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Hi! I have got a question regarding the Blessed Hammer feat and the Rusting Grasp spell.

The Blessed Hammer feat lets you deliver touch spells with a warhammer. Rusting Grasp is a touch spell. Now if I am correct an attack with the charged hammer deals damage and if the target wears non-magical metal armor, it's AC will be reduced by 1d6.

The spell states that you can only do one melee touch attack per round, but since I am not using melee touch attacks, but weapon attacks instead, does that mean that the spell's rust effect can now be delivered with every attack during a full-round-action? And what about attacks of opportunity?

The other question is if I still provoke attacks of opportunity, if I want to destroy the target's melee weapon, even though I am not doing a melee touch attack?


Hello!

The new Blood of the Ancients supplement includes a feat called Aerial Roll.
It states that if your fly check is successful the attack, which triggered feat misses automatically. Now I wonder if this also works against automatic hits coming from natural 20s.

My guess is that Aerial Roll still negates the attack, since the feat does not relate to your AC, but instead let‘s you outmaneuver it.

But what do you think?


Hello!

I've got a question regarding the capacity and progress of the arcane pool the black blade of a bladebound magus actually acquires, since there is somewhat of a discord in my party because of that. The book (and other sources) state that the black blade has got an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Now some members of my party think that with "Intelligence bonus" the actual Intelligence modifier is meant, although it's obscure why Paizo had not just used that exact wording. Also, if the modifier was meant as bonus, why would the blade progress up to Intelligence 19? Why not 18 or 20?

However looking through the rulebooks I stumbled across other cases like the summoner's eidolon and the druid's eidolon, where you may not find an "Intelligence bonus", but "Strength bonuses" and "Dexterity bonus", which state: "Add this modifier to the eidolon’s Strength and Dexterity scores,...", or "Add this value to the animal companion’s Strength and Dexterity scores."

The black blade's ability progression seems to be similarly regulated as shown in it's statistics chart, only that the definition of it's Intelligence Bonus seems to be included into it's Intelligence definition, which states "...It starts at 10 and increases by 1 for every two levels ...".

Has someone got an idea? Can this be even explained by "RAW", or is this in any case leading to an interpretation?


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So the feat called "Skill Focus (Mythic)" combined with an ordinary Skill Focus addressing the same skill lets me take 10, or take 20 even when rushed, or threatened.

Now, while I see a use for that in case of a take 10 I have doubts that any skill does equally profit from the take 20 thing.

Theoretically being able to take 20 regardless of rushed, threatened makes it usable in combat. Yet, the problem I see for example is...

1) I would still need 20 rounds (or more depending on the skill) within combat (like escape artist), so who cares if I can not be rushed, or threatened since it stays practically impractical.

2) What good is it, when it's still not feasible on skills with failures like spellcraft? So I can't take 20 to ease any kind of magic item creation, let alone simple magic item identification.

Somehow this makes the whole thing look far less mythic, let alone worth the feat.
Or is there something I have missed, besides the enhancement of the mediocre "take 10"?


Is it actually allowed to use a Wildblood archetype like Primal with the Eldritch Heritage feat? Or are those only available to sorcerers and (Imp./Greater) Eldritch Heritage can only be used with the original bloodline powers.


Hierphant's mythic path ability Sustained by Fate describes: If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation.

Is any spell-like ability also considered being an ability being regained by this?


Hi!

I soon start in a mythic campaign and I wanted to know if this might work out.

Master Summoner (archetype)

- half-elf (gaining Skill Focus of Knowledge Planes)

- Superior Summoning (gaining an additional creature, if more than one is conjured)

- Eldritch Heritage (Abyssal Bloodline), including Improved and Greater (gaining Added Summonings at 17th lvl)

- Mythic Hierophant Mighty Summons feat (hopefully conjuring another additional creature along with DRs)

- Mythic Archmage (Dual Path) Speedy Summons

Since according to the description you are "casting" "Summon Monster" as a spell-like ability (as a summoner) which of these feats would not work with it? Would the Added Summonings bloodline power trigger both Mighty Summonings and Superior Summonings?


My question is are these two feats Gang Up and Ranged Flank combinable, so that, as a result, you can be considered "flanking an opponent regardless of your position within 30 feet range (Ranged Flank) if at least two of your allies are threatening him/her (Gang Up)"?


A companion of mine as a large ape as an animal companion.
The Ape has a bite and 2 claws attacks. According to him the ape can use all 3 attacks (bite, claw, claw) in a full-round action sequence without any penalties occuring, since they are all considered primary weapons in the book.

However, according to the old 3.5 glossary only one natural attack can be the primary and any following are reduced to secondaries, especially for balancing reasons. https://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_na turalweapon&alpha=

If the first occurs, this looks a bit overpowered to me especially, because this renders non-companion classes like the fighter or barbarian pretty useless as damaging classes, as they can't pull out that many damaging attacks at lvl4 and the druid can act himself on his turn. Being shapechanged this can result into 6+ natural attacks...at lvl 4?


Imho the Description of Spiritual Weapon is terrible.
It states that it is not affected by feats and combat actions.
Toppling Spell is a metamagic feat, yet still a feat.

However Spiritual Weapon is a spell, it strikes as a spell and not as a weapon, so on the other hand the Toppling Spell should actually work properly, since it works with spells, which include the 'force' descriptor, and Spiritual Weapon does include it.

Now what is correct?