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Goblin Squad Member. RPG Superstar 8 Season Star Voter. Organized Play Member. 36 posts. 1 review. No lists. No wishlists. 17 Organized Play characters.



Star Voter Season 8

Going through all of those, I feel like it's natural to have a few that you latch onto. My favorite was Springheart, whoever made it just know that it made me feel feelings! Kudos. Anyone else have one that stuck out to you?


1 person marked this as FAQ candidate.

Extra Gnome Magic is a little... inconsistent. In searching, I saw one or two other posts on this, one with no comments and another with two that did not give any solid answers. While it is unlikely that I'll get any Paizo staff to weigh in on this (it's hardly game-breaking) I thought I'd at least put it out there in case anyone had some insight into the feat's intent.

The feat says:
"Benefit: You gain an additional three uses per day of your gnome spell-like abilities (dancing lights, ghost sound, prestidigitation). You can use these in any combination; for example, you can use dancing lights four times in one day (taking all three additional uses for the same spell), or you can cast ghost sound twice, prestidigitation twice, speak with animals twice, and dancing lights once. If you have a feat, trait, or other ability that changes your racial 0-level spell-like abilities to other 0-level spells, this feat applies to them instead."

So, first it specifically excludes speak with animals, then goes on to create an example in which this feat grants an additional use of speak with animals. Then, it once again implies that this feat is meant to work just with the 0-level spells.

There are three interpretations, as I see:

1: The feat was meant to apply only to the 0-level spell-like abilities, and the example was a typo.
2: The feat was meant to apply to all the spell-like abilities, regardless of level, feats, or traits, and the last sentence is just awkwardly worded.
3: The feat was meant to apply to all the spell-like abilities, unless you change them, in which case it only applies to the 0-level ones.

The third was is how I read this, RAW. I think it was probably intended to work as either the first or second, but I have no idea which one. Given that the trait Naturally Gifted is unrestricted by whether the spell is 1-level or 0-level, I am inclined toward the second. However, that trait makes no provisions for any alternate spell-like abilities, so I am at a bit of a loss. Any thoughts?


So, I'm in a Shattered Star game and my party needed a healer, as parties do. I've never played a healer before, but I figured it was a good time to learn. So, I rolled up an Aasimar cleric of Milani, with the liberation and restoration domains. We're only just now finishing the first book so I'm still pretty low level, but I'm finding myself terminally bored by this character. I'm having a lot of difficulty injecting personality into her, I feel like I have very little to contribute outside of combat because they get so few skill points, and I feel like much of what I do IN combat is so reactive that my turns are mostly comprised of me doing my best to give people flanks and such. I've talked to some friends and they've given me some good advice on what to do about this, but I'm still completely uninspired by my character.

I might try to re-roll into a different type of cleric, because they very adamantly want someone who channels. None of the variant channels really seem like they'd reliably contribute enough to the party to justify the loss of healing dice. None of the domains really jump out at me as being very fun. I have few enough spell slots that I don't have much to do in combat when people don't need to be fixed up in some capacity or another. So, to the clerics out there, what do you do to make your cleric fun to play? Or is this just what it's like to be a cleric?


An initial look through the Golden Legionnaire class left me really liking the idea of a class that focused on heavy strategy and support. Then I noticed the distinct lack of synergy between a lot of the things the class gives you. Swift Aid, In Harm's Way, and United Aid seem like they'd work together really well until you realize that they're all swift or immediate actions, and using one means you can't use the others that round.

Also, I feel like Swift Aid could use some clarification. There are a lot of abilities that change the Aid Another action in some way. How do those interact with Swift Aid? Order of the Dragon, for example, gets an ability that says that when you use an Aid Another action, you get +3 instead of +2. It could be read any number of ways, and I truly have no idea how they intended that to interact. :\

*whiiiiine*


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

So, the bodywrap of might strikes is pretty clearly a compromise between the poor monks out there who get the shaft because an amulet of mighty fists costs buckets of money and people who are worried about the power level of something that adds to every natural attack a creature has by making it applicable for each iterative attack you make. It still costs more than a weapon does, which I sort of protest given how the restrictions make it arguably less powerful than a magic weapon already, but it's more acceptably only 3000 x bonus^2 instead of 5000 x bonus^2. I'll take it what I can get.

My question is, how does this interact with an amulet of mighty fists? That might explain why this is still more expensive than a magic weapon. If one were to have an amulet of mighty fists with something like flaming or agile on it, something that didn't grant an enhancement bonus, would it still work if you applied the bonuses and abilities from a +1 bodywrap of mighty strikes?

From a cost standpoint, it makes sense that it would. A +1 flaming longsword would be 8000 gp; a flaming amulet of mighty fists and a +1 bodywrap of mighty strikes would cost 8000 gp, and the latter bonus would (for a character with a bab lower than 6) only apply to one attack, plus you'd be spreading the bonuses across two items which takes up a lot of your equipment economy.

Additionally, and I'm guessing I already know the answer to this because it would be just too easy to be true that an item that's good for monks be good for monks, since your BAB is your monk level when you flurry, would this allow you to treat your BAB as your monk level (while flurrying) when it comes to determining how many times you can apply the bonuses from the bodywrap of mighty strikes? I could see that going either way.

As an aside, if you are wondering what on EARTH I'm talking about, check out "Bodywrap of Mighty Strikes" in the body slot wondrous item section of Ultimate Equipment! Thanks for any light anyone can shed on this. :)


So, pretty simple question: I'm making a changeling character, and she has claws, as changelings do. The nice thing about natural attacks is of course that it can give you multiple attacks at lower levels (at full bab, at that), but what about later in the game when you get your iteratives?

Thanks!


So, as everyone knows, without the +3 wild enhancement bonus to their armor, druids lose their armor bonus when they wild shape. If you don't want to drop the money for the +3 bonus, then your other option is to group with a benevolent arcane caster who doesn't mind dropping mage armor on you.

I have a society druid. I would love to get some rhino hide armor, but the rules of society explicitly prohibit you from upgrading named items, so I can't get wild put on it. I tend to turn into a huge allosaurus, so I thought that perhaps I could just get a set of rhino hide armor made for a huge unusual creature, using the rules from the "Armor for Unusual Creatures" table. It states that the cost of such an item would be x8 what it says on the Armor and Shields table. The base cost for Hide Armor (rhino hide says it is is hide armor in the description) is 15 gp, x8 would be 120 gp. Rhino Hide is normally 5165 gp; assuming it already includes the cost of regular hide armor in the price, that would mean it would cost 5270 for Huge Rhino Hide armor for an unusual creature. Correct me if I've made any errors.

I could, hypothetically, pull out the armor, ask that my party help equip me with it once I've wild shaped, and then don the armor afterward.

It's fairly restrictive, since I could probably really only use it for that one form, and I would have to turn into the allosaurus in advance rather than being able to do it on the spot. I think that fact keeps this from being terribly broken, but I'd like to get people's takes on both the viability of this and whether it is legitimate. Thanks!


I'm building a halfling opportunist, and I've been seeing if there are any ways to make the Exploitive Maneuver more likely to hit; at higher levels, there are some nasty CMDs, and it's a fun and flavorful class feature that I'd like to see working in action. One option I was looking into was the Field Guide's dueling quality.

Exploitive Maneuver:
A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.

Dueling:
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally. (emphasis mine)

The wording of dueling doesn't preclude the use of the bonus for things other than the ones listed. So, if I justify the use of my weapon in the exploitative maneuver, I think it's not a stretch to make a case for it applying. Any thoughts?


Feral Combat training reads thusly:
"Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike."

I've never looked extensively into feats and effects that augment unarmed attacks, and I'm combing the books for them, but I thought I'd see if the community knew of any awesome unarmed attack feats/spells/effects that I should definitely have off the top of its collective head.

Thoughts? Thanks folks! :)


3 people marked this as FAQ candidate.

So, I would love to have a little airborne brigade halfling, and initially I was thinking I'd have to put a level in druid, then the rest in something like crusader or dragoon or both etc, which kinda sucks cuz then my roc won't progress. My logic was, well, crusaders DO have the animal companion class feature, but rocs aren't on their list so the levels won't apply to my existing animal companion. But wait! The animal companion entry on level is phrased thusly:

"Class Level

The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics."

It says nothing about that animal companion having to be on the list of the class you're taking, only that animal companion needs to be a class feature it possesses. RAW, it sounds like my roc would treat my cavalier (or paladin or ranger) levels like druid levels (with the appropriate modifiers, like ranger level -3) for determining levels, especially since pretty much every class other than druid and beast master ranger has a very limited list to choose from! Is this correct?