call out feat ?


Rules Questions


so i built a intimidating bloodrager for a game that uses a falchion but can also grow claws through beast totem since i went primalist, now with the feat call out you enter a duel and with duel combat it says you agree on what weapons are used. heres where my question comes into play what weapons will we have to decide on or will we just enter the duel with what we've got since its not a sanctioned duel.


You should talk to your GM about this.

Because, as a GM I can tell you I would not run this in a way that is favorable to the player and would probably advise you against taking such a feat.

Just because you start a duel and the enemy you target can't "withdraw" doesn't mean his allies are going to be so kind as to stop attacing you. You also don't have a way to discuss any terms of the duel so there would be no restrictions on weapons, assuming you do this after combat has started.

This sort of thing will depend heavily on your GM since the whole dueling rules are an optional subsystem of the game.


thats what i was actually leaning towards myself since its not a sanction duel anything goes basically im actually fine with that if thats how the feat would work.

current bloodrager build.

level 6 primalist blood rager human dual talented

str 20 dex 12 con 13 int 14 wis 11 cha 20

feats
power attack , hurtful , call out , intimidating prowess

gear
headband of charisma +2 , belt of giant str +2 , head piercing minor intimidation +5 comp , master work falchion , master work breastplate.

skills
acrobatics 5ranks , intimidation 6 ranks +12 misc mod , knowledge arcana 6 ranks , linguistics 6 ranks , sense motive 6 ranks 1 misc , perception 6 ranks , survival 6 ranks.

traits
thunder and fang performer combat trait
outcast's intuition magic trait

drawback
pride

rage powers
intimidating glare
battle roar

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