In short, there is no such thing as a "primary hand" , Unless you are referring to The difference between Main hand and off hand, in which case there would be no such thing as a "primary attack"
Main hand and offhand attacks have nothing to do with Primary and secondary attacks. They are two completely separate systems.
The only issue I really see is that they are treated as natural weapons, and generally you don't two weapon fight with natural weapons.
for example, if you have two claws, you simply claw twice you don't two weapon fight with them.
Though honestly, as long as you are going to have them function as regular weapons as opposed to natural weapons and not trying to pull off anything cheesy with it, I really don't see it being anything game breaking and it could be a memorable character trait so I'd allow it in my game.
For some reason I'm thinking that unless something has changed, new ranks or some new method of increasing the skill, perhaps even just going to do research on the topic from an outside source. I'd say it's a safe bet that the characters knowledge base has not changed.
In short. If something has occurred that could have changed the information the character has, then give them a new check.
Well , considering the original question was answered, the "how to use it best" seems to be the natural evolution of the conversation, I don't really see why you are opposed to the discussion?
Seems kinda silly to bother clogging up a new thread and having everyone jump over to that one when it's hardly derailing the original question, again, that's since the original question has been resolved.
just my 2 cents though
Why Martial artist monk? I don't see any abilities there that seem to be particularly useful, though I see your point with using Crusader's Flurry instead of TWF , it's a good way to keep the extra attacks without having to pump dex to much
and yes, Red Mantis Assassin and Crimson Assassin are the same class lol I tried searching both names and got very little coming up
EDIT: awww I see I see, Martial artist monk mainly for weapon spec, that makes me feel bad about lowering wisdom though, and that's just one more stat in an already crazy stat heavy build
Does anyone have any advice on creating one of these guys? Nothing fancy, just a good ol TWF sawtooth sabre classic build would be nice.
Normally don't have trouble tracking down any advice but I can hardly find anything on these guys.
I was thinking of starting ranger to cut down on the dex requirements, but I don't think you'd get high enough with it to justify it as a base.
ANyway, any input would be great.
Also If I recall correctly Detect evil takes three turns of concentrating to actually tell you if they are evil or not..... I better double check that, I may be thinking of osme old rules,
but yes, paladins dish out some crazy damage vs evil things, just cry if they get their hands on a sunblade as well
EDIT: Alrighty double checking detect evil, it only tells you if evil is within that 60 foot cone, if they are making the assumption that everything in there is evil , then that could lead to some interesting situations, poor fighter whose wife has been kidnapped and he has to take you out, with an evil familiar weasel in his backpack keeping an eye on him, oppsie mr paladin, thanks for slaying the poor guy on a hunch.
or say perhaps, taking out the thug to save the poor innocent hostage who is really the mastermind behind the plot, taking out the little lowbie hired goon only to get jumped by a challenging rogue encounter could prove troublesome if the paladin keeps operating on hunchs
lol I have a tendency to maim and beat up my players pretty badly, usually nothing too permanent I just have a flare for the dramatic when it comes to having big things throw them though walls.
I have done a few particularly brutal things, though for the most part I do my best to not make it too debilitating for them, and then tend not to mind for the most part. Most recently I had a lich pop the eyes of one of my players after slamming him against the wall, (player failed a save against the lich's paralyzing touch and a blindness spell) Player actually is really into it , working to build it into his character.
I only had one player that ever really had a problem and honestly his was a bit of a rage issue, He had been hit in the chest by a bone spike launched from a demon, Failed his strenth check to pull it out, and then started freaking out how his character was now completely useless and tore up his sheet right then and there..... note that I had not mentioned any debilitating effects of being stabbed with this spike, he just needed a higher roll to pull it out O.o, of course this is the same player who after a bit of bad choices and bad rolls one game ended up dying twice in one session, literally threw a book at me in a rage and I had to kick him out of the house.
My players know that generally if I mess them up I'll do something to balance it out so it's mostly just a flavour issue.
well it's not exactly high power, I mean the Blindness/Deafness spell is only a second level spell, I may have flavoured it up a bit more than normal lol, the effect is still the same though
perhaps your right though, still seems like a waste of a good opportunity , I'll work something up, thanks anyway
Recently in my current game, our resident Magus managed to get his eyeballs blown out by a particularly nasty lich. Now the player is looking at a few options for continuing despite his lack of sight.
So far our options come down to
1: Install an evil artifact the party has gotten their hands on and using UMD to trick it into working with him.( I made another thread regarding this possibility)
or 2: Work out a prestige or arch type type solution , Currently he is a lvl 10 black blade magus, which he does share senses with though that, so he was looking at something that would increase the strength of the bond between them and rely on the sword completely for his senses, which I thought would be an interesting opportunity, As such, I figured I'd pop on here and get some thoughts/ideas on the concept. Naturally the player could just get a scroll or whatnot to restore his eyes eventually, but I do much prefer the roleplaying aspects of doing it this way.
Could you trick an artifact into helping you even if you aren't the appropriate alignment to use it using Use Magic Device to emulate another alignment?
A player of mine brought it up, it does seem like he would be able to trick it , though I"m not sure how often he'd need to make the checks,
lol sadly this is the easier part to hammer out, convincing the paladin to let him use it till they can destroy it is another matter...
Just a quick question that I was having trouble tracking down an answer too (somehow kept ending up in mounted combat threads O.o)
Does the Summoner's Aspect or Greater Aspect require your Eidolon to be summoned to divert the evolution points to yourself? it really doesn't clarify under what conditions your Eidolon can be used as a slurpy straw of evolutiony goodness
Thanks in advance ^_^
If he takes the evolution to allow his form to have a bonus to crafting, then he has that bonus because he has evolved a way to do it, perhaps his claws become retractable. HOW he gets the bonus is completely flavor text.
This hardly seems like bending the rules, and more just using the abilities the class has.
I feel your pain chap, It's troublesome when it feels like the mobs are gonna get stomped no matter how you set them up.
I used to see the same thing back in 3.5 with high level rouges, which would melt faces with sneak attacks, most common advice I'd see is , "use guys that are immune to sneak attack" which generally meant you had two fights, those the rogue dominated, and those the rogue might as well have just slept though. it really wasn't fun either way.
The way I picture most of your fights going is, Witch prepares doom shot, bad guy either spends turn getting out of range, while getting pelted by the other pc's, or hits the witch, probally not one shotting her, then getting locked in place and battle is over, witch heals with spells and very little has been achieved.
I've started to feel that a bit with the gunslinger in my campaign and it's only been a few sessions since he got his autodisarm/autotrip shot 5 plus times a day. After a chat with him we've compromised that targets will only be effected once by each ability, no 5 turn chaining targets to the ground while the team rips the mob apart.
Honestly though, if your party is having fun, then it's all working, but I know how troublesome it is to be frustrated, they also shouldn't be surprized if you tailor encounters to be a challenge to their group specifically.
Whoa you need to be the same size as your eidolan to be a synth? thats news to me, off to pour over my books before work, as that messes up my build O.o
EDIT: aw I think I found the mistake, Your Eidolan needs to be at LEAST the same size as the summoner, it can be bigger, it just can't be smaller than your summoner.
hmmm I realize I have no idea how to actually quote things, so I'll just respond to things by name.
@Touc: it's really not the time that matters to me, but as someone mentions down the line, the lack of dynamic combat.
@Laurefindel: Yes that's defiantly more along the lines of what I was looking to try, I really should have been more clear with that in the original post, though I believe my players are mostly in the same mind on trying to find a way to make the combats more mobile and interesting.
@Roberta Yang: You mean Fifth edition dnd? I really haven't seen much information on it as I don't pay much attention to playtest material though I'll probably check it out once it releases.
I have never actually heard of trailblazer before so perhaps I shall look into that, AoO for movment also cause the same problem of locking players in place with very little reason to try and move.
the movement is actually the ONLY thing we like in 4th edition, so perhaps fifth edition will solve this, I still really like pathfinder though lol so we'll see how things turn out, thanks again everyone for your input, it's always interesting to see how the discussion turns out and everyone's ideas' on the matter.
Oh I really like that idea, giving them a free step in the vital strike tree each time they would have earned their next attack.
One of the few things I preferred about 4th edition was that combat seemed to be more mobile, as levels get higher my players tend to move towards slugfests, which I tend to find the system encourages. Still, it's my favorite system and it tends to work pretty well.
I was thinking about trying something a little different with my next campaign.
I always have the most fun early on before multiple attacks become available, so I was thinking, well what if we just do away with full attacks all together, before just diving in and seeing how it turns out, does anyone have any thoughts on things that should be considered?
As of now I'm thinking spellcasters could prove even stronger under this method, though my group tends to be rather spellcaster light, I think we've only had 1 full caster (exception of healing clerics) in the last 2 or 3 years. Though I was thinking of perhaps just having full attacks only have each creature only struck ones per round...
Anyway, just something I was thinking on trying and wanted some discussion before I started.
Well my favorite way to have started a campaign was to have everyone wake up in a dark room with no memory of how they got there.
Sounds a bit cliche but there is alot you can do with it, adding in details about the adventure , in my case I used a disintigrated adventurer next to a completely wrecked object (which had previously been an artifact), It was amusing to see the team work there way out of a dungeon that was already gone though, low level scavenger type creatures moving it on various remains. At one point one of my adventurers pulled a stick from the wall, one which had previously been stuck there to disable a trap.... Oppsie.
Anyway, there is a lot that can be creatively done with the setup to make it not so same ol same ol
Certainly no offense meant to your group Ambrus, Like I said to each group their own, it's just looking in on it having a major climatic battle end in the surprise round just seems well anti-climatic lol but if it fit with everything else that was going on and everyone enjoyed it , then that's all that really matters in the end.
I did look into it , he certainly does lose a fair bit of hit points, drops him from 266 and he loses approximately 120 from his magic being disabled. I suppose my issue with this is more of an issue with Anti-magic field being a bit too strong, but that's another topic entirely.
I also didn't know you could do a vital strike on a charge attack, but I'm still getting used to the new pathfinder rules compared to 3.5 so it's always good to learn new things, my groups fighter is going to love that.
My own campaign has a lot of custom content in it as well as I've had them interacting with the Rune lords of Envy and Wrath as well as a heavier influence from the Hell knights going on. I'm looking forward to quite the climatic finish as this is the first AP I've run since switching over to pathfinder.
A few things I'd like to point out
Karzoug Would not fall because of Anti-magic field, as his fly ability is not a spell but an ability granted by his runewell amulet, which as an artifact, is immune to Anti-magic field.
The Karzoug they fought was obviously toned down if they killed him in two shots, a single sneak attack arrow and a regular arrow from a ranger.
Though to each GM their own, I personally would feel that I just cheated the ending away from my group in what was otherwise a great campaign if I ended the game by nerfing it that badly into the ground, Heck I might as well have just had Big Bob the Dues Ex Machina walk in and kill Karzoug for them.
A side note, I'm going by the pathfinder versions of the spells as I don't have my dnd books on me at the moment.
EDIT: Wow didn't realize that the thread was almost a month old, found it looking for things to watch out for when I run it in a few weeks. I'll watch the dates from now on ^_^