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It works, you just have to take a second to state how you use it.
You can activate/deactivate the Ring as a free action at will, so you can do it just fine by deactivating it to cast your spell then activating it again before the end of your turn.
If you are not bound to divine... Staff Magus.
Flavor it as him calling on Nethys to give him his power...
Then take the Evangelist prestige class as soon as possible to keep getting your benefits, some actual divine abilities, and more skill points.
No. In PF, multiple spellcasting classes (exception being prestige classes) don't stack spells/day and spell level access.
If you had a 7th level cleric and 6th level warpriest, you would have:
4-1st level cleric spells
4-1st level cleric spells
They don't stack the caster level together, even being from the same divine list, at all.
As far as BAB and Saving throws: BAB +9; Fort +10, Ref +4, Will +10
Like I said in my post... I am not saying it is not possible to swap places.
I am only saying that it is impossible to do it BY THE RULES using only 5ft steps, while in combat.
So long as player D was willing to either use a withdraw, or take the AoO, the situation is perfectly within the rules.
1: Two PC in a closed room can swap their places any time they want, as unless they are fighting each other they aren't in combat, so the combat movement rules aren't in play. You can use the squeezing rules if you have to (such as if their allies are in combat outside). The rules are open during non-combat rounds, and only really crystalize in order to handle combat. Out of combat narrative they can do whatever you want them to do as a GM.
2: Yes, if you ready to disrupt a spellcaster, all they are doing is explicitly allowing the use of the trigger "before he finishes his spell, I hit him while he is in the middle of the motions".
The reason the original doesn't work like it was wanted to is that in a turn based game, you have a "movement phase" and an "attack phase" unless you have an explicit ability to blur those lines (spring attack, trample, ride by attack, etc.)
I think they are maybe mashing some things together.
In 5E, allies do count as difficult terrain. It is possible they or the GM, plays both.
However, in PF, the only rule in the book containing moving through a square containing an ally is the one quoted above.
CRB Combat chapter:
Moving Through a Square
You can move through an unoccupied square without difficulty in most circumstances. Difficult terrain and a number of spell effects might hamper your movement through open spaces.
Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn't provide you with cover.
Opponent: You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.
Ending Your Movement: You can't end your movement in the same square as another creature unless it is helpless.
The game is a simulation. There are obvious gaps in its ability to mimic real life.
In real life, 2 people can fight side by side in a 5 foot hallway. In PF, that is not allowed -by the rules of this particular simulation-, without swarmfighting, or another ability to share a space.
For what you want to argue, you must also allow someone to move 10 ft, then attack, then move another 10 ft as well without the normal feat chain to do so (Spring Attack).
PF lets you move action, standard action, and swift action in a turn. In order to move any distance, and then attack, you must stop the move action. That is the limiter on turn based systems.
Is it realistic, no. I prefer 5E DnD for that, as you can always get a full movement and a full attack in a round, and attacks can be taken at any point in the move and even at different points if you have more than one attack.
But he is asking for actual rules in PF, and for what he wants, there is a Feat (Swap Places), or a readied action for one player and a withdraw action for the other if he is trying to avoid the AoO, or merely a readied action and a move action for the other if he is ok taking the AoO.
I think possibly the place it went wrong is your expectations as a GM not meshing with the expectations of the players for what kind of game would be run.
You had this story you wanted to tell, and you wrote it out. Then you let some other people create the main characters for your story, and they had only the slightest reasons to be in that story and would have maybe suited another story better.
The best GM I ever had for homebrew campaigns didn't write anything out really before we built our characters.
He had a world setting that they had played in with 3 rotating GMs for so long that the world was in motion.
He typically sketched out 3 very vague plotlines that would happen in the world, and then asked people (usually while another game was still running) to build characters for this one. Once they had characters made, he would have an idea of which plotlines they would likely take. He fleshed out the most likely more, and the other two a little.
In the first session or two, we would run across hooks for all 3, then get in some random encounter that lasted the remainder of the session once we had chosen the one that we wanted to jump on.
That bought him more time to flesh out that one.
In my experience, players do one of two things, depending on the group dynamic. The all make special snowflakes that have no ties to each other, or they make a decent team because they have all played together before.
The first is a nightmare to homebrew for, you are best off having a vague plot, running some generic encounters out of a pre-made adventure until they "gel" as a party, then you can actually get them in the story once they are in with each other and you know how to hook them in.
The other, is hard to start but easy later, as you can see the way this team is built out so once you get them hooked into the story as a team, they will run with it.
This is why so many APs are sub-par, because lots of them don't have any other branches once you are on the railroad, and very little time to justify why you would have gotten on it in the first place.
The problem is that T cannot stop moving to make an attack from a square that already contains an ally. You cannot end your movement in an occupied square without something saying you can.
The readied action you proposed for I ready to move when he attacks would never be able to occur because to step up and attack places him in your square when he attacks.
Even with the trigger being attack instead of move, he can't stand there to make his attack so it can never happen per the rules.
Per the rules, there is no legal way to do this short of the Teamwork feat created to do exactly this.
Player D can't 5ft step back because he ends in an occupied space.
Player T can't 5ft step forward because he ends in an occupied space.
Readied actions do "interrupt" whatever their trigger is, so neither step can be used as a ready trigger, as that just reverses who is moving into an illegal square first.
The only way for those characters to legally swap places without either provoking is for the one in front to take the withdraw action, then get behind the other.
Or to have the Swap Places Teamwork feat.
Now, someone has pointed out that by changing the trigger from "when player D moves" to "when player D moves behind me" that you interrupt his movement, step into his place, and he is then free to finish his full movement from the withdraw action, which could include stepping back up behind his ally.
Barring another feat or ability in the mix, one of these 3 things has to happen: the lead player takes an AoO, the lead player gives up his standard action, or both players need to invest in a Teamwork feat.
Present the alternative to him of getting wild shape with a single animal and treating his ranger level as his druid level.
If he is still in on that idea, then possibly expand it to 10 minute increments up to the normal time limit instead of hours, and definitely not at will.
He is giving up the ability to have 2 characters on the board, for the trade off of having only one character to spend money on.
I would allow it myself with the above restrictions, but not at will.
Identical mooks split into groups of 2-4 depending on how many there are total, anyone special (caster, boss, troop captain) with different stats/spells gets their own turn. This avoids the "2 people go, then 8 guys slaughter one pc, then the rest of the party goes" issue. I have different sets of mini for each type of enemy or for each group if they are all identical.
For table games, I have notecards with AC, Saves, HP, stealth, perception, and attack/damage totals on them for each group/type of enemy, as well as ones for the characters. I also have them roll 5 sets of initiative down the right side, and randomly choose which initiative roll each combat uses beforehand.
I can organize them in advance, asking players to roll me a d20 and adding the bonuses myself for things like perception or stealth if they typically send a scout to sneak ahead so they don't know what they are rolling for, usually at the end of the last combat to have them ordered while I am describing the next scene.
It lets you transition from narrative to combat smoothly.
"You come upon the smoking remains of a campfire, with signs that the camp was broken quickly. (Player 1 and 2) notice something rustle in the brush, but the rest of you are surprised as an arrow flies out at (player 3). Player 2, even though you both noticed the attack coming, you are reacting quicker than player 1, what do you do?"
For surprise rounds I usually also only give them about 10 seconds to answer, before I treat it as a delay, (positioning and enemy descriptions/clarifications excepted). They all know this ahead of time, and it keeps people paying attention even when they aren't acting, knowing that they will go into delay if they aren't ready quickly IRL. (Once again, clarifications and spell/ability lookups excepted, as in: I want to cast this spell I need to double check the AoE though to make sure I only get enemies and not allies)
The problem is that they still have total cover from you.
You would have to have some way to see through the wall, in order to attack them.
Other than that, with all that it takes to get there, you should be able to do it.
And, unless they could see through the wall back to you, they should be denied dex to all attacks from those whips until they learned to stay far enough from the wall you can't reach them.
Based on the various dev comments that not being able to see the attacker means that you can't "effectively react to them".
If you want to actually balance it out...
Craft reqs: Reloading hands or an unseen servant spell, and whatever other reqs the Bandolier has.
If it reloads more than one shot in a round, then it should be at least 7.5k.
If it only reloads 1 shot in a round, then I would put it at 3000 for not using a swift action and also not taking your belt slot like the Bandolier.
You are correct. There is no knowledge roll that will tell you what the guy walking down the street in front of you has as his class.
Racial abilities should be under Knowledge Local.
Class abilities should as well, but only if you have something to tell you what class that PC/NPC is, as many of them have no outward sign.
A guy in leathers with a rapier could be a bard, a rogue, a swashbuckler, a fighter, hell... even a barbarian.
Until you have something to guess at what "class" an individual is, there shouldn't even be a roll to get anything other than visuals.
For example, even once they enter a rage, you don't even know for sure what they are. They could be a ranger, a skald, a barbarian, a cleric, an inquisitor... so that level of knowledge check is probably not settled by a dice roll at all.
That said, religion to get an idea of what divine casters are capable of, arcana for arcane, etc. is reasonable.
So far as race building... Midgard has a decent playable minotaur PC race, although the incredible overvaluing of strength in the point system makes the -4 dex and -4 cha too much.
Possibly, look into the Skinwalker abilities (notably the boar who gets a gore which could be subbed for a bull, and they can be in hybrid form all the time).
So far as class.
A Primalist/spelleater Bloodrager.
I personally like the Arcane bloodline, as it makes it harder to cast around you and gives you disruptive and spellbreaker without being a fighter, and extra AoO's specifically for casting.
Also, free blur, haste, displacement, prot arrows, or resist energy for each specific fight are amazing.
Then, you can self-heal with spellslots, if you want to not really be a "caster", but more that you are incredibly tough and resilient, as your magic is really just more hitpoints.
Warpriest is also a good class for this. You can have thunder and Fang at level 3 regardless of race.
1st: two weapon fighting 1st level feat; weapon focus Earthbreaker bonus warpriest.
3rd: bonus combat feat - Thunder and Fang, 3rd level feat -Weapon Focus klar .
plus, self buffs as immediate and the scaling klar damage is a nice thing.
EDIT: Noted the BAB for weapon focus point. Switched TWF and WF
Stats: 20 pt buy, no racials chosen.
Garuda Blooded Aasimar would be one of the best choices, giving you
I always ask this. If the spell wasn't cast, or if the save was made, would the damage happen? If so, it is spell damage. If not, it is it's own damage.
Just like sneak attack. Sneak attack damage isn't it's own damage source, it is an add-on amount on top of the normal attack damage, and even shares the same damage type (B/P/S) of the weapon used to perform the attack.
I would say that it works, with a good portion of that being that the spell level determines the damage of the burning each round, and also because to douse the flames uses the original spells DC. It is very clearly based on the spell as the source of the damage to me.
For clarity, Burning Magic does nothing for spells like Scorching Ray or Fiery Shuriken, as it specifies you have to fail a save in order to catch fire. So, only spells that allow a save, (and would negate the extra burn and the daze effect on a successful save) are ever going to be important.
The result of abilities that stack together to be very effective, just like many spells with saving throws. They are commonly more effective than attack roll spells, especially with both a class feature and a feat used to enhance them.
If you have both classes... you have the feature still.
Archetypes only modify the class they modify, they do not change abilities granted by other classes unless specified or FAQ'd to do so (such as the bloodline abilities of sorcerers sometimes applying to all spells cast even from other casting classes).
I think there is a limit to what spells carry over between games.
However, for the purposes of making them easier to track, buy wands for 2PP of the basics (Shield, Longstrider, Lead Blades).
Then invest in one point of UMD so that you can at least roll until you get it or it comes up a 1 (which still lets other people try to work it for you).
I only mark them off once I actually burn the charge from the stone, instead of when I originally activate the wand (provided it isn't the last charge).
I would say Weapon Finesse, Agile Maneuvers, and Combat Expertise should all be free (however, any feat with one of them as a Pre-req now has BAB +1 instead). Power Attack, Deadly Aim, Piranha Strike should be granted with BAB +1 (i.e. 1 stage of formal weapons training).
Shadow Strike should not necessarily be granted free, but instead the precision damage restriction should be relaxed if you have the proper vision for the lighting conditions (i.e. if you have darkvision or low light vision you ignore the restriction for those light levels). The feat should still be used to remove the restriction for things like blur, displacement, etc. where concealment is granted for something other than light levels.
Strike Back should be a valid condition of a readied attack against natural weapons, but should still take a feat for manufactured weapons, but I would remove the BAB req.
There are a TON of pre-req feats that do nothing for later feats in a chain. Combat Expertise being an obvious culprit. Using that feat actually makes every other maneuver worse. Same with Power Attack. (since all penalties on attack rolls apply to maneuvers)
Tripping Strike has Imp Trip as a pre-req, and the reason behind it can be anything.
In order to trip, you normally have to sacrifice an attack, in this case you are so good at it that you get to do it for free anytime you land a particularly good strike (crit).
However, as an add-on, it doesn't get its own roll with attendant bonuses, you just trip exactly as well as you crit. Whatever that number is.
In the same manner that I wouldn't expect to add another +6 to my Bullrush total from my shield slam (+4 feats, +2 Dwarven racial sub for stability), I wouldn't expect to add my bonuses from my feats to an add-on trip.
However, if that is the ruling handed down, it just makes my characters better than I thought.
It doesn't forfeit attack bonuses, only bonus -Attacks-.
Whirlwind Attack is one attack at full bonus against anything you threaten.
If it was designed to do what you are arguing, it would say "you also forfeit any attack bonuses or extra attacks granted by other feats, spells, or abilities."
So far as the above build, either a Two Handed Style or a Gorum Style can get those feats in ... so far as Combat Reflexes you can get it at 8, not really any sooner. You can take either URogue or any fighter class after level 7, although I would still go to 8 for the other talent.
This is the same as Shield Slam, which uses the Shield Bash Attack roll as the total for the Bull Rush Maneuver check.
You do not get to add bonuses that would be applied to a straight maneuver roll, you use the full total of you attack roll (or crit confirmation in the case of Tripping Strike).
However, it does not have the same limits of the combat maneuver either, so far as I read it.
Try a Dwarven Slayer Reach weapon user.
Traits Glory of Old, whatever else.
Use the Dorn Dergar
Str 16 Dex 14 Con 16 Int 10 Wis 14 Cha 6. (20 pt buy)
1: Power Attack
Now, you get attacks on every enemy within range at full BAB (provided you continue hitting, full BAB decent str and study means you should), and after the first they are denied Dex and subject to sneak damage.
Surprise Follow Thru and Imp Surprise Follow Thru do NOT require you to be a half-orc, even though they are listed in that race section in the ARG.
You can cast a one round spell, which is a full round action, by using the Standard Action Option of (Start/Complete a full round action).
So, in that one specific case, you can start casting a full round action and also more a double move over the course of 2 rounds, instead of one round.
It is a rare corner case, and typically most people don't do it since it allows a 1 round spell to be interrupted before it completes, which is not normally possible without a readied action on the enemies part.
Usually I only see it done when there is an environmental effect in place that makes standing still for a whole round not viable.
So far as removing Dirty Tricks, each condition is separate, so you would take a different action to remove each.
For reference, I have a Skulking Slayer 7/Lore Warden 5 in PFS play.
Lore Warden 5 give +2 static CMB/CMD, and Weapon Training to use Gloves of Dueling for a total +3 (Use Flails, Heavy Flail is d10 19-20x2 weapon, close to greatsword damage, and whip/scorpion whip is in the same group for later).
Dusty Rose Ioun Stone in a wayfinder gives another +2.
PFSFG Dueling enchantment (+1, grants a Luck Bonus on all CMB with the chosen weapon equal to double the enhancement bonus) so a +1 weapon give +3 total to CMB with the weapon, +2 gives +6 total, etc.
He has full capabilities for Dirty Trick, Trip, and decent Steal, Reposition, Drag (Drag and Reposition can be done using a weapon with the trip property, and Steal can be done with Whip at -4, notably his +3 Dueling Scorpion Whip to do them at range so they don't provoke)( +9).
Skulking Slayer adds +1 to Dirty trick for each sneak die(+4), and +1 1/2 for Steal(+6). Stacks with Scout, so when you charge, you get to sneak attack.
There is a Feat that adds sneak dice to CMB if you are flanking or denied dex. (+4)
UnRogue Debilitating Strike lowers AC, so also lowers CMD. (-4)
Surprise Follow Thru and Imp Surprise Follow thru are wonderful. Since they are denied dex, their CMD is lowered.(-Dex Mod)
Power attack the first guy, then cleave into his friends and blind them.
Also, Cleave doesn't require you doing damage, just a melee attack on each target. So, you can technically trip them all, and proc a free attack from GR Trip, to make the secondary targets both prone and blind on a cleave since surprise follow thru denies them dex. Requires Combat reflexes and a decent dex. (-4 CMD from prone)
Power Attack is your damage dealing win button for plain old hitting things, with a 2 handed weapon. And being Str Based, x1.5.
Give him a Slayer.
Rogue Talents, Sneak Attack, decent skills, with Fighter HD, BAB, and Medium Armor.
Alternately, give him a Melee Hunter with a Flanking Companion.
Or, a Dervish Dancing Archaeologist Bard.
Skills, Dex, Minor Spellcasting, with a scaling bonus that he can use to actually do damage.
Make a Magus, get the Cure/Inflict spells on list. (Samsaran, etc.)
Wear 2 Gauntlets, one with a cure one with an inflict wand inside from Weaponwand spell.
Each round you can spell combat, with whatever spell you had charged at start and whatever spell you cast at end.
Not the best, but can be done.
Only way I know to cast and full attack in a round is magus, or quickened spells (which are not worth it by that point).
A witch with the Quicken SLA Feat for Healing Hex could also handle the heal part, but only 1/day for each person.
Also works on undead enemies 1/day though, so can still be pretty fun, and in a campaign healing every NPC you ever meet 1/day can be amazing for after battle/plague/siege purposes.
Actually, with the Hex Strike Feat and the Healing Hex from witch you could 1/round heal on an attack, which does what you want, but you would actually have to hit an ally's AC first. Look to your GM for how hard that would be
Ok... how about the Wild Child Brawler Archetype? It uses some feats, but having the pet that also gets to help with grappling/pinning would be pretty awesome.
Take the Tandem trip/maneuver feats and roll up on something that way.
Or even a pure hunter, who focuses on fighting alongside the companion.
Although, I have to warn you, in Carrion Crown you will have a lot of enemies that you don't want to grapple at all, since undead have notoriously bad touch attacks in many cases.
Maybe make a Sacred Fist Warpriest... get some good mileage out of minor spells and go that route.
Also, Snapping Turtle Clutch (BAB+3 or Monk 3) lets you grapple as an immediate action when you are missed, so that would let you run up, hit, if they miss you, grapple, then start the round grappled to pin.
In addition, if you grapple on your turn, and they chose to attack instead of breaking the grapple and fail, you can immediately attempt to pin them as your check. That is funny as hell
Actually, any weapon that has the trip property can be used to make a drag or reposition, so those get the full benefits of weapon based bonuses. Just for reference.
In addition, the blogpost on dirty tricks acknowledges that some weapons are appropriate for making a dirty trick with, subject to GM call. Example used was using a sap to make a groin shot to sicken the target.
I have had no issue even in PFS to use a scorpion whip to entangle, sicken, deafen, even blind given the proper description. Of course, you have to get the GM to describe the enemy including clothing/equipment.
Snap to the groin to sicken, crack a whip near the head to deafen, wrap around the legs to entangle, drag the cloak over the head to blind, etc.
For a Drunken Monk type, there is a magic tankard item in one of the new books I saw in another thread that counts as a weapon and lets you store extra drinks in the same glass.
There is the Nimble Guardian Monk archetype, which actually lets you use Beast Shape 2 at level 7 and Beast Shape 3 at level 9. You can be an actual Lion for 1 hour for 2 ki points.
That lets you pounce, full attack(claw/claw/bite/rake), and get a free grapple if you hit with your bite.
Then take Imp Grapple, Gr Grapple(BAB 6+, soretrain an earlier feat at level 8), and Rapid Grappler(monk 9).
Now, you get to pounce, full attack, and start a grapple. Then, you get to make 3 grapple checks a round (which can be used to pin and/or do damage).
Depends on the set-up. You can literally do whatever you want, you could let them sell for 100% if you want, since you control how much treasure they find.
If you let them sell for more than 50%, just decrease the total loot they find by half of that bonus.
For example, if they are supposed to have 3000g/character at level, but you let them sell for 60%, then you only need to drop 5000g/level in treasure instead of 6000g/level to match standard wealth.
Now, if you are looking to actually give a bonus to the players for building a good negotiator, then you can include the the normal total treasure, and let them have some extra money to work with as a reward.
We finished RotRL recently, and since we had a max diplomacy Paladin in the group, we got a flat 60% once we got to our first major city and our first real reputation boost.
Before that, we rolled each time we went to sell, (which was under level 6). Base DC was 20, for every 5 we beat it by we got another 5%.
Special/campaign specific items were negotiated with the bargaining rules to make them special, a Thassilonian +1 dagger was worth the same amount to a normal weapon shop, but a collector of Thassilonian history would pay up to 75% instead because of the specific item.
Actually, if you have a +19 or higher, you can use a wand or a staff without fail.
CRB UMD Skill wrote:
Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.
You only get the 24hour lockdown on wand/rod/staff if you roll a 1 and also fail, but a natural 1 doesn't automatically fail on skill checks.
And the UMD is what is needed for not having it on your spell list, if it was on your spell list you wouldn't need to UMD at all.
Delirium's Tangle, minotaur is a friendly you have to find (Level 1-5)
The Confirmation, Minotaur is the bossfight (Level 1-2).
There's another one where there is a fight with a ghost minotaur in a maze, which is downright mean, but I don't remember what level it is, either 1-5 or 3-7.
You can be a Half-Orc skulking slayer, and then add your sneak attack dice to the Dirty-Trick maneuver. Also gets you the ability to Dirty Trick anytime you could make a sneak attack.
There is a Feat that adds your sneak attack dice to your CMB for a maneuver in the Advanced class guide. I see nothing that says that class feature and the feat wouldn't stack, so that would get you double your sneak attack dice to the maneuver.
Consider Frigid Touch instead of Vampiric Touch for your spell storing armor.
Vamp Touch gets you temp hitpoints, but Frigid Touch stops a full attack (they become staggered after the first hit, and having already taken an attack they end their turn).
The original word from SKR when he was still in charge of direct rules explanations, was that a Barbarian with a 12 Str could take the Power Attack feat, but only use it while raging.
It was used for a long time as the basis for temp scores counting in full for bonuses/penalties.
Most brutal hunter build I ever came up with was a Halfling hunter, built to be mounted. Wild Child Brawler Dip so you don't have to waste points in Int, unless you roll stats and can afford it.
Take a wolf for the first 3 levels, as it has a free trip on the bite, and starts medium to ride.
After level 4, you change to a small cat advanced to medium size, so still riding.
Mount gets Bodyguard archetype, so he gets those feats without the Int problem.
Have Combat Reflexes, Weapon Finesse on pet to start, Bodyguard later.
Expertise and Pack Flanking, OutFlank, Lookout, and Escape Route by level 5.
AC has 5+ AoOs/round. You get +4 AC if they swing at you. You can move anywhere while mounted, with no AoO's for you and mount because of Escape Route. You count as flanking while mounted, with Pack Flanking, which bumps all attacks for you and mount by +4 while you are mounted.
This combined with a good Acrobatics makes Expertise to bump AC viable, as the bonuses you have from the teamwork make it all worthwhile.
Bodyguard gets to always act in surprise round, so you both always act regardless of perception, and most of the time (wis based caster with perception bonuses) you should get a full round in surprise rounds from Lookout.
Later, take Tandem Trip so that AC gets to roll twice and take better for the free trip on a bite, with all the teamwork stacks you should have a decent shot for as long as grounded opponents matter.
You can switch to a Roc later when flying becomes necessary, and everything still works.
You will want Imp Share Spells teamwork feat later since Bodyguard gives that up, and then buffing takes less time since you share the duration to both of you with a single casting.
Pet stays medium for land based, so never have the problems with squeezing mounts are notorious for.
What in the world is the argument about whether or not you can negate someone's action with this?
It clearly says they continue their action if able. Which means, by definition, that there will be times when they are UNABLE to continue because of a readied interruption.
You give up your standard, to negate someone else's action (provided it falls within a narrow window that you know beforehand).
In order to do this "Dancing Kobold" interpretation that is being blown all out of proportion btw, (since it has been shown that it works for a single round at most), you also are locked into staying in place. There are places that make this workable (but honestly, choke points are always in the defenders favor so whatever) but not nearly as broken as is argued.
First round: Kobold goes first, readies to attack/step if attacked.
As well, single attack enemies are stupid choices in any situation, commonly shown to be a broken model in this system (as in pointless challenges- unless the goal is to one shot the first target), negating them is no big deal as it works for a single round at most.
I think most people are upset that common battle tactics can negate their brain-dead RAWRSMASH charge builds. And are using the Kobold angle disingenuously to try and get it changed backdoor style.
If you are not an inquisitor, you can't use the bane baldric to augment your natural attacks. Because you can't attune a claw by hanging from the Baldric for 24 hours.
If you are an Inquisitor, you can do it however you like with the extra 5 rounds/day, since you can use natural weapons with bane just fine.
Well... we just are a game from finishing RotRL, and from what I can tell, unless your GM is going to give you more time in game, you won't have time to really craft a lot at all.
We were having a hard enough time just crafting things and upgrading the gear we found in the time allotted.
Jaunt Boots are a trap, if you go pure RAW.
They take a standard to activate, so you get to burn a standard to move 15 ft without provoking.
If your GM is reasonable, then they are use activated instead of command word, so you can just do it as part of a 5ft step.
You only get one AoO for a single creatures entire move through your threatened aread.
You do NOT get one for the 15ft-10ft, then for the 10ft-5ft.
Each movement provokes only once regardless of how many squares they move through.
So unless you stopped them at 10 ft and they had to move again next round to 5ft, they would only have one AoO.
When you said that I actually took a second to go back and read Sohei again to make sure it didn't require a "monk" quality weapon just in case I was wrong, lol.