So when a maneuver master monk uses flurry of maneveurs and he has levels in another class how do we calculate his cmb for bonus feats.
i feel it should be monk level in place of monk bab+bab from all other classes+str+other modifiers.
my dm disagrees saying it should only be my monk level+nothing else.
When disarming with a gauntlet can you end up with the weapon in hand as per the ruling on disarm
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
spiked gaunlets are said to have 0 weight when part of a set of armor. could someone disarm when wearing full plate and end up with the weapon in hand.
So even though I printed off the srd ruling and bolded the section that states you can automatically pick up the item you disarm from your opponent my dm in his awesomeness is arguing that automatically requires an action. I laughed in his face as this is an ABSURD argument. I am creating this threat so that I can show him some feedback on normal peoples reading of the rule. So I will post it
This is directly off the srd here is a web page reference
My way of reading it is that when you disarm someone while using an unarmed strike you are allowed to end up holding your opponents weapon after your successful disarm attempt.
This came up because my monk during a flurry successfully disarmed on the first attack and I wished to hold the weapon and use my last strike against the opponent. The dm was trying to rule that I had to use a move action to pick up the weapon or the baddy would just pick it up on his turn (a conclusion I had already come to)
Now what I do not care to hear are these comments
i do appreciate your time reading this and look forward to your interpretation of this pretty obvious (IMHO) rule
I looked over the threads and didn’t find an answer more definitive than "that's how I play it" so here I am to ask the question.
Can a druid by dragonhide armor once his fame score is high enough to allow purchase of an item with that cost.
I see that it is not on the always available list. However it is not on the restricted materials list (that I can find). Or is this something you have to perform a specific module to find the item and get it onto a chronicle sheet.
Anyone with a real answer would be appreciated. Either experience at a convention where you played it allowed, a link to a developer’s statement in another thread, or even more appreciated if a developer could just post here and let me know thanks.
A chain shirt has the following stats
At 3rd level any arcane caster can take arcane armor training, as a swift action you can ignore 10% of your arcane spell failure.
Putting these two together at the cost of a swift action makes your armor
For wearing armor you are not proficient in you incur the following penalty:
so a sorcerer or anyone without armor proficiency could strap on this 1100 gold piece set of armor, take a single feat at level 3 with no prerequisite feats and boast a +4 suit of armor at 0 penalty.
Why do we buy mages robes, unless it’s the cost of the one feat which in my book is WELL worth the investment.
Scarier yet is that anyone following this same logic that spends all day flying anyways could easily strap an armored kilt onto this mithral chain shirt and end up with a suit of armor as follows
ok so i have a player in a game that i play in that is wanting to have an intelligent mount with some class levels. she is a gnome and thinks a war trained pony would be extrememly fun. 7th level being the earliest she could attempt this with the leadership feat she will have a minimum leadership score of 10 allowing a 7th level cohort but since a cohort must be minimum 2 levels lower than you that means she is left with a level 5 cohort.
So my fiancé wants to spend more time with me. I play dnd (pathfinder) Tuesday nights and she has finally accepted I won’t be quitting so I offered for her to join. She said she is interested and wants to try. I am developing a very fun ninja character for her. This character is going to be aimed at ease of play but give her a couple things to look out for. First of all she won’t be our trapper we have an urban ranger for that so her skills will be going into umd and combat/stealth type things. And with the addition of sneak attack dice she will have to think about things like grid positions (something I feel is very important in game)
So far this is what I have. (Remember not going for optimized more for learning and fun)
Half elf fighter 2/ninja 2
2 level fighter dip was to use martial 2 handed weapons and composite bows. And the few extra hp and bonus feats don’t hurt.
Her ninja tricks are looking like pressure points, vanish, and bleeding attack. Weapon of choice a falchion (keen) and a composite STR bow +4.
My dm has us running a homebrew campaign he describes as (lethal) so he has given us a 30 point buy with no stats being bought below 10. So her point buy looks like this
If there are any must have feats out there let me know about them and also any feedback on the build so far would be appreciated. Please remember comments like "rogues and ninjas suck build her a fighter" are not appreciated thanks.
i keep helping people make new characters and point buy is so confusing for some of them to wrap there minds around. so with my messing around i have come up with this
25 point buy for high fantasy and i just plug it into whatever stats i need. its a great jumping off point and probably 8 times out of 10 i just use it and go.
i get asked the question enough times "what do you think i shoudl do for stats" i hope this can help some people expedite the process and get into character developement. just pick your stats that are most important and line them up.
for instance lets take a sorcerer.
take a fighter
hope this helps im just trying to get new players a starting point. this is of course for a 25 point buy.
so i am looking to build a monk for our new level 4 game. so far my idea is the eternal teacher. i want him to be completely wisdom based as much as possible and im looking for a kind of "ascension" at later in the game so thematically i have come up with this combination
sensei: this meets my core concepts being wisdom based, and able to let people use my monk powers is too cool.
monk of the four winds: my ascension will be covered with the kirrin and if we play at 20 ill also be immortal which was also a goal of mine.
quiggong: allows me to trade out some of the monk abilities i really dont like for spell like abilities i can then share with people via my sensei ability.
ki mystic: the double ki pool will power my sharing abilities and being able to let people reroll is very nice
this character will be completely support i plan on being within 30 feet of the front lines primarily for the bardic music ability and to give my friends flanking while trying to maintain mobility.
so i have 3 problems
so im helping a friend plan out his barbarians future. so far we are sure he has to be a dwarf and he likes to drink (in character) so we are wanting to use drunken brute. this is what i have so far levels 1-10
my goal with this build is to use this character like a missile. pouncing outside of his turn using ready charge actions with rhino charge and pouncing. the triggering event could be as simple as "charge just before his turn starts" and that way you will never lose your place in initiative.
so i will be dming for my friends for our next society game. I have done this before but not for these friends. I did a short blurb to let them know some of my characteristics and what I expect if you would rad it and tell me what you think I would appreciate it.
Rules for play at the table while I dm. Other DMs may have their own way of running things. I believe that a table ran smoothly, fairly, and with little argument is the most enjoyable to all players and the dm. None of these are “rules” in the sense of being restrictive or having punishment they are simply guidelines to help stream line the play process and to allow all players to know ahead of time what I expect of them at the table. Feel free to ask me questions about any of these.
Ok I am new to pathfinder society play and I play in a home game with my friends that i have played with for years. my question to the masses is:
Is eclectic training allowed in society play.
I have not purchased the book yet because this is really the only thing out of the book I want. If they are allowed ill purchase the book and start playing my character right away. If not I'll save myself the money to spend on something else.
ok so my question is i have equipped my monk of the four winds with a slow fall ring he is at level 17 and taken the kir rin aspect. now the aspect states
my question is if i choose to attack and fly about on my turn and end my turn still flying how far will i fall before my next turn starts do i get to move the full 60 feet down even if i have taken all my movement and other actions for the turn.
i see a few issues with this. i am limited to movement in a given round. but does the act exist outside of my movement for the round.
if you are proficient in the madu and using crane style do you take any negatives for fighting defensively. its a heavy feat investment
i dont want to know what you would allow or what your dm allows this is possibly for pfs play so i just need to know if the penalty reductions are cumulative or not. im reading it as they would both work but i could just be hopeful.
hey guys just putting a shout out on here me and some friends all long time players are registering for society play and we will be looking for a few people outside of our core group to join us. this game will be played in my home we will be starting at level 1 adhering to all the rules of society play. we will be supplying the modules all you need to bring are your own playing supplies i.e. dice character sheet scratch paper pen or pencil. several of us use excel and if you prefer you are welcome to bring your own computer and play from there. our goal is to complete through level 12 with society and then purchase and play the semi retired modules as high as we can go.
im home and bored been reading through forums for a few hours now and posted on several. a problem i keep seeing popping up has been problem between players. to the point of a player wanting to quit. and for good reason. one player complains of a barbarian in his party stealin all loot and threatening the other characters. going so far as to actually harm other characters. another player asking for advice as to how to handle his party not wanting him to use dominate person to control their characters.
if a dm does all of these things players will have more fun and accomplish more goals increasing leveling and story progression. these few rules also help promote synergy within the party and they will feel like a team and eventually you will not have to step in at all the players will just know what to do.
hi everyone im going to be playing in my first society game soon. i have lots of experience playing but usually starting from higher level. my idea so far is
so at first level i have +5(+1 level, +1 weapon focus, +1 mwk weapon, +2 strength) to trips.
It has been explained to me that you can play a pregenerated for the first module then switch over to a character you make for the second module and start play with 650 gold.
i plan on taking the seeker archetype if no one else is willing to step up and do the trap finding job.
for spells ill be taking
any additional information towards starting gear would be appreciated.
i understand that oracles cannot take the same revelation twice to gain additional uses of an ability. for instance a battle oracle cannot take surprising charge twice and use the ability an additional time each day. however my question is about revelations that grant bonuses to something specific. could a battle oracle take maneuver mastery trip. and then take maneuver mastery disarm. and the same with weapon mastery could he take the revelation once for his polearm then again for his club???
if you find anything on this please include the source so that i can verify it. i am getting ready to start a society game and im thinking about playing a battle oracle.
please do not tell me what your dm allows or what you allow as a dm. i just want to know the paizo official ruling.
So this is a wizard saying "maybe i should try a more melee based character" and the only thing i could think of was how few people i know that play monks. so i have decided to see what i can do. i have built a few already one focusing on cmb using a blend of maneuver master and quinngong, a Goku (if anyone knows about dbz you get the reference) type that was 4 winds/quinngong/ki mystic, and a a crazy synthesist summoner/master of many forms that charged and pounced using a falchion (this was conceptually solid but didnt leave much for roleplay)
so i have decided that i want to play my monk the same way i do my wizards. i want to make everyone else feel more powerful while i keep them all alive and happy. using the senseis ability to share his buffs and the quinggongs ability to trade out for some interesting spell like ki abilities i have some ideas.
so my build focuses on a huge ki pool and the ability to control fate and battlefield for those around me. and when need be use a swift cold ice strike+standard dragons breath and effect all my friends with identical effects really making for a nice burst of damage.
ki mystic also allows you to let one friend within 30 feet reroll any attack or save. goodbye natural ones. and if it gets to thick dimension door all your friends away.
what i am working on now is optimizing this. maybe trimming some fat. adding a key items and what kinda feets to recommend.
the focus is to be helpful and make everyone else feel amazingly powerful.
LIMITS: i know i have mentioned things above level 13 but that is currently where we are building too. a level 13 character preferrably pure monk though anything goes to stay with the idea. 30k starting gold no 1 item can cost more than 10k.. no armor or weapons over +2.
thanks i look forward to what you have to say.