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![]() DM_Blake wrote:
Captian Von Spicy Wiener wrote:
Please re-read my statment ![]()
![]() DM_Blake wrote:
That is incorrect on some of your points. The concealment rules state "When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment." Jerry would get no concealment from an adjacent melee attack. For a ranged attack or an attack with a reach weapon when Tom chooses the corner closest to Jerry and draws lines from that corner to all of Jerry's corners none of those lines pass through a concealed square or border of those squares. concealment rules- "To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment." ![]()
![]() I would like to get some kind of final ruling on exactly how attacking out of concealment works in pathfinder as this has caused multiple rule arguments in the lodge that I play. Let us look at 2 NPCs. NPC Tom and NPC Jerry. Both Tom and Jerry are human. Tom is standing inside an area of darkness, obscuring mist, or fog cloud on the edge of said area with a long spear (reach weapon) pointed at Jerry. This is pictured here. Now take a look at the rules for concealment. Concealment Rules:
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.
When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks. In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists. When Tom attacks Jerry will have have to role miss chance? Keep in mind Tom is not adjacent to Jerry. ![]()
![]() The additional resources for the Alchemy Manual state that the improved homunculus rules on page 14 are legal. However, the book states that in order to use the rules the PC must have the Craft Construct feat which is not legal. Which rule supersedes the other? Am i able to use the rules from the Alchemy Manual? ![]()
![]() Saldiven wrote:
Surely we haven't come THAT far right? Right? ![]()
![]() Why is the giant frog animal companion not only convoluted but also has bad scaling? Frog:
Starting Statistics: Size Medium; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Attacks tongue, pull; Special Qualities low-light vision, scent.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks swallow whole. Tongue:
A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner. The tongue ability is neat but pull ability is near useless due to when grappling occurs the enemy is pulled right next to you anyway and the frog doesn't get the grab ability on its bite attack. This will bring up rules lawyer arguments and drag the game down at PFS events. Am I missing something or is it just sub par? ![]()
![]() If the character you want has four arms then build it, I have a fighter/alchemist/barbarian with 3 arms and have had a blast with him in combat and in role-play. Having the extra 4 arms can be tons of fun when you get creative with it and part of the fun I had was discovering new uses as my character developed. The way the extra arms will interact with certain style feats that have been mentioned will definitely be interesting as will finding a reason that your monk either purposefully gained 3 arms, had some sort of freak accident in the lab or something completely different. Bottom line make a character you will have fun playing! ![]()
![]() Bandw2 wrote:
Pretty much This. Edit: didn't realize this video was NSFW sorry guys :( ![]()
![]() At 10th level a ninja with the Acrobatic Master and High Jump ninja tricks effectively makes acrobatics check to jump at 1/4 the normal DC. Lets see how silly this is. 1. ninja has maxs ranks in acrobatics(+15 untyped(this includes dex and class skill)), uses a ki point(+20 untyped), has wizard cast jump spell on him(+30 enhance), and has a ring of jumping(+5 competence). meaning when the ninja jumps it rolls 1d20 +70. 2. The long jump DC is equal to every 5ft is +5 to the DC check, or every 20ft = +20 to the DC. Now reduce to 1/4 of that so the DC to jump. The DC to jump 320ft is now DC80 for the ninja who takes a 10 to meet that DC. high jump is also something silly but I don't want to math more. I know this cannot be done in combat but as far as i know the rules say nothing about limited movement out of combat. I have always found this a tad silly. ![]()
![]() cnetarian wrote: You really need to put risky striker in there. After all, it isn't often that a halfling fights something that isn't at least two size categories larger than them. It was originally , but i thought of Ledford mostly fighting medium humanoid creatures. Could always swap iron will or intimidating prowess ![]()
![]() Made a level 8 build of Ledford the Barbarian halfing from First Steps:Part I Ledford:
Halfling Barbarian 2/ Two-handed fighter 6 Str 18 (base 14, 2 from levels, +2 belt)
Init +4
Bab +8 Fort 13
CMB 13
Melee +1 Returning Greataxe +16 1d10+10
Feats
Powers
Skills
Traits
Let me know what you guys think ![]()
![]() The Bog rules state : Bogs:
If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.
A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater. Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares. Both shallow and deep bogs increase the DC of Stealth checks by 2. If a large or medium creature has another creature grappled in a deep bog and uses it's move action to crouch does this mean that the grappled creature is considered underwater? If not does the grappler creature take a -10 to it's grapple attempts? ![]()
![]() lets say I have a medium sized character with 14 Str, 2d6 sneakattack, improved unarmed strike, and the ability to cast a shocking grasp at caster level 3. If I cast shocking grasp in round one, then move into flanking and on the next round punch the spell in how does sneak attack damage work?
A. 1d3 + 2 + 2d6 (bludgeoning) + 3d6 (electric) B. 1d3 + 2 (bludgeoning) + 5d6 (electric) C. 1d3 + 2 + 2d6 (bludgeoning) + 5d6 (electric) D. I choose where the sneak attack die go Or something else entirely? ![]()
![]() Hydra is one of my favorite monsters as written. This is because it's one of the only low CR huge creatures, and I like how sundering heads is a risky maneuver with a big pay off. The best thing about hydras is how versatile they are! Need it to just be more dangerous? Add more heads, make it a pyrohydra, add the advance template, or make it gargantuan! As with all creatures what really makes them shine is how they are presented by the GM. ![]()
![]() So far I have ran levels 1 and 2. My players loved every moment of it.
Level 1 had a good introduction to lighting mechanics in room 9 and forced my players to back track as they had not brought any type of light source so when they found the torch in room 3 they felt very accomplished as it was almost like finding a key. Room 5 had me rolling in laughter as none of them had put ranks into the right skills and they got shocked a few times before they had successes. The last fight was fun at well as the barbarian in the group got charmed. (though i didn't make him greataxe anybody near him as he could have tpk'd the party, just grapple others) My players really enjoyed being able to see almost the entire map on level 2, and were quit frightened at the beast in the middle of the room. The riddles were quite a nice touch although after the third riddle they guessed the fourth right after i read the languages it was written in (ignan riddle). Unfortunately for them the last riddle room was the demon for them and so they fought a back to back battle with the beast. Over all this has been so far one of the most enjoyable adventures i have ever run. ![]()
![]() Level 6 - snakebite striker(brawler)1 / Rake(rogue) 1 /Arcanist 4
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Str 8
BAB +3 Fort 6
skill ranks 37
Feats
Wanting to go arcane trickster after these levels, was wondering if this rough over view looks good or are there and grievous mistakes. advice guys? ![]()
![]() Cave druid can only wildshape into a large creature. Hungry fog is a huge creature. However if your DM is allowing you to wildshape into huge creatures then yes, you gain the creatures natural attacks(meaning they do deal neg enrgy damage). Anything that deals negative energy damage will heal the undead, so once again yes you can heal undead. however this is only if your DM is allowing you to wildshape into this creature. ![]()
![]() RocMeAsmodeus wrote: I would like it to be a Helm of the Fortunate Warrior. The only reason I don't buy one is its eastern look clashes aesthetically with my western full plate armor. If I wanted a clown suit I could go play World of Warcraft. Pretty much what I am going for, a jingasa really clashes with my characters outfit ![]()
![]() Dhenn wrote: As it's staying in the head slot (which includes lots of masks/face coverings), I'd probably allow it, though you can't try to claim any other mechanical benefit as a result (i.e. "He can't tell I'm a tiefling, I'm wearing a mask!"). I would expect table variation, though. I completely agree. The only point is for flavoring. ![]()
![]() The Necklace of Serenity The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction). Ki Pool- (important part) By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. Does this mean that a monk would get ki powers early? For example would an 8th level monk wearing the necklace be able to use abundant step as it uses ki from the pool? ![]()
![]() The MotEH entry for Weapon proficiency states Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff. If I have the Quickdraw feat would I be able to draw a club as a free action?
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