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1 person marked this as FAQ candidate.

As far as I can tell, the relevant rules:

1:

PRD wrote:
Ending Your Movement: You can't end your movement in the same square as another creature unless it is helpless.
2:
PRD wrote:
Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
3:
PRD wrote:

Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than itself.

A big creature can move through a square occupied by a creature three size categories smaller than it is. Creatures moving through squares occupied by other creatures provoke attacks of opportunity from those creatures.

We also know that a creature of Tiny size or smaller must move into the space of another creature in order to attack, as it has natural reach of 0ft.

While neither 2 or 3 specifically says it is an exception to 1, it is probably safe to say that at least 2 has to be, or else it would be impossible to be scratched by a cat. Can the same be said for 3? It lacks the word "into", which would imply that it only allows a halfling (small) to move through the cloud giant's (huge) space as long as he goes all the way through and doesn't end his move in the giant's space. However, this gets a bit weird if both halfling and giant are under the effect of reduce person. Now, even though their relative is unchanged, it would seem that the halfling (now tiny) CAN end his move in the space of the giant (now large). That doesn't make sense to me.

So, how exactly does this work?

Is there already an FAQ or errata about this? Have any of you encountered this in your games?


My group is nearing the end an AP, and looking forward to starting the next one. I've been kicking around roughly a thousand character ideas, but I'd love to hear what creative things you all might have to share.

For this campaign, only CRB races and classes are allowed, minus paladin and plus cavalier. Feats, archetypes, spells, prestige classes, and so on are allowed from the CRB, APG, UM, UC, ARG, Inner Sea World Guide, and possibly Paths of Prestige. The group so far looks like it will be:

- cleric of Gozreh going for Storm Kindler PrC
- conjurer wizard specializing in making magic items
- crossbow fighter
- cavalier
- whatever I end up playing

I'm hoping for a character that will have something to contribute both in and out of combat, and who will ideally have some options when it comes to fighting. Hit me with your best ideas!


I was starting to look at the crunch for a character concept I had, and ran across something that seemed unclear.

Specifically, how does the sensei's Mystic Wisdom ability work in conjuntion with the non-standard ki powers granted by the qinggong archetype?

PRD wrote:

Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).

At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei's level and last 1 round. This ability replaces the bonus feats at 6th, 12th, and 18th level.

Bolded significant portion. Obviously, there are some ki powers that a common sense test shows don't work with this ability. You can't affect each ally within 30ft with scorching ray. But, can you affect all allies within 30ft with remove disease at 12th level? What about using Mystic Wisdom to affect an ally with barkskin at 6th level? The "self only" on the barkskin ki power obviously prevents it from being used normally on an ally, but Mystic Wisdom is specifically designed to let you affect allies with monk abilities that typically only work for the monk. My reading of the rules is that you can do both of these things. It seems powerful because some of these things are unusual things to be able to do, so I've been looking for something that contradicts me, but so far I haven't found anything. Does anyone have any insight they can share on this?


I remember hearing somewhere that there was some kind of errata saying that the trip weapon property now adds a +2 bonus to trip attempts made with the weapon. Is this true or was the person I heard this from full of baloney? Does anyone have a link to this errata?


I have a concept for a character inspired by "skyclad" Celtic warriors. He would be a high-str melee character, who wears no armor (but probably, unlike his historical inspiration, some pants) and fights with a greatsword alongside his wolf companion. He may also have some magic (probably divine), but this isn't essential.

Problem is, I haven't come up with a good way to get all these things in a way that they work together well. Full optimization isn't necessary, but the character does need to hold his own as a contributing member of a team.

I'm limited to CRB classes -- plus cavalier -- but can use archetypes, spells, and feats from the CRB, UC, UM, and possibly the Inner Sea World guide. And before anyone mentions it, I know of boon companion, but I don't know what book it's from and I probably don't have access to it.

So, how would you go about building this character?


So, I really like the set of mechanics that the inquisitor has, but my hold-up to actually playing one is that I haven't been able to come up with a solid roleplaying concept for one that doesn't veer sharply into the unrelenting and brooding territory of decidedly juvenile melodrama.

Maybe you guys can help with some more well-rounded ideas for inquisitors. I'm not super interested in mechanics here (though they can certainly inform the roleplaying and vice versa), I'm mainly looking for concept. If you played an awesome inquisitor, or someone in your game did, let me know.


I keep seeing the name of this ability (feat? trait? alternate class feature?) come up whenever someone mentions animal companions. What is it and where does it come from? I can't seem to find it in the PRD.


I'm thinking about playing a barbarian in my next Pathfinder game, but an issue I often have with playing any "front line" character is that they typically lack a worthwhile plan B. A barbarian might destroy enemies in melee combat, and have an OK set of skills (depending on race, Int, etc), but in a fight where melee is not an option (flying bad guys at lower levels is just one example, and flying is a very common part of "boss" bad guys' kits) they end up twiddling their thumbs. I always make sure to pack a ranged weapon, but just being proficient with a longbow doesn't mean you'll be all that effective with it, especially when damage reductions are involved.

What are some strategies you guys enjoy for making a front liner with something to contribute when melee combat is infeasible? My group typically uses CRB, UM, UC, and APG. I prefer not to fully optimize; I just want to make a meaningful contribution to most encounters, combat or otherwise.