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While I agree, I want to detail why.

Dual Cursed modifies Oracle's Curse to have 2; 1 that progresses, and 1 that doesn't.

The Halfling FCB, increases your level for determining the effect of your Curse, but you do not have 2 separate Oracle's Curse abilities, so there is no choice to be made.

I didn't see this listed yet (from UC)

Strangler (Combat) wrote:

Throttling the life out of enemies is second nature to you.

Prerequisites: Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.

Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.

CountofUndolpho wrote:
thaX wrote:

It is the Archetype that turns Dagger sneaks into D8's. I also have a trait that adds to it.

I was grappled and had the small Karambit in my Adventurer's Sash.

Ah it wouldn't work because grappled doesn't deny you Dex to AC just reduces Dex itself. Nothing in that Archetype to sidestep that I'm afraid.

I think he's under the impression that attacking with a weapon your opponent doesn't know about causes them to be denied dex; but this is not the case.

I'm very curious how he starts a round grappled but not in combat? (which is what I suspect it would take to employ Underhanded in this situation)

CountofUndolpho wrote:
Which if we were working from those tables and the wording of Sneak Attack would mean that Flat-footed doesn't allow Sneak as it is "loses" not "denied".

This is fairly pedantic, as we have numerous instances of FF being called out as vulnerable to SA

Scout(Rogue archetype) wrote:

Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

To add to your list:

Climb wrote:
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Shadow Well (Sp): wrote:
At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

So it's fairly feat intensive, Skill Focus(Stealth), Eldritch Heritage(Shadow), Imp Eldritch Heritage(Shadow Well) <- also level 11

Are you trying to use a 5ft step to trigger a feat that needs 10ft+ of movement? Seems pretty cheesy.

But upward movement doesn't have to cost double, only when it's done quickly.

Fly wrote:
Without making a check, a flying creature ... can rise at half speed at an angle of 45 degrees

Then it lists the DC to rise at an angle greater than 45 degrees.

Also, keep in mind that your uphill example might require a climb check as part of that movement, which would also cost extra movement unless you had a Climb speed.

Combat:5-Foot Step wrote:
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.

The issue with moving up, is that it applies a movement penalty (effectively costing 10ft of movement), otherwise, you probably could 5ft step upwards.

Also, addressing my opening question --even though you spend 10ft to move 5ft in this situation, it still only counts as 5ft worth of movement for Wind Stance because that's all you've done.

I'd have to search a bit, but I know there are a couple of abilities out there that allow you to move 5ft w/o expending a 5ft step under very strict conditions. (I think at least one is worded "even if you've already taken a 5ft step") It might be somewhat rules sketchy to effectively combine them with a 5ft step to combine a 5ft rise with the rest of your round, but it doesn't seem unreasonable either.

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Calth wrote:

Ignoring all the gaining abilities before you have them nonsense, Sohei weapon training absolutely stacks with base Fighter weapon training, per the Myrmidarch FAQ I posted earlier. The Myrmidarch and Sohei abilities even use the same base phrasing: gain Weapon Training as the fighter class feature. So a Sohei 6/Fighter 5 will have +2 Training in one group, +1 Training in another group (1 of these two groups must be a sohei group depending on which of sohei 6, fighter 5 was reached first) and can flurry with both groups. The exact interaction only becomes unclear when you multiple archetype modified weapon trainings that are mutually exclusive.

I was going to make a similar argument, and I do think the intent of Sohei class feature is to stack with any other Weapon Training, but Myrmidarch contains the following, which Sohei lacks. They are using it to make a counter-argument.

Weapon Training (Ex) wrote:

At 6th level, a myrmidarch gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1.

This ability replaces the magus arcana normally gained at 6th, 12th, and 18th levels.

Personally, I find the highlighted portion to be a reminder, rather than the enabling factor that separates the 2 abilities.

Also, I think the author of Sohei would have said soemthing similar to 'A Sohei may use FoB/Ki Strike with any weapon from these groups in which he also has WT' if he wanted to limit it... because it's so much easier to expressly limit the ability than to assume people will understand that it is.
Further, I expect that Sohei WT stacks just fine in PFS. (Although there may be just enough wiggle for them to enforce variation at their tables.)

The examples are few, but we have sufficient places where classes (although perhaps more often archetypes) reference another; the best of which may be the Oracle's Curse, since it's "levels or HD other than Oracle".
Channel is bad comparison because it's power relies on class levels(vs number of acquisitions), and very few classes allow their levels to stack for the purposes of Channel.
So, yes, WT depends on class levels, but indirectly. In theory, you could write a feature along the lines of "these levels stack w/ fighter levels to determine WT", but I don't know of one; and the WT FAQ makes it abundantly clear that any class feature which scales with 'how many times you have it' stacks with itself, no matter the source. It is not limited only to the Mydmirarch.

The cap isn't affected by Empower, but I would argue that the Empower amount is "in addition to" and doesn't consider caps.

Compare any damage spell. An empowered 10d6 Fireball does 10d6 +50% damage. I don't see why it would be any different for Mirror Image.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

afaik, nonlethal damage is still damage

consider the case of delivering a CdG with a Merciful weapon, or a sap. The damage is nonlethal, but the save would still be based on damage dealt.

The issue is that it says "attack rolls".
I read through the item and couldn't make a determination.

I suspect it's one attack, but at best it's incongruous with itself.

Yes, I concur with your previous post. Grab is restricted. Tetori overrides that restriction with a specific rule.

I know of 2 other ways to increase your Grab category
Powerful Shape (during Wild Shape only)
Brutal Pugilist 5 (Barbarian)

Avatar_name_1 wrote:
Archaeik wrote:
Avatar_name_1 wrote:
I later found out that it's impossible to grapple things two size categories larger than you so that last part is weird. I'd rather it be
I think this was true in 3.x, it is not true of PFRPG. You can grapple any size creature afaik.
Can you please link your source? I can't find that anywhere.

Where is yours?

Bull Rush, Overrun, and Trip all mention a restriction, Grapple does not.

Avatar_name_1 wrote:
I later found out that it's impossible to grapple things two size categories larger than you so that last part is weird. I'd rather it be

I think this was true in 3.x, it is not true of PFRPG. You can grapple any size creature afaik.

I doubt it.

Bodyguard (Combat) wrote:

Your swift strikes ward off enemies attacking nearby allies.

Prerequisite: Combat Reflexes.

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.

Normal: Aid another is a standard action.

Bodyguard doesn't mention aiding anything other than AC.

Further, "when an adjacent ally is attacked" is clearly intended to mean "when an adjacent ally's AC is targeted by an attack".

I realize this sort of diminishes the usefulness Aid Allies to certain types of allies (such as someone with Snake Style), but Aid Allies is merely reiterating the standard Aid Another options, making it clear that it applies to all types of uses. Bodyguard is simply 1 type that has a specific limitation on how it modifies Aid Another.

While I've also contemplated why IG is worded the way it is, I'm fairly confident that it does not grant you more benefit than indicated.

That is to say
-the HD are classless/raceless
-the HD do not increase your BAB as we would otherwise expect(you gain a competence bonus instead)
-the HD do not increase saves (although you gain a competence bonus to Fort saves)
-the HD count as "regular" only "for determining the effect of spells that are HD dependent" (Note: it is implied here as "spells that target you", but as written it would also apply to a spell you cast that has an effect based on your HD [independent of any CL])

Now, I do think you have a reasonable RAW argument, and overall, it really doesn't matter too much if they work together since it's a very specific and otherwise suboptimal combination. But, RAI, it likely doesn't work.

Do the HD from IG increase Special Quality DCs that depend on HD(such as poison)?
Can you gain an extra use of Stunning Fist(or similarly scaling abilities)?
That would give more weight to this interpretation.
Currently, it appears the answer to all these things is, "ask your GM".

Sandman Bard archetype gets it

numerous PrC offer Sneak Attack
Arcane Trickster
Master Spy
Pain Taster (well it's similar to SA)

I'm sure there's more

edit: as a note, you need to be mindful combining classes w/ SA as some say that class levels stack to determine SA(like Vivisectionist) rather than just saying SA stacks(like Assassin)

Cthulhudrew wrote:
If the druid was feebleminded while in animal form, that would probably do it.

I don't think so, Wild Shape has clear durations. Further WS is a Su ability, so its use won't be affected.

Before I get into the math, I'd advise against causing the item to fill 2 item slots, it will turn into an annoying restriction that will significantly reduce its value and desirability. If it is taking up both slots, you might as well just give him both items and say they only work when worn together (and the helm affects rhinos instead of elephants).

Breakdown of the helm as best I can tell
-Gore ??
-permanent Endure Elements(cold) (1*1*2k)/2[24hr duration] == 1k
the following work with "elephants" only
-+5 competence HA 5^2 *100 == 2.5k
-+5 competence Ride 5^2 *100 == 2.5k
-+5 competence WE 5^2 *100 == 2.5k
-use activated Detect Animals/Plants (1*1*2k)*1.5[10min/level] == 3k
-use activated Speak w/ Animals (1*1*2k)*2[1min/level] == 4k

Now, those 5 are pretty heavily restricted, but I'm unsure exactly what percentage, if any, has been knocked off.
Further, it appears to me, that those 5 have also been considered "similar abilities".

Multiple Similar Abilities wrote:
For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

The current total using "similar abilities"

4k + 0.75*(3k) + 0.5*(2.5k *3) + 1.5*(1k)[EE is dissimilar] == 11.5k

I suppose "dissimilar" is debatable, and all abilities were similar, but that still leaves us w/ 10.5k before accounting for the gore.

Either way, we're left guessing at the percentage reduction. I'll assume it was 30% (since it's the largest in the book, and these are very restricted).

8500 / 0.7 ~= 12150

If EE and Gore are dissimilar
12150 - 11500 = 650; 650 is 50% more for being different, /1.5 ~= 430

If EE is dissimilar, but Gore is similar
12150 - 11500 = 650; 650 has been halved for being similar, *2 == 1300

If EE is similar, but Gore is dissimilar
12150 - 10500 = 1650; 1650 is 50% more for being different, /1.5 ~= 1100

If all abilities were considered similar
12150 - 10500 = 1650; 1650 has been halved for being similar, *2 == 3300

Now, as BBT said, we can't actually know the exact calculation w/o the author stepping forward (very unlikely), but I do think you can use the formulae in the book to guesstimate what has been done.

I have no idea how far off I am w/ these, but a permanent Beast Shape I item would cost 60k according the formula. You're only getting 1 weapon and no other benefit. 430 seems a little low, but any of the others all seem pretty feasible, I'd probably go with ~3.3k and also call it similar for the Rhino Hide.
(The Charge portion costs exactly 1k, if you count the gore as similar, 3.3k +0.75*(1k) ~= 4k (==4050). I'd add 4k to the 9k for +3 armor, for 13,165. I realize this is ignoring that both are dissimilar to armor enhancement bonuses, but it seems to me like Rhino Hide already does that.)
If I'm mistaken about the similar abilities, it means a much greater arbitrary reduction was applied to this item, which throws a major wrench in approximating anything useful.

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last paragraph of FoB

Flurry of Blows (Ex) wrote:
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

No, unless you know of a maneuver that states that you can exchange it for an attack.

Certain maneuvers can be used in place of melee attacks, but I know of none that permit the reverse.

Maintaining a grapple allows you to select an option to damage, but you can only maintain after you successfully initiate the grapple.

Ctrl-F "gold"

Gold wrote:

Source Alchemy Manual pg. 0 (Amazon)

Price 5 gp; Weight —
In its purest form, gold is a dense, nonreactive metal. Its alchemical products are useful in stains and in treating swelling, pain, and infections.
Power Component
Doses 1 (5 gp); Spells healing subschool
Effect +1 hit point healed

This item assumes that Healing subschool effects provide actual healing, but does not expressly require that they do.

Use with Infernal Healing should cause the spell to heal 1HP immediately and then provide 'fast healing 1', which heals 1HP once per round on the affected creature's initiative.

Bandw2 wrote:

wait... does FCT allow me to use monk damage on natural weapons?



Greater Grapple also facilitates a potential 1 round Pin by most interpretations.

I suppose the benefit of using the method you suggest is the rest of your full attack, but the various Grapple focused builds all seem to have their individual perks.

This is indeed a unique entry.

Best I can tell, "Throwing" is added to an existing shield, but requires an exotic proficiency not to require an Equipment Trick(which incidentally treats the throw as improvised).

Now, the thing is that making a MW shield seem to only be able to affect the item as armor, but the throwing portion seems to be more analogous to spikes, which could be crafted as MW weapons independently of the shield. (I have no evidence to support this other than "Throwing Shield" not having an entry under "Armor" in UE.)
Also, I imagine this means they can be enchanted separately (to maximize use appropriate enchants), but do not have to be (as shields can be enchanted as weapons w/o attaching spikes). (One thing I am unclear about on this point though, is whether "shield", "spikes", and "throwing" have separate, discrete 200k gold caps, or if the combined item has a single cap)

Further, given the separate proficiency for "throwing", it's very likely that it is intended to require separate WF, et al.

As to weapon groups: by and large, bonuses that are intended to apply to a specific mode of attack should be restricted to that mode.
Exceptions exist, but I don't think this is one of them since the functionality is an add-on and not built in to the core item.

Found this and this, but no feats.

Touch Spells in Combat

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

There's no attack (typically), so it shouldn't break stealth, but if there's any visual/audio effect to the spell, that is not hidden and can possibly alert others that something happened.

If, for some reason, you are forced to roll the touch attack (such as Superstition), it probably should break stealth.

Compare Touch of Fatigue

I would expect a pre-fatigued target of LoW to become exhausted since there's no restriction on the stacking.

Now, the curious question of what happens if the other fatigue effect is ToF -- I expect you'd get some table variation, but it probably shouldn't stack since it creates a weird exception where ToF is aiding the application of exhaustion while it says it cannot[should not].

The best I can offer you as evidence

Damage reduces a target's current hit points.

Ability Damage is called out separately at the bottom of the section, suggesting it is distinct.

This topic seems to come up every so often, but usually in reference to abilities that flatly add to "damage".

Basically my argument is this
-"Damage" is defined as above
-every place where they intend a SQ to affect "Ability Damage"(and/or "Drain"), it is specifically noted as such
-ergo, every reference to simply "Damage" only entails HP effects

Fastmover wrote:
Is it possible for a Level 8 Maneuver Monk to Grapple, Pin, and then Tie Up a target in the same full round action?


Flurry of Maneuvers (Ex) wrote:

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.

At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.

This ability replaces flurry of blows.

My point is that only the additional maneuvers granted by the class feature benefit from that reduction.

Even if you have Gr Grapple or Rapid Grapple, it still does not reduce a grapple check to replace an attack, so you can only get 2 grapples during a FoM at level 8; the rest of the full attack must be attacks, or actions that can replace attacks.

If the movement started in the 4th row, the 3 that he threatened have only taken a 5ft step, and so did not provoke for their movement.

The difference in what you are asking, is that approaching a Reach wielder from the corner (which he does not threaten since it's 15 ft away) still provokes if the move is more than a 5ft step because it still requires you to move through the 10ft where he does threaten.

Redneckdevil wrote:
Archaeik wrote:
Redneckdevil wrote:

Person above linked it, what i was refering to was the very first sentence.

Quick question, would a ninja 2/monk 1 be able to ki strike or use ki points to gain an extra attack on flurry of blows or move farther or etc etc?

The 2nd part of your question doesn't demonstrate what you want. Flurry is a full-attack action and Ninja's Ki Pool allows them to make an extra attack during a full-attack.

No i wasnt using that to prove a point, i was actually curious because it is very similiar in that both classes share an ability that is named the same thing but does something different according to both classes. I am very curious where this is allowed because monk doesnt get ki pool until level 4, so if ninja 2/monk 1 is allowed to ki strike and whatnot that a level 4 monk issuppose to get, then i have no reason not to say Malakai is right in this.

can u show me where it is confirmed that a ninja 2/monk 1 is allowedbto ki strike or use ki points to gain an extra attack in flurry etc etc?
Ki Pool (Su): wrote:

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Flurry of Blows (Ex): wrote:

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

I said nothing about Ki Strike, which remains something of an example, but not entirely analogous as it contains "At X level" language in every permissive sentence.

It remains that adding an attack to a FoB is a bad example.

The question you mean to ask is
Can a Monk 1/Ninja 2 spend a ki point to give himself a +4 dodge bonus for 1 round?

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I've seen it argued that the metamagic cost should double as well, just saying.

FAQ'd at the peril of having metamagics officially removed from the "doubled" list...

Head (Ex): wrote:
An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

While they really should have added a line to the APG (is it still on v1?), the issue is that the Head evo was added to UM.

The Bite entry is in error because eidolons could only have a single head at the time of printing. The Head entry I quoted does seem to override the general restriction of taking Bite only once (and further, if you can only take it once, you can't upgrade each one? that makes vary little sense)

I'm not 100% on how this issue is adjudicated for PFS, but I imagine you can take Heads and Bite up to twice for each.

kinevon wrote:
Lifat wrote:
So the answer is: Unless you have some way of negating the total concealment (ie see invis or true seeing) then you don't get an AoO.
How about a Seeking weapon, Snap Shot, and Scent?

While a Seeking weapon would hit, it doesn't remove the total concealment from the target, neither does scent, so still no AoO.

I think you'd need Gr Blind Fight to reduce the concealment relative to you, or equivalent ability depending on exactly how they are concealed.

1. The trait you want is called Tusked. Toothy is a racial trait, Adopted only grants you a race trait.

You'll need Orcs of Golarion to use it in PFS, and I assume it's not excluded (Adopted or Tusked) since it's not called out specifically here

UnCanny Dodge
Universal Monster Rules

Pounce: there's a few ways -- Wild Shape, Gr Beast Totem, Beastmorph Alchemist 10, Eidolons... to name a few, usually it's a pretty heavy investment; Druid 4 + Shaping Focus is probably the easiest to get most of what you're asking for.

Bite>Grab? : Grab is pretty available too, through most of the same paths as Pounce, check this spell Lockjaw

Rend: Unless the feat Rending Claws counts as "Rend" for other purposes, this seems to be restricted to Beast Shape IV, which isn't available as a class ability to my knowledge, which means you have to find a way to cast it. Eidolons also get it, so Synthesist?

Rake: A little less available than Pounce.

Basically, there's only a handful of ways to grab UMR abilities, and even then, only some of them.

3. This is pretty subjective. Personally, I've almost always traded out UCD unless I can't find a suitable archetype.

4. Natural weapons are unaffected by TWF, if you have 2 claw attacks, you get them both during a full attack at no penalty (if not combined with manufactured weapons).
Natural Attacks

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Redneckdevil wrote:

Person above linked it, what i was refering to was the very first sentence.

Quick question, would a ninja 2/monk 1 be able to ki strike or use ki points to gain an extra attack on flurry of blows or move farther or etc etc?

The 2nd part of your question doesn't demonstrate what you want. Flurry is a full-attack action and Ninja's Ki Pool allows them to make an extra attack during a full-attack.

James Risner wrote:
Scott Wilhelm wrote:
Does absorb equipment weigh anything? Can a Druid double as a bag of holding?

Without a rule that it is now weightless, you are still identically encumbered.

This needs to be said more carefully, since Wild Shape can adjust your strength up or down (possibly also leggedness, which applies an additional bonus).

Something else that is not noted is whether the items gain or lose weight according to your new size.
They probably should, but it adds another layer of complexity that only really matters if you're frequently shifting into Tiny/Dim creatures and attempting to carry things.

wraithstrike wrote:
Archaeik wrote:

Power Attack modifies all "melee damage rolls", Constrict certainly seems to fit the bill, it's similar to a rider, but it's definitely it's own source, similar to Rend (which also gets PA).

It's also modified by strength, so I have no issue saying PA applies.

So it applies to sneak attack also since that can be applied or denied separately from weapon damage?

I know it does not apply to sneak attack. I am just giving an example of a secondary affect that happens when you make an attack roll.

No, Sneak Attack is explicitly totaled with the base damage (although this may not be 100% clear from RAW alone).

Do you dispute Rend (any sort) from getting PA? It wouldn't get SA because there's no attack roll though.

Constrict is much more similar to Rend than SA.

Power Attack modifies all "melee damage rolls", Constrict certainly seems to fit the bill, it's similar to a rider, but it's definitely it's own source, similar to Rend (which also gets PA).

It's also modified by strength, so I have no issue saying PA applies.

The text says cleric levels, not effective cleric levels. It's quite possible it was poorly written, but as written, no, it would not increase his cleric level to turn/rebuke.

The section describing the modified functionality of Versatile Channel is completely separate from the statement about cleric levels.

Well, I assume a necromancer with the feat could select it, however I don't think it would actually do anything for him other than remove the -2 for channeling positive.

I'm almost 100% positive. This particular set of class features seem to be written specifically for clerics.

Part of the issue is this

An envoy of balance must have the Versatile Channeler feat to choose this endowment.

The way I parse the the prereqs for Versatile Channeler:

(Channel energy class feature) AND ((necromancer) OR (neutrally aligned cleric))

In other words, you can't select Spiritual Equilibrium without Versatile Channeler, which you can't select without being either a necromancer wizard OR a neutral cleric.

1. It's a bit touchy, but I'd allow it. I'd say expect some table variation.

3. Compare Holy Vindicator.
EoB states that EoB levels count as Cleric levels only, so sorry, you only get an increase to your Cleric channeling.

Mojorat wrote:
Each attack crits seperatelt but if your weaker attacks hit it is much easier to do so as all crits threats are at bab -5.

I don't think so

If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).

It seems to me that he's merely rejecting the logic of the FAQ. (And I think the fighter example is fairly illustrative.)

And in some respects, I'm sympathetic. I mean, Sorcerer Bloodline Arcana affect spells from any class, yet, if a FAQ were to come down about Cleric spontaneous casting, it would likely say "stop being silly, of course this only applies to Cleric slots", so the point is that there seems to be a type of subjective evaluation going on that tends to "allow things until it doesn't".

Now, I concur that you actually have to gain the pertinent class feature that contains the permissive language in this case, but there are numerous examples out there of unintentional interactions that are less clear cut than this.

I'll concede there is a general unwritten rule that you can't count things twice, however, I don't usually subscribe to that notion as it typically stifles inventive builds.

That said, I don't have any issue with a GM telling me he's uncomfortable with the more liberal interpretation and to tone it back.

To the point on ML, I completely disagree, it sees a whole bunch of Ninja levels to count as "other than monk".

I think James caught the salient point for me, that the "full attack" language is actually extraneous and generally hinders the overall understanding.

I still have some reservations conceptually about Flurry attacks not being gained from BAB (as it is my view of the spirit of Flurry, dating back to 3.x).
But even with the mechanic(crunch) cleared up, you end up having to ignore that first sentence fluff about pooling ALL of your attack potential which seems misleading...

the build requires Sohei 6, Gunslinger(Musket Master) 7, and Fighter 5/Weapon Master 3
So that minimum level 16 before coming online, which leaves you able to only pick up 8 levels of monk for the purposes of FoB, but that's still 2 extra Double Barreled Musket attacks you couldn't otherwise make. Good idea to grab Trench Fighter instead of WM if you can, which rounds it out nicely to 20 levels. (2 attacks seems like a fair trade for no misfires)

To the benefit:
My understanding is that if DS crits, all of the damage you've accumulated is quadrupled vs needing to crit on each individual shot(which is very unlikely), also, if you still need to worry about misfires, DS practically eliminates this concern. IF it were possible to cram the extra FoB attacks in, it would take the ability from "situationally useful" to "pretty much every round you can".

The conceptual issue for me is that Dead Shot is "essentially a full-attack action" imo.

You aren't actually trying to use 2 separate full-round actions, I really don't see the distinction because FoB is how a monk full-attacks.

I concede this interpretation is inconsistent with the intent, but you'd have to jump through some major hoops to convince me that it matters how the extra attacks are obtained given that there's not multiple weapon shenanigans going on.

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