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  1. - Top - End - #121
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Quote Originally Posted by Draconi Redfir View Post
    Would a Barbarian with an axe in each hand be able to move 40ft to an enemy, and then hit them once with each weapon?
    A50: No, when you make an attack as a standard action using the attack action, you make one attack. To gain all the attacks you're allowed from every source (be it the general two-weapon fighting rules in the Combat chapter, a haste spell, or a high base attack bonus), you must make attacks as a full-round action. You can still take a 5-foot step at any time during this full-round action, provided you haven't found another way to move (such as with a swift runner's shirt).
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A50: The specific (or more accurately, general) rule you're looking for is under Combat:

    Multiple Attacks

    A character who can make more than one attack per round must use the full-attack action (see Full-Round Actions) in order to get more than one attack.
    This is exactly the same way it works in 3.5; an ability must specifically override this general rule for you to get multiple attacks another way.

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    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q51
    Does Lesser Celestial Totem work with Greater Skald's Vigor?
    Last edited by Selion; 2019-02-21 at 02:55 PM.

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q52
    Does an amulet of mighty fists with weapon enhancements (e.g. flaming) apply said enhancements to all of a creature's natural attacks?

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A52
    Yes.
    Excepting things that only apply to certain types of attacks > "only Piercing weapons" won't help your Slam attacks.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A51: This totem specifically does not work with fast healing or regeneration, so no. Even if it did, it only works on spells, and GSV is a feat (which modifies the skald's performance ability.)

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
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  7. - Top - End - #127
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q52 is there anything that can make one immune to curses?
    Quote Originally Posted by Mark Hall View Post
    So, your roleplaying guide is pretty much "Live Fast, Die Young, Leave a confusing corpse"?

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A52: The Soul Sentinel Paladin and the capstone of the Harrow sorcerer bloodline give you curse immunity specifically. Most curses are also spells (with SR:Yes) so the usual suspects there like Spell Immunity or Globe of Invulnerability can help.

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q 53 If a pair of Ratfolk with Artillery Team are sharing the same square, can they effectively use Artillery Team to wield the Large crossbow or musket, as the tracing of the line from your to your ally's space when it's the same space seems... odd.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q 54

    Is there any rule somewhere that allows a Monk or other character with exceptional unarmed strike damage to deal their normal damage with weapons like the cestus or brass knuckles that supposedly improve your unarmed strikes? Or are you stuck with 1d3 when using them?
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A 54 The descriptions of brass knuckles and cestus say they change your unarmed strike damage to lethal, so if you have one equipped and make an unarmed strike, you deal your unarmed damage, just lethal (and/or possibly piercing, in the case of the cestus). You only deal their damage as weapons if you specifically use them, not for using your unarmed strike.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A53 This seems fine, your ally's square in this case is also yours so any line you draw will originate there.

    A54 While normally the Cestus/Knuckle's lower damage dice would override your monk dice, there are a couple of ways around this; the easiest is probably Ascetic Strike.

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q55
    Does the Magical Enigma story feat give a summoner an Eidolon as if they were one level higher, in all ways? E.g. extra evo points, more hit dice if appropriate, etc. Or, to put it more simply, if a 20th level summoner had this feat, would their Eidolon be extrapolated to "21st" (master) level abilities?

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A55 No, you only get your eidolon evolutions treated 1 higher. Other aspects of the eidolon (like its BAB and saves) are not affected by this.

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q56.

    Due some weird wording I gotta ask.

    Can you combine Spring Attack and Fighting Defensively as a Full-Round Action?

    Fighting Defensively as a Full-Round Action You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.
    Spring Attack As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Quote Originally Posted by Fenryr View Post
    Due some weird wording I gotta ask.

    Can you combine Spring Attack and Fighting Defensively as a Full-Round Action?
    A56, No. Spring Attack is a special full-round action, while "fighting defensively as a full-round action" takes place during the full-attack, a different kind of full-round action.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q 57: What is the RAW for this feat? Do you get to return false information as much as you want, or only once per day once you have attained the Completion Benefit.

    Infiltrator Story Feat.
    Benefit: Once per day when you succeed at a saving throw to negate a divination, you learn what the divination would have revealed and can spend an immediate action to cause the divination to return appropriate false information you imagine that would fit with your cover identity.

    Completion Benefit: Whenever a spell or spell-like ability would reveal information about you, you can attempt a Will saving throw. If your saving throw is successful, the spell reveals nothing about you. You can use this feat’s benefits to instead give false information, as detailed above.

    I have a player interpreting this as, I get to always return false information if they choose. I (the GM) and thinking you can always choose to return no information, but to return false information you would need to use the immediate action and you'd only be able to do it once per day.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A 57

    Just from the wording of what you've posted here, it seems like the false information is once per day unless you have completed it (whatever that means), then it becomes all the time. You still need to make the saving throw and it would still cost an immediate action to use it.
    Last edited by KillianHawkeye; 2019-03-09 at 07:42 PM.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q58

    How does the Cheetah's Sprint spell work?

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    If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an*enhancement bonus. There is no effect on other modes of movement, such as*burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.


    It gives an enhancement bonus to.....something? And the value of that bonus is.......presumably a number?

    I see this spell come up pretty frequently on 'gotta go fast' builds, but how does it actually work?

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A58: That note is just to let you know that it won't stack with stuff like Haste or Expeditious Retreat. It's much bigger than those two when you're running or charging, so it would overlap/trump them.

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A58
    Quote Originally Posted by Psyren View Post
    A58: That note is just to let you know that it won't stack with stuff like Haste or Expeditious Retreat. It's much bigger than those two when you're running or charging, so it would overlap/trump them.
    Thanks for the response.

    So it's a bonus to speed? What is the value of the bonus? Does that mean that charging normally gives some kind of untyped bonus to speed?

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Quote Originally Posted by slento View Post
    A58
    Thanks for the response.

    So it's a bonus to speed? What is the value of the bonus? Does that mean that charging normally gives some kind of untyped bonus to speed?
    Charge lets you move double your speed as a full round action and attack at the end. Run lets you move quadruple your speed (usually) as a full round action. Cheetah's Sprint changes that double or quadruple to ten times your normal speed as a full round action. So those actions don't provide a bonus to your speed at all, just allow you to move multiples of your base speed. So if you're a bog standard human, your movement speed is 30'; so you could normally charge 60' or run 120'. If you cast Cheetah's Sprint first, you'd move 300' if you charge or run that turn. So what Cheetah's Sprint effectively gave you was an additional 180-240' of movement that turn that can't be increased by enhancement bonuses to movement speed, like haste, expeditious retreat, or Monk's Fast Movement ability.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Basically, it's an unspecified enhancement bonus that sets your run and charge speed to a specific value - 10x instead of 4x/2x (respectively).

    The bonus type is so you know what value to multiply by 10 when you run or charge (and thus how far/fast you go.) For most creatures that is going to be their base speed (e.g. 30ft. for an unarmored human.) If that human has an enhacement buff to their speed, e.g. from haste or ER, it doesn't count because the bonuses are the same type. Thus, an unarmored hasted human with this spell would move at the same speed as one without haste, i.e. 10x 30ft. = 300ft on a single run or charge action.

    Where it gets interesting is speed buffs that are not enhancement. For example, this spell is on the bloodrager list - their Fast Movement bonus is untyped, so a bloodrager could use this spell to move 400ft. on a run/charge. Similarly, this spell is on the Druid list - wild shape lets druids get the base speed of their chosen form, which can get you some truly ridiculous speeds.

    TL;DR figure out your land speed, remove any enhancement bonuses, multiply by 10 and that's how far you can run or charge in a round.

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q59:Are monk vows allowed for unchained monks?
    Caveat: are there more vows than those listed in Ultimate Magic? If so, where?
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A 59 Vows aren't an archetype, they can be taken by anyone with a Ki pool; Unchained Monks have a ki pool, thus they can take vows. They just don't receive the Still Mind feature ever, like a Core Monk who took a vow.

    As far as I'm aware, Ultimate Magic is the only source of vows that increase the size of the ki pool; the topic hasn't been revisited since.

    Q 60 Does Handle Animal/Wild Empathy work on swarms? Specifically rat swarms but the question applies to other swarms as well via Vermin Heart to add Vermin typed Swarms alongside Animal ones.
    Last edited by Cieyrin; 2019-03-19 at 12:50 PM.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q 61 The Gun Chemist Alchemical Ordinance class feature says its bombs for the purposes of discoveries. Does that mean one could use the Fast Bomb Discovery to apply multiple Ordinance in a single round (assuming one can reload as a Free Action)?
    Last edited by MesiDoomstalker; 2019-03-19 at 03:00 PM.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A 61 You could but the Fast Ordinance discovery does the exact same thing.
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q62:
    I cast an illusion spell to create an illusion of a hundred monsters in a 20 foot radius and up the dc to something that is very difficult to make the will save on.
    I then summon the monsters that I created the illusion of and place them in the illusionary zone.
    What bonuses should those monsters get?
    Quote Originally Posted by Mark Hall View Post
    So, your roleplaying guide is pretty much "Live Fast, Die Young, Leave a confusing corpse"?

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A62 clarification: Bonuses to what exactly? Are they trying to hide?
    Last edited by Psyren; 2019-03-20 at 07:32 PM.

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Quote Originally Posted by Psyren View Post
    A62 clarification: Bonuses to what exactly? Are they trying to hide?
    Hide and attack someone in the center of the illusion.
    My thought was that they get cover and concealment as well as negatives to the defender such as not being able to aoo when they move.
    Quote Originally Posted by Mark Hall View Post
    So, your roleplaying guide is pretty much "Live Fast, Die Young, Leave a confusing corpse"?

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