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gourry187's page

Pathfinder Society Member. 451 posts. No reviews. No lists. No wishlists. 3 Pathfinder Society characters.

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That is probably going to depend on the nature of the check as not all perception checks are sight based .... that being said, if I were GMing, I would have both make the check. Just because something comes within the animals line on sight doesn't mean they notice it and visa versa


Would the invisibility to undead help?


So the DC for a knowledge check to identify (and get ability hints) is based on the CR of the creature. Its pretty straight forward for most monsters but what do you do when templates or class levels are involved?

For example the CR of skeleton champions are based off HD. A SC with more HD has a higher CR but its still a skeleton Champion. The knowledge check should change but it is technically the same typeof undead.

How do people deal with DCs of templated creatures?


you can buy sheet sized (8-1/2 x 11) clear transparency sheets (like what they use on overhead projectors). they can be layed over any standard grid battlemat so you can see through to the grid. You can easily predraw on them and if necessary clear tape a few together for things larger than one sheet. Depending on the marker you use, they can be erased and used over again and they are not much thicker than a sheet of paper


the two lowest CR undead I can think of that can have class levels would be the skeleton champion (already mentioned) and the juju zombie.


Yes ... if the ranger is at least one size smaller


Pretty much as the title asks. If a torch is used up due to fire damage, would the mending spell be capable of renewing it?

It doesn't seem far fetched ... does it?


I use small chips (from an old CLR game) and number the chips on one side. This way I can identify which one is which, the players know which one is which and when they die, they simple get flipped over so their location is there in the rare event of that misplaced channel.

bigger critters get bigger chips, ect ect


Overhead transparencies

Perfect to predraw something and then lay on the gridmap when needed. They can be re-used and are easy to store away

Anything involving a complex map is usually done on transparencies at our table


hopefully this is the right forum ....

In a game I'm playing in we have a magus Hexcrafter. As a hexcrafter, he has access to all 6th (or lower) spells with the curse descriptor.

He says Brand is a [curse] spell which according to the PFSRD, he is correct. However the print copy of the APG we have does not show Brand as a [curse] spell.

was there an errata that added the descriptor which we can send copy to our GM? if no errata, where did this change happen?


Seeing how there are no response, my guess would be that swimming creatures suffer no penalties when attacking something on land.


I understand the rules for combat while underwater and the penalties for attacking something in water from land ... what I'm not sure about is ... are there penalties to the creature in water when attacking something on land?


Inquisitors get a "smite" judgement but it doesn't work exactly like the paladins. They get to pick C, L, G or E


A thought just came to mind after reading a different thread ... I've always assumed like any other weapon attack, you get your STR bonus to touch attacks but is this right? After all, you are generally not doing damage from a physical strike and you don't add STR to damage rolls from touch attacks.


So to sum up ...

The withdraw action can be used to avoid a few AoO
Separate acrobatics checks are are made for each for in whatever order the PC wants
the DC increases +2 cumulative (except the foe you're moving through who has an additional +5) the first acrobatics check DC=CMD (unless foe moving through who would be DC=CMD+5)

This sums up RAW?


I tried to read everything though skimmed a bit when I realized that many of the examples and situations use a readied action in reaction after the triggered event.

By RAW, a readied action happens before the triggered event so examples like shooting the next guy who through the door don't work as the shooting would occur before the target is in sight.

In the games I have played in, we found that when using the readied action mechanic, your trigger needs to be a mechanic such as ...

The target uses an attack/full attack action
the target uses a move action to do ....
The target casts a spell


just to make things more complex, can you use the withdraw action with acrobatics to avoid 3 possible AoOs or does the having to move 1/2 rate (so as not to increase acrobatics check) prevent you from using withdraw?


If a character is surrounded ... having an adjacent enemy in all 8 squares and wanted to use acrobatics to escape, would that require a separate acrobatics for each enemy or just one versus all?


This is asked a lot with a mixed bag of answers so Faq and dot


Seeing that strength is utalized in making your CMB roll to make the grapple, I would say yes. You're squeezing them extra hard into your spikes.


did some double checking .... per RAW (this is the rules forum after all)

pfsrd wrote:

Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock you want to the cost of the manacles.

disable device cannot be used to escape manacles. Either use escape artist or a STR check.


Per description, manacles don't come with locks so I would guess you would simply use escape artist ....

If ithas a lock then disable device would be applicable at which point DCs are listed with the ability.


Skimming through many of the posts I am surprised no one advised to do the "gestalt" thing where players have two classes at once. It might save you from the headache of each player having to maintain 2 characters at once during combat.


Would you need to be proficient to use as a buckler?

Would you need shield proficiency to use as a buckler?

If used as a buckler, do you still take penalties to armor check and arcane spell failure?


There is a human druid archetype in the ARG who gives up wildshape. Can't remember much about it at the moment


Clerics and inquisitors are both proficient with their deity's favored weapon ... what happens if they decide to worship a different God?

Do they auto gain a new weapon Prof and lose the previous?


The question I ask is can you spellstrike two different magics at the same time? I would say no, you can have either the chill touch or the pool strike but not both.

I agree about not having the arcana at thrid or qualifying for the feat.

Lastly, where does the +2 strength to chill touch come from?


Most characters I've played or seen played have always avoided spell failure from armor so when I created a spell caster with armor, my mind blanked.

If you fail a spell due to spell failure, do you lose the spell slot?


Not sure how relevant it isbut don't most spells require a weapon to be the target. To my knowledge, only monks treat their unarmed attacks as manufactured weapons which would imply normally, most weapon target spells will not affect unarmed strike (other than magic fang which spells out it affects unarmed strike)


Couldn't the caster just touch himself rather than this round about way to cast a spell on himself.

Or is this a "I want my familiar to have a cure spell held so if I go down he can target me" type of thing?


There is also the warding weapon spell


I find it easiest to consider an unarmed strike like a guantlet. Any weapon enhancing spell/feat/Su/Ex affects only 1 (unless said feat/spell/Su/Ex affects all items on the character or all forms of a specitic weapon such as WF, specalization, ect)

TWF with unarmed is no different than using 2 guantlets
Even if a creature has 100 arms wearing guantlets, they only get 2 attacks (plus high BAB extras) with TWF because unarmer strike are not considered natural attacks


My guess to the OP would be because there is a deed that allows you to use a firearm as a bludgeon weapon ...

Otherwise what BBT said


No one?

Am I to just play it an amorphous creature who weilds a weapon can slip through a crack with its weapon?


But wildshape doesn't always change your size so a med druid that wildshapes into a med wolf could still use enlarge person (their type is still humanoid) because enlarge person is not a (polymorph) spell (its transmutation).

Strictly by RAW as far as I know.


Example ... a Shea is an amorphous shadow creature that weilds a falcion. The falcion is listed as treasure which would tell me they are carrying it. Can they still be amorphous and move through cracks with it?


Not entirely true. You cannot have multiple (polymorph) effects at the same time.


Wildshape into something small and natural spell feat


domain strike wrote:
Benefit: When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

most domain powers can only be use a limited number of times per day. So as the title asks, if you use the swift action for domain strike, does it use up a use?


You could always use improved unarmed a d spiked armor to conceivably get iterative, TWF and natural attacks.

Armor spikes for iterative
Unarmed for extra from TWF
Claws as secondary natural attacks

Pretty sure that's legal


james maissen wrote:


Sure the animal does what its told, but he has to be told, doesn't he? The DM then handles that, just as he handles all Non Player Characters that are either independent of the PCs, or beholding to them.

Perhaps you subscribe that the animal will delay indefinitely without an order to do anything like some form of construct. I, personally, say it is an animal and without orders not to behave normally it will do so.

-James

An AC is technically a trained animal and many trained animals will delay until commanded to perform. I guess the question is, what is "normal" behavior for a trained animal?


Getting into this pretty late in the thread but, since unarmed strike is considered a simple weapon (UE), and in general most PCs can make 2 attacks (primary and off-hand), that most PCs can utalize 2 unarmed strikes (be it fist, knee, foot, head, hip check, ect)?

Magic fang imbues one natural attack or unarmed strike so if you used TWF with unarmed strikes as both primary and off-hand, one attack would get the magical bonus.


It may be a Su, but the rules IRRC say it works as the spell beast shape which puts it within spell rules. Also remember that it is considered a polymorph so no other spell of that type will work (unless the druid decides)


My rule of thumb ....

If the AC has higher init it will defend the druid if he was recently attacked until druid gives him a command on druid initiative. Otherwise it delays for a command dropping its iniative to druid's -1

It druid has higher initiative, spend appropriate action to command AC. AC carries out command on its initiative.


"The action occurs just before the action that triggers it."


blackbloodtroll wrote:

Prepare an action to fire at them when they stand up.

First, you get the AoO when they do, then, your readied attack goes off.

Doesn't the readied action act as an immediate and thus the person would still count as prone for both AoO and the readied action?


I would say the monk 3 woundn't count as he has not yet been granted a KI pool.

I would use the same reasoning why you can't take certain feats that require an ability until you actually gain the ability.


On this note if you have multiple armor bonuses, you should be using the highest.

For example ..
Haramaki + bracers of armor (+2) + mage armor = AC bonus from mage armor

Mage armor + breastplate + bracers of armor (+3) = AC bonus from breastplate

However this can change when dealing with incorporeal attacks.


My example was for a non-flurry.

If you use flurry you would need the feral combat feat to use the claws and they would replace your regular unarmed.

With flurry you would have a better BAB but fewer attacks
Without flurry you would have less BAB but 1 extra attack

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