Sensei, Mystic Wisdom, and Spell-Like Abilities

The Sensei monk archetype allows, from 6th level onwards, a monk to use the ability

Mystic Wisdom (Su)
At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself….

Does a Qinggong monk’s spell-like ability ki-powers – taken in replacement of class features, such as trading “Slow Fall” for the SLA “True Strike” – count as a “class ability” for the purposes of the “Mystic Wisdom” ability?

And if so, does having the ability “affect one ally within 30 feet rather than the sensei himself” mean the spell-effects of the SLA affect the ally, or would they just gain the ability to cast it themselves?

Does Double Move allow you to cast spells or activate abilities that require swift or standard actions without changing weapon set up?

Can a character that, for example, holds a weapon in each hand, use its move action to sheathe one of them, cast a spell (a divine spell with the Quicken Spell metamagic feat which is a swift action) or activate an ability (Lay on Hands on himself which is another swift action) that’s shorter than a standard move with his now free hand, then turn his standard action into another move action and unsheathe the same weapon as before?

If that character also has a Bonus Attack higher than +1, would that mean that he would be able to move as well, during both of his move actions, at his normal speed each?

If that character also has Quick Draw, does that mean that he would be able to sheathe one of his weapons using his move action, cast a spell or activate an ability that requires a standard action instead, and unsheathe his weapon as a free action?

Why are flight and levitatation abilities always learned so late?

From what I’ve seen in paizo and 3rd party products powers, spells and abilities that grant flight or levitate abilities are always available only relatively late. Thus at 4th (earliest) to 5th level. Even for dragon like classes.

I’m wondering though if there is any known reason for this (balance or otherwise, or do they just all copy at which level one can learn the levitate spell which is a spell level 2 spell)?

To make it clear I’m talking here about PCs able to gain these abilities.

Can you use a beast’s innate abilities while polymorphed?

I’m just getting access to the Polymorph spell this level, and I’m curious about beasts with innate capabilities. Swarm of Cranium Rats (CR5) are probably the strongest example:

Innate Spellcasting (Psionics). The swarm’s innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:

At will: command, comprehend languages, detect thoughts

1/day each: confusion, dominate monster

Do you have access to a monster’s innate capabilities while you are polymorphed into them? I’m interested in learning the answer for all monster traits in general, but I’m particularly focused on spellcasting.

Druid Companion’s “Share Spell” and Spells that block Extraordinary Abilities

Yesterday my druid used Share Spell to cast Primal Form (Spell Compendium, p. 161) on her brown bear companion for the nice earth form damage reduction.

But after re-reading the spell, we started to have some doubts whether that is actually possible. Primal Form states:

You cannot cast spells, and you lose any spell-like, supernatural, and extraordinary abilities of your own form.

As Share Spell is an extraordinary ability, wouldn’t using it for Primal Form immediately result in Primal Form getting deactivated because Share Spell is suppressed?

This is for using the second paragraph of Share Spell (Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).), but I think it applies for the first paragraph (having a spell affect both the druid and her companion) as well.

My DM allowed it yesterday and will allow it in the future, but RAW it should be forbidden, RAI we are not sure. Is this interpretation correct?

Dynamic Object Abilities When Saving State

I have n classes that extends from a State class, the purpose of the State class is to manage the state of the extended classes. For each class we need to save it in the database, remove it and select all the data in order to recover the classes to the same timestamp we stopped (in case of system failure or shutdown).

For example:

We have TransactionEntry that extends from State, each time we process some transaction, we insert it to the DB and when the processing is over, we remove it. In case our system suddenly shouted down, we need to recover all the Transaction objects (which did not processed successfully) from the DB to our Transaction list in the system in order to keep processing them.

Each Entry has a different way to recover (the way we select the data from the DB in order to add it to the list in the system) and some of them has the ability to update data in the DB.

For example:

FeedbackEntry can do all the things TransactionEntry can do but recover the data from the DB by State and update the current feedback state.
Feedbacks has state, like running or delayed so we want the ability to recover all the running (or delayed) feedbacks. Because feedback has state, and the state is changing sometimes (during the processing time), we need the ability to update the state in the DB.

So FeedbackEntry can do all the things TransactionEntry can do but the way we recover the data is different and because feedback has the ability to change state, we need to allow update query.

So far we discovered that we need to insert, remove and recover (by select) to our entries. The difference is in the way we recover them and the abilities that comes with each way.

Moreover, we want to add more abilities to some Entries. Some of them need the ability to Retry in case of Exception or in case something went wrong.

For example:

OverrideEntry can do all the things FeedbackEntry can do (which is recover by state, update state, insert, select, remove) and the ability to update retry count. OverrideEntry has some logic, that in case of Exception we must keep try to process for 3 / 4 times. So for each retry time, we have to update the retry counter in the DB.

As i understand, OverrideEntry needs the ability to insert, remove, select, recover by state, update state and update retry count.

How do i see the implementation ?

I see an abstract class called State:

public abstract class State<T extends StateEntry> implements Stateable<T> {     // Some Connection object to the database      @Override     public void insert(T entry) {     // insert entry to DB     }      @Override     public void remove(T entry) {     // delete entry from the DB     }      @Override     public List<T> select(String query) {         // select all the data by query         // (this query is flexible in order to serve the recovery types)         return null;     } } 

Stateable interface:

public interface Stateable<T extends StateEntry> {     void insert(T entry);     void remove(T entry);     List<T> select(String query); } 

They are exposing the base abilities of insert, select and remove.

Now, each entry will implement a Recoverable or RecoverableByState:

public interface Recoverable<T extends StateEntry> extends Stateable<T> {     void recover(Addable<T> manager); }  public interface RecoverableByState<T extends StateEntry> extends Stateable<T> {     void recover(Addable<T> manager, int state);     void updateState(T entry, int state); } 

Addable is an interface that allow us to add the recovered data to our list:

public interface Addable<T extends StateEntry> {     void add(T entry); } 

All the logic on the entries is in Manager classes. Each manager manages the logic of the entry, for example:

public class TransactionManager implements Addable<TransactionEntry> {      private ArrayList<TransactionEntry> transaction;     void checkTransaction(TransactionEntry entry){         // ... logic          // In other entries, their manager can change things on the entry          // that we must record this change in the DB, like state (from delayed to running)          // or update retry count or something like that, so for some entries         // we need the ability to update the fields we need:         // overrideState.updateRetryCount(overrideEntry, 3); // will update the retry count of overrideEntry to 3         // or overrideState.recover(new OverrideManager(), State.running)     }      void closeTransaction(TransactionEntry entry) {         // Remove from state         // state.remove(entry)         transaction.remove(entry);     }      @Override     public void add(TransactionEntry entry) {         // Insert entry to state         // state.insert(entry)         transaction.add(entry);     } } 

Now, for each entry that needs to implement more abilities, we will create and implement an interface like:

public interface Retryable<T extends StateEntry> {     Connection postgresConnection();      default void updateRetryCount(T entry, int retryCount) {         String query = "update entries_state set retry = {0} where id = {1}";         {0} -> retryCount         {1} -> entry.getID()         this.postgresConnection.execute(query);     } } 

Example of entries:

A base entry, contains all the common fields of the entries:

public abstract class StateEntry {     // Will have all the common fields of the entries     // like guid, record_creation_time, entry_name... } 

On TransactionEntry we need simple recover without special abilities

public class TransactionEntry extends StateEntry {     @JsonProperty("TransactionID")     private String transactionId;      @JsonProperty("NumOfEntitiesOnTransaction")     private int entitiesOnTransaction;      @JsonProperty("CreationTime")     private Instant creationTime;      // Ctor } 

On FeedbackEntry we need to recover by state and also update the state

public class FeedbackEntry extends StateEntry {      @JsonProperty("Host")     private String host;      @JsonProperty("Feedback")     private JsonNode feedback;      @JsonProperty("SendingTime")     private Instant sendingTime;      @JsonProperty("StateType")     private StateType stateType;      // Ctor } 

On OverrideEntry we need to recover by state and

public class OverrideEntry extends StateEntry {     @JsonProperty("Message")     private String message;      @JsonProperty("StartProcessingTime")     private Instant startProcessingTime;      @JsonProperty("RetryCount")     private int retryCount;      @JsonProperty("StateType")     private StateType stateType;      // Ctor  } 

How it looks in the Database ?

I see a single table, called entries_state which each field in StateEntry (the base class that all the entries extends from) is a column and one more column of type Json that contains the entry itself after serialization from Object to Json.

My question

Does it sound and looks good for you ?.

I want to be able to create states easily as:

Stateable<TransactionEntry> transactionState = StateFactory.createInstance(StateType.Recover);  Stateable<FeedbackEntry> feedbackState = StateFactory.createInstance(StateType.RecoveryByState);  Stateable<OverrideEntry> overrideState = StateFactory.createInstance(StateType.RecoveryByState, StateType.Retry); 

I mean i want to create some Factory that will create the wanted combination of state abilities as i pass. I do not think this is possible in the way i want to implement so i will glad to hear your opinions, maybe all the way i think is wrong. I’m thinking about a solution for 3 days and can’t get a good one.

Thank you all for your time and your helping.

Ben.

Do SoP wands require SP be spent on abilities that dont require SP?

The magic items in Spheres of Power (SoP) are a little incomplete for some rulings.

Im currently trying to figure out if a wand always uses spell point (SP) for activating any ability, or only if the activated ability uses one.

Examples of this would be a wand of destruction. It only has the base sphere destruction, which allows you to create a 1d6 ray. Would using this ability always require the SP cost, or would you only consume the wands SP when using the stronger form which does 2d6?

Wands

Rather than creating a sphere-like effect, a crafter with the Craft Wand feat can take this a step further and actually place the ability to wield a sphere into an item itself. These wands (usually made from a thin baton of wood or metal) allow a caster to use its magical abilities as if they were its own.

Wands use the spell trigger activation method, meaning using an ability contained within a wand is usually a standard action that doesn’t provoke attacks of opportunity. To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

A caster must possess the wand’s base sphere in order to activate it. When used, the caster may use any sphere ability contained therein, using the wand’s caster level when determining the power of the effect and using the wand’s spell points when empowering the effect. Under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a wand. If a wand’s effects call for a saving throw, the DC is equal to 10 + 1/2 the wand’s caster level. A wand does not recover spent spell points on its own.

Once per day, a caster who’s caster level is at least equal to the wand’s caster level may spend one of their spell points to restore 1 spell point to the wand. A wand may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so.

The simplest wand a crafter may create contains a base sphere, 1 spell point, and a caster level of 2. This wand has a base price of 1,000 gp. When a crafter increases a wand’s caster level (to a maximum of their own), for every 2 caster levels a wand is increased, the crafter may place an additional magic talent into the wand, or may increase the wand’s spell point pool by 1.

A crafter must possess each talent to be placed in the wand, or else must have access to that talent through another caster. Likewise, if the crafter possesses a sphere-specific drawback in the sphere used to create the wand (or simply wants to create a focused wand), that wand also possesses that sphere-specific drawback. The wand gains a bonus magic talent or spell point in exchange for this sphere-specific drawback.

A wand may contain an advanced talent, but must possess that talent’s minimum caster level, as well as all of its prerequisite talents. A wand may be used to meet the prerequisites for creating other magic items.