Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | Shopping Cart   Shopping Cart | Help/FAQ
  About Paizo     Messageboards     News     Paizo Blog     Help/FAQ  




Pathfinder Society
SEARCH


BROWSE
Adventuring Wizard avatar

Eric Tillemans's page

Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber. 654 posts (659 including aliases). 4 reviews. Aliases: WarRabbit, RPG Gladiator, Erika Jensen, Bristle Stick #4.

Profile | Recent Posts | Recent Reviews


Recent posts by Eric Tillemans:

Fighting the Aspect of Zotzilaha
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Spoiler:
I'm playing Savage Tide right now and when we ecountered Zotzilaha my character instigated a fight by trying to throw the idol (which Zot wanted returned) into the lava pool. Carnage resulted with one party member dying and a disorganized retreat only made successful by a well placed solid fog and a teleport. My group stood no chance against Zot.

Moralistically, my character couldn't justify returning an idol that may have made the "god" even stronger than he already was. He also didn't believe Zot was really a god...I mean what god hangs out in a volcano for centuries and won't even go looking for his missing idol?

Player Wanted for Rise of the Runelords (fantasygrounds)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Panda40 wrote:
Eric Tillemans wrote:
bump

And my email is etillemans at aol dot com if someone would rather converse privately.


I'm intrested...my email address is swordandpaper@gmail.com.

Thanks,
Ed


I sent you an email Ed.

Player Wanted for Rise of the Runelords (fantasygrounds)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

bump

And my email is etillemans at aol dot com if someone would rather converse privately.

Player Wanted for Rise of the Runelords (fantasygrounds)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Game Time: Sunday morning 9am to Noon (est)
Location: Online via Fantasygrounds software (www.fantasygrounds.com)
Rules: Pathfinder
Current Party Makeup: Cleric, Fighter, Wizard
Campaign Status: We're still in the 1st adventure and are 4th level. I'm guessing a new player will start at 3rd level.

Let me know if there is any interest.

Best Open Content
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

I used all kinds of 3rd party adventure supplements, but not many rules ones. The ones that did catch my eye and saw some use were Monte Cook's stuff - Arcana Unearthed/Evolved and Books of Experimental Might.

The Arcana Unearthed/Evolved magic system of scaling spells is especially good.

Some of the options from Unearthed Arcana (not 3rd party, but also Open Content) were also used.

We have dice rollers!
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

hogarth wrote:
Eric, the point of a dice roller is the same point as a die -- to generate a random number. I don't always have dice with me when I want to post, so a dice roller is helpful. Anti-cheating measures have little to do with it, IMO.

Yes, I can see the value of a dice roller even if it's abusable. However, it would be even better if it wasn't cheatable.

We have dice rollers!
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Aaron Bitman wrote:
Nevynxxx wrote:
If I keep hitting preview can I guarantee a natural 20?

1d20 + 3; 1d6 + 2

Nope. Funky Cool!


Even so...

I just typed a message, hit Preview, looked at the dice results, cancelled, re-pasted the message, hit Preview, and got a different result. IOW, if you really want to cheat, you can.

So if some DM is so suspicious that he requires you to use a dice roller, this is no guarantee.

I'm not trying to sound cynical, here. I'm trying to understand the netiquette of PBPs. What good is a dice roller? Someone please explain it to me.


It's good if you can't cheat, so maybe the dice result should not be displayed in the preview.

We have dice rollers!
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

1d20 ⇒ 17

Sweet!

Ring of Force Shield and Monks
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

I would just pick up Use Magic Device ranks. Even as a non-class skill it won't be that difficult to use scrolls of the shield spell.

Druid for PFS
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Mahrdol wrote:
I am still looking at using wild shape to buff my archery. I think if I have extra weapons with party members when I wild shape into an ape they could hand my bow and quiver of arrows back to me and as an ape I could further enhance my archery.

Normally, I give out a little inward grown when I hear about shapechanging into an ape to be able to use weapons, but an ape firing a bow is interesting and sounds like a fun character to play.

SEARCH/SPOT?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Vaahama wrote:
A lot of good feedback and comments that leads me to think about simply adding Search as a skill under pathfinder!
Of course i'm not a dev or R&D guy but i still have 20 years as a dm under the belt and i simply think that perception as presented in pathfinder got nothing to do with actively searching for something.

Search (int. based skill)

Class skill for ranger, rogue, wizard.

What you guyz think?


I'm not sure about making it a wizard class skill I'd go for ranger, rogue, and bard.

Cleric Channel Energy - Healing
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

zylphryx wrote:
OK, so the text reads:

Quote:
Channeling energy causes a burst that affects all
creatures of one type (either undead or living) in a 30-foot
radius centered on the cleric.

So, if a cleric uses this in combat, both friend and foe within 30' of the cleric get healed (as long as the foe is living, of course), yes?

Yes.

Simple question about armor
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

jacob friesel wrote:
ok so i dont have the feat for it, BUT it is mithral breast plate.
so a breast plate is +3 ACP but the rules state....
"Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0)."
so it brakes even thus no penalty.

That would be correct if breastplate ACP was -3, but it's actually -4. If you wear a mithril breastplate without proficiency you will still have a -1 ACP and will suffer a -1 to attack rolls because of that.

Question about monk's Flurry of Blows (Att Bonus)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

The PFRPG rule on monk's BAB is very confusing and not compatible with the idea of a monk utilizing mobility in combat. It probably should have been done completely differently, such as giving the monk a +1 attack bonus for every 4 monk levels when using unarmed attacks, attacking with a monk's special weapon, or when performing a combat manuever. (Or even simpler, just giving monk's full BAB)

I know this doesn't contribute to the question being asked here, but Nethys already answered it and being that this is the 3rd or 4th post I've seen asking this same question it's obvious the monk BAB rules could have been made clearer.

To Kneel or Not to Kneel
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

WhiteWolf wrote:
During a scenario the question came up as to whether kneeling would be a free action or a movement action. Many of us considered it to be a free action but the DM ruled it as a move action. The rule book (p.195) only mentions kneeling once stating you receive a +2 to AC. I am wondering what your thoughts are on this since the rules do not specify.

You receive a +2 bonus to AC against ranged attacks, but a -2 penalty a gainst melee attacks.

I rule kneeling is a free action, but standing up from a kneeling position is a move action.

Attack Action clarification
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Kor - Orc Scrollkeeper wrote:
I believe I have seen reference to this type of action before in the book, but right now I am referring to Vital Strike feat which states:"When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage."

I'm unsure if this wording is intentional or accidental. There are no rules which define an "attack action". "Attack" is an option available under a "standard action", as is "Activate a Magic Item" and "Cast a Spell". However, I don't recall seeing any references in the book to "Activate a Magic Item Action" or "Cast a Spell Action".

If the intent was to limit the use of this feat to only one attack a round, then why does this not state: "As a standard action, you can make your attack deal additional damage"? (I'm also not sure why they explained that the attack is at the highest BAB? Whenever you make your 1 attack in a standard attack action, it's always at your highest BAB.)

Is there some reason this is worded like this?


Jason has stated the intent was for Vital Strike to be a standard action and he alluded to it either being included in errata or a FAQ clarification.

Why a special skill for flying?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Calamari wrote:
I'm just wondering why there is a special skill for flying. Unless you are an Avariel (Winged Elf) or a really powerful mage, I just don't see the need.

The inclusion of the fly skill was debated hotly during the playtesting. I don't see the need for it either.

Help: A Druid who can't Spell
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Trouble07 wrote:
The druid has always been my favorite class, but now since it's received it's mandatory nerf-ing I'm left with a much weaker wild shape. Wild shape was always my favorite part of the game. I've read many of the posts out there about how over-powered the old druid was, but I never experienced that. So, now that the new version is so much weaker, I'm compelled to get back some of the kick that the old wild shape had. I never cared one bit for the spell casting aspect of the druid, and would like to offer up the spell casting abilities, in exchange for better wild shaping and perhaps a more powerful companion.

There are, however, a few of the low level spells that seem to be neccessary to the nature of being a druid. So I thought the orisons plus speak with animals could become spell-like abilities.

Ok... what help can you guys provide. Please be kind. I'm seriously not power-gaming, I've just never cared for the spell casting aspect of druids. Shape-shifting is where the fun is for me, and without a more complete feral form, I'm losing faith in the druid.

Thanks.


I'd start with full BAB and increase the wild shaping capabilties to begin at 1st level instead of 5th. Also, I'd grant a bonus combat feat (usable in wild shape forms only) at 1st level and every 4 levels after that.

At 7th level, I'd add in the capability to speak while in wild shape form.

I'm not sure where'd I'd go from there, but that's a good start.

My first DM experiences related to full pathfinder rules
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Not disagreeing that PFRPG is a powerup for characters, but don't forget massive damage is an optional rule now.

Rapid Shot & Many Shot (Refresher Needed for v.3.5)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Pax Veritas wrote:
Okay - so here is an email response from the other player of the ranger. have a look and let me know if you think he understands what we've established in this thread. There still seems to be some question.

"so with many shot I would have a total of 3 attacks? all 3 at +5 but only one possible crit. so then rapid shot would give me 4 attacks per round +7/+7/+2/-1 all possible crits.did i miss something?
now that i'm 12th (offhand i forgot if that gives me another arrow using many) we'll just say 4 attacks per round all at +4 and still only one possible crit? I am missing something.just funny how three or four people interperate the same rule differently "


He won't get 4 shots with manyshot until 16th level and even then all 4 shots will be a -8 off of his normal BAB (so +8/+8/+8/+8 before bonuses). At his current 12th level his manyshot would be 3 shots at +6/+6/+6.

With his BAB of +12, then rapid shot would give him 4 shots total at +10/+10/+5/+0.

So no, he doesn't understand yet.

Best uses for Arcane Bond
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Dennis da Ogre wrote:
Eric Tillemans wrote:
Break Enchantment (the spell with a 1 minute casting time)
See Invisibility
Arcane Lock
Knock

Spells cast through the arcane bond have the same casting time as normal (not sure if that's what you were getting at or not).

No, I was just mentioning it because it's pretty brutal having to prepare a spell that takes a minute to cast. Not only does the effect have to be a long term one you're trying to 'break', but you have to be in a non-combat situation also or casting Break Enchantment just isn't worth it.

Best uses for Arcane Bond
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Ughbash wrote:
Abraham spalding wrote:
Just don't break that magical 200,000 gp limit.

Is that rule (silly IMHO) still in pathfinder?

No, it's not a rule anymore (eee prices on Staff of Passage and Staff of Power as evidence).

Best uses for Arcane Bond
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Break Enchantment (the spell with a 1 minute casting time)
See Invisibility
Arcane Lock
Knock

Rules Clarification: Seeing through Earth when earth gliding
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Lael Treventhius wrote:
While under the effect of a elemental body spell to change into an earth elemental, you gain the ability to earth glide. Now, I've always had an issue with how far you see while earth gliding, and the only thing I cound find is house rules and the general consenes that is a blatant oversight on wizards behalf.

So how anyone else had this problem and is there a possibly you fantastic paizo guys could give me a ruling on this as you are doing up the bestiality :)


Obviously, you can't see at all while earth gliding. That's what tremorsense is for.

Rapid Shot & Many Shot (Refresher Needed for v.3.5)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Lathiira wrote:
good rule stuff

Everything Lathiira said is spot on, except her C) Manyshot which is close but a little off. With a +11 BAB your manyshot is still a standard action which allows you also take a move in the round as Lathiira noted. The only difference from her description is that you have 2 options with manyshot: Fire 2 arrows at -4 to hit (+7/+7) or fire three arrows at -6 to hit (+5/+5/+5).

+2 ability points
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

I have a house rule that is similiar to many of the ideas here:

+1 to primary stat every 3 levels (chosen by the character)
+1 to all other stats every 5 levels

Also, stat enhancement items cost double and max out at +4 (instead of the normal +6). This allows the players to get some nice boosts to non-primary stats and gives my NPCs a little more umph at higher levels without overloading them with magic items.

Tumble virtually eliminated
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Another thing that mades deflection bonuses being added into CMD weird: You're fighting someone and decide to tumble away from the foe in order to avoid the AoO and your opponents deflection bonus helps him gain an AoO on you. It just doesn't seem right.

What sort of adventures do you want to see?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Sean K Reynolds wrote:

* more high-level adventures (especially ones you could run after finishing an Adventure Path)
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)

Those.

Charging with a Vital Strike
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Kirth Gersen wrote:
Thus my houserule: use it as a standard attack or as one attack at the end of a charge, for +2d6 at BAB +6, +4d6 at BAB +11, and +6d6 at BAB +16.

Something close to this is exactly what I was hoping vital strike was going to be. I also agree with 'weapon size should be irrelevant'.

Pathfinder Companion: Adventurer's Armory (PFRPG)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

I'd like to see a functional whip like the whip-dagger appear in this book.

Okay, I'm all in!
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

The Pathfinder Campaign Setting is a great place to start. I'd make sure you're familiar with that before getting more setting material.

Pathfinder RPG -What do you like?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Thurgon wrote:
James Risner wrote:
brent norton wrote:
I like how Clerics lost Heavy Armor Prof. LOL

I don't

You aren't alone but many like to spread that debate to each thread they can.

Isn't this the "what do you like?" thread?

Pathfinder RPG -What do you like?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Favorite things about Pathfinder RPG:

New rules for staffs
Animal Companion rules
Great feats for melee types (Lunge, Stand Still, Vital Strike, etc)

Rapid Shot & Many Shot (Refresher Needed for v.3.5)
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Pax Veritas wrote:
You'd think this would be easy by now.

I spent the evening playing v.3.5—and I watched a 12th level ranger get what seemed like hundreds of arrow shots per round.

Can someone please explain how it seemed like 12 arrows were flying per round? Something seemed broken here....


Manyshot and Rapid Fire cannot be used together in 3.5. Manyshot is a standard action and Rapid Fire is used as part of a full attack action.

Someone was misinterpreting the rules.

Spells and somatic components
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Ninjaiguana wrote:
I would tend to concur with that, but then I've always been easy on the subject of divine foci. For example, I have no problem with characters incorporating a holy symbol into a shield or weapon if plausible, and thus not needing to free up a hand to hold it.


Same here. I even allow wearing it on chain around the cleric's neck, as long as it's in plain sight.

The bard - what the?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Zark wrote:
"Starting a bardic performance is a standard action, but it can be maintained each round as a free action.is a standard action,
but it can be maintained each round as a free action."
At higher levels it's a swift action to start a bardic performance so you could have two songs going at the same time if it wasn't for the text:
A bard cannot have more than one bardic performance in effect at one time.

This could be done in 3.x. Nerf? Yes. I guess bards needed bad to be nerfed..Ironi!


Yes, I was referring to the "A bard cannot have more than one bardic performance in effect at one time."

For my game it's not a big deal because no one would play a bard in 3.5. But it's also a shame that the Pathfinder bard will probably receive the same treatment.

The bard - what the?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

I don't know what to say either.

Now that bardic songs don't linger, why worry about stacking anyway since you can't have two bardic song effects at once? Maybe it is so it would stack with heroism due to the 1 song limitation.

Taking See Invisibility as a 2nd level spell was painful in it's limited use, but 3rd level? Ouch.

Vital Strike + Scorpion Style
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Stalchild wrote:
Having read through the feats for Vital/Improved Vital Strike, as well as Scorpion Style/Gorgon Fist, I'm not sure if it's possible, but...

Can you perform a Vital Strike and a Scorpion Strike on the same single attack?

Can you perform A Vital Strike with the Gorgon Fist effect as well?

What about Stunning Fist?

All of them are single attacks, and all of them except Stunning Fist must be used as a single attack action that round. I'm hoping they can be combined, since that'll give Monks a good way to open a fight (charge+scorpion+vital, followed by gorgon+vital, followed by Medusa's Wrath+Flurry of Blows+Ki Flurry). If not, then I may need to rethink my monk build...


My opinion:
vital strike + scorpion: yes
vital strike + gorgon: yes
charge + vital strike: yes
charge + scorpion: no (charge a full attack action and scorpion is a standard action - you can't do both in the same round)

medusas+flurry+ki flurry: yes

I think stunning fist could be added to ANY of those options above since it doesn't take an action it just must be declared before making an attack roll.

This will work, just remember you get the poorer BAB with Scorption and Gorgon's so at higher levels you may miss on those single attacks and prolong getting to Medusa.

Spells and somatic components
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Ninjaiguana wrote:
I'm curious as to how many people when playing 3.5 properly applied the somatic component rules. Did everyone remember that the cleric and the druid (yes, and the wizard and the like, but having a hand free was never a chore for them) needed to put away their weapon or drop their heavy shield if they wanted to cast a spell? What were people's opinions on two-handed weapons; did they prevent the use of somatic components? Did everyone's clerics and druids use light shields so they would always have one hand free? Or did people just shrug and ignore it? Inquiring minds (well, mostly me) want to know!

I always allowed two handed weapons to be held in one hand while casting a spell (changing grip being a free action in my mind). And yes, druids and clerics always used light shields.

Charging with a Vital Strike
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

hogarth wrote:
Actually, it looks like both a full attack and a single attack (and charge attacks, presumably) are "attack actions". Consider this wording from the description of "Sunder":

"You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack."

So an attack action consists of one or more attacks, presumably, and a full attack is just one attack action. Makes sense, I guess.


Not to me. The wording is confusing and if I didn't know from the Beta discussions what the intent way, then I wouldn't know how to rule it.

The way I read it, Sunder works the same as Trip and Disarm as far as being able to substitute the combat manuevers for melee attacks. So why the different wording?

Why the boosting of the paladin and nerfing the other melee classes?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Well, there's tons of melee feats that are nice now: Stand Still, Lunge, the Vital Strike chain, Step Up, the Critical Focus chain, Disruptive, Spellbreaker. The more good feats that exist, the better off the fighter is since that's their main class feature.

Also, fighters still get the attack and damage bonus for weapon training.

Charging with a Vital Strike
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Nethys wrote:
The feat says:
"When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage."

While the attack action bit makes it unclear, the intent of this feat is to allow a warrior to move (or charge) and get in a single attack that is more powerful than normal. It is not intended to allow someone to gain double weapon damage to every attack on a full attack.

Your God of Knowledge,
Nethys


A full attack is a series of "attack actions", so yes the wording of Vital Strike could be clearer.

For a full attack, I could also see the interpretation being you get 1 attack at your highest attack bonus at x2 damage, then the rest of your attacks at normal damage.

I also believe this wasn't the intent and will be using "As a standard action or as part of a charge.." in my games.

Questions about Iconic Paladin Seelah
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

meabolex wrote:
Was Seelah playtested with the rules for somatic components for spells and/or the rule for requiring a free hand for lay on hands?

The iconics weren't playtested or they'd all be dead :P

Seriously, the iconics were built to match the art and not for game mechanics.

Charging with a Vital Strike
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Nethys wrote:
When you choose to use Vital Strike, you only get a single attack.

Your God of Knowledge,
Nethys


I think that was the intent, but the wording of the feat says otherwise.

Traits Question
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

redamm wrote:
I am at work and this just hit me so bear with me. While thumbing/drooling over my core book the other night I didn't notice any sections on traits.
Am I wrong or did they just decide to do away with it in the core rulebook? I saw the updated traits in the resources today which triggered this question.

I believe traits are an add-on rule for people using Golarion and the Adventure Paths to add some flavor to the campaign. They aren't part of the core Pathfinder RPG rules.

Charging with a Vital Strike
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Reave wrote:
Hi all,

I've been pouring over the new book (I'm going have to change my monk... AGAIN). I'm looking at the new vital strike series - I like them! I originally avoided them for my monk because I felt they would be "silly powerful." Now? They're pretty cool.

So, my question...

Most of the new feats for attacks mention they use a standard action (cleave, gorgon's fist, etc.). Vital strike does not - it's "part of an attack action." A single attack for extra damage (woot!). The rules for charging (which are oddly placed for such a major action, btw) mention you get an attack, and seem to imply that it works like the normal attack action. As such, I am of the opinion that you can vital strike as part of a charge.

Does that seem correct or incorrect to anyone else? Anyone else want to weigh in with an opinion?

Thanks!


I'm pretty sure the intention was that it could be used as part of a charge because Jason mentioned it could be used that way in one of his rule previews. However, this also implies you can use Vital Strike for one of your attacks (or maybe all of them?) during a full attack action (since charge is a full attack action too).

I would have prefered Vital Strike being worded as "As part of a standard action or a charge..."

Perhaps Jason actually meant for Vital Strike to be usable during a full attack action, but I'm definitely unsure based on the wording in the PFRPG.

Favorite things about Pathfinder RPG
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

The new rules for staffs and animal companions are terrific!

The improvment to feats for melee types (fighter especially) are very nice. Things like Lunge, Step Up, the Vital Strike chain, and the Critical feats will make fights much more effective.

There's many other changes I like, but those are my favorite.

Spiked Chain Nerfed?
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Werecorpse wrote:
The spiked chain with reach has only ever made cameo appearances in our games before- it was never too powerful. Now it still costs a feat and is worse? The main reason for its use was reach now no-one will use it.For mine a 2d4 2 handed weapon costing a feat and having reach was a good balance.

I would like to hear Jasons reason for this change. My current feeling is that in our games this will be houseruled back to 3.5 version.


One of the discussions about the spiked chain from Beta can be found here:

Spike Chain Thread

Reading the Core Rules? Post observations HERE
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Here's one that makes me happy: Death by massive damage is now an optional rule.

Reading the Core Rules? Post observations HERE
Eric Tillemans (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Cards Subscriber),

Adventuring Wizard avatar

Zark wrote:
Eric Tillemans wrote:
answers

Thanx :-)
edit: Do they (Clerics with the good domain) get holy smite as a lvl 4 spell? Or have they changed the domain spells from 3.5?

Yes, they get holy smite as a level 4 spell. Domain spells work just like they did in 3.5



©2002–2009 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, Pathfinder, Planet Stories, and Undefeated are registered trademarks of Paizo Publishing, LLC, and Pathfinder Chronicles, Pathfinder Companion, Pathfinder Modules, Pathfinder Roleplaying Game, Pathfinder Society, PAIZOCON, RPG Superstar, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Amazing Stories is a trademark of, and Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.