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As the title suggests, there is some hostility floating around surrounding the mechanics behind "attacking defensively as a standard action."
Can we get a clear answer on how this works?
Pathfinder PRD wrote:
Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.
Link: http://paizo.com/pathfinderRPG/prd/combat.html#_fighting-defensively-as-a-s tandard-action
Does the above require you to make an attack action (as in, using your simple action attack against a foe such as with the Defender weapon property) or can you just declare you are "attacking defensively" and gain the bonus to AC/penalty to attacks without doing anything other than declaring?
The armor tables seem to suggest that even light armor would limit a wearer's speed, as the "limit" for a character with 30ft speed is 30ft, not "-".
Example of my train of thought: Human Magus is wearing a chain shirt and casts Expeditious Retreat. The spell doesn't have any text that allows a bypass of armor speed restrictions, so wouldn't the wearer still be limited to 30ft?
I know I've always played that "light armor doesn't limit your movement speed at all" but now that I'm thinking about it, I can't actually find any justification for that in the RAW.
So there are a ton of complaints (some from me even) that the errata we tend to see is incredibly uneven.
The Devs, on the other hand, stick like glue to the line that, "We consider everything equally and make changes where needed; we don't target melee more than casters." (paraphrased)
Well, can we prove that here?
Here's what I'm looking for: As many "caster and/or spell nerfs" as you can think of since Pathfinder started. If the nerfs really do come even-handed, then there should be evidence to back that up, yes?
(And yes, before anyone brings it up, the Crane Wing discussions are what make me want to do this. I have a hard time believing that Crane Wing caused more problems for GMs than something like Color Spray, which has gone untouched, afaik, since PF 1.0.)
Snake style lets you use an Immediate Action to replace your AC with a Sense Motive check's results.
Snake Fang lets you make an AoO against a missed attack and then, if you hit with that AoO, use an Immediate Action to make an additional attack.
Except you only get one Immediate Action, so you can't use the benefit of both feats at the same time.
That seems dumb. Was this intentional?
Seems like having a list of options for FE that is 32 choices long seems like a dumb relic that never got polished up from previous editions.
Here's what I'm thinking:
(*Native Outsiders treated as Humanoid and/or Outsider, on an individual basis.)
And honestly, I'd like to either wrap Oozes and Plants together (but can't think of a good "theme" that covers both) or wrap each one into another group. Simply put, no one will ever pick those by themselves, because there just aren't enough monsters of those types to be worth it, ever (oozes especially!).
Thoughts/criticisms welcome. :)
Let me introduce you to the available feats in Pathfinder:
There is literally hundreds of them, and that's not including anything 3rd Party (to my knowledge - I'm not double-checking that list!)
So I'm wondering, would it really break the bank to offer characters a feat every level instead of every other level?
I tried searching but couldn't come up with anything.
I'm curious to know if you can attack with a reach weapon through an allied square.
Is this possible?
So my group's about to do a good ol' fashion dungeon crawl, and I've been itching to play a Reach Cleric.
My only problem is that I haven't played a divine caster since 3.0 was the new kid on the block!
What's a good "standard lineup" of spells for such a character these days? Maybe one lineup for low level and another one for mid level? (I don't expect the game to get into high levels, and I should have a clue by then anyway, lol).
Any help is greatly appreciated. :D
Just wanted to throw these out there and see what other people think:
•Needs more unique names (like it or not SKR ;) ).
•Spell lists need to be somewhat more unique to the class.
Is the Hellknight (Enforcer on d20pfsrd... Don't remember what it's actually called) the only PrC that offers Medium BAB and 10 levels of "+1 level of spellcasting class" or is there another?
I'm trying to build that EK that ends up with 4 iterative attacks and still has access to 9th level spells. My current GM isn't a fan of reflavoring things and "Hellknight" is about as far away from the concept I want to work with as possible (going for that old-school Elven Bladesinger vibe).
(I know Magus is an option, but I'd much rather have the Wiz/Sor spell options instead of the Magus ones, not to mention 4 attacks instead of 3.)
Command Word wrote:
Free Actions wrote:
Sooo, yeah...Command Word activation taking a standard action when speaking a single word is a free action?
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?