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Never mind the fact the the rapier, historically speaking, was a sword designed both for slashing and piercing, and was an elegant weapon used by gentleman. While the estoc was basically designed as a giant punching dagger, good for going through plate armor.
In history, but not in Pathfinder, where a rapier is a weapon never used for slashing and is exactly as capable of sundering a breastplate as a battleaxe or warhammer. If Pathfinder doesn't give you the flavor of a rapier in its mechanics, why not just take an estoc or whatever, and then draw a picture of your character holding a rapier?
Remco Sommeling wrote:
It would still take a Standard Action to swallow, for game balance reasons. It just removes the manual dexterity aspect.
Val'Ross the explorer wrote:
If you are moving to ten feet away on your turn to attack them on your turn, then you get the first attack, but they get to 5' step on their turn and full attack you without an AoO. However, there are other circumstances when the AoO comes into play.
For example, ready an action to attack them and let them come to you. You get a readied attack as they move into your threat range, you get an AoO as they move adjacent to you, and then they get only one attack because they moved.
If you can trip them on the AoO, they won't even make it adjacent to you.
Or use a Ride-By-Attack and move out of their step-reach.
Or use Lunge and attack them at 15' range.
Let's try to come up with some possible rules...
(1) When a character is moved away while grappling, the grapple is automatically broken.
(2) When a character is forcibly moved away while grappling (whether they are in control of the grapple or not), the other party can choose to either break off the grapple or go with them, space permitting, unless the grapple involves extra-dimensional travel.
(3) When a character is forcibly moved away while in a grapple (and extra-dimensional travel is not involved), the creature in control of the grapple can make a new grapple attempt as a free action. If the grapple attempt fails, the grapple ends. If it succeeds, both the creatures are moved, but only half as far. If this would reduce the movement below five feet, there is no movement.
The rules for lava, in case anyone still thinks they're relevant:
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact..."
So it's based on how long you're in the lava for. I'd interpret it that if you end one turn in lava, and leave immediately on the start of your next turn, that would count as one round of exposure, and if you passed through it on your turn, we'd round up to one round.
The rogue skillset seems barely necessary most of the time. It's either stuff lots of classes can do (spotting traps, stealth), or boring 'roll to disarm the trap' stuff that gets added to the campaign to make the rogue feel useful (and, again, is something that lots of characters could do in various ways).
Sylla Kei wrote:
3. Is it possible for a group of entire newbies (including the gm) to start participating in pathfinder society scenarios? I know that the pathfinder society is more strict on how the game is played than casual house rules are so if we were to take out a more complicated aspect of the game like attacks of opportunity (like the beginner box rules do) , would that invalidate the session's chronicle sheets?
Yes, PFS is supposed to be run according to a standard set of rules, so you can join a stranger's game and know what to expect.
Base Attack is still 2, but when you're attacking:
+7 to hit (All those bonuses added together.)
In an all-3d6 stats game, unless there's cheating going on, most of the rest of the group will probably be pretty weak. A martial with 18 Strength will be a valuable contributor to that party - a reach weapon and heavy armor being a good option with those stats.
Depending on item availability, one possibility is to go for a fighter (or slayer, or whatever) with a single level dip into wizard or magus; then get wands and cast defensive spells (Shield, Mirror Image) to improve your survival chances.
Or start as a Wizard who stays back and uses spells at first, then charges into battle when his allies start to take damage. At level 1 there's not much difference between a Fighter and Wizard with the same stats in terms of damage output.
They give you the hardness of a bow. It is 5. That is presumed to be the hardness of the weakest part, since you always sunder the weakest part. So if we accept the claim that hardness is based on the weakest part (and not the largest part), either the bowstring has a hardness of 5 (and a whipwood bow wouldn't be harder than a regular bow), or the bowstring isn't the weakest part.
In a game where you're often finding magic items by the sack-load, getting an item identified isn't the most interesting motivation for a quest. ("You have slain the Jabberwock! As a reward, I will tell you what you wanted to know: it's an Amulet of Natural Armor +1.")
I'd rather make something up where the role-playing interaction is built in from the start. "The court spymaster will put in a word for you to be granted lands, if you'll help him out by infiltrating the assassin's guild."
He passed the skill check, so he get to avoid the trap.
I have some nostalgia for games with no 'Perception' or 'Find Trap' skill, where you identify dangers by poking everything with 10 foot poles, but Pathfinder is a game where passing skill checks gets things done.
What happened to bringing the item to large city, finding someone in town to help identity these wonderous items?
Boring. And what's the guy in town going to do that the Wizard can't?
Running an adventure path, I did my prep-work and looked up the details of the rules of the abilities of every NPC and monster in the campaign so I'd know exactly how they worked.
This turned out to be way more time-consuming than I could have imagined before I was a GM. Players can't really appreciate the effort required to GM properly or how easy it is to make all kinds of mistake.
I'd have assumed Aid Another on Knowledge checks for knowing something wasn't normally allowed, outside of things like library research.
I've never seen a support character so incredibly weak that they had no chance to hit the opponent and couldn't do anything better than spending their standard action to grant a +2 to/against a single attack roll.
I've seen them - like the Bard who's spread his stats around evenly and can only plink away with a shortbow, or cast spells with very low DCs against a limited selection of opponents.
It happens more in games where there are around 7 PCs and the GM tries to make up for it with high CR opponents and only specialists can hurt them directly.
I'm also doubly as confused because a great deal (almost all) of monsters listed by you have multiple natural attacks and most definitely do suffer from losing their full attack.... so.... huh?
If a winged opponent is using natural attacks, you have no need to pick up a bow or drink a Fly potion - it should be close enough to the ground that you can just hit it with your sword.
A flying wizard zapping you with ranged spells, or a dragon blasting you with acid from a distance, is the type of thing we're talking about.
(If you can fly up and charge the enemy, and it moves away each round to blast you, that's probably an AoO. So even if you can't full-attack you're able to melee attack twice per round.)
I have core rulebook stats for hardness and HP of rope (Hardness 0, HP 1 per half inch of thickness).
Seems unrealistic. Find a rope, tie it round a light fitting or similar so it dangles in the middle of the room. Now hit it as hard as you can with the sharpest blade you own. I'm betting it flexes but doesn't break.
Is there a CMB modifier for targeting a specific component of an object as opposed to the object as a whole? Can I destroy the hilt of a greatsword? The straps of a shield?
Does the bowstring of a magical bow get increased hit points?
It's not a terrible idea to allow called shots on objects, but it's not very RAI.
The last time I had a player try to use his bow while threatened (he had the Point Blank Master feat), he found out that bowstrings are hardness 0 with 1 HP and anybody can sunder a bowstring with any slashing weapon even with minimum damage.
This is a house rule, yes? There aren't specific rules for spare bowstrings and so forth?
I don't like that rule. (A DC 10 Wisdom check is required to get the timing right.) Firstly, a Reflex save would be a better measure of how good you are at precise timing. Secondly, what happens if you fail the roll? Presumably if you err on the side of caution and drink the potion 75 feet from the ground you're basically fine, but if you drink it too late you take full damage.