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What order are Two-Weapon Fighting Attacks made in & what about the extra attack from Haste?

Primary Hand - Longsword
Off-Hand - Sickle (Trip Weapon)

BAB +6, so without the Improved TWF I only get 1 attack with the off-hand.
Obviously I would like to trip my opponent first, then attack with the Longsword (Twice), gaining a +4 to hit, due to a prone target.

But my gut is telling me that the first attack must come from the Primary Hand: Longsword, then Trip with Sickle, then attack with Logsword again (at BAB-5).

When does the Haste Attack come? When you want / Start / End?


1 person marked this as FAQ candidate.

Do I have to take my Attack of Opportunity due to movement on leaving of the first square that I threaten or can I wait? (And hope that they move though additional squares that I threaten.)
I know that if I had Combat Reflexes that the movement would not generate additional attacks, but I would like to wait until they are leaving square '3' before making my attack.

F = Fighter, Longsword
1-4 Movement generating AoA
- Space

1--
2F-
345

Attacks of Opportunity "...Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round ... This feat (Combat Refexes) does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent."


1 person marked this as FAQ candidate.

Can a Spell-Like Ability be used to activate a spell completion or spell trigger item?
I expect the answer is no, given the description of Spell-Like Abilities saying that "Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components)"
If it does grant the ability to activate those types of items then does it allow the activation of items within the same group "Functions like spell X but with these changes" eg Cure Light Wounds / Cure Moderate Wounds & Summon Monster I / II?

I ask this question so that a FAQ can be raised to answer the question in general and not for each class of petitioner (Eidolon, Nature's Ally, Special Mount, Familiar, Fighter, etc)


Feather Token - Whip "A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour"

So what does it (Combat) Stat block look like? Specifically AC Hit Points (Hardness/DR), Attacks, Reach, CMB & CMD.

A Large whip?:
While looking into this looked at the Balor Demon - to me it looks like it is wielding a Medium Sized Scorpion Whip, given the reach with the whip (& The Whip Mastery offsetting the -2 Penalty for wrong sized) which is simpler than the Whip Mastery giving Leathal damage to the whip & the whip counting as a light weapon.


What is the effect of rolling a 1 on the dice when attempting a trip attack? Does it automatically count as failing the roll by 10 or more?

(Last Nights) Fighter CMB +9, Guisarme (reach & trip)
(Last Nights) Target CMD 15

So Dice + CMB (1+9) is less than the targets CMD, but not less by 10 or more. So the attempt failed, but does the fighter have to drop the weapn to avoid being triped themself?

Or another way to ask the question is "What are the effects of rolling a 1 or 20 when attempting Combat Maneuvers"


1: The GM is always Right
2: The GM will accept arguments outside of the session.
3: The GM is only swayed? by Rules as Written or a VERY good argument.

Setup A:
LongBow & Spiked Gauntlet
Do I Threaten the 5' around me? I would say yes, as "Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.", so the hand is free to attack.

Setup B:
Long Spear & Spiked Gauntlet
Do I Threaten the 5' around me? I would say no, as I cannot find the ruling that it is a free action to switch items between hands and the rules governing the use of the

Buckler:
This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.
which drop the shield effect of the Buckler if you do something else with that hand.

Setup C:
Long Spear & Spiked Armour
Do I Threaten the 5'& 10' around me? I would say no, but lots here say yes. I am now questioning myself, given that I would allow the Longbow/Spiked Gauntlet setup to threaten. On refection I would say that you threaten either 5' or 10', but not both.

Setup D:
Long Spear & Spiked Armour & Two-Weapon Fighting
Do I Threaten the 5'& 10' around me? I would now say yes, given the effot (as desribed by the penaties to hit) in splitting your focus bewteen 2 weapons.

So if people can find me rules to back up the statements on Threatened areas while using a weapon that takes 2 hands to wield for the normal attacks, I would be most grateful.


Given Feats can be used to modify the DC of the Spell being cast from a staff - "Using Staves: Staves use the wielder's ability score and relevant feats to set the DC for saves against their spells."
Can MetaMagic Feats with a +0 Effective Level modifier be used? What about MetaMagic Rods (in the other hand).
I know that most magic items, such as wands cannot be modified by feats, but Staves look like they might be an exception, so after searching, I thought I would ask for the consensus on this.


Can a Quadruped Eidolon drop its Free Evolution of Bite to allow it to concentrate on another attack form, such as claws. A 4th lvl Eidolon gets 7 Evolution Points and 4 Maximum attacks with Natural Weapons. This is not about trading the free evolutions (which has already been discussed on the boards and denied), just dropping.

Free Evolutions (Quadruped) bite, limbs (legs) (2)

Drop Bite.
Evoultions Purchased (7 Points)
Limbs (Arms) (2), Claws (Legs) (1), Claws (Arms) (1), Improved Damage (Claws) (1), Scent (1), Skilled (Perception) (1).

This setup allows for 4 x Claws damage, vs 1 Bite, 2 Claws and another Natural Attack. This is aiming towards then Rend ability and is an example with simple numbers.

TL;DR Can Free Evolutions be dropped?