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Andrew Christian wrote:
Immediate Actions =/= Attacks of Opportunity
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).
So, the death ray/fire ball/disintegrate/blade barrier/whatever would hit you. THEN you could use your immediate action to cast EFS.
Please title PFS blogs with the content it addresses.
While I appreciate the flavor of Golarian-based calendar dates, "OPC Log—11 Gozren 4716" does nothing to communicate the contents of the blog or why I should read it. Nor is it user friendly if I want to skim the titles to find the blog about the Game Day changes.
"He then keeps them tripped through opportunity attacks."
Just to double check--he's not trip-locking them on the AOOs from standing up is he? Because he couldn't trip them again on that AOO as they are considered still prone.
Oh boy. Well, he'll be making a third character eventually...
Battlefield Presence is (Su).
"A number of classes and creatures gain the use of special abilities, many of which function like spells."
How do (Su) abilities differ?
"These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas."
So multiple instances of Battlefield Presence would not stack.
If you'd like a definitive ruling, take it to the rules forum. But if you honestly think you'll be able hand out multiple unlimited teamwork feats, you have to know that most GMs are definitely going to frown on that and to expect table variation, most likely not in favor a majority of the time.
1. No duration. Allies only need to be within 30' while being granted the teamwork feat. Arguably, you are always flatfooted outside of combat until you act on your initiative in combat--meaning the teamwork feats wouldn't be active until the Paladin acts.
2. It does not stack.
You are granting a bonus feat from the same source so it would not stack.
Sammy T moved to Chicago 16 years ago to study and perform improv comedy. While he does not perform as much as he used to, he still occasionally makes the funnies.
He is the host of a pop culture/current events podcast that features Chicago actors and comedians.
He attended Michigan State University, Wayne State University, University of Michigan (Dearborn) and NYU...but he does not hold a degree from any of those institutions.
He was almost expelled from high school for running for Prom Queen as a joke because the rules didn't say you had to be a female. Michigan high school principals and superintendents in 1992 didn't have much of a sense of humor...
Shadow Lodge forever
Honestly, as long as you can help do damage besides disarm, no one in their right mind should be sour over such a tactic.
How often you should do it may vary by table (unfortunately) but if I were a fellow player, I would be happy to pummel a foe that was disarmed by a fellow party member and if I was a GM I'd be absolutely fine with a disarmer setting up other people for success.
Gwen Smith wrote:
You're not taking the AOO, the enemy is--you go total defense, move, provoke an AOO from the enemy and use the immediate action Turtle Clutch to grapple if they miss. Then on your turn you progress the grapple to a pin with a standard (then tie up with your move if you have Greater Grapple).
I'm not sure what you're saying, Muser. The boon does not apply to a Mammoth Rider because it has neither of the specific class features cited. And the sentence you quote, "This steed functions as a druid's animal companion, replacing any animal companion or mount gained from another class" basically clarifies that whatever you had before (i.e. Boon frog), it's replaced by the Steed-specific option for Mammoth Riders (which we established the boon does not alter).
15 point buy is a tough road to walk.
Oread Alternate Racial Traits
Buy a wand a of Mage Armor and have the party caster use it on you.
L1 Snapping Turtle Style
L4 +1 STR
L7 Mobility. Qiggong: -Wholeness of Body / +Barkskin
L8 +1 WIS
L9 Rapid Grappler
L11 Power Attack
L13 and L15 I'll leave to you as you'll know best what works for your playstyle.
Why no jawbreaker? 1) because it requires a failed Stunning Fist save by your opponent, 2) 1d4 bleed damage is minimal, 3) if it's a caster, they won't be able to make grappled CMB check anyways, 4) you don't have the skill points to waste on Heal.
Yes, it qualified for a flank attack. Nothing in the rules states you stop threatening while moving. Player B fulfilled the conditions to flank, triggering Player A's readied action...regardless if Player B was simply moving through that square or ended up in it.
The rules do not check for the intent of your movement regarding threatened spaces.
Let's use an alternate scenario:
The Player decides to move past the Foe, to get to a room behind him. The Player has no intent of stopping to fight the Foe, only to move past him.
The Player moves. The Player triggers an AOO from the Foe. The Foe decides to trip the Player--but the Foe lacks Improved Trip. The Player would still get an AOO regardless of the intent of his movement.
The store where I used to play had 3-5 tables every Monday evening. Not sure if they still do, since it would be over an hour drive for me to go there on Mondays, so I don't play there any more.
Hey, Fromper, the Dojo has 3 tables of PFS on average from what I can tell (I don't play as regularly as I used to as I have GM'd/played myself out of most normal PFS scenarios and I honestly have no interest in Core). There are 5ish tables of D&D...which have a much better gender ratio and size.
Bull Rush wrote:
You can only bull rush an opponent who is no more than one size category larger than you.
You can only drag an opponent who is no more than one size category larger than you.
You can only overrun an opponent who is no more than one size category larger than you.
You can only reposition an opponent that is no more than one size category larger than you.
You can only trip an opponent who is no more than one size category larger than you.
Dirty Trick, Disarm, Grapple, Steal and Sunder do not list size restrictions.
If your GMs cannot cite why they are imposing a size limitation, please direct them to this post. If they continue to be obstinate, please post in the PFS forums.
I think this means that "*" creatures (pretty much all the animals) are completely viable for the HC and Sacred Summons combination, right?
The subtype of the summon, not its alignment, must match your aura. Your aura matches your deity's alignment.
Let's use Sacred Summons for Asmodeus for example.
While your alignment is LN, your aura is LE to match Asmodeus.
Look at the subtype row. It if is "Evil" & "Lawful" it is valid for a standard action Sacred Summons.
While a fiendish creature would have your alignment, nothing in the Fiendish Template changes the actual sub-type of the summoned monster. So, a fiendish eagle would not be eligible for a standard action Sacred Summons.
Been thinking about creating a character who can buff or summon as necessary, but still retains the ability to contribute to DPSing when spells or summoning are not needed. I'm perfectly content being the "fifth" man in a normal party.
In combat: High-ish initiative to buff or summon as necessary (standard action summons come online at L5). Use longbow to help focus fire or clean up as needed, counting on my general party buffing to keep me doing adequate damage.
Out of combat: can act as a face or back-up face, has 3 of the key knowledges as well as spellcraft.
Traits: Heirloom Weapon: Longbow, Reactionary
Skills: Max: Diplomacy, K: Arcana, K: Planes, K: Religion, Sense Motive, Spellcraft
L1: Point-Blank, Precise Shot (paying my archery dues); can spontaneous change spells to Summon X or Cure X
To further add:
Every Bloodrager guide or suggestion thread touts this archetype as the best simply because you sacrifice nothing to gain more flexibility and options, allowing you to trade substandard bloodline abilities/powers for a pair of substantially better rage powers. Add in the auto-self-buffs from bloodline powers, ability to cast spells, wand/scroll usage and you have the ONE TRUE BLOODRAGER which obviates most of the other archetypes handily (and this is not the case of the Qiggong archetype boosting the substandard Core Monk, but the Primalist boosting the already robust Bloodrager chasis).
I have a L17 Oracle, a L16 Tetori/Barb and have GM'd multiple high level mods (or sanctioned AP parts). Here is the trend:
-Cast extended all day buffs, burden shared/coordinated by party.
If you have a coordinated party of high-level PFS players, the vast majority of the time you will ROFL-stomp encounters if you properly buff and scout (if possible).
In Jade Regent p6, the entire party lost initiative in the final battle. Although slightly nerve-wracking when they realized they would act last, the party conjuration wizard pretty much shut it down in 2 rounds with 2 quickened spells and 2 standard spells with the Pounce Barb and mounted Archery Ranger mopping up with focus-fired massive damage.
Boosting saves, picking up oh-crap items like breath of life talismans or anti-grapple items (if you don't have Freedom of Movement always up), picking up scrolls from other spell lists to use via UMD and figuring out what Spell Perfection spell you're gonna choose at L15 are the things I'd look at as a caster.
I'm surprised there's no Summon V for flank meat. Dismissal is very situational and I'd trade that out. I'll let other more spell-savvy folks chime in, but as someone with conjuration, picking up a few no-SR conjuration damage spells and pairing them with a Dazing metamagic rod will shorten a lot of fights.
My -1 is Venture Captain Longspear Lux, a dual-cursed Life Oracle vexed by the spirits constantly tugging at his leg (lame) and tangling him up in combat (haunted). My -8 is his daughter, Nyssa Nox, a teenage Animist Shaman who befriended the spirits that haunt their family and now counts them as her allies. My -7 is Lux's EoTT protege, Atavisk, the musclebound shield-bashing worshipper of Rovagug who was the bouncer in Lux's bar, the Longspear, in the Coins district.
My -2 is Bruno Breakbone, a very handsome and beautiful Tetori, was once a disciplined monk who was corrupted by the temptations of Lissala (become a Tetori/Brutal Pugilist Barbarian). He eventually ended up as the Physical Education teacher at the Acadamae. My -5 is the "Fabulous" Moolah, a dirty trick Untamed Rager barbarian who is destined to be his wife. At some point, I will create a character who struggles with his father's heritage and is inherently tainted by the magic from the gifts of Lissala (most likely a bloodrager).
What are the connective narratives for your characters?
My debuff Mesmerist has the Combat Advice feat so I can lay back during encounters where encounter-ending spells like Mental Block, Hideous Laughter or Oppressive Boredom would be fun for no one. Sure, it's not an optimal feat for a debuff specialist, but it lets me help other people be awesome and save the Stare-Intimidate-DC WILL Save-or-Suck for when it matters* as opposed to every battle.
Deadly Grappler's language presumes you are victim (i.e. not the controller) of the grapple. So, that's a feat you'd want to bypass as, presumably, you are controlling every grapple you are in.
What the Tetori would lose in easy AC, back up martial weapons and challenge damage, it would gain in better saves, a variety of ki abilities and Freedom-of-Movement/Teleport suppression to keep grapple targets on lockdown. Grabbing Style on a Tetori is not that great simply because you'd most likely be one-hand grappling mooks whose CMDs you easily outstrip even with a -4 penalty and your base movespeed is so high, your half-movespeed grapple-to-move is basically the same as a martial's full-speed move.
I'd be intrigued in a Constable, Order of the Hammer in a low-to-mid-level game. After that, I'd prefer a Spell-Sunder Strength Surge Grapple Barbarian (who can get rid of anti-grapple spells) or a Tetori for dedicated grapplers.
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.
The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.
Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Life Link damage is not damage from a normal attack. You directly take 5 hit points of damage. DR would not apply. While Life Link is not "Spells, spell-like abilities, or energy attack" it is not physical damage from an attack that DR would apply to.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands).
Would a werebat-kin Skinwalker be able to use their kinetic blast in bat shape? Bat's wings are literally their hands.
@Jakuri, this won't be FAQ'd because the rules are pretty straightforward and have been cited. If you link this thread to your VC and he refuses to accept it, you can A) bump it up the chain for your area (and perhaps post in the PFS forums asking who you would contact next) or B) accept this GM runs the rules wrong when you sit his table.
Since it's a VC and this is RAW (not even gray-area RAW), he doesn't get to use RAI-intuition. If he doesn't like it, too bad, so sad, dem's da breaks.
Kahel Stormbender wrote:
Water does arguably have the best (or one of the 2 best) elemental defenses though. Fire's ED is kind of meh. And making the earth or air elemental defenses actually useful costs too much burn.
As a Geokineticist, you easily get your investment back after a couple of hits.
This past Monday I played the high tier of Captive in Crystal. I took 5 points of burn to get DR 9. In the encounter with the
opening ambush where, due to circumstances, we triggered all the creatures at once
I took big 6 or 7 hits and was barely left conscious, easily earning back my initial burn investment for the rest of the adventure. (This same encounter left 1 character dead and needing a Breath of Life and another 2 afraid to take AOOs because another hit would drop them.) I have never ever regretted maxing out my DR as Kineticist to start the day.
Michael Eshleman wrote:
My favorite parts of these little discussions is when someone takes the time to say "you can't do that" but doesn't take the time to read the original post with the feat that, indeed, lets them do that.
Forgot to post the build I'm going strongly considering:
STR 18 (+2 human)
Main Weapon: 2H reach w/ Trip (Guisarme)
There is a lot of retraining going and since you don't have a handle on retraining in PFS, that's a bad thing. Don't assume you'll get 6PP per level (the assumed average is 4 per level) and it would cost 5PP per feat retrain AND gold...not only should your first purchase be 2PP for a wand of CLW, you should be banking towards 16PP for a raise dead. I would strongly suggest reworking your feat/ability progression to minimize retrains.
On top of the retraining reservations, your build pulls from a variety of resources--do you own all the books these abilities come from?
I can see the skeleton of the idea you're going for: High AC TWF skirmisher/frontliner, but honestly, you're just better off going STR and 2H a hvy-shield and at Level 6 you'll turn into beast with Shield Master as you're double dipping on the enhancement to AC & HIT/DAM. Less feat intensive, better +HIT & much better +DAM.