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Good thing we are running a P8 campaign... We've got a soft level cap at 8. My group is not a fan of how combats tend to drag to a halt at higher levels. We've found the sweet spot to be between levels 8 and 12, but anything double digits is too far removed from the trained average Joe.


I've never played a character that makes CMB checks, so I was planing to explore improve trip, disarm, and lunge.


Hey guys,
I felt that the list of options for the Chain Fighter racial trait was somewhat limited given the theatrical description, and because I have always been disappointed with the Pathfinder version of the spiked chain I came up with a variation of the Dire Flail. I called it the Xago Flail (after my character of course).

2 Handed Medium Exotic Weapon
DMG 1d8 / 1d6 Crit x2/ 18-20 x2 Weight 7lbs Double, Disarm, Trip

What do you think?

Double Weapons are essentially Two Weapon Fighting combined into one package. After studying other examples and mechanics of double weapons, I came to the conclusion the inherent disadvantage of the double weapon being potentially disarmed, dropped, or sundered is offset by ignoring the 1 handed/ light weapon combination. So in essence the Xago Flail works like a normal flail and a scimitar (rules wise).

I've imagined the weapon to be a spade or crescent shaped blade at one end of a chain with and a metal ball at the other end.


Would this or other bonus spells from a curse allow an oracle to use magic devices of the sorcerer/ wizard spell list?

I know...it seems like a stretch to me too... or are these spells considered to be part of the oracle/ cleric list for this character?


I'll keep this in mind, thank you for pointing this out.


I was browsing the "Extra" feats and noticed that all of these feats can be taken additional times with no limit with the exception of the Summoner's Extra Evolution and Summons. These are limited to 1,5,10,15 and 20.

Why is this?

I am a novice to the class and found it odd that only a single class's "Extras" would be limited this way.


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Velcro Zipper wrote:

Can a mount and rider become immune to attacks of opportunity provoked by movement by utilizing the Escape Route feat? You be the judge!

I figured this was silly enough to discuss.

Escape Route (teamwork feat)

You have trained to watch your allies’ backs, covering them as they make tactical withdraws.

Prerequisite: none

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Mounts in Combat

Horses, ponies, and riding dogs can serve readily as combat steeds...For simplicity, assume that you share your mount's space during combat.

So, a mount and rider are always within each other's space. If the mount has an INT 3 enabling both it and the rider to learn Escape Route, can both creatures pinball willy-nilly through the battlefield without provoking AoOs? They are, afterall, technically both moving into or through squares occupied by or adjacent to each other.

This makes me laugh.

I am going to try analyzing the wording of the feat as it is pertinent to my halfling cavalier (helpful trait, order of dragon, & bodyguard)

"An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space."

I will break the "or" statement apart.

"An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you." (no mention of threatened spaces)
"An ally who also has this feat provokes no attacks of opportunity for moving through squares within your space." (assumed you are large or mounted)

Easy part: Halfling uses tactician, granting the feat to my party (mount included- allies need not meet prerequisites) I no longer provoke AoO from enemies when passing through party member spaces and adjacent spaces to them. This is assuming they are stationary as we move on different initiatives. Likewise, ally's do not provoke when moving through my space and adjacent spaces to me.

Tough part: Because my mount and I share the same space, we are not moving though any space relative to one another. We move as one unit. However if I were to dismount, I am moving in space relative to my mount while dismounting- I do not provoke AoO. Once on ground we are treated as 2 allies and treated as written in the easy part.

I could also talk about non-ownership of spaces while moving and whether or not I count as my own ally - both moot point

While this feat works with mounts, it does not allow rider and mount total immunity from movement based AoO.


Does this file still exist? I am currently playing a druid and would love to see the spread sheet.


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Isn't there also the option to not upsize a wolf at 7th lvl? How would the dog and wolf compare if they both remain medium?


We have a power gamer who likes to interpret all rules in his favor, so when he used his ability to smite evil on an object I was doubtful.

I went back to my book (2nd printing) and read the smite evil section it begins by using the label "target" but later uses the label "creatures". The rules also state that smite lasts until the target is dead. This leads me to think that objects are not suitable targets for smite evil.

Has there been an errata that allows paladins to use smite evil against objects and bypass hardness, similar to creatures and bypassing DR?


We've got a creature that has a swim and land speed. Can he use the charge action from water onto land? We're split 50/50.

I'd say yes, citing how crocodiles, killer whales, and some sharks will charge onto land. Because the creature has a swim speed it can easily charge through water... it can also charge on land.

Another player says no, she points out that having a swim speed will not allow the creature to ignore the assumed difficult terrain of the shore line.

Is this in the rules anywhere, or should we house rule this allow amphibious (and a select few aquatic) ambush creatures to charge from water onto land?


So what would happen if a druid attempts to teach his (3 INT) companion the Druidic language? Would the druid then become an ex-druid and the companion lose all of its companion buffs including knowledge of the Druidic language? Or since the animal companion is part of the druid class all would be fine because it would lose all buffs and knowledge of the language anyways when released from service? Its not like the companion can speak the language... just understand it.


The subject pretty much explains my question, but I have a player insisting that he can select Universalist as a prohibited school. Although the book doesn't outright say he can't in the wizard section, starting on the bottom of page 209 Universal isn't listed in the 8 schools of magic.

I hope this is not the case. In the core book he'd only be restricted with 4 spells from that school. I hope a mod, game designer, or a prominent rules lawyer can help.

Thanks!


What about a monster with several different natural attacks like the Tarrasque?

As a full round action does it get its +37 Bite, +37 Claw (x2), +37 Gore (x2), and its +32 Tail Slap?

I'm just used to seeing additional attacks with a successive -5 to them.


Ragna wrote:
How about an orc barbarian that thinks he is the world's greatest thief, and that there isnt a lock he cannot pick. Of course that may be because he has an adamantium pick axe :), he likes to pick pocket too.

Please tell me he picks pockets with the pick axe!


Studpuffin wrote:
Those lazy Maya! Why couldn't they continue the calendar past Dec 21, 2012?!

They wrote their calendar to the end of this astrological era... when the new era begins the calendar resets I suppose?


How about trying some race/ class combos that used to make no sense in 3.5... like a half-orc wizard :D


2 players looking for a pathfinder game that meets once a week!

We've been aching for a new game for a month... ever since out last game fizzled out when the GM became too busy.

Hope to find a game soon!


James Jacobs wrote:

RE the Spellbreaker feat: When someone casts a spell defensively, the only peril associated is the loss of the spell if you fail the concentration check. There's no way for someone to AoO a spellcaster if he casts a spell defensively UNLESS he takes the Spellbreaker feat, in which case he can make an AoO when someone fails a concentrate check on a defensive casting attempt.

Casting defensively automatically negates AoOs, in other words, no mattter if the attempt to cast is successful or not. And if a spellcaster makes his concentration check to cast defensively, he does not provoke an AoO at all, even against those who have the Spellbreaker feat.

Thanks for the clarification. I'll reread the casting defensively entry. We were thinking that since casting a spell will provoke an AoO, failing the check for casting defensively leaves the spell caster open to attack.


Thanks for the tidbit on the Improved Natural feats.

Been thumbing through the new feats. The entry for Spellbreaker on page 134 looks off-

Benefit: Enemies in your threatened area that fail
their checks to cast spells defensively provoke attacks of
opportunity from you.
Normal: Enemies that fail to cast spells defensively do
not provoke attacks of opportunity.

Spells still provoke, thats the point of casting defensively...

Is this entry supposed to read as follows?

Benefit: Enemies in your threatened area that pass
their checks to cast spells defensively provoke attacks of
opportunity from you.
Normal: Enemies that succeed to cast spells defensively do
not provoke attacks of opportunity.

otherwise, this feat seems moot.


Too bad Half Orcs had a stat change

Question for ya:
In the druid section, it is mentioned to look inside the bestiary for the animal feats "Improved Natural Armor and Improved Natural Attack". I know the bestiary comes out next month, does the Preview or Bonus Bestiary contain these feats? Our druid would appreciate those feats to get her companion up to date.

Also:
Where do campaign/ character traits fit in with the new rules? Do we still take the recommended 2 from the campaign or web enhancement?


*bump*

Still looking to fill 2 spots

Need a player and a DM.


Gimme an email at BobboDaGreen@Gmail.com and lets see if we can get anything started. I'm really itching to get a game going!


I also have a friend interested in playing.
If you can convince your friend to play or DM we'd have a group, though having a 5th player does help the party dynamic.


Closest would be Balboa Park, however I don't have the space to host.
Actually I'm hoping that one of the players or DM has room for the game.


Thanks for relocating this thread.


Anyone starting up a Pathfinder game in San Francisco?
A friend and I have been looking for a game to join after trying and hating 4e D&D.

We're looking for a weekly game on Sundays.


Depending on the character there's always:

7. Play dead - Bluff vs Sense motive