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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:
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:
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.
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:
Does this only refer to the ability modifications, or to all modification. example:
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.
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.
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.
The use would not be: okay, that creature there is a magical beast, or an animal or whatever.
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."
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)
calculation:
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.
however e.g. on d20pfsrd they are in it:
even in this forum here, there are post that refer to the version where its in the inquisitors list:
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
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
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.
hi all, what magical effects Count in the following Szenario: weapon: longbow +5, Speed(+3), holy (+2)
arrow: +2, flaming(+1), distance (+1), frost (+1)
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.
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:
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.
"*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).
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
Does this alter the older rule of agile?
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:
http://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9okv i also read the german rule. the big marked sentence from above is completly missing there.
the rule from paizo prd would explicitly allow a medium sized creature(human e.g.) to use a large two-handed-weapon.
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)
feats:
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.
Claws and Bite are at -2 due to multiattack feat, and Kicks are at -2 due to TWF since they are considered light weapons.
All kicks come with full STR mod, and all natural attacks with 0.5STR mod.
Did i miss something here? and now the master question:
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:
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:
now i read this rule: CRB wrote:
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:
or do i have
hi all, this one is about the Impact weapon ability: Ultimate Eq. wrote:
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.
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,
Example Charakter to clarify: fighter 19, Monk 1. 1.
so my usual attacks are: +18/+13/+8/+3
2.
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:
i´ve got some specific questions about it: 1. dex on DMG and doubleslice.
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.
3. dex Multiplier for offhanda attacks in Monks flurry of blows.
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:
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:
I can understand the first part in 2 ways:
What is a one-handed-weapon?
examples:
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.
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.
make a 1 Level dip in swashbucker for swashbucklers Finesse.
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.
"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:
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).
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?
Im not quike sure if quickdraw would stack with the wrist. over all that item is confusing to me, help pls :)
Hi
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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)
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).
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.
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.
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.
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:
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
thanks already folks!
Hi, im building a Magus atm and i've got a question about using wands and rods.
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.
I only found the way of using the "still spell" metamagic feat. but that would cost 1 hiher spellslot.
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.
Is he dead? CRB->Combat->Dead.
So what is the "Constitution score"? We read this:
So first sentence seemed to make it clear:
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:
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).
Is that correct, and is there any other sources i forgot?
Hi all,
thanks for your help,
Hi everybody,
Trying to figure out the Point, when the first character or foe gains Vision, you would need to make a perception roll.
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.
sry for metric system and perhaps bad english, i'm no native Speaker.
Hi,
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 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. |