James Risner wrote:
I think this is the key point. That what constitutes a 'single melee attack' is not defined within the rules. So any interpretation on how it interacts with the various actions is just RAI and not RAW. While i do agree on the intent, the event itself is undefined except by name itself.By RAW it's just an undefined event. This at the core is the reason why any confusion or questioning about the abilities can exist. And if there's still disagreement with that RAW is unclear, i'll add another approach. Can Disarm or Trip be used when using the Step Up and Strike ability?
Dallium wrote:
I suppose then that it's just my interpretation that as there is a difference between a 'single melee attack' but not 'attack (melee)' (that only is just a single attack) that it should have been defined and it would have resolved all possible confusion. Then by having indicated that an effectively untyped action exists and could be used, it clearly indicates that 'single melee attack' doesn't fit in other actions, rather than making the leap.
Dallium wrote:
That I believe is the source of the confusion. Without some outside knowledge, the available 'Actions in Combat' don't define a 'single melee attack' as a term which leaves only really two options, it isn't in the list or it is equivalent to an attack action which is a single attack. As a standalone either are really equivalent, only after considering the weight of balance for each can you start to make assumptions about what is intended or not. The jump from, it's a term undefined but should be handled separately, is one that is really only found through FAQ and general past interpretations and not any rule set.
Naglfarthedwarf wrote:
Wish i knew the answer to your question. I concur though that the answer should really be an either (a) or (b). If anyone knows which answer, what a (c) could be instead, or can find a FAQ clarifying it would help out greatly.
Java Man wrote:
Some where. Regardless now though it seems like there is no clear answer, other than a no. Found through some implied FAQ, that hashed it out years back without actually going and fixing or defining the things properly; some added knowledge that everyone apparently is supposed to know and interpret their extrapolated intended results.
meyerwilliam wrote:
Thanks for telling me what i was asking. I was just asking if it could or could not. As mention here have implied lying and cheating is not fun and i didn't want to be doing this. I had my assumption, but i couldn't find a clear rationale for the decision, additionally i couldn't find a previous discussion of a feat with a similar language - so i figured i'd ask. To me there was some implied knowledge that you had to have from a FAQ or other decisions to learn that an attack vs attack action were difference, it wasn't clearly spelled out in the core rules. I found a bit more clarity in that connection, to me however it is still not a clear tangible line without some background knowledge, but regardless it seems the consensus is clear either way.
James Risner wrote:
Sure but that isn't the confusion, the confusion is that Attack action == standard action single attackSingle attack != Attack action Attack action is listed in the types of actions a player can perform.
Now I think i'm in agreement with the intent, but i still can't see that line connecting the two without a leap and an assumption.
The annoying part is that none of the books i've found differentiate this. They don't spell out that an attack action is a melee attack, but not a 'single-melee attack' - even though a melee attack is just one attack. Most feats define their attacks and it's more a matter of learning the definitions, but both Spring attack & Cleave define it properly. Specifically with SUaS, it leaves the vague statement of single melee attack and then compounds it by having a useless 'normal' statement 'Single melee attack' has made a lot of trouble it seems. It would have solved so many confusing debates if they had just simply added 'single melee attack' to the Table 8-2 (CR) and stuck it to the 'action type varies' and be done with it.
I guess my confusion is how SUaS is worded. The Normal case of SUaS is completely wrong for a AoO being used for the SUaS, whereas if intended as a single attack action, it makes sense. How do you parse 'single melee attack' to be AoO and not attack action? The way it reads 'may also make a single melee attack' and the normal case of 'you can usually only take one standard action and one 5-foot step each round' implies that you can perform these multiple time (if multiple people 5-ft anyway) and would include the standard action (as a single attack action) and a 5ft (potentially further augmented to 10ft by following step).
I tried finding an answer, but none of the results seemed to answer this clearly. Can Vital Strike be used when using the Step Up and Strike ability? Quote:
Generally Vital Strike is considered an attack action, and an attack of opportunity is a no action. As written however SUaS doesn't state that it is an attack of opportunity, only that it uses one - this would make sense for the basis of doing more than one in a round. The 'Normal' & 'Benefit' for SUaS are also confusing as if it was intended to act as an AoO, it could have easily said "You can only take an AoO when an adjacent foe attempts to move through a threatened square" or similar. Instead it is specifically noting that you normally have a standard action & 5-foot each round. This again implies that it is intended for a single standard attack action.Does anyone know any clarification, specifically on how SUaS interacts with VS?
Compression isn't augmented, unless i missed it? Metamorphosis... this one is nice.
And... Rod of Wonder.. that is glorious.
Get back to my computer and see some awesome responses. Thanks all. ...and for all you people talking about carrying stuff.. HA, be creative. Portable holes are good in a pinch... and lackeys, party members, familiars, etc. Mythic Reduce Person, as i'm reading goes to only Tiny.
Any way to get to Fine? I'm not seeing one yet.
I'm looking for a way to shrink a character 2 or more size categories?? Reduce person and similar don't stack, i'm looking if there is another way, item, ability, spell, feat, etc that would stack? Forget cost really, i'm just trying to determine a possible way for it to happen. I have an idea for a character creation that his goal in life is to be as small as possible, because it makes you more awesome (... not entirely correct... but he'll believe it as part of his odd backstory). It can be exorbitantly expensive, but that just mean his end goal will be there for a long time... but if it isn't at all possible, i'll have to come up with another idea. Any spellcaster even witch, so there are normal races that are small, and very few tiny characters that have ever made it to player type characters (i likely won't be able to play those anyway). But still the question made me try exploring many pathfinder and even 3.5 books to find an answer - no real luck yet. How can you change yourself 2 or more size categories smaller?? Any ideas will be appreciated.
I'm trying to play a witch on a new campaign i'm about to start. The main issue i'm having is the limited book selection and my DM's homebrew rule to make slumber a range-touch & not a SU. I'm wondering if you all think a decent witch character can be made while only using,
Any item from other books can only be individually decided by the DM and I. Class or Character options however are restricted to the above books. Every strategy or plan i'm working around inevitably gets hit by a limited class abilities from the book limit. It's proving to be difficult, and i'm trying to figure out if it's worth it to simply try and maybe end up playing with a half fleshed out character, or not bother. Thoughts? Side note, we're starting at level 1, but i'm trying to get a generic plan up to level 10. I was initially thinking an Elf, and my raw int is only 15 to start.
Cheburn wrote:
I must have completely forgotten that part of the rule. A little while ago we pulled out the Massive Damage rule and guess it was assumed that was where the Coup de Grace fort save came from. Rereading it again, its clear that it is required. Odd... ok yes, i'd agree a witch can start to kill most things as anything over ~35-40 should do most enemies.
My GM has never utilized the 'massive damage' rule before, this may change but if i can avoid it, it might save one of us players one day too. I guess i was envisioning something a little more elaborate, but i guess a pick & manacles would suffice. I was thinking like a portable guillotine, only functional against helpless creatures or something. I guess something hasn't been built or put into normal practice yet. I might have to put some skills into craft Engineering. The problem is how do you 1 shot someone with 50+ health (without Massive Damage optional skill in effect). In the past we as a group surrounded the target and made a decision to Coup De Grace all at once, our GM was ok with that because it's possible (everyone swing at a stationary target at the same time). We can as a group do a stupid amount of damage if we all critical. But for one person you're limited to the max damage output.
So this game up in a discussion at a table last week. Situation:
Yes yes, not the character's design but whatever bare with me, its a probably that should be solvable. Is there a weapon a witch can carry that will 1 shot any (virtually any) character with 1 coup de grace. A critical hit is nice sure, but when you don't have a good weapon it can be still not that effective as running to your survival. You're a witch, so think basically 0 strength. I'm envisioning some guillotine thing that can be carried out and setup to kill a sleeping enemy - mechanical, magical, or whatever. Any ideas? You'd have potentially several rounds if necessary so it could take some time to setup. Just having an item in your inventory that can eliminate a sleeping threat would help.
Going to bring this back because I thought about doing this for a new character. This is what i was thinking for a level 12, as our campaign has another 1-3 levels in it. Monk3/Witch9 (future into witch)
Benefits of Monk3
More mobility and higher saves, and blocking 1 arrow a round - saves my life. With 'Magical Knack' only the hex's suffer too much. While i agree it's not the most efficient, it might work and give more life protection - i'm hoping. side note,
Starbuck_II wrote:
Just so this isn't misused. Temporary Ability = Permanent Ability. Recently the Pathfinder Design Team clarified the confusion in the description of temporary ability changes.Pathfinder Design Team wrote:
So, i guess the lack of response means that a witch can only hex once per round then as i understand it? Please correct me, as this would be great to find out how. bobsayshi wrote:
As a fighter in a group with only an Eidolon as the other melee guy it's hard to hold targets, or they die quickly. I went with a two pronged approach, Standstill/Step Up & Vital Strike. This allows myself to be better and more threatening. Keeping targets near me to get the iterative higher damages (and less allies getting hit), or being able to hit harder to new or recently evaded targets. Win/Win - it is going fairly well and I've been playing with him from level 3 to 12. To reiterate, solo optimized build - no. Useful and helpful in a group - yes. It all depends on your group composition and your role in it.
Mathwei ap Niall wrote:
Maybe i'm daft, but how can you cast 2 hexes a round? Cackle as a move action isn't the same as a 'hex'. I've been looking to see how this is possible but so far I've not seen it myself.
FAQ addresses the cackle is silent issue.
Quote:
That said, Invisibility + Ventriloquism will work as long as you're not making sound moving... and is what i'm planning when targets are willing to try hitting me when i'm invisible.
Is there any guideline on cost for acquiring new spells by learning between witches? ie, go to a huge town and find a coven or some other group. Provided you don't immediately hate each other, what sort of price figuring is there to have familiar's swap spells? 1hr/level so back and forth is 2hrs/level for each to learn an equal spell. Or if you don't have anything they want its just 1hr/level. ... i mean provided the other witch doesn't need his familiar for a few hours in town, its only time lost. Any idea on a rule or guideline for a cost - I've found nothing so far. The closest I've come up with is the cost to make a scroll, but that doesn't fit the expenses and time being traded here. ideas?
I get the RAW, but where i see this as being poorly worded is the following case. Two targets,
Slumber has a range of 60ft (ratfolk levels)
It just seems like an odd ability to not be able to cast Slumber on both, when you can get both targets individually. I'd like to assume this simply wasn't a considered situation when the feat was created and it was instead simply poorly worded... But I agree with your guy's RAW interpretation as well. *sigh* ...Oh well, i'll make my DM do this call in case he has my opinion... knowing his loathe for my witch though i'm doubtful. Thanks for the clarification.
So my question comes from the Ratfolk favored class bonus and how it applies with the Split Hex feat. For reference, Ratfolk & Split Hex.
Split Hex
example of normal hex,
If you've changed Slumber from 30ft to say 60ft (6 levels as a Ratfolk), there are three scenarios, - Cast slumber - 60ft range - simple
Reading the RAW i can read it both ways, how does everyone else read it? This becomes increasingly important when you combine Split hex with Scar. Does the split hex '30ft' exclude the hex range, or is it a poorly worded hex description?
Little side question, related but not for gear. Ratfolk - favored class bonus
Split Hex
so now,
If you've changed Slumber from 30ft to say 60ft (6 levels as a Ratfolk), there are three scenarios, - Cast slumber - 60ft range - simple
Reading the RAW i can read it both ways, how does everyone else read it? This becomes increasingly important when you combine this with Scar.
So lets see, so far for a level 12 witch... - Rod of Quicken, Lesser - 35,000g
102,350g
Thoughts???
Kerblamikus wrote:
Personally i like the scar hex + split hex combo for a point that was originally pointed out by someone else on these forums... who says it has to be an enemy. A small squirrel, worm, turtle (my favorite), etc can be scared. You have your fighter put this in his backpack... and presto you have a enemy scared that is near the other enemy (cause honestly what decent fighter is not near enemies). From 1 mile away you can aid your allies as if you were right next to them. Not only that, but scaring your teammates and you can cast Fortune on the entire party in half the time. 'Healing' is a DM call imho as 'scar' is vague on touch hexes.
Lord_Malkov wrote:
The GM hasn't approved the witching gown yet, but it'll be easier to get them approved if i give it all to him premade :) it'll be harder to pick and choose - i hope anyway. The intelligent carpet came up as an idea when talk of if you can cackle while mounted. The instructions are quite vague what actions you can do while you are moving a mount. By making it intelligent most of the time no instructions or actions at all can be done, and even when needed it s a free action, rather than a move action.
The act of making it intelligent relives my move action to cackle constantly. As a witch, this would be amazing - weave in and out of combat while keeping full combat capabilities... at least that's my thought.
Kerblamikus wrote:
Heh, yeah i saw that item somewhere. My main reason why i'd not want to, again is that it encourages the DM to consider it as an obstacle... and obstacles can be overcome (or destroyed). The cost of the added cover isn't worth it when it there are many other ways to add miss percentages. Was that item in one of the core books, or another, i can't recall and my googlefu is failing me.
DM_Blake wrote:
Well first off, your cost is wrong, "Intelligent items must have an alignment, mental ability scores, languages, senses, and at least one other special ability" The cost of the item is the (normal +5 sword) +500g +0 (stats) +0 (languages) +0 (empathy & 30ft see/hear) +Special ability (lowest is 1000g) So that is a minimum of +1500g not +500g. +1500g to add 30ft senses on the sword, where all it can do is urge the player to look a particular direction. It won't help when the player is sleeping, nor during combat, when i'd argue your emotions and urges are too busy about other things.
A half orc witch doctor is neat, but from what I've read the raw is orc only. Ill need to confirm it'll be accepted. I think I'd rather stay out of direct combat though. 30ft is a little scary in many fights. The scar + split hex does wonders for increasing your hex ranges. And now rules that would prohibit players from carrying small or smaller animals on them. Headband of int +6 is definetly a given. At 16k to craft it is a steal. For improved familiar, thats really only helpful if your familiar is going into combat. I'd rather keep it as far as possible and stealth. It does two things, avoids combat and by doing it often enou the dm stops looking for it, both of which stops it from dying and crippling me. corset looks awesome, ill add it to my list. any other items to look at?
Title says it all. I'm joining a group as a level 12 witch. My current fighter is expected to die soon when everyone teleports away leaving him behind - expecting, anticipating, etc... it will be soon. Anyway my main goal if for support / crowd control mainly. The group already has good direct attackers and it would be helpful for some more support. So here we go, Book allowed - CR, APG, ARG, UM, UE - Anything else is on a DM approve per item basis. My main idea is to go full witch, they're quite good at support and can do a lot of fun things too. I'd like to keep my mobility as high as possible, because well ... getting hit by a charging giant won't be fun. Race - Ratfolk
Familiar - Bat Feats:
Hex:
Ratfolk Favored Class Bonus (+5ft to Hex):
Items: I'm wondering what items will be helpful for this type of character and the role i'm trying to play. lvl 12 character, so thats 108,000 gp total. I'm planning on having Craft Wondrous Items so if you need to, use it. My thoughts so far, Intelligent Carpet of Flying, 31,000g ego+8, telepathy, 120ft Blindsense, Mending lvl0, int=14, wis=12, char=12 (small - ie, smaller than 5ft by 5ft) To help the fact that i'm dead if anyone comes close to me i'm getting a flying carpet, but making it intelligent - yes yes Aladdin carpet, so sue me, it would be fun and it'll be useful. It keeps the mobility aspect, plus the intelligent part helps with keeping my move action open. Handy Haversack (because why not) - 1000g Ring of Reduce Person, Permanent - 3130gp Witching Gown - 17,750 gp (still waiting on the ok for this one) But anyway, feel free to post items or an entire gear set. At this point i'll take any ideas. the 100k gives a lot of options and a lot of approaches, i keep getting lost in the pages and pages of items.
Anyone else getting an error? I cannot create/download any character sheet. One Character, i've tried several characters and multiple, along with various other configurations, all when you click 'download' results in "Oops, an error occurred" page. Ideas? from all the good comments about this, i'd like to give it a try. also, i've tried using both Chrome and IE. |