Your interpretation is accurate.
Though in many groups this is not exactly how it is played out (some tend to allow a surprise round to take place sort of out-of-order before rolling initiative for everyone else), the rules as written make it clear that at the beginning of a combat, all creatures should roll for initiative and have a place in the turn order, ...
There is no rule that allows you to take a Drawback to gain a Feat.
It's not a nerf if the rules don't support it and you don't allow it.
Drawbacks are very clear:
Drawbacks are traits in reverse. Instead of granting you a boon, they grant you a negative effect, typically in particular circumstances. If you choose to take a drawback, you can take a ...
A half-elf can take human race traits
The Pathfinder Core Rulebook FAQ includes this exchange:
Half-Elf or Half-Orc: Can a character of either of these races select human racial archetypes (such as from Advanced Race Guide)?
Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of ...
Using alternate racial traits doesn't count toward your number of traits, and in fact they have no relation to the trait system at all.
It sounds like you're talking about two things: the alternate racial traits and, entirely unrelated, the trait system which includes a type of trait called “race traits”.
Despite their names, races & racial traits have ...
It's fine as is - the bonus is so situational and narrow that it's certainly less powerful than the ever popular "+1 to init" traits. You could ask whether it's good enough, but I assume some set of situations in your game makes this specific trait desirable enough to the player that we're having this conversation (elf/human friction?).
If you just want a ...
Metamagic Master and Wayang Spellhunter are the same trait…
It's unlikely that a GM will allow one creature to take both the Metamagic Master trait and the Wayang Spellhunter trait. Although both are regional traits and many GMs do ignore the rule that says that a creature can't take more than one trait from each trait category (see here on Restrictions on ...
The answer is straightforward and you found it yourself: it means a person who brings bad luck (usually to a ship). It comes from the biblical story and is an old sailor expression/superstition.
The flowery title of the trait is just a dialog example of how a NPC sailor might accuse someone of being bad luck in-game.
There's a famous movie scene about a ...
The Pit Fiend’s fear aura ability reads:
If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
You would only be immune to the particular pit fiend’s ability. An ability explicitly states if saving against it immunizes you against the same ability from all creatures of that type. For example, ...
[Y]our familiar can deliver the spell as if it had cast the spell
This means that your familiar is the point of origin of the spell. This is supported by the Jeremy Crawford tweet (mentioned by Slagmoth), where Jeremy tweeted:
"Does wizard have disadvantage on touch attack delivered by familiar if wizard can't see target but familiar can?" No.
Half-elves count both as human and elf for any traits, feats, magic items or effects that work only on a certain race.
From the core rulebook:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
I think traits are a poor vehicle for this kind of change
From the outset, I want to say that this is a massive change compared to most traits. Traits are tiny things, +1 or +2 here, −1 or −2 there, and that’s what they’re supposed to be. Fitting such a large change into the same “slot” is extremely awkward, and really quite dubious.
Balance is not the only ...
A good idea with BW character Traits is to look, which Lifepaths have them as Lifepath Traits. The Lifepath Crazy Old Sailor has that Trait as a LP Trait alongside Superstitious and Metal Plate in the Skull (BWG p. 190). With that it is obvious that the Trait is referring to the second source more than the first. I see three plausible ways of interpreting it:...
The standard way to get rid of a trait is to have it voted off by the group during a trait vote. For that to conceivably happen, the player has to work on getting rid of and acting against their trait over the course of many sessions. In principle, a Miracle courtesy of Faith could possibly also provide a drastic enough change to the character that voting ...
Abilities do what they say
Your interpretation is somewhat incorrect. The quote you listed says "number of hit dice", not half of hit dice (emphasis mine)
take acid damage equal to its number of Hit Dice
The number of hit dice is typically listed in the monster stat block next to HP (i.e. "90 (12d10+24)" would mean 12 hit dice or 12 damage).
If it said ...
No adjustment is necessary.
I asked Chris Perkins, the lead designer of the Monster Manual, this question for you.
Me: If I add Luring Song (see: Harpy) to a custom monster, how much CR adjustment do you recommend? It's not in DMG 280-281.
Perkins: I wouldn't make any adjustment to the creature's challenge rating.
I think his word should be considered ...
Yes. I don't see why not, when Jeremy Crawford indicates that you don't get disadvantage on attack rolls for your spell if you can't see it but your familiar can.
If you were thought to be the one casting, then you would get the disadvantage on the attack roll; therefore, this seems like a viable way for you to circumvent certain tactical issues albeit at ...
This is probably one of the most variable things in the game. Even ignoring the fact that going first is not always better, and that the tactical situation might well change whether or not it is better to go before the bad guys, there are innumerable different combinations of creatures you can encounter, which have many different sets of special abilities ...
Actually, there are tons of traits that grant bonuses and not make them class-skills. And I know because that has frustrated me in the past. To list a few:
Eye for the Plunder,
Blood of Dragons,
Born in the Light,
Old Before Your Time,
Seeker of ...
an immediate action can be performed at any time—even if it’s not your turn.
(Actions in Combat → Immediate Actions)
This is literally all we get, “any time.” The only way I feel this can be understood is as what it says—any time. This is problematic because the game doesn’t define time very deeply—there’s rounds and turns and actions which break up time ...
Yes, The important part is RAW-legal
Unlike Magical Lineage, Wayang Spellhunter was never errataed to prevent spell-level lowering. In combination, the two can indeed lower a +1 spell level adjustment metamagic to -1, which can indeed make a 1st-level spell a level 0 spell, which, for some classes including the Magus, gives it special properties unique to ...
The Second Darkness Player's Guide is the first place they introduce the codified system of traits which has grown to become a common part of Pathfinder and all the APs.
In the player's guide, it does indeed say you "have to" take a campaign trait.
One of your Traits must
be a Campaign trait chosen
from the list starting on
page 14—this trait ties
Last I checked the campaign traits were not 'required'. The way we play with our current pathfinder group, one of your starting traits must be a campaign trait. After this point if your character dies and you bring in a new one, you select your own two traits normally.
it’s a way to quantify (and encourage) building a character background that fits into ...
Common Terms defines Hit Dice as follows:
Hit Dice represent a creature’s general level of power and skill. As a creature gains levels, it gains additional Hit Dice. Monsters, on the other hand, gain racial Hit Dice, which represent the monster’s general prowess and ability. Hit Dice are represented by the number the creature possesses followed by a type ...
There's no practical guidance on immediate actions
So far as I'm aware, there's no developer commentary on the correct use of immediate actions. All readers have in both Dungeons & Dragons 3.5 and Pathfinder is the (extremely brief, almost telegraphic, borderline opaque) rules and players' interpretations of and opinions on those rules. In fact, to my ...
This is slightly tricky with trait bonuses stacking.
However, your Bred for War trait directly increases your CMB, which is one kind of bonus.
Then, if you have access to the particular religion (or DM fiat so it doesn't matter), you can try for Serpentine Squeeze, which gives you a trait bonus directly to your grapple checks, for both attack and defence. ...
That... doesn't really work like that.
Heighten Spell is unique in which it actually changes the effective spell level:
Unlike other metamagic feats, Heighten Spell actually increases the
effective level of the spell that it modifies.
It doesn't add levels to a spell, it changes the spell level. That's subtly different.
A Silent Fireball is a 3rd ...
From general observation, a creature's Action that takes up its whole action and does no damage generally do not increase CR. Another ability, "Leadership", comes to mind, and it's listed as having no effect on CR.
Likely, the Harpy's final challenge rating of 1, which is pretty high, is a result of playtesting. The DMG even says as much:
Creating a ...
Talking from a rules point of view it depends on what kind of drawbacks this player is taking, only major drawbacks graint feats at character generation , and taking a minor drawback only grants you an extra trait . Even then the expectation is that the GM ultimately decides how many traits and drawbacks are appropriate for a character to have, and if ...
D20PFSRD is correct on the wording and mechanics of Child of the Moon.
Child of the Moon replaces the usual benefit of getting the selected skill as a class skill with its own moon-related bonuses. It does stack with the class skill bonus if the skill is already on your class list or is added some other way.
The difference between attack rolls and initiative checks, in terms of statistics, is that an attack roll is 1d20+modifier v.s. static number while initiative is 1d20+modifier v.s. 1d20+modifier. This means that, unlike AC and attack modifiers, you can just compare the values directly to see who will go first on average. The 2 d20s can be thought of as '...