![]()
![]()
![]() Yes thats what the link to the PFSRD says, but thats not what it says in the book. What I have copied is straight from the book. That line, 'Some priests of Desna claim to have cloaks of this type that also allow them to dimension door once per day when under a starry night sky.' This was a PFS specific question. I don't know why they moved it to the rules question. It does not belong here. They already have a cloak that lets you d-door once per day, and that costs 10k. This lets you use two other abilities also. The small restriction on being under a night sky is not enough for a 7500 gp discount.. Obviously in a regular game it's going to be up to the GM if the one a player gets has the dimension door ability. In PFS though, there needs to be some kind of notation either on a chronicle as (Cloak of the Dark Tapestry w/Dimension door or something of the sort) or just make the blanket bad call that all of the cloaks have the Dimension door ability. ![]()
![]() Hi, I did a search of the messageboards about this item and an answer to my question did not turn up. The item in question is the 'Cloak of the Dark Tapestry' from Pg. 55 of Gods and Magic Cloak of the Dark Tapestry:
This dark hooded cloak is decorated with embroidered comets, moons, and stars along its edge. If you sleep while wearing the cloak, it protects you from hot or cold environments like an endure elements spell, and you may sleep in medium armor without becoming fatigued. You may use know direction once per day. If Desna is your patron, as a standard action you can cause additional stars and celestial bodies to appear on the cloak, matching the current configuration in the sky. You may use longstrider once per day. Once per day, you may throw a tiny, white-burning meteor that has the effect of a flare. Some priests of Desna claim to have cloaks of this type that also
allow them to dimension door once per day when under a starry night sky. I hope with a pricetag of 2,500 bucks that this cloak unless specifically stated on a chronicle sheet DOES NOT come with the Dimension Door ability. There is nothing on it in the 'Additional Resources' except that it's allowed. The question is, do all purchased cloaks have the dimension door ability? ![]()
![]() PCs turns him in/he gets caught: fine equal to the cost of the item (PC gets to keep the item). (authorities turn him over to the Pathfinders and your next mission is to somewhere realllllllly cold.) PCs convince him to return it or pay for it: Item paid for (PC gets to keep the item) OR returned (PC got to use the nonconsumable item for the course of the scenario) PCs can't convince him or don't want to turn him in: Same thing happens with everything you don't pay for at the end of a scenario, just with less fun roleplaying behind it. It vanishes! Unfortunately/fortunately for organized play, there are just some things you can't do that you could in a home game. It adds some roleplaying, and/or it still gives the PC with sleight of hand something for his time. otherwise...Don't be a jerk Mr. Clepto. ![]()
![]() Valkir wrote:
This was a subtle change from 3.5 that I noticed. (From the incorporeal ability listed in the Bestiary):
So this makes monks able to strike incorporeal creatures since the incorporeal ability specifically calls out creatures that strike as magic. However This still hurts archers since the arrows fired are only considered magic for purposes of overcoming DR. Hope you've got magic arrows! ![]()
![]() AdAstraGames wrote:
nobody puts baby in the Phantom Zone.. ![]()
![]() All of my character's have table tents with Player name, Character name and titles. I rather like seeing how the adventure starts before doing character introductions because I improv it (but it usually includes a short physical description of obvious items carried and then an in character introduction). I don't think on any of my characters I actually tell you the class I am playing but from the introduction you can usually figure it out. Roleplaying is the most important part of the game for me so I like to have fun with it. If GMs want to know any mechanical things about my character for 'secret' rolls, they usually pass out little notecards to write information down on. ![]()
![]() Malachi Silverclaw wrote:
If regripping things is not an action then there is mechanically no reason for light shields to exist... I drop the grip of my heavy shield, cast a spell and then re grip it. does this not follow your same logic? ![]()
![]() Illeist wrote: I really want to see someone use this as their character pic. That is now how I will see every character with a 7 charisma. I can't unsee it. ![]()
![]() My home group has now just begun making all of our characters from the same faction. Nobody really like the faction missions anyway. This way we are pretty much guaranteed all the P.A. (especially if the mission is to do something and make sure no one else sees you.) and can actually just focus on the actual scenario. Many of my sessions played outside of our home group have actually been ruined by the faction missions with the GM giving more attention to the faction missions instead of the scenario. (One such instance took an entire hour out of the slot as he spent 10 minutes with each player roleplaying their faction mission. Which sounds fun.. except for the other 50 minutes where you are sitting there with nothing to do..) But yes, this has totally happened to me before and people get real bitter about you not helping them get their PA. ![]()
![]() Kyle Pratt wrote:
The 9 damage difference was actually the difference between life and death in this case! Every little bit counts! :P ![]()
![]() Seems to be like it would be a legit use of your abilities. Since the sneak attack dice added do electricity damage and they are dice rolled with the spell. Granted this is a different edition than 3.5 but there was a similar thing that came up (what happens if you sneak attack with a vampiric touch? Do you get the temps from the sneak attack dice too?). The answer to that was yes(as per official FAQ) In both cases you are increasing the damage done by the spell. ![]()
![]() Vixeryz wrote:
I didn't give details because I didn't want to debate it on the forums, I was asking for the protocol for appealing something that happened which doesn't require you to know the details. Nor was I complaining about the GM,he was not a rookie he was a fantastic GM. ![]()
![]() Mark Moreland wrote:
the only problem I have here is rend is not a primary natural weapon that adds 1-1/2 times your strength on damage rolls. its a special attack with a primary natural weapon (claws which are not 1-1/2 str) So at the very least shouldn't you be getting the lesser power attack number? ![]()
![]() Jiggy wrote:
This is what I was asking. I was trying to figure out the appeals process. I wasn't complaining about the GM at all. I have since spoken to him and worked it out. ![]()
![]() Played a mod this past weekend, was killed during it. Got home from the convention and reviewed the scenario... Monster that killed me hit me 5 times in one round one of which was a critical hit for a total of 147 points of damage. After reviewing the stat block I noticed that something was off, as 147 was the maximum damage the monster could have done rolling max on all attacks (including max rend and assuming power attack which did not happen. Is it possible for anything to be done after the fact? I assume it was just a judge accidental mathematical error. I had no reason to suspect foul play during the scenario so why would I question it at the table? ![]()
![]() Chaosthecold wrote:
After digging through these forums it appears the answer to my question is no. Granted the last ruling was made two years ago..Perhaps this could be revisted. I understand the want to have the less combat oriented animals on the ranger list...So perhaps open the less combat oriented ones to the Rangers. As a Ranger I can still have a wolf, which would tear the crap out of a Giant gecko any day :) ![]()
![]() Mike,
PrCs were either Open(Always had access), Limited (Needed campaign documentation), or Restricted (Never available). Which PrCs were which was spelled out in the Campaign Sourcebook. Building a character with hopes of finding a limited prestige class was a gamble...and it brought great victory to you if you finally attained it. There was a select list of items that were always available (Magic Weapons/armor, Stat bump items, Rings of Prot, Cloaks of resistance, etc.) But other than that you needed campaign documentation much like chronicle access to get anything else. This also added suspense when handing out chronicles at the end of a session because it was like christmas with players going "ooooooOOOo What did we get access to?" As it is right now the only thing I am excited to see on a chronicle is partially charged wands. Do I suggest you mimic this? No. But I do think they are good ideas you might consider when going forward. A few suggestions I do have: 1) Revise the PA/Fame chart. PA is not a limiting factor in what you can purchase it still remains to be can gold. Even in our Year 0 party when we were actively trying to stop each other from completing faction missions we could still buy anything we could afford when we wanted to. PA has never been a limiting factor for any of my characters. 2) In 3.5 PFS each faction had SPECIFIC magic items available at certain PA levels, maybe make more items unavailable and have factions give access to some of these. Reading most of these posts on here I have seen a few people bring up "I want to know ahead of time so I don't miss out on this PrC for my applicable character" keep in mind that a) you are not the only person at your table. Maybe you don't have use for that cool wizard prestige class but the wizard at your table might. Maybe you should just be happy for him? Would the fact that you don't have a use for ONE of the rewards change your game experience? and b) As of this time you can replay scenarios with different characters. So now that you know that adventure X gives access to PrC X, then just play it with your character who wants that class and call it a day. At the end of the day, Our group would very much like to see more restrictions on what is always available in this game. It makes the rewards more rewarding. ![]()
![]() my final point to try to convince you otherwise is this: By your logic you could Two weapon fight with a Greatsword and a spiked gauntlet by making a Greatsword attack, then spiked gauntlet, then Greatsword, etc. Since it is a free action to switch between the two. This is OBVIOUSLY a break in the games mechanics so how about we just stick to the rules. :) ![]()
![]() Dragnmoon wrote:
Attacking an unconscious enemy is tactically a bad move. There are other threats your immediate area that should be considered over an unconscious/dead PC (ESPECIALLY the guy who keeps making people stand back up.) In the case of 'But I still have one attack in my full attack left and no one within a five foot step!' it's still pretty shoddy especially since these NPCs are unaware of the rules that govern them. Forgo'ing an attack and stepping towards another player taunting them adds to the roleplaying immersion of the game while putting your extra attack into a downed PC 'just because you don't want to waste it' usually comes from GMs who play against the players instead of with them. I have seen this very few times. ![]()
![]() galahad2112 wrote: Basically SKR and James Jacobs seem to imply that changing your grip on a weapon (1 hand to 2, 2 to 1, whatever) is a free action. And NOT one of those "A GM has authority to regulate the amount of free actions that can reasonably be taken" kind of free action, either. You just do it. Both of those are referring to weapons that can be wielded with one hand. You are no longer wielding a two handed weapon in one hand so must spend a move action to reequip it. I've asked for rules references to the contrary and have only been met with 'nuh uh you're wrong' so I really don't think there is anything I can do to help you. ![]()
![]() Mojorat wrote:
The arguement is with Spell Strike, You don't have a free hand to cast the spell when wielding a two-handed weapon. Nowhere in the rules does it state that you can as a free action, drop your weapon from one hand cast a spell and then put a hand back on it. Drawing a weapon is a move action. You are not wielding it anymore if you are holding it in one hand. What do you do to attack with a weapon that you are not wielding? You draw it. Don't like the term drawing because it's not in a sheathe? Ok. Move on to Manipulating an item, which is also a move action. These are all rule references to back up why I think that you can't just ignore the fact that you can't cast a spell while wielding a two handed weapon. There was even a feat in 3.5 called Somatic Weaponry that allowed you to trace the somatic components with your weapon. Why would such a feat even exist if you could just juggle your giant sword around? The action system hasn't changed. I would like to see rules references for the other side, because everything I've seen so far is just "You can do it because I said so.." ![]()
![]() Alexander_Damocles wrote:
There is going to be GM variance on this as there is nothing that states you can hold a two handed weapon in one hand and then essentially "re-equip" it as a free action. The only rules reference to such an act is on page 186 of the core rulebook under draw or sheathe a weapon which states, "Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action." Having to reorient your hands around a weapon that requires two hands to wield properly would surely fall into this category especially since it specifically calls out "so that you have a free hand". You are not considered wielding said weapon so putting a hand back on it, pulling and readying it into a combat ready state does require the same amount of effort as drawing it from its sheathe. Again, GM variance on the basis of 'Doesn't say I can' vs. 'Doesn't say I can't'. ![]()
![]() For this ability, 'another character' means anyone except the person with opportunist. If you try to say another Player Character then that means that summoned monsters/animal companions/dominated opponents/etc. would not trigger the opportunist. don't forget Happler, feats and skill points... only characters get those too! ![]()
![]() William Griffiths wrote:
Quit being a bully Bill! :-D ![]()
![]() Matthias wrote:
I don't agree with you on this one, it says the far edge of the square not the creature. If he is half in the silence then the far edge of one of his squares is touched by the area. what your bolded text is saying is that if the area and the creature are sharing a border then it is not effected. Edit: 5 ft radius is four squares since you place the center on a crosssection not the middle of a square. ![]()
![]() Michael Brock wrote:
![]()
![]() Putting this in the PFS thread specifically because any answer I get in the regular rules forum is just going to be 'its up to your GM' and that doesn't really fly in PFS. Expanded Repertoire (Ex): At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast. This ability replaces versatile performance. Is there anything stopping you from taking Haste as a 2nd level spell off the summoner list? It doesn't seem to be against the RAW of the ability but I do admit it's a bit lame. ![]()
![]() I did see that, and nowhere under that does it say someone with improved unarmed strike (the feat) can use kicks, headbutts, etc. It just say that striking with a punch(everyone can do), kicks(monk), headbutts(monk) is much like attacking with a melee weapon, except the following: absent is the text that says "A 'character with improved unarmed strike' attacks may be with fist, elbows, knees, and feet. This means that a 'character with improved unarmed strike' may make unarmed strikes with his hands full." only says it under monk. A MONKS' attack's...(insert rest) but as I said, this falls under the 'it doesn't say you can't vs. it doesn't say you can' and as I am usually on the 'it doesn't say you can' side. Edit: I am not arguing that it provokes, it does provoke. But you can't do anything with a bow in your hands unless you are a monk. (they can kick and headbutt, but you lack to training required to move around on the battlefield maintaining normal combat efficiency while leaving all of your limbs available with a weapon.) Now I have a silly image in my head of an archer trying to fire accurately whilst kicking someone. :) ![]()
![]() It depends on if the character with the bow is a monk with improved unarmed strike or not. According to RAW: Unarmed Strike (Monk):
Unarmed Strike (Feat):
After reading all of the unarmed strike stuff, I do find these to be two different cases. A character with improved unarmed strike has been trained to fight with his hands, while a monk has been trained to use his whole body since it's specifically spelled out in the monk entry (and not in improved unarmed strike) But either way since most 'it doesn't say I can't' players will oppose this call I imagine then it will still be left to the GM. ![]()
![]() Colazar wrote:
![]()
![]() The only addendum I would make to Grick's post is that unless you roll initiative when the PCs start smashing the door the archers can't ready actions since you can't do that outside of combat. You either start the initiative and they have readied actions or they get a surprise round(unless you gave your PCs a perception check to hear them). Either way it pretty much equates to the same thing.. Baddy's get a shot as you open the door. EDIT: If you really want them to go first just don't give your PCs a perception check... They get surprised... The busting on the door is just too loud for them to hear the subtle knocking of arrows. ![]()
![]() in 3.5 it was an issue....but not nearly as bad as it is now since putting an ioun stone in a wayfinder 'grants you protection from mental control'.... Going to more gamedays I see people more and more who think they are immune to almost all enchantment spells and effects and it actually hurts my enjoyment of the game that some people abuse these rules in this fashion.... The biggest two components I have to defend why these people are wrong is... READ THE BOOK.....and ARE YOU FLIPPING KIDDING ME?! Under the enchantment school in the core rulebook: Charm: A charm spell changes how the subject views
The other glaringly obvious one is the spell Mind Blank. You know that eighth level spell that used to grant you immunity to all mind effecting spells and effects? What is that you say? It doesn't even do that anymore? What makes you think a first level spell does? Please god.... If anything... I volunteer to be the official 'slap you in the face for thinking the rules work like that' person for PFS... ![]()
![]() " you can power attack with touch attacks if the spell states they are treated as a weapon." is this stated somewhere? Because power attack specifically says you can't power attack with touch attacks. EDIT: Especially since you don't even get your strength modifier to the damage... So swinging extra hard would....do....nothing.. ![]()
![]() Sekret_One wrote:
It does get closer to 'like a one handed weapon' "While mounted you can wield a lance, AS IF IT WERE A ONE-HANDED WEAPON." As it stands now you are wielding a two-handed weapon in one hand. This is a clear exception to the rule because no other weapon has text like the lance does. A Bastard sword is irrelevant since it ACTUALLY is a one handed weapon. If you dont have exotic weapon prof. you are wielding a one-handed weapon in two hands..... Its not a two handed weapon. ![]()
![]() BobChuck wrote:
Its still a two-handed weapon. If they wanted to restrict it like that it would say, "While mounted you can wield a lance, AS IF IT WERE A ONE-HANDED WEAPON." You can't apply logic to this game...because wholes will start appearing everywhere. I've actually learned through this board that most people use the "show me where it says I can't" line. While I do not actually believe it should work this way (because I too often apply logic to gaming)...In the spirit of this board I invite you to "show me where it says I can't." :D ![]()
![]() Power Attack
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Lance
Im curious as to if this as been FAQ'd because as it stands a direct reading of that is you are wielding a two handed weapon in one hand while mounted. (thus giving you -1 for +3 with PA). ![]()
![]() Ardenup wrote:
Don't forget your bane weapon since instant enemy states you treat it as that creature type for all purposes.
|