So the question boils down to this:
If you get an AOO on the success of SOMETHING, do you get the AOO when SOMETHING fully resolved or when success of SOMETHING is announced.
Would be similar to a feat that was like so:
So with Bully Hammerer, would you try and stab them after they say their comment or right before?
Yeah, it does seem odd that they'd both occur before the opponent is prone especially given the flavor text of Viscous stomp:
You take advantage of the moment to brutally kick an enemy when he is down.
Since according to RAW, you wouldn't be kicking him while he was down, you'd be kicking him while he was on his way down...
I just wanted to verify my math is correct and my reading of the rules is correct.
So if I'm doing my math correct at first level his CMB to trip is:
If I can get flanking, I get a +2 to this because anything that affects an attack affect maneuvers correct?
If I'm flanking and I get him prone, I (and my flanking ally) get +6 to hit him?
Thanks for verifying,
Mr Bacon. Thanks for the reply. It looks like it was officially errata'd that Weapon Finesse works for disarm, sunder, and trip since they use weapons.
The Under and Over seems interesting, though I'm not sure how often it will come up, how often to guys grapple at higher level?
As I stated in one of my previous post I am starting a low magic campaign and decided to go with a halfling monk with underfoot adept and manuever master (I know technically they aren't allowed but the DM allowed it since mm just adds feats).
We did a 20 point buy and I did my stats thusly:
I took weapon finesse as my 1st level feat. Any tips on how to go? I was thinking mostly going with combat maneuver stuff that doesn't depend on size and picking up Improved Trip and 6 and probably agile manuevers along the way (level 3 maybe?).
I don't need to think much beyond 8th level since it's going to take along time to get there. I also don't expect to pick up any magic items so those suggestions won't help (even though I really want an Agile Amulet of Mighty Fists).
Partial casters would be fine. Just not one where casting is main point (magus, wiz, sorc, witch, etc). Divine casters are more trusted but still not completely so I'd like to avoid them too.
We are starting at level 1 with a 20 point buy. I'm not looking for a full build but just ideas of this and this, going for that and these.
Thanks Jon. I want to try and keep with base Pathfinder stuff even though I'm using the Eberron Artificer. I looked at melee and there are some cool light exotic weapons so I can use weapon finesse. However, there doesn't seem to be alot of cool ranged ones unless I missed something. Can anyone think of cool ranged weapons besides repeating crossbows?
I am playing a game and I got my DM to let me play an artificer. I'm planning on taking the Master tinker gnome trait and so I thought it would be cool to have him bust out random crazy weapons. I was thinking his normal weapon would just be a repeating crossbow of some kind. I would have liked to bust out the ripsaw glaive but he won't have the str I don't think (20 pt buy, so I'm thinking int and dex as the majors). Any other fun/weird weapons he could bust out?
She can't change stats, but being a good caster would be nice too she's just having issues doing damage. She mostly uses sound burst and searing light. There's got to be better spells and feats just not sure what off my head. I know 3.5 had some sweet channel feats, but not sure if those transferred over.
So my sister is playing a cleric but she isn't feeling much more than a band aid. This is the stuff she can't change:
Level 6 Human Cleric
She kind of wanted to do a battle cleric but with a 14 str I'm not sure how viable that is.
I'd check the PRD about constructs.
But I saw:
So it would be (don't mind the math tech):
I did also note that the doll cost 2300 not 2000, so maybe add in an extra 300?
Thanks for the advice. I looked at the Artificer and am always weary of 3P stuff (remnants of the 3E days I guess). It's also weird how their last ability gives them a bonus to all non-trained rolls equal to half their class level, which means it's better to have no ranks in something than (1/2 level -3), which always seems awkward to me.
The magus one seems good and the dwarf decent (speedy crafting is fun).
I don't get how Arcanamirium Crafter works however. Not sure why metamagic feats would be needed with crafting? The other wizard things seem pretty boss (though probably better to take craft construct than golem constructor as you said).
I've always like crafters but they didn't make it over to Pathfinder (Artificer, Effigy master, Techsmith, etc).
So my question is if I wanted to build a crafter what would folks recommend?
Also, I don't think there's a way to get something similar to a Gondsman (Techsmith) but figured I'd ask. I could make a construct and improve it, but that seems pretty expensive to do. Am I wrong about that?
I did some research and am currently leaning towards a half-orc with mix of orc and Dragon (fire subtype) for maximum blasting power.
I could still use some help with feats (I was thinking blessing of the fire god so I can heal myself some) and word mixes.
Anyone else have other suggestions?
I want to make a guy that uses words of power and is charisma based and sorcerer seems the obvious choice.
I want to make a blaster and tank if possible, blaster would be my first preference. I will be at level 7 and want to be effective at that level. I plan to read the guides over next few days but I know there are many folks far more knowledgeable than me.
Sorry, I meant that some races get different favored class bonuses (like humans get 1 more spell known per level as a choice) but I've only seen this info on the race page, is there a master list (listing all races and each class and bonus) or a way to see what races get different bonuses on the class page?