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baradakas's page
Pathfinder Society Member. 11 posts. No reviews. No lists. No wishlists. 2 Pathfinder Society characters.
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I like Waiph's idea of being an enforcer, but I'd be more inclined to make him an enforcer of balance rather than an enforcer of laissez-faire. He doesn't need to have any particular trauma to get the idea that his (or his deity's) view of the world is the most appropriate, and to decide to make sure every evil-doer and goodie two-shoes is either reformed or eliminated. That can escalate from dealing with mortals to dealing with outsiders, if you want it to.
By the way, here is a decent discussion on true neutrality that's relatively recent.
Thanks for the clarification. Everyone else just seemed to be saying "yes" without any justification.
I didn't see that it was old. It showed up on the front page. I blame Kyaaadaa. :)

tony ridlon 0 wrote: It say "your unarmed attacks deal lethal damage." and "your unarmed strikes deal bludgeoning or piercing damage" The first only benefits those without the Improved Unarmed Strike feat.
The second seems like a good argument in favor of cestus doing "monk" unarmed damage, except for the entire description's ambiguity with regard to the unarmed strike that it modifies.
On one hand, if we interpret that the cestus modifies the unarmed strike that it "provides", then its damage is always 1d4.
On the other hand, if we interpret that the cestus modifies whatever unarmed strike you may be using, we can say that it simply adds the option for piercing to a monk's unarmed damage, and allows a non-monk to do the same with their unarmed strikes. However, if it's just modifying "your" unarmed strike, and not your damage, and you have Improved Unarmed Strike, you would be doing 1d3 damage per hit. So why, then, would there be any damage stat for the weapon?
By giving a specific weapon damage for the cestus, the Weapons table clarifies that a cestus only modifies the unarmed strike that it provides, and that all (medium-sized) characters would do 1d4 damage with it.
From Point Blank Shot:
Quote:
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
A spell is not a weapon. If the feat said "...with ranged attacks", then you could apply this feat to spells. It doesn't, so you can't, neither for hit nor damage.

tony ridlon 0 wrote: If you would reads "The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing
a cestus, you are considered armed and your unarmed attacks deal lethal damage. If you are proficient with a cestus, you can have your unarmed strikes deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks. A cestus can’t be disarmed" So a 10th level monk would do 1d10+Str bludgeoning or piercing damage.
Where in the description do you see that it states that a monk using a cestus deals full monk unarmed damage? It is a "monk" weapon, meaning that it can be used with flurry of blows. But a sai or temple sword don't use the monk's unarmed damage for attacks, and neither does a cestus.
This could be done by a higher-level Wizard with the Teleport spell, but not with the Teleport school's Shift ability because you can only Shift to places that you can currently see, and you can't perform any other actions (even swift ones) while using Door Sight.
Quote:
Relevant rules about Door Sight:
You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time.
Quote:
Relevant rules about Shift:
You must be able to see the space that you are moving into.

Atracious wrote: So I've looked around and I can't find any clarification on how crits work for multi-round spells.
My concern is for spells like Corrosive consumption, which does damage as follows:
On the first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6)
If this spell were to crit, would all 3 rounds do double damage? Or just the first?
If it is all 3 rounds, would that also work with the extend metamagic, to all six rounds?
~Atra
From the core rulebook:
Quote: Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit. Based on this exception, our group has always treated successive-round damage as "additional damage dice" and not allowed it to be multiplied on a critical hit.
GeneticDrift wrote: oathbow
Seeing as the target is an illusion and not the correct villain, I think it will work. An other idea is invisibility. Or a different illusion or polymorph effect to hide who he is for a few rounds.
I've got invisibility covered, thanks! The dragon will be invisible when they walk into the room. He's got that spell 5/day.
Dakota_Strider wrote: I don't suppose you have some tough battles leading up to the final encounter that may necessitate the monk using his Oathbow early? Of course, you need to make sure that if that happens, you don't let the party slip away to rest, and come back fully charged.
Your use of an illusion is imaginitive. Definitely at least a little cheesy. Not sure if it is valid, but you might be onto something.
I've gotten them to use up about 1/2 of their offensive spells and about 1/3 of their healing so far. I made a big show of closing the entrance to the palace, so hopefully they won't be too surprised if they dim door out and climb/fly back up, only to find that everything's been reset. I'll probably just let them know that with an Int roll or something to save everyone the hassle. :)

I need to nullify the Zen Archer's Oathbow for a final, epic fight against an adult Blue Dragon. He will rip it to shreds in 2-3 rounds unless I do something to nullify the Oathbow.
I have been wracking my brain, and I finally came up with a one-time shot that would remove the Oathbow from the fight without permanently removing it from the character altogether - an illusion. My idea is that the party will spring a trap that will trigger a programmed illusion of the dragon. They'd attack the illusion, the Zen Archer would activate his Oathbow ability, and it would be wasted on the illusion so that a real fight with the real dragon could ensue. Luckily, the Zen Archer gets to act in a surprise round, so I'm guaranteed that he'll be the first one to pop the illusion. The party also has no rogue or other trap-remover, so the illusion will be guaranteed to take place.
So my question is: does an Oathbow's one oath per day get spent if the character uses it against an illusion? Let's assume that the dragon himself did not create the illusion or the trap, so there's no issue of him being a viable oath target because it's his illusion.
Honestly, I am pretty sure that the party (even the Zen Archer) would be relieved to have the Oathbow nullified so that they could fight a big baddie without it being over and done with in the blink of an eye. So I'm not looking for any advice on justifying the action. I'm looking for rules interpretation advice.
Thanks!
Robyn Nixon wrote: Mark your calendar for Southern California's newest gaming convention hosted next to Disneyland in Anaheim, CA.
September 21 through 23rd in the Anaheim Convention Center. Socal Smackdown will be hosting Pathfinder gaming for the first time this fall with scenarios running from Friday afternoon through Sunday Night.
Sign up for scenarios here: Socal Smackdown Warhorn sight
Sign up for the convention here: Socal Smackdown convention site
Join over 300 games for 2 and 1/2 days of gaming, and bring your family for side trips to Disneyland, which is across the street. The perfect family vacation.
We are theming the overnight games for Socal Smackdown to be deep and scary, so bring your fright masks to survive the adventures.
Sincerely,
Robyn Nixon
Hi Robyn,
How do I register to attend on the Warhorn site? The "Register to Attend" button isn't enabled.
Thanks,
..Ron
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