Crane Riposte (Combat):
You use your defensive abilities to make overpowering counterattacks. Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th. Benefit: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected. Crane Wing (Combat):
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease. Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th. Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you. As a standard action you decided if you want to fight defensively. Done, it doesn't matter that your attack hasn't happened yet. You've satisfied the Crane Style feat chain and use Crane Wing and then Crane Riposte. Dang it Wraith and I typed out all of this too.
Yes. All druids are proficient with all natural attacks in any form they assume. Weapon and Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Weapon Focus (Combat):
Prerequisites: Proficiency with selected weapon, base attack bonus +1. Lord Malkov, you are wrong. You only need proficiency in the weapon to gain weapon focus. There is nothing in the rules to stop Druids from taking weapon focus (Natural Attack).
You're forgetting there is no facing in Pathfinder. So yes, your Paladin friend can do that. A) Concentration as far as I'm aware takes up a Hope this helps you, SwiftyKun is right, just because you don't have to roll against fear effects doesn't mean you can't start doubting yourself or feel surprise. Edit : False information, thank CWheezy for the correct answer.
Crossbow, Heavy::
You draw a heavy crossbow back by
turning a small winch. Loading a heavy crossbow is a fullround action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see page 202). This penalty is cumulative with the penalty for one-handed firing. Crossbow, Repeating::
The repeating crossbow (whether
heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. Here is the relevant text for Crossbows. It does make me quite sad seeing how firearms and bows just seem to outpace all Crossbows. Firearms have their own rules for inappropriate sized weapons, you just suffer -2 per size category difference. It just seems like Crossbows are by the way side now.
The traits that you presented are untyped trait bonuses that by RAW(as far as I know) do indeed stack. However remember that the cap for burning hands is 5d4 at caster level 5. Burning Spell Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. Level Increase: +2 (a burning spell uses up a slot two levels higher than the spell’s actual level.) You're correct a burning hands spell modified by the burning spell is a 3rd level spell and cannot be cast until the character has 3rd level arcane spell slots. However the damage from burning spell either means it deals 2 multiplied by the Original's spell level or the final modified spell level. Which for burning hands if it is the former it would deal 5d4 plus 2, the later it would deal 5d4 +6 damage. Assuming caster level of at least five(minimum required to cast third level spells). |