Even if that worked on feather fall (which I don’t think it does because feather fall wears off when u touch the ground so casting it just before the pit opens means it immediately stops), there are situations where you have to cast feather falling as you fall and you have no time to do it before your airborne which would then require a cc.
You are a human that counts as also a triefling. That’s all you get. You can take tiefling feats if you now meet the other requirements and pick up a race trait. Spells and abilities target you as a tiefling. You get nothing from the tiefling race racial traits( this is different from the race traits) I know they have almost the same name but it is not the same thing
so the Rondelero Swashbuckler has the following ability.
Falcata Emphasis (Ex): At 1st level, a rondelero swashbuckler is proficient with falcatasUE and can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon. This ability replaces the derring-do deed.
would this allow him to use a large size falcata in 2 hands and treat it as a 1handed piercing weapon?
5 year raise dead spell. Well done
You can 5foot step in a surprise round and he cannot he flat footed, he would have an immediate action and he would lose his swift from his next turn. He doesn’t need a turn in the surprise round to lose the next turns swift action that just happens whenever his next turn occurs. So I would of allowed it
you are wrong about everything you said basically.headbands of vast int are retroactive i have no idea where you got this "as you level" thing you keep talking about but that is absolutely not how it works in pathfinder.
This intricate gold headband is decorated with several small blue and deep purple gemstones.
The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.
summon spells are NOT a full round action. full round actions end on the turn you activate them. its a 1round action which finishes at the start of your next turn.
ok if you wanna be a douche about it. obviously i'm talking about magical healing your bandage example has no bearing on this situation as my bomb is clearly magic and not wrapping someone up and laying them down in a bed to heal.
just because they didnt want channel to be super OP they made it 4 seperate things instead of just 2 which does make it more confusing
infernal healing gives fast heal so yes its positive energy.
you are very incorrect all healing is positive energy damage which heals living and harms undead. same as negative energy damage heals undead and harms living.
and yes healing spells deal positive energy damage. thats why they can harm undead. its also why they heal living. because positive energy damage heals living.
think of it like a monster that has cold absorption. you hit it with a cone of cold and it will heal. your spell deals damage but healed him. thats positive energy on living creatures.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
the throw anything feature is where alch get the int to splash weapons(which bombs and healing bombs are) its already included in the bomb description but its is not FROM the bomb itself.
i have recently made an alchemist and i have a few questions about healing bomb
When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract (APG 31) or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.
so as most people know by now all healing in the pathfinder universe is actually positive energy DAMAGE. which heals living and harms undead with this in mind my 2 questions are.
1: do i add my int to the positive energy damage my bomb deals?
2: can my positive energy damage bomb crit the main target i have to land an attack on?
if the line you drew is one of the ones shown on the page you linked you did it right. and yes all those lines are 3 line chunks out to 30feet, you can keep extending them farther if your line is longer, they call it the 3 square rule because people didn't use to have a computer to look up this stuff but that was just a term we used for it not a real term for it.
you need a citation to prove that separate squares are separate? webs are just a natural things in the world when a square of web catches on fire all the webs connected to it do not instantly erupt into flames, each square slowly burns the squares beside it each round traveling out. it is not 1 entity.
but for an example question lets picture a huge creature that's touching 2 squares of web one square is in his top right square and the other is the bottom left square. they are not connected in any way but both are on fire. but only 1 square harms him? doesn't seem right to me
they reinforce rules in some abilities just to make sure people know you can use it that way. not because it is an exception. the rule for immediate actions is....
An immediate action is very similar to a swift action, but can be performed at any time—even if it’s not your turn
however some people think you can't interrupt actions that have multiple parts, like attack rolls and then damage rolls, even though you can.
you can do immediates after the attack roll before damage to change the result, there are some examples of that like....
Blood Deflection (Su): At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough. This ability replaces damage reduction.
as far as I am concerned you can do windy escape in the same manner