If you are granted an additional action (such as an additional Move action) during your round, can you perform a Full-Round Action and still have access to that additional Move action?
Or does the fact that the "Full-Round Action" specifically states that it takes up your entire action and the only movement you can make is a 5ft step mean that any extra granted actions are also lost when you choose to perform a Full-Round Action?
Pathfinder SRD wrote:
Pathfinder SRD wrote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
Group is going to be playing a "shonin-esque" type of game with Gestalt rules, and I'm considering the above as a character (think Naruto for inspiration - ie: magical ninja).
Personally, I've never been huge on Divine spells for anything other than support, so I'm kind of wondering if Oracle is a good fit or if I should just bite the bullet and go Sorcerer. My issue with going Sorcerer is that, simply put, I like the options with the Waves mystery better for the character concept than any of the Sorcerer Bloodlines.
I realize I can be a pretty great support character, but how offensive can I be? What Cleric spells would compliment a "strike-hard-from-the-shadows" style of character?
A friend of mine is throwing together a fun anime-ish type gestalt game, and I ran across an idea by TheSideKick here about mixing Oracle of Waves and Ninja in a way that just makes me feel all Naruto inside.
Since said character is going to be a bit feat starved, I'm just curious to know what feats are absolutely necessary to pull of such a thrower? (Other than TWF, Point Blank, and Rapid Shot.)
There's a possibility of a PF game coming up in the distant future, and I've had my eye set pretty hard on a Druid for my next PF character.
I've pretty much decided on a caster druid instead of a combat druid (still deciding on whether I wanna stay core or go Menhir Savant - thoughts?) and domain instead of animal companion, and I've narrowed it down to:
I know there isn't one "right" answer, so I'm just looking on general opinions on these three domains (or other options if you think they're good - caves maybe?) that I can browse through to help me make the decision.
Creating a Half-Dragon wrote:
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).
Is the inclusion of "racial" a typo, or does a PC that becomes a half-dragon have no breath weapon (by lieu of having only class HD and no racial HD - 0d6 damage?)
So I'll be making a Human Lore Warden for the current game I'm in, and I'm thinking about using a whip for all my Combat Maneuver needs, and an Urumi for all my damage needs (yeah, I have to buy the weapon prof feats, but if I'm going for a whip concept, I gotta sacrifice a lil, yeah?)
I'm just wondering what traits and feats are going to be must-haves. I plan on picking up Power Attack (as ridiculous as it seems, it works with an urumi!) and the Weapon Specs (Urumi) and that should take care of my DPS needs.
And since both Urumi and Whip are exotic weapons, and since Imp. Whip Mastery makes Prehensile Whip useless, I have no idea what would be good thematic traits.
All advice/help is appreciated. :)
So the Heirloom Weapon trait uses the words "that specific weapon" for every possible use of the trait.
So, just to be clear, does that mean if I wanted to take HW (for any of the uses)with an Urumi, does the weapon prof I get only work with that specific non-masterwork urumi that "comes with" the Character Trait (ignoring the fact that you still have to pay for the weapon), and not every urumi?
I ask because the Character Trait specifically says the weapon you have is non-masterwork. So if these things only work with that specific weapon, and not every version of that weapon, then it's a worthless trait, because you will never be able to upgrade/enchant it.
(Edit - So replace "urumi" with any simple/martial weapon, since you can't use HW with an exotic weapon.)
FAQ and Updates wrote:
Does anyone actually follow this advice when dealing with their Wizard players?
A Wizard with a GM who is stingy with giving access to spells to copy is basically never going to be able to prestige without horribly, horribly(!) crippling his character.
Is it really so bad to assume a Wizard can still get his study time in??
Ranger - Combat Style Feat wrote:
He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Point Blank Master wrote:
Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.
Which one takes precedence?
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Does this mean for everything related to HD? My Wizard level is 7 [typo - not 6], so does my Lyrakien count as having 6HD for the purposes of calculating saves, skill points, etc (in essence, everything except HP, which is always 1/2 my total HP)?Or when it says "effects" does it mean only for things like spells that check for HD?
Stat write-ups for regular and improved familiars both post total bonuses, but it's the individual ranks that the spellcaster needs to know.
Then how does a Magus or Rogue hit? Legitimate question, btw.
This question has been bugging me for a while, what with all the "Monks are bad" threads we see popping up all the time.
But a Magus is a Combat Caster that mixes spells with swords.
But all of this is from a 3/4 BAB class with nothing special to help them actually land a melee hit. Aside from the standard +4 Buff spells (congrats, you've offset your Spell Combat penalty - you're back to an un-buffed 3/4 BAB) and late-access to Greater Weapon Focus, it seems like it would be hard as hell to keep up with other classes.
You can just cast and attack when you're out of spells, but then why aren't you playing a full caster?
Or am I reading this class all wrong and the idea is to use a weapon to get a better crit range for spells via Spell Combat and who cares about iterative attacks?
So I'm planning an Enchanter with a 1-level dip of Crossblooded Sorcerer (Fey/Infernal) and, in the interest of getting my DC's up, I was looking at Greater Eldritch Heritage: Arcane for the +2 bump for any one school, choosing Enchantment.
But I'm starting to wonder if "Skill Focus: Knowledge," "Eldritch Heritage" (Already have a familiar), and "Improved Eldritch Heritage" (both choices essentially wasted for a Wizard) aren't just too much investment for the benefits of "Greater Eldritch Heritage."
So I'm making an Elven Enchanter and taking the Spellbinder Archetype and looking for opinions on what spells I should "bind" over my career.
So, basically, what I'm asking is, "what one spell per spell level can you just not live without as a Wizard?"
(I'll put up my first thoughts for each level in a little while, but I'm at work, so I just wanted to get the ball rolling.)
So the one glaring weakness with being a Wizard is the phrase, "If only I had prepared X today!"
So a familiar grants you some sort of bonus, usually very minor (+4 Init and, arguably, +2 Fort being the exceptions), and allows you to cast your touch spells through it.
Bonded Object allows you to bypass that one weakness I just discussed. On paper, that seems 1000x times better than a familiar. And yet, when I look around on the forums here, familiars almost always tend to be more popular.
Am I missing something?
If I have a specialist Wizard who takes the Arcane Discovery: Opposition Research, does the school of magic I choose still count as an opposition school for things that check for such, even though there are no longer any penalties?
What happens when a caster uses more than one Shield Other or Unwilling Shield on different targets, and then takes damage?
(Edited - Shield Other, not Shield :? )
I've grown up with this D&D-esque mindset that "the Barbarian is a fighter-type."
I haven't fleshed anything out as such, but just off the top of my head, these are some things I think would improve aspects of the game, at least in my opinion:
Skills per level should be 4+Int at minimum. (Personally, I'd just give all classes, except Bards - because Versatile Performance, an extra two!)
Barbarians should have the Stealth skill as a class skill.
Clerics wear robes, not full plate.
Paladins should be holy warriors of their individual faith. Not every one of them needs to be Galahad!
Oh, and Monks!
Since when were Rangers spell-casters??
Do Rogues do it from behind? Or do they just swing and miss?
That's about all I've got for now. Feel free to agree/disagree with me, just please add why. Or if you can think of other things, feel free to drop those down!
So I'm really getting tired of the "you must have magic weapons to succeed" mentality that comes along with D&D/Pathfinder/etc so I've been looking to Sword & Sorcery more, and with all the lore I learned about Hyboria from Age of Conan, I kinda fell in love with the idea of the setting.
And then I find out there's a d20 game, with changes to the system that are awesome and make sense? Armor grants reduction, and characters have attack/defense values based on personal choice?
And then, as I'm reading through everything, it dawns on me: After a certain point, with the way attack bonuses stack up against defense values, you will eventually reach a point where your "high attack" classes will just automatically hit what they swing at.
Have any other Conan fans that play this game found a way to address this issue? It's honestly the only thing keeping me from playing the game.
I see this "tree" of Rage powers advocated all the time, but how are they used?
The rules for mounted combat stipulate that:
Mounted Combat wrote:
If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack.
I see "melee" being specifically used.Does this mean that a character can take a Full Attack action with a bow, for example, while their mount moves more than 5 feat?
How successful is a druid that goes the spellcaster route instead of the Wild Shape route? Is it a viable choice, or is it just a wanna be Cleric/Wizard (depending on defensive or offensive preference?)
The spell list seems to be more offensive and/or less party-friendly than a Cleric. Is a Druid effectively biting off more than they can chew by trying to get the best of both worlds, or does it actually work?
Just a situation and a question for you GM-types out there:
Let's say a person is the target of some evil plot and is framed for a murder. You're a paladin, and you know absolutely that the person in question is innocent, but the evidence is so stacked against them that your testimony is not enough to save them from an execution sentence. You also know that the court in question is a fair one and is not corrupt itself.
What, in most people's opinions, is the correct path to follow here, and in other situations where doing the right thing is also doing the wrong thing? How would you not break your code either way? (Before you say anything, I absolutely know GMs who would allow such a scenario!)
A light horse has the Docile special quality:
Does this mean that a combat trained horse treats it's hooves as primary attacks, even though the Combat trick in Handle Animal has nothing to say on the matter?
I need to know for my paladin's mount. Thanks!
Is a Horse always assumed to be a light horse when chosen as an animal companion?
I ask because the Horse in the Beastiary differentiates between Light and Heavy, but animal companion rules make no mention of either.
Can a weapon go higher than +10 when a Paladin uses their divine bond ability?
Thinking of playing a Druid in an upcoming game, but this GM really likes having backstory, and I'm having a bit of "writer's block" when it comes to druids in general. As far as I'm concerned, I'd be fine just adventuring with a group of people for no other reason than the chance to explore the world, but I know that won't be enough for the GM.
Anyone have any idea why "Personal Range" spells can't be potions? (I know this is gonna be all opinions unless a Dev steps in, but... whatever.)
It just seems like those spells would be the perfect candidates for potions! Take a spell you normally can't share with others, and put it in a bottle for anyone to drink. Except, you can't do that.
Just don't get it.
So I'm sure the wording could be cleaned up a bit, but I think you'll pretty much get the gist of it.
Criticism (positive or negative, as long as it's constructive) is appreciated. :)
[Edit- Last minute change to Ki Pool.]
It pretty clearly does:
Inspire Courage wrote:
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities.
"Use his performance" is shorthand for, "Use his bardic performance ability."Now:
Bardic Performance wrote:
Sure, only a couple bardic performance options require specific types of Perform (Countersong and Distraction,) but you pretty clearly need at least one perform skill with ranks in it in order to do a Bardic Performance.
You can even copy/paste this argument for every Bardic ability that states you must "use your performance." ;)
Given the way my current group dynamic is going, I doubt my paladin is going to last much longer, so I'm getting a Tetori preped for play, and I'm kind of at a loss for feats.
Here's what I've got as of now:
I'm pretty happy with everything up to level 9 (though I'm not really sure how useful Combat Reflexes will be... any help here?) but I'm not totally sold on Blind Fight, Ability Focus, or Deflect Arrows; I just kinda ran out of good options*.
*-I would have taken Pinning Rend but I was turned off by the fact that it always applies, and there might be sometimes I don't want my victim bleeding to death, lol.
Any advice is appreciated!
A grappler has always sounded like a fun character... in theory. But then all it takes it a flip through the Beastiary to realize you're fighting an uphill battle.
Even a Tetori is eventually going to get totally punked at his main strategy by some random encounter's base size bonuses and/or aura damage effects.
Am I just a negative-nancy or is a wrestler really just a waste of time and effort?
Would it be horribly unbalanced to have them granted the same way a Fighter's Weapon Training is granted?
I just mean... over your career you get to choose 5 things that you are great against. 5 things. Off of a list of 31+* (*-there are more humanoid choices!)
Thoughts/opinions definitely welcome!
How would you do it?
Was considering a Cold subtype Drake and then just adding the Half-Celestial Template (my logic being that Silver Dragons are of a Cold subtype, and Silver is closest to Mithril...)
I ask because my GM has decided that in our game, 3 Mithril Drakes exist in the world and my Paladin (through some interesting roleplaying) has earned the service of one as a mount (although not as a Paladin Mount).
Was gonna just bump my original post, but it seems it's lost to the paizo forum gods...
Anyway, I talked my GM into letting me take something other than Endurance at 1st level, so I was thinking of this for my planned feats:
1st- Power Attack
So as you can see, I can't really decide which is better at level 7 between Furious Focus, Vital Strike, or Cleave (I've decided to be more melee-focused instead of picking up Unsanctioned Knowledge).
Are there rules for crafting things like this?
When I say one-shot, I mean wonderous items that can fill whatever item slot (if any) that you craft it for (Boots, a hairpin, a coin, whatever) that acts, basically, as a scroll does, except anyone can use it.