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By the words of the feats, you'd technically get an extra attack PER offhand attack. The feat doesn't limit itself and doesn't use limiting language; it basically modifies anything listed as an 'offhand weapon' by giving it a second additional attack (ignore the flavor text as it has no bearing on actual rules).
The feats weren't really written to work with each other like that though, so it would require a particularly foolish GM. Or you should be especially afraid, like when a teacher chucks and agrees to let everyone have open notes on the test, saying "it won't do you any good". That teacher wasn't very nice to us, heh.
Disruptive is a Fighter 6 feat that adds +4 to defensive casting checks. Spellbreaker requires Disruptive and fighter 10, lets you use an AOO against a caster who fails his or her defensive casting check. Unfortunately, you'd have to be level 12 before you can take Spellbreaker (and you can use the 'swap previous bonus feat' to retroactively get Disruptive). It is a bit situational, but a lot of feats are, I suppose.
Sure, though you'll have a pretty high AC anyway. Lunge before Nimble Striker is going to be better anyway, so you could do that and see if the -2 AC is actually a problem for you in practical situations.
You can also go with things like disruptive chain (cause casters trouble) and the feat where you take a 5 foot if someone next to you takes a five foot. Then just go stand next to enemy casters and grin.
Swashbuckler's Grace is a level 7 deed that lets you move at full speed while using acrobatics without penalty so long as you have at least 1 panache point.
Mithral chain shirts are about 1100 and have 0 ACP, so don't worry too much about that.
Inspired blade is useful since your Int is high, thus giving you a panache pool of 7, which is probably higher than you'll really need (note that you'd never actually go to zero, since you lose a lot of your special abilities if you have no panache remaining, so really you functionally have 6).
As for feats, you have a variety of options, but you definitely need combat reflexes for things like parry/reposte (since it uses AOO uses). Inspired Blades get weapon focus (rapier) for free and you will be considered as if you have improved crit (rapier) relatively soon. Your bonus feats are likely going to be the standard fighter feats like weapon spec, greater weapon focus, etc. Eventually you'll want to move into the critical focus feats since you will crit a lot.
Dodge and mobility are never a bad thing; you'll be moving through combat a bit easier with the acrobatics-at-full-speed trick, and if you really like that idea, then I'd even consider something like skill focus (acrobatics) since failing a 'tumble through enemy square' check is very bad for business.
You could consider some of the special deed feats from the new book, like pommel strike, but that depends on your interest. You will also want to pick up Signature Deed to make one of the deeds free. Non-inspired blades like to take the level 11 deed that causes bleed, but since you don't get that, something like dodging panache is a fun one. Luckily, you'll have time to figure out which deeds feel right before you pick the signature (and, really, with that many panache points, you may not even need it).
One thing I did in the basement fight was to flood the room with rat swarms, literally every square. It is a low level power, but it annoyed the wizard (or other casters) and caused some difficulty for the players. Fun use of seemingly useless vampire abilities! Also, a pack of wolves randomly appeared in the middle of the combat, much to the consternation of the wizard who was nearest the stairs.
Find a farm implement that it as long as a polearm (say 8-9 feet) and call it a reach weapon. It is up to the GM, but the idea is you take the not-weapon and give it the basic stats of the closest equivalent real weapon. I'm not sure what would qualify, not being a farmer, but maybe some kind of long pitchfork?
1. I suspect it is that the magic cannot protect and enclose more than that many people, not that there is a limit to the physical space.
2. I'd say more than 10 people in the hut causes it to end immediately.
3. If you leave the confines of the hut, the spell ends. The wording is a little iffy, but the idea that you can cast the hut and then just have a friend drag you out to go cast the spell again 100 feet down the hill is definitely against the concept.
It is also very likely that someone of Estovion's nature and position would have a way to hide his aura from detection. Can't have a pesky paladin swinging through detecting evil on everyone as they do. Then if your players do use detect evil and find Estovion clean, they will have some confusion to handle for a bit, while paranoia builds.
Taking a 5' foot step away from the square which the monster shares with the Mouser would provoke an AOO from the Mouser's special class ability. The rule with 5' steps is that they do not provoke the normal 'leaving a threatened' area rule, not make you immune to all AOOs based on any form of movement.
Part of the fun here is getting your player characters to run without sleep for a bit. Make them a bit more worried about resources and perhaps dividing the party.
In my group, the bard was left to do the trial presentations while the wizard stays at the inn getting rest (if he had spells to recover) while the remaining characters went off to do exploration and investigation in town (tracking down the surgeon tools for example). It went reasonably well and doubly so because the player of the bard had to miss a few games in a row, so he didn't have to sit there watching everyone else do things.
He's actually talking about throwing a bomb on round one (while holding the bow in one hand), then on the second round taking a full attack with the bow.
The player was not trying to fire an arrow with the first iterative attack and throw a bomb with the second iterative attack within the same full attack action.
Drag and Bull Rush and Reposition all share two important factors:
First, they specifically say "opponent". Secondly, they are limited to 5 feet plus one square for every 5 points by which they exceed the CMD.
So, unless the wind elemental is amazingly awesome, it won't likely be able to budge the Barbarian and maybe it'll get the sorcerer to move a solid 10 feet.
Reposition also requires the target to remain in arm's reach during the movement, unsurprisingly.
The argument appears to be that the wind elemental's turn involves playing deliveryman with the barbarian. Flyby attack specifically states you can take any standard action during the move, not actually limiting it to an 'attack'.
The plan as I understand it:
Elemental activates fly-by attack
So the questions:
Can you choose not to resist a grapple attempt in order to be picked up?
The main issue I see is with the movement while grappled:
Moving someone you have grappled requires a second round check. On the first round, you grapple and are done. Next round, after you maintain the grapple, you may then choose to move the target. You move half your speed with the target and put them down in an adjacent square.
You cannot do this with flyby attack since you can't actually move before you take the standard action to maintain the grapple, and once you take that action you are bound by the rules of grapple to only half movement.
So in this case, the barbarian will spend a whole turn just sitting there waiting to be moved. It is a solution for getting somewhere the barbarian cannot reach, but it isn't exactly a good choice for action economy since he misses out on an attack (since he could have just charged in and attacked during the waiting round and then full attacked the next round).
He is also grappled during this, so if anyone attacks him he has all the standard issues of being grappled (primarily -4 Dex, so -2 AC).
As for the sorcerer:
Concentration Rules wrote:
Casting a spell while you have the grappled condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting).
So that sounds kind of sucky for the sorcerer. Especially when they botch the roll. Also, as with the Barbarian, they are at -4 Dex while being carried around.
Just load up on archers and reflex save spells for a fight or two and teach them something about willful reduction of AC.
CR and encounter building is a pretty loose thing. Some players and their characters will have a problem with a normal fight and others need to have much harder fights to be any kind of challenge. As the GM, you want to start slow and get a feel for things.
If you send three goblins against the PCs and they kill the goblins in two turns and the PCs aren't even scratched by the fight, maybe try four goblins next time, then maybe four but with a stronger boss type one (so three CR 1s and a CR 2 or even 3).
It is also good to play with environment. An archer on a watchtower is a good choice; it is harder for the PCs to get to it. If he's standing behind some cover to fire, you would give him +2 AC if it is up to half his body, or +4 AC if it covers more than half.
The miss chance comes from it being hard to see the target (like if it is dark or raining heavily) while an increase in AC comes from more of the target being covered up (wooden blockades, firing from a window).
If the fight is too easy, you can also have a goblin patrol appear in the middle. Say you have 2 goblins with swords and 1 with a bow, like you said. The party makes quick work of the two goblins on the ground, you can have another two or three goblins walk in to the room and join the fight. This makes things feel exciting and fast moving. It is also fun to challenge your players tactically.
Just remember, the CR system is a recommendation. It is a guideline for determining a rough estimate of how hard a fight will be for a party. Your job as GM is to make a fun and exciting game; it is not to kill the PC with impossible fights.
I'd suspect it would take a form relative to your mystery in this case. Could just be a random humanoid (blacksmith for metal, soldier for battle, hunter for wood, robed cultist for dark tapestry, etc). You could probably create the description yourself.
As for the weapon it carries, I agree with Gauss.
Ghost Touch scythes aren't all that big a deal. Only the Paladin can use it and it just means the weapon damage is full, not half... so like an extra 5-10 damage per hit.
If you're worried about the value of the treasure, since that's a +2 weapon at level 1, you could say the ghost-touch effect only works within the walls of the prison.
The rules do not specify that you need two hands free to use a bomb. Just that it is a standard action to make and deliver it, and that throwing is the method used - so it requires at least one free hand.
It isn't a huge deal to let him toss a bomb while holding onto the bow; he can't do both in the same round and he has so few bombs a day, the range is so small, and it is about the only way he won't just stand 80 feet away from every fight firing arrows at stuff. So really, it is in your favor to let him do it that way. Anything that makes an archer stand closer to a fight is good for the GM.
The wording here doesn't really match the wording on freedom of movement. You don't make checks to escape if you have FoM; you can just say "You can't touch me" and you're free.
I'd say the mythic power expenditure allows the gloves to negate FoM for the initial grapple. Spending mythic power will also force the grappled person to make the check when they try to slip free. That seems to be the intent, anyway.
As for customizing it, well, that's always a bit tricky. Given the caveat that all specific magic items can only be customized with GM approval, the standard formula is to double the price if the item is slotless.
From the moment they declare the move and when they are finally on a square without grease, they are considered to be using Acrobatics and are flatfooted. Furthermore, the wording on the skill suggests even if they fail and fall, they would be flat footed (at least as they fall).
The difficulty is that readied actions technically occur before the triggering action. The acrobatics check is required to move out of the square as well. You basically have two separate competing 'before the move' actions and that's going to be the GM's decision.
If one applies some consideration to the issue at hand, it is perfectly understandable that the goal is to attack after the acrobatics check but before they leave the square, so I'd allow it in my game. You could try to craft the readied action to be regarding them leaving the square, which cannot happen if they fail the test and thus must allow the attack after they pass the test.
Perhaps you can disguise it in another holy symbol or in a fancy design on your coat? I don't believe it actually glows or otherwise appears odd. Or perhaps get a permanent silent image overlay? Maybe invisibility? The usage of holy symbols in casting divine spells isn't 100% blatantly clear cut and can probably do with some GM interpretation.
Full Round attacks can be divided amongst any targets around you.
Furthermore, if you make a full round attack on someone and they die after attack #1, you can end the full round attack and take a move action. You may have declared a full round attack but you only took the effort equivalent to a standard action.
Whatever your GM says it covers. Traditionally, Arcana would involve itself with magical facts and figures while History is historical events. So if you're trying to learn about the Great Magus Virraln and the vast kingdom he ruled thousands of years ago...
History would let you know things like where and when it existed, any particularly important stories exist, how scholars viewed its impact on society and culture at the time.
Arcana would let you know things about Virraln, how his magic worked, what he did with the magic, what branch(es) of magic he founded or used, if there were any great demons/demigods that he enslaved, and things like his Great Fire Gem Of Volcanic Summoning which he used to crush the enemies (it summoned a volcano that spat out fire elementals, really neat stuff).
There would be some overlap, of course. It is quite likely History would say he had a great magical weapon and Arcana would say he used it to conquer neighbors. However, History wouldn't know how it worked and Arcana wouldn't know which neighbors.
Other examples are for esoteric issues like the lost spell of planar destruction thought to be created by the First Wizard of Theearn. Given that it is some kind of spell, esoteric, believed to be mythical, and very long ago, History would have almost nothing to say on it. Historians wouldn't care. Arcanists though, they'd care. They'd teach about it and talk about it and search for it.
I haven't seen the book, so I can't be certain, but in general Oracles are non-deity divine casters. Certain mysteries align with certain deities better than others, but the whole idea with Oracles is that they are not required to follow a specific deity and are not bound by any laws of any particular deity. Oracles represent a direct connection to a concept, like battle, with which multiple gods are involved.
Now, it may be the book has certain rules about new mysteries and how they are managed, but traditionally (that is, no rules from previous books exist) none of the mysteries are actually restricted to specific gods.
My players went to see the vampire Lord, there was talking, they met all the other vampire nobles, and the nosferatu prisoner. He told them that he had knowledge about where the Whispering Way is and how they operate, but won't share it until they free him. When they spoke to the Lord, he said he'd free the Nosferatu if they can find out who is killing the city vampires.
After hunting down tailor and dealing with all that, they return with the details to the Vampire Lord. He admitted to guessing that was the case and that he had already freed the Nosferatu. He then held up a letter saying it came from the prisoner and contained what the PCs needed... but if they want it, they have to find out where the vampire bodies were going and stop the bloodbrew drug manufacturing at its heart.
So the players didn't really do much sleuthing. They decided to follow the plan where one of them pretended to be a victim in the park and then jumped the attacking vampires. They followed the mists back to the tailor's shop and attacked it immediately.
I think we had one session for the fight in the green house, one session to meet the Vampire Lord and learn everything there is to learn in his area, and one section to have the encounter in the park and fight in the tailor's shop (and one more to finish that fight and get nearly TPKed by witchfires at the abbey).
The core of it is that the players have to help the Vampire Lord because he knows where the Whispering Way went. So you can simply skip the middle part. When the players meet the Vampire Lord, have the meeting interrupted by the lead priest vampire. He tells the Lord that the tailor is the murderer, the Lord decides the PCs should be the strike team since they aren't vampires and if it goes poorly he can pretend he had nothing to do with it. He orders them to pull the thread (heh) starting at the tailor shop until they unravel the entire bloodbrew thing. If they do, he'll provide them information on where the Whispering Way is.
Then you can move the Nosferatu into the tailor shop as a prisoner to give the bit of extra "what are the witches trying to do" bit and provide more motivation to go take out the witches in hope of stopping them from making the elixir (as far as the Nosferatu knows, they were still trying to figure it out). He can also provide direction to the witches.
I would say no, because the fiery shuriken are not mundane objects but actually magical spells. Same applies to shooting an acid arrow through a wind wall. The spells only require ranged touch attacks, have no range increments (the kind which apply penalties to the attack roll), and does fire damage (as opposed to weapon damage). I'd say the shurikens pass right through.
It depends. Is the weapon a two-handed weapon with the caveat that sometimes it can used one-handed? Or is it a one-handed weapon that is restricted to two weapons without a certain feat?
I believe the bastard sword is a two-handed weapon that can be held in one hand, which means a large bastard sword cannot be used in one or two hands by a PC. I am pretty sure I've read something on this and recommend further investigation into what the the Devs/FAQ/Mr. T-Rex has said on this topic.
Large weapons do not have any further reach than medium version of the same weapon. So, to answer your question, no. Theoretically, anything large enough to effectively extend into another ring of five foot squares would be unusual by any creature small enough not to already have such natural reach increase.
The hesitancy comes from the ability to circumvent the natural drawback that is meant to balance out the benefit, namely an extend reach. I agree to a point; I would never let someone just use the longspear as a club for free but I would allow the Catch Off Guard feat to work in this case (making it a 1d6 improvised weapon). The reasoning is that I don't mind players avoiding drawbacks if they spend a feat to do so, be it catch off guard, imp. unarmed strike, exotic weapon prof, etc.
We were playing a friend's very first dungeon. So, of course, when we found our way into a tunnel behind the throne room, the cleric just cast Transmute Stone To Mud and there was the boss. So the bad guy is some kind of fighter/wizard hybrid. He casts fly and moves into the air so he can better rain down spells upon us. The dwarf fighter gets fly and charges him through the air.
He hits with the dwarven waraxe. Crit. Confirmed. Roll Damage (2d6+10, x3) was 5 6 6 5 6 6 = 34 + 30 = 64. Fort save against massive damage: rolled a 2.
We killed the boss on the first round of combat after exploring only a fifth of the whole dungeon. The friend never GM'ed again.
Remember kids, the boss is where you want him to be when you want him to be there. If the players break into an area early, the boss just happens to be elsewhere.
*pokes around in the rules**searches some forums*
*tries to remember origin of idea*
Hmm. I believe we used the bit of a druid's wildshape ability which says they cannot speak in animal form with the fact that an elemental lacks the physical mechanisms for normal (non-elemental) languages. Made sense at the time and my (now disbanded) party's druid seemed to think it was reasonable.
However, there's no reason I can find that specifically prevents it, so there you go.
Eldon, you're mistaken as to the details of wild shape. The druid does not become an elemental, he simply gains abilities similar to an elemental. They do not gain all the immunities and defenses defined in the monster type. They only gain what is specifically outlined in the Polymorph rules and the particular spell being emulated.
When determining what is gained, first read the rules on Polymorph as it describes the very specific rules of what you don't get and what you lose. Next you read Elemental Body 1 to see limited features are gained from the wildshape. Lastly, you would read Druid Wild Shape rules to learn any additional restrictions.
Sure, they have hours and hours of this. But they do not become the type into which they are shaping, so they do not gain the immunities or resistances unless the spell specifically states they do. A druid in fire elemental form can actually be burned to death; they only get Fire Resistance 20.
Another fun fact: elementals can't talk, so I hope the druid player isn't trying to communicate while in the form of an elemental.
Also, small elementals are pretty weak. I mean, they can scout really well, but that's kind of it.
Not functionally. Initiative checks set your position relative to the other people involved in the fight. After that, the order is set and only things like delaying or readying an action can functionally shift your location in the order. Basically, the reasoning is to ensure that each entity in the encounter gets a turn before anythings gets a second turn.