholes leading to paradoxes.

In similar examples, such as the Wizard's bonus feats, or the Druid animal companion's bonus tricks, the authors have removed redundancy while still avoiding ambiguity by using "this" or "these". Furthermore, in those examples, the authors have left in the redundant "bonus" anyway, even though it could easily be removed without changing the meaning.

Note that "these bonus feats" is hardly longer than "teamwork feats", and if printing costs is really the reason this was muddled up, "these feats" is actually shorter.


The inquisitor's teamwork feat ability tosses around the word "bonus" sometimes, but not all the time. As a result, we get this mess:

"As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned." ...

So if she gains a teamwork feat as a normal, non-bonus feat, she wouldn't be able to switch it? Reading on...

"She can only change the most recent teamwork feat gained."

Okay, that didn't say bonus, so IF she CAN'T switch that non-bonus feat, she can't switch ANY of them, because even her "most recent bonus teamwork feat" is not her "most recent teamwork feat gained." This is obviously an error in the text, but should the inquisitor be allowed to switch her most recent teamwork feat, or her most recent BONUS teamwork feat?


I've come up against the same issue. Some things to consider:

In the case where you DO get your buddies' modifiers (aka, the ridiculous example) don't forget that most same-type bonuses are not cumulative. E.g. You could only apply the +3 trained bonus once, the Dex bonus once, the Rank bonus once...

Even then, it's still suspiciously good, considering a level 3 inquisitor, or anyone enabled by a level 1 cavalier's tactician ability could be getting a +12 size bonus and a +4 racial bonus from a toad familiar.

joeyfixit's point about the fact you have to continue to be able to continuously perceive your ridiculously-well-hidden allies seems correct, and funny :)


These two feats don't interact as stated. The "2nd" summon isn't coming from a summoning spell, it's coming from Added Summonings, a supernatural ability.


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To support Oratory being considered an audible performance, the Evangelist Cleric archetype (Ultimate Combat) presents another factor to consider. That class can use a list of bardic performances via the Perform Oratory skill which curiously includes Countersong and NOT Distraction.


I'm also wondering about this. There is a lot of grey area! I've compiled a partial list of questionables to give an idea of what needs to be defined:

"Conditions" from the glossary which seem fair to be affected, but not stated as such:
Bleed*, Blinded, Broken, Confused, Cowering, Dazed, Dazzled, Deafened, Disabled, Dying*, Entangled, Exhausted, Fascinated, Fatigued, Flat Footed, Frightened, Helpless, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Staggered, Stunned, Unconscious

* Note that it is possible for the channel to let the players ignore the dying or bleed effects if the channel occurred BEFORE the dying condition was inflicted. Otherwise the healing effect would normally remove those conditions.

"Conditions" from the glossary which seem unfair or nonsensical to be affected, but not stated as such:
Dead*, Energy Drained, Grappled, Incorporeal, Petrified*, Pinned, Prone.

* Note that Dead and Petrified can sometimes be temporary conditions, but in most cases are invalid barring magical intervention.

Ongoing non-magical effects with a temporary duration (list is only examples, not comprehensive):
Ability score damage, Ongoing acid or fire damage, Attitude changed by charisma abilities, Barbarian's Rage...

Ongoing magical effects with a temporary duration (list is only examples, not comprehensive):
Hexes, Effects of a mutagen, Slow, Polymorph, Glitterdust’s visual effect, Silence, Geas, Dimensional Anchor...

And what about obviously-affected conditions that are inflicted by an ongoing magical effect with a temporary duration? For example, "Cause Fear" or "Hold Person"