GM Fuzzfoot's GD-VI Session 2 Solstice Scar Std Tier 5-6 (Oct 6 Start) (Inactive)

Game Master PJP

Map & Handouts

Aid Tokens

PC Boons:

* PCs gain a +1 on attack and damage rolls against animals and magical beasts for the rest of the adventure.
* Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.
* Each PC gains the Nimble Moves feat until the end of the adventure.
* Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure. (Let me know which you choose)
* Each PC can use martial flexibility as a 1st-level brawler once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.
* At the start of an encounter, each PC can choose to gain the Precise Strike feat for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.


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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Your characters are well specialized, so I think this is going to be more of a challenge for me to make it challenging for you than it will be for you to overcome the encounters. Luckily PbP affords me some time to read over rules and try to come up with a good play... but I do have family and a job, so we'll see how I do!

Please feel free to correct me if you see mistakes, because I am sure to make some, and don't feel bad having to recon or adjust as needed.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Unless specified otherwise Dortlin will always discharge Heightened Awareness. Since Barkskin is Touch Dortlin is actually adjacent to Ajir but it won't matter much.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Passing a token on to this table:

***Token #2***
Passing Aid Token to: Fuzzfoot
Current Boosts: Allied Offensive (boosted by Marrowtusk)


VC - Sydney, Australia

Yay

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

What does that mean?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I added a link about game tokens above. Basically, it gives you a benefit, and after you use it, we pass it to another table. The faster we pass it, the more uses it will get.

We can also choose to boost it and pass it rather than use it, but this one was already boosted.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

I say we use it to boost the next attack that hits (maybe even one that just hit?) and get it moving along to the next table. I doubt my attack hit so I can't do it. Any alternate thoughts?

It appears this boosted boon does a free 3d8 extra damage. Not too shabby!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Agreed. If it lives after Clyde's attack Dortlin will use it.

Let's send it to the highest level core table. Every little bit helps.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

What is a 'party-buff-n-go' group?

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |
Dortlin Golani wrote:
What is a 'party-buff-n-go' group?

I expect it is where a 'tank' of some sort holds the enemy in place while the group buffs up then they all go ham on the enemy. But I've never played at higher levels where I expect that might be a more common tactic. (this being my highest PFS character and I play non-PFS very rarely at high levels)

But if I'm wrong on my guess, I'm always happy to learn new tactics!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I've played lots of high level and most encounters are over within 3 rounds with buffs occurring round 1 if at all. Not a lot of bards at the seeker tables I've played at.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

At least Bards don't have to waste a Standard at higher levels to get their buff up.

It honestly doesn't surprise me about the 3 rds and done though.


VC - Sydney, Australia

Depends on what we are doing. Without being all meta, in most MTS you will see continuous waves of encounters hence buffs get a decent workout (as we chain combats).

I've played lots of high level and GM'd lots of high level, and combats are either very quick or horribly protracted (usually because of waves), and in multis where every combat counts as a success, being able to maximise the DPS of the group (via haste etc) is never a bad thing.

We all seem pretty focused on just charging into combat though, so all good :)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin is a devout worshiper of Milani. (Note, When you are at a festival of a different god it is not a good time to proselytize. Almost hosed the party on that one.)
So at 7th level I'll be able to cast Good Hope. And since Greater Magic Fang is a priority Life Bubble will have to wait until 8th.
But it is cool that since Life Bubble is a 3rd level spell for me I can buy a lesser metamagic rod of extend and have 32 hours of it as soon as I get it.
Fickle Winds is also level 3 for me though I won't be taking it until 9th level.

I have multiple combat focused characters but I like the fact that Dortlin can do lots of damage and will have buffs. He is even good at a few skills other then Perception.


VC - Sydney, Australia

Nice build! :)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras doesn't have much in the way of party buffing. Now that you mention the waves thing, I should probably have him cast Magic Fang on the wolf and activate his one self buff.

-Posted with Wayfinder

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Minor clarification. Neither Dortlin nor Clyde have readied actions. They both gain attacks of opportunity should either of them be attacked.

Actually I have been avoiding using some of Clyde's cheesier abilities such as dirty trick blind and vengeance strike. But if combats are going to be this tough going forward I may have to start using them. I'm not sure how fast the other tables are going but I'd rather we finish fights fast and get a bit of downtime then have to be saved by boxed text.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

K: Arcana isn't exactly up the alley of Rangers, Hunters and Cavaliers of which most our party consists. :(

Now... give us an enemy to be tracked and I expect you would have 5+ successes. :D

As for extra/cheesier abilities, remember we don't have a healer. Anything that can slow the enemy or speed up it's demise is a good idea, just don't burn through all your resources in one go I guess?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

If you guys could please explain, either in your post or on your sheet, how your bonuses add up, I would appreciate it. I am just going to assume Lance has his correct for now, because I usually don't have more than 30 minutes free to make an update. I get the 3d8+21 damage and the +3 - I don't know where the +18 and second +21 comes from. Also, it would help if you specify in your action somewhere what weapon you are using and special qualities, since DR/magic was in play here. I knew for the lance, but had to keep looking it up for everyone else (and their pets).

I am travelling today, but should be able to check in and post at least once or twice.


VC - Sydney, Australia

No worries :)

The other two were and Power attack(+6) with no penalty to hit due to Furious Focus and Cavaliers Challenge (+7)

Added on to a Spirited Charge (Triple damage)

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Ah that is my bad. I keep intending to put on the DR penetration options as I've seen others have done. I'll get it updated in my cut/paste block of Full Attacks so that shouldn't be a problem going forward.

Default is Piercing/Magic from my +1 Longbow.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

It is a bit more complicated for me. My default weapon right now is a cold iron reach weapon. I bought a cold iron magic weapon but it doesn't have reach. Next level I switch to a rhino companion and the magic weapon becomes my default weapon.

That is why I have been adding in the damage types. It changes.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Ah, ok - then you all did even more damage due to Daniels arrows, but the lance charge was enough. 105 hp total to kill it, in case you were wondering.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

On the contrary. I want Dortlin to use the wand before every fight time permitting. I'm a bit confused about what happened with green. The default weapon for clockwork soldiers doesn't have reach despite it's name. So it should take a 5ft step closer. No mechanical change other then position. But you also have it as haven taken 3 dmg. Dortlin's aoo was a 27 to hit for 16 dmg before DR. Also ow. Glad I healed. HP adjusted.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I thought halberds had reach, but now I see they do not. 5' step added. I didn't resolve the AoO's because I didn't see the rolls were already made (which I should have known as you always do them, but I was in another time zone at the time, so I am going to blame it on that.

I also thought the pre-fab text had a description, but it did not, so:

Cogs and gears are visible in the gaps of this metallic creature's armor. It wields a polearm as it stands ready at attention.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

I made the exact same assumption about a Halberd too! Ended up swapping it to a Lucerne Hammer for my NPC down the road.

Do you want or prefer if we put an arrow in showing our last movement?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yah, that might be handy. I don't keep any sort of history, so sometimes it is hard to see what happened in the right order. I like that idea - and then I can clear them when I resolve each group of actions.

I'll do the same for the opponents, so you all can see where they are going/have been.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Are my dice rolls with damage types and bonuses enumerated descriptive enough for you, GM?

-Posted with Wayfinder

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

A natural 20 on a Combat Maneuver roll is an auto success, right?

-Posted with Wayfinder

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

The bite still has to hit to allow the free Trip attempt, but yes, I believe a natural 20 would be an auto-success on a CMB check.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yes - that's the way I called it too. I probably screwed up by not giving the devil a surprise round. Because he was flat-footed, the dirty trick worked, and the combination allowed the wolf attack to succeed which allowed the trip. It was a perfect storm and really shut down the devils options for round 1.

I assume, though, this was somewhat intended by starting him in the middle of the room rather than where he could have been much more dangerous.

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

It's unclear from my reading where the skirmishers came from. It appears they are allied with us. I must assume they are part of the group with Medda and Anok, but unless i missed it, that's not stated anywhere -- hence some confusion, I believe.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Sorry, yes. If you looked at the map when you first came upstairs, they were there as part of Medda's group. I mistakenly also added two wolves, thinking they were with the skirmishes because the last sessions 5-6 game had them on the resource page. As I read their stat block closer, I noticed no wolves. So I removed them while resolving the first turn.

The only opponent her so far is the large devil.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Right, I'm with you on the free trip only happening if the attack hits.

-Posted with Wayfinder

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Something I just realized. Broken Wing Gambit is not restricted to once per turn. So if an enemy attacks and triggers the aoos from broken wing gambit + paired opportunists the aoos can apply broken wing gambit as well.

So it would look like this.
Dortin and Clyde both attack target activating broken wing gambit as a free action.
Target attacks either one and provokes an aoo from each due to broken wing gambit from one and paired opportunists from the other.
Both opp attacks use broken wing gambit.
Target survives opp attacks and completes first attack with +2 to hit and dmg.
Target takes second attack triggering opp attacks.
If target survives second round of opp attacks it again gets +2 to hit and damage.

So I'm trading 2 attacks for 1 stronger attack by the enemy.

I also get 2 attacks if either of us crit due to Outflank + Paired Opportunists but I don't think that has come up yet.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Doesn't it only work once since you activate it as a free action and you can't re-activate it during the opponents turn after he uses it up when he attacks one of you?

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Right, but free actions only work on your turn (except for speaking). When he attacks it isn't your turn. Granted, I'm not the GM so I have no 'official say' in this game. Just responding to your thoughts about the feat working in a sortove never ending chain.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Where is the bit about no free actions outside your turn?

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

CRB - Action Types which shows only an immediate action can be taken outside of your turn.

And the CRB FAQ clarifies that most Free Actions (except a few listed there) are not allowed outside of ones turn.

I found some of this on recent post on the Rules Forum here.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I disagree that the CRB says only immediate actions can be used outside your turn.

Quote:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

By that it is up to the GM.

Quote:
Immediate Action: An immediate action is very similar to a swift action, but can be performed at any time—even if it's not your turn.

Nothing about it being the only thing you can do outside your turn.

Quote:

Free Actions: Can you take free actions during an attack of opportunity? For instance, can you use the Grab, Trip, Pull, or Push universal monster rules after hitting with an attack of opportunity, since they require free actions and free actions can’t be used off-turn? What about Rock Catching? That seems like it could only work off-turn.

While you can’t take most free actions off your turn, Grab, Trip, Pull, Push, and Rock Catching’s free actions can all be used off-turn. This will be reflected in future errata.

A FAQ from 3 years ago specifying some of the things that clearly can be done outside your turn. Seems like a GM decided gray area until they come out with that errata they said would be released.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

I guess it would be up to the GM at this point, I’ve explained my points as well as feasible. Good luck storming the castle! :P

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

That is where gray areas exist. Even after all these years the game has them. We are both reading the same thing. We both know what the words mean in and of themselves. But we interpret the intent differently.

You see a 6, I stand across from you and see a 9. Fuzzfoot stands to the side and chooses. Though since one choice gets me free attacks it may not be a hard decision :)

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

I've also found a lot of those interpretations fall on how one was taught the game. A chunk of the GM's I've played under used to play 3.5, so a lot of those rule interpretations get pulled into play, even if not supported by Pathfinder rules.

I'm always up for taking another look at rules as I know I can be wrong, even if I'm sure of my side when I start a discussion. In fact, in this very game I learned I had been playing a mounted character wrong.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Yea I had to do a lot of research for the Hunter, A lot of odd rules and moving parts. For example:

Despite my low dex I had to pump my Ride skill to at least +9 because mounts that are not normally meant to be ridden give you a -5 to ride them so I need a bigger bonus so I wouldn't have to roll for the DC 5 guide with knees.

I couldn't take many of the supposed best options for animal companion because most of them have Grab. You can't take aoos while grappling and there is no trick to prevent them from grabbing.

I wanted to be trip focused but I don't threaten squares adjacent to the animal companion if I'm using a reach weapon. So for now I ride an ape that has reach but at level 7 I switch to a Rhino and stop using the reach weapon.

And of course I had to know how handle animal, training animal companions, and teamwork feats work.


VC - Sydney, Australia

Existing Thread

The conversation has been had a few times, and it seems there's a bit of a lack of clarity :)

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Oooh, interesting. I have now learned a new thing again!

I learned that I need to sink another rank into Ride (next level) on my Nature Oracle because my AC penalty brings my ride check to +3!

Having a free hand able to cast a spell while his mount chews off an enemy's face is sorta useful.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

My understanding has also always been that you can only take actions on your turn, other than immediate actions. I have seen this come up in discussions of other situations as well.

Even if it didn't, I would rule it wasn't possible under the "there is a limit to how many free actions you get".

Honestly, this is the first feat I have come across that I would ban in a homebrew game because I think it is very flawed. In PFS, I don't get to choose, so that is ok. But otherwise, I have a problem with the implementation of the concept.

This feat is meant to be a way for someone to give up some protection by feigning a weakness in order to gain additional strikes from their allies. I think that is a great idea for a feat. But by not either making it susceptible to Sense Motive (since it is a bluff), or limiting to once per opponent (because who is going to fall for that twice in a row?), I think it left the door wide open for twisting its concept. I also think pack flanking should exclude one riding the other. But what I think doesn't really apply here. :)

I think Dortlin has done a good job of taking a number of good feats and combining them into very deadly combination.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Shifty wrote:

Existing Thread

The conversation has been had a few times, and it seems there's a bit of a lack of clarity :)

That thread is actually about what triggers an aoo. Crane Wing got changed twice and Broken Wing Gambit makes it clear you cant chain aoos from one triggered event.

I'm not chaining aoos, I'm trying to activate Broken Wing Gambit during an AOO and the list of free actions you can take during an aoo is 3 years old.

@Fuzzfoot There are actually 2 flaws. One you already mentioned, While they can fall victim to it again they can just choose to not attack the supposedly weak target. And in most PFS games there is always other targets. And that +2 to hit is currently relevant with my comparatively low armor class.

But you rule no dice on the extra free attacks so alright. Only one broken wing activation per turn.


VC - Sydney, Australia

Whilst I gather that, there are a few posts on the subject.

I would be uninclined to let the combo feat be used on AoO's to 'reset it' in the same manner I would be uninclined to allow the opponent to simply forgo the bonus and negate the Feat.

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