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TriOmegaZero wrote:
Agreed, and I'm not even sure what you mean by an interpretation? If you specifically mean the part in bold is wrong, I'm unsure how you interpret the following rule (that's been in place since 3.5): Quote: If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). The rules clearly state that the human in my example should have a Move or Standard action left. Are you saying this is incorrect, and if so could you elaborate? Mirror, Mirror wrote: Except for the whole "spells can be interrupted during the action but you are either standing or prone all the time with no period where you are getting up where an opponent may be able to trip you again" part. The effects of damage from an AoO during spellcasting are specifically covered in the rules: Quote: Injury: If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action). Emphasis mine. Mirror, Mirror wrote: Alternatively, "you are either armed or disarmed all the time with no period where you are drawing your weapon/retreiving an item where an opponent may be able to disarm you, despite the fact that retrieving that item is what initiates the AoO." Drawing a weapon does not provoke an AoO, so I see no relevance for the discussion. A more relevant example would be loading a crossbow. If you disarm the target after it provokes, then the loading is indeed interrupted since the crossbow is no longer in hand. For items (including weapons stored in packs--this is not Drawing a Weapon), if you attempt a disarm as the AoO when a target tries to retrieve a stored item, just as with the crossbow you can disarm the item since disarm targets "one item it is carrying" and the rules do not specify "carrying" as being in hand. This is one area where the PRD lost a bit, as they removed the Grabbing Items section that is present in the SRD. In truth, these rules aren't specifically necessary since the mechanics for disarm already allow grabbing an item, but I personally think leaving this section in place would have helped folks understand this better. Quote:
So, there are actually mechanics to cover the items in question. Moro wrote:
Assume a human with a 30' Movement rate moves past an orc. The human moves 10', entering a square threatened by the orc, then continues his move. When the human moves out of the threatened square, this action immediately provokes and AoO. The orc uses his AoO and successfully trips the human. The human is now Prone. The human had 20' left in his Move action, but can no longer use that movement as he is prone. He has effectively "lost" the rest of that Move action. He has a remaining Standard or Move action, and could actually stand from prone (as a Move action). This would provoke another AoO from the orc (these are two separate opportunities for AoO), although the orc would need Combat Reflexes in order to take advantage of this second AoO. Bomanz wrote:
I'm assuming you've read the rest of this thread. If not, doing so will be beneficial. To your statement that the rules clearly say it interrupts--please quote the rule that states this. Rather, the AoO rules specifically state, "immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn." The only mention of interruption is in the statement "An attack of opportunity “interrupts” the normal flow of actions in the round." This does not say the AoO interrupts the action itself, but rather the flow of actions. That means where normally you could not act on my turn, you can if I provoke an AoO. Unless you do something with your AoO that prevents such, my actions resume immediately after you complete the AoO. addy grete wrote:
Oh yes, I forgot to mention that (another item eaten in my lost post...) I am indeed working on a statblock page. The centralization I've done to make the L and P sheets stay in synch helped out a lot toward making this an easy option Reread your posts. If you don't see the condescension in them, versus simply stating what the rules of the game are (this is the rules forum after all), well, I guess we have different standards for communication. It's fine if you don't like the rule, and many folks have said many times in this very thread that a GM can change it as he sees fit. Not liking a rule and simply arguing against it for that reason doesn't make any sense here. RtrnofdMax wrote: It looks like the additions you made on _11 finally threw you over the cell format limit for Excel 2003. I remember heroforge running into this back when I was working on it. I also remember it being more work than it's worth to try to eliminate the formats. So I would just suggest that you leave _10 available for those who don't have a modern version of excel. Meh, it happens from time to time--I rebuild a few sheets and Excel plays nice again... Also, I noticed with this post that my last response here didn't "take" apparently! In summary, I noted that I've corrected all problems reported to date (except the character limit and Intelligence enhancement bonus), and am working to incorporate the various current errata. I also rebuilt more items on the Front pages to ensure changes aren't only made on the L vs. P formats. I'll be posting after I get the rest of the errata in place... Ah, gamism has been invoked, and so we all lose for being such silly people (of course, D&D and it's iterations are known as the pinnacle of gamist approaches...). A much better approach, then, would be to work out the exact physics of how tripping occurs and develop a set of tables, checks, calculations, and cyphers so we can make sure this stays realistic? Let's leave the name calling out of this please. We aren't here to debate game theory. A rules question was asked, and we've provided the answer from the rules. Of course, there is a way this can be solved for folks that want trip-locking in the game--make a feat. Trip-Lock
Making this an Immediate action allows it to act as an interrupt while also providing a cost (in addition to the feat) to keep this tactic under control in the game. Option 3 would be one person rolls the Init d20, then the DM just applies each person's init modifier. You end up with fast people still being fast and slow people still being slow, with minimal delay to the game. So long as you don't require folks to post in init order, summarize events logically based on stated actions, and allow lower init players to redo actions if something happens that would affect their previous action, you should be good to go. Black Fang wrote:
I usually updated the map at the start of each init cycle. nathan blackmer wrote:
What you are talking about is a Readied action, specifically with the trigger "when this target completes his Move action to stand, I trip him." If you worded it sloppily, something like "if the target tries to stand, I trip him" then the Readied action might indeed occur at the start of the action to stand. Readied actions do not always occur before the action they respond to, they occur when the stated trigger occurs. This is a very important distinction from AoO. Compare the language for a Readied action with that of AoO from my earlier posts: Quote: Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Readied actions specifically call out possibly interrupting another character, and specifically call out that the Readied action occurs based on a specific condition, not a specific action. Mirror, Mirror wrote: What is also great is that there is absolutely no way to prevent someone from standing up whatsoever. They could be surrounded by trip fighters with whips and they still get to stand. All the whips can do sting or disarm. Unless they are drawing a weapon, in which case they are disarmed before they draw, and proceed to now draw. So nothing can prevent them from drawing a weapon, either. See above. If a group of trippers want to keep a target down, all they have to do is Ready actions with the appropriate condition. Themetricsystem wrote: Well I read that but say someone triggers an AoO, you choose to trip with your AoO, the successful trip would then trigger ANOTHER AoO for you to take advantage of? That doesn't seem right at all... Is this really the case? That is correct, but you'd need to have Combat Reflexes to have another AoO available to you. This is covered under the rules for making multiple AoO against the same target. PRD wrote: Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus. Emphasis mine... Moro wrote:
That is correct. See my last post on the logical flow of AoO mechanics. Note that the action to move a heavy object would be limited in how far you could move said object, but that does not prevent the Move action. If you believe otherwise, I'll need to see a quote stating that said specific action cannot be taken while prone. Moro wrote: The movement is not interrupted--you wasted that trip attempt to make a prone target prone. The target then continues his turn, since you tripped him before he did anything (i.e. because AoO happens immediately). You are confusing interrupted movement with an interrupted Move action. Logical progression is this:
If you want to trip that target after the Move action, you need to use a Ready action. Moro wrote:
No, this is where you fail to apply the mechanics of actions in the PRD. Show me a quote from the PRD that states a trip interrupts a Move action. I'll help out with a quote of the trip mechanics: Quote:
I don't see any reference to interrupting a Move action being one of the effects of trip. Of course, depending on the trigger for an AoO, it might interrupt a Move action, but only if that action has an opportunity for interruption. "Normal movement" is not equivalent to standing from prone. "Normal movement" can involve a situation that provokes an AoO after the action has started but before it completes. Standing from prone does not have this in between state. If you believe that it does, show it from the rules. Moro wrote: The movement is not interrupted--you wasted that trip attempt to make a prone target prone. The target then continues his turn, and since you tripped him before he did anything (i.e. because AoO happens immediately). You are confusing interrupted movement with an interrupted Move action. Logical progression is this:
If you want to trip that target after the Move action, you need to use a Ready action. Moro wrote:
No, this is where you fail to understand the mechanics of actions in the PRD. Show me a quote from the PRD that states a trip interrupts a Move action. I'll help out with a quote of the trip mechanics: Quote:
Moro wrote:
Note that you're quoting the d20 3.5 FAQ, not the folks on this forum. You can indeed use a trip combat maneuver if you like for the AoO provoked, but it's pointless to do so. Trip has one effect--it renders the target prone. Since your target is already prone, your trip attempt has no effect. So, you effectively just wasted an AoO to do nothing, when you could have done something that actually has an effect... Moro wrote:
Logically, perhaps, but that's not what the rules say--"immediately resolve the attack of opportunity, then...complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn." This is not about real-world logic, but rather game mechanics. You're stating that the interruption can occur any time during the movement, but that is not the case. It occurs "immediately" when the AoO is provoked. The example you use with movement is not the same--the target has already moved 10' of a 30' Move action before triggering the AoO. Keep in mind it is not the target's entire Move action that provoked the AoO, but rather the exact 5' movement that took him out of a threatened square. Specific actions trigger AoO, and the AoO occurs immediately after that trigger. Moro wrote: The game also doesn't account for you "interrupting" someones movement action. Are you telling me that if a character moves 10', and provokes an AOO, that I cannot trip him there because his action isn't "complete"? The rules already DO allow for "in-between" states of being in nebulous times between the beginning of an action and the end.The mechanics actually do account for interrupting an action--you simply have to consider what actually provoked the AoO. For your movement example, the move provokes and AoO when the target leaves a threatened square--the AoO triggers at that point and you could indeed trip the target as the AoO. Consider the language as follows:
Garden Tool wrote:
You are working from an assumption here that this was largely accepted. I do not believe that assumption is correct. The ruling that you cannot trip an already prone target was actually even stated in the D&D 3.5 FAQ: Quote:
The wording for order of operations actually hasn't even changed: d20 SRD wrote: An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). PRD wrote:
bittergeek wrote: Here's a question - if you wore +3 leather armor with bracers +8, would your AC go up by 11? You get the armor bonus of +8 from the bracers, and an armor enhancement bonus of +3 from the leather. No stacking problems there, though surely it's not an intended use. This is a fairly common misconception--there is no such thing as a +3 Enhancement bonus to AC. An Enhancement bonus always raises the Armor bonus to which it is related. See the details in this post: So, Leather Armor +3 provides a +5 Armor bonus, not a +2 Armor bonus and a +3 Enhancement bonus. And so, the character would have a +8 Armor bonus in total, from the bracers. Side line, I was wondering why you keep posting these in the Compatible Products from Other Publishers forum? This area is specifically for folks to "Discuss products by publishers other than Paizo produced under the Pathfinder Roleplaying Game Compatibility License." Your Importing from 3.5 questions are much more appropriate in the Conversions forum, and you'd likely get more responses there... Harkaelian wrote: Technically speaking though flanking has nothing to do with all around vision or 360 situational awareness. Note that all-around vision is a specific extraordinary ability that negates flanking (thus my reference to the gibbering mouther, which has said ability...the xorn is another OGC example). For these creatures at least, it is indeed about being able to see on all sides rather than having a safe place to move. For the OP, you could consider adding a feat for All-Around Vision, with the requirement of having 2+ heads. Then you can upgrade creatures and have a specific cost. Howdy folks! As I saw my sheet invoked in the discussion, I thought I might voice a perspective on things. I put out my Excel-based* character sheet under the Open Game License and Paizo's Community Use Policy. So long as those are in existence (and from Lisa's comments it looks like that should be a good long while!) I'll keep chugging along. If you are looking for free character generators, try it out, or else look to Ogre's work, sCoreGen, etc. as they all provide very nice features as well. However, I can tell you from direct experience that if you want every piece of OGC from Paizo products in a tool (one of my goals), that is a lot of work. I happen to make a good wage doing other things and also enjoy digging into the rules automation as it helps me understand the game better. So, providing my sheet for free is no problem. I also work directly in the software development industry, and so I know that if you want quality software, you are going to pay for it. This is not an issue of whether the content is open or not, but rather how you want to handle that cost. Some people pay for it directly with cash, i.e. you buy a product like HeroLab. Some people pay for it with labor, i.e. you make your own tool. Some people do a mix of these, i.e. buy the base tool, then enter your own data. If you don't want to take option 2 or 3 because you don't have the time/skill, then option 1 is a very reasonable route. I don't begrudge Lone Wolf (or any company) their right to a profit--they've got to make a living somehow! In fact, I'm sure I'll own a copy of HeroLab in the near future, simply because I believe in supporting the companies that support my RPG of choice. In the end, look at your options and go with what works best for your cost approach. *It should be very OpenOffice compatible as well--if it's not please let me know the specifics! That is what the rules say, though--it specifically does not say it is an Enhancement bonus to AC, but rather that the bonus type is Enhancement. Consider the two relevant sections of the rules for this, and determine what conclusion satisfies both sections. These are: Quote:
and Quote: Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). The combat section (the first quote) provides the rules for calculating armor class. The formula includes Armor, Shield, Dexterity, and Other. Looking at the Other Modifiers notes, it clearly states that for calculating armor class, Enhancement bonuses "increase the armor bonus it provides." It doesn't increase AC directly, but rather indirectly through the Armor bonus. Reading the section under magic items, then, you have to keep in mind this rule from the Combat section. So, it says "Magic armor bonuses are enhancement bonuses..." This gives you specific information for using the armor class calculation formula. The bonus is not of the types Deflection, Natural Armor, Dodge, or Size--these all have separate notes from Enhancement bonuses. So, all that statement is saying is what type of bonus the magic armor has. Reading further, we get the following rules:
None of these conflict with what is stated in the Combat section. And specifically rule #2 above says these bonuses "stack with regular armor bonuses." If the Enhancement bonus provided isn't considered an Armor bonus, this statement would not be necessary since two different bonus types always stack. There are basically two sub-types of Armor bonuses, "regular" and Enhancement. Now, I suppose folks could argue differently if they just consider the Magic Item section, but that contradicts the rules in the Combat section. If my argument fits both sections, it seems illogical to me to try and come to some other conclusion that puts the two sections in conflict. The wording in the regular armor section is just telling you what type of bonus a +1 chain shirt has. If they didn't specify, then it would be an untyped bonus and would stack with, say, a magic vestment spell. You can actually think of it the way you have it worded--they are two separate Armor bonuses that stack and this is then an exception to the general rule that Armor bonuses don't stack. But it is still an Armor bonus. I don't know of any direct Enhancement bonus to armor class, anywhere*. Enhancement bonuses always affect something else, and thus are that "something else" for all intents and purposes. The negation of one "armor" based on a greater bonus coming from another "armor" is only specifically mentioned in the bracers of armor description. I do see that SGG applies this same restriction to their feat in question, but I don't see any basis in the core rules for mage armor canceling out the entire effects of a suit of armor. By my ruling, you'd just end up with whichever higher Armor bonus to AC, plus any other effects of the armor. I do think it's a perfectly reasonable thing for SGG to apply to their feat, if that is the mechanical balance necessary to ensure it stays reasonable.** *The text of rhino hide does state it grants a "+2 enhancement bonus to AC." This is legacy wording carried over from the 3.5 SRD, and in my opinion represents sloppy writing. I see no grounds for it providing a direct bonus to AC, rather than an Enhancement bonus to Armor as with standard +2 hide armor. **I think Web of Steel is a very cool feat. It allows for character concepts that can have reasonable AC without being wrapped in full plate at higher levels. As with any 3PP material (or indeed any non-core Paizo material), the GM needs to ensure it is used reasonably. If it "breaks" your game somehow, fix the break and move on... Cross post from the other thread... Enhancement bonuses basically become the bonus type of whatever they enhance. That section in Magic Armor makes sure folks know that the Armor bonuses just increase. This is the same for, say, an Amulet of Natural Armor--the bonus it provides is an Enhancement bonus to your Natural Armor bonus. An Enhancement bonus to the same stat won't stack, so you can't have two Enhancement bonuses to your Armor. This is the reason a character can have multiple Enhancement bonuses--so long as they modify separate bonuses they all apply. If the bonuses stayed as they type Enhancement for armor class, then the Enhancement bonus from a +1 chain shirt and the Enhancement bonus from a +1 amulet of natural armor wouldn't stack to increase the character's AC. I think considering it this way might help folks understand how those Enhancement bonuses interact. That's not a specific contradiction, just a clarification to how the Enhancement works. Enhancement bonuses basically become the bonus type of whatever they enhance. That section in Magic Armor makes sure folks know that the Armor bonuses just increase. This is the same for, say, an Amulet of Natural Armor--the bonus it provides is an Enhancement bonus to your Natural Armor bonus. An Enhancement bonus to the same stat won't stack, so you can't have two Enhancement bonuses to your Armor. This is the reason a character can have multiple Enhancement bonuses--so long as they modify separate bonuses they all apply. If the bonuses stayed as they type Enhancement for armor class, then the Enhancement bonus from a +1 chain shirt and the Enhancement bonus from a +1 amulet of natural armor wouldn't stack to increase the character's AC. I think considering it this way might help folks understand how those Enhancement bonuses interact. Just posted on another thread... I've seen a lot of discussions missing that enhancement bonuses to armor actually increase the Armor bonus (and thus don't stack with other Armor bonuses). This is in the Combat section, specifically, "Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides." This is the reference Hexcaliber mentions. A +5 chain shirt does not have a +4 Armor bonus and a +5 Enhancement bonus. It has a +9 Armor bonus. I've seen a lot of discussions missing that enhancement bonuses to armor actually increase the Armor bonus (and thus don't stack with other Armor bonuses). This is in the Combat section, specifically, "Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides." A +5 chain shirt does not have a +4 Armor bonus and a +5 Enhancement bonus. It has a +9 Armor bonus. Snake187 wrote: Besides adventures what is the best place to get info on the pathfinder world itself. At present, the Pathfinder Chronicles Campaign Setting, which will be updated with the coming release of the Pathfinder Campaign Setting: World Guide—The Inner Sea. Buy the latter. Beyond that, you get down to specific focused books that are found throughout the Pathfinder Campaign Setting product line. There are some shorter (and sometimes more player-focused/friendly) books in the Pathfinder Companion product line. You can also find lots of information online at the PathfinderWiki. Erian listens to Gaelen and Polson voice their concerns. "Now Gaelen, you surely see the irony in cautioning any diplomacy with the kobolds while simultaneously advocating their extermination? I wonder, if you had lived a life under the shadow of fear that bigger creatures were always looking to exterminate you, how would you react to such creatures?" With a shrug, he adds, "Besides, if you're truly just interested in coin, then brokering a deal with the kobolds is far more likely to result in immediate profit with less personal cost or risk. Unless you plan on hanging around here for years to see if the kobolds break their word, then it shouldn't really matter how trustworthy they are longterm..." One of the best treatments of this topic I ever saw for d20 was The Book of Distinctions and Drawbacks from Cryptosnark Games. The publisher went out of business, but that PDF is a thorough set of rules covering everything from flaws to advantages to random background generation. The author is up-front in noting that a GM must take care with flaws, and only allow the more RP-related ones with players that will actually use them properly. Okay, first list. This is all of my "generic" D&D material. There are a few items I know I own, but can't locate (which leds me down the "now did I lend that to someone" road). All items I put my hands on tonight are marked with an "x" x … 11641 … Dungeons & Dragons Adventure Game
Next up, Eberron. Same format: x … 86400 … Eberron Campaign Setting
Forgotten Realms: x … 88099 … Monstrous Compendium: Monsters of Faerun
And finally, some miscellaneous stuff: x … 86990 … Dragonlance Campaign Setting
Erian says, in a somewhat scholarly tone, "Mites are evil-natured little fey, lovers of darkness that aren't overly fond of dwarves, from what I recall. They are fond of spiders, scorpions, and other poisonous creepy-crawlers, however, and I'd expect where you find mites, you'll find something ready to sink fangs into flesh." He pauses (one might get the sense he's giving everyone time to take notes), then continues, "Now, as for kobolds, they are as likely as any sentient race to take gems, coins, and the like. However, they are also renowned builders of traps and most tribes revere dragons in one form or another." Thanks for the feedback. I was wondering about the lot vs. single sales. I used to do a great deal of eBay (actually that's where most of these came from) but haven't in the last 2-3 years. And I'll definitely post things here fist--I love my Paizo friends best! I plan on keeping some of the books that are just nice in and of themselves...things like the Draconomicon. Erian is always up for exploration (which for him will involve a detailed survey of each area for his maps) and in the process gathering intel. So, I'd say yes to 2 of the 4! We've got a few other leads with the wyrm, boar, and kobolds, and the latter might lead to a bit of intel itself (assuming we can keep the party from killing kobolds randomly...). So, perhaps we find out from Oleg where the kobolds are in general and map our way there? I was falling away from WotC by the time MIC was released, so it's actually one of the books I don't have. I'll put together a full list, but it's pretty much everything from 2000 to 2007 or so. They are all in good shape. As for prices, that's one of the areas where I'm looking for some input--any good source of comparable expected sale prices?
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