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Sunlord Thalachos

Quintain's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 404 posts. No reviews. No lists. No wishlists.


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A suggestion as to what qualifies as observable stimulus is that which you can perceive even with your worst Perception check possible.

So, Gwen, if the guy who is hiding behind the curtain's Stealth skill cannot possibly beat your worst Perception check roll, then that is an "observable stimulus".

The same guideline applies to the hidden door, etc.


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Mark,

Thanks for the clarification on the sequence of events.

Do you forsee an improvement to sniping that does allow for a full attack sequence at any point that doesn't rely on invisibility?


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Quote:


Full-attacking from Stealth means you step out of cover (or pop your head up, or lean out, or whatever) and fire multiple attacks. The first one benefits from the fact that your Stealth doesn't break until after you make that one attack. After that, you are visible and every enemy on the battlefield is looking at you - yes, they see you (if they don't it's because of something else not applicable to this discussion, like you're invisible or they're blind). Once they see you, sure, you could 5'-step into cover or concealment and try a Stealth check, but everybody knows you just stepped behind that tree and now, even though they can no longer see you, they're all taking their turns moving toward that tree to surround you and hack you to pieces.

See, that is the thing, if you have Signature Skil (Stealth) at 15+ ranks, this isn't true. You are in stealth through your entire attack routine, according to how I understand the ability.

I'm simply a full attack then a 5' step back into stealth.

Show me where this isn't effectively the same thing.


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DM_Blake,

As I read it, I agree. However, as steath is a "part of movement", could you not re-stealth (provided the conditions exist) by making a 5' step at the end of your full attack? Or use your swift action if that swift action allows for movement?


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Specifically, with the upper ranks of stealth which allow for multiple attacks per round while being under the effect of stealth, can you re-stealth in order to remain hidden after making the attacks for next round?


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VMC Dreamscarred's Vitalist with Cleric/Inquisitor and you are a God of Healers.


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if you are talking:

Spoiler:
Merge Forms (Su): At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).

The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

I would say that they are incomptible, due to the "all the summoner's gear" clause subsuming the astral suit which acts as a psyhoactive skin or armor when in effect.


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Ok, tell me how someone using the english language will be able to communicate that the damage die for the weapon increases by one step without using those words and not covering the "language" you quoted above.

Go.

Ok, now that that useless effort is over, perhaps they should simply say any and all increases to the weapons die type is covered by this rule and leave out any references to size to avoid confusion.

Maybe?

Could be clearer.

Quote:


They do say "effective size increases" which means the size didn't increase but the damage die did. At least to me it does. This language covers things like this evolution die increase.

I agree...but if that does, why the superfluous reference to increases in size? Why not just use all increases or decreases to die type of the weapon and leave it at that?


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Zhangar wrote:

...

Fabricate wrote:
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell.

First off, fabricate fails outright because trying to make tech items follows the same rules as making magic items. Making a laser gun with fabricate is beyond the scope of the spell.

Assuming the wizard actually has technologist and the other appropriate feats...

Well, think of how many different types of materials go into just making a cell phone.

A wizard trying to build a modern item without a proper lab might be casting fabricate dozens of times just to try get all of the components together. And then be left cursing, because your final product is both metal and plastic, and fabricate is going to go nope at trying to combine the two.

Huh.

Wizards putting dwarf smiths out of business with fabricate is a non-issue, because most armor is actually too complicated (i.e., has leather and cloth components) for a fabricate spell to handle.

Hell, a spear is actually too complicated for fabricate to handle!

I don't think people here are wanting fabricate the manufacture the end item, but allow for the refinement of the component parts for later assembly.


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With the retraining rules, you can use variant multiclassing at pretty much any point in your career.


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Because damage dice increasing doesn't necessarily have to be related to physical size increase or virtual size increases. It could easily be related to say a materials change, or sharpness or any other number of different factors that vary the damage dice of a weapon.

Unless the FAQ was not nerfing just damage dice increases via size or effective size, but all damage dice changes in general.

Which needs to be spelled out, as there is no way to divine intent from the text which seems to say something is a effective size increase regardless of any reference to size at all (such as Improved Damage evolution).

They need to be clearer.


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I think Raving has a point, in the evolution, there is no reference to size increases:

Spoiler:
Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

It just says "deadlier". Not much different, imo, than a longsword is deadlier than a shortsword.


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Ashiel wrote:
Kind of failing to see your argument for fabricate not working.

Well, there is no reason why fabricate could not work, from a "technical" point of view.

If you had the knowledge of what you wanted to create as well as the knowledge of how to create the component parts, which they themselves are on par with magical items, you'd be able to do it.

Everyone seems to gloss over it when talking technology, but the reason that Moore's law works is due to the sheer number of minds involved in the advancement of technology. We don't have just one person working the "problem".

We have millions of minds out there all working in concert/competition in order to improve this or bring out the next thing that.

Conceptually, given the medieval based game environment, you could potentially have a single dude with the fabricate doing nothing else that may be able to create a pew pew laser or force shield, but it would never be able to be reproduced by others in order for the uneducated public to use it...society (in pathfinder) despite (or maybe because of) the ubiquitousness of arcane magic has not advanced far enough to achieve this.

The same can be said that divine healing magic has a retrograde effect on mundane medicinal advancement.

After all, why learn medicine when you have a cure-all cleric in the closest city ...or you can just buy a wand of cure-light wounds if the peasants pool their money.


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kestral287 wrote:

... Crafting has not reached mass production, so it can not reach mass production?

That's um. Very poor logic.

Three hundred years ago: Humans have not flown, so they cannot fly.

Today: I could book a flight at the nearest airport and be in the air before midnight rolls around.

The poor logic is your strawman. I never said it cannot. I said it has not.

It is, however, one of the pre-requisites to spreading technology to the point where it can advance as fast as it has in the last decade or so.

Only through mass production has technology become common to the point it is mundane today what was unheard of less than a half dozen generations ago.

If you don't have mass production, technological devices are nothing more than magical ones through other means.


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Technology exists as it does (being ubiquitious in the real world because of the invention of mass production.

Crafting has not reached the level of mass production, it is still done by smiths in single unit batches. Therefore, it will never reach the level of technological saturation that exists in the real world...they will always be singular items, just like magic items.


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One change that I noticed (and I have the subscription) is that Improved unarmed strike for the Unchained Monk is very specific (and the list is limited) on which limbs are used with unarmed strikes.

This has the consequence of limiting it's interaction with natural attacks so that natural attacks will necessarily prevent the use of unarmed strikes with common limbs similar to manufactured weapons.

Or at least that is how I interpret things. Getting the input of the designer on this item would clarify things.

Also, flurry is tied to the ki pool (I suppose to balance out the increased BAB at higher levels).

This kind of balances out with the far strike monk needing to use Ki for his ranged unarmed strikes, and not being able to flurry with melee attacks.


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If you are a cleric and your casting stat is wisdom, and you don't mind 3PP products, you can pick up telepathy by multi-classing into Vitalist and you'll have telepathy to a number of creatures equal to your casting stat or vitalist level/2 (a single feat will allow you to count your cleric levels in that mix: expansive collective).

Done.

Collective + Collective Healing + Spirit of Many + Telepathy

1) You can channel negative energy into a single undead next to you to apply to other undead in your collective) -- if you heal with negative energy, you can cast it on yourself.

2) Spirit of Many strips the "mind affecting" component of the 3rd level telepathy ability so that undead can be affected.

3) The telepathy ability at 3rd level allows for unlimited communications.

With your collective, you'll also be the best healer ever (undead or otherwise), bar none.


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I know that melee can change (via a couple of feats) their primary damage dealing stat (dex to damage vs strength), but I was wondering is there any method for a wizard (int caster) to change thier primary casting stat from INT to say WIS or CHA? I'm aware of a bloodline for sorcerers that can do this, but I'm looking for a more...mundane method for Int to Wis conversion or have a Cleric use INT instead of Wisdom for casting.


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bookrat wrote:

The zergs are famous for the "Zerg rush," where lots and lots of low power creatures attack quickly and all at once. Let's amplify this:

What would be some good tactics for your standard 4-5 person party to face hundreds or thousands of zerglings at once?

Cleave, Great Cleave, Cleaving Finish, Greater Cleaving Finish, Reach, and Fortuitous enchantment -- the one that gives an extra AoO 1x per round, with the with Combat Reflexes and a significantly buffed dexterity. Add dwarf with Cleave Through, Goblin Cleaver -- liberally add size increases.

Or rangers with snap shot, improved snap shot, etc, with zerg as their favored enemies, with bows of endless ammunition.


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Skylancer: great suggestion. I'll check that out.


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We'll, my end goal is to work out the costs for enchanting Gloves of the Beast -- So it's not so much that I can't use what already exists, but I want to get a formula down so I can do custom work.

And to determine whether the costs for enchanting the gloves should be done at the singular weapon rate, or at the rate dictated by the amulet of mighty fists, or some custom rate.

Personally, I'm thinking each glove enchantment is determined independently, due to the cost of the amulet being determined by the fact that it's enchantment applies to all natural attacks. Whereas the enchantment of a particular glove being applied only to attacks using that glove.


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I'm looking for individual items that enchant specific natural (even if the item grants said natural attacks).

Such as:

TALONS OF LENG

Finely laid gold filigree lines these ornately worked talons. Once donned, the talons of Leng grant the wearer a natural claw attack with each hand that deal 1d4 points of damage for a Medium wearer, or 1d3 points of damage for a Small wearer. These claw attacks have a +3 enhancement bonus on attack and damage rolls. On a critical hit, the target must succeed at a DC 20 Will save or become permanently confused as per the insanity spell. This is a mind-affecting effect.
The wearer of the talons of Leng is immune to effects that grant the confused condition. For as long as she wears the talons, however, her Wisdom is reduced by 2, as alien voices constantly whisper through her head. The talons of Leng do not interfere with spellcasting, the use of handheld items, or wielding weapons.

Price 67,000 gp; Aura strong transmutation; CL 15th; Weight 1 lb.
CONSTRUCTION REQUIREMENTS

Cost 33,500 gp
Craft Magic Arms and Armor, greater magic fang, insanity

I'm trying to work out a cost breakout of the items. My ultimate goal is to work out a forumula for making Dreamscarred Press' Gloves of the beast have enhancement bonuses and weapon properties if possible.


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The reason I'm asking is that the gloves themselves are individual items (you can wear mismatching pairs), so I think they should be enchantable individually, like weapons, but with the "wondrous item" penalty.

While researching this, I did find an item that seems to fit, I'm curious as to the breakout in costs.:

Spoiler:

TALONS OF LENG

Finely laid gold filigree lines these ornately worked talons. Once donned, the talons of Leng grant the wearer a natural claw attack with each hand that deal 1d4 points of damage for a Medium wearer, or 1d3 points of damage for a Small wearer. These claw attacks have a +3 enhancement bonus on attack and damage rolls. On a critical hit, the target must succeed at a DC 20 Will save or become permanently confused as per the insanity spell. This is a mind-affecting effect.
The wearer of the talons of Leng is immune to effects that grant the confused condition. For as long as she wears the talons, however, her Wisdom is reduced by 2, as alien voices constantly whisper through her head. The talons of Leng do not interfere with spellcasting, the use of handheld items, or wielding weapons.

Price 67,000 gp; Aura strong transmutation; CL 15th; Weight 1 lb.
CONSTRUCTION REQUIREMENTS

Cost 33,500 gp
Craft Magic Arms and Armor, greater magic fang, insanity


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Need some help. I'm looking for any examples of magic items that enhance natural weapon attacks, except the obvious amulet of mighty fists.

I'm not specifically looking for IUS, but if it covers both, that's what I'm looking for.

Thanks.


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Hmm.. I'm noticing that you are using the x2 calculation of amulet of mighty fists --- can you explain the rationale?

Is it so that a single enchantment applies to both gloves, just as if the character were wearing an amulet, or is it because it is a slotted wondrous item?


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Jeremy,

Good suggestions. I also thought about the interaction between the Amulet and the claws.

I'd think that having a clause that says that if they are enchanted as weapons (each individually), then that would prevent the use of the amulet as they are overlapping enhancements.

Just so I understand your last phrase, you think the cost of enchanting the item should be based on a slotless wondrous item and not a slotted weapon cost, correct?


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Given that gloves of the beast create natural weapons for the wearer, can they be further enchanted with weapon enchantments, and if so, are the guidelines for the enchantment per amulet of mighty fists or for singular weapons?

Any suggestions since there isn't any *specific* RAW on this particular subject?


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noble peasant wrote:

Quintain, sneak attack can be dealt via any touch attack, given that said touch would have the potential to deal damage to the creatures HP without the SA die. Correct me if I'm wrong as I may very well be, but I think this is how it works.

Now I have my own question. I believe someone with SA may deal their SA damage as nonlethal only if their weapon is only capable of dealing nonlethal damage, with like a sap for example. So what about touch attacks that deal nonlethal damage? I would assume they may add nonlethal SA damage to this correct?

You know, after pausing an actually thinking, I already knew this...I do not know why my brain refused to cough up the information.

Thanks.


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This is an interesting question. And while I agree with RAI that wraithstrike is referring to...is there any RAW that says that sneak attack damage cannot be applied via a touch attack.

As an example, let's say a method exists for a ranged touch attack spell that does damage (a ray) to be able to be used as a simple touch attack that does damage. As we all know, in the right circumstances, ranged touch attack spells allow for sneak attack damage.

Is there any reason why the delivery method of the damage should prevent the extra damage from sneak attack?

After all, given the right circumstances (per sneak attack) a thrown dagger (-- ranged attack --) allows for extra damage just like a melee attack with a dagger allows for extra damage as well.

Inquiring minds want to know.


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Yeah, I know they missed a few, which is why I said "most".


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Most of the Errata was incorporated into Ultimate Psionics. Both Unleashed and Expanded are a little out of date.


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Quote:


Is the Aberrant's Transformed Body feature "always on"? The standard aegis' astral suit includes language stating it can be dismissed and later reformed. The transformed body ability, which completely replaces astral suit, does not include the same language.

No, it can be turned off just like the normal Astral Suit. Official Errata for Psionics Unleashed

Quote:


So any customizations that specifically (or logically) modify the aberrant's physical appearance are always visible unless steps (covering clothing, concealment/cover, spells/powers, etc.) are taken to hide them, correct? Meaning that even NPCs that don't know the specifics can pretty easily figure out the aberrant is "more than human(oid)" if not downright monstrous?

If the astral suit (transformed body) has been dismissed, the customizations are disabled along with...and return when it is turned back on (full round action).


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Quote:

In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

If the you-are-your-ally rule applies, anytime you crit, you get an AoO by my reading.


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It's possible, depending on the rule interpretation that you are considered to be your own ally for most purposes.

Is Outflank one of the exceptions.


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No, they do not.

Battle Fury is a full round action and greater cleave is a standard action.

Now, (improved) cleaving finish would work with Battle Fury.


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I don't see any reason why you would need to expend a bullet when using disrupt pattern. However, if you lose your guns, no disrupt.

No it, isn't too powerful.


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Note that I'm the one that thought initially that it would work.


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It doesn't work. See this thread...

http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=3267/highlight =gun+kata.html


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"Shifting your grip" could also be used euphamistically for attacking in a manner that is unconventional for the weapon.

Totally doable.


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I like your idea -- very colorful, I picture Bombur from LOTR when you described him.

You'll definite want to invest in a psychoactive skin of the proteus (quasi-permenant size changes) at your earliest opportunity.

Once you reach 9th level, you can use Increased Size customization and reallocate the skin to other uses.

You'll also want to enchant whatever weapon you plan on using -- my recommendation would be gloves of the beast and enchanted through amulet of mighty fists -- with the impact enchantment (per lead blades).

The Reach customization will also be one you'll want to pick up at 7th level.


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Addendum to the above -- if you look at the 3.5 version of the Powerful build ability (adding in a historical perspective):

Quote:


Benefit: Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.
Special: A Fighter may select this as one of his bonus feats. This feat must be taken at 1st level.

The first sentence lends credence to the "you are considered to be size large" interpretation, imo.

But either way, play it how you like.


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Just a Guess wrote:
Quintain wrote:

The grammatical use of can does not indicate an option. It indicates an ability which replaces his normal ability to wield medium weapons as a medium creature.

If that why use the word can? And why state that he does so without penalty? If he has to use weapons one size larger those would be normal for him.

As written it sounds like an option he has.

But still not totally sure.

Because the word can is appropriate.

"Teacher, can I go to the bathroom"

"I don't know, can you?"

Can indicates ability in this grammatical context. Just like the annoying teacher lesson above.

It states that he does so without penalty because the normal rules for a creature (in this case the assumption is a medium creature) to use a weapon that is one size larger is that they take a -2 penalty to attack rolls.

So, the ability allows for use of a large size weapon as if it were an "appropriately sized weapon"...with the consequence of that change being that medium sized weapons are no longer "appropriately sized".

The reason that this part of the rule (the statements regarding weapons) is, imo, very strict, is that the rules for CMD/CMB indicate that they only apply when there are advantages to being large, for those specific rules.

The same cannot be said about the use of weapons (no phrase stating anything about "also" or "being able to use large weapons without penalty alongside being able to use medium weapons as normal", etc.

Now, you given that this is 3pp, you can interpret it any way you want, but allowing for a blanket "I'm large when I want to be" rule on all things makes Powerful Build much more powerful than it otherwise would be at first glance.

But that is often how it is played.

Quote:


Read the ability and you'll see it states that you wield weapons designed for creatures one size larger, not that you treat yourself one size larger.

You are trying to make a distinction without a difference. You are treated as one size larger when you wield weapons...which allows you to use large weapons as "appropriately sized" ...aka without penalty. These are simply rephrasing of the same thing.

See my explanation above regarding why I interpret this ability this way...there are inclusionary rules for CMD/CMB, but what is not included in the rules for CMD/CMB is the statements for weapons.

Quote:


Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Quote:


Would you say that a creature with Pounce must make a full-attack on every single charge? Does it have absolutely no option to make a normal, single attack? Of course not. There are many instances of using the term "can" in the rules. It is always optional. This is an optional part of the rule to toggle as the player sees fit. So you can wield the weapon without penalty... or you can just wield it normally with penalty.

Charge is a full-attack (or rather a full round action) that normally allows a single attack at the end of the movement portion of the full round action. The only thing that pounce does is remove the restriction of the single attack, allowing for multiple iterative attacks, if you have them.

Does the charging individual have the "option" of not using pounce, yes...but that is because you can charge without using pounce, not because pounce allows for a single attack. You either use pounce or you do not. The option is in the action being used, not what benefit pounce allows.

Even in this context, "can" is an indicator of the ability to do something that is separate from the default.

You may find other uses of the word can that indicate an option in the rules..it is a proper use of the word can to indicate it, after all. Pounce, however, isn't one of them.

Most uses of the word can in exclusionary rulesets such as those of 3+ D&D and Pathfinder indicate an ability that is separate from the default. When used expressly as an option, usually the other options are given at the same time.

But, like I said: The powerful build ability of the aegis (and half-giant) is very powerful even with my interpretation of large weapons only. Many people do allow the aegis and half-giant the use of medium weapons as well...but given the scenario in the OP, it seems to be a much more powerful and versatile interpretation.

Play as you like. Either one works.


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The grammatical use of can does not indicate an option. It indicates an ability which replaces his normal ability to wield medium weapons as a medium creature.

In other words, he is considered to be large when it comes to the rules pertaining to appropriately sized weapons.


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Jayder22 wrote:
Quintain wrote:

Unfortunately, this build is mechanically unsound (unless something in this build allows for qualifying for combat feats without having to qualify for them):

Monkey Shine is just a combat feat, not a style feat and thus cannot be taken as the Monk (MOMS) bonus feat.

All the style feat lines work this way. The initial feat is considered to be a style feat and the rest are combat feats.

** spoiler omitted **

from Master of Many Styles:

"Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style).The master of many styles does not need to meet
any other prerequisite of the feat in the style’s feat path."

Ah, thank you! I knew I was missing something, just couldn't put my finger on it (probably didn't read far enough).


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Your aegis is treated as large for weapon size purposes, so he'll use large weapons normally, and medium weapons will be considered to be on size smaller.

So, you'll take -2 when wielding medium weapons, and light medium weapons will be too small for you to wield. One handed medium weapons will be considered to be appropriately sized light weapons.

No, you won't gain any benefit from using the Aklys in two hands.

Quote:


Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

Because you are considered to be large, thus allowing the dual wielding of large light weapons, you are also considered large when trying to wield a large light weapon in two hands.


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Unfortunately, this build is mechanically unsound (unless something in this build allows for qualifying for combat feats without having to qualify for them):

Monkey Shine is just a combat feat, not a style feat and thus cannot be taken as the Monk (MOMS) bonus feat.

All the style feat lines work this way. The initial feat is considered to be a style feat and the rest are combat feats.

Monkey Shine:

Monkey Shine (Combat)
You combine acrobatics and opportunity to devastating effect against your opponent.
Prerequisites: Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.
Benefit: While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent’s space. This movement does not provoke attacks of opportunity. While you are in your opponent’s space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.
Normal: You cannot enter an opponent’s space.


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Question on teleport trap:

If you have a mage that is teleporting multiple people, do all of them get a save, or do they all relegate to using with wizard's save (and they either are redirected or not depending on his save)?


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Stockvillain wrote:

There was a 3rd level spell back in 3.5 (Anticipate Teleportation) that handled this, but I don't know if there's any kind of updated PF option. The greater version (lvl 6) even added a 3-round delay before the teleporting creatures arrived, without them being aware of any time passing.

I used it in a campaign that took us to the Abyss back in the day. My GM was a sad panda.

This is actually perfect.

Beopere wrote:


The spell divination:
"Should I prepare for someone to teleport into my presence the next 7 days?

No? We're gravy!

Yes? Crap!

Divination: Should I prepare for someone to teleport into my presence in the next 3 days...

Nice. A little vague though on the particulars. But can be narrowed down with enough effort.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

That would trigger when someone reached the area...which at this point, is too late.

I'm talking a round of warning or perhaps a spell/ability that can deliberately delay the resolution of the teleport until actions can be taken.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Does anyone know of any method for giving prior warning when an incoming teleport is about to happen so that you can take prepared actions?

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