Was there ever official errata on this? The PRD does not have it and I can not find any Ultimate Combat errata...if not so Gun training and Pistol training are untyped so they would stack.
If there is official errata please let me know...I have a player asking about the build. If there is no official errata I will allow it
So I have a Flowing monk and I am looking at taking a few style feats. But I have a questions about the styles. So with a flowing monk I give up Stunning Fist for Redirection but it seems that some of the styles are specific to Stunning Fist. Example would be Monkey Shine in the Monkey Style feat tree. Do I need to pick up Stunning Fist or will this work with my Redirection (since it replaces Stunning Fist).
I am thinking I need Stunning Fist but thought I would ask
not a rules or scenario question but a more practical question. How does everyone carries all their stuff around?
It seems I have accumulated lots of things (books, maps, minis, cards,...)around my favorite hobby and I have started running more society events...so I am traveling around more and I need to carry my stuff. I have started looking for a new roller bag or something like that but I have not really found to much. Games Workshop has some of them but the are more focused on minis...I have a lot of other things. The back pack I have now is getting to small and too heavy! So any ideas or links would be great! Thanks in advance....
Quick question where is the best place to get the actual rules around a Magus? I see lots of threads and lots opinions but I am having a hard time finding answers.
I saw that the there is a FAQ entry about the cast, move and use the free attack to deliver the spells...which was good. But is there more?
Here is a question that was brought up in today's game. The Magus wanted to use Spell Combat and Spell Strike together. His argument was that Spell Combat allowed him to 2 attacks at a -2 like two weapon fighting and that since the melee attack in Spell Strike was free he could make the second attack with his sword. In essence, cast shocking grasp, hit the monster with his sword doing weapon and shocking grasp and then hit the monster again with his sword as his second attack taking the -2.
To me this seemed wrong, the way I read Spell Combat is it allows you to attacks, one touch attack to deliver the spell and one sword attack. I read Spell strike as being able to use you sword to deliver a touch spell as part of a melee attack. They seem to be two different types of combat. My argument was he needs two "weapons", ie the spell and sword to use spell combat and that he could not use the one weapon to do what basically is two weapon fighting. And that was an either or type of attack..the idea of using your sword again to attack seems wrong to me.
Is there a ruling on this? Am I wrong? Just because it feels wrong does not make it wrong....please point me to the right ruling so I can show up with evidence one way or the other.
Sorry if this has been covered but I was unable to find anything that seemed to cover it that was a definite ruling.
I just noticed something probably should have seen before....readying a slash weapon is a full round action. I have always treated like a potion...a move to retrieve a stored item and a standard to throw (attack). But it sounds like it should be a move to retrieve, a full round to ready and a standard to throw. Am I reading this wrong? Does this apply to Alchemist bombs also(thinking not but thought I would ask)?
So if I have Wind Stance I should be able to hide (make stealth check) against all ranged enemies. But not really sure with the wording in Stealth....
So wondering what people thought? I am thinking anyone not adjacent the player could hide from....
I ad a player to day that was a 3rd level magus, with out casting spells, just a normal swing of the sword was doing +7 to his damage. I asked in the game for a little clarification but I did not want to slow the game down to much..so I did not push the subject. He spouted something out about weapon finesse and dervish dancer. This allowed him to add dex into his damage....still +7 right out of the gate with out any magic. So did a little reading....it seems dervish dancer is a bard archtype. That wouldn't do it.
So am I missing something? I could not find a feat that allowed me to add dex bonus to damage....I see the Agile magic weapons but I asked that he dd not have one. So thought I would ask here and see what I get
looking at create water I wanted to verify the size of the down pour. It looks like it wold be pretty limited but not sure i am thinking about it right
1st level 2 gallons 1/4 cubic foot 3/4 a cubic foot down pour
is this right? so to make enough water to fill a 5 foot square with rain the caster would have to 7th level? So I am thinking to put out a 5 foot square of fire the caster would need to be 7th level?
Here is the spell
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
I was told the other day that you lose your dex (basically are considered flatfoot) when you stand up from prone.
The PRD states it is move action and provokes....
but I see nothing about losing your dex...is there a different rule that I am missing? Just wondering...
Wondering what other people thought about this years special at gencon?? Not one of my favorites...but some of that is my fault and some I thought was the special design.
I had generic tickets so I knew that I might not get in but thought I would try. But the mustering was really a mess by us (level 3-4). The poor guy working the clip board had no idea what was going on and went back repeatedly for clarification and communication. They tried to seat all the real tickets first and then generics. This makes sense but there were no lines, no organization, no groups so the poor guy was mobbed.
I got there an hour early and stood by the muster point hoping to get in line but it seems that since there was no lines it did not matter everyone just mobbed the door and chaos ensued. (really needed a protection from chaos). The biggest issue I had..is I got there early, stood in line, checked in the muster captain (not sure what he is called) as soon as he showed up but others of the same level were seated before me. In fact at the end I was told there would be no table for me....after they seated a bunch of generics right in front of me that showed up later. I guess I should have been more pushy and really pestered the the guy. Luckily one of the other people that was not getting in was a GM (2 star I believe) and he offered to run the mod cold for the people that were left. Which was great!!!! I could not thank him enough...awesome support from the community. I got lucky...there were a bunch of lower levels that got turned away....
We had issues with some of the timed events as both the GM and the party stumbled to understand and catch up since we were seated late. But our biggest issue was a lack of party diversity, not having any skill based characters on the table. We had 2 clerics, 2 barbarians and alchemist. This made the special extremely challenging for us but I guess was the luck of the draw.
Can I suggest something for maybe future years? I like that the special are widely diverse and challenging but maybe there would be a better way to organize. Force the players to self muster, do not report to the muster captain (or what ever he is called) unless you have a full table of 6. This will put it on the players to get a diverse party a opposed to the random seating assignment that the muster captain was doing. First he will seat tables with 6 real tickets, then he will sit tables with 5 reals and one generic...and so on. The more real tickets you have in he party the quicker you will be seated.
Also make sure the time for mustering with real tickets is clearly stated, real tickets will be exclusively seated for a given time period, not sure how long maybe 20 minutes. If you do not show up with a party of 6 then you could lose your chance play.
My hope is maybe the players could help with the organization and keep the chaos down to minimum. Plus maybe the muster captains will be able to make the will save vs insanity!
I do have one other thing, while I did not make it to the second part (not an issue) one of my friends did. He showed up for the second part, well it seemed that the rest of his table did not leaving him the only one on the table. There were other tables with the same issue so they were all pushed on to one table (ok seems to make sense). Well since they were all different levels, 2 out of the 5 players were forced to higher level generics (hmmm in the second round of the special??) and they did not have a full table(cringing now.) Also the mod had an in game time limit or your table would be TPKed in box text (what??? really??? TPKed in box text...no way PFS would do that).
Once again the table suffered from the same issue I had with pick up groups....lack of diversity. No fighter or true melee at all. They struggled to say the least....they decided to run at the end and not finish the mod, they got the word to open the door and were running out as time was called. The table GM told them they made it all the way out and were safe but he had to check with the head GM on one issue. After the discussion with the head GM it seems that he was over ruled and the party was TPKed. Really??? Over ruled and killed in box text??? Really????
It seems that a lot of the tables at the special were also TPKed at the end. Really??? So you pull the best players from the first round to TPK them with a time limit??? Also it seems really strange to over rule the table GM, since he knew the situation and had made the call.....
The death was not really the issue, I mean they had the 21 prestige points to get recovered and for the raise dead..it was the whole thing that seemed to stink. First, over ruling the table GM seems wrong, he was there, he knew the situation and had already ruled on it. Second, are we not all heroes? I mean losing a fight to horrible monster. Ok. Dying a horrible death in a strung trap. OK. Those deaths we at least feel like we tried but to be killed in box text? I mean really???? Take a second, write a ending where the players barely escape by the skin of their teeth and have to face there fellow pathfinders with the shame that they failed. Killing them due to a time limit seems very silly to me and a good way to piss people off.
With all this said I still feel that PFS is a handled very well and provides a great setting, great GMing and a fine environment to play in.
Maybe I should have known this before I purchased the whole set but it seems these are not written to the "Pathfinder" rules but to the D&D 3.5 rules. really??? The home page for the adventure path says "Pathfinder" all over it!!!!!! hmmmm it should really state that on the adventure path page......
I saw the thread with the all the PDFs to convert stats to Pathfinder but do I really need to have a whole set of stat blocks out side the provided material? I was hoping I could calculate CMD and CMB off the grple stat and go with it. I really do now want a full set of stuff out side the provided material
Any one else run this with the Pathfinder rule set? Any big issues that they found???
Maybe I am over reacting a little bit...maybe there are no issues....I guess when I buy something labeled "Pathfinder"...I expect "Pathfinder"! It would have been nice to know it was not written with that rule set.....
I play a gunslinger and I have had several people groan and tell me how broken they are....I must be doing something wrong cause it seems to me like it is a pretty balanced class. The damage output is offset by the cost and reloading rules or it seems to me.
I am currently a 2nd level gunslinger and to be real effective it seems I need 3 feats, point blank, precise shot and rapid reload. right now I have 2 of the 3 and I can fire every other round..since reloading a pistol is standard action...lol and i do a whole 1d8. I know it is against touch so it is easier to hit but it seems they slowed down the damage output.
I know at eleventh level I can take lightening reload and reload as a swift action. By that time I will have multiple attacks I will be able to reload one barrel a round as a swift action. So with even with the pepper box I 2 rounds of full attack before I need to reload which will take me 2 rounds to fully reload. (2 from the swift actions on the two rounds firing, 2 move actions a one swift to load 3 more rounds and then one more move action to reload) so over 8 rounds I will do ~12d8. t actually seems kind of low at 11th level. I suppose I could have multiple pepper boxes with some enhancements so it would be more.
I guess it seems balanced to me...either that or I am missing something.
Quick question...does a backpack provide any encumbrance benefits? Or is it just a container. How do people deal with retrieving something from a backpack? I am thinking move action or full round if the pack is worn. For some reason I can not really find any rules on backpacks anywhere. I did see the thread on how much can it hold which is good to know but thought ask a few more questions...
Hey I know Tiny creatures can not flank (no reach) but can you flank a tiny creature? Since they are in the same space as a player would an adjacent player get flanking? not really sure how the rules read could not find anything??
Also poisons...so some poisons have multiple saves. Does the effect happen every missed save? Maybe I missed it but I read and I was not sure.
Hey any help would be great thanks
So if a poisoned is applied to a weapon how long is the weapon poisoned? Example if I apply a poison in the first round of combat and do not hit until the 3rd round is it still poisoned? Maybe I missed this but I was not sure based on the rules. Or can you do something like poison a dagger and leave in the sheath until combat starts? Can I pre-poisons? If so how long is the weapon poisoned?