|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
That's what she tells you...
DM Jelani wrote:
Do you need +5 if it's a touch attack? The skills I think you could pick up with traits if it's that important. (Or go human and get three free skill focus feats.)
Edit: actually if you have a 16 in your ability score, mutagen raises it to 20. There's your +5.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Outcast's Intuition: You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Influence: Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Style Sage: You have a passion for history and news concerning monastic disciplines. You gain a +1 trait bonus on checks with your choice of either Knowledge (local) or Knowledge (history), and the one you choose is always a class skill for you. In addition, you gain a +1 trait bonus on Diplomacy checks made to gather information about any person with levels in monk.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Truth's Agent: You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Unpredictable: Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
You can already do that.
The FAQ you apparently won't read wrote:
You can already decide which weapon is primary or off-hand and can change those designations as you see fit.
So, willful ignorance then.
Attacks made with ALL of it's off-hands. Not IT'S off-hand, not ANY off-hand. Attacks made with ALL of it's off-hand.
You should look up the word all.
Humans have two hands, giving them a primary hand and one off-hand. Referencing this FAQ, we note that they can designate any weapon they are capable of attacking with as a primary hand or an off-hand.
Look up my last post, having multiple off hands doesnt give you multiple [b]off hand attacks
Note that the Normal section of the feat explicitly states "attacks with all of it's off-hands."
You are correct in the sense that attacks are not based on the number of limbs but rather the number of primary hands and off-hands. Your standard PC races only have one primary and one off-hand, but the standard PC races are not the only races out there. As a general rule, multi-armed creatures have one primary hand but can have multiple off-hands. This is demonstrated here...
Multi-Armed (Ex) A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
Multi-Armed (4 RP): Prerequisites: None; Benefit: Members of this race possess three arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Special: This trait can be taken up to twice. When it is taken a second time, the race gains a fourth arm.
By your interpretation, multi-weapon functions no differently than two-weapon fighting. With this FAQ, you can already attack with any weapon your wielding without having to designate which hand is primary or off-hand. Two-weapon fighting merely lowers the penalty for making an extra attack with your off-hand. As pointed out in the FAQ, any hand can be your off-hand. There is no need for a separate feat to lower the penalty for each hand.
You have one primary hand and three off-hands. So you could make four attacks, three of which would be off-hand attacks.
This is why I've never bought a Hat of Disguise, and I never understood why everyone thought so highly of them. The duration makes it an undesirable item, since, for one round every 10 minutes, your disguise is blown.
It's for the true master of disguise. You use a mundane disguise to mask your true appearance. Then the Hat of Disguise allows you to drop magical disguises on top of your mundane disguise. That way, even when people see thru your disguise, they are simply seeing another disguise.
Wildblooded is an archetype, not a bloodline.
Wildblooded is an archetype that modifies a bloodline.
I think RAW it clearly doesn't work. The Wildblooded archetype replaces bloodline powers that someone trying to take EH (Blank) does not have. I don't think RAI is there either because of the Wildblooded/Crossblooded FAQ. Sylvan obviously shouldn't work as you're replacing a power and an arcana; and as someone said earlier, "why should it not work for one but work for the others?" That's not to say it's overpowered or unbalanced, I just don't think the rules are there to allow it to work.
Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). This bloodline power counts as your bloodline arcana and also replaces laughing touch.
How does the mutated bloodline replace a bloodline power the character does not have?
You've made a very valid and reasoned argument.
So it's the GM's fault the official rules are considered terrible? Should the GM rewrite the kids rules before or after he scours all 3pp material for the rogue/monk player?
And then how many posters would be attacking the DM for not allowing the player' character concept?
The DM isn't forcing anyone to do anything that I could tell. The OP wanted to play as a child, the DM said, "ok, here are the rules for kids," and now because the OP doesn't like the official rules, the DM is a "passive aggressive douche." My question is, What other weak rules is the DM obligated to change for a player in order to not be those things?
I would say you're not dodging 19 different attacks but rather everything that comes your way. Imagine trying to catch one out of twenty things that come at you in a span of 6 seconds.
As to the other point, would you allow a fighter to bring an NPC whose sole purpose was to bull rush them into place for a full attack every round?
That would still restrict it to just close weapons, wouldn't it. (And require you to be a 4th level human fighter or equivalent.)
Alchemists add their Int to any splash weapons, not just bombs. I agree those bonuses wouldn't apply to healing someone but I don't see why they wouldn't apply to damaging someone (undead or dhampir or whatever). It splashes and is still a bomb.
Edit: no one asked if it scaled by level (or at least not that I saw in my quick re-read thru) but whether a FCB of +1/2 levels would apply.
Has anyone said otherwise?
3) It's still a splash weapon and a bomb and it says Heal damage. so the int bonus and the level ups apply.
Not when healing his allies (or himself).
I guess it would apply to undead (but I think you'd be better off with holy water).
Kirth Gersen wrote:
Or others notice his capitulation and decide he still has nicer seats then they do so they ask him to change seats with them. And why wouldn't he? They are only asking him to move one seat, it's not like you have to take any previous action into account.