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Okay, thanks everyone for clearing that up! So that means I could use Two-Weapon Fighting, Rapid Shot, and Quick Draw to throw three daggers in a round?
Yes absolutely - but you do take the TWF penalties and the Rapid Shot penalties. So if we assume a Fighter level 6 with the feats you listed and Impr. TWF, he could make 5 attacks at BAB +6/+6/+6/+1/+1, but with the penalties it would be +2/+2/+2/-3/-3
None of those numbers factor in ability modifiers, weapon focus, Point Blank Shot, Deadly Aim, or anything else; just -2 for TWF & -2 for Rapid Shot
Can a Medium creature use a Large lance while mounted; if they use it two-handed?
If so why? If not, why not?
It seems that the Lance is a more appropriate comparison than the Bastard Sword as the Bastard sword is a one-handed weapon, albeit with special properties. The Lance & Earthbreaker are both two-handed weapons that can be wielded in one-hand under certain, specific conditions.
Question: If a Two-handed Fighter Archetype takes Thunder & Fang and makes a charge whilst wielding his Earthbreaker in 1 hand, does he or she still receive the 2x STR modifier to damage granted by the 3rd level class ability Overhand Chop?
Overhand Chop(Ex) wrote:
T&F lets you wield an EB as if it were a 1-handed weapon, but it's still a 2-handed weapon. Does the FAQ on wielding 2-handed weapons in 1-hand apply to Overhand Chop?
Paizo Design Team wrote:
I'm so twisted up on how this all interacts right now. Now I'm second guessing everything.
You could do this with any class so long as the GM builds the adventure for such an endeavour... A bunch of Barbarians breaking out of a Prison (as an example) would need an entirely different set of challenges than Rogues, or Sorcerers, or Paladins...
But you could tailor it so that it is a fun time regardless of the class.
But the 1.5 value is referred to as "Strength Bonus" so they question is which instance of strength bonus is getting doubled, not how they stack.
You are overthinking this. The common terms/rules for multiplying tell us that multipliers are not multiplied by one another, so why would we assume that you multiply and already multiplied bonus?
Unless it's specifically called out we revert to the base number, or in this case the Characters STR bonus.
All you need to do is get sneak attack and your core Rogue will out damage your core Monk.
If you can't, I'm afraid it's a user error and not an issue with the class.
Also consider that you are sacrificing a lot for concept here. You could one-hand a Scimitar with Dervish Dance and not have to worry about getting an Agile weapon or STR bonuses.
I prefer a Golarion that includes some Elven warriors that use a Curveblade opposed to a Scimitar.How boring would it be if every DEX character used a scimitar?
For sure it's mainly just theory crafting and spitballing... Heck, you could take a level of Dawnflower Dervish Bard to get Dervish Dance without Weapon Finesse (I think), but that would mean you wait until ECL 4 to get BAB +1. That just hurts too much.
Double the buffs for self only would help offset the list BAB, but man, can you imagine having to play that up from level 1? It may (stress may) be an interesting idea if you can jump in a 6th level or something...
Playing an Archer would violate your second rule. But, if you want to play an Archer that stops at level 12, you only have 2 options;
1) Zen Archer
No other class is worth it because waiting until end game to get Improved Precise Shot won't work in a "dungeon" type environment.
So, between the choices above the Zen Archer gives you more ability to customize. The Ranger has to spend EVERY feat on Archery, the Zen Archer gets just about everything as a class ability and the only archery feat you need us Deadly Aim.
River Rat: the +1 damage with daggers goes a LONG way. Considering that it apples to ALL attacks made with a dagger, including off-hand attacks, it is certainly better than "half a feat".
A character with 10 STR who takes this trait does the same damage as a character with 12 STR (+2 to 1 ability score is worth a feat & 1 skill point/level, according to the Human alternate racial trait) and Double Slice.... So that's 2 feats right there...
I've done the math for a 3/4 BAB character up to level 12 and Daggers w/River Rat provides more DPR than a Kukri - even on a High STR build. Considering that Kukri's are a Martial weapon and most Rogue's would need to burn a feat on it, that puts us at 3 feats...
The ISWG is one of the best pathfinder purchases I've made. Some of the player companion books expand on the info for specific areas. If you know the locale you want to run your campaign in, I'd suggest buying the player companion for that area.
Varisia may be one of the most, if not the most described areas. If you're starting there you will be able to find info from a lot of sources... Maybe too many sources (depending on how much time you have for reading).
Where are you thinking of basing your campaign?
Alexander Augunas wrote:
Ranged attacks and cover:Shooting into melee? That's-4
Ally in the way? Now your at -8.
Determining who has cover relative to you is often overlooked by both players and GM's.
Nothing simplifies combat for an Archer more than letting him full attack round after round without taking cover into account.
The tripping feats...
It's not clever by any means, but it will work. I just haven't figured out if I should go with a STR or DEX build. Probably gonna go with DEX but my plan was to stat them both up until level 12 and compare. Just have to find the time.
We rarely find ourselves in wide open spaces, even when we do its often not feasible to get into a position that completely eliminates the cover or partial cover provided by your own allies.
I think it's a pretty impressive feat. Admittedly my regular GM is a stickler for the rules - I'm expecting that my local PFS GM will be as well.
I do realize this all boils down to opinion & play style so results may vary.
Your suggestion has me considering a switch-hitter that uses a crossbow, but I think the end result would just be a character that was bad in melee & at range.
So your Kitsune Rogue would be able to choose one of the following every level;
1. +1 hit point. Or,
A Kitsune Fighter would only be able to choose between 1 & 2.
Also keep in mind that a Kitsune Rogue who always chooses option 3 only recognizes the benefit (receiving an extra rogue talent) every 6 levels.
Personally, I think Stunning Fist is better then Punishing Kick. What punishing kick has in its favour is that you can always choose to move the opponent back 5' and they don't get to save.
If you have tactically minded allies you can use this to your advantage, buts its overall effectiveness is limited (in my mind at least) because there is no way that I'm aware of to get that movement to provoke.
Alternatively PK has its defensive perks, especially if you fight with a reach weapon.
If the challenge didnt have a pit fiend in it I probably wouldnt even be talking here. But the second someone starts saying "I have a build thats so badashe that no wish in the world can harm me"... I cant help it. I gotta say something.
you take yourself and your pit fiends way to seriously. Take the guide for what it is - an example of how you can build a Zen Archer. If your big issue is with the Pit Fiend I can only assume you didn't read the guide are just hating for the sake of hating.
My advice. Don't teach your significant other. Let him or her do something they are interested in and you do what you're interested in.
When each partner in a partnership has time for themselves it can actually be really good for the relationship.
Throw kids in the mix and I bet neither of you get a lot of time to pursue your own interests.
For me, it includes getting away from the family every 4th Sunday afternoon to play Pathfinder. Or, as my Wife calls it "Nerdfest".
If your partner is truly interested they will eventually pick up the book on their own. If they don't do that they are most likely making the effort to try and please you. It's a nice gesture for sure, but D&D is something you either love or you don't.
My Grandpa used to tell me "just because you can, doesn't mean you should".
By RAW this is open for interpretation as far as I can tell. In a home game I would probably permit this if I couldn't find an Archetype that did pretty much the same thing. It wouldn't be OP as far as I can tell.
I will go on the record here as saying that it would be poor form to try and pull this at a PFS table though. Turns out Grandpa knew what he was talking about.
Sundering wouldn't be the only thing my character would do, but it would be something he could do in order to aid the party - much like in the scenario you just described.
Basically the character I am going to create is a Monk - the more people I hear whine & complain about how bad Monks are the more I want to play one.
I'm considering either a Weapon Adept or Martial Artist. Regardless of which arcetype I choose they will eventually end up with an Adamantine Sai to use when Sundering stuff is called for.
Martial Artist + Adamantine Sai + Improved Sunder would give me all I need to be a self styled "sunder specialist". The character is going to have Power Attack anyhow so with the investment of 1 feat and 1 weapon it could be a reliable trick he can use when necessary. I'm not suggesting he'd be the best at it, but he'd be good enough at it.
Haven't thought much more about it - but now that it seems like it wouldn't be a terrible idea I'll flesh out the character a bit more and see where it leads.
The Zen Archer Qinggong Monk is probably what you are looking for. It's not like any other Monk you've played. You won't have any problem making it work - just don't fall into the fairly obvious trap and take either Rapid Shot or Manyshot as a bonus feat (unless you plan to only "dip" as Zen Archer and need those feats for something else).
1. It's one of the few Archer builds that gets so many feats or class abilities that are as good or better then a feat that you can afford to be a race other then Human and not miss the bonus feat. You can even afford to take feats like Toughness, Snake/Crane Style, Extra Ki, Improved Initiative - or whatever else you need to build YOUR character. One of the few Archery feats you want to squeeze in is Deadly Aim - you basically get everything else.
2. You are as close to being SAD as any Monk archetype can get. Your stats are going to be WIS>WHATEVER. I prefer to only have 1 dump stat (CHA) and then balance the rest of the build but feel free to build how you want. Dwarves have adjustments in all the right places (+Darkvision and the 20' speed becomes a moot point).
3. Ki Pool. With your excellent WIS and Qinggong abilities you can have a "magicy" or "mystical" feel if that is what you want. Heck you can even get Scorching Ray.
4. Traits: Honoured Fist of the Society is nice for a Ki Pool bump. I really like Wisdom in the Flesh (Irori), it lets you use your WIS mod for any STR/DEX/CON skill and that skill becomes a class skill. Disable Device is a great choice if you want some out of combat utility.
Saying that proficiency with an exotic weapon is not equal to Exotic Weapon Proficiency with said weapon seems absurd.
If it was the intent of the developers to be that restrictive I'd like to think they would express that better.
It's not unreasonable to assume the two are the same, so ruling otherwise seems unreasonable.
Thank you for the reply - this is exactly the kind of discussion I'm looking for - if I'm inferring something that isn't there I want to know about it.
I'm not reading it as 24 dice. I'm reading it as follows;
1. 6d6 (base sneak attack damage).
2. "Roll your sneak attack dice twice" - Sap Master... Okay so now we are at 6d6 + 6d6 = 12d6
3. +24 - Sap Adept "you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled". Okay, I rolled 12 dice in step 2. Double 12 you get 24...
4. +12 - Knockout Artist "you gain a +1 bonus on the damage roll per each sneak attack damage die you roll". Okay so that's +12.
So that's how I'm arriving at my totals. I know the math is correct if we assume that I have read and interpretted the rules as written correctly.
I'm not certain I have read and interpretted the rules correctly. I have a gut feeling I've glossed over the spirit of the rule (which is more important to me then RAW).
Malachi Silverclaw wrote:
If you were new to Pathfinder/D&D 3.5, which way would YOU choose for the game to work? I'm confident that tha devs chose 'our' way of reading it as part of their writing process.
That's hilarious! Scroll back a few pages and you will find quotes (with links to the original posts) from just about every person on the development team who frequents these boards unilaterally diasgreeing with your camps point of view.
Malachi Silverclaw wrote:
Unless, of course, you 'decide to take a move action instead of making your remaining attacks.'
That right there ^ is where you slide off the rails. You are not being asked to decide between iterative attacks or a move action - you are being asked to decide between a Standard Action or a Full-Attack.
-A Full-Attack is a full round action that prohibits movement (other then a 5' step).
-A Standard Action is not a full round action and allows you enough time left over to take a Move action.
Generally speaking a character does not have to decide between an Attack (standard action) or a Full-Attack (full round action) until after he or she has made their first attack.
There are of course Feats and Abilities that preclude being able to make this choice.
For the sake of this question let's assume a Ninja level 12 with all of the above feats + TWF. I won't be including any modifiers from Strength or Dexterity to either attack or damage...
The Ninja also has two "Master Tricks"; Invisible Blade (greater invisibility) and Unarmed Combat Mastery (Unarmed strikes deal damage as Monk -4 levels, or 1d10 damage).
On a full-attack the Ninja would get 3 attacks made at +9/+9/+4 (the -2 from TWF cancels out the +2 from being invisible). I'm trying to wrap my head around the damage. Due to greater invisibility each attack should gain Sneak Attack as the opponent is denied it's dex bonus against all of them. So is the damage;
1d10 +6(Knockout Artist) +12 (Sap Adept) +12d6 (Sap Master)
The bonus damage from Knockout Artist & Sap Adept are untyped so I assume they stack??? I also don't see anything specifying this damage as Precision based - so does it get multiplied on a Critical Hit? I'm reasonably certain that the additional damage dice gained from Sap Master are not multiplied, but less so with the other two feats...
Knockout Artist wrote:
Sap Adept wrote:
Sap Master wrote:
I'm sorry of this question has been previously asked/answered... I'm at work and our computers are sooo slow it freezes when I try to use the search function...
Presuming my assumption on damage may be wrong I would appreciate being shown where in the rules I go off the rails with my comprehension!
Thanks for posting that stuff from JJ.
Now that we can put the nonsensensical debate regarding "Deciding between an Attack and a Full-Attack" behind us we can now debate Manyshot.
Oh, wait. No debate is needed as the rules are crystal clear on what kind of action is required with Manyshot...
Gauss - you mentioned above that the rules for deciding between an Attack and a Full-Attack had to be somewhere - I think they were placed where they are for a reason...
For the first 5 levels of the game (assuming full BAB progression) there is very little differenc between a Standard Action & a Full-Attack (barring specific feats and abilities that are governed with specific rules pertaining to their use). When you only get 1 attack action with either a Standard or Full round action the general rules don't come into effect much.
Once you hit BAB 6/1 and have iterative attacks without relying on special abilities or feats it makes sense that the clarification pertaining to Attack actions and Full Attack actions be presented under the Full Attack heading - afterall, the Standard action has remained the same throughout.
Not sure if that makes sense as I am neither articulate or eloquent...
I can't believe it is this hard for some people to understand.
When you decide between an Attack and a Full Attack, you actually have to decide between making an Attack and a Full Attack.
If you decide to Attack (note the capital "A") you can make a move action after your first attack.
or you can choose to Full Attack by continuing with your remaining or iterative attacks and restrict yourself to a 5' step.
That's all the rule is saying.
Nothing more. Nothing less.
There are not two-types of Full-Attack - the "Full Attack" where you get to make a move action after making your first attack is actually just an Attack.
Hrothgar Rannúlfr wrote:
Any combatant has the option to opt out of a full attack (and move, instead) after the results of the first attack are determined.
This is very true. What people are failing to understand is that if you "opt out" after the first attack and move instead you are taking a standard action followed by a move action.
Standard Action + Move Action does not equal "Full Attack"
Therefore you have not met the requirements of Manyshot and are not entitled to receive the benefit.
Trying to game the system by using Manyshot (as an enhanced standard action) and then employing a move action is neither RAW or RAI.