Recently I was doing the DM in a pathfinder tournment but I having found other in my opinion evolved and therefore better games: world of darkness and marvel heroic roleplaying game. It is possible that this is written a manual with alternative rules which make the game more realistic? Yeah, I know that a game is good if the people that play it are goods too, but I want to change. In addition, I have some rules questions.
Hi James.
Quote: Musket, Double-Barreled: This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. 2) You know if someone is writing/faq the alternative rules such as armor as DR? I hope I never have to wait indefinitely. 3) In ultimate equipment i hoped to see the power rings by DC universe, adapted to pathfinder. But nothing. Are you a fan of green lantern? What do you thing of a campaign based on "the blackest night"?
Hi James.
Quote: If a creature has magical armor, natural armor, and DR, it takes the best form of the special protection provided by both its armor and its mix of DR and natural armor to its DR/armor. For instance, if a creature has natural armor and DR/magic and is wearing adamantine armor, that creature’s DR/armor functions as DR/—, and can be bypassed by Gargantuan or larger creatures, since the adamantine armor provides the best of the two damage reductions. Sure? The best DR is DR 10/good and silver, so the creature have DR 21/good and silver. Right?
Hi James, can a barbarian have a furious amulet of mighty fists even if its natural weapons do not even have a +1 bonus?
Quote: Furious: This ability can only be placed on a melee weapon. A furious weapon serves as a focus for its wielder's anger. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal.
1) Can i use a ki point to do an extra attack even if i'm doing an extra attack from "haste" spell?
Quote: For instances, when fighting a skeleton with DR 5/bludgeoning and DR 4/armor (+2 for armor, +2 for natural armor), the skeleton's DR/armor reduces 9 points of damage from non-bludgeoning attacks, and 4 damage from bludgeoning weapon attacks. Magic weapons and attacks from Large or larger creatures bypass the DR 4/armor, but not the DR 5/bludgeoning. and Quote:
Why the skeleton haven't DR/bludgeoning against large creatures? It's the best DR in this case. If a creature have a magic armor, DR 10/silver and good and a natural armor bonus, how function his DR?If a 7 level barbarian with DR 1/-, natural armor 1, adamantine +2 breastplate, how function his DR? For the table 5-2 he have DR 14/- (10 armor, 1 RD, 1 natural + 1 natural for the table 5-2, because he have DR/- for the barbarian class feature) and can be bypassed only by a colossal creature. So, because Quote: A creature that has both DR from a source other than armor and a natural armor bonus gains the effects of an enhanced form of DR, similar to how the composition of the armor grants special DR/armor defenses (see Table 5–1). If a creature has magical armor, natural armor, and DR, it takes the best form of the special protection provided by both its armor and its mix of DR and natural armor to its DR/armor. he never loses any point of his DR (unlike the skeleton) because he have the best combination of DR. Right? My real problem is that i don't understand the sense of the table 5-2. 3) If is used crane wing to deflect a shocking grasp, the spell discharges?
1) LOL James, what's your superpower for answer pages of questions?
1) Can i use a ki point to do an extra attack even if i'm doing an extra attack from "haste" spell?
So, for me, is not clear a lot of things.
Quote: For instances, when fighting a skeleton with DR 5/bludgeoning and DR 4/armor (+2 for armor, +2 for natural armor), the skeleton's DR/armor reduces 9 points of damage from non-bludgeoning attacks, and 4 damage from bludgeoning weapon attacks. Magic weapons and attacks from Large or larger creatures bypass the DR 4/armor, but not the DR 5/bludgeoning. and Quote:
Why the skeleton haven't DR/bludgeoning against large creatures? It's the best DR. If a creature have a magic armor, DR 10/silver and good and a natural armor bonus, how function his DR?If a 7 level barbarian with DR 1/-, natural armor 1, adamantine +2 breastplate, how function his DR? For the table 5-2 he have DR 14/- (10 armor, 1 RD, 1 natural + 1 natural for the table 5-2, because he have DR/- for the barbarian class feature) and can be bypassed only by a colossal creature. So, because Quote: A creature that has both DR from a source other than armor and a natural armor bonus gains the effects of an enhanced form of DR, similar to how the composition of the armor grants special DR/armor defenses (see Table 5–1). If a creature has magical armor, natural armor, and DR, it takes the best form of the special protection provided by both its armor and its mix of DR and natural armor to its DR/armor. he never loses any point of his DR (unlike the skeleton) because he have the best combination of DR. Right? Please help me, i have a gaming session tomorrow.
For me, it's not clear the second table of armor as damage reduction.
Hi James.
Critical Hits and Defense:
In this alternative system, when a creature threatens a critical hit, it does not make a critical hit confirmation roll. Instead, the target of that critical hit makes a critical defense check instead. A critical defense check is 1d20 + a bonus equal to the creature's DR + the creature's Dexterity modifier (up to the maximum Dexterity bonus allowed by any armor worn) + the sum of any deflection and shield bonus to Defense.
Critical defense check bonus = creature's DR + Dexterity modifier + shield bonus to Defense + deflection bonus The DC of the check is based on the die roll for the critical threat. It is further modified by the base attack bonus of the attacking creature, how many critical feats the attacking creature has (if any; 10 maximum), and a bonus relationship between the size of the attacking creature and the target of the critical hit, if the attacking creature is larger than the creature it attacked. Critical defense DC = critical hit roll + 1/2 attacker's base attack bonus + 1 for each critical feat + 1 for each size category larger attacker is than target For instance, if a Medium creature is hit with a crossbow fired by a Medium 6th-level fighter with two critical feats, and the critical threat attack roll is a 19, the target of the potential critical hit makes a critical defense check with a DC of 24 to reduce the critical hit to a normal hit. If the target is wearing +1 leather armor, has a Dexterity of 18, and is using a +1 buckler, that target would have a +9 bonus on the critical defense check to reduce the critical hit to a normal hit. On a roll of 15 or higher, the critical hit is reduced to a normal hit, and the target takes normal damage for the hit (which is reduced by its DR). If the creature firing the crossbow had rolled a 20, the target of the critical hit would need to roll a 16 or higher on its critical defense check to reduce the impact of the critical hit, making it a normal hit. On a failed critical defense check, the target of the critical hit takes the damage for the critical hit. That damage is still reduced by the target of the critical hit's DR. Impact critical shot:
With a series of ranged attacks, you bring your foes to their knees or force them to move.
Prerequisite: Dex 13, Point-Blank Shot, base attack bonus +9. Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity. How do they work? 2) Can a pc with snapping turtle clutch: starting a grapple against a reach attack? Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.
Can a pc with snapping turtle clutch: starting a grapple against a reach attack? Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.
Critical Hits and Defense:
In this alternative system, when a creature threatens a critical hit, it does not make a critical hit confirmation roll. Instead, the target of that critical hit makes a critical defense check instead. A critical defense check is 1d20 + a bonus equal to the creature's DR + the creature's Dexterity modifier (up to the maximum Dexterity bonus allowed by any armor worn) + the sum of any deflection and shield bonus to Defense.
Critical defense check bonus = creature's DR + Dexterity modifier + shield bonus to Defense + deflection bonus The DC of the check is based on the die roll for the critical threat. It is further modified by the base attack bonus of the attacking creature, how many critical feats the attacking creature has (if any; 10 maximum), and a bonus relationship between the size of the attacking creature and the target of the critical hit, if the attacking creature is larger than the creature it attacked. Critical defense DC = critical hit roll + 1/2 attacker's base attack bonus + 1 for each critical feat + 1 for each size category larger attacker is than target For instance, if a Medium creature is hit with a crossbow fired by a Medium 6th-level fighter with two critical feats, and the critical threat attack roll is a 19, the target of the potential critical hit makes a critical defense check with a DC of 24 to reduce the critical hit to a normal hit. If the target is wearing +1 leather armor, has a Dexterity of 18, and is using a +1 buckler, that target would have a +9 bonus on the critical defense check to reduce the critical hit to a normal hit. On a roll of 15 or higher, the critical hit is reduced to a normal hit, and the target takes normal damage for the hit (which is reduced by its DR). If the creature firing the crossbow had rolled a 20, the target of the critical hit would need to roll a 16 or higher on its critical defense check to reduce the impact of the critical hit, making it a normal hit. On a failed critical defense check, the target of the critical hit takes the damage for the critical hit. That damage is still reduced by the target of the critical hit's DR. Impact critical shot:
With a series of ranged attacks, you bring your foes to their knees or force them to move.
Prerequisite: Dex 13, Point-Blank Shot, base attack bonus +9. Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity. How do they work?
A medium PC can shot and reload a large heavy crossbow or a large light crossbow? How many penalties?
Heavy crossbow:
You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. And a light crossbow i think may count as light weapon for this purpose because:
Light crissbow:
You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. If i think right, i can use a large heavy crossbow with only -2 penality, recharge it free (with crossbow mastery), deal 2d8 damage (same as a double crossbow) with only simple weapon proficiency. For a light crossbow, if i think right, i can use a huge light crossbow for 3d6 damage and a -4 penality.
4) I'm referred to, for example, the devil's natural weapons, that are aligned with evil and law. The bypass dr/magic?
1) Can a human with the Racial Heritage feat take levels in an archetype that requires you to be of a specific race? Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.
So, this allow to use the races magic item of the advanced races guide? And this allow the selection of the feat with a race as a prerequisite? 2) Impact critical shot can be used if an opponet is too big for the maneuvers? How it works if you use the optional rules critical hits and defense?
Critical hits and defense:
Critical Hits and Defense
In this alternative system, when a creature threatens a critical hit, it does not make a critical hit confirmation roll. Instead, the target of that critical hit makes a critical defense check instead. A critical defense check is 1d20 + a bonus equal to the creature’s DR + the creature’s Dexterity modifier (up to the maximum Dexterity bonus allowed by any armor worn) + the sum of any deflection and shield bonus to Defense. Critical defense check bonus = creature’s DR + Dexterity modifier + shield bonus to Defense + deflection bonus The DC of the check is based on the die roll for the critical threat. It is further modified by the base attack bonus of the attacking creature, how many Critical Feats the attacking creature has (if any; 10 maximum), and a bonus relationship between the size of the attacking creature and the target of the critical hit, if the attacking creature is larger than the creature it attacked. Critical defense DC = critical hit roll + 1/2 attacker’s base attack bonus + 1 for each critical feat + 1 for each size category larger attacker is than target For instance, if a Medium creature is hit with a crossbow fired by a Medium 6th-level fighter with two Critical Feats, and the critical threat attack roll is a 19, the target of the potential critical hit makes a critical defense check with a DC of 24 to reduce the critical hit to a normal hit. If the target is wearing +1 leather armor, has a Dexterity of 18, and is using a +1 buckler, that target would have a +9 bonus on the critical defense check to reduce the critical hit to a normal hit. On a roll of 15 or higher, the critical hit is reduced to a normal hit, and the target takes normal damage for the hit (which is reduced by its DR). If the creature firing the crossbow had rolled a 20, the target of the critical hit would need to roll a 16 or higher on its critical defense check to reduce the impact of the critical hit, making it a normal hit. On a failed critical defense check, the target of the critical hit takes the damage for the critical hit. That damage is still reduced by the target of the critical hit's DR. Fortification Special Armor Quality: The fortification special armor quality acts in concert with the check, coming into play if the armor check fails. 3) If i'm a wild caller, can i give to my eidolon with evolution surge spell the evolution that i can't give to it? 4) If an outsider have any weapons with one or more alignment, can bypass the dr/magic, dr/adamantine, dr/silver and dr/cold iron? 5) The regeneration can be stopped by weapons aligned only for bypass the dr? 6) Scarred witch doctor uses is constitution for hex DC? 7) Martial arsti haven't the ki pool, but have the abundant step monk class feature. Can he use the rougue's ki pool for abundant step? 8) Can i charge and roll an acrobatics skill check? 9) If i'm a first level monk, then i take level of fighter, flurry of blows allow me the prerequisites for improved two-weapon fighting and greater two weapon fighting? Must i take double slice? 10) The monk vows give the ki point bonus at the first level, or only, for example, after 5 level?
Mh, and... A medium PC can shot and reload a large heavy crossbow or a large light crossbow? How many penalties?
Heavy crossbow:
You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. And a light crossbow i think may count as light weapon for this purpose because:
Light crossbow:
You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. If i think right, i can use a large heavy crossbow with only -2 penality, recharge it free (with crossbow mastery), deal 2d8 damage (same as a double crossbow) with only simple weapon proficiency. For a light crossbow, if i think right, i can use a huge light crossbow for 3d6 damage and a -4 penality.
1) Can a sohei make flurry of blows with a double crossbow?
Weapon training:
At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training.
This ability replaces purity of body, diamond body, quivering palm, timeless body, and tongue of the sun and moon. Double crossbow:
Benefit: Make one attack roll. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt.
Drawback: Due to its size and weight, you take a –4 penalty on your attack roll if you’re proficient with it, or –8 if you’re not. Load: Loading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a single move action. I think yes, it's one way to make good the double crossbow, besides the fact that it's impossible make 4 bow attack with a manyshot, the maximum for the best archer I've see it's 4 in 6 seconds. 2) Can be used by a medium PC a large heavy crossbow? I think yes, because a medium heavy crossbow can be used with penality with one hand, and a large heavy crossbow may be used only with two hands, right? 3) So, for the 2 previous questions, a sohei must have crossbow mastery for flurry with crossbows? Or only rapid reload? Or neither feat?
Crossbow mastery: Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity. Special: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.
Hi James.
Weapon Training (Ex):
At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training. This ability replaces purity of body, diamond body, quivering palm, timeless body, and tongue of the sun and moon. Double crossbow:
Benefit: Make one attack roll. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt.
Drawback: Due to its size and weight, you take a –4 penalty on your attack roll if you’re proficient with it, or –8 if you’re not. Load: Loading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a single move action. I think yes, it's one way to make good the double crossbow, besides the fact that it's impossible make 4 bow attack with a manyshot, the maximum for the best archer I've see it's 4 in 6 seconds. 2) Can be used by a medium PC a large heavy crossbow? I think yes, because a medium heavy crossbow can be used with penality with one hand, and a large heavy crossbow may be used only with two hands, right? 3) So, for the 2 previous questions, a sohei must have crossbow mastery for flurry with crossbows? Or only rapid reload? Or neither feat?
Crossbow mastery: Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity. Special: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.
Hi James.
I asked this question because I probably misunderstood this statement of James:
Quote: 5) Yes; that's the point of a ki focus weapon—it lets you add your special extra stuff from unarmed strikes onto your weapon. You need ki attacks to take advantage of this, though, so if you don't have ki, you can't use it that way. I was referring to the ability of make a stunning fist or quivering palm with a PC without ki pool.
James Jacobs wrote: we're in agreement that the word "humanoid" in the Pain Points entry is not a game term.So, the entry Quote: The magic weapon serves as a channel for the wielder's ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. is not a game term. Therefore, a martial artist, even if can't use the ki, he can use a ki weapon for stunning fist and quivering palm, maybe if that weapon was enchanted with the ki focus ability by a martial artist. The same for a warrior or any PC that can't use the ki but can use stunning fist. Right? |