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First: Assign each skill check a Proficiency level. (This is something which is already partially implemented, but I would also include Expert, Master, and Legendary proficiency levels) but allow anyone of any proficiency to be able to attempt a skill check above their proficiency.

Second: Take away the modifiers from profiency (step one makes them unimportant)

Third: For each proficiency level lower they are then the level required (Untrained would be 1 level below Trained) Move the success outcome markers down by 1. Critical Success becomes Success, Success becomes failure, Failure becomes critical failure.

Similarly for each proficiency level they are above the check (Expert is 1 level above trained) move the success markers up by 1.

So lets go back to our example from before, and assume the proficiency level for that skill is "untrained"

The untrained now has a 60% chance of success, but the legendary character's "critical failure" has now become an automatic "critical success" as the markers get moved up 4 stages.

Similarly lets say that the same check required a Legendary skill check. Same characters, same level, same DC.

Now the Legendary character has a 60% chance of success, while the untrained character's "critical success" has been automatically moved to "critical failure"


I like the new critical system, which makes the game play more dynamic and interesting by adding effects to your fails and successes, and I believe this system should be integrated with the proficiency system.

Heres what I mean, as it stands a player who is untrained gets a lvl-2 mod to their roll, while someone who is legendary gets lvl+3.

Just a reminder: Legendary is "Familiarity is so high you'll go down in history" while untrained is: "little or no knowledge in the statistic".

If we assume both these characters are level 3 and attempt a dc 12 skill check here is the chance of success

Untrained: 50% (succeeds on an 11-20)

Legendary: 75% (succeeds on a 6-20)

Now I have to say, any action which gives an untrained person a coin flips chance to succeed, should prolly be an auto success for that person who is legendary.

So, now that I've outlayed the problem how do you fix it? Well its rather simple: (see next post)


Wanted to bump this because I still think it needs notice.


Gooooooot it


Also the special line says this:

A character with the armor training class feature can use Spring-Heeled Style while wearing any type of armor with which she is proficient.

I don't know the point of this line because there is no implication in the feat that it doesn't work with non-light armor (unless that's something inherit of style feats)


11 people marked this as FAQ candidate.

There seems to be an issue with the wording on Spring-Heeled Style. The feat requires either "shot on the run" or "spring attack" to take, but does not actually work with either of those feats. I believe this to be an error.

Spring-heeled style:
If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus feats from Mobility against attacks of opportunity provoked by making a ranged attack or loading a ranged weapon

The wording of this feat requires a move action, but shot on the run and spring attack are full-round actions. The later progressions of this feat specifically work with shot on the run or spring attack.

Am I incorrect in my assessment? If so please explain, otherwise please mark this for faq


Hmmm, so would it work with Snap Shot then? Seems like it would


Can the attacks triggered by combat patrol be used to make ranged attacks? Normally you don't threaten with a ranged weapon, but combat patrol increases your threatened area. So would it effectively increase your threatened area with ranged attacks from 0ft to 5ft?

Combat Patrol:
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.


It does seem like an oversight, good catch


DeathlessOne wrote:
ranmyaku262 wrote:

or is it a -2 while melee and -4 while ranged?

Strict reading implies this.

That doesn't seem correct either, because in a given round you could choose to use 1 of them as a one-handed ranged pistol, and the other as a melee light mace. In this instance you would only take a -2 penalty as for that round you have a 1-handed weapon, and light weapon.

The way I read is this:

If you choose to incur only a -2 penalty, that means that you may only treat 1 of your two pistols as a pistol for that round. You've made the decision that you WILL NOT use BOTH of them a ranged pistols.

Its the same as if you had TWF and quick draw and were wielding a one-handed weapon and a dagger, while having another one-handed weapon in a sheath.

You cant start off by attacking with a -2 penalty and then decide to drop the dagger for the 2nd two-handed weapon to change the penalty, you've already decided what your attacks are going to be. This is highlighted in the following FAQ ruling.

TWF FAQ:
Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty?
Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack (an "iterative attack" is an informal term meaning "extra attacks you get from having a high BAB"). As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."

posted November 2011 | back to top

In the same way, once you've decided your getting extra attacks with TWF, your locked into which weapons your able to use. You can't switch it up mid way. Thus you can't part way through your sequence change how your weapons are treated either for the purposes of penalties.

I know its not a direct ruling, but its saying pretty much the same thing, which is "You choose how and what weapons you are using before you attack, and once you've made that choice you must do it that way."


For Reference:

Surprise:
Surprise

When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.

Determining Awareness

Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.

Determining awareness may call for Perception checks or other checks.

The Surprise Round

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.


While I would not have a problem for it as a GM, and it makes perfect sense that this could work thematically, technically by mechanics the time you are using the spell is not a "Surprise Round" (at least for some of the spells you mentioned).

"Surprise" is a sub-section of combat. Because a combat doesn't happen there is no surprise round. So spells like Scrying which will not result in a combat cannot make use of this -2 on saving throws.

However spells that would result in a combat starting (such as Create Mindscape) can benefit from this feat, but ONLY if the person your using it on fails to notice you casting it. If they succeed in noticing you casting it, there is no surprise round because a surprise round only happens when combatants fail to notice a combat starting.


Answer to both Questions) Yes, assuming you have multiple attacks of opportunity.

It works perfectly fine, and none of the AoO are triggered by the same event for the same person.

In the future please link all of the feats you mention, was a hassle to check them all, also I would suggest putting an order of events for that second question like this:

Trigger sequence:

Person A and B both have Paired Opportunists and Improved Feint Partners
Person A also has Weapon Trick "Feint and Bash"

1) Person A feints a target.

2) Because of step 1, Feint and Bash triggers an AoO for Person A

3) Because of step 1, Person B also gets an AoO by making use of Improved Feint Partners.

4) Because of step 3, Person A gets an AoO by making use of Paired opportunists

5) Because of step 2, Person B gets an AoO by making use of Paired Opportunists.


It also shows that each of the AoOs that Paired Opportunists is giving is triggered by a different event, thus not violating the line at the end This does not allow you to take more than one attack of opportunity against a creature for a given action.
The AoO in step 4 is triggered by step 3
The AoO is step 5 is triggered by step 2

Thus they are triggered by different events


Though I don't have a hard answer for you, the wording from the Magic page leads me to believe that no, threatening is not interacting:

"Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion."

Considering the illusion isn't doing anything to them directly, simply allowing you to treat them as flanked, and assuming the creature hasn't spent any action to realize the illusion isn't real by studying it, I would say no, it is not considered interacting. Its the first part of the wording which says "Creatures encountering an illusion usually do not recieve saving throws" which to me is the biggest indicator.

It would also make that ability entirely pointless if as soon as you use it they could get a saving throw and have it not work.


Just for clarification I assume your asking for the sake of this ability?

False Flanker:
False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can't actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.


Seems like it works, I can't think of a reason off-hand why it shouldn't.

Just remember that that you
A) have to start adjacent to them
B) have to end adjacent to them

And since step up only applies when they take a 5-foot step your making alot of excessive movement (unless your trying to surround them or cut off their escape, which is pretty much an amazing use of this.)


Its still dependent on the caster for spells, if a divine caster put the spell effect then its a divine spell effect.


There was an FAQ ruling about TWF and Two-handed weapons that I still had
a question about because of its wording. Here is the ruling with the part I'm curious about bolded

FAQ Ruling:

-

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks
---

So as it says the reason you can't use an armored gauntlet or armor spikes is because your hand is occupied wielding the two handed weapon.

However with the Monk or Brawler's unarmed strike, they are able to make the attacks with other limbs.

Monk's Unarmed Strike:
A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed.

Does this mean a monk or brawler could use TWF with a two-handed weapon and still make the other attacks as part of TWF

Also just as a precaution, I AM NOT asking about using weapons with brawler's flurry OR flurry of blows

It has also already been ruled that multiple unarmed strikes are possible as part of TWF

TWF/Unarmed FAQ:
Unarmed Strike: Can I use two-weapon fighting to make two unarmed strikes in one round?
Yes.


Elusive Redirection.

Flowing Monk.

Both Elusive Target and and Elusive Redirection require an immediate action, which you can't do. Shouldn't the wording on Elusive redirection not require an immediate action?


Are there any rules for allowing an attack to hit you? If I wanted to get hit by an attack that someone aimed at me, what would my AC be? For melee I assume it would be an auto hit (maybe), but what about for ranged attacks?


Thanks for the input all! I didn't notice the lower dc thing, that helps a lot actually. Also I love that merfolk idea, I'll look into it, thanks!


Anyone?


Bump


Bump


I'm looking for a way to optimize vehicles, specifically a heavy chariot. I plan to have two animal companions pulling it (via packlord druid) but I haven't really found a way to mitigate the DC 20 Handle animal check needed to operate the chariot. And theres only two feats which make this easier (Skilled and Expert Driver)

I also find it weird that theres nothing for mounts which pull vehicles (at least nothing I found) Is anyone aware of any classes/archtypes which are built toward vehicles? Maybe something I missed?


Shields are weapons.

Shield bash is a thing


If I saw a player going around corralling all the mindless undead in an area, I'd prolly start instituting intelligent undead.


I believe your interpretation is correct, but one can never be sure. I'm going to mark this for FAQ because I'm not 100% sure.


Marked for FAQ


Is there any reason one couldn't have a Tiny Sized Druid animal companion? All of the listed one start off as Small or Medium. It just seemed odd that there aren't any tiny ones


Did someone say overhaul the crafting system!!!

https://img.4plebs.org/boards/tg/image/1388/83/1388832309858.pdf

Edit: Awww darn someone beat me to it.


a better option to consider would be to NOT flurry. If you simply use a single unarmed strike, hit, and then grow claws, you can at that point make your claw attacks (which would be 3 total attacks). The reason this works is because during a full-attack action you can use natural attacks that aren't required for other attacks, and since unarmed strike allows you to use body parts other then your hands to attack, you can do this.


While its a 1-handed weapon you can use it when you use spell combat or two-weapon fighting


no? okay :(


1 person marked this as a favorite.

I CAST BREATH OF LIFE ON THREAD

I'd Like to throw a wrench into this argument in support for the RAI argument over the RAW argument

One of the arguments is the fact that Precise Strike says you can't use signature deed on it (and can thus use it on others). Some have speculated (the RAI side) that this is clear intent for it to be used with Gunslinger while others (the RAW side) state that

"taking 11 levels of gunslinger and 3 of swashbuckler so the limit of signature deed on Precise Strike really doesn't point to anything."

HOWEVER!!!! DUN DUN DUN!!!

The inspired blade archtype adds a new deed to a 11th level Swashbuckler that ALSO says "The cost of this deed cannot be reduced by abilities such as Signature Deed."

Thus unless you had an 11th level swashbuckler and an 11th level gunslinger (a 22nd level player) you can't do it

Now argueable you can allow for above 20th level players, but I've never seen anything that requires over 20th level in order to use. Thus I believe that the RAI is correct in this argument.


If possible I'd like to know if this has any RAW answer.


Thanks for the responses :) (on both of my posts)


Where is the -5 penalty for not having the spell coming from?


Ice missles:
Ice Missles (Su): The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist's Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.

What type of action does this Arcanist exploit use? Attack action? Standard?


bump


2 people marked this as FAQ candidate.

Cudgeler Style says that for your first attack each round the size catagory is increased by 1 for weapon damage

Cudgeler Takedown (the progression for this feat) also increases the size catagory for damage for 1 round

The impact special weapon ability also increases size catagory for damage by 1

do they all stack?


The Feat improved impaling critical reads as followed (bolded important part):

Improved Impaling Critical:
While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon’s damage dice result once per round at the start of that opponent’s turn.

If I impale a person multiple times with different weapons, is their movement halved each time?

40 ft of movement would become 20 after 1 impale, which would become 10 after 2, which would be 5 after 3.


@SkyLancer4 Why are you commenting now when earlier you couldn't give a moment to respond and instead commented on the fact that I bumped the threat. Honestly I feel your being rude with your "help" as well as the questioning nature of my opinion (yes it was my opinion, good job for pointing that out). There are two ways to talk to people, polity and with respect or like a pertinacious aggravator.


If I have an ally who uses the Shadow Evocation spell to cast an illusory version of Darkness and my ally has told me beforehand that he will be doing this, do I need to "roll to disbelieve"?


@Larkspire Hmmmm, I didn't think of it that way. Thats not realy in the spirit of how the styles are made, but based on the way it is written that seems to be true.

I was hoping for a more official ruling, as if your not allowed to switch mid-way it seems to defeat the purpose of combat style master (at least in regards to how certain styles overlap)

Though I'm not actually disagreeing with you, more I'm hoping your incorrect then expecting you to be so. (^.^)


Uuuuh....But....I would like it answered D:


bump!


oh realy? darn :(


also if you use magic item creation guidelines (again GMs approval) an item that does the same thing, but replaced the words "sorcerer" with "arcanist" would cost the exact same


though arguable since arcanists didnt exist its hard to say if it wouldve been ruled as no

By RAW the answer is no, but ask your GM :) we are usually nice and loveable.

Full Name

Cassandra Vitae

Race

| HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4

Classes/Levels

| Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

Gender

Female LG Oracle (Dual Cursed) 7 Paladin 2

Languages

Aklo, Celestial, Common, Sylvan

Occupation

healer

Strength 5
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 10
Charisma 24

About Cassandra Vitae

Cassandra

Female kitsune oracle (dual-cursed oracle) 7/paladin 2

LG Medium humanoid (kitsune, shapechanger)

Silver Crusade

XP26 Fame:47 Prestige:35

Init +1; Senses low-light vision; Perception +0

--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 66

Fort +16 (+5 circumstance bonus vs. cold weather), Ref +13, Will +18
--------------------
Offense
--------------------
Speed 30 ft.

Melee bite +4 (1d4-3)

Special Attacks channel positive energy 11/day (DC 20, 6d6), smite evil 1/day (+7 attack and AC, +2 damage)

Spell-Like Abilities (CL 9th; concentration +16)
. . 3/day—dancing lights

Paladin Spell-Like Abilities (CL 2nd; concentration +9)
. . At will—detect evil

Oracle (Dual-Cursed Oracle) Spells Known (CL 9th; concentration +16)
. . 3rd (6/day)—bestow curse (DC 20), blindness/deafness (DC 20), cure serious wounds, invisibility purge
. . 2nd (8/day)—cure moderate wounds, flaming sphere (DC 19), hold person (DC 20), oracle's burden (DC 19), communal protection from evil, lesser restoration, scorching ray
. . 1st (8/day)—bless, burning disarm (DC 18), burning hands (DC 18), comprehend languages, cure light wounds, ill omen, liberating command, sanctuary (DC 18)
. . 0 (at will)—create water, detect magic, ghost sound (DC 17), guidance, light, mage hand, mending, read magic, resistance
. . Mystery Life
--------------------
Statistics
--------------------
Str 5, Dex 12, Con 12, Int 14, Wis 10, Cha 24

Base Atk +7; CMB +4; CMD 15

Feats Dilettante, Extra Channel, Quick Channel, Reactive Healing, Selective Channeling

Traits exalted of the society, magical knack

Skills Acrobatics +3, Diplomacy +19, Handle Animal +11, Heal +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +12, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +5, Sense Motive +4, Spellcraft +6, Survival +0 (+2 to avoid becoming lost); Racial Modifiers +2 Acrobatics

Languages Aklo, Azlanti, Celestial, Common, Ignan, Sylvan, Tien

SQ change shape, kitsune magic, lay on hands 8/day (1d6), oracle's curses (blackened, haunted), revelations (enhanced cures, misfortune, channel, spirit boost)

Combat Gear lesser acid elemental metamagic rod, lesser reach metamagic rod[APG], potion of fly (2), antiplague (2), antitoxin (2), vermin repellent (2); Other Gear clear spindle ioun stone, cloak of resistance +3, handy haversack, heavyload belt, malleable symbol, phylactery of positive channeling, pink and green sphere ioun stone, wayfinder, cold weather outfit, wrist sheath, spring loaded, wrist sheath, spring loaded, 6,666 gp
--------------------
Special Abilities
--------------------
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls

Change Shape (Su) Assume a single human form.

Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).

Dilettante You can make untrained Knowledge checks up to DC 15.

Enhanced Cures (+7 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.

Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.

Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast.

Lay on Hands (1d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o

Oracle Channel Positive Energy 6d6 (11/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Quick Channel Channel energy faster by expending more uses

Reactive Healing When dmg would reduce you to 0 or fewer hit points, expend channel or lay on hands as imm act to heal yourself.

Selective Channeling Exclude targets from the area of your Channel Energy.

Smite Evil (1/day) (Su) +7 to hit, +2 to damage, +7 deflection bonus to AC when used.

Spirit Boost (7 HP, 7 rounds) (Su) Healing beyond maximum becomes temporary HP.

My Boons:

-Wounded Wisp 6/10-
Explore, Report, Cooperate
Prized Find

-Siege of the Diamond City-
Siege Hardened
Defender of Nerosyan (Impressive Defense)

-The Segang Expedition 6/08-
Ragdya's Blessing

-From Under Ice 6/18-
Warm Friend in a Cold Land

-Midnight Mirror-
Savior of the Shadowblooded

-My Enemy's Enemy 4/14-
Foiled Plans

-To Judge a Soul, Pt 2: Karma Reclaimed 7/08-
Spirits of the Past: Rianon of Minkai

-The Twisted Circle 7/12-
Mercy's Blessing
Nira's Gratitude

-Fortress of the Nail 4/13-
Paracountess's Debt
Respect of the Nail

-The Silver Mount Collection 6/02-
Friend of the Family

-City of Golden Death-
Kassen's Blessing

-Six Seconds to Midnight 7/02-
Embeth Hound
Henbane's Token
Touched by Time

-To Judge a Soul Pt. 1: The Lost Legacy 7/06-
Blessing of Malikeen
Ley Line Scholar

-Serpent's Rise 6/98-
Spoils of the Siege (Joliryn)
Trusted Pathfinder

-The Fabric of Reality 4/16-
Tapestry Fast Travel

-The Kortos Envoy 3/04-
Hoofbrother
Spearmind