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Simon Legrande wrote:
So what happens if there is an obstacle such as a wall or creature preventing you from traveling the full distance your jump check indicates you should travel? Do you take damage or provoke AoOs? Do you fall prone?
given the following example ...
GGGG---GG where G is the ground and - is empty
assuming a running start
1) is the DC based on the gap jumped over [5,6,7] (DC15) or the distance to the next Box of ground [5,6,7,8] (DC20)?
2) when determining movement, does the jumped distance count against a characters total movement? moving from 1to9 equal 40' movement?
3) does landing at the end of a long jump end your move action or can you continue provided you have movement available?
4) using acrobatics happens during a move action so if a double move is required to jump a distance, does it need 2 checks?
Darksol the Painbringer wrote:
Gauntlets do not take up an Item Slot. By that same notion, Full Plate takes up the Body, Chest, Head, and Feet slots.
Gauntlets do take up the hand slot (as there are magic gauntlets in the "Hand" section in UE. Gauntlets that come with armor (med or heavy) however can be replaced without changing the integrity (=armor value)of the armor ... as can boots.
If full plate takes up all those spots, why is there an "Armor" slot?
the cost of the outfit is free (provided its 10gp or less) but it still counts as wt against your carry cap.
perhaps the underwear that was brought up has a negligible weight like flasks.
The text mentions the cheetah and jaguar but doesn't specify to use those stats from the beastiary. I'm planning on using one in an upcoming game where the GM can be a bit rules lawyer-ish. So do we intact use those stats?
Character concept has a snow lynx (who will eventually become an AC (cat, small)
The stories about a half-giant character who carried a bunch of throwing halflings are just not true. It was one halfling, and he was dead, and the corpse was being brought back to town for a resurrection - so while a halfling corpse might have been tossed a few times it was only a corpse and not an living halfling, and it was just because there was nothing else to throw.
The version on the story I heard was the half-giant couldn't affordable a thrown weapon with the returning quality. A halfling was the next best thing.
So we had a situation where while fighting a large creature, a character was able to get into melee (passing through a threatened area) without provoking an attack of opportunity.
M=monster, R=Ranger, F=Fighter, -=open space
The question really comes down to does the Ranger provide cover to the fighter. RAW states you can't make an AoO against something with cover. To keep things moving along (it was a large combat), we just decides there was cover but now that I think more about it, I'm not so sure. The monster is tall so it has a reach of 10.
Burning gaze has a target of "you", share spells say the caster "may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself."
If I cast Burning Gaze, I can cast it on my familiar thus giving it a standard action to look at bad guys and try to set them on fire.
The spell has a saving throw Fortitude (negates), as well as a Reflex save to quench the flames.
Is the save DC based off the familiars Int as the gazer, or the casters Int since they actually cast the spell?
My thought that 2x 90 degree turns is fine but you are forced to move at least 5 feet with each turn so if you were in a 5' hallway, you would be forced to make the 180 turning back on yourself whereas in a 10' corridor you could make 2x 90 degree turns but you would wind up on the other side of the hallway (flying in a U).
My personal opinion is no because to utilize a shield it needs to be strapped on and not just held or supported. Since you can't strap it to both arms, you can't 2 hand it.
As far as its a weapon so you can, armor spikes are on the list, can you two hand them? Can you 2 hand a blade boot or the iron beard thing?
My suggestion in regard to unarmed is to get lvl 3 monk and then a monk robe as it will bring your unarmed damage to a d10 which is pretty nice especially when you flurry. A domain with an attack (ex. Air gives a ranged electrical attack) can be very useful with feats like domain strike where you can add it by using a swift action to any successful unarmed attack.
If you have a feat to spare, pick up one of the exotic monk weapons with reach. With that you can flurry at reach and up close.
My personal feeling is that is the player is young and just fluidly reading, it would be best to keep things simple with core (or base) classes without archetypes and multiclassing.
My opinion is to go with rogue. Skill points just increase the dice modifier and the only special thing to remember is sneak attacking. You don't have to remember and understand all the feats associated with most fighters and how and when to use them.
Remember its her character and giving it loads of crazy combos and bells and whistles won't teach her the fundamentals of the d20 system which is where you should start.
Ok so I keep reading about monk dipping and how flurry works and then it hit me ... I have had a multiclass monk/ fighter for a while and as I am about to hit a +6 BAB, I want to get a grip on the number of attacks and bonuses I have.
For simplicity I'm onlyhoin to use base BAB and not include any bonus/penalty from attributes and feats
Monk 1/Fighter 5
Monk 2/Fighter 6
Does that look right?
So in one of our last sessions, the party found themselves in a circular tower with an interior spiral stairway surrounding an open courtyard. The BBEG lured the party to the top level and jumped to the bottoms using feather fall.
The question is if the BBEG has movement left after moving off the ledge, can he still continue to move after he feather fell down? Falling if I recall doesn't count as movement and is instantaneous.
We had a game where a psychotic necromancer was killing randomly in the forest to make friends and over the course of his journey the forest became a flood with undead woodland creatures.
Nothing makes a party go "WTF" like a half dozen flying squirrel squirrel zombies dropping on them while they are trying to figure out why that deer over yonder is missing a leg and half its face.
Creativity and numbers can make any low CR undead encounter fun.
A gray wardens Harsh Judgement stacks with inquisitor levels but they get limited types (destruction, peircing, ect).
So if an inquisitor PrC to gray warden do they loose the other judgements or can they have both judgement and harsh judgement running at the same time (activated with separate actions)?
Had a discussion during a game where it was pointed out that if you have a quickened spell, you could use both it (as a swift action) and cast another (as a standard).
I could have sworn there was something about only ever casting one spell per round but I'm not sure.
Can someone point me in the right direction.
The tiger is limited to 6 tricks which are spelled out in the handle animal skill. It has the "attack" trick once so you will be required to "push" the tiger to fight a lot of monsters such as undead.
If the tigerish wearing medium armor, its base movement should be lower.
The tiger shouldn't naturally charge to attack foes. The DM should require you to make the skill check. If the beast was domesticated for riding, it shouldn't be any more aggressive than a horse.
And don't forget that if it ever gets wounded, there is a -2 penalty on the handle animal check.
I will admit to my errors. For some reason I was under the impression that the whip was a B weapon whereas the scorpion whip was S. Seeing as there are multiple entries for them, CRB, AA, UC, UE. Probably because of the multiple threads about Blackblade Magi builds (which seem to be the most popular way to play one), my mind fixated on the need for a S type weapon. Regadless, I apologize for the errors.
On a side note, no one has mentioned the feat lunge which also increases the reach of a melee attacks (at least by 5 feet).