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If I suffer Dexterity damage does it affect Weapon Finesse?

Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense.

As RAW no as RAI I would have said yes.

I had a search but couldn't find anything.

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If I take the Night subdomain at first through third level it has a duration of 1 round and standard action to activate.

Does this mean I only get a movement action (per activation) of being "invisible" for three levels?

If I have movement 25 and I tumble do I move 10 or 15?

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I was just going through Sneak Attack rules and got into a bit of a tussle over the wording.
RAW is "The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target."

Now I've always taken that to mean a condition that reduces a target's Dex bonus to AC for example Entangled gives a -4 to Dex.
In discussion I find that most people take it to mean that the sentence should be read "would be denied its Dexterity bonus etc"

So I had a look through conditions and made the following list


(Attacker not target)
Paralyzed (Helpless)

And of course Flatfooted from Surprise.

Bold are where the formula loses/denied its Dex bonus to AC is used, except Helpless where it is explicitly stated that Sneak Attack can be used.
The others all include penalties to Dex (up to -6) but don't use that formula or mention Sneak.

Assuming my original premise was incorrect does anyone know of any more conditions that use the correct formula/mention Sneak Attack/render you Flatfooted?

It seems a bit of a shame that a Toothy Barbarian Pugilist will be unable to take advantage of the Animal Fury extras without (sort of) wasting half of the power.

So I was thinking about allowing the Animal Fury to move the Toothy up a size modifier when used in a rage so d4 to d6 for a medium character. I seem to remember that mechanic being used for a claw feat but I can't pin it down.

Unbalanced or within the RAI? Opinions and reasoning welcome.

The only rule I can find that seems to address this is the bit about losing your Dex bonus to AC when running.
As far as melee attacks go that's fine, you're easier to hit but with ranged attacks?

If You were to create two new groups one containing all trip weapons and the other all disarm weapons; Do you think they would be both balanced and in-keeping with a CRB (& Bestiary of course) only game?

Having recently come across the changes to the use of weapons with trip etc in the FAQ - FAQ Page - first post under "Gear and Magic Items" and and the Blog Blog.

I find that I disagree with the new rules to such a degree that I'm going to have to homebrew a set instead. I use the Core Rule book at the moment though I dip into APG for occasional rules.

I'm working from the following premises:

A Trip can be made either armed or unarmed (Leg Sweep or such).

Trip Weapons should give a positive advantage to the attempt.

As per the present FAQ the only difference between tripping someone with a scythe and a punching dagger is you can drop the scythe if you fail the attempt by 10 or more. Whilst not expecting realism, the mental hijinks I have to go through to rationalise a dagger trip, are just too extreme; especially to make it as easy and as effective as a big hook on a handle.

I've thought about allowing all weapons but at non-proficient if non-trip; But - if you were to exclude daggers etc how would you do it - all light weapons? What about the hand axe or pick? You see the dilemma!

Does anyone have any play tested house rules for trip weapons? At present I'm leaning towards the original "only Trip weapons and unarmed can Trip" as being the easiest to play.

The Count