I like the new critical system, which makes the game play more dynamic and interesting by adding effects to your fails and successes, and I believe this system should be integrated with the proficiency system.
Heres what I mean, as it stands a player who is untrained gets a lvl-2 mod to their roll, while someone who is legendary gets lvl+3.
Just a reminder: Legendary is "Familiarity is so high you'll go down in history" while untrained is: "little or no knowledge in the statistic".
If we assume both these characters are level 3 and attempt a dc 12 skill check here is the chance of success
Untrained: 50% (succeeds on an 11-20)
Legendary: 75% (succeeds on a 6-20)
Now I have to say, any action which gives an untrained person a coin flips chance to succeed, should prolly be an auto success for that person who is legendary.
So, now that I've outlayed the problem how do you fix it? Well its rather simple: (see next post)
There seems to be an issue with the wording on Spring-Heeled Style. The feat requires either "shot on the run" or "spring attack" to take, but does not actually work with either of those feats. I believe this to be an error.
Spring-heeled style:
If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus feats from Mobility against attacks of opportunity provoked by making a ranged attack or loading a ranged weapon
The wording of this feat requires a move action, but shot on the run and spring attack are full-round actions. The later progressions of this feat specifically work with shot on the run or spring attack.
Am I incorrect in my assessment? If so please explain, otherwise please mark this for faq
Can the attacks triggered by combat patrol be used to make ranged attacks? Normally you don't threaten with a ranged weapon, but combat patrol increases your threatened area. So would it effectively increase your threatened area with ranged attacks from 0ft to 5ft?
Combat Patrol:
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
There was an FAQ ruling about TWF and Two-handed weapons that I still had
a question about because of its wording. Here is the ruling with the part I'm curious about bolded
FAQ Ruling:
-
Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?
No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks
---
So as it says the reason you can't use an armored gauntlet or armor spikes is because your hand is occupied wielding the two handed weapon.
However with the Monk or Brawler's unarmed strike, they are able to make the attacks with other limbs.
Monk's Unarmed Strike:
A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed.
Does this mean a monk or brawler could use TWF with a two-handed weapon and still make the other attacks as part of TWF
Also just as a precaution, I AM NOT asking about using weapons with brawler's flurry OR flurry of blows
It has also already been ruled that multiple unarmed strikes are possible as part of TWF
TWF/Unarmed FAQ:
Unarmed Strike: Can I use two-weapon fighting to make two unarmed strikes in one round?
Yes.
Both Elusive Target and and Elusive Redirection require an immediate action, which you can't do. Shouldn't the wording on Elusive redirection not require an immediate action?
Are there any rules for allowing an attack to hit you? If I wanted to get hit by an attack that someone aimed at me, what would my AC be? For melee I assume it would be an auto hit (maybe), but what about for ranged attacks?
Are you considered mounted while riding vehicles?
-This question is really unclear as far as I can tell and is important for a build I'm trying
While riding in a light chariot pulled by your animal companion, can you use things like mounted combat?
-Even if the answer to the first question is yes, you might not be mounted on your animal companion. However since it requires a ride check to direct the mount, I don't see this as being any different then directing them while in a chariot.
Appreciate answers that are RAW, but if none are available I'll defiantly consider RAI and opinions and take it up with my GM.
I'm looking for a way to optimize vehicles, specifically a heavy chariot. I plan to have two animal companions pulling it (via packlord druid) but I haven't really found a way to mitigate the DC 20 Handle animal check needed to operate the chariot. And theres only two feats which make this easier (Skilled and Expert Driver)
I also find it weird that theres nothing for mounts which pull vehicles (at least nothing I found) Is anyone aware of any classes/archtypes which are built toward vehicles? Maybe something I missed?
Is there any reason one couldn't have a Tiny Sized Druid animal companion? All of the listed one start off as Small or Medium. It just seemed odd that there aren't any tiny ones
Ice Missles (Su): The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist's Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.
What type of action does this Arcanist exploit use? Attack action? Standard?
The Feat improved impaling critical reads as followed (bolded important part):
Improved Impaling Critical:
While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon’s damage dice result once per round at the start of that opponent’s turn.
If I impale a person multiple times with different weapons, is their movement halved each time?
40 ft of movement would become 20 after 1 impale, which would become 10 after 2, which would be 5 after 3.
If I have an ally who uses the Shadow Evocation spell to cast an illusory version of Darkness and my ally has told me beforehand that he will be doing this, do I need to "roll to disbelieve"?
-Crane allows lower attack penalties for fighting defensively
-Mantis increases DC of stunning fist
-Combat Style Master allows switching between styles as a free action
Can I:
1) start my attack in crane style, declaring i am both fighting defensively and using stunning fist
2) manage to hit with my attack, at which point i switch to mantis before the stunning fist is rolled
Say you have the following setup, where A=attacker, P=provoker, D=destination, and S=empty spaces
SSS
SAS
PDS
When the provoker moves to the destination, and the attacker gets his AoO, does the attack happen when the provoker is in the square "P" or the square "D"?
This is kinda a weird question (and I'm honestly not sure if its in the correct catagory so feel free to point that out).
Is there anything mechanical that gives additional benefits to narrowing your craft. For example, I can take "Craft(Weapons)" and be able to craft any weapon I want.
But say I want to be the very best at making sword, swords are my thing and nothing else. If I take "Craft(Swords)" is there anything from any of the books that gives named bonuses for this kind of choice?
As a GM if my players do this (taking a more specific craft over an already existing broad one) I tend to give them the Toilcrafter character trait for free if they do this (even if they are not a Dwarf), but is there anything else that has already been named as something to give such players?
There is some weird wording on the grapple combat meanuver for tying someone up, specificaly in the 2nd flow chart.
Grapple 2 Chart
It states that in a scenario where you: have the person grappled, but not pinned you can attempt a CMB check-10 to attempt to tie them up.
The Confusion I'm having comes from the fact that when you fail this check, it says that "Attacker continues control of the grapple. but fails to tie the Defender up." However normally if you attempt to maintain a grapple and fail, the grapple ends.
How I interpret this wording is: although you failed to tie them up, and have made no roll to maintain a grapple you still have a chance to maintain the grapple (IE by using your move action to do so, assuming you have greater grapple). But if you make no such check before the end of your turn, then the grapple ends.
Am I correct in my interpretation? Has this problem been addressed before? I couldn't find any hard ruling on it.
I am a bit confused on the full-attack action with natural weapons. Is the number of attacks I get based on how many limbs I have? or the number of attacks I receive:
For instance, Say I'm a Catfolk with the Cat's claws racial trail
Cat's Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
and I'm a level 1st level Draconic Sorcerer that has Claws
Sorcerer Claws:
starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small).
Would I get (as a full-attack action) 4 natural attacks? or only 2 because I'm using one of the features? or only 1 because my BAB only allows for 1 attack?
If the answer is the 2 or 1, is there any use for multiple claw attacks from different sources or are they just redundant?
Is there any point (possible by getting a much higher BAB or by having more than 2 limbs) where I could use more than 2 claws if that is the answer?
Whats things/spells/anything allows you to fly? I understand the Fly skill does not give you the ability to fly, simply the capacity to be good at it, so what things give you flight?
Cheaper the better, also if its important its for a level 7 character that has 4 levels in Arcanist and Magical Knack
So I'm a little confused on the wording for Valiant magical weapon property, I've bolded the part in question
Valiant Weapon:
This special ability can only be placed on melee weapons. When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe's weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe.
I'm not sure which of these things it means:
a) When you use the challenge ability the weapon deals 1d6 of damage
b) When you hit your challenged foe you deal 1d6 extra damage
Its worded in a way that leads to a, however that doesn't really seem to make sense to me, also it says "an additional 1d6 of damage" which seems to imply that it add onto the damage which challenge normally does on hit.
I'm not sure If I'm doing this 100% correct so bear with me:
First off
Arcanist: Advanced Class Guide core class, Arcane Reservoir:
The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature
Secondly
Arcanist: Advanced Class Guide core class, Consume Spells:
The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed.
Thirdly
Arcanist: Advanced Class Guide core class, Dimensional Slide:
The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement.
Lastly
Character Trait: Magical Knack:
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Assuming a level 3 character with 1 level in Arcanist and Magical Knack on Arcanist class, as well as at least 16 int you get the following:
6 Maxium Arcane Reservoir Points with 2 to start with.
3 level 1 spells, 1 level 2 spell, and 1 level 3 spell (totaling 8 possible Arcane Reservoir Points)
A dimensional shift range of 30 feet with a total of 10 shifts per day (6 in a single encounter)
The text for dirty trick reads as follows, with the parts I'm concerned about bolded, and in this scenario lets assume I have Improved Dirty Trick:
Dirty Trick Text:
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:
blinded, dazzled, deafened, entangled, shaken, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.
Here's what I'd like to know
1) When it says "1 round" does that mean till the start or till the end of my next turn? (probably easy to answer question)
2) When the enemy spends a movement action to shake off the effect while they are next to me, does that provoke an Attack of Opportunity?
The reason I feel this 2nd question to be true is two-fold
a) If this were not true dirty trick would have little benefit in a fight compared to other similar feats such as improved trip and improved disarm which use a standard action to very much tip the scales in your favor
b) Thematically it would make sense for an enemy to have to move out of the way before mending the effect. If I see my enemy trying to rub the sand out of his eyes that I just put there, then you had better believe I'm going to smack him while I have the chance.
In the end I'm sure this is to the GM's discretion but I was wondering for some input on this question.
Starting town: Omnisha (Permata Controlled)
On the edge of Permata's territory lies the town of Omnisha. Every 5 years this town holds a festival to commemorate the redrawing of territorial lines in the Warlands. Champions from each of the Island's factions come to compete in Olympic-style competitions to test their skills and prove their supremacy. Merchants from all over come to sell their wares, weather they be Food Vendors or Guildleaders. The event lasts a month and allows for all kinds of travelers to partake of the festivities.
Near the Eastern entrance of town lies an inn known as the Three-Legged Mule. It's a rather large inn, built for the large capacity needed for the festival, and includes its own built in bar and tavern. Tonight their is a performance by none other then the famous Many-Face Mortey.
Many of the clans, groups, and guilds are present at the show, enjoying a pint of meed and generally trying to enjoy the festivities.
Among these multitudes of groups lies a table with a peculiar mishmash of adventurers, seated together because they didn't have a group of their own. Silence penetrates the table until a human waitress wearing a low cut red and brown dress comes up to the table
"Is there anythin' I can getch y'all to drink before the show?"
(This is a time for character introductions and inter-conversation, feel free to respond to each other and not wait for me. If you'd like go ahead and make a perception or knowledge check of your choice, noting anything you'd like to know or are looking for)
I have been working on my own Pathfinder Scenario, given my own world with its own groups and factions. I am looking for a group of adventures who would be interested in helping me flesh out this world a bit, fill it with interesting NPCs, scenarios, encounters etc. Much of this run will be experimental and not as well crafted as some campaigns. I would plan to test-run this campaign starting around Dec 15th.
As a GM I favor RPing with a decent amount of encounters that flow with the setting and try to more story driven then random. (I've played too many campaigns where I was suddenly attack by Random Monster 17, even though random Monster 17 didn't fit with the area or have to do with the current job/quest)
Races to choose:
Core Races, Orc, Minotaur, Warforged, Kitsune, Lycanthrope, Elf-Orc (more details on this one later)
Classes:
Those available on the Paizo site, Tinker (more details on this one later, will be one of the things that needs play-testing and appropriate balancing) Any Divine Class will have limitations on race selection (more details later as well)
Stats:
Either 25 point buy or 6 sets of 4d6 dropping lowest dice.
World Details:
The setting is a small island country isolated from any other civilization.
The Northern region consists of heavy forests, controlled by an honor driven warrior faction. They seek death through battle, and view the concerns of other factions as petty and unimportant.
The Southern region mostly consists of an expansive desert known as the Deadlands. The weather is smoldering, reaching over 150 degrees in some places. The animals which inhabit the region are hunters by nature and kill on site. But the area truly gets its name from the inhabitants, for only the truly desperate and cutthroat would find comfort in this region.
The Central-Easterner and Westerner regions contain mostly war-torn plains and grasslands. Factions are at constant war for territory and supremacy. Several prominent factions find their home amongst the carnage, glory, and even profit that comes with war.
On the edge of the island, on the far East coast holds the Country's largest city, Permata. While the other regions are filled with blood and death, the city remains a place of safety, peace, and knowledge.
More details are to come, This is only an interest check so let me know how interested you guys would be.
If you have a reach weapon in 1 hand (a whip) and another weapon in another hand (dagger) and someone from 2 squares away moves 1 square toward you, do you get an Attack of Opportunity?
(this is assuming they don't take a 5-foot step)
.
M= me
E= enemy
{}= space
Start:
M {} E
End:
M E {}
Similarly If you only have a reach weapon do you get the attack of opportunity?
If your mounted while in combat, do the opponent creatures attack you or the mount or they choose or both?
Similarly if your on a mount and said mount is charging, if attacks of opportunity are provoked do they attack you or the mount or they choose or both if they have enough attacks of opportunity
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points
It says per Hit dice, now if you multiclass does this count only barbarian class levels? or all levels?
Example: Bard 3/Barbarian 1 uses rage does he get
a) +8 hp in rage
b) +2 hp in rage
Lets say I go into a tavern. None of the NPCs are hostile toward me, but its a small town and people might recognize an new addition to the tavern. What kind of roll should I roll if I wanted to go to a corner of the tavern and go unnoticed? Not like I want to be invisible or stealthy, but that if anyone glanced at me they would think nothing of me.
Would it be stealth? (since I want to go unnoticed)
Deception? (since I'm making myself out to look unimportant)
Disguise? (since I'm "disguising" myself to look like a part of the crowd)
And then what would DC checks be like in that situation
A friend of mine and I designed our own custom RPG and wrote up a Game Guide and Character sheet.
These can be found on these google docs:
Game Guide https://docs.google.com/file/d/0B65hsdfg4KEMczZBMW5TRXZmc00/edit?usp=sharin g
Character Sheet and Game Map
https://docs.google.com/file/d/0B65hsdfg4KEMLUhrN1RMYjNuNms/edit?usp=sharin g
The RPG is based of Type-Moon's Fate Stay/Night and Fate Zero universe.
I am checking to see if anyone is interested, and even if you're not, input to improve the game would also be appreciated.