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We have a lot of FAQ answers over the last couple years. I've noticed a positive trend on the forums. There are less and less burning issues. They type of issues that get people defending their interpretation.
Can we compile the remaining burning issues? Maybe with links to discussion threads.
I'm more interested in the issues and not a discussion on the finer points of each issue. Can we join to compile some issues?

Protoman |
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Gauntlets and Unarmed Attacks/Strikes and how other effects apply to them.
For that matter, is there a specified difference between unarmed attacks and unarmed strikes? Are they used interchangeably with no difference between the two or is one an item in the other's category of "unarmed" weapon that includes gauntlets? This comes up for the unarmed strikes/gauntlets talk.

Chess Pwn |

Something I'd love to have an official "no faq needed" to say that things that don't say they stack don't stack.
Like Fighter and brawler levels for feat pre-reqs.
Brawler, sacred fist war priest, monk, bloody knuckled rowdy bloodrager, etc that all have "does unarmed strike damage as a monk"
Another "hotly debated when it comes up"
What counts as a source for untyped bonuses? Ex. level, bab, skill ranks.
Vigilante and the two talants that add 1/2 level to damage.

Chess Pwn |

How the hell does a Monk's Robe interact with a Brawler's AC Bonus?!
You sub in brawler for monk for items and it's super clear. It increases your AC bonus.
Also does a Brawler's Flurry allow to take Two-Weapon Feint without Two-Weapon Fighting feat itself?
Yes, You're able to use your flurry to qualify for feats but can only use them during the flurry. link

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Nothing huge, but that issue with two classes having the "arcane bond" rule is completely uncovered by the rules. It mostly works as is, but clarification would be nice.
That Battle Poi, which has a listed damage type of "fire" also remains uncovered by the rules. Would be nice to have it clarified if damage types other than B/P/S qualify to add strength if found on melee weapon profiles.
We had that long debating going regarding the components of armored suits (like full plate), like gauntlets and helmets. I don't think that one ever really got resolved.
That long debate regarding weapons that deal two types of damage and effects like Alchemic Silver or underwater combat, also has yet to be resolved.

Gisher |

There are a number of questions regarding how penalties and feats apply to spells with ranged attacks of various sorts.
There are a lot of questions about familiars. Mostly relating to how the Improved Familiar feat applies to various new options.
There is the issue regarding Bardic Masterpieces.
There are a few exotic weapons that could do with some clarification.

Melkiador |

It'd be more like a blog post, but we need a source on what is and isn't an object. And more guidelines on if an object is attended or not. This is important to telekineticists. And if a dead creature qualifies as both an object and a creature. Can anything else be both an object and a creature?
Brawlers flurry is very uninformative and unwieldy. Does it qualify as a prerequisite for other feats that require 2 weapon fighting? Are those other feats not meant to be available when not flurrying? I'm talking about shield slam and master there. If flurrying a one handed or two handed weapon do you take a -4 penalty because your offhand isn't light?
On a minor point, I'd like to know if the unseen servant is supposed to be more of an item or more of a creature, since it's a creation type spell.

BigNorseWolf |

*cough cough*
It would be nice if the campaign clarification were the swift, agile, bureaucracy free errata system we've needed for a while.

Torbyne |
Can you ready actions before combat begins? If not, are you also not intended to be able to ready weapons with the brace property before combat begins?
This one, so many times! how often have i readied a ranged attack to go off when a door opens only for the GM to roll initiative and ignore the readied action... we all know what is on the other side of the door, why cant we act on that knowledge?

Quentin Coldwater |

I'd like some clarifications on the Occultist class. The more I play with them, the more questions come up. I forgot some of the questions I had, but mainly the Necromantic Servant is a rules headache:
As a standard action, you can expend 1 point of mental focus to raise a single human skeleton or human zombie from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it's a skeleton) or the fast simple template (if it's a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.
1. What's the range of the summon? I've seen some people use Animate Dead range, meaning it gets raised next to me, others say it's summon rules, so close range.
2. Can I summon it when there's no earth around? It says it's raised from the ground, so some GMs have ruled there needs to be earth as I physically stick my hand in the earth, while others say it's flavour and it gets conjured up regardless of terrain.3. How many skeletons can I control? The 13th-level bit says half my Occultist level (note no minimum 1). If it's intended to be that, I can't take the ability until second level. If it's specific to the 13th-level ability, how many can I control before that? If the limit is one, can I conjure up a new one, destroying the old one in the process, or does the first one need to be destroyed before I can make a new one?
Oh yeah, got a new question:
Soulbound Puppet says I can conjure up a temporary familiar. Can I slap archetypes on them if I want to? An expendable Mauler familiar is awesome, but what's even better is a tailor-made Sage familiar that's built so he has exactly the knowledge skill we're lacking at the moment. RAW it should work, but an on-the-fly familiar seems way too strong.

Avoron |
Angelic. Protective. Auras.
Angels are a basic creature subtype from the first Bestiary.
They all have constant protective auras that duplicate lesser globe of invulnerability.
And it looks an awful lot like these auras permanently prevent them from using several of their own spell-like abilities.
Ever.
This is a problem.

HyperMissingno |

What happens when you use Pushing Assault or bull rush someone charging straight at you? What about if you use either on someone that's on a mount?

Buri Reborn |

Angelic. Protective. Auras.
Angels are a basic creature subtype from the first Bestiary.
They all have constant protective auras that duplicate lesser globe of invulnerability.
And it looks an awful lot like these auras permanently prevent them from using several of their own spell-like abilities.
Ever.This is a problem.
I wish I could remember the terminology involved so I could search for it, but there was a comment about 2 or 3 years ago about some exclusion of self from such effects, including even Antimagic Field. I've never played it that way, and it could have just been a dev "just talking." The gist was that such effects applied either only to hostile effects or not-your effects.

Chess Pwn |

Melkiador wrote:Can you ready actions before combat begins? If not, are you also not intended to be able to ready weapons with the brace property before combat begins?This one, so many times! how often have i readied a ranged attack to go off when a door opens only for the GM to roll initiative and ignore the readied action... we all know what is on the other side of the door, why cant we act on that knowledge?
Tell the GM you're wanting to go into combat before the door is opened. If you know there are enemies then combat begins and you have surprise round.

Chess Pwn |

What happens when you use Pushing Assault or bull rush someone charging straight at you? What about if you use either on someone that's on a mount?
To add to this, what if the guy is charging when you push them?

Avoron |
Avoron wrote:I wish I could remember the terminology involved so I could search for it, but there was a comment about 2 or 3 years ago about some exclusion of self from such effects, including even Antimagic Field. I've never played it that way, and it could have just been a dev "just talking." The gist was that such effects applied either only to hostile effects or not-your effects.Angelic. Protective. Auras.
Angels are a basic creature subtype from the first Bestiary.
They all have constant protective auras that duplicate lesser globe of invulnerability.
And it looks an awful lot like these auras permanently prevent them from using several of their own spell-like abilities.
Ever.This is a problem.
Wow. That's an interpretation I haven't heard before. If this were true, it would it be a massive buff to all spells of this sort: antimagic field, globe of invulnerability, aroden's spellbane, source severence, etc.

Rub-Eta |
I guess I'll toot my own horn/thread. It's about the Unsworn Shaman, post-errata.
It now says that Minor Spirit "alters" hex, but it does not state what it actually alters. Pre-errata it said that it replaced hex (this was partly a problem since the Unsworn Shaman then didn't qualify for Hex feats). This change causes confusion as to how many hexes an Unsworm Shaman actually gets. Pre-errata it was 6 hexes (as all regular hexes were removed). Post-errata, it's up to 14, since it's not stated that any hexes are removed at any levels but the archetype also seems to add even more hexes.
This is really a make or break of an archetype. Though I don't really know if it's burning.

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How does Overrun work?
How does mounted combat work (where do you charge to, where do you stop, what about if your mount has different reach than you)
They're sort of slow-burning; they've remained unclarified for so long that people have given up actually using these things, so the number of questions also goes down.

Atarlost |
How does Overrun work?
How does mounted combat work (where do you charge to, where do you stop, what about if your mount has different reach than you)
They're sort of slow-burning; they've remained unclarified for so long that people have given up actually using these things, so the number of questions also goes down.
And the answers have to recognize that mounts aren't always a simple extension of the rider. A druid can carry a BSF, an orcish paladin (or any paladin with rolled stats) can be dumber than his horse, and anyone can ride someone else's animal companion that's acting under its owners commands. Or I've seen mention of Dragonlance conversions and at least the novelizations wind up with the protagonists mostly partnering with dragons with minds of their own for aerial combat.

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These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
- Does it gives you new bloodline powers as you were a sorcerer 4 levels higher or it just unlocks new features given by powers you already have? In case it does, how does it work with abilities that require a choice to be done when selected?
Example: Sorcerer 5, Arcane bloodline. With the robes she counts as a 9th level sorcerer. This unlocks her second use of Metamagic Adept. Does it also increase her effective level for the purpose of familiar HD and abilities? Does she get New Arcana? If so, is she forces to choose a 2nd level spell?
- How does it work with bloodline familiars?
- Does it applies to Eldritch Heritage and Variant Multiclassing?
- Does it applies to Crossblooded sorcerers? If so, how in particular?
- Does it applies to Bloodragers and any other class that gives a bloodline?
My 2 cents:
- Yes, it gives any bloodline powers the sorcerer would get if she was 4 levels higher. In case of powers that require a choice, the sorcerer can choose to take the choice immediately or postpone it up to when she would get that feature normally. In both cases, once the choice has been made, it cannot be changed (unless the feature says otherwise).
- It increase the effective sorcerer level for the purpose of familiars, either those obtained directly from a bloodline (Arcane), or obtained through the bloodline familiar option.
- No, it doesn't apply to Eldritch Heritage. Yes, it applies to VMC.
- Yes, it just applies to the bloodline powers given by the attuned bloodline. For the new bloodline powers she would get if she was 4 levels higher, if she makes this choice immediately, she can only choose to select the bloodline powers given by the attuned bloodline. She can instead pospone the choice as described before, and choose between both bloodline powers.
- Yes, it applies to Bloodrager and to any class that gives a bloodline.

Squiggit |

Agree with most of that and I think the first question and the question about crossblooded are pretty self evident even, but
When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline.
A bloodrager is not a sorcerer and a bloodrager bloodline is not a sorcerer bloodline.
I'm not sure a rogue VMC sorcerer would count as a sorcerer for the robe either.
I'm also not sure on bloodline familiars. You trade a bloodline power for the familiar but I don't think it actually is a bloodline power. arcane bloodline familiar would count because that actually is a bloodline power though.

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Can one 5 foot step out of Grease? If yes, how?
Fine point is that it is not actually difficult terrain, but a spell effect.
Can an Eidolon gain Regen/Fast Healing from any other source than the (Higher level) evolution? (Infernal Healing being the stand by)
Does the Inappropriately sized weapons rules come into play when using a Two Handed weapon with One Hand? (Commen Sense says no)
These are the ones I have niggles and concerns about.

Wheldrake |

Oh, so much: mounted combat rules clarifications would be really helpful! Especially concerning the interactions with various feats, charging rules and reach weapons. Not to mention how one goes about unhorsing an opponent (from mounted or from foot).
In a similar vein, airborn movement and combat clarifications would be really helpful too. For example, I am convinced that the whole question of maneuverability and turning arcs is moot unless you track facing from one round to the next. But there are many related issues, some tracking back to how mounted combat works.

Trekkie90909 |
Are improved familiars really improved versions, continuing to grant 'special abilities to its master', of your familiars? Does this change for the magical child archetype of the Vigilante, whose familiar eventually retains its base form, as well as 3 other "improved familiar" forms (at level 9), but fails to have those features in the intervening levels? Now that familiar archetypes are a thing, will the "improved familiars do not gain the ability to speak with other creatures of their kind" clause of the improved familiar feat be removed, so that familiar-specialist builds actually work?