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Raymond Lambert wrote:
Seeing that the book will have nothing for eidolons or grit reinforces the idea.

If I understood Mr. Jacobs' post correctly, he was saying that this book would not introduce new systems as in APG (eidolons) and Ultimate Combat (grit). However, there may be material that enhances such existing systems.


Starbuck_II wrote:
Cheapy wrote:
Starbuck_II wrote:
Cheapy wrote:

It's not really that good of an ability, in hindsight.

It requires a touch attack, so there's one way to fail.

It requires a fort save, which is a more likely way to fail.

And they come in small spurts, so DR will eat this thing up.

Plus, you can't be Inspiring Courage.

DR doesn't apply to supernatural damage.

Actually, I'm pretty sure it does. Energy damage ignores DR. This isn't energy damage, it's physical damage. At the very least, the section of Damage Reduction in the PRD doesn't mention supernatural abilities, other than that DR can be one.

DR only applies to weapon damage (improvised and Natural are weapons).

The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

This is why falling damage has no DR to go against: it isn't a weapon. Neither is Weird Words.

I would think that DR still applies, since you have the choice of making the damage bludgeoning, piercing, or slashing. The only rules difference among those types of damage is the type of DR that they bypass.


FallingIcicle wrote:
The Haunted curse says that "any item you drop lands 10 feet away from you in a random direction." So let's say I have a metamagic rod, and I put a strap on it, which I then attach to my belt. Wouldn't it simply fall to my side when I drop it, rather than land 10 feet away?

I wouldn't suggest trying to sidestep your curse like that. If you have a relly nice GM, you'll be putting him in the awkward position of having to tell you that you can't do something that (on the surface) seems reasonable. If you have an evil GM, he will realize that a strap dangling at your side has all sorts of mischievous possibilities (and nobody has specified what the CMB for your personal poltergeist would be).


First things first: I love this book! However, I have some questions about the drake tamer's skill list. Of all the classes I've seen, it's the only one that doesn't have Craft, the only spellcaster that doesn't have Spellcraft, and the only spellcaster with flight spells that doesn't have Fly. Were these omissions intentional or accidental?