Mask of the Mantis

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I couldn't find this addressed anywhere:

P. 10 of ultimate intrigue says:
"A vigilante’s two alignments cannot be more than one step
from each other on a single alignment axis. For example, a
vigilante with a lawful neutral social identity could have a
vigilante identity that is lawful good, lawful neutral, lawful
evil, neutral, neutral good, or neutral evil."

But according to the core rules Neutral Good and Neutral Evil would be two steps away since they are diagonal on the table:

Core Rules p.166

"Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity."

you can see the table here: http://paizo.com/pathfinderRPG/prd/coreRulebook/additionalRules.html

Am I missing something?


I'm going to be playing in Iron Gods soon and I'm playing a gunslinger. I'm debating between playing the Pistolero or Techslinger archtypes. The Pistolero has extra damage at lower levels but the techslinger has more versitality in the types of firearms they can use, like being able to use heavy weapons as firearms at higher levels.
Any suggestions as which may be a better choice?


A character in my game found a secret room with treasure in it and wants to try to stuff 330gp from a chest in to his pockets using slight of hand without the other PC's knowing. Slight of hand is just for small pocketable items not a huge amount of coins would stealth be more appropiate? Also what type of (huge) minus should I give to his roll?

Bonus question: Would you consider this an evil act or just chaotic? (His alignment is CN.)


I wonder if this works. I would like to carry a tower shield until i get in charge range of my enemy. Then as part of my move/ charge action drop the shield as a free action and ready my greatsword. Does the move of a charge qualify for those free actions? From the way I'm reading it, it works as long as I charge as a full round action and not a standard action, but it doesn't really say it in the rules.

Another semi-related question if I us a tower shield for total cover does a ally behind be also receive total cover?

We recently faced bad guys with lots of ranged attacks. :)

Draw or Sheathe a Weapon:

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. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Ready or Drop a Shield:

Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or drop a shield as a free action combined with a regular move.

Charge:

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.

Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.

You can't take a 5-foot step in the same round as a charge.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.


This universal school ability reads as:

Hand of the Apprentice (Su): As a standard action, you can
summon a ghostly hand to do your bidding. This functions like
mage hand with the following changes. When summoned, the
hand can draw a weapon on your person as a free action. The
hand can be directed to make a single attack against a foe within
30 feet, using your base attack bonus plus your Intelligence
modifier for both attack and damage. The hand does not
threaten foes and does not make attacks of opportunity. You
must concentrate on the hand each round or it winks out,
returning any item held to you before it disappears.

I had some questions: is the wizards limited by size? I assume it limited to a 5 pound weapon but can a small wizard carry around a medium weapon and use that to bash people? Can they use any weapon or only weapons they are proficent in? Can you trip or disarm using this weapon? If so, how do you calculate your CMB? Does it have to be a one handed weapon? Can you use a ranged weapon? Can i use this hand to fire a bow? What about a composite long bow what "strength " does it Pull at?

I could probably think of more questions this ability difenatly could be written with more clairification. my suggestion:

Hand of the Apprentice (Su): As a standard action, you can
summon a ghostly hand to do your bidding. This functions like
mage hand with the following changes. When summoned, the
hand can draw a one handed melee weapon on your person as a free action. The hand can be directed to make a single melee attack against a foe within 30 feet, using your base attack bonus plus your Intelligence modifier for both attack and damage. The Wizard need not be proficent in the weapon to weild it with hand of the apprentice. The weapon can be of any size catagory (a small wizard can weild a medium sized weapon for example) but the weapon must weigh 5 pounds or less. The hand does not threaten foes and does not make attacks of opportunity it also cannot be use to trip, or disarm a target. You
must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.

This would make this ability scale up usefull at higher levels as the wizard can invest the money in mithril weapons. :)


(I accidentally originally posted this in the General discussion area, I relaized it should go here.)

The 8th level ability given to universal school specialist wizards needs some clerification. How does this ability work with Sudden maetmagic spells.

My friends and I were making characters to test out pathfinder and one person choose a Universal wizard. When looking at her character build she laughed evily realizing that she could use this ability to sudden quicken 10 extra spells a day (she was 10th level.) I read it and inturpited it that "no she can't", a 3rd person read it and said that she should have to use "extra uses" as if using the normal quicken spell feat...

We all agreed that this ability needs clearification on how it works (or dosent work) with Sudden metamagic feats. I would suggest this be addresses in one of the upcomming revisions.

Thanks


The 8th level ability given to universal school specialist wizards needs some clerification. How does this ability work with Sudden maetmagic spells.

My friends and I were making characters to test out pathfinder and one person choose a Universal wizard. When looking at her character build she laughed evily realizing that she could use this ability to sudden quicken 10 extra spells a day (she was 10th level.) I read it and inturpited it that "no she can't", a 3rd person read it and said that she should have to use "extra uses" as if using the normal quicken spell feat...

We all agreed that this ability needs clearification on how it works (or dosent work) with Sudden metamagic feats. I would suggest this be addresses in one of the upcomming revisions.

Thanks