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I think you do. But it’s all in the wording. Now this is a question that been ask before sorry to ask once more some post say you do some say you do not. So I post with I found in one place to get to bottom of this. If a character using finesse weapon and has the “weapon finesse feat” do they add there Dexterity bonus to perform the maneuver Key text *** “Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.” *** Supporting this point of view from
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
from http://paizo.com/paizo/faq/v5748nruor1fm Weapon Finesse: If I have this feat, can I apply my Dex bonus to my combat manoeuvre checks instead of my Strength bonus? It depends on what combat manoeuvre you're attempting. Disarm, sunder, and trip are normally the only kinds of combat manoeuvres in which you’re actually using a weapon to perform the manoeuvre, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip manoeuvre, you can apply your Dex bonus instead of your Str mod on the combat manoeuvre check (assuming you're using a finessable weapon, of course). For other combat manoeuvres, you use the normal rule for determining CMB (Str instead of Dex). The Agile Manoeuvres feat applies to all combat manoeuvres, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat manoeuvres.
Text: Trait Adopted: You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Any advice: Treating deadly wounds as it stand is more or less useless it takes 1 hour of work and has a high DC so suggest House rule Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack. Treating Deadly wounds takes 1 hour of work. Is this per person i.e. you can only treat one creature or can you treat up to six creatures Ref: You can tend to as many as six patients at a time. Is the full stop suggesting this is a list of rules? Which Address different points? And not only reverencing long-Term Care Sorry I dyslexic and not sure I reading this with the corrected interpretation. My suggestion house rule to get this skill to work is what do you think of this idea It take a full 10 minutes to treating a deadly wound the Healer in effect counts as if they have taken 20 on there skill check. they it must be safe to work. The treated character gets back 1 hit point per level of the creature and If the healer exceed the DC by 5 or more, they add your Wisdom modifier (if positive) to this hit points restored. The treated character needs to rest (take it easy) for 1 hour after they have treated and a creature can only benefit from treatment of deadly wounds once within 24 hours.
I started reading up on the Healing and I cannot find an explanation of what Light activity is defined as Light activity ref as part of Long Term Care Let say the party camp for the night each character apart for the healer takes a watch during the night. Instead of taking a watch the Healer performs long term care would the healer still get 8 hour rest/sleep and recover spells. Now the healer not taking a watch is to make up for fact that they have lost some of there rest time by undertake light activity. I think this one is going to be come down to each DM's making a call or a house rule as there are “NO RULES” that I can find in the books or on line that cover what light activity is and how it effects rest and spell recovery. The Game effect is that the party memember will heal quicker. Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate… 2 hit points per level for a full 8 hours of rest in a day… Giving long-term care counts as light activity for the healer… You cannot give long-term care to yourself.
To help Magic Armour Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Rogue Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Can any one help me The set up is: A Rogue is fighting an evil Cleric who is has his back to an evil alter. The evil cleric ready his unholy symbol and then call upon his dark god The evil cleric is about to Channel Negative Energy. ~ The Rules ~ Channeling energy is a Supernatural Abilities which is magical but not spell-like. ~ Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. ~ A Will save is made to halve the damage dealt from channeled negative energy. I think as you can make a "Will Save" to halve damage a Rogue then can use Evasion(Ex) ~ Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. The bit of the text that make me think evasion should work is "against an attack that normally deals half damage on a successful save" If the text had said "against an attack that normally deals half damage on a successful (REFLEX) save" I would have said that Evasion would only work for magical and unusual attacks you have to make a reflex saving throws against. But the text say "against an attack that normally deals half damage on a successful save" and given the Evasion text says the same thing "against an attack that normally deals half damage on a successful save" I think A Rogue with Evasion can avoided taking damage from an Evil Cleric Channel Negative Energy ability if they make a successful reflex save throw. Am I Corrected? PS Sorry if I am in error can you please explane why to me What doing my head in is the text which says "against an attack that normally deals half damage on a successful save"
Double strike (Ex): 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. This ability replaces weapon training 2. It is my understanding that a character with Double strike get two attacks as a standard action The character must rolls each attack individually. So the character makes one attack with his primary weapon and one attack with his secondary weapon. Can the character using double strike target two different creatures or must both attacks be made against the same creature.
A character has a base attack bonus of 6 by 1 and the Improved two weapon combat feat So he can make four attack per round as a full round action. He has encounters a group of four orc’s On his initiative he takes a five foot step up to and then attacks the first orc he hits with his first two attacks and kills the Orc. He still has two attack left But there are no more Orc within his weapons reach He know that the remain Orcs are going to attack him on their initiative. All the orc’s will need to do to attack him is to move up to him by making a five foot step. My question is this Can a character (hold? delay?) to use his remaining attacks to hit the first orc that steps into range later in the round. |