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Ok so I have been playing around with an idea and I was wanting some clarification.
Lets say we have a druid-4/monk-1
1. Now normally when you wild shape it says your gear melds into your body via the polymorph rules so does this allow for you to benefit from the monks speed and ac bonuses when shaped?
Now lets say we have wild armor which by definition says "The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen."
2. So if a monk/druid with wild leather armor shaped would he retain the armor bonus and still benefit from the monks bonuses since "wild" does not specify that the armor has just reformed?
So I have a few questions regarding certain items and things and would just like some general clarification with citation if possible.
1. Are there any armors(magic or otherwise) at all a monk can wear without losing his bonuses to ac and spd? (Not including the obvious bracers of armor or robes, but actual armors with special text or magic allowances.)
2. Does any weapon allow the monk to use his unarmed damage but allow for him to still benefit from the weapons enhancement bonus?(AoMF is very expensive)
3. If a character loses an ability (from using archetypes) and a feat requires said ability, does he still qualify for the feat? ex: monastic legacy requires still mind but drunken master switches that out. If not is there a way to still gain said feat?
Ok so as usual I have browsed alot of the threads concerning this topic and as usual there is no concise ruling in either direction. So with that I would like to give a few of the things that I have found a few pieces of information that I have not seen and would like to know what people think.
1. Under the rules for damage it states. "If your attack succeeds, you deal damage. The type of WEAPON used determines the amount of damage you deal"
So with that RAW from book it clearly states that any form of attack that deals damage is a weapon.
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1 person marked this as FAQ candidate.
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Ok so I am wanting to make a bard who uses the sound striker archetype and was wondering if I could use Weapon Focus on pretty much any aspect of his weird words ability. Be it ray, ranged touch, weird words, bardic performance, etc. Would anything work to count towards this as an ability to count towards weapon focus?

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7 people marked this as FAQ candidate.
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"Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th."
So after reading into this and alot of other peoples opinions on how this works I have noticed something no one seems to be taking into account.
If you read divine anger word for word it specifically states "you gain the ability to rage like a barbarian"
Now with this statement it is not saying you gain the rage class ability specifically, but that you can rage as a barbarian of your lvl -3. So what I draw from this is that when you rage you do so as a barbarian would of 3 levels lower. That means the you do gain all of the abilitys associated with raging such as improved rage or timeless rage.
Ok so I have been reading up and was curious as to how others think this actually works. From what I have read. A monster (X) gets a number of rake attacks in the following round of a successful grapple. From this I have general questions.
1. Is rake automatic to hit like your standard attack while maintaining a grapple or does it require attack rolls?
2. If you can maintain a grapple multiple times can you use rake multiple times, or is it a one time free action during your grapple?
3. Is rakes damage based upon the natural attack it uses or is it based purely upon a set damage as it is a "special attack"?
If anyone has any other types of insight or knowledge about rake during grapple that I could not think of please post it.
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So as the subject says I would like to see the builds of peoples most broken and cheese builds. Now with this I would like to know why you think it is broken and how it is supposed to work as just a small chart of lvls and abilitys only goes so far.
I'm also willing to post if ppl would like.

As prd:
At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool."
As I read this I notice a few things it seems most people do not consider. It specifically states that it is the same as a greater invisibility spell which states that it does not effect sound or smell. Following with while invisible in this way, as in greater invisibility, she cannot be detected in any way. Which it states invisibility purge, see invisibility, and true seeing do not effect this. All of these have nothing to do with sound or smell only sight.
From this I feel that most people are misconstruing the "By any means" portion of the text to mean all forms of detection and not just those that would normally effect invisibility. I know most say its a cap stone and that invisibility is normally easy to beat via scent, blind sight, etc. but each of these also has something that easily overcomes them aswell. I am not looking for a flame fest over wether or not this ability is broken or not just what others think of my thoughts.
So I am curious on what others think of my deduction and if I left out anything.
Would an enchanted weapon give a bonus to touch and ranged touch attacks. If not is there an item that could do such?
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2 people marked this as FAQ candidate.
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So I have a friend brandishing a darkskull with dispel magic as his unhallowed enchantment. I have been trying to find ways around this as the party is about to break into a free for all, but I have found no weakness to what seems to be an extremely overpowered spell and item combination. Besides doing the same back with a target dispel how could I counter this permanently?
So my friend is looking at running an Epic level campaign starting at lvl 20 and on from there. I was wanting to make a character that was very difficult to hurt and I found out about the Invulnerable Barbarian, but as I was looking I also found MoSM. So the ability Adamantine Monk states "At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/—. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion."
So from reading this would I be able to take my DR from all stacking sources (Monk 1/-, Barbarian 11/- and Crane Style/Imp Stalwart 8/-) and double it?
Also I talked to the DM and he thinks the monks and barbs would stack so that is not an issue.
Ok so I have gone to many of the other threads regarding this question and I have read nothing but speculation. This is not a discussion about if something is broken or not just a yes or no with written rules or proof.
If I take a Tengu Barbarian, with the Claw Attack alternate racial trait and lesser beast totem, could he not use them on his "feet"? It specifically states that he grows a pair of claws. It does not specify where , and I have found no rules in any book stating no.
Again yes or no with written rules or proof (Faqs allowed).
Ok so I am making a barbarian/monk build and I was curious on a few things.
1. Since monk gets an Unarmed damage bonus would this apply to natural weapons as well. (I am unsure but I believe sadly this works the same as a barbarians DR and trying to add admantine. IRL it makes sense but in game does not work that way.)
2. If a character has multiple natural attacks (Tengu w/ bite and barb with beast totem) could he say wield a greatsword making his normal set of attacks and then follow up with his natural weapons? (at a -5 penalty for being secondary at that point)
3. Lastly if a character (again tengu w/ claws and barbarian w/ beast totem) already has claws on his hands could he choose for the next location to be his feet as many monsters use both hand and feet type claws?
So I am planning on a DR based barbarian and had some questions about the depths of DR.
1. If my DR can negate a characters basic damage would he still be effected by the precision damage from abilities such as sneak attack or up close and personal (gunslinger pistolero).
2. As above but with poison. If I remember correctly the answer is no atleast from 3.5. (Injury only Poison)
3. Mixing both poison and SA if a character deals no damage with their base weapon but sneak attack deals damage would he still be effected by the poison (injury only)
PLEASE CITE SOURCES.
So that I can see the rule myself.

Ok so I have been gone and checked alot of forums and I cannot find a good yes no or whatever answer. So off of what I have read and seen here is what I have come up with and would like other peoples opinions of what I have found for empower. I also apologize for the length of this post as I want a true definitive answer.
As stated in PRD. (I left out the last bit about spell level adjustment)
"ALL VARIABLE, NUMERIC EFFECTS of an empowered spell are increased by half, INCLUDING BONUSES TO THOSE DICE ROLLS. Saving throws and opposed rolls are not affected, nor are spells without random variables."
So I caps locked some of the important parts of the text and here is what I see drawing directly from the text.
1. It states all variable numeric effects.
2. States that it includes all bonuses to those dice rolls.
3. States that saves, opposed checks, and spells with no random variables.
From this I have drawn 2 conclusions.
1. As it states it includes the bonuses to these spells it does not matter if you increase number of dice and multiply the bonus or just roll, total, and multiply as you will end with near the same results with the only difference being if you have an odd number of dice.
Ex 1. I will use Cure Moderate wounds as it maxes at 2d8+10 and is easy to keep simple. So using method 1 we have 3d8+15= 18-39 while method 2 results in (2d8+10)*1.5= 18-39
Ex 2. I will use a much larger spell as to show larger numbers end the same. Here I will use Cure Critical Wounds that is also Intensified (Yes I know technically intensified will not work but that is another discussion it is only being used to add more dice for higher variables.)
So we have method 1 of 13d8+30= 43-134 against method 2 of (9d8+20)*1.5= 43.5-138
2. As it states ALL variable numeric effects then the number of missles or rays given off would also be increased. I have seen alot of "its not a variable" or "thats not what the developers intended" type answers. So for the "its not a variable" people. Yes, it is. As stated in the spell the number of rays or missiles are dependent(dependent VARIABLE) upon the level of the caster(Independent VARIABLE).
So ya exactly as said above.
1. Not wanting to waste a level in oracle.
2. Preferably magic items
So I did a quick search and did not really find a good yes or no answer to this question. My group is starting up a campaign tonight at lvl 5 and I have been really interested in playing a ninja, but I was wanting to make a more mystical variant so had thought of quiggong monk archetype. Without DM approval would this be allowed?
So I am taking a paladin with the sacred servant archetype and I was noticing a few things. First of all with the divine bond it states +1d6 to channel positive energy. Now is it talking about the ability Channel Positive Energy or just all abilitys that channel positive energy such as lay on hands and healing spells?
And additionally with the last ability Holy Champion. It states you maximize whenever you channel positive energy and use lay on hands. So same question as above does channeling positive energy count towards all types of positive energy or just the specific ability.
So I am playing an Alchemist and mainly going for a close combat type character. So for the longest time I have been using the Feral Mutagen ability as to give myself three attacks with a good chance to hit. Well I am now able to use some of the shape shifting spells and have a few questions.
First off all of the shape shifting abilitys count as a polymorph effect, but for the life of me cannot find where it says what type of effect mutagen counts as.
Second if I can use both do I get a total of 5 attacks? 2 from my changed form and than the additional 3 from the Feral Mutagen or must I choose between one or the other?
Lastly the spell Fluid Form. It states it is a transmutation spell with the water subtype. If all of the above works would this also stack?
So basically I am taking an alchemist with mutagen as his main trick and then Undead Anatomy 3 as his rank 6 spell.
So basically I am curious on if the claws gained from the UA3 and the mutagen power that gives 2 claws and a bite stack or is it I have to choose?
So I am making an alchemist and using the Monstrous Physique Spell and it allows me to become a large to huge etc... So my question is I would like to make myself even larger using enlarge person or same type spell. But in the description it states a +2 bonus to str and all other bonuses as if going from medium to large. Is this how it works even if going from huge to gargantuan or would I gain the appropriate bonuses and negatives for size?
So as the title suggest I am looking to use two hand crossbows. Now it specifically states that you cannot reload with one hand but since these are hand crossbows (and unless I am mistaken that is usually a crossbow that is strapped to the wrist with a hand based firing mechanism) than could you not use one hand to fire the other to reload and then switch?
Also there is a feat, Impact Critical Shot, that when you crit you compare your roll to confirm vs. the targets CMD to trip them as a free action. Now what about when you auto-confirm crits? Do you need to roll anyways or is this an Auto-Trip?
Lastly what are some good ways to increase ranged damage for a bow or x-bow. Currently I have Weapon Specialization, the Ranged power attack, Fighters weapon ability, enchanted weapon, and hammer the gap.

So quick backstory
Often have games that run from lvl 1-20+ so not just looking at low to mid level ideas. Please do not bring any comments of broken means no fun or anything like that. I know this combination of used properly and rules permit is a little powerful but I like the concept of a rogue/wizard like back in the old systems.
So Arcane Trickster states on its final ability Surprise Spell "At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are f lat-footed. This additional damage
only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage."
So with this in mind I am curious on if this ability would work on spells such as Black Tentacles, or if I used say magic missle or scorching ray which can target multiple characters (Say for the scenario they are all flat-footed) would each creature take the SA damage or just 1 of my choice?
So those are just some general spell Ideas I was curious on if anyone has had this sort of question posed before all insight would be appreciated.
So as the title says I am curious on the rules for Flurry of blows and the use of abilitys like Perfect Strike, Stunning Fist, and Elemental Fist. I cannot find anywhere specific that states only 1 use per round or attack but also cannot find the opposite. So if someone knows and can either cite or just give me book and page reference that would be great.
So I am planning a Druid 4 / Barbarian 16 build with using the beast totem rage powers. I plan to use air elemental as my primary shape once I am of high enough level. My question is that when I wild shape and rage to get my claws do I keep my 2 slams giving me 2 slams and 2 claw attacks or do I have to choose one or the other?
So I'm trying to make a strange class combination and I came upon the fact that both classes give Dr #/-. So I am unsure if these two sources would stack or not. From the book "If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack.
Instead, the creature gets the benefit of the best damage reduction in a given situation."
Now I know most will say that this of course does not work as is stated in the rules for the INA feat "Choose one of the creature’s natural attack forms.The damage for this natural attack increases by one step on
the following list, as if the creature’s size had increased by
one category." (I copy and pasted this from the book exact wording).
But now when you look under the monks description for Unarmed Strike it states "A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."
Now with this being said I understand that the feat is not considered a spell as is obvious, but as is stated his fist does count as a natural weapon so would not the feat count?
Please give detailed reason as to yes or no preferably with citation from the book to back your claim not just because I said so.

Now I know people are tired of monk threads, and I am tired of hearing how they suck as they are my favorite class. I will admit I may be a bit biased towards them but I am curious to what all of you think about this build. I apologize in advance for my bad grammar and spelling (Not an English major)
All of this taken strictly from the Pathfinder system, there is no 3.0 or 3.5 involved, and is purely the monk class and his archetypes.
Drunken Master Archetype/Weapon Adept/Qinggong Monk
So to begin I often use the random dice roll but I will state which stats are actually important:
Starting:
Str:-- Dex:16+ Con:18 Int:-- Wis:16+ Cha:--
So with this I often choose dwarf as the +2 con and Wis help plus cummon a monk dwarf is pretty awsome. Now with alot of feats I have them left blank as there were none required for this build so a player still has a little room for adjustment.
LF= Leveling feat
BF= Bonus Feat
1. Bonus Feat(Combat Reflexes), Flurry of Blows, Level Feat() and Perfect Strike
2. BF(Improved Grapple) and Way of the Weapon Master
3. Drunken Ki, Fast Movement, LF(Weapon Finesse) and Manuever Training
4. Ki Pool (Magic) and Scorching Ray
5. Barkskin, Drunken Strength, and LF(Fast Drinker)
6. BF(Dodge) and Slow Fall 20ft
7. LF(Outflank) and Wholeness of Body
8. SF 30
9. Evasion and LF(Improved Natural Attack Monk Unarmed)
10. BF(Mobility), Ki Pool (Lawful), and SF 40
11. Drunken Courage and LF (Deep Drinker)
12.Abundant Step and SF 50
13. Drunken Resilience and LF(Dimensional Agility)
14. BF(Medusa's Warth) and SF 60
15. Ki Shout(Or Blood Crow Strike) and LF(Dimensional Assault)
16. Ki Pool (Adamantine) and SF 70
17. LF(Dimensional Dervish), Sonic Thrust(Or Blood Crow Strike), and Uncanny Initiative
18. BF(Imp Critical Unarmed) and SF 80
19. Firewater Breath and LF(Dimensional Savant)
20. Pure Power and SF90
Now with this build levels 1-4 can be a little tricky to survive as you have very minimal output though you should have a decent health pool and AC. From levels 5-10 I usually focus primarily around being a ranged damage support relying heavily on scorching ray and Fast Drinker to keep ki up. Melee is possible at this point but a magic weapon of Elemental or Vicious is recommended. Also by level 7 as long as he has the alcohol he has infinite healing capability, and while not great in combat is very useful outside of it. From 11-14 I remain dependant on SR but become more mobile. From 15+ is just pure sexy as he gains a multitude of abilitys that augment damage to massive degrees.
Now I know most people will say "But this is a lvl 20 build" and for the most part yes its peak is 15+ but its versatility is great from the beginning. Those wishing to be sneaky will already have a good dex and the open feats allow for skill focus. Those wishing to be a little more tanky are in luck as the class can easily attain a near untouchable AC (Starts a bit slower than other classes that use armor but catches up relatively fast as long as you know what your doing, and quickly. surpases it)For those wishing for more support feel free to switch out Weapon Adept with sensei granting the ability to give bonuses to the party and even some minor healing. All in all I find this to be a very versatile build as long as the player is not dumb.
But again would love to here comments on either why it sucks or ways to make it better.
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I have been gone from the forums for a little while and now that im back I have noticed alot of hate towards the monk class. For those of you who for some reason think it is bad. Why? (More than just a simple answer give an example)
Ok so I am trying to gear out my monk so my AC can atleast be on par with others. So I have given him +3 Robes and Bracers of armor +4. The question is does the Enchancment Bonus from the robes stack with the armor bonus of the bracers? I ask this because all of my friends say no that they are both enhancements bonuses yet in the description of the bracers it just states Armor Bonus.
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