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Shag Solomon

Marc Radle's page

Pathfinder Society Member. 6,032 posts (6,088 including aliases). 9 reviews. No lists. No wishlists. 1 Pathfinder Society character. 2 aliases.


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Andoran

Hey everyone! I figured people running or plaing in Legacy of Fire would be interested: Kobold Press recently launched its Southlands Kickstarter ...

Adventure beneath the pitiless sun! New monsters, new magic, and realms inspired by the Arabian Nights, Egypt, & pulp adventure tales!

Lost empires! Cursed tombs! Dinosaurs and djinn! A Pathfinder RPG compatible sourcebook for adventures in the deserts and deep jungle.

The wealth of material contained within would be an absolute gold mine for folks playing this AP!!!!

You can find more info here

Andoran

Hey everyone! I figured fans of all things sand, mummies and Egypt would be interested: Kobold Press recently launched its Southlands Kickstarter ...

Adventure beneath the pitiless sun! New monsters, new magic, and realms inspired by the Arabian Nights, Egypt, & pulp adventure tales!

Lost empires! Cursed tombs! Dinosaurs and djinn! A Pathfinder RPG compatible sourcebook for adventures in the deserts and deep jungle.

The wealth of material contained within would be an absolute gold mine for folks playing this AP!!!!

You can find more info here

Andoran

Well, Deep Magic already has Shaman spells (since Kobold Press has had a Shaman class since before Paizo release one in the ACG - see the New Paths Compendium) so you could easily let both versions of the class use Shaman spells

Andoran

Folks looking for scaling feats and/or fewer 'feat taxes'ight want to check out the Scaling Combat Feats section in the New Paths Compendium from Kobold Press.

New Paths Compendium

Andoran

1 person marked this as a favorite.
Orthos wrote:
Creighton is pretty awesome, starting with THIS - which also stars Marc Radle.

Thanks so much for the nice words! I really put my heart into writing the Sunken Pyramid, so it's wonderful to hear folks like it :)

Andoran

1 person marked this as a favorite.

Cult of Bastet Stretch Goal reached! More goodness is going into the core book!

Next up - The Hand of Nakresh and, of course, Advanced Races: Jinnborn by Stephen Radney-MacFarland!

Andoran

Well then y'all will *definitely* want to check out Deep Magic! :)

Andoran

Marc Radle wrote:

If third party material is ok, there is Witch Doctor archetype for the white necromancer class in the New Paths Compendium from Kobold Press.

From what you are describing, it sounds very close to what you ate looking for

Sorry, should have provided a link but I was on my phone earlier :)

Here ya go! New Paths Compendium

Andoran

You might want to check this thread as well

Hunter Class (ACG) Teaching His Animal Companion Skirmisher Tricks???

Owen K. C. Stephens popped in and made a few good comments.

Here is a revised version of the text I came up with based on Owen's comments. It's by no means official but it's pretty good until the official ACG errata comes out

Animal Companion (Ex):
A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. In this case, the animal companion is considered to be the 'ranger' for purposes of the trick. The animal companion can use such tricks a total number of times per day equal to 1/2 the animal companion's HD + its Wisdom bonus (if any). Note that some skirmisher hunter’s tricks are not suitable for animal companions.

Andoran

The stretch goals keep falling!

Three bonus PDFs plus additional art and maps are the latest to be added to the growing list - check out Update #2 for all the details (including cover images fothose 3 PDFs)

Next up: the Cult of Bastet and Advanced Races: Jinnborn by Stephen Radney-MacFarland!

Andoran

If third party material is ok, there is Witch Doctor archetype for the white necromancer class in the New Paths Compendium from Kobold Press.

From what you are describing, it sounds very close to what you ate looking for

Andoran

1 person marked this as a favorite.
Ambrosia Slaad wrote:
Has Wolfgang, Marc, or anyone else considered doing an Southlands/"Egyptian"/hieroglyphics-themed dice set as an add-on, similar to how Dreamscarred offered one for their Ultimate Psionics Kickstarter? Or even just a d20?

There has most definately been much discussion and such about a custom Southlands set of dice ... trust me!!!! We just need to get into the higher pledge amounts is all, so spread the word!!!

(neither confirming or denying anything more but, uh ... *cough*the prototype/mock ups look awesome*cough*)

Sorry, some sand got caught in my throat ...

Andoran

1 person marked this as a favorite.

I am absolutely fascinated with the pharaoh Akhenaten, his worship of the god Aten and his attempt to shift his people to a monotheistic religion.

It might be interesting to work something like this in ...

Andoran

All good ideas but, like I said in my original post, I'm not willing to multi class, so all those options are out.

The Slayer Trapfinding talent is pretty interesting though. I think I'll translate that into a feat and run it by our DM ...

Thanks!

Andoran

I'm playing a Hunter in a new campaign (and really enjoying it so far)

The one thing our party is lacking is a rogue - more specifically, someone who can disable magical traps, ala the rogue's Trapfinding ability.

Is there any way my hunter can pick up this ability? I don't want to multiclass.

I've been searching through feats to see if one grants Trapfinding, but so far no luck.

Any ideas?

Andoran

1 person marked this as a favorite.
Wolfgang Baur wrote:


We have some great stretch goals including ones written by Paizo staff and freelancers. I'm thinking maybe we could add something cool for Lamia as well.

Oooh ... that would be cool indeed!

Andoran

Oceanshieldwolf wrote:


Fun factoid - OSW has enough Graphic Design training to know where we get "upper case" and "lower case" from (actually they made us watch Stephen Fry's excellent doco on words and type) but not enough to have realised that there can't be a digital file to create the PDF from. :)

The fun factoid was really there for everyone in the thread - it's not all about you OSW ;)

Andoran

Oceanshieldwolf wrote:
Questions ...

Hey there OSW!

I'm sure Wolfgang can shed plenty of light on these, but I can answer a few ...

The Emerald Order is a stand alone PDF - it will not be in the main book

There *cannot* be a PDF version of the Nuria Natal book. This book will be a throw-back to the earlier days of printing - it will be a letterpress book, meaning is will physically be hand set using metal, movable type the way things were done before digital typesetting. This is a time-intensive and highly skilled processes (trust me!:)

In other words, there will be no digital file to create a PDF from!

This book really will be a cool, limited edition collector's item for those that want such a thing

Speaking of movable metal type, here's a fun little trivia factoid (from someone who has been involved in publishing and printing pretty much his entire life) ... did you know that movable metal type is where we get the terms "upper case" and "lower case"?

Andoran

Stretch goals are falling at a rapid clip which is great because there are some awesome (best if you read that like Barney Stinson) ones at the higher amounts!!!

Andoran

Ambrosia Slaad wrote:
This might be a stupid question, but the Southlands are still a part of the Midgard campaign setting, right?

Not stupid at all and ...

Yes! :)

Andoran

Sorry for the quick, quasi-threadjack, but I couldn't resist such a nice, neat group of Kobold Press and/or Midgard fans all gathered in one place :)

For those that many have missed it, the new Kobold Press Kickstarter just launched today:

Southlands: New Fantasy Options for Pathfinder RPG

Adventure beneath the pitiless sun! New monsters, new magic, and realms inspired by the Arabian Nights, Egypt, & pulp adventure tales!

Lost empires! Cursed tombs! Dinosaurs and djinn! A Pathfinder RPG compatible sourcebook for adventures in the deserts and deep jungle.

Nothing says adventure quite like lost cities, tombs buried deep beneath the desert sands, and pirate ships sailing along a serpent-infested jungle coast. And nothing makes fantasy heroics quite as great as the graves of lost gods, mighty viziers commanding the charge of camel-riding cavalry, and enormous elemental lords trampling entire cities into ruin.

Join Kobold Press in bringing high adventure back to the tabletop, with a full-color book of ancient hieroglyphic magic, powerful genie lords, and monsters that would give Sindbad nightmares—all compatible with Pathfinder Roleplaying Game (but relatively light on rules crunch, so it’s a great sourcebook for any fantasy RPG).

Andoran

1 person marked this as a favorite.
Wolfgang Baur wrote:

Funny you should mention that, I said something similar to Ben McFarland and Brian Suskind not that long ago.

A lamia presence seems pretty likely in Kush and among the serpent-scholars of Lignas. And perhaps in a few other locales, some of which would likely port into Osirion or Katapesh without a hitch.

Speaking of the Southlands ...

Southlands: New Fantasy Options for Pathfinder RPG!!!

Andoran

1 person marked this as a favorite.

Fans of Al-Qadim are definitely going to want to check this out!

Southlands: New Fantasy Options for Pathfinder RPG

Andoran

3 people marked this as a favorite.

A lamia commoner Paladin is an absolutely fantastic idea which actually fits rather well and could make a lot of sense as a PC!

Normally, the idea of a lamia becoming a paladin is complete anathema to the typical evil lamia matriarch or lamia commoner. The paladin’s love of both law and good contradicts and opposes everything the lamia stand for. There is, however, a rather strong tradition of anti-paladins among the lamia—warriors indoctrinated from a young age and forged into exemplars of evil and chaos.

As detailed in Advanced Races Lamia, however, occasionally a lamia commoner is born with a moral outlook which doesn't match his or her fellows. At best, such odd lamia commoners are mercilessly ridiculed and shunned by the rest of the tribe. In the case of those rare lamia tending toward good, a slow and cruel death by others within the tribe is almost certain. Inevitably, such good lamia commoners attempt to escape their people and live on their own as outcasts, mercenaries, or adventurers.

Since lamia adventures are almost exclusively made up of those rare outcast lamia commoners who have escaped the wickedness of their brethren, a PC lamia commoner who becomes a lawful good paladin seeking to truly renounce literally everything his people stand for would be an AWESOME character to play!

Andoran

As others have pointed out Deep Magic has more on words of power - an entire section if I'm not mistaken ...

Andoran

SilvercatMoonpaw wrote:
Marc Radle wrote:
It has pretty much exatly what you are describing! :)
Uh, so what do I need it for if I've already gotten the idea?

Well, it might help to study how someone else already implemented it OR, heck, you could just use the Scaling Combat Feats as is instead of having to reinvent the wheel and do it all yourself :)

Andoran

1 person marked this as a favorite.
ibayboy wrote:
leo1925 wrote:
ibayboy wrote:
You could probably play Mummy's Mask without trapfinding, as long as your Barb has enough HP!

I am very dissapointed to hear that.

Paizo has shown us in shattered star that interesteing traps/puzzles can be made.

and...

Quote:
@ibayboy - if the Mummy's Mask traps can all be solved with sufficient HP then those are pretty disappointing traps.

sorry guys, it was an old joke about using the barb as a trap-triggerer. I haven't even read Mummy's Mask, I would expect an AP on that theme to have some of the tricksy-est traps out there.

It's OK to say Barbarian like a grown up ... just saying :)

Andoran

I would suggest taking a look at the Scaling Combat Feats section it the New Paths Compendium from Kobold Press

It has pretty much exatly what you are describing! :)

Andoran

1 person marked this as a favorite.

Thanks from me as well End!

I can't tell you how pleased I was to read your comments - I really put a lot into this one, so it's awesome to see that it came through :)

You know, it occurs to me that in Midgard, there is a very strong lamia presence in Nuria Natal, which is in the Southlands ...

Andoran

Ellias Aubec wrote:
Yeah, but otherwise they have the idea.

I was wondering that too ...

Andoran

If I may be so bold - if you are looking for new player options, classes, archetypes etc, I would suggest you check out the well regarded and very positively reviewed New Paths Compendium from Kobold Press!

Andoran

I'm curious - what do folks consider the best feats to take for animal companions? How about the best tricks? What other improvements/enhancements are particularly awesome for an animal companion?

Andoran

I think the misunderstanding is the Skirmisher ability says "times per day equal to level + Wisdom modifier" which implies a positive or negative modifier, depending on the ability score. It's pretty clear it should actually say 'bonus, if any' like most other, similar abilities.

That's why I wrote the 'new' text as follows:

Animal Companion (Ex):
A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. In this case, the animal companion is considered to be the 'ranger' for purposes of the trick. The animal companion can use such tricks a total number of times per day equal to 1/2 the animal companion's HD + its Wisdom bonus (if any). Note that some skirmisher hunter’s tricks are not suitable for animal companions.

So, even if an animal companion has no Wisdom bonus, it still gets to use the skirmisher trick a number of times per day equal to 1/2 the animal companion's HD, or at least once per day (remember animal companions start off with 2 HD) and soon enough even more times per day once the animal companion has increased its HD

None of this is official of course, but the above proposed text might be a good start for when the Paizo staff hammers out the official clarification

Andoran

OK, well ... at least we have what seems like a pretty workable, although admittedly unofficial, interim solution until the big ACG FAQ goes live ...

Andoran

Fair enough!

So, something more like this, then?

A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. In this case, the animal companion is considered to be the 'ranger' for purposes of the trick. The animal companion can use such tricks a total number of times per day equal to 1/2 the animal companion's HD + its Wisdom bonus (if any). Note that some skirmisher hunter’s tricks are not suitable for animal companions.

Andoran

Really glad folks are digging the book!

If you feel so inclined, it sure would be swell if you posted some reviews in the official product forum! :)

Andoran

Thanks Owen! Very well reasoned as always :)

So, for example, you are saying the hunter text might better read something like:

"A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. In this case, the animal companion is considered to be the 'ranger' for purposes of the trick. The animal companion can use such tricks a total number of times per day equal to 1/2 the animal companion's HD + its Wisdom bonus (if any). Note that some skirmisher hunter’s tricks are not suitable for an animal companion."

-----------

I have to admit that last sentence still feels a bit vague. It might be better to just list which skirmisher hunter’s tricks are valid:

"A hunter may teach her companion the following hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks: Aiding Attack, Catfall, Chameleon Step [etc., etc. ...]

In this case, the animal companion is considered to be the 'ranger' for purposes of the trick. The animal companion can use such tricks a total number of times per day equal to 1/2 the animal companion's HD + its Wisdom bonus (if any).

Andoran

Thanks everyone! Looks like we'll wait and see what the the Official Word is :)

Andoran

Thanks Chris!

Andoran

The Morphling wrote:
Rules question, wrong forum, etc. "But I play PFS so I need a ruling for PFS" is not a valid reason to post a rules question in the PFS forum. Unless it's related to PFS-specific rules... put it in the rules forum.

Well thanks for that.

Clearly I did post this in the rules forum. As you can see by the responses and number of FAQ requests (not to mention the number of other threads the question has come up in) this does need clarification

I actually don't play PFS - I posted here in the PFS forum simply to see if this had been ruled on one way or the other for PFS play figuring non-PFS folks might want to follow that ruling until something more generally official comes out

Andoran

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Has this been addressed or clarified in PFS play by any chance? I did a search here in the PFS forum but didn't see anything ...

Here's the question:
The hunter class from the Advanced Class Guide gets an animal companion. This class feature says, in part:

Animal Companion (Ex): A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks.

The skirmisher ranger archetype lists these hunter's tricks, which as written typically grant a boon or bonus to the ranger or a nearby ally

Although a few of these could certainly apply to an animal, it seems pretty clear that most of these tricks are intended to apply to the ranger (or in this case, the hunter) not an animal companion.

There is also the problem of uses per day. There are no limits to how many times per day an animal companion can use the tricks it knows.

The skirmisher hunter's tricks, on the other hand, say:
"A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier."

Does this limit apply to the hunter's animal companion or was the intent that this limit be ignored?

In home games, DMs and players can work around this, modify the rule to make it work, hand wave parts that don't work etc. Since this is PFS, however, I assume there has to be (or will need to be) a hard and fast rule for this

FYI: Here's the non-PFS thread on this

Thanks!

Andoran

Vanulf Wulfson wrote:
From what I've heard some functionality for the New Paths Compendium will be available for purchase early this month with a full release by the end of September.

I believe that is correct.

You can check out the New Paths Compendium for more info on the Hero Lab NPC files :)

Andoran

Dragonborn3 wrote:

I am loving the Animorphs style penalty for not changing back. A shapeshifter is what I've been wanting for a looong time, especially if it's full base attack bonus. Sadly, Paizo hasn't filled this niche. We've got Druids, but have to wait for Wildshape...

The 3rd party skin-changer is a good base to work from though. :)

I was going to suggest the skin-changer from the New Paths Compendium as well! :)

Andoran

Fair enough.

According to the rules as written though, more than one free action are possible, so the above scenario, while a bit extreme, is possible.

Even if we stick with just an attack and then, say ... Rattling Strike. That still means every time the animal hits a target, that target takes normal damage PLUS is *automatically* shaken for 1d4 rounds ... *every time the animal hits!*

That's the entire point - allowing skirmisher hunter's tricks to be taught to the hunter's animal companion WITHOUT any kind of additional rules or clarification causes a HUGE amount of confusion and questions

This thread really isn't for people to try and give their best guess as to how this probably *should* work or how it was probably *intended* to work, because those are all just best guesses. The point of this is to hopefully get it officially cleared up and clarified :)

Andoran

Excellent point Iron Giant - maybe click FAQ on both threads! :)

The problem with simply assuming that the animal companion can use these tricks as often as desired is that it makes them MUCH more powerful than a standard animal trick.

Consider hunter's tricks such as Hobbling Attack, Rattling Strike and Upending Strike as examples:

Hobbling Attack (Ex): The ranger can use this trick as a free action when he hits with an attack. The target of the attack's land speed is reduced by 1/2 for 1d4 rounds.

Rattling Strike (Ex): The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

A hunter's animal companion knowing the Hobbling Attack trick, for example, means every time the animal hits a target, that target takes normal damage PLUS automatically has its land speed reduced by 1/2 for 1d4 rounds ... every time the animal hits!

A hunter's animal companion knowing the Rattling Strike trick means every time the animal hits a target, that target takes normal damage PLUS is automatically shaken for 1d4 rounds ... every time the animal hits!

If a hunter's animal companion knows all three of these tricks, it essentially means every time the animal hits a target, that target takes normal damage PLUS automatically has its land speed reduced by 1/2 for 1d4 rounds AND is shaken for 1d4 rounds AND the animal gets to make a free trip combat maneuver against the target! Every time the animal hits!

Andoran

Thanks folks.

That's the point though. Saying something like "The limits don't apply to your AC" or "your AC can be taught any of those tricks" is, by it's very nature NOT RAW (Rules as Written) simply because the rules in question say nothing either way.

This is why it would be good to have this clarified officially.

Andoran

Brutal Ben wrote:
Oceanshieldwolf wrote:
Also there is the Zobeck Gazetteer that is the definitive guide to that city.

I know, and it was the Bundle of Holding that introduced me to Zobeck. I'm just a big fan of hard covers, and I really like the feel of the paper and binding of Kobold's hard cover books. I think an updated print compiling existing material with new material through KS stretch goals would be something to look forward to.

Either way Midgard has joined Deep Magic as one of my favorite books to have at my night stand.

If you like super awesome Kobold Press print books, you might want to keep an eye out for Southlands Kickstarter then :)

Andoran

61 people marked this as FAQ candidate. 2 people marked this as a favorite.

I've seen this questioned in a number of threads but I don't think I've seen an official clarification. So, I thought I might ask it here "officially" as it were in hopes of possibly getting an answer.

The hunter class from the Advanced Class Guide gets an animal companion. This class feature says, in part:

Animal Companion (Ex): A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks.

The skirmisher ranger archetype lists these hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally:

List of Hunter's Tricks:

  • Aiding Attack (Ex): The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger's next turn gains a +2 circumstance bonus on that attack roll.

  • Bolster Companion (Ex): The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.

  • Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.

  • Chameleon Step (Ex): The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

  • Cunning Pantomime (Ex): As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

  • Defensive Bow Stance (Ex): The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

  • Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.

  • Distracting Attack (Ex): The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

  • Hateful Attack (Ex): The ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon's threat range.

  • Heel (Ex): The ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the ranger. The animal companion must be able to see and hear the ranger to take this movement.

  • Hobbling Attack (Ex): The ranger can use this trick as a free action when he hits with an attack. The target of the attack's land speed is reduced by 1/2 for 1d4 rounds.

  • Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty.

  • Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.

  • Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty.

  • Ranger's Counsel (Ex): As a swift action, the ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.

  • Rattling Strike (Ex): The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

  • Second Chance Strike (Ex): When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

  • Sic 'Em (Ex): The ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack.

  • Skill Sage (Ex): As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

  • Stag's Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.

  • Surprise Shift (Ex): The ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

  • Tangling Attack (Ex): The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

  • Trick Shot (Ex): As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

  • Uncanny Senses (Ex): As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.

  • Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

  • Vengeance Strike (Ex): The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Although a few of these could certainly apply to an animal, it seems pretty clear that most of these tricks are intended to apply to the ranger (or in this case, the hunter) not an animal companion.

There is also the problem of uses per day. There are no limits to how many times per day an animal companion can use the tricks it knows.

The skirmisher hunter's tricks, on the other hand, say:
"A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier."

Does this limit apply to the hunter's animal companion or was the intent that this limit be ignored?

I of course understand that DMs and players in home games can work around this, modify the rule to make it work, hand wave parts that don't work etc. What I'm asking is, how is this intended to work per the rules as they are currently written.

So, again: how does this rule ("a hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype" instead of standard tricks") actually work?

If nothing else, I'd encourage folks to click the FAQ link in hopes of getting this clarified ...

Thanks!

Andoran

1 person marked this as a favorite.
Diffan wrote:
DaveMage wrote:
Irontruth wrote:
Chuck Wright wrote:
Or farming these projects out to other companies as they are the adventures.
I've heard from some industry insiders that this is in the process of happening.

WotC does not have the staff numbers on the tabletop RPG line anymore to churn out product like they did for 3.x/4E.

They will absolutely farm it out if they want to create more than 2-3 large products/year.

I would expect you will see all of those campaign settings eventually, though it may take up to 4 (or more) years to get them all.

Keep in mind that WotC has said that they want to tie in their products to computer games, board games, etc. Therefore, you may see the Dark Sun setting at the same time a Dark Sun board game or computer game is ready to go.

Which, IMO, isn't all that bad of an idea. I get not wanting to churn out splats and all but they're going to need some substance after the Player's Handbook, Monster Manual, and DMG come out. Even if it's adventures and such from 3PP support like Necromancer Games.

Kobold Press produced the first two official 5E epic Tyranny of Dragons adventures for Wizards of the Coast, after all.

Andoran

Yep - Steve Rocks, no doubt about it!!! :)

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