Andy Brown's page

Organized Play Member. 683 posts (850 including aliases). No reviews. No lists. 1 wishlist. 21 Organized Play characters. 3 aliases.


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Ravingdork wrote:
Why can't I cast 3rd-level fireball in a 4th-level slot?

Obvious answer: because they didn't put that option into this version of the game. The question is whether that's a deliberate change, or whether the devs are so used to it being a thing that it just got past everybody that it's missing.

Quote:
That just seems so unintuitive.

Would it be unintuitive if PF1 didn't allow it?


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TomParker wrote:

I find Signature Spell contradictory. It says you can heighten them freely, AND it says if you learn the highest level you can cast anything lower. Is there more clear language than this?

Quote:
You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately.
Is the second sentence only there because someone might say you can’t learn 4th fireball as a signature spell and cast it at 3rd? I’d originally read it as an explicit statement of how signature spells should work, but now I’m wondering if it’s just additional text trying to head off a weird ruling by someone.

Yep, that's pretty much it.

That wording is just to make clear that whatever level you learn the spell at, you can cast it at any level


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That section of the Guide is *really* badly worded


"choose any two" seems unambiguous - choose two different, not the same one twice. Doing the same maneuver twice is hardly mixing anything.


MrCharisma wrote:
Andy Brown wrote:
I disagree, there's nothing in Shield of Swings that says it changes the general rule or that you can't move.

For me the thing that says it doesn't work is that Shield of Swings requires a full attack action. If you attack with SoS, then decide not to take your 2nd attack you've cancelled your full attack action and you'd lose your shield bonus.

Hmmm... the only FAQ about it I could find is this one:

No. Though the rules for "Deciding between an Attack or a Full Attack (Core Rulebook 187) give you the option to move after your first attack instead of making your remaining attacks, Manyshot locks you into using a full attack action as soon as you use it to shoot two arrows.

(I could have sworn there was somehting about a low level fighter using a full attack action while only making 1 attack)

While this isn't difinitive, the idea seems to me to be that once you've got a benefit from something that reauires a full attack action you're locked into the full attack action.

I can see the argument that this specifically talks about an action that gives you an extra attack (sort of), so it's more likely about stopping multi-attack plus move cheese.

There are other actions that would work in a similar manner (eg. Spell Combat), so I guess it's worth thinking about the broader implications.

What are people's thoughts?

OK, I can see that and Diego's post as counters to my argument, and will go away and think whether I should change my mind about how I'd run it.

I'm not sure I've ever seen this come up in cases other than a normal full attack, so I'm not sure how much difference it makes.

(as an aside, Spell Combat is a Full Round Action, not a Full Attack, so it's a slightly different situation where you can't change your mind & move anyway)


MrCharisma wrote:

There are exceptions to this.

If you have an ability that only triggers on a full-attack action and you use that ability then you can't take a move action (although you're not required to take your remaining attacks).

Eg. The SHIELD OF SWINGS gives you a defensive bonus while full-attacking, so once you've declared that you're using this feat you can't take a move action for the round.

But in general the others are correct.

I disagree, there's nothing in Shield of Swings that says it changes the general rule or that you can't move. You gain the AC bonus, make an attack with reduced damage, and can then move off. Any other attacks you make before your next turn (AoO), also has the reduced damage.

I'm not sure there are any abilities that do change it (there are a few that apply bonuses & penalties to attack or AC, and those apply as soon as you say you're making the full attack with the ability, even if you then don't take multiple attacks.


Ninja'd while looking for the rule - it's on page 187


graystone wrote:
lemeres wrote:
How about a ranged build? Shuriken are now martial throwing weapons, rather than ammunition (which would have made them disposable with breaking rules meant for arrows).
Sadly, you can't use them for any of your monk abilities as they changed the wording of the traits from the playtest. "You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks".

That's the wording of Monastic Weaponry, which hasn't changed since the playtest.

The Monk weapon trait has changed from the playtest (which had people asking about whether it applied to shuriken because of Monastic Weaponry saying 'melee weapons'):
PF2 playtest wrote:
Monks can use these weapons with their abilities that normally require unarmed attacks.

to the CRB, which doesn't really tell you anything:

CRB wrote:
Many monks learn to use these weapons

Discounting shuriken from Monastic Weaponry does rather take away a ranged option from Monks


And presumably, because you don't need a free hand and Wolf Stance references 'unarmed attacks', you can attempt to trip with your feet even if you've got your hands full


Only the one taken with the feat


As far as I understand it:

Prepared caster (Wizard):
You have a spell in your book, and it is heightened to the level of the slot you prepare it in.

Spontaneous caster:
You know a spell at a particular level and use a spell slot of that level to cast it (The rules don't say you can use a higher slot to cast a spell).
If you want to cast the heightened version of a spell, you must learn it at the higher level, unless it's a signature spell, which you can cast using any spell slot to get it at the level of the slot.

Cantrips are always cast at a level equal to half your character level (i.e. the same as the highest level of spell you can cast)


Probably worth a look at the Pathfinder Society section of the forums
and the Guide can be found on the Organized Play Foundation's site


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One thing that's been clear all the way through the playtest is that the 4 levels of success (crit fail/fail/success/crit success) is supposed to work the same way across the whole system.

Page 278 looks like it's left over from the playtest "20 always succeeds" rule, while page 445/446 is the "20 makes things a step better" rule which is actually a bit simpler.


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Bidmaron wrote:
p. 496 “Exploration Activities” While players usually hew close to these default activities,… Really not sure what the word 'hew' was supposed to be.

From dictionary.com:

to uphold, follow closely, or conform (usually followed by to):
to hew to the tenets of one's political party.


kevin_video wrote:
Anyone know what's going to happen to this guild guide once PF2 kicks in?

Over in the PFS forums, it has been said that PFS1 will continue to use the rules in V10 of this Guide.

I'd guess that the only way that would change is if it turns out somebody finds a massive loophole that can't be sorted by one other means.


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As somebody who's not going to see the actual rules for a while, is there any reason why it wouldn't go:

GM: "Roll with Misfortune, roll twice & take the worst"

Player: "I'm using Halfling Luck"

GM: "OK, roll normally, and you can't use any other fortune effect"


I get punted back to the home page if I try to go to any forum (including the second edition forum) but not when I go to a thread, so it's definitely a site-wide problem.


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Jurassic Pratt wrote:
Barnabas Eckleworth III wrote:
TriOmegaZero wrote:
The fact that your allies provide soft cover, which prevents AoOs.
I've actually seen it posted in a FAQ that your allies do not provide cover from AoOs.
Curious where this is posted. I've heard many people reference such a ruling, but have never seen it produced.

The movement rules explicitly state that allies don't provide cover when moving through their square.

As far as I know there's nothing in the rules saying they don't provide cover if if you're standing behind them, so the normal cover rules apply.


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David knott 242 wrote:

Will your answers for PF1 and/or Starfinder be archived anywhere for easy access later?

As text for offline use?


Andy Brown wrote:

When you hit level 4 inquisitor, you have an effective Druid level of 2.

The Cavalier gives you an effective Druid level equal to your Class level, not your character level.

So you end up with an AC two levels behind what a single class Cavalier would have.

Ignore all that, I'd missed the Sacred Huntsmaster giving you effective Druid level equal to Inquisitor level.

That being said, I'd say that the Domain power isn't giving you anything. Your effective Druid level is coming from your Inquisitor levels, therefore it'd overlap with the Huntsmaster levels, not stack.


When you hit level 4 inquisitor, you have an effective Druid level of 2.
The Cavalier gives you an effective Druid level equal to your Class level, not your character level.

So you end up with an AC two levels behind what a single class Cavalier would have.


Aduaitam wrote:

"Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action."

"Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him.:

"Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect)."

Both Fascinate and Suggestion are listed as Bardic Performances. RAI seems quite clear, but I was hoping for official clarification or at least strong group consensus. Is Suggestion used as part of the Fascinate performance, or is the "fascinate effect" distinct from the performance itself?

Not sure that it can be any clearer than that.

Fascinate continues, and making a Suggestion takes a standard action


Yep, add a SIN, then select it add the licence to the SIN


Whoever you pick, I'd like to say thanks for giving us the chance


hustonj wrote:
Hunh. No text output from Chummer?

It's under Print. When you get to the preview there's a dropdown for the format. You can then copy the text output from the dialog.


Falkyron wrote:
Dave Justus wrote:
Splash Damage is it's own thing, it isn't weapon damage, it is splash damage. You don't get the bonus.
Bomb wrote:
Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage

Please enlighten me Dave. From direct quotes from the Bomb ability itself, I can determine the minimum damage of a bomb thrown by an alchemist with 18 Intelligence who has +1 to weapon damage rolls from Inspire Courage is 7 (the minimum damage of 2d6+5).

Which rules, FAQ, or even blog post from a developer beyond an out-of-field decision on Point-Blank Shot can you show which would make it arbitrarily only 6 damage? The language in the ability is very clear, as is what 'weapon damage' itself 'is'.

I think the argument is that Inspire Courage doesn't increase the minimum damage, which remains at 2d6 + INT, it adds to the final damage, making it 2d6 + INT + 1. Basically, the bomb's minimum damage always remains at the value you get from the ability, and you never get any additional bonuses on splash damage.

This argument is based on the ability not defining whether 'minimum damage' includes or excludes bonus static damage from things like Point Blank Shot and Inspire Courage.


I've just been rereading previous threads on this, and come to the conclusion that the answers is "don't know, ask your GM".

The only thing that people seem to agree on is that you can't use a bonus twice (splash = increased minimum + same bonus again).
I kind of dislike the argument that Inspire Courage doesn't apply "because splash isn't a damage roll" though.
I'm still inclined not to add PBS, Inspire Courage & similar bonuses to splash, because it's just an effect that happens, rather than being something the PCs control.


I don't think there's an official answer, but I'd be inclined to treat it the same as Point Blank Shot and say you don't get it on the splash


GM Captain Placeholder wrote:
@Andy Brown - that's exactly the sort of IC snippet I was expecting, bravo, sir. No problems there, only think I can spot is the fact that I like speech bolded in-character, but I noticed you do that in your games, you probably just skipped it in copying the story. No issue there.

Thanks. Yeah, totally forgot about bolding speech when I copied the text in (got the italics for thoughts, because I use them when writing)

Making a couple of minor adjustments to the mechanics (skill tweaks) so it all hangs together, but I think I'm pretty much ready to go.


storytime:

Sunday Morning, 7 am. No respectable person would be up at this hour. Not that any respectable person would be in this part of Redmond at any time.
Glass approached his morning's target carefully. Last night there had been a small skirmish between two minor gangs; he'd watched it from the safe side of a broken window. With a bit of luck there'd still be some pieces to pick up.
Looking through the same window, he scanned the street for movement; nothing. Maybe the gangs were having a lie in after a late night. Up the street was a broken fence, with the back wheel of a bike still poking through. Glass had hoped the sudden overfly of copters had scared the gangers deeper into the barrens without picking up all the pieces, but he'd been too busy keeping his head down to get a good look at the remaining gear when it happened.
A quick scurry across the street and through the fence took him out of sight of any casual traffic, and he began to examine the mangled wheels and bent metal; the bike had hit the fence hard and there was a lot of blood. Crouching, he spotted something in a piece of wood.
Troll teeth? he thought. Might be useful for somebody.
He swung his pack to the ground and placed the teeth in one of the smaller pockets. As he was opening the pack for some tools his commlink beeped.
"Hey, Chris." Glass greeted his brother. "Up early."
"Up late." came the reply. "A friend of yours came into the shop last night. Said he'd have something you might be interested in on Tuesday, and can you get any more of the stuff you got last month? Do I want to know?"
Glass thought of the teeth he'd picked up. "Probably not. Hey, you still get that guy coming in that's building his own bike?"
"Sometimes, yeah. Think he's finished now though."
"Think he'd be interested in a couple of nearly-new ceramic brake discs?" Glass pulled a wrench out of his pack and began working on the front wheel hub.
"I'll ask him when he comes in. Catch you later, bro'."
"Yeah."

Pulling the brake discs off took longer than Glass would have liked; he was just beginning to examine the rest of the bike for salvageable parts when he heard a noise behind him.
"Hey man, what ya doing to our bike?" The voice belonged to the older of two kids wearing gang colours; about 16, but already trouble.
"Your bike?" Glass asked as he turned. "Looks like nobody's, lying here."
"It's on our turf, drek-head, so it's ours."
Glass looked round for another way out of the yard; the only options appeared to be through the building, or through the kids, who had now pulled bike chains out of pockets.
"Yeah, well, you can have it." Glass replied.
"And whatever else ya got."
"Not happening, Chummer." Glass mentally reached inside himself for the power lurking there and threw a bolt of force at the older of the two kids, then turned and ran for where the fence met the building. The younger ganger turned to look at his stunned friend, then gave chase.
Glass hit the wall at a run and parkoured his way over the fence with two more steps. Rolling as he hit the ground he turned and sprinted along the side of the building as he heard scrabbling on the wooden fence.
Glass slowed as he approached the next corner, and casually turned down a street leading toward Renton; just another citizen out for a Sunday morning stroll.


OK then,

Alex 'Glass' Scott:

Alex was born in Renton, to Human parents. The family lived in the North of the district, close to Redmond, and both of his parents worked menial jobs as and when they could.
Growing up was hard on Alex and his older brother Chris; both boys getting into fights thanks to Alex's noticable eyes and ears and Chris protecting him. Things could have been even worse when Alex started to develop the ability to move things around with magic, and to direct the same power into his attackers, if Chris hadn't gone out of his way to convince everybody that his brother was normal, and any tales of magic were just more attempts to cause trouble.
As Alex got older he began to explore various parts of north Renton and south Redmond, collecting various mechanical and organic items he found interesting; he also began to develop the ability to not be where trouble was, or to fade into the background in a way that left people unable to describe him any better than "some Elf kid". This earned him the nickname of "glass" because "he's there, you just look right through him", as one of his few friends once said.
When Alex was 16, Chris set up a small pawn-broking business, which Alex found useful for selling off some of the more useful things he found, sometimes after a bit of repair. Through Chris's business Alex also made contact with some direct buyers of the things he was scavenging, both mechanical bits and organics useful to magical practitioners; all of these he would trade for things he wanted for his own use.
By the time he was 18, Alex had moved to a squat in the south of Redmond, and had developed more magical abilities, gaining the notice of a Rat mentor spirit that seemed to help him move through the Barrens without attracting too much attention.

Now 20, Alex still visits Chris, sometimes with things to sell, sometimes just to stay in touch with the family. His magical abilities have made him occasionally useful to other inhabitants of the Redmond/Renton border, and his aility to find useful plants and mechanical bits & pieces keeps him afloat.

Just recently he's been looking at making more use of his abilities to improve his living conditions - there's only so much dirt you can live with...

mechanically:

== Personal Data ==
Name: Alex Scott Alias: Glass
Elf, Male
Movement: 8/16 (2m/hit)
Swim: 3 (1m/hit)
160 lb (72,6 Kg), 6'2" (188 cm) Composure: 12
Street Cred: 0 Judge Intentions: 9
Notoriety: 1 Lift/Carry: 4 (30 kg/20 kg)
Public Awareness: 0 Memory: 7
Karma: 0 Nuyen: 465¥
Age: 20 Skin: dirty
Eyes: brown Hair: brown
Primary Arm: Right

== Priorities ==
Metatype: C,2
Attributes: C,2
Special: A,4
Skills: C,2
Resources: E,0

== Attributes ==
BOD: 2 CHA: 6
AGI: 4 INT: 3
REA: 3 LOG: 1
STR: 2 WIL: 6
EDG: 4 MAG: 6

== Derived Attributes
Essence: 6.00 Initiative: 6 +1d6
Physical Damage Track: 9 Rigger Initiative: 6 +1d6
Stun Damage Track: 11 Astral Initiative: 6 +3d6
Physical: 3 Matrix AR: 6 +1d6
Mental: 4 Matrix Cold: 4 +3d6
Social: 8 Matrix Hot: 4 +4d6
Astral: 8

== Active Skills ==
Alchemy Base: 2 + Karma: 0 = 2 Pool: 8
Animal Handling Base: 1 + Karma: 0 = 1 Pool: 7
Archery (Crossbow) Base: 1 + Karma: 0 = 1 Pool: 5 (7)
Artificing Base: 1 + Karma: 0 = 1 Pool: 7
Assensing Base: 5 + Karma: 0 = 5 Pool: 8
Astral Combat Base: 2 + Karma: 0 = 2 Pool: 8
Banishing (Spirits of Air) Base: 1 + Karma: 0 = 1 Pool: 7 (9)
Blades Base: 2 + Karma: 0 = 2 Pool: 6
Clubs Base: 2 + Karma: 0 = 2 Pool: 6
Counterspelling Base: 1 + Karma: 0 = 1 Pool: 7
Disenchanting Base: 1 + Karma: 0 = 1 Pool: 7
First Aid Base: 3 + Karma: 0 = 3 Pool: 4
Gymnastics Base: 1 + Karma: 0 = 1 Pool: 5
Negotiation (Bargaining) Base: 1 + Karma: 0 = 1 Pool: 7 (9)
Perception Base: 2 + Karma: 0 = 2 Pool: 5
Pilot Ground Craft Base: 1 + Karma: 0 = 1 Pool: 4
Sneaking (Urban) Base: 1 + Karma: 0 = 1 Pool: 7 (9)
Spellcasting Base: 5 + Karma: 0 = 5 Pool: 11
Survival (Urban) Base: 2 + Karma: 0 = 2 Pool: 8 (10)
Tracking (Urban) Base: 1 + Karma: 0 = 1 Pool: 4 (6)
Unarmed Combat Base: 2 + Karma: 0 = 2 Pool: 6

== Knowledge Skills ==
Area Knowledge: Seattle Base: 2 + Karma: 0 = 2 Pool: 5
Biology Base: 2 + Karma: 0 = 2 Pool: 3
Engineering (Mechanical) Base: 2 + Karma: 0 = 2 Pool: 3 (5)
Popular Music Base: 1 + Karma: 0 = 1 Pool: 4

== Qualities ==
Blandness
Gremlins
Guts
Low-Light Vision
Magician
Mentor Spirit (Rat)
Spirit Bane (Water)

== Tradition ==
Shamanic, Resist Drain with 12

== Spells ==
Analyze Magic DV: F-3
Armor DV: F-2
Armor (Alchemical) DV: F-2
Bugs DV: F-3
Clout DV: F-3
Detox DV: F-6
Heal DV: F-4
Ignite DV: F-1
Improved Invisibility (Alchemical)DV: F-1
Magic Fingers DV: F-2
Powerbolt DV: F-3
Stunbolt DV: F-3

== Lifestyle ==
Squat (Squatter) 6 Months
+ Grid Subscription (Public Grid) [+50¥]

== Armor ==
Armor Clothing 6
Clothing 0

== Weapons ==
Knife (Survival Kit)
Pool: 6 Accuracy: 5 DV: 3P AP: -1 RC: 2
Light Crossbow
Pool: 5 Accuracy: 7 DV: 5P AP: -1 RC: 2
Unarmed Attack
Pool: 6 Accuracy: 3 DV: 2S AP: - RC: 2

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
+ Commlink Functionality [Camera, Micro, Chip Player, Credstick Reader, Earbuds, GPS Guidance System, Micro Trid-Projector, Music Player, RFID Tag Scanner, Shock- and Water-Resistant Case, Touchscreen Display]

== Gear: Equipped ==
Backpack (Good)
Binoculars, Optical
+ Vision Magnification
Bolt: Standard (Crossbows) ×40
Canteen, One Liter
Certified Credstick, Silver ×5
+ Nuyen (¥) ×200
Fake SIN (sin) Rating 1
+ Fake License (Driver's License) Rating 1
+ Fake License (Mage License) Rating 1
Goggles Rating 3
+ Low Light
Hand Tool (Good) (Multi-tool)
Light Stick ×5
Magical Lodge Materials (Shamanic) Rating 3
Reagents, per dram (Shamanic) ×10
Roll of Duct Tape ×2
Survival Kit
+ Lighter
+ Compass
+ Matches
+ Lightweight Thermal Blanket
+ Several Days' Worth of Ration Bars
+ Water Purification Unit
Tool Belt (Good)
Tool Kit (Automotive Mechanic)

== Concept ==
Street Shaman/scavenger

== Contacts ==
(Smuggler), (Connection: 5, Loyalty: 2)

(Street Vendor), (Connection: 3, Loyalty: 1)

(Fixer), (Connection: 4, Loyalty: 3)

Chris Scott (Pawn Broker), Renton (Connection: 3, Loyalty: 4)


do you want backgrounds here (in a spoiler?) or elsewhere?


Character ideas are coming together (if I could just stop changing my mind about skills & spells) - I'll just need a bit of help with his contacts, I think.


Totem is one of the things I'm trying to decide on (leaning toward cat, rat or raven)


Over on the other thread I said something about not going for anything too complicated, but I'm actually now thinking about a (street) shaman. I've got a few ideas I need to knock into shape, and to reread the magic rules, and get my head round the character generation.

I'll also mention that I'm away at a convention from the 21st to 27th, but should have some sort of web access.


First time playing Shadowrun 5th, so nothing too complicated :)

Also definitely not a Decker, due to real life


what skills have you got points in?


Interesting.
The 5th ed quickstart guide is a freeby (that can be found on the catalyst games website, or other websites known for selling electronic RPG rules)


JiaYou wrote:
since if it can't be used with Spell Combat, it can't be used with Spellstrike.

Not true.

Spell combat lets you cast a spell and make attacks using the same full round action.
Spell Strike let's you attack with your weapon instead of making a touch attack.

They can be used together, but they don't have to be.


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The gloves don't say anything about removing the save, so the target still gets to roll


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Ruzza wrote:
I don't understand how this wasn't clear.
Playtest rulebook pdf wrote:
We’re attempting bold strides in this new edition of the game, but it’s far from finalized. This is where you come in—this book is only a playtest of the final version of the game, which we’ll release in August 2019. Over the next few months, we hope you’ll help us refine the game to make it even better.

That bit I highlighted. Easy to read that as "this is very close to what we'll release next year, but we'll listen to your input for some minor tweaks" and not realise that the "far from finalized" part means they're actually OK with making major changes to stuff.


Exactly that. Looked at Archives of Nethys and in the APG, but not on d20pfsrd, and couldn't find that paragraph


The Rogue talent says "this works like evasion except..." so it should (RAW, at least) work fine without having Evasion.
Monk's Improved Evasion says "a monk's Evasion ability improves", so wouldn't do anything if you didn't already have Evasion.

So whether you get the ability without needing the lesser version or not depends on how the ability is worded.

There's something somewhere (which I can't find right now, but I'm fairly sure the example was Fighter Weapon Training or Armour Training) that talks about getting delayed versions of class abilities if an earlier one is replaced, which would give the Monk Evasion instead of Improved Evasion


blahpers wrote:
More often than getting super-secret clarifications, Lone Wolf also sometimes gets things wrong when there is no official clarification, just like the rest of us do.

This is true, leading to people doing things a particular way because they aren't aware it's not right/clear.


Just a quick thought, with most options likely coming from the MAH, are things going to be suitably covered as far as magic and healing?


That explains why I'd not seen it before. Couldn't find it on Archives of Nethys either.


I'd go with yes, the AC and yes.

The spell has a target of 'You', so is eligible for Share Spells, assuming you've got the spell on your class's list.

Because the AC is the target of the spell, it will need to take the Immediate action

That seems like something an AC wouldn't normally be intelligent enough to do (not sure even an Int 3+ AC would), so you'll need Receive Spell

(Where's Receive Spell from?)


Pretty sure that all primary attacks are at full BAB in a full attack if you're not using a manufactured weapon


Just noticed that Hero Lab adds the bonus to the off-hand end (both t hit and damage).
Not an official source of course, but they do sometimes get clarifications the rest of us don't.


Possibly interested. I've been trying to build a decent spear user based on various martial arts movies for ages, and the Spear Fighter archetype looks like it might fill a couple of gaps in what I want to do (and the Dragonfly Style feats look interesting, but Spear Dancing Style would be the main focus)

As for PbP, I've been in two games, one folded very quickly, and the other took a bit longer before dying. The latter game possibly gives a bit of a look at my writing style, but I didn't get to sort it out properly: game posts also shows a couple of horrible newbie errors :/

Building an 11th level fighter (Vudrani human probably, with the emphasis on spears) should be OK, even including the new martial arts stuff that's not in hero lab

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