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Cayden Cailean

Protoman's page

Goblin Squad Member. FullStarFullStar Pathfinder Society GM. 1,840 posts (1,853 including aliases). 1 review. No lists. No wishlists. 10 Pathfinder Society characters.


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One can Power Attack with physical blast kinetic blade/whips. There's many posts with Mark Seifter confirming that I'm not gonna bother looking for a specific one while on my tablet, but my first post has a link where he explains using Power Attack with kinetic blade/whips that it'll be insane to think it still can't be used even if the post doesn't specifically state "Yes you can Power Attack with it".

If manifested as a light weapon, it can be finessed, and can use Power Attack for the usual -1 attack / +2 damage rate.

If manifested as a one-handed weapon, it can't be finessed and uses Strength modifier for attacks, but can be held in two hands for the two-handed -1 attack / +3 damage Power Attack rate.

I typically haven't found Power Attack that worthwhile. When you already do a lot of a damage per hit in higher levels, negatives to attack actually drop DPR significantly despite the damage boost. More worthwhile for devastating infusion with the static 1d8+Con (or 1.5xCon) blade damage and virtual full BAB though.

For kinetic fist, while I'm not a personal fan of the infusion, it can be useful if you wanna spam substance infusions on someone if you're able to TWF/flurry/got bunch of natural attacks. Mark threw out some number crunching to show how they can be useful if you're going for a build that utilizes its effectiveness.

Vital Strike was specifically called out not to work because it if wasn't, by the rules it would be legal to use with blade/whip. This occurred during the playtest to see how it went; it was subsequently made not a legal option except for devastating infusion when Occult Adventures came out.

So far that looks right. Wild armor does list a typical caster level of 9.

If one wants, the "process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5." With a new total DC of 24, that'll allow one to squeeze in 2,000 gp of work in 8 hours work day. So you can complete your +1 wild armor in 8 days.

...You're probably gonna have to wait til Wednesday for official release date if you want more folks with the book to know more about the archetype to share their opinions or answer your questions.

NeverWinning wrote:
Protoman wrote:

Clubs are free.

Rocks are plentiful.

He's also 15, so it kinda makes sense. Frankly, I'm kind of assuming the suggestions will be get a blanket, bedroll, rope, and chalk. I was just wondering if anyone had an unusual idea.

He's 15? Get a board of wood and go all Marty McFly!

Clubs are free.

Rocks are plentiful.

Just to clarify, why are they in the same square? Normal grappling rules just specify they're adjacent. An adjacent creature could be used to provide cover, though attackers could always move around it. If you specifically wanna actively use a grappled creature as a shield against attacks, follow Chess Pwn's suggestion and check out vigilante's living shield talent.

For the movement, both the successful grappler's movement and the grapplee's movement because of the sustained grapple check would provoke. While most of the forced movement by maneuvers don't provoke without a Greater version of the maneuver feat allowing it, each maneuver had to specifically state such a case. The grapple-move action does not state such an exception.

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Gisher wrote:
Protoman wrote:
Gisher wrote:

Forget my earlier advice. At only 2,000 gp this is what you want.

Archives of Nethys wrote:

Vest of the Deep

A vest of the deep creates a constant shell of magical energy that protects the wearer from extreme environmental pressure, such as that inflicted by water at a depth of over 100 feet. It does not provide any protection from constriction or other forms of direct crushing damage, nor does it grant water breathing.

Ooo that does look useful! Thanks, Gisher!
You're welcome. I came across it by accident and immediately thought of this thread. It's PFS legal if that matters to you. definitely does now that you mention it! First time a scenario comes up where I gotta go past 100 ft underwater, investing 2000 gp on the vest! After buying the AP issue and never actually reading it, of course!

James Jacobs was the only Paizo person I could find that even mentioned underwater pressure issues anywhere I could find in the forums, and was was kind enough to offer his opinion on the matter

James Jacobs wrote:
I'd say that as a general rule, objects (and thus constructs) are not subject to pressure damage. I'd go further to say that incorporeal creatures or most undead would be immune as well. I'd ACTUALLY like to classify pressure damage as "bludgeoning damage that affects living creatures or objects with enclosed hollow spaces." But in the interim, it's best to simply use common sense on a case by case basis. After all, it's not like we made up the concept of pressure damage from deep water. It's a real-world thing. A rock dropped into the ocean won't get crushed. And there's plenty of real-world examples of deep-sea robots that work down there—so constructs being immune to it is neat too. And furthermore, the idea that a zombie or other undead could just walk down to the bottom of the ocean and not worry too much about it makes undead more interesting as well.

While not an official ruling, it's definitely a great piece insight for anyone hoping to do any sea-faring campaigns.

Gisher wrote:

Forget my earlier advice. At only 2,000 gp this is what you want.

Archives of Nethys wrote:

Vest of the Deep

A vest of the deep creates a constant shell of magical energy that protects the wearer from extreme environmental pressure, such as that inflicted by water at a depth of over 100 feet. It does not provide any protection from constriction or other forms of direct crushing damage, nor does it grant water breathing.

Ooo that does look useful! Thanks, Gisher!

Dragon78 wrote:
Does wielding a physical kinetic blade/whip in both hands give you 1 1/2 damage with your con mod?

No that only happens with Devastating Infusion with Elemental Annihilator.

The kinetic blade/whip don't replace Strength for Constitution, but uses its own rules from the kinetic blast talent.

PRD - Equipment wrote:
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.

The kinetic blade's wording is:

Kinetic Blade wrote:
The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier).

So it doesn't use any of the Strength modifier rules interactions as per a normal weapon.

Power Attack works because it doesn't rely on Strength modifier and just based on how a one-handed weapon (for physical blade/whip manifestation) would be wielded in one or two hands.

Elemental Annhilator's devastating infusion has a specific wording allowing 1.5 Con modifier if holding devastating infusion one-handed blade in two hands.

Devastating Infusion wrote:
When making a melee attack with devastating infusion, the elemental annihilator doesn't provoke attacks of opportunity, and if she uses two hands, the attack's damage is equal to 1d8 + 1-1/2 times her Constitution modifier.

I think in this case, even if the blade is a light weapon, if held in two hands would probably get the +1-1/2 x Con modifier bonus due to specific vs general case; hopefully Mark can confirm if this is the case some time down the line, or if he already has if anyone can provide a link that would be great. However, the light weapon manifestation of the devastating blade wouldn't benefit from Power Attack, would still have to be one-handed.

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Dragon78 wrote:

Officially what combat feats work with kinetic blade/whip?

Officially what combat feats do not work with kinetic blade/whip?

Does the empower/maximize abilities work for all attacks in full attack action?

Vital Strike only works for for elemental annihilator or any future archetype or ability (such as infusion) that specifically allows it.

Weapon Focus (kinetic blast) works for kinetic blade and whip as they're just modified blasts, however it doesn't work with kinetic fist as that infusion actually modifies another attack and would need Weapon Focus (unarmed strike or natural weapon, whichever player is preferring). This would entail stuff like Weapon Specialization or other weapon specific feats like Improved Critical or Greater Weapon Focus/Specialization would work.

Power Attack works with physical blades/whips, if one wants to 2-hand it for extra Power Attack damage though, the blade/whip has to be manifested as a one-handed weapon and then held two-hand it to get more, but then you'd be using Strength to hit as one-handed weapons (even the one-handed kinetic blade/whip) can't be Weapon Finessed by default.

Weapon Finesse obviously works if the blade/whip is manifested as a light weapon, with all the benefits/limits of light weapons, such as no two-handing it for extra benefits like with any light weapon.

Since there's a huge list of combat feats I'm only listing common questions that's popped up on forums. Are there specific feats you're wondering about?

Empower/Maximize Metakinesis as long as you pay for it once, all your kinetic blade/whip attacks will be metakinesized while it's manifiested: kinetic blade til end of your turn, kinetic whip til beginning of your next turn (AoOs will be empowered/maximized).

Cestus is fine. Just don't refer to it as an unarmed attack and you're all good.

Wearing a cestus doesn't stop one from still using that hand to do somatic components or even hold another weapon. So a free hand wearing a cestus is available to be used to gather power and/or kinetic blast.

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Gauntlets and Unarmed Attacks/Strikes and how other effects apply to them.

For that matter, is there a specified difference between unarmed attacks and unarmed strikes? Are they used interchangeably with no difference between the two or is one an item in the other's category of "unarmed" weapon that includes gauntlets? This comes up for the unarmed strikes/gauntlets talk.

There's a surprise round, but the NPC who heard the wizard's stealth movement would get to act in the surprise round along with the players.

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Darn. While it's awesome to get that bashing/spiked shield discussion out of the way, was hoping for extra unarmed/gauntlet FAQ this week.


Torbyne wrote:
Awesome, thanks all. A +6 total then for a small or a +8 for diminutive. Good to know.

Assuming level 3 mauler:

Small to medium = No size bonus with polymorh rules, +2 strength from battle form
Tiny to medium = +4 strength & -2 dexterity from size, +2 strength from battle form
Diminutive to medium = +6 strength & -4 dexterity from size, +2 strength from battle form.

And of course mauler's increased strength starting at +1 at level 3 and another +1 every 2 levels thereafter.

Torbyne wrote:
The Shaman wrote:
On the note of the Eldritch Guardian, I am tempted to make one using a hawk or owl. Birds get a few attacks and once they switch from tiny to a medium warform they get a significant stat boost. Has anyone else tried that before?

I have seen conflicting reports about this, what size to strength chart does a familiar use when using the Mauler Battleform? I have seen suggestions ranging from "they only get a +2 no matter the size" up to "+2 from ability and +6 from size change" that is quite the range of possibilities...

Edit: Actually i saw an argument that diminutive familiars get a +10 size change bonus.

Mark says use the polymorph rules.


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Will this get updated to include the weapons from Ultimate Intrigue? Or maybe clarified in the Additional Resources/Campaign Clarifications page? I'm specifically interested in wrist launchers being classified as part of the crossbows weapon training group for PFS use. I'm assuming it'll be on that list because it's pretty much like the tube arrow shooter.

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Claxon wrote:
Protoman wrote:
It requires hand crossbow proficiency so I'm seeing it as a crossbow and can benefit from Crossbow Mastery feat to reload as a free action. Until it gets officialized in PFS it could be argued as a No for there, but homegames I don't really see how it'll be an issue as tube arrow shooter is practically mechanically identical and classified as a crossbow. And if that's still an issue, TWF tube shooters is still an option I guess.

The heavy wrist launcher works off of hand crossbow proficiency, but not the regular wrist launcher.

There is nothing to my knowledge that stats it benefits from crossbow mastery or other crossbow specific abilities or to treat it as a crossbow except for proficiency. Now, I'm not saying it wouldn't make sense to treat heavy wrist launchers as crossbows, but without some clarification stating such I wouldn't operate under the assumption that it works that way.

As for the tube arrow shooter, could you point to where its classified as a crossbow? Because I've haven't seen it. Unless your talking about for Fighter Weapon Training groups, which doesn't make the tube arrow a crossbow. It just means the crossbow weapon training group includes the tube arrow shooter.

Both wrist launcher versions work with hand crossbow proficiency. Heavy wrist launcher just uses similar stats to hand crossbow for damage, threat, and range but not necessarily identical/equivalent if one gets better with only one of them.

The fighter weapon training group system is pretty much all I'd need to classify something as that type. Nowhere is it listed that a Nodachi is a polearm weapon or even a mechanical definition of what counts as "polearm weapon" anywhere except fighter weapon training group, but folks are still using it for Shield Brace feat.

It requires hand crossbow proficiency so I'm seeing it as a crossbow and can benefit from Crossbow Mastery feat to reload as a free action. Until it gets officialized in PFS it could be argued as a No for there, but homegames I don't really see how it'll be an issue as tube arrow shooter is practically mechanically identical and classified as a crossbow. And if that's still an issue, TWF tube shooters is still an option I guess.


One doesn't choose to use archetype, but first wear armor to figure out if archetype is a legal choice or not.

Apply the archetype to everything first.

You swap out flurry of blows for whatever archetype grants. And can wear armor no problems.

PRD wrote:
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

If the archetype swapped out flurry of blows, then this sentence doesn't affect the replacement archetype ability unless it specifically states so.

Do the "hands of effort"/"metaphysical hands" stop one from using the wrist launcher on that "hand" and then using same hand to reload the wrist launcher on the other hand? Or is the metaphysical hands thing only to prevent extra attacks? If no issues, decent way to do TWF bolt ace build with crossbows (besides tube arrow shooter of course).

Thanks for the reply, James! It's a big help!

James, you're pretty much the only Paizo staff member that I can find that's made any reference to deep water pressure damage in my search of the forum (this is searching "water pressure damage" under "Everything" of the Paizo site) so I hope I can trouble you with a quick question:

Are objects and constructs susceptible to underwater pressure damage? Constructs are immune to any effect that requires a Fortitude save unless the effect also works on objects, and the deep water pressure rules only say "creature" and "diver" and doesn't specify object (like effects setting objects on fire would), but I figured I'd maybe check with you for your input?

Sorry if this is against the spirit of the "Ask *James Jacobs* ALL your Questions Here!" thread if we're supposed to keep rules stuff outside of it.

Randall Rapp wrote:
pressure damage to things are caused by a pressure differential. A solid object with no compressable air in it will be fine. Its when you have say a sub or person with air in their lungs at a lower pressure, that the imbalance causes damage as the structure tries to support the pressure trying to equalize. The same is true in space, except in the opposite direction (high pressure inside, low pressure outside).

Ah so with such a case the Submerge Ship spell would be needed to protect the ship because it's compressable.

Chemlak wrote:

To answer the question:


Characters take damage which may be negated with a fortitude save (creatures in area, fortitude negates, to use spell terminology).
An object is not a character.
An object does not take the damage, and therefore doesn't need to make the save.
A construct only needs to make fortitude saves if an object would.

Do you know if that's stated anywhere an object doesn't take damage? The deep water rules does say "character" and "diver", is that enough for "it didn't state objects also, so it doesn't affect them"?

Alex MacKinnon wrote:

So using Brawler's Flurry with 3 attacks a round can I

Disarm, then Trip then attack a prone target?

Be sure to pick up Dirty Fighting feat (maybe with Martial Flexibility) and flank, or use whatever method that fits your build, to bypass all the AoOs those maneuvers could potentially trigger.

Gang Up would help the rogue if the your party's got one more melee character (maybe an animal companion).

I'd suggest Raging Vitality earlier. Con +1 at level 4 and Raging Vitality at level 5. By level 5 if raging and fall unconscious and ending the rage, you'd lose 10 HP while you're already negatives. That could potentially kill your bloodrager immediately with no chance for party to heal you. Waiting til level 7 is pushing your luck.

Dave Justus wrote:

You are way over planning this. I don't think I have ever seen the water pressure rules used, and even if they are, if an AP is going to have you go that deep there is going to be some mechanism to get the party there and let them function (or you will be high enough level that it is trivial.)

At the very worst, you would need a few points of healing every few minutes, something fairly easily managed.

I tend to over plan everything, true. But this is mostly a thought exercise when I came upon the hypothetical situation where I do wanna know if objects/constructs take pressure damage for future situations such as when combating or my characters defending against such situations.

I've been scrounging up rules and forum posts for underwater pressure for the last few days and there is VERY little discussion on it besides some very old comments by James Jacobs about by the core rules not very much would survive deep underwater, and having to introduce some rules down the line (I guess the GMG) for stuff to help with that.

Also since playing a wyrwood character, I'm trying to manage expected damage accordingly since actual healing for a construct is rather annoying and I'm trying to not be too much of a burden/tax on party resources.

Frosty Ace wrote:

So Shield Gauntlet Style allows you to treat a gauntlet as a buckler for purposes of feats and abilities. I assume this obviously includes things like (Greater) Shield Focus, Missile Shield, any Shield Mastery feats, other styles that require a shield or numerous class features invilvong weilding a buckler.

My question is, does a gauntlet attack in the style also count as a shield bash? For example, if your end up with Weapon Style Mastery and Upsetting Shield style, does the gauntlet attack count as a buckler bash? Or for the Shield Mastery feat Stumbling Bash. I suppose this has to assume you can bash with a buckler via class features or feats, or would attacking with the style already count as a bashing gauntlet?

I ask since I really like Shield Gauntlet Style and have been pondering a few more creative combos with it. I looked up sheild bashing and all I got was that it's an off-hand attack with a shield. Dunno of there is something obvious I'm missing. Figured I'd just ask.

With upsetting shield style and weapon style mastery, the gauntlet would ought to equal a light shield bash attack, but using the gauntlet damage. For specific over general purposes, I'd say that one still needs Shielded Gauntlet Master to keep shield bonus if that gauntlet was used to attack over regular Improved Shield Bash feat.

Shield bashing got errata'd to have that "off-hand attack" taken out since maybe the second printing, so can be used as a main attack.

So objects (and constructs) would have to make fortitude saves against pressure damage, and the hardness (well DR for the constructs) is usually high enough that it'd have to be pretty deep for it to be an actual worry.

Sure that works for me. Now just gotta find ways to protect against pressure damage. Game Mastery Guide suggests that "Pressure damage can be avoided entirely with effects such as freedom of movement" but I hope I can find some more cost effective ways than a ring of freedom of movement (40K in an AP seems crazy high).

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Get a weapon with reach and aid another in combat.

So I'm playing a wyrwood fighter for Hell's Rebels and noticed the city was along the shore and the potential for seafaring adventures, especially with the player's guide mentioning aquatic sorcerer bloodline and aquatic elves.

Naturally I'm wondering about the wyrwood's advantages for such a situation. With the construct traits, I'd obviously don't have to worry about breathing underwater, however underwater pressure which seems pretty extreme for most parties/creatures.

Construct Traits, Relevant Items Bolded:
•No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
•Low-light vision.
Darkvision 60 feet.
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
•Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
•A construct cannot be raised or resurrected.
•A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. (OMITTED)
•Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
•Proficient with no armor.
•Constructs do not breathe, eat, or sleep.

PRD - Environment - Water Dangers wrote:
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.

Obviously for most of the very deep underwater rules, constructs are fine with darkvision and immunity to nonlethal damage. For the pressure damage, though, the only trait that might be relevant is, "Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)."

The question of the day: Are objects and constructs susceptible to underwater pressure damage?

I can't find it in the PRD rules anywhere, and don't feel comfortable looking through adventure paths to see if there's any outside-the-core-rules detailing such anywhere, but if anyone has any insight or can cite anything, that would be great.

Looking through Archives of Nethys, I think I found one reference, but I'm not sure it's really definitive: the Submerge Ship spell states it "protects the ship and all aboard from the dangers of drowning and pressure", which suggests the ship, being an object, would need the spell to avoid pressure damage. However this being a spell from an AP (it popped up in the search for "pressure"!) I'm not sure how accurate it is under the rules.

Logically I'd assume hollow objects would suffer the pressure damage; not like one finds a lot of intact ships under the sea. But a lot of smaller non-hollow objects are found A-OK (besides the rust), and plenty of adventures or scenarios with creatures adapted to underwater pressure are fine:

Game Mastery Guide - Fast-Play Ship Combat wrote:
Natural Adaptation: Any creature that has the aquatic subtype can breathe water easily and is unaffected by water temperature extremes that are found in that creature's typical environment. Aquatic creatures and creatures with the hold breath ability are much more resistant to pressure damage; they do not suffer damage from pressure unless they are moved instantaneously from one depth to another in the blink of an eye (in which case they adapt to the pressure change after successfully making five successive Fortitude saves against the pressure effects).

Without their equipment breaking for being several hundred feet underwater for several hours and with their gear and loot intact.

If GM's cool with it, could multiply the current 1/day price by five for 5/5 times day use price which would be equivalent of new use-activated/continuous pricing.

Toughness. More hit points.
Great fortitude. Lightning reflexes. Iron will. Saving throw bonuses. The improved versions grant once per day rerolls.
Dodge. AC bonus.
Armor proficiency feats. Potentially more AC.

Been thinking about fighter builds for a while now, specifically an unarmed fighter build for an AP. Normally I'd use brawler class for unarmed warrior builds, but advanced weapon training (focused weapon) [WMH] gets warpriest's sacred weapon damage progression which is almost as good as a monk/brawler's unarmed strike damage. While lacking flurry, the accuracy and damage boost weapon training itself will be a definite balancing feature.

Warrior spirit [MTT] looks to be the best advanced weapon training option out there for now (I'm understanding yet saddened that it's not allowed in PFS) basically granting paladin's divine bond ability to throw on magic weapon special qualities on the fighter's weapon, while not being limited by paladin's divine bond's rather small list of available options (emergency bane or holy usage sounds fantastic!)
Though I just don't know how it applies to unarmed strikes. If I were to apply flaming to unarmed strikes, would EVERY unarmed strike I make in a round benefit from flaming like how amulet of mighty fist works? Or just one specific limb, maybe the right fist? Or do I gotta put apply it to a single manufactured weapon, like a gauntlet?

Versatile training is pretty sweet for extra skill ranks, still useful when multiclassing.

The bravery bonus to reflex or will saves advanced weapon training are pretty awesome also.

I'm sort of hard pressed to ever give up armor training with strength based fighter builds. Built plenty of low AC (due to less than 16 Dexterity and light armour builds, even elven chain doesn't help much) characters before in order to not be slowed by armor and when brawling armor was pretty cheap for unarmed builds, and not always a big fan of how much they get beat down and draining party resources to heal and keep in the fight. Being able to move as much as possible in one move action is pretty important to me as tactical positioning (avoid cover, get flank, rush ranged characters, etc) is useful to consider for any build. Plus some of the advanced armor training options are pretty nifty (master armorer and specialization and DR could be useful in APs. The first two are a no-go in PFS though). With brawling armor's errata, I don't feel as inclined to be stuck in light armor anymore.

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GM-Senses are tingling. What are you trying to do with this rather non-specific, kinda overgeneralized question?

I agree with Haldrick. Ninjas already get ALL the nifty stuff compared to rogues. They want evasion, they can get the ring of evasion for 25K or multiclass.

Really depends on if a 5 witch/5 winter witch qualifies for Split Hex feat at level 10 or not. If not, I'd suggest going full witch because that feat can really up the witch's hex game. While the prestige class is flavourful, it does lock you into your first 3 major hexes and slows down casting progression by 1 level, and you'd lose the free spells per level (not that it matters too much except with very stingy GMs).

The Mortonator wrote:
ya know, this whole time I have been hearing it the other way around by a lot of sources. I... might have to bookmark that ruling for chea- I mean, creative martial game mechanics.

I don't find it the retraining rules that easy to abuse. Lots of builds don't have room for lots "dummy feats" to be easily replaced with retraining and also lots of high level feats have decent amount of prereqs for them.

Back to the original question, I don't think lots of folks have the opinion that a fox shaped kitsune could use a kinetic blast due to lack of hands or prehensile appendage.

Kinetic Blast (Sp) wrote:
She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands).

Edit: ninja'd!

Alexander Augunas wrote:
Val'bryn2 wrote:
Retraining, I can pick something moderately helpful, turn it in Fox Shape, then pick the feat up again next level.
When you use retraining (as in the Ultimate Campaign feat) you need to have been able to qualify for the feat at the level of feat you're retraining. For instance, you don't qualify for Fox Shape at 3rd level, so you can't retrain your 3rd level feat to Fox Shape.

Actually, Val'bryn2 is doing retraining correctly according to the Feat Retraining FAQ.

swoosh wrote:
Protoman wrote:
I don't understand what #1 is trying to say.

For some reason someone at his table thinks "equal to the bonus on attack rolls" means your total bonus on attack rolls.

i.e. damage bonus equal to (BAB + Dex + Weapon Focus + Elemental Overflow, etc)*2

... o.O

Yea definitely not how that works.

Thanks for tuning in, Mark!

I don't understand what #1 is trying to say.

The ogre getting an AoO while fighting someone else is a normal thing in the rules if the AoO was legitimately provoked.

Grandlounge wrote:
Quick thought pummelling style also helps over come hardness unless you are doing it another way. It's not common but it comes up.

Pummeling Style will help with DR, but it doesn't with hardness as it doesn't say it does. Those are separate things and handled differently in game.

ALL Weapon Mastery feats are Combat feats.

Check out page 20 of Weapon Master's Handbook

Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise.

They threw that in there as a general rule about all Weapon Mastery feats. Probably so they don't have to put in (Weapon Mastery AND Combat) tags with the feat name when Weapon Mastery itself is supposed to always count as Combat, just a specific type of Combat feat: "Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats."

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I think I remember hearing it's on American Netflix, but if you haven't seen it yet, Person of Interest is an excellent show.

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