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Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 951 posts. No reviews. No lists. No wishlists. 8 Pathfinder Society characters.


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Oddman80 wrote:


I think that FAQ makes a ruling that is specifically limited to how the SPEED property works on AoMF. It even admits that the reasoning for the FAQ response is not based on RAW - but on developer Rule 0.

They did. If you look in the same FAQ they state that wielding two speed weapons does not grant you 2 extra attack (its capped at 1). Granted it took them about 2 years to release this additional clarification but its there, and consistent.

So a Speed AMOF, gives you X speed weapons, but you still only get one extra attack because that's what speed does. Irregardless of how many weapons you wield with that property.


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Claws are a single weapon type like daggers. So things that modify weapon types like 'weapon focus (claws)' effects all claws that the character has.

They are individual weapons though. The each individual claw attack needs its own enchantment much like a two weapon fighter needs to enchant the weapon (daggers) in each hand individually.


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Its still pretty bad, but it increases your average damage per sneak attack die from 3.5 to 3.917. At 10d6 of sneak its 4.17 average extra damage per attack.

So at its peak its a slightly better penalty to damage ratio than power attack with a 1 handed primary weapon.


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If you really feel monk AC is an issue. (And at higher levels I think you'll find monks tend to have the highest ACs). I'd suggest making the bonus separate from the default not wearing armor bonus and explicitly not stack with Mage Armor/Bracers of Armor.


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At its base it effectively will be (percent chance to do 50 or more points of damage AND more than half of the targets HP) *(average con damage done) * .5(targets total Hit Die) + (percent chance to confirm a critical) * (average additional con damage on a critical) * .5 (targets total hit die). So you are adding in a few new variables.


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GreyWolfLord wrote:


Actually, surprisingly...been there...done that...next question.

... And it had no impact on your ability to do things? I wonder why we don't see Olympic swimmers/gymnasts wearing body armor when they perform (well practice as there are probably aesthetic reasons not to wear the armor in performances)

Put a guy on track and see how far he long/standing/high jumps wearing different sets of armor. I imagine you are going to see a difference. It might not be "-6" difference. But its there and that is why its trying to simulate.


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Familiar level 7... I think this is more a gut power level placement than anything. I think a player could talk me into level 5 (or starting with it) particular if a campaign wasn't going past level 10 or so. But if I were to place on a power curve (even how you had it written originally) it would have been among the level 7 familiars.

Most improved familiars base creature has 2 (or 3)hit die, so yeah 2d10 and 11 normal hit points. Not really relevant for familiars but you presented more as a bestiary entry so I thought it should change.

The phoenix has talons and bite attack so should the lesser phoenix. The die reduction was to put it more in line with other improved familiars with 3 attacks, like the Dweomercat or Silvershae.

A 5 step reduction for gargartuan to tiny (2d8,2d6 to 1d4,1d3)is what you had before so justifiable.) But I thought giving it Shroud of Flame like its big brother made it more phoenix like and was a better damage replacement source.

The SR is kind of pointless. The big phoenix has SR 26 (6+HD) so I gave it to the little phoenix. I could see dropping it, as so creatures that gain SR don't have it with fewer than 5HD. But I think its a bit of a balancing factor, making it slightly harder to heal via wands.

The fire subtype, immunity to fire, and vulnerable feels right for a phoenix to me. All copies from the greater phoenix. This is probably more a weakness than a boon.

Regeneration makes the phoenix really hard to kill. Unkillable for a huge percentage mosters as written. But it doesn't make it entirely immortal as you had presented. Also it copies how the bigger phoenix does it.

Self-Ressurection. Honestly. I'd probably drop this all together and force the lesser phoenix to depend on regeneration. But resurrection seemed to be a key focus of the original write up so again I basically copied the bigger phoenix ability. I cut it down to a week, because I'd like to see it be relevant in a campaign (where as 1/year is fine for an NPC you like will only see once). As so far as the negative level, again it was just a direct copy. I could see hand waving it away, particularly if its a low level/economy game. Particularly if you as a GM don't enforce the negative levels associated with raise dead/resurrection spells in general (a common house rule I see as it didn't exist in 3.x) But I'd leave it in, because it feels awkward to have the lesser phoenix have a stronger ability than the normal phoenix.


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It sounds fairly interesting. I do some thing differently though.

My first question for how you wrote it, is what happens if the lesser phoenix dies from normal effects (damage/death effect/con damage) without spending the full round action for immolation?

This is homebrew, and I like your idea, the following is how I'd change it if a player asked me for it.

I don't really like that your pseudo self-resurrection doesn't have the restrictions the the big phoenix does though so I'd propose the following change making it more like its greater counterpart. This would make it slightly less immortal, depending on regeneration and more limited self resurrection, but much more phoenix like. I altar self resurrection to 1/week so it can actually die a few times over a campaign but should be avoided rather than embraced.

I'd give it:

base 2hd
fire subtype,
alignment: NG
constant detect magic
immunity to fire,
vulnerability to cold,
regeneration 2 (cold or evil)
SR 8 (that's 6+HD just like the normal phoenix)

2 talons +8 (1d2-1+1 fire), bite +8 (1d3-1+1 fire)

*(note tiny creatures add the dex in place of strength to hit, thats +2 BAB, +4 dex, +2 size)

Shround of Flame (Su) A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1 points of fire damage with each natural attack, and any creature within reach (0 feet for a lesser phoenix) must make a DC 10 Reflex save each round to avoid taking 1d3 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.

Self Resurrection (Su) A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs. A phoenix can self-resurrect only once per week . If a phoenix dies a second time before that week passes, its death is permanent. A phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result.

Immolation (Su) 1/day as an immediate action when reduced to 0 or fewer HP a lesser phoenix can release a 5' radius explosion of flame that deals 2d6 points of fire damage to every creature within the area. Reflex save DC 10 for half damage. This save DC is Constitution-based.

Minimum level for familiar is 7 within one step of NG alignment.


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A tower shield used for cover only affects the wielder. So it has no impact on your line of sight/effect, so you can cast any spell you normally could.


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The FAQ in question is:


http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t5u


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I don't believe havoc of the society gives spells the force descriptor required for toppling metamagic.


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Technically, any place suitable for preparing spells is suitable for crafting. I generally see very few to no restrictions on where spells can be prepared/memorized, so as long as your can hold that position for 4 or 8 hours a full crafting day is probably legal.

That said, as a GM, I'd probably often tempted to interrupt rest/sleep if camped out in a not very suitable environment. And I think impossible penalties on a craft so interrupted might be warranted if they insist on getting a full 4/8 hours work in the middle of a dungeon rather than the suggested 2.


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Medium biped is 1x
Medium quadruped is 1.5x
Large Biped is 2x
Large Quadruped is 3x


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As I usually see it implemented gives the rider full attacks every round. Where is if he was on a standard mount (even a dire tiger) he'd only get movement and a standard attack (without significant feat/class feature support). So its often a significant power gain.


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OldSmith wrote:

So for all the people here that say do not count arrows.

Do you extend this courtesy to every player at your tables. A player building a fighter around the spear or throwing axe. Or a thief throwing daggers do they all get unlimited ammo at your tables

Yeah. Just account for the weight and cost and you are good to go. If they are mundane and you lose some over just make an estimate of cost and replace them. Frankly when you have 20,000gp+. Wether you spent 10, 20, or 50 gold on arrows/daggers/javelins is not going to significantly change the campaign.

There is no mechanic to describe how you have Longspear, Great Sword, Warhammer, Longbow, Kukri worn so they are easily accessible in combat. Yet we assume they are. And they have no impact on your characters balance beyond your encumbrance load.

Yes if this were a combat simulator. All the knights would have squires/servants with pack mules carrying all this stuff for them. But there is little reason to bog down the story in such minutia in a world with no mechanics to compensate for them.


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The way its written it would lead me to believe option A. My gut tells me they meant option B, but they wrote option A.


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kestral287 wrote:


Let's say you could have two feats. Each can add Strength to any one thing Dex does, replacing it outright. What do you go for?

Dial it back, say you had one feat. What do you go for?

From most popular to least, but I think they would all see more use than feats that currently increase the given Dex dependent rule.

1. Armor Class. Generally a feat nets you +1 rarely 2 AC. This could net you 4+, and lets you use light/no armor for likely increased speed to boot.

2. Ranged attack bonus. This would be such a boon for strength based melee combatants. I think you would see a fair number of archers taking it as well so they can get both hit and damage on one stat as well. Put them closer to where 2wf is currently.

3. Initiative. Initiative is really good. This could get a lot of mileage especially for a hybrid caster/fighter (think cleric/magus/bard). I think this would out scale improved initiative which is generally considered a reasonably good feat.

4. Reflex save. Going to provide you significantly more bonus than lightning reflexes.

5. Skills. Again this is likely to net you a greater benefit than Skill focus or the +2/+2 skill feats. And of course it would likely stack, so anyone focusing heavily on a given skill will want all the bonus it can get.


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I don't think you did a very thorough study of 'extra' feats.

Extra Bane, Extra Channel, Extra Ranger Trap can all only be taken once.

I don't think there is a whole lot of logic behind it. I'd lean toward an editing choice to better fit stuff on a page or just the author not being familiar with the rules that by default you can't take a feet multiple times.


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The Fox wrote:


Can you link to that FAQ, please? I can't find it.

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qw9


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You can't use a two-weapon fighting the same round as you use a two-handed weapon per the faq. So just toss the earthbreaker out unless you have that feat that lets you wield the earthbreaker 1 handed or effortless lace or something along those lines.


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Cap. Darling wrote:

Is there really no one that find this problematic? A free ki point on every crit or kill(vs. Living targets) after level 11 on a monk using a ranged or a high crit weapon.

I think there is the possibility of abuse sure. Carting around a bag of mice to kill, or repeatedly dropping a fast healing/regenerating creature to 0, etc. But the overarching truth is even unlimited ki points doesn't really strike me as game breaking at level 11+.


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Calculate your total speed than reduce for armor/encumbrance. In your example is 40' feet way however.


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1. A figments AC is 10+size modifier, as stated in the figment section under illusion. Can they dodge? They can appear to or they could appear to take damage from a hit. If creature recognizes the dodge or damage as an illusion is based on his will save for interacting with the illusion.

2. If the griffon is a figment and cannot attack, it doesn't threaten so no flanking bonus.

3. Magical effects should end when the hat is removed. Part of the requirement for using a slotted magical device is having the device in the proper slot. That said wind as defined in core rulebook doesn't cause players to lose attended objects.

4. Yes glammers can stack.


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DungeonMastering.com wrote:


I know this is an old thread, but we've got one of these builds in our party & I played him tonight. What is & where is this alternate racial ability?

Page 18-19 of Blood of Angels, it would replace their SLA.


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1) RAW, yes I think floor counts as a solid, immovable object that occupies a square. RAI, I have my doubts, so I'd expect funny looks even if technically right.

2) If by higher ground, you mean you actually occupy the square above your opponent, then yes it should work. Simply being on a mount larger than you opponent doesn't guarantee this though as the ground would not actually be in a flanking position.

3) No. The square opposing square is your ally not yourself. If you have something that grants a teamwork feet to your allies... it probably works by RAW but I'd expect more funny looks.

4) No. The object needs to be solid not just seem so.

5) No. Assuming for cliff you mean, empty space (ie force them off the top to fall) as opposed to a big wall at their back. Lava isn't solid pretty much by definition.


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RedDogMT wrote:

You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

In my experience most players choose the later option of that or statement declaring when they come back in. After whoever has the current turn.

Because your right, saying I delay until 10.0, I delay until 9.9, I delay until 9.8 .... repeatedly adds very little value to game.


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Technically the listed penalty only a -1 to will, -2 vs fear. But its seems you are playing a little loose with the rules (which is fine as I am all for GM story telling), as technically your hat probably should not have fallen off in the first place to a white dragons breath attack.

My best advice would be talk to the GM. Try to find a penalty you both think is fitting for story telling purposes. Or maybe ask if you can give up whatever bonus trait you got, to clear the drawback entirely and then you should be relatively free and clear to roleplay your attachment to your hat any way you please.


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theillway wrote:


I would understand if "bleeding" were a condition like stunned or blinded, but it isn't. It is damage.

Bleed is a condition. Open your core rulebook, page 565, look in appendix 2: conditions, and the first one listed is bleed.

Bleed deals 0 damage as part of an attack. It deals damage as condition at the start of the afflicted characters turn with no attack roll involved thus it cannot crit.


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Bleed has no attack roll, it is a condition that takes effect at the start of the afflicted creature's turn not when the condition is applied, so it cannot crit.


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The problem is most of your non cloak options are very expensive and don't scale.

The amber spindle ioun stone (Seeker of Secrets) is 10,000 and grants a +1 stacking resistance bonus to saves (max +5).

There are several expensive robes which grant a +4 bonus (Otherwordly kimono, Resplendent robes of the thespian, robe of the archmage.)


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And it certainly doesn't work well as written.

It can only attack things adjacent to the wielder as it lacks reach, that's pretty awkward for a ranged weapon.

And then it shares the space with activator, that makes its really difficult for any thrown ranged weapon to function as it cannot leave its square.

And there is no mechanic for the weapon to reload itself, a fairly severe handicap for projectile weapons if they want to take advantage of a full BABs worth of attacks.

Its not intended for ranged weapons. If its a concept of something you want, rewrite it and present as something new, but the dancing property, as written, on a ranged weapon would be pretty terrible.


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If you want to pitch the item as a truly custom item then by all means go ahead and do so. But don't try to couch it as valid because the rules don't state something. As I said, I expect most GMs not to allow it because its not on the ranged weapons table.


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It however doesn't appear on the ranged weapon upgrade chart. So I wouldn't expect most GMs to allow it.


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http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally

Its a pretty good list, though do look up the original source to see what you have to do/worship/etc to get access to non standard summons.


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Tiny Coffee Golem wrote:

Would the price of 67200 be fair for a folding boat that can fly at 40' per a flying carpet? I know the dimensions don't match exactly, but I'm not sure how to otherwise adjust.

Going from 5x5 to 10x10 increases the cost of flying carpet by 40,000 or by a multiple of 3 depending on how you look at it. I don't think increasing the size to 24x8 should be a mere 7.2k. Much less the perk of being more easily portable than a 10x10 carpet.

That said if it actually takes a crewman spending actions to operate as a vehicle rather than free action voice command, that's probably worth a hefty discount and then the 60k ish price is probably in the ball park. (And in the ballpark of what Ultimate Combat has flying ships priced at.)

Honestly though, an air ship should probably be more of a plot device then a character wealth sink. So I think the actual price should only be able as useful as knowing the price of a castle. Its not so much something you buy, as something you either have or don't have.


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DarkPhoenixx wrote:
Does brace work if enemy is charging another character? Or only the user of the "brace"?

Brace only cares that the person you are attacking is charging not what they are charging.


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It really depends on what kind of fights your GM throws at you. If you can stand your ground and force enemies to come to you the majority of the time then buffing isn't that bad.

But I don't find that's usually the case. When you have to move to your opponent pounce (and mounted (flying) full attacks are so much easier to get off its not really a fair comparison) is going to start you out 3 or 4 attacks ahead and the buff is never going to catch up on those missed attacks before the combat ends.

And don't delude yourself that you'll buff your companions on anything but the most rare time. With a duration of 1 round, its almost never going to be a very attractive use of your standard action.

-----

Instead of Boots of the Battle Herald, you might consider Karyukai tea set instead (AP#53). Its effective 12 hours of greater heroism + hero's feast for 6 people (the party) for 38,160gp assuming someone can make a dc 26 diplomacy check which should be very easy by 14th level.


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You could house rule it that way. But I see it leading to buying fully charged wands then selling them when they get down to 10 charges. To be even cheaper per charge than the standard wand.


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A wolf typical isn't eligible because it lacks the intelligence I believe. But if something that really needs to happen, I would just leave it at 1d3 baseline for medium creatures.


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I would treat it as it does what it says it does until an errata is fortcoming. I very much doubt heroism was a typo as its been around for an awfully long time. I would guess the mythic version gaining damage was a mistake, but I doubt they ever officially change it as its not really game breaking and the text itself is fairly clear.


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Lune wrote:


So that would make a Monk 8/Fight 4 have a Flurry BAB of +12 thus giving him 3 attacks at +10/+10/+5 with the second attack having to be a Combat Maneuver and either of the other two attacks being able to be a Combat Maneuver as well? But not both. And only if they can be done as an attack (like Trip, Disarm, Sunder or Quick Dirty Trick) rather than a standard action. Right?

A Standard Monk 8/Fighter 4, when flurrying has a BAB of +12. His attack sequence is +10/+10/+5/+5/+0.

A Maneuver Master 8/Fighter 4, when making a full attack has a BAB of +10. His attack sequence is +10/+5 & two combat maneuver checks at +10/+7. (The combat maneuver checks are at a BAB of +12 with a -2 & -5 penalty respectively.)

Both these sequences combine the figthers BAB with monk's as detailed in the FAQ.


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1. I might have misunderstood your question. A Maneuver master 1/fighter 10 will have a BAB of +10. Will be able to make an attack at +10/+5 and a free maneuver at +9.

This is different than the standard monk 1/fighter 10 who, when using flurry of blows, would have BAB of +11. And have attacks at +9/+9/+4.

Neither the standard monk/nor the Maneuver master get the extra free attacks at levels 8 or 15 unless they have 8 or 15 levels of monk.

3. I'd certainly ask your GM. The question at hand here, is can you use a free bonus action granted from doing something else to maintain a grapple. If a monster can use the free action grapple from using an attack with grab (ex) then by all means the Maneuver master should be able to maintain using the free action grapple granted from using the flurry of maneuvers ability.

In my experience the majority of GMs say the monster can't utilize the free action grapple from grab to maintain their grapple. So using the same logic I'd say the Maneuver master cannot maintain via this method. You can find this question on these boards a few times over the years. Generally from the grab (ex) perspective, but I see logically coming from the same place.


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Opuk0 wrote:
So it only counts as +3 for the purposes of the +10 total bonus limit?

No. It only counts as +3 if you are trying to randomly generate a +3 property on a weapon. For all other purposes its just a flat +10,000gp.


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Lune wrote:


On 6. why would I not get the -2 for grappled? It says right in the description that you BOTH gain the grappled condition, does it not? Is -2 to attacks not a penalty that the grappled condition applies?

"A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. "

Your check in pin is a grapple check, so it is one of the listed exceptions. I don't think there is going to be much debate about that.


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Its position on the table is purely for random creation properties. Its cost is on +10,000 as you can read in its entry.


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Komoda wrote:


A strength modifier is not a bonus or a penalty, it is a base modifier. It always multiplies.

No. http://paizo.com/pathfinderRPG/prd/gettingStarted.html

"Determine Bonuses
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren't die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. The table also shows bonus spells, which you'll need to know about if your character is a spellcaster."

http://paizo.com/pathfinderRPG/prd/combat.html
"A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon abilities (such as flaming) are not multiplied when you score a critical hit."


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2d2 - 2 for a crit.

Criticals only multiple bonus damage not penalties. Minimum remains 1 non lethal damage.


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1. No. You are making a full attack action (not a flurry of blows) thus you do not get the benefits associated with flurry of blows. So you only get the attacks based of your standard BAB + the free maneuvers.

2. No. Its not the archetype falling on its face, its one particular combat maneuver. If you are asking your GM, then consider whether or not creatures with the grab ability can maintain a grapple by using the free action grapple associated with attacks. If monsters are maintain via method, then you should be able to maintain with flurry of maneuvers, but if not then you should not.

3.
a. No (as 2). To maintain you'd have to use a standard action.
b. If you are gaining constrict via the Anaconda Belt all you get is the 1d6 + strength (it is overriding the standard constrict damage). If you have constrict from a different source (polymorph spell etc) then everything that applies to your unarmed strike should apply.

4.
a. You "Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver." So if you normal add it to an unarmed strike roll then you add it. The items that add to attack rolls from 3b would all apply.

b. You take the -4 penalty to your dex. This -4 does effect your CMD. You do not lose all your dex bonus. This text primarily exists because in 3.5 you did lose your dex bonus (ie could be sneak attacked by others).

5. Stunning fist requires you to do damage to force the stun saving through. Thus its not typically very useful. If you are doing damage via the combat maneuver than it should work.

6. You have the +5 circumstance +2 improved grapple and -2 flurry bonus for a net +5. The -2 attack penalty from being grapple would not apply because pinning an opponent is still grapple check and thus does not apply. If the penalty to dex effects your attack roll it would apply.

When pinning an opponent, you are not pinned though you remain grappled.

7. Not sure off the top of my head.


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The theory is the ring overrides the target restrictions on (all) spells when it states: A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Otherwise a great many spells would not be allowed into the ring.

Most probably consider putting a spell into the ring about like putting the spell on a scoll. With the difference between the time it takes and that anyone can trigger the ring given a command word instead of a successful UMD check.


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The -2 penalty is less significant, as bonuses to attack generally scale more quickly than bonus to defense. If you find yourself using a build on these boards with a martial class, you'll likely find yourself hitting on a 2+ a good percentage of the time. That said TWF definitely hits its stride much later than 2HW do.

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