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Hi everybody,

i´ve got a Problem understanding the ability to teach my AC skirmisher tricks.
The Sacred Huntsmaster (INQ archetype, advanced classguide) provides an AC that works, like the Hunters (advanced classguide) works. The hunter is allowed to "teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks".

I dont quite get how this is going to work, because the "hunter tricks" are not actually tricks that the AC can perform. The tricks are tricks that the skirmisher "performs".

So whenever my AC gains a new trick, i can use this "trickslot" to teach her a trick from the skirmishers "hunter tricks" list. But its actually the AC that gets the benefits of the trick, and not myself?


Hi there,

one of the chars in our party died. I´m looking for all ways to reanimate him that require a classlevel of 11 or less or less than 30.000 gold.
So far i came up with:

Raise dead and reincarnation.

Do you have any other suggestions?


Hi,

since im expecting that there is no "raw" answer to my question i put it here already.

My Question is: When reincarnation is cast on a dead PC, would he have to decide whether his soul is willing to return before or after the race is randomly selected?

How do/would you run it? is there perhaps any hint or conclusion you could take from similar spells or mechanics in pathfinder?

My major problem is: depending on the race you get, it could easily screw the players char up big time, or make him go berserc pretty hard. E.g. barbarian getting -4 STR would be pretty much screwed, but a barbarian with +4 STR or sth like 2d8 hit dice would just be a monster.

Also fluff wise, there might be situation that the PC would easily take his live if the race is "bad". E.g. a green-skin hating dwarf being reincarnated into a goblin would probably be willing to commit suicide. however it would be not cool to take the roll, and then if its bad, commit suicide.

All in all hard to handle, looking forward to your opinions.

best regards


Hi all,

i ran over an somewhat odd wording, and wanted to hear your oppinion.

the blind fight feat denies the advantages of being invisibal to any opponent attacking me.

Spoiler:
CRB wrote:
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

so when i walk around, combat breaks out (already acted in that combat, so not flat footed) an invisible character gets no benefits.

what about this:
in combat i get blinded and now suffer from the "blind" condition.
it says: "The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any),"
now i get attacked by someone who is not invisible.

blindfight wont help me out because it only denies the bonuses of being invisible, but not the disadvantages for being blinded, though they are pretty much the same.

in otherwords:
if i cant see somebody because he is invisible, im perfectly fine.
if i cant see somebody because he i am blind, im screwed.

seems weird to me. that wording even applies to the further going blind-fight feats.

best regards


Hi,

i have a small cat as companion, and it may attempt a free trip maneuver any time it hits the bite.

I perform an attack, but i use my CMB instead of my usual attack bonus.
The result is compared to the enemys CMD instead of his armor class.

Though i use my CMB, the combat maneuver section states:

CRB wrote:
[...]make an attack roll and add your CMB in place of your normal attack bonus"

my cat uses weapon finesse. it says:

CRB wrote:
"you may use your Dexterity modifier instead of your Strength modifier on attack rolls"

so by raw i guess my cat may use DEX insted of STR for her Trip-Check, even though it is a combat-maneuver, since it requires an attack roll.

But why the hell does the "agile maneuvers" feat exist? would actually be pretty useless, if indeed all combat maneuvers require an attack roll, in wich case i already use DEX because of weapon finesses.

Where did i get the rules wrong, or didnt i?


Hi

the section "animal choices" (CRB->classes->druid) says:
"Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2."

Does this only refer to the ability modifications, or to all modification.

example:
i have a cat(small) and use this choice at level 4.
My cat would get +2DEX/+2CON instead of +4STR/-2DEX/+2 CON.
But would also remain small sized, keep the lower damage on her bite and claws and wouldn´t it get sprint?

Im pretty confident it only refers to the ability modifications, but the rule isnt 100% clear, as the other changes are generally also "listed benefits".

What do you guys think?

thanks


Hi all,

if have a question regarding how to get along with handle animal.

First lets make sure i got RAW correctly:

Anytime i command my animal companion to perform a trick (like attack, come etc) i have to roll on handle animal?

Seems a little weird to me. Assuming you are a 10th Level Druid, you fought for years with your ac and yet still it has a 5% chance not to listen to simple commands?

Even more weird is: From Level 1 to Level 20, the chance of failure remains the same. On level one you have +8 (1Rank +3 via Class skill +4 via link = +8) so you only fail on a 1. Due to the fact you always fail on a 1, your animal doesnt get any more reliable throughout the entire character development.

Do you all play it like this, our did you houserule anything?


Hi everybody.

At Level 5 the Inquisitor gets the "bane" ability. It allows him to imbue the "bane" special ability on one of his weapons.
When he does so, he has to select 1 creature type (or subtype in case he picked humanoid or outsider)

So to use that ability properly, you will somehow need to know, what type the creature you are fighting belongs to.

I thought you would do it with a knowledge check, but in fact, thats not correct.
Knowledge allows you to identify creatures and know about their special powers or vulnerabilities.

So a use of a sucsessful knowledge check would be: i know that worgs that can speak common, and use their voice to trap people.
so it gives very specific information about that creature.

The use would not be: okay, that creature there is a magical beast, or an animal or whatever.
But this would be the only thing i need, to use my bane ability properly.

Can you take it for granted, that a character simply knows, to what type the creatures he meets belong? nothing about the abilities, just about the very type of the creature.

Obviously often this would work out pretty good, allowing every character to know, that a goblin is a humanoid.

Sometimes it seems to be fair to have the character do some sort of check. E.g. for knowing that a Wyvern is actually of the dragon type. Or that this big wolvelike looking thing (worg) is actually a magical beast and not an animal.

Im 99% sure there is no raw solution to this. So i´m also asking for advise or experience how you handle or how you would handle it.

thx


Hi,

got 2 questions about the animal ally feat. (http://www.d20pfsrd.com/feats/general-feats/animal-ally)

1: "must not have an animal companion or mount that advances as an animal companion."
Does that mean i cannot pick that feat if i start level 1 as a druid or knight or sth?

2: If i start my charakter with 5 levels of Fighter, i can pick nature soul level 1 and animal ally level 5. my effective druid level would be 2. (5-3)
Not i go into inquisitor - sacred huntsman (or any other class with full druid level) for the next 5 levels, would my effective druid level be 12?

calculation:
5 levels in INQ-SH would grant me 5 effective hunter levels (=druid levels)

animal ally grants effective druin level 7 (character level 10 - 3) and explicitly says that it stacks with other sources.

isnt it stupid that i must spent full 5 levels of none-animal-companion class? im thinking about fighter / sacred hunter but want my animal companion at full progression. i´d prefer going into the sacred hunter first and dip in the fighter later, but that seems not to work.


Hi everybody,

after a long break im starting up with pathfinder again. i´m planning to play an inquisitor. I found an old build-concept of mine and used it as basis of planning the char.

coming to the point, i saw that i used the spells divine fevor and divine power. I also read some guides recommending these ones.

i checked the paizo prd and saw that these spells are actually not in the inquisitors spell list.
DP: http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/divinePower.html#div ine-power
DF: http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/divineFavor.html#div ine-favor

however e.g. on d20pfsrd they are in it:
DF: http://www.d20pfsrd.com/magic/all-spells/d/divine-favor
DP: http://www.d20pfsrd.com/magic/all-spells/d/divine-power

even in this forum here, there are post that refer to the version where its in the inquisitors list:
http://paizo.com/threads/rzs2ng4x?Divine-Favor#1

did i miss some erata or sth where its added to the inquisitors spell list?

thx already, have a nice day


Hi all

i always thought, that bomb damage is 1d6 per odd-numbered Level. so level1: 1d6
level3: 2d6 etc.

but actually the rules say:

Quote:
On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier.

so "base damage" is 1d6 + INT

Quote:
The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist Level

as we know the number 1 is odd, so +1d6 at Level 1. That means:

Level1: 1d6 + Int +1d6
Level3: 1d6 + Int +2d6 etc.

that fits to the german rules aswell. In the class Chart from the german rule book at Level 1 its called out: "Bombe +1d6" while in the english Version its called out: "Bombs 1d6" without the "+".

I think the rules are pretty clear, but the Chart is misleading. however im totally not sure now, whats correct.
Any help?


hi all,

what magical effects Count in the following Szenario:

weapon: longbow +5, Speed(+3), holy (+2)
=> enhancementbonus = +5, Special ability Bonus = +5, Overall modified Bonus: +10

arrow: +2, flaming(+1), distance (+1), frost (+1)
=> enhancementbonus = +2, Special ability Bonus = +3, Overall modified Bonus = +5

so the rules say:

CRB wrote:
Ranged Weapons and Ammunition: The enhancement Bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

so: the enhancement Bonus does no stack.

so obviously i have a +5 enhancement Bonus on attack and damage from the bow, and the +2 enhancement Bonus of the arrows is ignored.

but what about the Special abilities.
my first thought was, only Speed and holy from the bow Count, because they are the highest.

actually there is no rule that says, that the different abilities wouldnt apply all. both ammunition and bow dont have a modified Bonus above 10, and by raw only the enhancement Bonus of the two magic items doesnt stack.

so i attack with:
+5, Speed, holy, flaming, distance and frost?


Hi all,

a short one:
Lance while mounted can be wielded one handed. Still it gets 1,5 powerattack damage.
Does it still get 1,5 STR-Mod aswell, or does it only get +1 since you wield it with 1 Hand?


Hi

short question:

light shield wrote:
You strap a light steel shield to your forearm and grip it with your hand. A light steel shield's weight lets you carry other items in that hand, although you cannot use weapons with it.

can i wield use a metamagic rod in my shieldhand and a weapon in the other?

Since a rod is not a weapon it should work.
any restriction?

ty already


Hi Folks,

i hope im right here.

So a mate is planning to build an Alchemist with a Tumor familiar.
He wants to give the familiar an "extra Magic item Slot(Hands)" and let him use poisoners gloves. then put infusions in the gloves and have the familiar "attack" him with the gloves, so he gets buffed by the Infusion without having to use his own Actions. i read the additional resources section and the only restriction i found was this:

"*Note: The Animal Magic Item Slots table found on the inside front cover of the book is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source."

i dont really understand that (sorry im not a native Speaker).
can somebody explain if the build works, is pfs legal, and what this restriction means?

thx already!


Hi,

i think this one has been on before, but couldnt find it.

unchained rogues Finesse allowes to put 1,5x DEX-Mod on a twohanded weapon that is finessable (elven curved blade e.g.)http://paizo.com/paizo/faq/v5748nruor1h3
the FAQ entry sounds pretty much like a General rule for replacing STR-mod by DEX-mod.

Does this alter the older rule of agile?
"This modifier to damage is not increased for two-handed weapons"

couldnt find any errata or FAQ for the pathfinder Society field guide.

is there any official Statement?

And a Bonus question.

Unchained Rogue FAQ wrote:
With a two-handed weapon, you add 1-1/2 times your Dexterity...

it says "two-handed weapon". does that also go for a one-handed-weapon wielded with 2 Hands?

thx already!


Hello,

im a bit confused about the Titan maulers massive weapons EX.

on paizos prd i found this:

Quote:
Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/bar barian.html

In paizos FAQ i found this

Quote:


Barbarian--Titan Mauler: Can a Medium titan mauler wield a Large two-handed weapon, such as a Large greatsword?

No. The "Inappropriately Sized Weapons" rule (Core Rulebook 144) says (in summary) that a creature can't wield an inappropriately-sized weapon if the size difference would increase it one or more "steps" beyond "two-handed." None of the titan mauler's abilities say the character can break the "steps" part of the "Inappropriately Sized Weapons" rule, so the character still has to follow that rule.

http://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9okv

i also read the german rule. the big marked sentence from above is completly missing there.
it seems something is not up to date somewhere.

the rule from paizo prd would explicitly allow a medium sized creature(human e.g.) to use a large two-handed-weapon.
the FAQ from paizo would explicitly forbid it, with exactly the same example.
the german rule doesnt mention that case at all.

if a medium Titan mauler may not use a large two-handed-weapon, the massive weapon EX would be kinda silly. at Level 18 the Penalty for oversized weapons is reduced by 6. but the Maximum possible penatly would be -4 (2 size categories. lightweapon goes one-handed, one-handed goes two-handed. so we are at -4. you cant size it up another category cause it would go beyond two-handed.)

whats correct here?


Hi,

was figuring out a build for TWF plus natural attacks. found something nice, but im not 100% sure if its working.

Halforc with "toothy" (giving a d4 bite)
Ranger2/Fighter6 (Level 8 build Overall.

feats:
Level 1 (RAN): improved unarmed strike
Level 2 (RAN): aspect of the beast (giving 2 claws, d4 each)
Level 3 (FIG): Powerattack, multiattack ( having 3 natural attacks)
Level 4 (FIG): two weapon fighting (short TWF)
Level 5 (FIG): doubleslice
Level 6 (FIG): improved two weapon fighting
Level 7-8 FIG (not important for core build, Utility stuff).

weapontraining ofcause on natural attacks (wich includes unarmed strikes)

Now problem ist, i may not use my arms to attack, since i wanna keep them free for to use my claws.
I did some Research and found out that you can TWF with unarmed strikes.
And unarmed strikes can be kicks. so i go:
"main Hand" kick with right leg,
"offhand" kick with left leg,
and then 2 claws and bite in fullattack.

Claws and Bite are at -2 due to multiattack feat, and Kicks are at -2 due to TWF since they are considered light weapons.
Would be a total of:
Kick +8/Kick +3/Kick +8/Kick +3/Claw +6/Claw +6/Bite +6. with -2 each.

All kicks come with full STR mod, and all natural attacks with 0.5STR mod.
All attacks Profit from a SINGLE Amulett of mighty fists since it applies on all my unarmed and natural attacks. so basicly i have 5 "weapons" with 7 attacks at Level 8 and i pay 1 enhancement. Sound pretty awesome.

Some argue, you cant TWF with unarmed strike, in that case replace the offhand with armor Spikes, and you are fine again having "main Hand" kick and "offhand" armor Spikes.
clarified by FAQ, its possible

Did i miss something here?

and now the master question:
Weapon Finesse applies on unarmed strikes and on natural attacks. amulet of mighty fists can take any enhancement wich would apply on unarmed strikes. so can i go Finesse and put agile on my Amulett, so everything i have scales with DEX? you could easily dump STR then or put it on 13(for power attack) wich offers you great AC and way better scaling into late. Only cost is that your offhand-kicks would stay at 0.5 DEX since doubleslice doesnt work for DEX on dmg (that was clarified somewhere i think).

sorry for Long post, but i just feel i missed something here, sounds too weird to work and outscales many many melee builds.


Hi all

so far it thought natural attacks combined with armed attacks or unarmed strike work as below:
as you perform a full attack, you perform all attacks provided by your BAB, including potential Bonus attacks provided by the two-weapon-fighting feat chain. eg: im Level 6 fighter, i fight with 2 shortswords and have twf and greater twf.
i have: +6/+6/+1/+1 (and -2 on all because of twf).

additionally i can make all natural attacks i have, as far as the limb wasnt used for armed attacks. eg. i have the same Setup as above and i have a bite, 2 claws, and a tail attack. all of them are secondary attacks cause i used armed attacks.

i´d have:
shortsword mainhand: +6/+1
shortsword offhand: +6/+1
bite: +1
tail: +1
claws: cant use them, cause i used the shortswords.

now i read this rule:

CRB wrote:

Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.

Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

i think this must be a mistake. TWF feats explicitly state they Count for weapons in the offhand. so they cant lower the -5 because of secondary attack, can they?

so in the example above, if i had the multiattack feat, i´d have:
bite: +3
tail: +3

or do i have
bite +5
tail +5
, because mutliattack sets it to -2 and TWF reduces penalties by another 2 so +/- 0...


hi all,

this one is about the Impact weapon ability:

Ultimate Eq. wrote:

Impact

Price +2 bonus; Aura moderate transmutation; CL 9th; Weight —

This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.

i wonder if i can put it on Amulett of mighty fists and use it with Monks unarmed strikes.

i can put any special weapon ability on the Amulett, that "can be applied to unarmed attacks"

unarmed strike says:

CRB wrote:
Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).

the Addition makes me wonder if im allowed to make them "impacting" with the Amulett or if they are considered light weapons also for purposes of enhancements.

thx


Hi, a short one hier.

got this armor ability:

Quote:
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.

lets say i have an adamantine armor +3 and impervious(+1).

a normal adamantine armor has a hardness of 20.
an adamantine armor +3 has a hardness of 26 (20 by the material and +2 for each +1 enhancementbonus, so +2+2+2 = +6)

if i make it impervious now, does it have 32 hardness (doubling the +6) or does it have 29 hardness (since doubling 2 times in pathfinder means actually multiplying with 3)?

i think 32 would be correct, since imo its not really doubling the enhancement Bonus. i think the enhancement, Bonus to hardness is +6 (+2 for each +1) and you double that once. so 6*2 not 3*2*2.

thx already


Hi together,
i´ve got a question about calculating the correct BAB and attack ammount for multiclass Monks.

Example Charakter to clarify: fighter 19, Monk 1.

1.
Due to FAQ the total BAB in flurry of blows would be +18 (19 by fighter, 1 by Monk, -2 because using FoB).

so my usual attacks are: +18/+13/+8/+3
also i get 1 additional attack from FoB, because im a Monk1 (at 8th i´d get a 2nd and ath 15 i´d get the 3rd).
so my total attacks in FoB is +18/+18/+13/+8/+3, is that correct?

2.
Combining it with 2 weapon fighting. (including greater and mighty TWF)
A member of a german-pathfinder Forum said that, because you only had 1 Bonus attack by FoB you can still go for the 2nd and 3rd Bonus attack you would gain from greater and mighty TWF. so in his sight it would be a total of:
+18/+13/+8/+3(by BAB) and +18(Bonus attack FoB) and +13/+8 (with the offhand by two weapon fighting).

i dont think thats correct cause FoB explicitly states how many attacks you ahve and i think thats your usual BAB attacks plus 1-3 Bonus attack depending on your Monk Level. so as Monk 1 -> all BAB attacks plus 1 Bonus attack in flurry.

thx already


Hi together.

i just got to know the FAQ entry about the unchained Rogue:
http://paizo.com/paizo/faq/v5748nruor1h3#v5748eaic9tb7

i´ve got some specific questions about it:

1. dex on DMG and doubleslice.
due to the FAQ entry, doubleslice would not go along with the unchained rogue, since:

FAQ wrote:
any other effects that would increase the multiplier to your Strength bonus on damage rolls [...] do not affect your Dexterity bonus on damage rolls.

thats pretty clear. Does this also apply if i get DEX on damage by another source like agile weapons?

2. dex Multiplier for Monks flurry of blows.
Lets say im a Rogue/Monk.
I use a nine-Ring-broadsword, put an effortless lace on it, so ist finessable. I pick it as my Chosen weapon as rogue, so i get DEX ond damage. i wield it 2-handed so i get 1.5 times DEX on damage as written in the FAQ.
now i perform the Monks FOB. do i still get 1.5 times DEX?. in the example they say that even the specific class rule "overhand chop" of the two handed warrior, may not alter the damage Multiplier. it stays at 1.5 instead of goin up to 2. so i would guess that even the specific class rule "flurry of blows" may not alter the damage Multiplier so it would stay on 1.5 instead of going down to 1.
I know that sounds wierd and would make a dex Monk a pretty decent choice, but i cant see why "overhand chop" may not alter the Multiplier but "flurry of blows" may alter it, since both are "same Level rules".

3. dex Multiplier for offhanda attacks in Monks flurry of blows.
the same Argumentation goes for a 2 weapon Monk. he may use 2 Monk weapons in his FOB. if he does so he has offhand-attacks even if he is not really using the two-weapon-fighting feat.

CRB > Classes > Monk wrote:
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an [b]off-Hand[/] or with a weapon wielded in both hands.

for the same Argumentation as in 2. he may not add his full dexbonus to offhand attacks, because his class rule may not alter the damagemultiplier due to FAQ. that means going for a flurry using the offhand is stupid since you only get 0.5DEX because it may not be altered. going for a 2-handed FOB is pretty damn awesome.

4. getting dex on damage by agile:
how does agile go along with the FAQ. it doent allow 1,5DEX on two handed, while rogues Finesse does. But also it doesnt forbid the Multiplier to be altered so in comparison to example 3:
if i go rogue/Monk and use rogues Finesse for DEX on damage, i get 0.5DEX on my offhand attacks.
If i go pure Monk and buy agile weapons i get 1.0x DEX on dmg?

I know this is proooobably not intended. But by RAW i cant see a way out of this Situation. if you forbid class rules like Overhand-Chop to alter Multipliers, you can not allow FOB to alter the Multiplier.

thx already


Hi there,

just found this item:
http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/ef fortless-lace

I can understand the first part in 2 ways:
it says, it reduces the Penalty for a wielder that is smaller then the weapons inteded wielder by -2.
It can be put on a One-Handed-Weapon.

What is a one-handed-weapon?
Does it refer to the weapons category it self, or the weapons category compared to my size:

examples:
im a halfling and use a medium sized dagger. the dagger is a light weapon, but for me as halfling its a one-handed-weapon. So, since its a one-handed for me, i can use the lace and get +/- 0 for using the medium dagger.

im a human. i use a large sized falcata. the falcata is a two-handed-weapon for me, but its usually a one-handed-weapon. So, since its a one-handed-weapon itself, i can use the lace and get +/- 0 wielding the falcata (ofc i will still have to wield it two handed).

both examples would fit, depending of what is meant with one-handed-weapon. and i really like the idea of having a 19-20x3 weapon without penalties as two-handed-fighter. Going for called shots and improved critical thats pretty damn fine.


hi together,

had a discussion about sniping as two-weapon-warrior(TWW)/rogue.
Lets say the TWW carries 2 handcrossbows or light crossbows.
a friend came up with the idea, that a TWW can fire two shots while sniping since firing both weapons is still 1 standard-Action for him

CRB wrote:
At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.

I think its not possible. Sniping is basicly Standard Action (attack) and move Action (hide again). if you put them together you remain unseen. but i think it allows only 1 shot, no matter how many shots you can possibly do within a Standard Action:

Standard:

CRB wrote:
you can make ONE ranged attack and then immediately use Stealth again

and the move action

CRB wrote:
However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.


Hi everybody,

my Goal is a full dex based two weapon fighter with shields.
does the following combination work?:

make a 1 Level dip in swashbucker for swashbucklers Finesse.
Take a heavy shield with shield Spikes -> One-Handed Piercing weapon.

take weapon versality for heavy shield -> deal slashing damage with it.

take slashing grace -> add DEX modifier to damage for a one handed slashing weapon and treat it as piercing for class abilities.

So i have the shield (piercing), make it slashing via weapon versality, get DEX on Damage by slashing grace, wich also allows me again to use it for bucklers Finesse, since i may treat it piercing for class abilities.

-> Dex on attack and damage.

I think i have read about this combination somewhere, but i couldnt find it anymore. so in case of repost, please give me the link :)

thx already.


Hi, question to the item: Wrist Sheth.

The item is designed to use put a weapon in it and conceal it.
I was wondering about this Phrase:

"As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). "

2 Things i wonder about:
first: neither drawing a weapon nor drawing a concealed weapon causes attacks of oppurtinity !? why is that provoking AoOs "as normal"?

second: drawing a weapon from it is a move-action, while drawing a concealed weapon is considered a Standard Action. (move-action if you have quickdraw).
So usually if i have quick draw, and draw a concealed weapon it takes me a move-action and DOES NOT provoke and AoO.

When you use a wrist sheath without quickdraw, it takes a move-action and DOES provoke AoO.

What if you have a wrist sheth and quicktdraw?
I would think´s a free-action (since you Need a move Action, like for any other weapon, it goes to free-action like any other weapon), but i would provoke AoO.

Im not quike sure if quickdraw would stack with the wrist. over all that item is confusing to me, help pls :)


Hi
i have some Questions about the Feat "second Chance" and "improved Second Chance" fromt he APG.
under 3 its not a pure rulequestion anymore, its also some thoughts about the feat. for me it was interesting to do that math, if you dont wanna think about it, just skip it :)

1.
Does using second Chance (the core feat) deny using an attack granted by haste?
Assuming im a level 6 fighter, having a haste item i have attacks with the following BABs: +6/+6(by haste)/+1
if i miss my first attack, it would allow me to attack at BAB+6 once again, losing any other attacks this round. so after missing the first attack, using second chance i would have 1 more attack at+6.
if i do not use second chance, i would have 2 more attacks at +6/+1.
So basicly the feat would make it worse, and haste is a pretty basic feature for "weapon attackers". It would be never worth to use the feat then.

2.
Assuming i´m a fighter with the two-handed-fighter archetype.
would backswing go on my new attempt for the granted by second chance?
it says:
"At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. "
basicly the attack by second chance, is not my first attack, it just has the same BAB, so i would guess it stacks.

3.
relates to the first question:
if i have improved second chance, and have haste, would i be allowed to "re-try" my first attack, and still have my haste-attack at full BAB? and would the -5 apply to the haste-attack?
i did a little math and came to a the following point:
being level 11 i have BAB +11/+6/+1.
improved second chance basicly pushes your first attacks hit chance by misschance times hitchance. (if i miss, i get the second try to hit).
therefore the optimum benifit is 25% hit chance. (its when you hit at 11+. you would have 50% hit chance. and if you miss(50%) you get the 2nd try at 50% hit chance. so your total chance to hit is 75% wich is 25% increasement.)
However, it can only be worth, if the -5 for the iterative attacks would bring your 2nd attack above a required 20 to hit.
in our 11+ example for the first BAB, the 2nd attack would usually hit at 16, but now at "21" -> at 20. that makes you lose 20% chance, but you gained 25 at first attack -> worth.
if your first would hit at 10+ you would gain 24,75% hit chance (same math as above) but you would lose 25% for your 2nd attack, since its now hitting at 20 instead of 15.
so only if your enemy has an Armorclass making you hit your first attack between 11 and 19, second chance CAN be better.
CAN, because if you have haste its always worse. if you have haste and your best BAB hits at 15 or better, you lose 25% hitchance on your haste-attack, and the best chance you can gain is 25%. but if you are at this point, you would gain 25% for first, lose 25% on haste and lose 20% on first iterativ. so overall you will lose no matter what having haste. So basicly it can only be good if you either have no haste (12k, rly?) or your first attack ist massivly massivly stronger then the others. Both would probably not happen to ppl, being able to pick that feat.

after all these thoughts im just thinking i have to be missunderstanding the feat (im german, but german version sounds the same). You would need to pick INT13 and 3 feats at BAB11 to gain between 25% and 0,09% total hitchance for one attack of a full attack.(in a range of 8AC points, or 4 if you have haste)
if the armor is worse -> you lose, if its too hard -> it makes no difference.

i made a giant excel sheet to calculate the chances, and expected damage at different ACs, i hope i have no mistakes in my thoughts, if i have, please correct. im kinda struggling with that.

thx already


Hi everybody.

Does a withdraw full-round-action work while being mounted? And how does it work.

So far from the combat section i could figure out that you and your mount share the same initiave, but not share your actions. (if my mount moves, i still have my move-action).
Also we learn that we share the mounts space.

So my problems with withdrawing:

1: Since me and my mount dont share actions, it could be possible to let the mount do a withdraw. while i go for a full(ranged)attack.
that wouldnt even provoke attacks of opportunity since the attacks are made in the middle of the movement (10 squares away from the threat).
CRB:
"In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally."

2: A technical one. Lets say im riding my horse and want to withdraw from a foe with natural range 10 ft (like trolls). so both squares im in are threatened. Withdraw allows me to treat my starting square as not threatened. Now i have a Problem: i have 2 starting squares.
If i would say both dont count as threatened i can get away from a 10ft reach foe without taking AoO in 1 single round, while i usually need 2 rounds.

3: Balancing overall. At the price of 110 (light horse, ct) i may do a withdraw and still have all actions left allowing me for to do any fullround action. And the only requirement would be a dc5 ride check it i want to use both Hands for my actions? seems not correct to me, but i cant find sth else. Did i miss something or does this just require a houserule.

PS: i know there is an animal trick called "down" but i dont think that applies on mounted animals, since you ride them and do ride checks to guide the animal in combate (elsewise no fighter could ever do mounted combat if it would require him a move Action with a dc 15 handle animal check)


Hi

does a (permanently) ability score bonus to int grant you skill ranks retroactively.

I read the FAQ to the headband of vast intelligence. This specific item has 1 associated skill, and grants you ranks equal to: hit-dice times int-bonus/2.
It would not grant you any other skill ranks, and they do not stack with ranks you might already have in that skill.

But how about other bonuses, such as an inherent Bonus granted by a wish. would they grant skill ranks retroactively?

also i found this in wolfslair and feel it kinda collides with the FAQ to the headband of vast intelligence, but i cant read jasons original post due to a deadlink:

Link to Wolfslair post:http://forums.wolflair.com/archive/index.php/t-9455.html

Dead-Link to jasons post they refer to: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/archives/intelligenceIncreases

Their Quote:
"Jason's response in the forum for GenCon GM's:

Ugh... Can't sleep.

Noticed this bit in the appendices on ability bonuses:

This might cause you to gain skill points, hit points, and other bonuses.

(Emphasis mine) If the PC's intelligence score goes up, do they get retroactive skill ranks?

Yes.

Jason Bulmahn
Lead Designer
Paizo Publishing
"

thanks already folks!


Hi,

im building a Magus atm and i've got a question about using wands and rods.
So i read some guides and many of them go for Dervish Dance build, wielding a scimitar in the one Hand. (no discussion about the possibility of using DD as Magus while using spell combat).

so if i go for that build and decide to use a wand or rod, i obviously need to put it in my offhand.

therefore none of my hands is free anymore, assuming i have only 2 hands.

If i pick the "wand wielder" arcanum, im able to cast from my wand while doing spell combat.
But i shouldn't be able to cast my prepared magus spells anymore, since i have no hand free for somatic component, should i?

I only found the way of using the "still spell" metamagic feat. but that would cost 1 hiher spellslot.
also it would deny using other metamagic feats such as maximize spell, even if i have "maximized Magic" as arcanum.
And i can't combine it with a metamagic rod, since i have no more Hand free to carry the rod.

One thing i heard is, that you can perform the somatic component with a Hand that holds a metamagic rod, but i couldn't find anything in the rules, and it would still not help me using wands.

did i missunderstand something, or is it just not possible to cast as Magus, wielding a weapon + wand/rod?

thx already and again sorry for upper and lower cases, i just can't turn off this autocorrect somehow.


Hi together.

Yesterday we fought a Peluda and ran into a problem.
The Peluda deals CO-damage with her poison. It happened, that one character dropped from 14 to 8 CO.
Overall (including the hitpoint damage dealt by the CO-damage)he dropped to -9 hp.

Is he dead?

CRB->Combat->Dead.
"When your character's current hit points drop to a negative amount equal to his Constitution score or lower, or if he succumbs to massive damage, he's dead."

So what is the "Constitution score"?

We read this:
CRB->Glossary->Ability Score Damage, Drain, Penalty
"Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability."

So first sentence seemed to make it clear:
if current hp < CO-Score you die (first quotet rule).
if you take CO-Damage it lowers your CO-Score (second quotet rule).
so: if current hp < current CO = you die.

But whats that second sentence? It states that it would not actually reduce the "ability". What the hack is the difference between "ability" and "ability score"? We couldnt solve this mystery...

So we tried to get more input and read this:
CRB->Glossary-> Ability drain.
"Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration."

The words are chosen pretty badly. They say it "actually reduces ... the relevant ability score". Well, not that helpful, since ability damage already reduces the "ability score". it only doesnt reduce the "ability". Wich makes no sense since they wanna point out a difference saying "actually".

After reading and reading i couldnt get that straight. I think this is how its meant:

Ability-Drain: you die from CO = 0 and you die from negative hp equal to CO-Score including the Drain (10 CO, 4 Co-Drain you die when being at -6hp).
Ability-Damage: you die from CO = 0 but you still need to drop to your original CO-Score (without CO-Damage) to die by negative hp.
Ability-Penalty: you cant drop to 0 CO and you still need to drop to your original CO-Score (without CO-Penalty) to die by negative hp.

Is that correct, and is there any other sources i forgot?
ty already


Hi all,
i just figured out this build:
Fighter(Two-Weapon-Fighter). At 11th Level i pick up Shield Master feat, allowing me do negate the Penalty for two weapon fighting.
Also i gain "Improved Balance (Ex)" at Level 11 and i choose the alternative, having a one-handed-weapon in the offhand treated as light.
Now i pick up 3 heavy steel shields, armor enhancement +3.
I will now fight with 2 shields having no Penalty for 2 weapon fighting, getting the +3 armor enhancement also on attack and damage.
I don´t think i got the rules wrong but this seems pretty damn broken.

thanks for your help,
sry for bad english, no native Speaker ;)


Hi everybody,
im trying to figure out a Problem about perception.
Situation:
The Party is approaching a pack of foes.
They are not hidden and not knowing the Party is coming.

Trying to figure out the Point, when the first character or foe gains Vision, you would need to make a perception roll.
DC is 0 (notice a visable creature) plus distance mod (+1 per 3 metres).
Straight to the rules i think you would have to make a perception roll each time you move, since it gets easier to spot them, but that would take to much time.
so we decided each Player and foe rolls perception and the highest roll determines the distance of the first "spotting".
Lets say the highest Roll is 30, made by our Rogue(wearing greater sniper goggles).
That means he spots the foes at 90 metres(0+30*3metres).
At that Point the suprise round starts. Only the Rogue can act, making a distance attack vs flat-footed enemy(making it a sneak attack).
Now regular rounds start.
Still noone but the Rogue manages to spot the enemy by perception, so the rest of the Party moves in the direction called by the rogue.
Now its the Rogues turn.
Still the foes have not yet spotted him, wich leads to my most important question:
Since he is not spotted, the foes cannot react to his blows, making them lose their DEX Bonus ("If you can't react to a blow, you can't use your Dexterity bonus to AC.") in my oppinion.
That would lead to a full attack round by the Rogue getting sneak Attacks.

My Problem: In a different Forum i read, that anyone in a combat Situation after the suprise round, is treated as "detected/spotted" as long as they do not hide using stealth. In that way the Rogue would obviously not get a full round of sneak attacks, since he didnt use stealth to hide.

Reading the rules, i think my oppinion is correct. But its pretty unreal, since an avarage fighter/barbar has perhaps +5 Perception at Level 5 and would have a 50% chance of failure spotting an open Standing creature at only 45 metres. Wich is pretty much impossible compared to real life.
what is correct here?

sry for metric system and perhaps bad english, i'm no native Speaker.
thanks for your help.


Hi,
first of all, im not a native Speaker, i´ll try my best to write my question understandable.

It´s about using feats - such as vital Strike - combined with a full attack Action.

I know for that particular feat, there are already answers and i´ve read them. I´m trying to figure out how to understand the rules in a way i dont need to Google every single feat.

So here is my Problem:

In the Combat chapter it´s said: "After your first attack, you can decide to take a move action instead of making your remaining attacks..."

So everytime I start my round with an attack-action i may still choose whether i wanna go for the rest of my attacks or take a move Action.

Having that in mind i read the "vital Strike" feat saying: " When you use the attack action, you can make one attack ..."

For me it seemed legit to continue my round going for a full attack then, since the feat explicit says i can use it during an attack Action, wich i do. After this attack Action i´m usually allowed to continue attacking turing into a full-attack.

Once i read that vital strike does not go along with a full attack, i started wondering and found basicly four different ways the rulebook describes feats applying on attack / Standard Actions.

1. description like "vital Strike", explicitly calling it an attack Action wich usually allows a full attack

2. description like "cleave" or "Overhead Chop"(two handed fighter): "As a standard action, you can make a single attack ..."

3. description like "improved called shot" (ult. combat): "When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack..."

4. description like power attack: "You must choose to use this feat before making an attack roll, and its effects last until your next turn..."

So after reading lots of boards i figured it out this way:
Feats that affect Actions(such as power Attack), without having said sth. like "as a Standard Action..." or "as an attack Action..." are kind of passive feats that go along with full attack.

Feats like Vital Strike, Cleave etc, that are an Action (Standard) for themselves, do not go along with a full-attack Action, since they are not (basic-) "attack-actions" as defined in the combat chapter.

Conclusion: Only feats that explicitly allow being used in a full-attack (such as improved called shot) or feats that apply a "passive" effect (like power attack) are allowed to be used in a full attack.

is that correct?

sorry for the Long post and thanks for your help.