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![]() So we ran into a bit where the bard was singing and after 3 or 4 rounds he started shouting directions. The GM was wondering if this would cause his Bardic performance to end since he used a Free Action to speak. I realize that there is and "unlimited" number of free actions depending on the GM but he was wondering if it would stop the Auditory performance? While we're on it is there anything else other than what is listed in the book for the reasons to stop bardic performances? ![]()
![]() grin, thanks for the ideas and answers guys. Unfortunately in this campaign we're restricted to the Core and APG so it seems like alot of options for improving grapple are out. I'm going to stay straight monk so using other class options are out. Biggest question I guess that you only need to succeed on one grapple check with Greater Grapple. So if you make your first check and miss your second you're still in control? Or the fact you tried to do something else and failed do they get out. ![]()
![]() K, so I decided to try out a monk in a campaign that just started. I did the normal thing and took Improved Grapple as my first level monk feat. Now after reading into it some more since I figured I'd try and actually use this I am now have a few questions. 1. After a successful grapple attempt the 3 ways the grapple can end is:
Now the one I am not sure on is C. Is this what happens if you don't beat their CMD that round? Do you just end up letting go and you end up standing adjacent to each other with nothing going on? Kinda seems like grappling at that point is really weighted against the person who initiates until they can get Greater Grapple so they can have 2 chances to succeed. 2. There is no way to improve your CMB for grapple other than Improved Grapple, Greater Grapple, Weapon Focus (Grapple), and improving your BAB and STR. I suppose as a fighter you can take Greater Weapon Focus (Grapple) if you wanted. Other than this though I'm not finding a good way to improve it so it seems to become less useful to worthless around 12th level or so. 3. If you have Greater Grapple and make sure first grapple check which succeeds and you do damage. Then do the second one and miss is the person you grappled then free? 4. If someone you've grappled pulls a dagger and tries to stick you they can't attempt to break the grapple until they drop/sheath the weapon because they need to hand free correct? I thought I saw something somewhere you can attempt to grapple with 1 hand but then take a -4 to your CMB. and last but not least 5. If you have the grappled condition you have -4 dex. Now when you figure your CMD you add your dex in this. Does being grappled reduce your CMD by 2? Also if pinned you lose your dex, so would any dex bonus then be negated on the CMD making it an easier # to hit. Thanks for the help guys! ![]()
![]() Heya all, My question relates to using Thrown Weapons with the Two Weapon Rend, Two Weapon Defense, and Double Slice feats in the TWF progression. Now, I know that the flavor of the names and text would lean towards melee but no where in there do they mention they must be melee. Is there a update anywhere on these? ![]()
![]() Quantum Steve wrote:
Another issue is that they go back to the "square" from which they were thrown. In that case you can't start 5 foot stepping towards something else to get back into melee or closer for the range. It'll be a high dex, the GM gave really high point build so can get a 18 str and dex after race stat (with the high points he said can't have ability score higher than 18 even after the racial adjustment) and still have decent remaining. As far as enough throwing weapons he's proficient in Shuriken (yeah terrible range but you can have a ton of them). Figure keep 8 daggers, 11 darts, and pouch of 50 shuriken. First round prob not within melee range in all likelihood so if 20ft or less throw 5 shuriken and 5 ft closer. If further than 20ft then throw 5 darts and 5ft. After that they should be in Melee range so quick draw daggers and start fighting. IF you drop them chuck the daggers at next closet and depending on range use darts or shuriken to crab walk over to them, quick draw the next set of daggers and engage melee. Repeat until they're dead or you are. Once done pick up your daggers and darts and you're ready for the next combat. If you're on the run you might just use the shuriken and lose a couple daggers, or spend the move action to sheath since you're not in anyone's threat range if you're looking at throwing. Biggest question still is does double slice effect off-hand damage with thrown weapons and does the Two Weapon Rend feat come into play if you hit with a weapon thrown from primary and one from off-hand in the same round. RAW doesn't say anything about having to be melee, flavor of the text and names seems to point towards melee. ![]()
![]() I've been eying something like this for a while and have some questions on other TWF feats. Feats had by said fighter, lvl 11. BAB 11
Attacks 16/16/11/11/6 TWF
So beginning of the round he hits with one dagger in melee and kills his opponent. Looking around the closest target is 10 feet away, so he can't 5 ft and continue his full round attacks. However he can throw his daggers at the target which is 10ft away. So, he still has 2 main hand attacks at +11 and +6, and 2 off-hand attacks at +16 and +11. Main Hand +11 hits, +6 misses, Offhand +16 hits, +11 hits. He throws the two daggers and then uses shuriken for the last 2 attacks. He then takes a 5ft step closer to target. Next round the target stays where he is so the fighter quickdraws 2 daggers and 5ft steps and begins with melee again. This should all be fairly basic and ok by the rules. I was wondering though is Two Weapon Rend RAW since it doesn't say it has to be melee and that's how all of the other TWF feats have been interpreted in order to do this? Do you get full damage on off-hand thrown weapons if you have Double Slice. This might be a bit jumbled so point out the loop holes and I'll try to close them. ![]()
![]() Hmm.....I guess under normal circumstances this might not be that bad of a spell. Seems like someone went "Man, rangers are getting hosed. Say, I like the paladin's smite ability....I wonder.....". Granted it really only breaks when you get to 15-20 where alot of things start breaking down but you've got more options to use your "psudo-smite" and get dodge instead of deflection AC bonus (if you take favored defense), any alignment, bonus to your CMD and CMB, and more times per day, plus you can just get some pearls of power and you get even more uses. That said you'd also need to pump everything into a single FE which in most cases will default to human. If you add to this race Halfing and that the Favored Class variant Ranger +1/3 Dodge AC against FE you're really stacking it up. Granted it is situational but there's no spell resistance or save needed. Swift action means flip on before you full attack and you're gonna make a Paladin cry as you wade through the BBEG without a second thought. Yes the paladin get's 10 more dmg but think of the AC boost you get as soon as that flips on. Paladin smites and his AC probably won't change much since he'll have some other type of deflection bonus. You cout out AC a fighter (kinda dependent on taking halfling though so not that good of an argument I suppose). I guess it just seems a little to easy to abuse, but then there are alot of things out there that are. Just my thoughts. ![]()
![]() I'd have to agree with not using it as much. I've got a lvl 10 Paladin and I've used it probably 3 times. (One of them was to put Merciful on it so the person who attacked us wouldn't die and then I hit him once to give him a cushion and tried to disarm after that) I'm not sure going to a swift would be necessary after you change it to a move action. I guess it would be the nature progression of things but I think it's part of the balance against being able to call up some nice abilities anytime you want and not have to pay out the nose for them. I'd love to see this since Divine Bond was something that brought me to think about playing a Paladin and haven't really used it but swift would be to much I think. Hmmm....this wouldn't help for speed of casting but what about combining this in with LOH. Casting Divine Bond takes 4 uses (you get +4 LOH at each time you'd get the ability to cast Divine Bond). This way you could get some LOH use or Channeling out of it so Divine wouldn't seem like so much of a waste. Although if you know you're going into a fight you can always call it up while everyone buffs but it's been forever since we've had that happen in a campaign. ![]()
![]() I see Monks more of a disabler or distracter that a front-line fighter. They work great in taking out that nasty spell caster that's messing with your tanks or keeping your caster pinned down. My biggest contention with them is when you start getting out of the medium humanoid races. Hard to grapple a Fire Elemental/Stone Giant/WereBear. CMD was a much needed change but still just seems way to inadequate once you get out of the humanoid races. A ring of Freedom of Movement has become the one must have pieces of equipment every character I EVER make in PF will have. Could just be our GM though. I digress on that and back to the monk. I really like the monk, being able to not depend on weapons and armor is a HUGE plus. Surprised in the middle of the night, no armor on and your axe is across the campsite? Heh, no problem I just need (or don't need) the shirt I slept in and I'm as good as I was when the group was awake and ready for a fight. Saves are awesome, BAB and # of attacks with flurry is sick, healing yourself is always nice. To me they're very situational and you can't go into playing a monk thinking you're gonna Bruce Lee everything and be the best fighter. You play a disabler and support. Play with the trip, disarm, grapple route and I think they become more fun. ![]()
![]() Somewhere we gained an extra 11 years on the RPG scene since the beginning of the post eh? :) Anyways, I have played the occasional min/max character and ever since have been called "here comes Mr. Min/Max" as a running joke within one gaming group. Now part of the enjoyment I get from the game is building a character who is the best it can be. I mean if I wanted something average that didn't really excel at much why would I play a "fantasy" game? I mean wouldn't that just be real life? It's natural to want to play someone who can do things better than you, faster than you, or simply something that you could never conceive you could do. Playing the "challenging" character can only go so far. In one group we never use arrays and in doing this I've had some pretty sweet rolls but I've also had some multiple under average stats. You take what you have and go with it. Just because you put a 5 page background in it doesn't mean you get any further abilities and powers. You can roleplay it up to no end and still get wasted in the first couple rounds of a fight. At which point you can RP yer heart out as being unconscious. I think it really depends on your GM's play style. Yeah, a few super powerful characters can mess with the game balance but it usually seems to offset itself the longer you play. Big stats and carefully picked feat progression seems to average out once the higher class abilities start showing up. Mr. 18 in 3 stats with levels of Ranger(4) (TWF/Favored(Orc)), Rogue(4) (backstab/steath), and Cleric(3) (buffing/healing) really doesn't seem that great after he's been waltzing through low lvl orcs and he runs into a lvl 11 Human Wizard casting 6th level spells at him. I've only been playing for 20 some years but as I've played I've evolved in my playing style from a simple game we just made up in our heads as kids to something more complicated which involves definitive rules, dice, and figurines. Heck anytime you include dice there's gonna be math. RP can only go as far as the first roll of the dice. You could spin a tale so cool that your mother wouldn't believe it's your but if you roll a 2 on your disguise check you're still gonna be recognized. Hand out arrays for stats, ban anything other than core rule books, ban prestige classes, remove exotic weapons, etc, etc. There are plenty of ways to curtail Min/Max'ers. All you need to do understand what they're doing and counter is so that they do not become the overlord of the group yet keep it fun for them. A GM's job was never said to be easy, fudge the occasional roll, pad a stat, give an extra ability. No one said a GM can't Min/Max either. One campaign I remember I had someone spec'd out to be VERY hard to kill in physical combat but was mainly a Rogue. He could do huge amounts of damage with backstab when certain conditions where met and get away when needed. Well here comes Mr Death Knight. Power Word Kill is a very hard thing to counter without the hit points. At first I was extremely angry I had been chumped like that but then realized the GM was basically telling me "Look what I can do" just like I did to him. Now I had an arch nemesis and the character then had his own flavor and RP because of this and it remained fun for all.
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