Firyin |
Bruunwald, that's not true, you're thinking 3.5, where the order of natural attacks matters. It does not.
In Pathfinder, the type of natural attack (bite, claw, and so on) is what determines whether it's a primary or a secondary. And if it's a primary, it's always a primary, and if it's a secondary, it's always a secondary.
So in 3.5, claw/claw/bite meant claws were primary and bite was secondary (with a lower attack bonus). And bite/claw/claw meant bite was primary and claws were secondary (with a lower attack bonus).
In Pathfinder RPG, it doesn't matter if they're listed claw/claw/bite, bite/claw/claw, or claw/bite/claw... they're all primary, none of them are secondary, because bite attacks are primary natural attacks and claw attacks are also primary natural attacks, for all creatures*.
And it doesn't matter what order you roll them in, because they're all at the same attack bonus.
GoldEdition, for the leopard, you can roll the bite first and maybe trip, and if you trip then the claws gain the benefit of the target being on the ground. Or you can claw/claw first and then bite (though you probably wouldn't want to do it that way because attacking a prone target is easier and you'd want to try tripping it first).
* The only time primary natural attacks start to act like secondaries is when you're combining manufactured weapon attacks with your natural attacks, like a lizardfolk using a bite and a club, but because we're talking about animals I'm ignoring that for now. :)
Your link didn't work, but I looked it up on my own.
Apparently the change from 3.5 to pathfinder was significant with natural weapons, which included making them OP as s#&*. I stand corrected Gris.
Don Saint -GM |
The somewhat assumed approach to this adventure was that you were going to play along with the whole initation process and gradually discover the workings and structure of the temple and then eventually make your way into its more secret areas to find the evidence needed by Marshall Gavirk to act against the cult.
Raiding the temple yourself without going undercover was also a possibility mentioned in the book and for that, getting inside the temple and escaping from the cells was actually a good start, but I think you should have hidden the body of the guard. There would have been an investigation, as the fight was heard by one cultist outside, but with someone posing as the guard, you could have convinced them that there was no big problem.
Your position now does give you some advantage because the cultists can't make their numbers count through the narrow corridors.
Don Saint -GM |
You could try to bluff/intimidate your way out of this. Maybe using the same tactic from the encounter with pirates, except that it won't be as efficient because darkness reduces illumination with only one level and torches here provide bright light. Removing the one torch in your area may give some benefit.
I am just brainstorming as if I was a player.. not saying this will actually work :)
Feel free to discuss anything before deciding what to do.
Morg "Tinker" Blackflame |
@DM - would this count towards Spellcraft checks for creating metal/stone magic items?
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Don Saint -GM |
The craft skill can be used to create magic items, so I would allow the +2 racial bonus. (magic item creation)
I handle HP level up without dice. Just take average and round up. So for 1d6 that would be +4 HP.
Kyra Kross |
Apologies for not posting peeps. Went through an exercise in disconnecting from technology. No radio, smart phones, tv and computer. Never did it before. It was part of my training for 5th degree black belt. It was optional and I wanted to see if I could do it. This is the start of my testing which will take about a year.
Don Saint -GM |
After being drugged by the cultists during the introductory dinner, you woke up unharmed, each in a prison cell. You were told to meditate as preparation for your initiation into the cult. Soon however you decided to escape from your cells and had to kill a guard who was keeping watch just outside the cells area. You discovered your gear intact in a nearby storage room. Soon after, you were confronted by several cultists who discovered the dead body. They retreated and closed the door, sounding the alarm. Exploring the area, you discovered a trapped staircase leading to a pit containing a large poisonous snake. After defeating the snake, searching the pit revealed nothing of importance. In the meanwhile, the cultists have gathered in the hallway west of the prison area and have opened the connecting door. Luring one of them into getting closer, the battle has started with Griswald, Nivel and Kyra taking down two cultists and hurting two others. However there are no doubt reinforcements on their way, as you heard them talk about a certain Krant who could arrive any time.
Don Saint -GM |
I am not sure why he wouldn't be able to charge if you are standing on line 7.
"You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge."
If his ending space would be for example E6, to attack someone on D7, his ending space is still a straight line from his starting position. Unless somewhere its mentioned that you can't attack diagonally at the end of your charge, I don't see the problem.
Morg "Tinker" Blackflame |
I know, the "beast" and all. But, in general bottling them up like this allows only 2 folks, maybe 3 to attack.
If we attack, retreat... They have to pass openings, side passages. And yes, range w/into melee -4 and cover -4 is useless.
Nivel Klist |
Only the dex that goes toward AC, I can only gain +3 due to encumberance. However, I gain enough from the armor that my AC still goes up from 15 to 17. I do not lose anything off of my attacks but I will on stealth and movement speed.
So, for combat I will gain. For a few other things I'll lose a little. Having a 10 strength can be challenging. If it doesn't work out I'll just go back to the padded armor. If this were an PFS character I'd have invested in a wand of mage armor...