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Supreme Hunter

Eridan's page

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Use it as a weapon with HoA -> Yes
Combat Maneuver with HoA -> No
Bull rush is a combat maneuver. It comes from 'Shield Slam', is a follow up action and it is a combat maneuver. HoA forbids combat maneuver. The rules are clear.

@Tindalen
You use this combination and the last GM said that is not possibile. Now you search the boards for someone that is your opinion. Correct?


Breaking long sentences into partial sentences is not a good way to read the rules but i will do it too.

'..under the influence of magic that usually impedes movement..' says everything and solves most of your 'problems'.

1. Maybe a result of magic but no magic at all. Broken bones are not part of the PF rules.
2. Maybe a result of magic but no magic at all. Totally silly.
3. no magic
4. no magic
5. no magic
6. no magic
7. see Jasons tpost
8. see spell description, grapple fails, trip and bullrush is possible
9. a to d no magic
9. e to g yes it is magic
9. h to i no magic
9. j magic? dont have time to look in the books
9. k to l no magic
9. m magic? dont have time to look in the books


At first you cannot use the ability to perform combat maneuvers. The rules are very clear here. They say ability and not attack. The only thing you can to with this ability is an attack. One attack, no follow up actions like combat maneuvers, fighting styles or tricks.

Secondly you use an ability to make the attack with a range of 30ft. So the weapon is not directly under your control and due to this fact you cannot use 'your' special fighting abilities.

Thirdly a shield is strapped to your arm. By RAW the quickest way to remove a shield from your arm is a move action. A weapon can be dropped to the ground with a free action.

Quote:
You cause your melee weapon to fly from your grasp ..

Some GMS may argue that you dont hold a shield in your grasp. It is strapped to your arm and the use with HoA is not possible.

No is my answer.


In the 'game master guide' you can find rules for 'chases'. Maybe you can uses this rules for a hunting scenario.


Fighter Archer wrote:

Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip.

Grapple is available at 11th level as a trick shot. You use the same actions as you use in melee.


You can use a 'wound' system similar to the 'Earthdawn' roleplaying system.

You define threshold for damage per hit. Everytime you get more damage than your threshold you get a wound in addition to the damage. If the damage dont ecxeed your threshold everything is fine and you only get damage. Every wound is a -1 penalty to dice rolls.

The threshold can be CON, 10+lvl, ..

A wound is healed with a healing spell in addtion to the damage.

We tested this in the past with D&D3 and it worked good. You only count wounds and use penalties. That is not much paperwork.

Try it if everyone in your group wants more realism.


blackbloodtroll wrote:


A Longsword is made of steel, but could also be Mithral, Cold Iron, Adamanitine, etc.

Every item has a material descriptor. A normal longsword is made of steel so it is a [steel] longsword. Same for [mithral] longsword or [adamantine] longsword. Can you create a mithral adamantine longsword? No. Can you create a crystal adamantine chakram? No.

BBT wrote:


What happens if you choose a Crystal Chakram as your Blackblade?

The item breaks if you hit (100%) or miss (50%). The unbreakable ability dont prevents this because it breaks completly.

Do it but it is a really bad choice.

Come on BBT give us some more 'What happens ..' questions.


I would say it is only one charge. You hit the target (+charged spell) and hold it on a successful grapple check (grab).


Acid is a 'material component' that is drawn during the casting. Thats why you need one free hand to cast a spell. Otherwise you need two free hands for every spell that has a material component. One hand free for casting and one hand to drawn the component.


I use the 'feat' rules as a general rule for prerequisites. So yes a 'full BAB class 6/stalward defender 1' is possible (on my table).

Otherwise i found this rules for prestige classes so maybe i am wrong.

Prestige Classes CRB wrote:
If a character does not meet the requirements for a prestige class before gaining any benefits of that level, that character cannot take that prestige class.

To be honest .. i have a problem to understand this rule text. Maybe an native english speaker can help :p


Jayder22 wrote:


A 10 ft square of grease is conjured within 35 feet of the caster. First, any creature within the square takes 1 point of acid damage, no save, no spell resistance (this triggers dazing). The spell allows a reflex save to avoid falling down in the grease, if the creature fails this save, it falls prone, and is dazed for 3 rounds. If it makes the save, it does not fall and is not dazed.

Sounds correct.

Quote:
Creatures can move into the grease at half speed with a dc 10 acrobatics check, if they fail this, they stop moving, must make a reflex save to avoid falling and the dazed condition.

..and they get one point of damage.

Quote:
If they succeed at the acrobatics check, then they do not need to make a reflex save, but they do take 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct.

Quote:


Any creature that is in the grease and does not move on it's turn (probably from being dazed) takes 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct but one thing: The dazed duration dont stack with itself.

Answer to your additional question: Got question. On my table the damage hits the target on your turn.

Some GMs will say no to your idea because the damage is coming from the acid and not from the spell. In this case 'dazing' and 'grease' dont work together.


Quote:
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

The answer is 'Yes'.


Weirdo wrote:
I'd go for one additional HP in the first round.

This


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We are talking about custom magic items so you need a GM approval and the item is not PFS legal.

By the item creation rules you need a lot of gold for such a powerful item.
Use-activated or continuous, Spell level × caster level × 2,000 gp x 4 (for a spell duration measured in rounds)

= 2 x 3 x 2000 x 4 = 48.000 gp

Then you have a magic whip with a permanent ghoul touch spell (CL3) on it. You can add other enchantments like a weapon enchantment bonus.

A wand of 'Reach ghoul touch' is cheaper and easier to obtain. It is a lvl 2 spell altered with the 'Reach' metamagic feat that changes the 'touch' range to 25ft + 5ft./2level for 11.250gp.


All performances require audible and visual components that are created with a performance skill. So the bard is talking, dancing, playing an instrument etc. as long as the performance is active. That is a requirement for a bardic performance but it dont require a performance skill check.

Quote:

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.

...
Each bardic performance has audible components, visual components, or both.
Rage wrote:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Performance is a CHA based skill. So by RAW you cannot use bardic performances while raging.

The rules are badly written but the intent is clear. In the past (D&D3.5) bardic performance had a minimum performance skill rang as a requirement.


Sunburst is an area spell and you make a caster level check for every monster in the same way as every monster makes a REF save.


@Paizo team
Please write an errata/FAQ for 'Inappropriately Sized Weapons'. We need a more detailed clarification for all the players that want to use biiggggger weapons. There is at least one thread per week with topics related to Inappropriately Sized Weapons.

When you do that please add rules for Inappropriately Sized Armors and Shields!

Thanks :)


Why should i define a definition ?


A human starts his adventurer live with 16 years, an elf with 114. Both are teenagers from their mind and experience but the elf lived ~100 years longer.

1 elf year = 7,125 human years

In what a rate passes an elf the different phases of live as a child? A human baby learns walking with ~1 1/2 years. An elf needs over 10 years ? Humans learn speaking with 2+ years. An elven baby needs 14+ years ?


Titan mauler barbarian
Phalanx Soldier fighter (limited to spears/polearms)

Try to use the search function. There are a lot (really a lot) of questions regarding two-handed weapons in one hand or Inappropriately Sized Weapons.


Quote:
..which allow you to deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them.

You only do the extra piercing damage when you use the spikes. Using them requires the proficiency and turns natural attacks into secondary attacks.

1. You hit with a natural attack and get a free grapple attack via grab.
2a. You use the spikes and do the grapple attack with -4 for the missing profiency. On a succesful check you do armor spike damage (and constrict damage if available). All other natural attacks in this round change to secondary attacks with a -5 penalty to attack.

2b. You dont use the spikes and do the grapple check normaly. No other effects or penalties.


In my opinion it is not possible by RAW. A rat swarm consists of 300 rats so you have to touch 300 rats during a standard action. Then they loose their swarm subtype and are not longer a swarm.

The 'carrionstorm' is an undead swarm of birds that is created when birds feed on the flesh of ghouls/undead. These swarms can be attracted with 'Command Undead' by they cannot be created by magic.

At last i think swarms are more powerful than an HD equivalent skeleton.


insaneogeddon wrote:
Funny how players really think they have inbuilt range finders,...

By RAW they have a range finder etc. In general these rules apply to all area spells (some have additional rules in their description)

Magic wrote:

Aiming a Spell

You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.
....
Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection.

Thats it. You choose a grid intersection and cast the spell. To choose a grid intersection you must have line of sight so the blind condition prevents you from casting most spells with a range greater than touch.

I dont like square counting in the middle of a fight. It is unrealistic and costs a lot of time to cast the perfect fireball. In my group i count from 5 to 0 when this comes up. On 0 the players delays with all disadvantages. My players know that and hurry up.

Short and simple.


They regain their powers once per 24 hours.
or
They regain their powers together with spells when they rest.
or
They regain their powers when the GM says so.

Whatever comes first on my table. Keep it short and simple.


Fireball is an area spell with a 20ft. radius spread. Under 'Magic' in the core rule book you will find the needed rules.

Magic CRB wrote:

Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

...
Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.
....
A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.


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'Trap Sense' and 'Sixth Sense' are two different abilities. Sixth Sense replaces Trap Sense in case of the superstitious archetype. RAW has this rule for your question:

Archetypes wrote:
A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

So the answer is 'No'. Additionally using common sense will let you to the conclusion that Sixth Sense is more powerful than Trap Sense. +1/2 barbarian level to initiative is a nice bonus for every fight. An AC and REF bonus against traps is very situational.


Mojorat wrote:

There seems to be confusion about spell level and slot. To simplify things ill move away from the ops example.

...

RAW ? In my opinion you are wrong.

All classes get 'Spells per day' and not 'Spell slots per day'. A caster with a low caster attribute is limited in the use of magic. By RAW ..

PRD Wizard wrote:
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level.

With INT 11 he is to stupid to cast level 2+ spells. That are the basics and then metamagic feats come into play. Here the first time we here the word 'spell slot'.

Feats wrote:
Spells modified by a metamagic feat use a spell slot higher than normal.

What is a spell slot? There is no definition in RAW but the metamagic feat descriptions refers to '..higher than normal'. So normal spells cost spell slots. So spell slots are the same as the class ability 'spells per day'. 'Spells per day' are only useable if you have a caster attribute 10 + spell level.

PRD wrote:
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot.

Replace the bolded part with 'a higher spell per day slot' and the intent is clear.


PRD APG wrote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

No is the answer.


Natural attacks are done with natural weapons. Natural weapons deal weapon damage.

Elemental effects and spells like 'Flame Blade' are often discussed on the boards. Most groups allow it.

You are 100% covered by bugs. Can you be more than 100% covered with bugs? No ? So no swarm stacking.

btw all your questions were discussed and answered on the boards. Use the search function and use common sense.


You basically get 30ft free movement without AoOs as soon as you hit an enemy with a melee attack. This can be after a move action and single attack or after a full attack. You can also use this ability after a successful AoO because it is a melee attack.


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You must carry the item to activate it. Exceptions are part of the item description.

magic items wrote:
Slot: Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed elsewhere, it does not function. If the slot is listed as “none,” the item functions while in the character's possession.

This rule forbids all your ideas.


Meiliken wrote:
You can't sneak attack someone that is looking at you. If you want to do that, you have to use the feint action(bluff) first. ...

Or you are flanking with an ally or you draw a concealed weapon or your target is denied his DEX bonus or or or..

Facing is not relevant in PF. There are alot of conditions, abilities or actions that allow sneaking while looking directly into the eyes of your target.

In following part of your post you are talking a surprise round. When you walk through the city, someone stops you and attacks you then it is a surprise situation. If you are surprised (or you roll a low initiative) you are flatfooted and your enemy can sneak you directly smiling in your face. The following rounds he need a friend, a feint or other things that allow sneaking. Facing is not relevant in PF.


Your GM compares knowledge skills with books. You have to decide which book you open and then maybe you find something usefull. That is not correct in my opinion.

Knowledge skills are like Google. You have some details of a situation, person or monster and hit ENTER. If Google finde something (=you have the related knowledge skill and a good roll) you get some informations.

You know something or not.


Skill points, bonus spells, save boni, bonus HP, etc. are all bound to their related ability score. If you lower the ability score you lower you bonuses too and that result in a loss of bonus spells. A caster can loose his ability to cast spells if his INT/WI or CHA drops below 11!

A magic item gives you a 'permanent ability bonus'

Quote:
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

Removing a magic item with a permanent ability bonus is the same as a permanent ability drain.

Quote:
Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses.


The Rising Phoenix wrote:


What if they miss, are there repercussions? Or is this a take ten situation

Are enemies near? Can the rope/hook be damaged with a miss (shooting across a lava flow or wall of fire etc) ? Is there no possible disadvantage then allow take 10.


The 'Clockwork Spy' is a construct and constructs are destroyed as soon as they reach 0 HP. That has nothing to do with the ability 'Self Destruct'. Self Destruct starts as soon as the spy is destroyed = 0 HP.

Ultimate Magic wrote:

..the construct continues to function at its full efficiency, and only falls apart once reduced to 0 hit points.

A construct that has been completely destroyed cannot be repaired, though at the GM's option some of the materials may be usable in the construction of a new construct.

Self Destruct destroys the collected informations in the gem. That is the idea behind. Dont let it drop to 0 HP. Then you can repair it. With 0 HP it is destroyed regardless of 'Self Destruct'. With Self Destruct the collected informations are gone too.


Undead Anatomy wrote:
In this form, you detect as an undead creature (such as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as searing light).

Depends on the situation and on the GM.

Nothing in the spell description says that you influence the attitude of undead, hide you or otherwise charm undead. Some GMs will say 'No' you only get the benefits from the spells description. Not more or less.

Others (including me) will read the bolded part and allow this spell as some kind of disquise against undead. Intelligent undead (especially if they see you casting the spell) are not so easy to bluff. Depending on the situation and the creatures skills (spellcaster?) they should ignore the spell and continue their attack.

Same for all other polymorph spells.


Mythic Weapon Finesse adds DEX to damage

Weapon Finesse (Mythic) wrote:
When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls.


A) You want to jump over a 5ft chasm but you have to move 10ft to do it = DC20
B) Hard to answer stricly by RAW. By common sense a larger creature should pass a 5ft chasm more easier than a human. With squeezing rules the large creature can start and end is jump squeezed. So we end up with the same DC as for a medium creature . DC20. A huge creature should pass small chasms if it can touch the starting and landing point (15x15ft. creature = 5ft. chasm)

C) Is this a real question? If you dont have enough movement to jump over a chasm you have to stop or you fall.


Samficher1 wrote:
.. technically became an inanimate object while they were dead so the spell no longer had a valid target. If they were poisoned however, that poison is still in their body so they still have to deal with it but I could use a second(or third) opinion.

And an inanimted object is a valid target for poison? Poison is in your body in a similiar way magic affects your body.

There is no rule that says spells are canceled with the death of a creature. So there is no cancelation.


In my opinion DR for NPCs/monsters is useless if you play Mythic or use the DR errata.


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Dont look to often into PF messageboards.They can be really helpful if you have a question but dont read threads with 20+ posts. They are full of rule lawyers, min-maxer , munchkins, fault-finder and bullheads.

Your players should not got to the boards too. They will find a lot of guides, builds, min-max advices etc. that ruin your game (if not all players enjoy this kind of gaming).


A tower shield is a shield. All shield rules apply with some additions found in the tower shield description (no shield bash, -2 to hit, cover rules).

Why do you think it stand on its own? You dont loose the shield bonus, you upgrade it to full cover. A shield is an unattended object if it is not 'on' your character. Everybody can move it away with a move action.


How many combinations of classes, archtypes and races have the discussible possibility to add an attribute bonus twice to a roll?

1 of 200? 5 of 200 ?


Both statements are correct.

The Combat Round wrote:


Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.

Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Round wrote:
Round: Combat is measured in rounds. During an individual round, all creatures have a chance to take a turn to act, in order of initiative. A round represents 6 seconds in the game world.

So basically a round lasts from the hightest to the lowest initiative count but effects are measured in 'full rounds'.

Dont read to much posts on the boards. Some of them are really confusing :)


Quote:
Drivers, riders, any crew, and creatures that serve as propulsion for a vehicle are all considered occupants. All occupants except for crew members and creatures used for propulsion can take actions and threaten areas as regular creatures. Crew members can take no actions nor threaten areas—their actions and concentration are all consumed by the act of providing propulsion or upkeep for the vehicle.

So basically you can do everything you want if you are not a crew member/driver. Some actions will get a penalty due to bad conditions (movement) like casting spells or some skill checks. If it is a very rough ride the GM can call for 'Acrobatic(Balance)' checks once a round or after a hit. That is up to the GM.

Vehicle combat is really uncommon in PF so there are only basic rules with a lot of room for GM ideas.


The 'Shadow Lord' template has 'shadow creature' as a prerequisite. Fetchlings and 'shadow creature' are basically the same with the difference that first is a race and second a template. Both are listed under Fetchlings in the ARG.

So your shadow lord is a shadow creature/fetchling and due to this fact he qualifies for the shadow caller archtype.

There is no rule bending :)

On the other hand .. NPCs and especially major villians should be something special. So an uncommon race, class or combination should not be impossible. As long as you are not showing the NPC sheet to the PCs they will never know what it was at 100%.


Step 1:CR 2 to 3 results in 10 additional HP (table: Monster Advancement)

Step 2:10 additional HP result in 2 additional HitDice (10/4.5 or 10/5.5)

Step3 : No changes on attributes if the creature dont increase in its size (Hit Dice increased by 50% or more)

Step 4: New skill points by INT (minimum 1) per new hit dice. One new feat.

Step 5: Add the changes from the table Monster Advancement to AC, attack rolls, and damage rolls.

In most cases it is easier to add class levels to a creature or (if it is not able to take class levels) you use templates.


I only can help with a non PF Society answer:
Traits are chosen during character creation and you cannot retrain them via retraining rules. Under some circumstances you can loose a trait and gain a temporary new one. That needs a GM decision.

Quote:
The one exception to this is religion traits—since these traits require continued faith in a specific deity, your character can indeed lose the benefits of these traits if he switches religions. In this case, consult your GM for your options. She may simply rule that your character loses that trait, or she might allow him to pick a new religion trait tied to his new deity. Another option is that if your character abandons a religion, he loses the associated religion trait until he gains an experience level, at which point he may replace a lost religion trait with a basic faith trait.

So i would say you are stuck to your traits but you can learn the 'Additional Traits' feat to learn two new traits.


Quote:
Constitution Dependent: A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

I think the intent is that you use CON instead of INT for all spell and hex related things but RAW lists up what is effected. So by RAW i would say the bonus spells are determined by INT because is not part of the 'Constitution Dependent' ability. By RAI the bonus spells should be determined by CON.

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