A437
Sounds like Create Reliquary Arms and Shields.
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A437
Sounds like Create Reliquary Arms and Shields.
Q439 When taking the "Rapid Reload" feat for firearms, does one take it for one-handed/two-handed firearms or is it more specific?
A 439 (please number your questions)
(editing mine)Quote:
Originally Posted by PF SRD, Ultimate Combat, Feats
You need to select the feat for each weapon. Buckler gun, pepperbox, pistol etc. The feat only applies to the weapons you select.
Q 440
If a creature has multiple attacks in a Full Round Attack that trigger the "Grab" ability and it succeeds its Combat Maneuver to Grab on its first attack, is it deprived of its remaining attacks for that round, or may it continue its Full Round Attack?
Q441
Can you use Skill Mastery with skills you can't ordinarily take 10 on, like UMD?
A 441
This is an old debate, that goes back to 3.5 rules actually. The answer depends entirely on what you believe takes precedent in the rules.
Quote:
Originally Posted by PF SRD, Rogue Class, Skill Mastery
Nothing in either rule specifically overrides the other statement, so it's nebulous and an argument can be made either way.Quote:
Originally Posted by PF SRD, Skill Descriptions, Use Magic Device
A) If you believe UMD's "special" clause overrides skill mastery, then the answer to your question is No.
B) If you believe skill mastery's "even when you normally can't" clause overrides the UMD "special" clause, then the answer is Yes.
I personally rule the answer is Yes, because I view skill mastery as the more-specific rule and specific trumps general. Also, from a balance perspective I have no problems with a 10th level (or higher) character taking 10 on UMD. Such a character is likely to make the majority of his/her checks anyway, so allowing them to take 10 saves time at the table. If the player is willing to invest in a resource, I'm usually willing to allow it to work. And this is such a case.
That said, I do recognize the argument from the other side - that UMD doesn't allow take 10 at all, and skill mastery only overrides the "stress and distractions" reason.
For whatever it's worth, as I recall in 3.5 WotC ruled that you could not (though never published that anywhere other than the FAQ).
So, in short: there is no RAW answer, and a reasonable interpretation can be made either way; go with what is best for your table.
A440
It can continue its full-round attack, albeit at a -2 penalty for having the grappled condition.
A441 ClarificationQuote:
Originally Posted by If You Are Grappled
"Specific trumps general" is a rule for M:tG, another WotC game, and is not a rule for Pathfinder. Otherwise Zherog is correct.
R437:
And if you don't want to burn a feat, you can just buy a weapon that has been modified to be a channel foci.
Q442
I want to ride a gravity elemental obtained by improved familiar. Would permanent reduce person be sufficient to accomplish this?
Q443
In this situation, is the only ride check I'm likely to need a DC 10 to fight while mounted?
Q444
Assuming I find some sort of mount, can the mount use a move action, then delay using its other move action until after I cast a spell as a full round action? This is just an ad hoc flyby attack.
Q445
So being a vampire, if I take Bolstered Resilience, I don't have to worry about fatigue, correct?
A442
It depends on your weight. There are no restrictions on riding a creature (eg. a colossal creature could ride a fine creature) save that the rider must be less than the mount's maximum load (or double that if the mount staggers). A small gravity elemental's maximum load is 97.5 lbs. If permanent reduce person puts your weight below that, then yes. Otherwise no.
A443
It depends on what you want to do. If all you do is sit on the elemental while it flies around (a ride), you don't need to make any check.
For any other usage, see the Ride skill. Note you take a -5 penalty for attempting to ride a creature that is ill suited as a mount, and will take another -5 penalty if you don't have a saddle for it.Quote:
Originally Posted by Ride
A444
Yes, since by definition "move action" is an action. However, note that your mount's initiative is set to the point that it delayed to, so for the rest of the encounter its turn comes after yours, so it can only be done once (barring exceptions like the mount activating a Belt of Battle).
A445Quote:
Originally Posted by Delay
Correct. Undead are immune to fatigue, and Bolstered Resilience does not counteract that.
A 444 continued I'm not quite sure why you'd have to do it that way, there's already a section in Mounted Combat that does that, Casting Spells while Mounted. If you want your mount to move before and after, you have to make a concentration check of 10+spell level if your mount double moves, 15+spell level if it runs and you cast at the point it's moved double its speed.
In any case, you can't Delay midaction, you have to choose to Delay at the beginning of your turn.
Q446
When your charisma modifier gets dropped, do you immediately lose channels per day, or only after resting?
Q447
Can a carpet of flying be hasted?
Q448
Are the archetypes crossblooded and false priest compatible?
A 446 Only if your current amount of uses is in excess of your new maximum number.
A 447 Haste targets creatures, a carpet of flying isn't a creature, so no.
A 448 Crossblooded doesn't change or remove anything that False Priest does, so you can be a Crossblooded False Priest.
R448-False Priest
Crossblooded will get you some cool archetype stuff, but most of that won't really apply to False Priest. Due to the way False Channel works (swapping one of your spell slots instead of the item, at 1 spell level higher than normal) it means you really don't want to impact your spell level progression, which Crossblooded will do. Can I ask what two bloodlines you will be taking to go with it?
Q 449 Do rays crit? More to the point, can Enervation crit?
A 449a
Yes, ray spells can score a critical hit.
A 449bQuote:
Originally Posted by PF SRD, Magic
My reading of the rules would be that enervation cannot score a critical hit because it doesn't inflict damage; it inflicts negative levels.
Q450
Does an Alchemist who drinks a Cognatogen increase their bombs per day?
A450
Yes, the +4 bonus gives you two temporary extra bombs. If the bonus goes away before you use all your bombs per day, you lose that benefit.
Eg. You have 12 Int, so you can use 1 bomb. You drink a cognatogen for +4 Int, and now you can use 3 bombs. You use 1 bomb. The benefits of the cognatogen go away. Now you can use 0 more bombs, because your max is currently 1 bomb/day and you have already used one.
Quote:
Originally Posted by Bomb
Q451
How, exactly does Spell Storing work? There are two interpretations that are going around within my group, the first of which says
And the second opinion, which saysQuote:
Originally Posted by Player A
Quote:
Originally Posted by Player B
A451
It's the weapon doing the casting, therefore no AoO on the character. I'd also think the spell is probably intended to behave as if cast by whoever put it on the weapon in the first place. So spells follow their own mechanics once discharged : those with save DCs auto-hit and must overcome the target's SR and saving throw.Quote:
Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.
... As for rays and touch attacks? No idea.
P.S.
SpoilerAny self-respecting spell storing weapon user will use it as a healing shiv at least once. I hope you will uphold this noble tradition.
A451 Basically what player A says, but there are several key points you might have missed.
The weapon casts, not the wielder! So, no provoking by the wielder.Quote:
the weapon can immediately cast the spell on that creature as a free action
Also following the logic that casting a swift action spell does not provoke, neither do free action spells, since the time consumed by those types of action is specifically stated somewhere to be kind of equal.
A quick check of the usual suspects returned that ray spells (specifically acid arrow and scorching ray) do not have a target.Quote:
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon.
If (and that is at least a medium sized "if") this is consistent throughout Pathfinder, step 2c) of player A never comes into play :smallsmile:
All emphasis in the quotes mine
Edit: half-ninja'd. But the thing about non-touch spells that require an attack is still valid as far as I can see right now
Q451, clarification
So, just to be completely clear- if I store Shocking Grasp, Vampiric Touch, CLW, or another touch spell in my weapon, those spells do not require their own attack roll, but hit automatically, and threaten to crit on a 20?
Q 451
On the line listing a monster's atttacks, how many do they get per round: all, if each attack is seperated only by a comma? One of those? Based on BAB?
(Basic question, I know. In my defense: I usually use NPCs as opponents in my games because I find it helps create a more coherent story. IDK Monstars!)
A 452
They get all if they can take a full attack, the first if they can only take a standard action.
Q453
Many spells in Pathfinder give characters a Reflex save to avoid their effect, for example Create Pit and Wall of Stone. In both cases, the spell creates a physical terrain feature, which an opponent can easily be caught in the middle of. For example, suppose someone is caught in the following position by Wall of Stone:
WWWWW
W W
W PC W
W W
WWWWW
Where PC is the player character, W is the wall. The character gets a save to avoid being trapped by the wall, but what happens if the save succeeds? Do they remain in that space, but somehow not trapped (able to walk through the walls or the like)? Or do they get a free move action to leave the area? If so, where do they end up, and does it use the move action on their next turn? Can anyone point me to the part of the rules that discusses this?
Q454
Is there an attack roll penalty for fighting solely with your off-hand? I don't mean two-weapon fighting, but simply fighting with your off-hand because your on-hand is indisposed (tied behind your back, broken, cut off. Those kinds of things).
A 453 Strictly speaking, you can't create a wall of stone where a creature is, you can trap them with one, for which they have a save to not be trapped. What a successful save does is kinda unclear but I assume would generally get them out of the area at no action cost to them. It's kinda DM fiat at that point, though.
A 454 There isn't such a thing as off-handedness in PF or in 3.X since 3.0 had Ambidexterity. So no, there is no penalty for attacking or doing anything with your off-hand, other than perhaps RP ones.
Q455
Darkfire Adept gets:
Sacred Summons is worded as such:Quote:
Sacred Summons
A Darkfire Adept gains Sacred Summons as a bonus feat at 1st level, as if she had an evil aura (regardless of her actual alignment).
While Sacred Summons requires an Aura, its Benefit does not depend on the sort of Aura used to obtain it, but rather on the alignment of the caster. Does Darkfire Adept make the caster count as evil regardless of actual alignment for the purposes of Sacred Summons? If so, what is the other component, or does the caster effectively count as whichever evil alignment is most beneficial?Quote:
Prerequisites: Aura class feature, ability to cast summon monster.
Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.