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Pathfinder Rulebook Subscriber. Organized Play Member. 228 posts. No reviews. No lists. No wishlists.


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For Pathfinder Society:

Would wearing Anaconda's Coils give you the constrict ability and qualify you for the Final Embrace feat (assuming 13 str, 3 int, and bab +3)?

Also, semi related question, can you apply your 1.5 x str modifier for your constrict damage assuming you have two free hands?

Quote:


Belt, Anaconda’s Coils
Aura moderate transmutation; CL 8th
Slot belt; Price 18,500 gp; Weight 1 lb.

DESCRIPTION

This snakeskin belt’s buckle is shaped like a serpent’s head.

The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer’s Strength modifier.

Quote:


Final Embrace (Combat)
Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.

Prerequisite: Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.

Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size.

Normal: You can grab and constrict creatures one size smaller than you.

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Resurrecting this thread because it had great arguments on both sides of the Shield Other debate.

Was it ever clarified on how it works in respect to the Caster, and Target having DR or Energy Resistance?

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Can someone post the legal RAW way to TWF with guns without growing an extra arm? I've read it before, but I've also had trouble finding it. I want to Favorite the post so I can always refer to it. :)

From what I remember the technique just needed weapon cords, but I'm not sure if you can take a swift action in the middle of your full attack action. Also, I'm not sure if you can fire all the iteratives with your primary hand before recovering your weapon in your offhand and then firing all of those TWF/ITWF/GTWF iteratives.

I think it works like this (not 100% certain if this is RAW legal):

A) two pistols on weapon cords, primary hand weapon in hand and loaded, secondary hand weapon dangling from cord.
B) fire primary hand, reload with second hand.
C) repeat firing your primary hand for all iteratives.
D) drop primary hand gun as free action, and retrieve secondary gun as swift action.
E) fire secondary hand weapon, reloading with the now free primary hand.
F) repeat firing your secondary hand for all TWF/ITWF/GTWF iteratives.
G) You are done, and in the position to repeat the next round by making your current (secondary hand) the primary hand since it is now the one holding a gun.

EDIT: btw if you are doing this without misfire chance your damage is obscene. I originally had this plan with my gunslinger build but decided it would be (1), too powerful, and (2) other players and GMs would call cheese and try to stop the above TWF actions from happening. (GMs can by RAW say, "oh, that's too many free actions in a round".)

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I've been playing Pathfinder Society a few times a month since the beginning of this year. I never played tabletop RPGs except once, maybe twice in high school. I've learned the rules well enough that I can get by judging tables and I feel like I can put together an effective character.

I want to take the next step to get more enjoyment out of the hobby and get more life out of my characters, and hopefully the ones around me.

I want to get better at roleplaying.

What is a good way to start?

As to making a believable character, I suppose a backstory is nice. Is there a list of things that might come up in game fairly often that I could flesh out? (something like, a) favorite color, b) fears, c) social quirks, etc)

I'm open to any suggestions, it just seems to me that some people have it, and others don't. Some people have good voices, are articulate, quick witted, clever and funny. Others are shy and awkward.

Help turn me from awkward to clever and funny.

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Thank you for this awesome list!

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A) Will a character with Diehard become unconscious if reduced below his HP total with nonlethal damage?

B) If Diehard doesn't work, is there any way to not become unconscious if reduced to below your HP total with nonlethal damage?

Diehard feat:

Spoiler:
Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.

Prerequisite: Endurance.

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

Nonlethal damage rules:

Spoiler:
Nonlethal Damage

Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest.

Dealing Nonlethal Damage

Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage

You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage

You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Staggered and Unconscious

When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

Healing Nonlethal Damage

You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

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Deft Shootist Deed in the Ultimate Combat book.

from SRD

Quote:


Deft Shootist Deed (Grit)
You keep an eye out while focusing on your weapon, allowing you to avoid attacks while shooting and reloading firearms.

Prerequisites: Grit class feature or Amateur Gunslinger feat, Dodge, Mobility.

Benefit: As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.

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Atarlost,

I chose my words carefully. I said in the "In the right circumstance they can do a particular job as well as anyone else."

So yes in real life that all makes sense. However this is a game and there are many many ways to get around the majority of the hindrances. I think it's a little hasty to disallow a couple of official paizo rules just because you aren't looking at it with an open mind.

And by open mind I mean, "how exactly will this effect the game mechanics and are we putting too many assumptions and bias on our initial reaction on a deaf / vow of silenced character".

Realistically, he just misses some perception check rolls (based on sound). His initiative is 4 points lower, and he has to communicate with a chalk board / hand gestures (1 point linguistic skill tax for everyone in the group probably).

Mechanic wise it doesn't seem like a major issue for the vast majority of adventuring in the game of pathfinder. Unless the DM took half the suggestions in this thread ans specifically tried to make his life miserable.

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With everyone's help, I found this :

Quote:


Generally speaking, the limit only applies to the sentence before the limit. This is far too confusing though and I will be clearing up the language and intent.

Jason Bulmahn
Lead Designer
Paizo Publishing

Thank you very much.

-Vel

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I was just at a PFS game and had a Flame oracle at my table. We were talking about his build before the game and I encouraged him to take the Gaze of Flames revelation so he could just use obscuring mist and see through it. He said that he was thinking about it later, once he could use it more rounds/level. I was under the impression that Gaze of Flames and Water Sight lets you see through the items described in the abilities all the time, and the rounds / lvl restriction on the Gaze of flames was for the the clairvoyance bonus at level 7. I got that impression from reading the various oracle threads on these forums, because I don't remember anyone saying it was a bad combo because it was limited.

Quote:
Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Quote:
Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

There was an other GM at a second table that read the abilities in the APG, and thought it was worded so that seeing through fire, fog, and smoke with gaze of flames was limited to rounds per day. If that is the case, is it a free action, or standard action to activate the ability?

Please give insight regarding both Water Sight and Gaze of Flames.

Regards,
-Vel

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Quote:

RD, you truly don't see the difference between training dogs to search for and find lost people and sending dogs to their certain death by stepping on mines?

I'm done with this. The moral equivalency and moral relativism is off the scale.

You need to look at yourself through another perspective.

The fact that you can rank things with a 'moral scale' is disturbing. Compounded with the admission that you punish people for dissenting from your viewpoint should register as evil, if you believe in such nonsense.

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This thread is so full of win. I've LoL'd a few times.

Quote:

I am continually amazed at how many people seem unable to distinguish between summoning an animal or creature to fight for a cause, and sending a helpless animal or creature out to trigger a trap.

Especially since there are so many other ways to deal with traps.

Summoning a tiger to fight the ogre at your side is not remotely the same thing as summoning a horse to drop down a pit onto a demon.

The inability to recognize the difference between these two explains why this argument even exists.

Regarding the bold portions. The ability of you to see a difference between those acts is a root cause of most of the things in the world that hurts us. Everything is relative. Just because you see something one way, and condemn another way, but the end result is the same (animals dead in this case), makes it okay for you to manipulate and subjugate your detractors. You've already emphatically stated that you'll single out people playing your game with a differing viewpoint and hamper them unfairly. It seems to me that someone doing that is just as likely to cause discomfort or harm to someone else, as the person throwing horses at a demon.