Page 74 of The Book of Vile Darkness shows the table for The Vermin Lord and at 8th level the ability “pincer claws” is gained. However, in the accompanying ability descriptions for the class, that ability is conspicuously absent. Does anyone know if any official errata exists that explains this ability? Incidentally, I just give my vermin lord (2)1D6 natural claw attacks that if successful can attempt a grapple as a free action. If there is any errata known of I would appreciate the knowledge, thanks.
I have a template word document that is filled up by users. This word document contains text and tables that I wish to extract to sharepoint.
Is it possible to extract just the table in it and compare this extracted table with another extracted table from a different file (Also using the same template but with different fields).
Just want to know the feasibility of this concept
I started a Roll20 campaign for Vampire: The Masquerade (20th Anniversary Edition) and I noticed that in the ability block, abilities can be raised above 5 (6-10). Is it actually possible to do so using the rules from the book?
Some feats such as Actor and Keen Mind provide a single Ability Score increase along with some other benefits. These feats are sometimes called half-feats (and I am using this definition for this question).
Half-feats are sometimes difficult to incorporate into a build unless you plan ahead and even then you probably need to spend at least part of your adventuring career with an odd Ability Score.
In order to somewhat ease taking these feats, I was considering including this house rule in a campaign:
When you would gain a single feat, you can instead gain two half-feats but do not receive their Ability Score Increases. This counts as taking both feats for the purpose of being able to only take each feat once.
At first glance, this seems naturally balanced because the non ability score benefits of a half-feat seem to be equivalent to a single Ability Score Increase, meaning you are still obtaining the “value” of two Ability Score Increases.
One difference I notice is that this is a bit better for half-feats where the Ability Score improved is fixed (such as CHA for Actor). If you spend 1 ASI on 2 half-feats and then spend the next ASI to increase two ability scores, you’ve effectively taken two half-feats but gained the ability to reassign their associated ability score increases however you like1. I am okay with this benefit.
Am I overlooking any other benefits or balance issues that this house rule might introduce?
1. As written by Ryan Thompson who helped clarify this in comments.
The Adaptive Shifter Archetype can select a reactive form called Spiked Form, which when taken twice, grants the Shifter the ability to shoot their spines as a ranged thrown natural weapon multiple times.
…She can learn this form a second time, allowing her to fling her spines as thrown natural weapons that deal piercing damage, have a range increment of 30 feet, and allow her to make multiple attacks with her spines as part of a full attack; these otherwise deal damage and overcome damage reduction as her shifter claws.
The thing I’m confused on is how many attacks the shifter gets, because as I understand it, the number of natural attacks you can make in a full attack is limited by how many you have. Normally, I would think that this means that you could only attack once with the spines, but the text specifically calls out making multiple attacks with the spines.
The two suggestions I’ve seen (from only one person, there doesn’t seem to be a lot on this) are either only getting 2 attacks from the spines (since normally you’d only have two claw attacks, on which the damage is based, except that Adaptive Shifter can change their two claws into one bite, gore, or tail slap) or that it’s based on BAB iterative attacks (except that normally natural attacks don’t interact with BAB). Like, currently it seems like RAW is as many attacks as you have spines, which is ridiculous as it calls out spines all over your body in the first half of the description. Any thoughts…?
The UA Oath of Treachery paladin (from Unearthed Arcana: Paladin) gets the Aura of Treachery feature at 7th level, which gives them this benefit (in addition to another one, Treacherous Strike):
Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
It does not specify for how long this ‘advantage’ lasts. Its wording, unlike Treacherous Strike, does not imply any exact limit on the number of times that one may utilise this ability – only a condition in which the advantage takes place.
The “you may use this ability up to three times per short rest” that comes immediately after Treacherous Strike also seems to support that Treacherous Strike is, by RAW, limited in its usage, which is further reinforced by Treacherous Strike’s own text.
Thus I believe that Cull the Herd doesn’t have a limit on the number of uses it has by RAW, but am wondering whether or not this interpretation is correct.
The Deva stat block states:
Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
According to the above, I believe if a deva used change shape to magically polymorph into a cat, it would have:
- Armor Class 12
- Speed 40 ft., climb 30 ft.
- STR 3 (-4)
- DEX 15 (+2)
- Lose its Darkvision
- Gain Keen Smell and Claws attack
However, would its size remain Medium or change to Tiny? If it maintained its Medium size, how would this effect the creature’s appearance and game mechanics?
Also, let me know if I’ve missed anything regarding the stat changes.
My players and I are unsure what ability modifier ranged and melee touch attacks from spells use to hit. Typically, ranged attacks use Dexterity, and melee attacks use Strength. However, spells also have the concept of Spell Rolls, which use the key mental ability for the class.
The Spell Attack section of the Core Rulebook states:
Your proficiency modifier for a spell’s attack roll is the same as your proficiency modifier with spell rolls…Melee touch attacks have the finesse trait.
From these two sentences I inferred that a Spell Attack Roll is different than a Spell Roll. Specifically, the finesse trait would have no meaning if a mental ability score were to be used. However, my players argue that ranged and melee touch attacks are some of the only uses of the spell roll, and it doesn’t specifically state that spell attacks don’t use the casting ability score.
Are there any rules we’re missing or examples of spell attacks that indicate which of these is correct?
Is there any way to have ability scores above 20 without having magical items? Or is this the only way?
Background of why question was asked: I guess if it is, it is then up to the DM to decide when players can go above 20. Unless there are spells I do not know that can create magical items that increase abilities so characters could make themselves magical items that increase abilities.
The reason I ask is if there is away to increase beyond 20 without the DM allowing it, i.e. character progression and choice.
Im trying to understand the somatic component of spellcasting, in pathfinder, and how it relates to shields. The core rule book has this to say about bucklers:
You can cast a spell with somatic components using your shield arm, but you lose the buckler’s AC bonus until your next turn.
This about a light shield:
A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it.
And this about heavy shields:
A heavy shield is so heavy that you can’t use your shield hand for anything else.
Assuming all your other hands are otherwise unavailable, this seems clear that you can cast spells that have a somatic component while wearing a buckler and cannot while wearing a heavy shield. However, the rules don’t seem as clear about light shields. How does a light shield impact your ability to cast spells with a somatic component?