Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Sunlord Thalachos

Quintain's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 457 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 457 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

Ok, let's say there is an ability that allows you to roll an additional die -1 when you roll the maximum of any particular die, for weapon damage purposes.

So, if you roll 4 on a d4, you get to roll an additional d4-1 and add it to the original roll and that is your damage for the strike.

What would be the equivalent direct bonus enchantment (+1 to +5) that would work out to the same damage range?

Extended, what would be the equivalent direct bonus enchantment if the second d4 roll (modified by -1) rolls the max on the die resulting in +3 to damage) is able to be rolled as many times as is possible (basically until you don't roll the maximum on a die). What would be the equivalent enchantment bonus on this "greater" version of this ability?


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

Have you looked into options that expand more upon psychic strike. I think that is the red-headed stepchild of the soulknife. It could use some love.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Insain Dragoon wrote:


@Quintain
Ahh ok, so we aren't debating RAW when we debate. In that case this discussion with you has no bearing on the playtest. We don't use "feelings" or "intent" when discussing published content and how it interacts.

You can argue intent all you want when stuff is still in playtest, but all the stuff I've quoted is from published content.

@Skylancer
Can you link that? I've never heard of Paizo allowing manyshot to work with crossbows and they have had something like 6 CRB reprinting with errata to fix it.

I am also quoting published content, as you will have noticed. It just so happens you are more pedantic regarding your interpretation of the same text than I am, and that pedantic interpretation is making you demand a clarification that isn't needed. For whatever reason.

You do realize we are talking about 3rd party products, right? Here's a clue. There is no such thing as an overarching tribunal that determines RAW vs. RAI with third party products. There is no pathfinder society game play with this material. So it is ALL textual interpretation. End of story.

This isn't a rules forum. And you are derailing the intent of the thread.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Insain Dragoon wrote:
Quintain wrote:

The text.. She can also choose her mind bolt for feats requiring a specific weapon choice... covers manyshot.

Bow...is a specific weapon choice.

There is a difference between feats that require a weapon choice, such as weapon focus, and feats that are restricted by weapon choice, such as Thunder & Fang/Manyshot/and more.

Only in an overly pedantic sense. Requiring w weapon choice is simply more focused than being restricted by weapon choice.

They are cut from the same cloth.

I sincerely doubt the developers intended mind bolt to be able to use feats intended for all ranged weapons as well as specific ranged weapons but not specific categories of ranged weapons.


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

Emulate weapon was intended to provide specific weapon damage and critical range changes. It was not intended to allow for feat qualification.


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

The text.. She can also choose her mind bolt for feats requiring a specific weapon choice... covers manyshot.

Bow...is a specific weapon choice.


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

Manyshot can be used with a mind bolt natively.


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

While we are on the area of improvements, I have some ideas on focus items that you might be interested in.

Edit: Now that I'm re-reading the crystalline focus items, that may not be needed.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
ErrantX wrote:

Like a Blade Skill that allows you to take a Combat Feat or a blade skill that includes a suite of combat feats?

-X

A single combat feat per blade skill would put the soulknife on par feat-wise with the fighter, I believe (if I recall my feat progression as compared to the blade skill progression).

But having a blade skill that mimics the martial maneuver class ability would be nice as well.


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

Personally, I'd like to see blade skill that could be taken so as to allow for fighter-like progression of feats.

One of the things holding back the Soulknife is the lack of the ability to perform activities that an equivalent fighter could perform (the cleave line is particularly feat intensive).


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

A conversation is two way, so it does allow you to hear thoughts that the other party wants you to hear, just

Think of telepathy this way: it is a mental "universal translator".


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


And that's fair enough. But looking on the from the outside, I can't help but see two sets of actions that are happening almost simultaneously. Why not use initiative to resolve this situation?

The way I see it, it is essentially a surprise round, wherein the scry allows for one party to observe another, but prevents knowledge of the specifics by the victim. But the detection of the teleport allows for enough information to react in limited ways (i.e. actually be able to react in the surprise round), but at least it allows for reaction, and if the determination of who goes first is determined by initiative well, that is at least something I can work with.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
rainzax wrote:

That's a Dolly Parton song.

What is the DM's case for allowing them to ready but not you to ready?

If both sides know what's coming, I could make a case for both sides acting first by settling it with an initiative check. Maybe with them gaining a +2 circumstance bonus for being on the offensive.

He does allow for readying an action. Essentially, I'm doing nothing other than looking for the scry and fry to start, in which case I have the ability to act when my 'incarnate' Detect Teleportation to trigger.

As for all the readied action outside of combat rule, it's not a big deal, the rules as they are applied work for both sides of the GM screen, so we roll with it. I, personally, have no objection to being able to perform an action right after something I know will happen happens, logically speaking. As long as that action can be performed "blindly". Which casting a spell on yourself really is.

Quote:


Can you explain how that actually works? I've read the class description, and the 'trap related insights' and I see nothing at all that allows you to apply spells to traps or to have any traps ready and waiting for the arrival of your enemies. I see several abilities where you have to perform either a swift or standard action to throw or set off a trap.

Therefore, you would need to a) detect the scrying sensor; b) ready an action to make your trap do anything; c) beat the initiative of the arriving mage.

Please correct me if I'm wrong - I've never looked at that class before.

The trap related insights are a way to make the traps themselves mobile. The craft traps skill allows for creation of mechanical and magical traps (this is what I'm relying on). The Insights are a way to move, set and potentially trigger said traps when needed.

Our party is 17th level, so we have access to pretty much whatever we like given enough time/effort. But we are also going up against a party of equivalent level which is doing the scry and fry tactics against us. However, they have a set base which prevents us from using these same tactics, and we are adventuring in Rappan Athuk and it's area trying to take down the power structure as well as adventure in the dungeon.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Gilarius wrote:

Stop derailing the thread! Since the GM in question has decided that the teleporting wizard has readied his action, then any discussion about the rules of that is irrelevant - it is clearly not clear to everyone what the correct rule should be, so take it elsewhere please.

Quintain: what is the nature of your actual trap? You have stated Reverse Gravity and persistent Silence, but nothing about how it is set up or actually triggered.

Readying your own action, when you notice the sensor (and True Seeing will help with that), to counterspell will still work. As will readying to drop a Forcecage around them since AMF doesn't affect Walls of Force. This would still rely on you winning initiative.

I'm playing a 3rd party class (DSP: Cryptic), so I'm using the trap abilities of that class to set up the trap as being mobile and it will essentially be set up anytime that I want where I want.

Now, I don't want to prevent the actual teleport in, I want to deal with them after they arrive, in a manner detrimental to their health and well-being.

One of the issues is that I'm dealing with clerics/mages who happen to have really good will saves. So using a sympathy rock with trap the soul is problematic.

Interesting idea on the walls of force/forcecage. The only issue is having the walls of force actually be able to trigger if they approach outside the trap's initial triggering area with the AMF up and running.

Does anyone know of a non-magical method for inducing nausea?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
BretI wrote:

Since it is scry and fry, having someone with a huge perception and good bluff would help the defenders quite a bit.

CRB, pg. 210, Divination magic wrote:
A creature can notice the sensor by making a Perception check with a DC 20 + the spell level. The sensor can be dispelled as if it were an active spell.

The person notices the magical sensor, makes a statement to send a hidden message (DC 15 Bluff check to send a simple message). Now everyone in the area knows that the scry and fry is coming. That should negate the surprise round. Assuming that the MO is known, the targets could also take anti-toxin so they get +5 fortitude save vs the poison.

If the GM is allowing readied actions out of combat, you could just ready an action to attack when the people teleport in.

Agreed, and occassionally, I have done this..but there are times when I am otherwise indesposed and can't take any actions to counter their incoming teleport.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Gilarius wrote:

Ignoring the 'you can't ready outside of combat' thing (because it already has its own thread and never reached a consensus, plus it's silly to ignore common sense (so whichever stance you have on it is clearly *correct* and everyone else is wrong)).

To get back to the original problem: so far we know what the teleportee intends but not exactly what the trap is or how it triggers. This would be useful to know.

Without that, if i assume it is something like a Symbol spell, which triggers automatically when someone is close, I'd treat both actions as if they were both readied actions. They are both triggered by the same event (the teleporting people arriving), so I'd make it a simple initiative roll between them.

The teleporting wizard would have an advantage because he's probably got some sort of initiative bonus whereas Symbol spells don't.

More information about the trap would help.

The trap will be a combination of a persistent silence spell coupled with a reverse gravity -- although there are several options -- this is the reason for the "does a readied action have to happen if the conditions fire regardless of outside circumstances" question.

So, the basic idea is Hostiles teleport in, prior to the Hostiles readied action, the anti-gravity goes off, and from there, the hostiles are catapulted into the air.

If the readied action goes off prior to the trap, I can make it a physical manifestation which would penetrate the AMF (and they would be weakened by their own casting). Which would be a sleep poisoned dart/dagger throwing trap.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Bandw2 wrote:

I would have a trap cast dispel the moment someone attempts to cast AMF. :3 then it WILL interrupt his cast.

then it doesn't matter, then they die, except one, who will be interrogated in turn.

You can't dispel AMF, and (at least in 3.5) you can't counterspell it, either. But it can be used against them.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
CriticalQuit wrote:
You could also potentially counter an NPC-led scry-and-fry by using magic to protect yourself from scrying. Can't teleport to you if they don't know where you are...

I'm looking for a counter attack to this tactic, not a way to avoid it.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Bandw2 wrote:

probably creator, by aura i mean when does the teleportation's aura appear at the drop zone, right before they appear, right as, or right after.

either way the trap casts a spell and the dropee casts a spell so they should have equal cast times too, so that shouldn't be a factor.

That kind of is the question when determining when the trap gets triggered.

Here's the fuller scenario:

The DM has "snatch and grab" teams of opposing NPCs that use scry and fry to grab PCs for interrogation.

Essentially, they teleport in with readied actions to cast anti-magic field and then use a high DC poison to render the victim unconscious after suppressing pretty much all magic based defenses (delivered via fighter with dagger -- so, high probability of success), whereupon the AMF is dismissed and they teleport out.

I'm looking for a counter to that...and I think I have one...or at least one that I can work with.

On a readied action, does the readied action *have to* occur, or can the person not perform the readied action in the event of changing circumstances?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Bandw2 wrote:
well then it depends how quickly the aura manifests at the drop zone, if it appears before they enter, then obviously the trap goes off first, if it's later then the readied action goes off first. if it's at the same time, roll initiative.

The readied spell cannot be cast prior to the teleport -- it would prevent the teleport from occurring.

It sounds like it boils down to opposing initiative checks between the spellcaster and the trap.

Does anyone know how the traps initiative modifier is determined I presume it's by its creator, but curious on how to get one to have an extremely high init modifier.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Bandw2 wrote:
does the trap specify if it goes off when they arrive or on attempting to arrive/during transit?

Yes. Using magical detection of teleportation.


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

The readied action is to cast a self-emanating spell, so it's target is known ahead of time and the casting post-teleport is to be done regardless of circumstances (which is kind of what I am counting on).

Cap. Darling -- Do you have a cite? The way the DM is playing it, they are preparing an ambush, with readied actions that happen after the action of a comrade (the teleport). This is essentially ensuring a surprise round upon completion of the teleport.

@DM_Blake -- what happens in the case of simultaneous actions when the readied spell can potentially negate the trap's effect?


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

Question on a scenario regarding traps and readied actions.

Let's say there is a hostile party, one of which can use teleport to scry and fry your party.

As a readied action, HPM (Hostile Party Members) ready an action to act upon arrival -- one of which is to cast a spell.

If they arrive via teleport in a location with a magical trap that is set to trigger upon any creature using teleport that arrives within the current area, which happens first, the trap going off or the casting of the readied spell by the arriving caster (that was part of the teleport group, not the one actually performing the teleport)?

Inquiring minds want to know.


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

The question isn't specifically about the abilities of close range and spellstrike, but more in a general sense of having an ability of channeling a ray into a weapon attack, and then have it use touch attack AC.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Imbicatus wrote:

You could use an unarmed strike as your weapon for spellstrike, and then add unarmed strike damage + spell damage +1d6 for corrosive granted by deliquescent gloves.

You would be attacking regular ac though, and cannot use the touch attack granted by the gloves.

If this is the case, how can Rogues sneak attack with deliquescent gloves?


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

This is a multipart question that kind of depends on the answers to previous questions, so bear with me.

Are there any examples in non-3PP pathfinder that allow someone to channel a ray through a weapon?

Ok, it looks like the Magus through a combination of the Close Range Magus Arcana and the Spellstrike class feature can channel a ray through a weapon.

Second question: With the magus above, the spellstrike ability says that he *can* deliver the spell through any weapon wielded. etc etc etc.

Now, let's say that the magus wants to add his weapon damage to the attack per spellstrike -- can he use a magic item (say the Gloves of Deliquesence) to attack as a melee touch attack and the gloves be considered to be the "weapon wielded"?


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

Look up Dreamscarred Press' Psionic's Augmented: Seventh Path supplement that just came out.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Elbedor wrote:

... The action you perform is considered 'borrowed' from your next turn and you do not get to perform that action on your next turn."

...

Not exactly. In my ruling delayed actions are consumed from the current round only...and if you delay too long (as in once the round finishes), you start at the top of the next round you lose the action you delayed, and any action you take from this point forward is your action for the round.

The "problems and abuses" you refer to is systemic of any round by round turn based system. It really can't be avoided.

And to think of it, it's not really an abuse. In MMO terms, this is nothing more than "kiting".


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

An easy fix to all of this nonsense would be to get rid of the readied action altogether and extend the definition of the delay action to include a "conditional delay" wherein you delay any actions you have available until the conditions you declare come to pass. Which would allow for the ability to interrupt another's action.

That way the whole idea of what type of action is used to perform what action is clear, and the round flows smoothly.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Elbedor wrote:


Perhaps I was unclear, but your answers to 1b and 2b are not what I was asking. You are giving me the action, but I wanted to know what Action Economy is used to perform that action. Readied Attack Actions or Readied Standard Actions are both actions that require a Standard Action out of the Action Economy.

The Action Economy includes Full-Round, Standard, Move, Swift, Immediate, Free, and Not-an-action. So if you've spent your Standard to Ready a Move or a Swift and you've spent your Move to close, what are you spending when your Readied action activates? Some are insisting that Readying a Swift means spending your Swift. Others disagree.

I have a thought, but I'd like to hear others' first.

The RAW on this is extremely convoluted, but the breakdown is like this:

Lets say you take a move action, and then a standard action to ready a move action. Since making the preparations to move is an action in and of itself, this is not possible unless the timing of the condition happens after the start of the next round. So, if the conditions occur prematurely, you don't get to use your readied action, it's too early. It doesn't happen.

The swift action is different in that you are allows to "borrow from the future" with a swift action (aka immediate action).

Readying a standard action is an odd duck. This is essentially a reactive standard action that has the opportunity to interrupt. The "opportunity to interrupt" is what differentiates simple delaying from a readied standard action. '

This could have been re-written much clearer if someone were to work out the sequence of play that is allowed when it comes to delying, readying with all the different action types, but they didn't. Why that is it's hard to say...bad legacy rules from the 3.5 system.


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

Raw support is the definitions of swift and immediate actions. But it's all over the place.

Quote:


Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn.
Quote:


You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn).

Swift is used on your turn. An immediate action is used outside your turn and consumes the swift of your next turn.

So, essentially, a swift and immediate actions are only differentiated by when you use them and their restriction to only be used one time per round.

Note that using a swift during your normal turn does not prevent you from using an immediate after your normal turn is done (see my previous statements), but instead prevents the use of a swift on your next turn.

If the condition that you specify when you ready your swift action doesn't come to pass, then you simply lose the opportunity to use that specific immediate action -- and you regain the ability to use a swift on your next turn.


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

Elbedor:

To answer your questions --
1a: A standard action to ready an attack, and a move action to close (if he doesn't get in range of his opponent or his opponent doesn't get close enough on his opponent's turn, he loses the attack).

1b: A readied attack action (from 1a).

2a: A standard action to ready a standard action (LOH) , and a move action
2b: a readied standard action (from 2a).


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


#2 I'm more partial to see it this way as we know specific rules can already change an action's Type (ex, Rapid Reload doesn't allow you to perform a Move action with a Free action, it changes the Move action of loading to a Free action). Plus if Readying a Swift counts as your Standard AND your Swift, then Readying a Standard must count as your Standard AND another Standard....which just gets messy.

Actually, the only reason that readying a swift counts as your standard and your next rounds swift is due to the 'immediate action consumes your swift action for the next round rule'.

No such rule exists for standard actions.

I would posit an alternative: If you do not use your swift action during your turn when you are performing a "ready swift" standard action, then I would say that you simply postpone your current round's swift action and then you can use next turn's swift action normally.

The answer I gave was given due to the premise that the current round's swift action had already been used, and they were readying a swift as well to be used once their turn is done.

So, if you do NOT use your swift and you ready it for use after your turn, normal action rules apply. Swift action doesn't change to immediate, it is just held until the readied condition comes into play.

If you DO use your swift action and then ready a swift, you can do so, but it changes to an immediate action and you cannot use a swift action next round per the immediate action rules.


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

So, to put it succinctly, a swift action outside your turn consumes the swift action for your next turn, regardless of whether it is a readied swift action or a "declared" immediate action.


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

The way I read this is the "reverse outside a turn" that you are talking about:

You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Swift Actions:

A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

Ready:

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.

The key text insofar as the readying of a swift action is this: "The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun."

The practical effect of readying a swift action is to use it as an immediate action, as you will be performing said action outside of y our normal turn.

The same consequences apply.

It takes the standard action of your turn to ready the swift action so that you can use it outside of your own turn later on. But it doesn't change the fact that it is a swift action -- it simply allows it to be used outside of your normal turn.

To answer a bit clearer, you can in the course of your actions, take a swift action, and then a standard action to ready a swift action, which would allow you to take that swift action after your turn is over, which would make it a immediate action. As a result, on your next turn, you would not be able to take a swift action (per the normal immediate/swift action rules).


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Seranov wrote:
I have no idea how you could possibly read "it deals damage based on the size of the weapon that fired it" as anything but "it deals the damage it normally would at that size, even though the actual bolt/arrow/bullet shrinks."

Because the part "even though the actual bolt/arrow/bullet shrinks". Isn't in the rule, and the part of the rule that you are stressing is parenthetical.

However, I can see where you are getting your interpretation. The parenthesis does seem to separate thrown and projectile weapons.

Personally, I'd defer to the DSP developers (they post here sometimes), but I don't see anything specifically wrong with how you are interpreting it.

It does oddly seem to put thrown weapons at a disadvantage, though. That seems a bit nonsensical.


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

As far as expansion is concerned, it does work like enlarge. If you expand the size of the weapon and projectile, and the projectile leaves the power's effect, it reduces in sizes just like enlarge.

However, if you carry around appropriately sized projectiles for your expansioned crossbow, that is a whole different story.

I believe this was an errata, or DSP when they wrote the power were unaware of the enlarge projectile returning to normal FAQ that Pathfinder put into place.

Expansion from Ultimate Psionics:

Quote:

...Any affected item that leaves your possession

(including a projectile or thrown weapon) instantly returns
to its normal size.

Hell, Samasboy1 even quoted it..but only bolded the part he wanted to see.


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

While the mundane physical size increase with powerful build works and gravity bow works, expansion with ranged weapons does not work. Once the projectile is shot, it returns back to it's normal sizes.

So, at best, you'll get 2 sizes increases on your medium heavy crossbow.


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

Yes, it is still treated as your active creature type on the single shot upon which you are making at that time. Any after that, no.


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


Now, I am dead set on taking this archetype but what I really want to know is if I *must* manifest Disrupting Strikes at 10th level just to contribute to the party?

Must? No. A single disrupt pattern per round is quite sufficient.

Disrupt Pattern plus Exploding Pattern (Insight), Bleed Pattern (Insight) with Improved Disruption, One Pattern, Bracers of Disruption and Psionic Focus with the correct type gives you 7d6 + 14 + Int mod damage per round and on top of that, you get 3 points of bleed damage to everyone in an aoe around your target. Branding pattern adds to this further.

With Hide in Plain sight and a really good stealth score, you can snipe in combat using disrupt pattern all by it's lonesome.

Don't underestimate Craft Trap and it's uses too.

The only archetype for the cryptic that is a "damage dealer" is the brutal disruptor. The Cryptic as a class is a debuffer and skill monkey.

To optimize properly, max out intelligence and dexterity, focus on stealth and debuffing opponents.

Reserve Disrupting Strikes for times you need to do a lot of damage in order to survive.


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

Challenging psionics characters is no different than challenging a gish or straight caster type character. It will all depend on what they have selected for powers.

You must always remember the golden rule of Psionics: The number of power points a character can spend on a power is equal to or less than his manifester level for that specific power. This is an absolute rule that cannot be broken.

There are ways of artificially increasing your manifester level, but those are feat/class specific.

Moreover, psionic powers are more resistable due to the power's DC being based on the level of the power, which is not increased when it is augmented. (Feats can modify this).

It is also more prone to dispels for the same reason. A inertial armor power that is augmented to provide +10 to AC at really high level still gets dispelled as a level 1 power, regardless of the manifester level. (There are currently no feats that modify this aspect of psionic powers).


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

Right, it's entirely interpretable is my take...which is kind of why I was wanting a FAQ.

Thanks for the assist.


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


The question is, if I can use magic to create a red shirt, why can't I use magic to create a blue shirt.

Because you need red shirts to make the storm troopers effective in combat.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Corrik wrote:

I would say that is more difficult. You would have to have a specific counter-agent for each thing. That means you have to identify exactly how each disease works and a specific method for countering them. Certainly it makes sound scientific sense. It just doesn't make a lot of magical sense. Why spend all of the time and effort make a bunch of unique agents? Just make one that heals X amount of Dex damage. You now how one thing which is useful for all other disease which deal Dex damage. Certainly the harmful disease just deals Dex damage, mechanically speaking.

The why is human nature. Perhaps the resident alchemist doens't like the fact that only the divine casters have a monopoly on cure disease and remove poison and wants to muscle in on their territory and is looking for a way to do it. For poisons, once you have the venom, you can concoct a anti-venom. The same applies to disese (virii).

It would be a nice way to say "See, you don't have to pay the temple of <insert annoyingly prosletyzing deity's church here>, you can pay me as well, and I won't judge you for your bad behavior!

Corrik wrote:


No it isn't, it's merely difficult to obtain and/or is needed to accomplish a thing. I suggest you look that up again. Might want to double check the ridiculous things spells let you do as well. Given enough time and resource, there are practically no limits. The limits that are there, are so high that they are typically more of a problem then the players getting the thing.

The game already does not maintain a mechanical balance, so that cry doesn't count for much. Also, having a counter to something does not unbalance. Point of fact, it actually gives you balance....

My gaming philosophy is pretty much the same...anything that is available to NPCs should be available to PCs and vice versa.


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

Blake: a quick search on "soft cover" seems to indicate you are in the minority on this particular rule interpretation.


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


Strictly by RAW, "Cover" is a game term. Therefore the AoO question applies to "Cover", but not to "Partial Cover" or "Soft Cover" which are different terms. It's irrelevant to "Total Cover" because you cannot affect a target with Total Cover at all. So a prone, or even standing, ally providing soft/partial cover won't prevent an AoO.

I can see where you get your interpretation of the "cover" != soft cover or partial cover.

Do you have any supporting evidence to this interpretation (FAQ reference would be perfect).

Note: from what it looks to me, the same AC modifier for "cover" (+4) is the same for "soft cover", which would indicate that soft cover does indeed prevent attacks of opportunity, given they are otherwise equivalent.

As an example:

Cover (normal) provides the benefits of A, B, C and D (+4 to AC, No AoO, +2 Relfex, Can use Stealth).

Soft cover is written in a way that excludes specific benefits that are provided by normal cover: no bonus to reflex and no stealth. It specifically includes the +4 to AC (likely to differentiate it from partial cover), but makes no reference to attacks of opportunity.

So, if "cover" is an umbrella term and soft cover is a sub-category therein, then soft cover should inherit the traits of cover unless specific exceptions/modifications are noted. No mention of attacks of opportunity therefore imply that even with soft cover (and as well partial cover) prevent attacks of opportunity.

I think a FAQ is in order, given the ambiguity.


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

With this idea in mind, I would say that you could create the equivalent of a counter-agent or anti-venom to whatever pathogen or venom exists to counter it's effects, but not bolster a character beyond their normal abilities, unless you wanted to make "magical steriods" which would give a alchemical bonus to ability scores or some-such type effect.


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

Given the rule:

Quote:


Cover and Attacks of Opportunity: You can't execute an attack of opportunity against an opponent with cover relative to you.

Does the term "with cover" apply to all forms of cover of all gradients, partial, improved, total, soft and hard cover?

So that even someone prone in between two enemies provides enough cover to prevent attacks of opportunity?

What happens if both enemies are of equal distance? (essentially flanking the prone man in the middle).

It looks like equal distance = random on which one is "closer".


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Imbicatus wrote:
However, Phalanx Formation has much the same effect as IPS and apples to reach weapons.

Correct, but only when the middle-man is an ally. If the middle-man is an enemy, the middle-man still provides partial cover according to what I'm reading so far.

1 to 50 of 457 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.