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I noticed that the action to switch grips has been changed to a Swift action which I thought would prevent casters from easily weilding two-handed weapons and casting. But I can't find anything about somatic components or needing a free hand to cast. Do you need to have a hand free anymore, or can you cast spells while weilding a rocket launcher?
Break Enchantment uses rules identical to dispel magic to make caster level checks (1d20 + caster level, DC 11 + Effect's caster level) to remove enchantments, curses, etc. But it doesn't say to make a dispel check like Dispel Magic does. Does this count as a dispel? Does it benefit from feats like Dispel Focus? If I use it to remove a polymorph spell from an opponent does my Destructive Dispel take effect (in this case does it count as a targeted dispel)?
Hey guys, I'm playing a trip-specialist hunter in Iron Gods and that adventure path is doing its best to make sure I never trip anything despite my best efforts. As a result, I've been considering choosing not to power attack during my turn to make sure my trip works and then let my party do most of the damage. My question is this: If I take furious focus, can I choose to ignore the penalty from power attack on my first COMBAT MANEUVER of the turn, so that my trip attempt is made at my full BAB?
We have an unchained Rogue in our party looking to play around with the Weapon Snatcher Advanced Talent, but it's getting tough to fit Skill Focus (Sleight of Hand) into the build without giving up a feat. There's room eventually, but not until the campaign will be nearly over. So my question is: Is there a non-feat way of getting Skill Focus? Like, for example:
Ideally it would be accessible before level 10. The character is a Tengu Unchained Rogue who specializes in the use of the Estoc.
I'm looking at the Strike and Seize One-Handed-Weapon Trick from the Weapon Master's Handbook, and wondering how some of the nuances have been interpreted, because it seems quite powerful and quite cool to to me. Lets start with the rules
Spoiler:
As a standard action, you can make a single attack with your weapon and attempt to perform a disarm combat maneuver with your free hand, taking no penalties for two-weapon fighting. Disarm
Spoiler:
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack. If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
I have the following questions 1.) If I'm using my free hand, do I take the -4 penalty for being unarmed? Or am I considered armed with the weapon in my other hand? 2.) If I succeed, do I get to pick the disarmed item up automatically, as when disarming without using a weapon? 3.) If I fail by 10 or more, do I drop my weapon? 4.) If I have weapon finesse and/or a finessable weapon in the other hand, can I apply my dex mod to my CMB check instead of strength? I should be able to do that if I were using the weapon, right?
Hey guys, We're booting up an Iron Gods campaign here in a bit, and one of our players has expressed interest in playing a Heavens Oracle. That is a recommended mystery in the player's guide, but there is some concern about the majority of enemies being immune to illusions, mind affecting effects, or even just straight up magic. Is that the case? No spoilers, please, but can anyone with iron gods experience advise on whether a heaven's Oracle would be a good option? Are there enough targets for the pattern spells to hit? Thanks.
Hey guys, We're about to start up a kingmaker campaign and one of our characters wants to play a Tengu combatant, so we're looking for (spoiler-free) advice about what to run, or just cool Tengu character ideas. Archer inquisitor seems obvious, but with the prevalence of the aldori dueling sword in this campaign, I was thinking unchained rogue (automatic ADS proficiency from being a Tengu) who took the sword lord trait. Our other frontliner will be a Hunter who specializes in tripping people and hammering them with AOOs. A rogue with outflank and paired opportunists seems like a good match to the wounded-paw-gambit Hunter. Gang up also seems great considering the hunter and animal will always be working in tandem. Anyone have sweet build ideas, or advice for a Tengu bruiser? Open to any class except druid or Oracle which were his last 2 classes.
I've been looking into a trip build for the Hunter since his access to teamwork feats like pack flanking, outflank, coordinated maneuvers, and tandem trip seem like a pretty solid start. The big issue I see with the build is the inability to get to Large size with the Hunter spell list (enabling you to trip huge opponents). Is there a way to get a Hunter that can reliably increase his size without reaorting to a lot of potions?
Has anyone played an unchained rogue with a two handed finesse weapon? Like an estoc, ECB, or EBS? If so, how was it? I'm considering the style for a new character and cant decide whether a two hander with power attack or the TWF route is the more attractive one. The estoc in particular seems appealing since you can one hand it in grapple situations. Any input?
Hey guys, My group just picked up a book of Infinite Spells from a module we ran, and I was hoping someone could help me out with some of the fine print, because I can't find any discussion on the topic. So, when using a book of Infinite Spells 1.) What is the caster level for the spell? Minimum CL to cast? Caster's CL? Book's CL?
Thanks
Hey guys, We have a player who's running a Dwarf with a few of the Cleave feats selected (Cleave, Goblin Cleaver, Orc Hewer). The Giant Killer feat has too many prereqs, so we're wondering if there's a way to reliably get to Large size, to let him cleave Large or smaller opponents without worrying about position (plus the range boost from being bigger is always nice for cleave). Other than a wand of Enlarge Person, what options are there for getting bigger, or even just being treated as a larger size for the feat (the way that Powerful Shape lets you act larger for combat maneuvers). Any obscure feats, or easy-to-find magical items that would do the trick? Thanks.
Hey Guys, There are a few threads that discuss whether or not you can cast magic vestments on a suit of summoned armor from the Oracle's mystery abilities like Armor of Bones. Has there been any comment from the designers, from the FAQ, from Sean K. Reynolds, ANYTHING official? I ask because our GM is on the fence about allowing it in our game, and a designer comment would push him one way or the other. Anyone know of anything official about the combo? Thanks
We just hit level 10 and we were given a large amount of gold to spend on whatever we want. My bomb-focused alchemist has all the basic stuff: Spoiler:
Ring of Protection +1 Cloak of Resistance +3 Amulet of Natural Armor +1, Belt of Dex +2 Headband of Int +2 +2 Chain Shirt +1 Longbow Bracers of Archery So what should I spend my 20k on? I can always upgrade my core items, but I'm wondering if there's anything cooler that I should get now that I have enough money. Any advice?
I picked up Dwarves of Golarion and was satisfied with it because it had a number of new feats, traits, and weapon options for the race. The reviews for GoG are less enthusiastic, though, so I'm wondering if anyone has a little more insight that what the product reviews offer. Anyone feel like there's some choice material in the gnomes guide?
I've been putting together a stonelord paladin for my next campaign, and I would like him to use primarily Dwarven weaponry. The Dwarven Chain Flail or dern-dergar seems like a good choice to allow you to switch between reach and non-reach while in a defensive stance, but I'm wondering if using the DDD and taking the Darting Viper feat is better than taking Quick Draw and using whatever weapons you want. With the DDD you don't need to upgrade multiple weapons, but with the quick draw feat you have the option to switch to a longbow without missing an attack either, and you can pick weapons with better critical values than 20 x2. Then again, once you've dropped a weapon it's an AOO move action to pick it back up... Any input? Both seem like they have their pros and cons... anything else worth considering?
We're getting ready to reboot with a new campaign here pretty soon, and I would like to encourage the team to stop using the same weapons over and over and over again. Everyone who made attack roll in our last campaign used a Falchion, a Nodachi, or a Scimitar, and then cashed in every other weapon they found for the duration (with the exception of the DR-crushing, cold-iron morning star they each toted). Their reasoning given for this is that extended threat ranges have the greatest DPR, as per the Viking Irishman's Guide to Weaponry. But has anyone actually figured out the amount of DPS you're giving up by switching to a 20 x3 axe or the like? Are we talking about a roughly 12% difference across levels, as indicated by the guide? Does the gap widen or narrow with feats like critical focus and improved critical? I'm curious because I certainly don't want to encourage my players to hamper their own characters, but I would also like to be able to give out a long sword without feeling like it might as well just be gold pieces. Edit: No one uses the Blinding, Deafening, etc. Critical feats by the way, we usually let the party arcane caster handle debuffs.
So speak with dead reads:
Speak With Dead:
You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.
If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature. Emphasis mine. So we had an oracle cast speak with dead on a corpse, and the corpse made it's will save, so the oracle started casting speak with dead again. Does the spell fail automatically because it was cast in the last week, or does that line only apply if the spell was successful? Normally, I'd just call it, but this corpse has some choice information, and whether or not the corpse talks will likely drastically alter the next leg of the campaign. Thanks.
Hey guys, I've invested more than a few bucks in the paizo bestiary boxes for our group, but I find myself using bestiary box 1 almost exclusively. The issue is that that's the only one with a "Monsters by CR" or "Monsters by Type" up on the prd. Is there a way to access the other lists on the PRD, or is there a source you use that has them listed that way? When I want an aberration for a CR 7 encounter, I'd like to know what all my options are before I throw a pair of gibbering mouthers at them. Thanks
I'm playing a 6th level Fell Rider in a campaign, and I'm trying to figure out if there's a good way to make use of the "Fell Presence" special ability.
Fell Presence:
We have access to the Cleric/Oracle, and Wizard/Sorcerer spell lists in our party. Am I missing some great spells, or are there just not that many good fear effects? I saw phantasmal killer, which looked promising in the next few levels, but does anyone have advice on how to get some good fear effects going? I'm not wild about literal save-or-die spells. Advanced Race Guide wrote: Fell Presence (Ex): At 5th level, a fell rider inspires dread while mounted. As long as the fell rider is mounted, all enemies within 60 feet receive a –2 penalty on savings throws against fear. At 10th level and every 5 levels thereafter, this penalty increases by –1. This ability replaces banner.
Hey guys, It looks like there is a great deal of confusion about mounted combat rules in general, but I'm building a 5th level fell rider to replace a dead character, and I was hoping someone could clear up something for me. The fell rider favors making overruns rather than charges, so I want to get rid of Attacks of Opportuinty when I overrun and trigger them on my opponents. To do this I could wait until I get to level 11, when the fell rider receives Deadly Rampage, but I would like to be performing overruns for the next 6 levels. so my questions are:
and if they do work while mounted: 2) Also, do the +2 bonuses from Rampage and Improved Overrun stack? They aren't typed, so I'm inclined to think so. 3) if I make it to deadly rampage does the free attack happen in addition to AoOs from Greater Overrun? finally, 4) if the feats don't apply while mounted, do they apply if I can get them on my horse? I know that's burning a lot of feats in either case, but I really like this archetype. |