|
|||||||||||||||||||||||
|
specifically in PFS, but also in general, can you modify your animal companion's stats? looking at either the point system, or just switching two stats around, is this possible/legal? everything I have read, talks about: items, feats, skills, but I can't seem to find anything on stat changes also, when answering, could you please provide the PFS reference that provides any input?
hmm...ok. sounds like there's room for rule creation here. as items can have int, wis, and chr higher than most PCs, i think its a little more than just goading or a telepathic chant... one of my characters has the leadership feat, and his cohort is an awakened intelligent item, and the rest of the followers are standard intelligent items. sounds good!
So, I read the core book - pg 535, ego battles and the accompanying will save to stay in control, or else all the bulleted items on that page may happen.
to be honest, it sounds like a mundane version of the summoner's synthesist archetype ability: Fused Eidolon:
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
hmm..Playing devil's advocate, as the direction this thread is now going seems pretty risky. If the BB is already predefined, as is being described above, and it’s just a matter of 'tapping' into pre-existing abilities, why would I even need to take a level of Magus? I could be any class, kill the magus or just steal the sword, and use UMD to access all the inherent abilities that are held within. Base class emulation is DC 20, add on whatever additional stipulation you want, GM could even state it's a DC 35. And by 5th level I could meet that.
and to add an additional twist: what happens when you take an 8th level character that has 5 lvls of paladin and 3 lvls of magus-blackblade? = A whole lot of awesome-sauce! take boon companion and throw in Eldritch Heritage just for added flavor, and now you have an arcane bonded, divine bonded, intelligent weapon of DOOM!
and the players are not mind readers. however, time and time again we are expected to read between the lines. if an ability was not to reiterate every single word, then why not say: 'all standard restrictions apply' there are several spells and items, that go outside of the normal for what a reasonable person understands in this game.
to be reasonable, we would assume that this item works as writen.
in home games, each rule was intrepreted by the DM to dictate what was reasonable, and they had the final say of the mater. but, in today's game era, we are now playing with a group of DMs. with forums, and posts, and society funcitons. which makes it even more cumbersome as a player, as now we have to be able to read between the lines of written rules both in book and forums.
its like hearing everyone quote the below statement:
is this for all types of movement?
one reasonable perspective is that a 5' never provokes, yet, from the other reasonable perspective, you are stepping in from my 15' range to my 5' range. which should provoke an aoo. we talk about players being reasonable, but how does that assumption fit when there are several descriptions for rule sets that are anything but that
nosig wrote:
ok, this is one that i'm actually interested in. i have seen GMs go so many different ways on this. where do we need to go to find the actual answer?
So Far: 1. Produce flame – is not a touch spell, its a range 0' spell 2. Reach weapons – cannot reach an opponent in a diagonal square 10’ away (as that square actually counts as 15’ away) 3. 5’ step when moving from that same diagnal square 10' away – provokes an AOO as the diagnal movement counts as moving 15’ to 5’ 4. Mage armor, shield, or other protection spells that add armor or shield bonus – do not add to CMD 5. Move enhancement bonus does not stack with monk’s increase movement 6. Move enhancement bonus does stack with Barbarian’s increased movement 7. Anyone can disable a nonmagical traps if they are skilled in disable trap 8. Lunge Feat – additional reach only counts on your turn - doesnt threaten squares when its not your turn 9. Flat-footed/Dexless characters do not add Dex bonus to CMD 10. Reach weapons suffer soft cover penalties when attacking through people 11. Aid another only works if the aiding PC can meet the required DC the primary PC is performing 12. Aid another in combat only works for those that threaten the same opponent 13: Jump checks are really hard to meet for vertical distance (I do not care that your skill is 40+ you can't jump up 60' 14: You can tumble through difficult terrain, movement costs double to tumble, and double to move through the terrain. This is an exception to the general rule that two doublings are equivalent to a tripling. 15. PFS does not require a recently raised character to record a Negative Levels from death. 16. You can choose your favored class bonus every level (not just at 1st). 17. Eidolons disappear at negative con, not at 0 like normal summons. 18. Gunslingers are ridiculously complicated and should not be played. 19. Witch's Fly hex is a (SU), which requires a standard action to activate. 20. AOO happen prior to the action that trigger them. Preventing a ‘trip-lock’ situation where opponent is continuously tripped. 21. Spell-like abilities require a standard action to activate, at-will, only refers to how many times a day they can be used. 22. When not in danger or distracted, characters can take 10 on skill checks or ability checks, this does not require 10x the amount of time to use. It works as if the character rolled a natural 10.
Mahtobedis wrote:
yes, please! i would love to see the list continuei'll even throw in some extra exclamation points, just to show my enthusiasm !!!!
i updated my first post to provide additional clarity to the intent of this thread. as this is not meant as a rules war, its for people to post things that they have seen other people commonly do that are not accurate/correct. this is only a thread to bring to light common misconceptions that are witnessed at the PFS tables.
Chris Mortika wrote:
fair enough. i was specifically reaching out to the PFS crowd, to see what other common misconceptions have been noticed at the pfs tables. but, i understand the value of having this under the rules questions - though none of my points are questions, they are observations.
um, I think you confuse the reason of this chain. the above 9 items, are common things i have seen players make the mistake of doing/not doing. and i was reaching out to invite others to post things they have seen at the table. i did not start this so you would have to take up the mantle of trying to disput them. however, for both posts above:
#1, all i was saying is its not a touch spell. its a range 0' spell.
#4, all i am saying is that they dont add to your CMD. ive seen several mages try to add mage armor bonus to their cmd and it isnt right.
Hi All - As I have been playing PFS, I have noticed issues that would crop up several times by random players at my table. So, I thought I would start a thread with the intent to bring to light common misconceptions that players may have unwittingly done. Feel free to add any that you have encountered in your travels as well The below cases are some of those witnessed examples: 1. Produce flame – is not a touch spell, its a range 0' spell 2. Reach weapons – cannot reach an opponent in a diagonal 10’ square (counts as 15’) 3. 5’ step – provokes an AOO when stepping in from a diagonal square 10’ to 5’ (counts as 15’ to 5’) 4. Mage armor, shield, or other protection spells that add armor or shield bonus – do not add to CMD 5. Move enhancement bonus does not stack with monk’s increase movement 6. Move enhancement bonus does stack with Barbarian’s increased movement 7. Anyone can disable a nonmagical traps if they are skilled in disable trap 8. Lunge Feat – additional reach only counts on your turn - doesnt threaten squares when its not your turn 9. Flat-footed/Dexless characters do not add Dex bonus to CMD 10. Reach weapons suffer soft cover penalties when attacking through people 11. Aid another only works if the aiding PC can meet the required DC the primary PC is performing 12. Aid another in combat only works for those that threaten the same opponent
keep in mind there are bonuses/penalties to perception that should be taken into consideration: Perception is used to notice fine details in the
Detail Perception DC
Can I ask a perhaps obvious question? - besides the one I just asked... what are the two boss guys doing in that room?
are they seriously just waiting for adventurers to come into their secret lair and attack them?
To be honest, I think this is something that has been struggled with since boxed module adventures have been released on store shelves. I know theres a difference between the idea that the players may have peeked at the module prior, and when the map is being requested to be drawn out in front of the whole party to see. In this situation, I typically, roleplay it into the adventure:
i would also ask if the character - summoner, druid, ect - has taken any special efforts or if they have dedicated skills to specialize in this type of 3 demensional navigational mapping skill.
how many people do you know of that can successfully draw downtown and place all the landmarkers correctly?
another idea would be to take the spot light away from these individual players, and open it up to the whole party.
anyways, thats just my 2 cents worth.
no summoner archetypes? hmm..
in a nutshell: "channeler"
similar to the mechanics of beast shape, where spell level dictates amount of bonus and sizes and what not, only it applies to the eidolon.
there are several intelligent creatures in the beastiary that have grab or grapple as their primary tactics. even modules. Spoiler for Song of the Sea Witch:
specifically, song of the sea witch - end boss guy Na-Kraka CR 8
STATISTICS
During Combat Na-Kraka attempts to grapple
so, im trying to understand what the game developers either invisioned with this ability or what they might be seeing that i am missing that makes grab/grapple a viable combat sollution.
this is a thread about grappling special maneuver and what value does it actually provide. take this scenario of a fight that looks at a creature with 3 natural attacks and the grab special ability. with a full attack option, the creature begins the attacks adjacent to a PC.
2nd, and 3rd attack are now at -2 to hit due to grapple condition, and if the creature uses finesse, the attacks are at an additional -2 due to the dex loss for the grapple condition. the subsequent grapple checks are not affected by the initial -2, due to grapple checks being unaffected, but the CMD for the PC to break free is 2 less, again due to the -4 to dex from the grapple condition. there is the idea that a creature could take -20 to grapple without gaining the grapple condition, but that isnt really realistic against a standard PC. next round
the creature also now has to decide if it wants to move or do damage.
if the creature decides to move, it can only move half its movement, and if it wishes to prevent AOO, it will need to tumble, again reducing movement by half.
if the creature decides to pin the PC, it has to spend a standard action (which is part of the maintain grapple function) to move the grapple to a pin, but then it now loses its dex to AC for the surrounding PCs, and is still unable to move away. if the creature gained the grapple through a bite, and also had a manufactured weapon, it would lose the ability to fight with a two handed weapon, due to the grapple condition's restriction of no 2handed actions. so, i guess, my question is this: what is the point?
ok. so, i just ran this adventure yesterday, and i have to ask: what is the point on some of these encounters? take the thugs in the alley as an example - tier 6-7. 4 4th level rogues
the average 6th lvl pc will have have an ac of roughly 22 by this time of their carrier. not counting after the first round of any defensive spell casting such as shield. that means these guys will hit roughly 25% of the time. with one attack per round, averaging 7pts of dmg with potential sneak attack, that is a really, really long fight for them. i get they are rogues, and they rely on sneak attack, but look at the layout? there really is no room for flanking, and if they try to feint, they get an attack every other round?? the fact that these guys are equip'd with standard slings for ranged is a joke. why wouldnt these guys be standing on the rough tops raining down attacks with masterwork bows or slings at the party? set up a block on the alley way to contain the pc's? and toughness. as a feat? for a marginal combat orientated rogue? really? a better encounter would be to have the rogues with improved steal - snatch the bag that had the book, or have them set up to parry/disarm/sunder weapons. now look at the party structure:
or one ranged fighter, of course they will have rapid shot, so 3 arrows later, and you have one less rogue. this fight isn't a resource drain, its just a waste of time. the party looks at you, like why are we doing this, you as the dm, look at the fight like why am i wasting this time? its encounters like this that make people say they arent challenged with society modules.
couple other things to note about grab/grapple. A grappled creature takes a –2 penalty
which means the second tentacle attack suffers -2, even if it is to attack the same PC that he has grappled. also, while the cecaelia is grappled, he suffers -4 to his dex for having the grappled condition - not very appeasing for a monster surrounded by foes however, the deadly part of this encounter comes after the second tentacle. which, if both the hit and the grapple check are successful, he can establish a pin in the first round. and now that PC is helpless: Helpless: A helpless character is paralyzed, held, bound,
which means next round, as a GM, i wouldnt try having this guy make a worthless attempt to get to the water, i would have him slay the PC. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. -end of line-
Stephen White wrote:
the key point to notice, is that the lower tier is a flat 1 rounds worth of dmg. the higher tier dmg lasts 3 rounds:
or you could also go the other route. strong defense by an even stronger offense. have the summoner of your party call in some support:
take their advantage away with spells like:
use tactics:
or, i dont know, step out of the darkness.
unholy water has a damage type - look at the spell that creates it. Curse Water
unholy water heals undead for 2d4pts
what are the rules on reverse archetyping? specifically around poison? if i have a player that is playing a ninja and would like to exchange poison for trap finding, is that legal? he is asking to basically do the opposite of the poisoner archetype Poison Use (Ex) At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding.
what are the rules on reverse archetyping? specifically around poison? if i have a player that is playing a ninja and would like to exchange poison for trap finding, is that legal? he is asking to basically do the opposite of the poisoner archetype Poison Use (Ex) At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|

