Devargo Barvasi

Drakkiel's page

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While it seems I have to agree with the others that no you cannot. I wouldn't see alot of GM's having a big issue with it. I mean you can take weapon focus (grapple) and weapon focus (blast) (for kinetisist) so I would allow it.

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People on here will give you the Rules

The Rules do not say that you can have your familiar take class levels as they advance as you do in your own class.

Now if you want your familiar to take class levels, that is between you and your GM since he is the final arbiter as to what will be allowed. At this time however, there is no basis for it

Yes you can find rule-breaking things in adventure paths, I just finished (literally last night) running Rise of the Runelords and even in the anniversary edition was able to find rule issues. NPCs/enemies (especially humanoids) are not always written by someone with explicit knowledge of the rules, they write them up as they want them to be and what best fits the story. This is also what a GM does.

So again, its up to your GM as he/she will have to figure out/decide how to keep track of your familiar and change the game based around that. Does the familiar get an equal share of the XP? Does the familiar get equal share in gold? Does your familiar get to decide RP wise that he hates your PC and now leaves of his own accord? Do you continue to gain all the associated benefits from this familiar even though now he is more of a full NPC?

These things are not in the rules so the answer is no, but your GM can easily say yes :)

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let's all take a moment of silence for the dead horse...for even though he is no longer alive...people continue to beat him mercilessly

*sheds a tear*

the pigeon is soon to suffer the same fate

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Tsuto almost caused a TPK by his lonesome in my game...he surprised 2 of the players and stunning fisted one...then beat him in initiative and hit him 2 more times...then using acrobatics got around to the Druid of the group and almost took him down

in fact if I hadn't forgot that he had sneak attack the first character would have just flat out died

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I would toss this to metagaming

The actual damage done is something calculated and tracked outside of game...using that knowledge IN game is disingenious to the game itself

I have played with many that metagame and it is not my cup of tea and not fun me at all

I may know that skeletons have DR 5/ bludgeoning but my character may for me to decide to use my normal mace over my sword that I ALWAYS use is metagaming

I don't see a difference between that and waiting for a damage roll to decide my save...if my character actually sees a fireball go off and decides not to react (save) then he's not my character anymore...he's stupid and probably deserves the damage he's about to recieve

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It's (bonus or extra) (attacks)

Not (bonus) or (extra attacks)

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^ and you must do so using the unwritten rules of self-boxing

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I thought of talking to my GM and taking freebooter ranger instead of fighter for that 7 th level to get their 1st level ability...move action to get a +1 hit and damage isn't least then I gain something from it right?

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He just died...he just fell over dead in front of game it's now been six seconds in he's been dead for six seconds...there is no clear indication of how he died...if you would like to try something please tell me what as if I were your GM

Who is the enemy?

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Bob drops dead in the middle of giving a speech during his best friend's wedding.

Who is the enemy?

Answer that and then I will tell who the enemy is.

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Remy Balster wrote:
Drakkiel wrote:

I was to going to actually give my thoughts at first but I want to now

I agree that if I were in a world where invisibility was a thing and I were in a group or gathering AND someone was killed in front of me (although the blood spraying part is all thematic...could be easily described as stabbing the kidney or severing the brain stem with the blade...almost no blood shown at first until inspected) then yes I would think there was an enemy of sorts

HOWEVER unless I gain see invisibility or have some other way of actually seeing the ninja and am able to keep track of said ninja (not just pinpoint the square) then I cannot honestly say I recognize what it actually is. The ninja could very well stealth after the attack and then disguise himself/herself as a villager or whatever and then wait for things to calm down and murder again.

The way I see it is the ninja has to actually be seen by the potential target for the assassination to fail

Hell assassins get an ability to murder someone in broad daylight in the middle of town square or whatever and no one even notices for a bit

I think a level 10 or higher ninja should very much be able to murder a group of low level people if his/her heart desired...they did work for it

All you have to ask is if the statement "You recognize the ninja as an enemy" is true or not.

If you have recognized that there is an enemy who is killing people in your presence... and it is the invisible ninja who is doing the killing… then: You have recognized the ninja is an enemy. It is a true statement.

And that is where I have to respectfully have recognized the is "something" killing people in your presence...until you pinpoint what it was then you do not know what it was.

If a sorcerer casts phantasmal killer stilled and silenced on someone in a crowded area and no one can make the spell craft check...would the sorcerer be somehow recognized as the assailant? My view is no...for the same reason the ninja is not recognized as well.

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It was brought up before (don't have link for the thread) feats are feats that have the descriptor (combat,style)

The other feats are part of that style'a path but are not themselves style feats and do not have the "style" in their descriptor

If you read the Master of Many Styles bonus feat class feature it mentions taking style feats or alternatively taking a feat in the styles path

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Ravingdork wrote:

*A manacled wizard and sorcerer teleport out of prison*

Wizard: Why didn't you choose to leave your manacles behind when you teleported?
Sorcerer: You can choose!? Wait then why are you naked?
Wizard: Don't judge me.


Changes in Bold

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When people ask question on the rules forum myself (and others I'm sure) try to give answers based on the RAW first and foremost

If I cannot find a RAW answer I look for RAI answers

Any opinion I express here is just opinion and I have that right

If someone wants Advice or a Suggestion on how I would rule it then there are forums for that


There are rules for improvised weapons...however it covers using items not meant for combat as weapons...longspear has its own listing in the weapons chart...the RAW does not support someone using the haft as a weapon unless they have one of the archetypes or abilitylies that allow it

Again this is what I could find based on RAW...RAI I still believe the I mentioned before if anyone could simply decide to use it that way then these archetypes would have somewhat useless abilities

If the OP wants my actual if one of my players asked...I would base it on one of the abilities I could find and then rule from there. I would allow them to do it by using an immediate action at least...and a -5 penalty to attack at least

I am in no way doubting the actual real life ability of someone using the butt-end of a spear to hit someone...there's forums for that on SCA sites

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Darksol the Painbringer wrote:

As far as I know, you cannot Two-Weapon Fight with a Two-Handed Weapon. I could be wrong on this, but I'm pretty sure there was a big argument raised to the Devs about Flurry of Blows and Manufactured Weapons involved.

In addition, the weapons involved must be called out as Main and Off-Hand. I'd assume that if the manufactured weapon was either, you still only get (half of) your modifier to damage and hit, since it must still follow the rules of Two-Weapon Fighting.

Otherwise, as a GM I don't see why not; assuming you can Unarmed Strike with your elbows and knees/feet, with your hands on a Two-Handed Weapon, you'd still follow the protocol. You'd just need to state which type is primary and which is secondary when you do so.

He can flurry with a 2 handed weapon but not 2 weapon fight...even though they are similar

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Nothing says you can't be born as 43 yr old buffalo with levels in every class in the game...

Point being you have to find where it says you can do something when in regards to the rules

The synthesist is still limited to the eidolon’s maximum number of natural attacks....

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Correction to myself...if the roc used flyby attack and grappled using the "hold" option (-20 grapple) then it does not gain the grappled condition and should then be able to finish its movement

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Background story can be good and bad for different reasons



It gives the player a backdrop...something that even during writing the character may help the player flesh out their character more

It gives the GM a chance to see what the player " thinks" of their creation and what direction they can see the character going and what sort of growth is possible

And finally...for RP reasons it helps the GM hold players to their character...and can help people that are new to RPing (the GM and other players can give tips to play the character they want)



Having a fully fleshed character with some crazy backstory can keep players from growing within the world.

Example: a fellow gamer of mine made a character for our new campaign. We started at 6th level. His character was apparently a personal body guard to a sheik or king or something. This creates a few issues in game. First off his character is very confrontational due to the fact that he is used to everyone listening to him in his backstory. Second, this creates the same tension within our group for the same reason. Third, persoanlly i have no idea why anyone that was a personal body guard to someone so important would be with our party

Players adding or wanting g mechanical goodies. This being someone writing a backstory and attempting to brow beat the GM into okaying some bonus of one type or another just because if "fits the character"

Now I'm all for giving something to the players if they write good backstory...but it should be small and should definitely be chosen by the GM

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I agree with Cardinal...the game is already designed for a "normal" character to win...munchkins and min/maxers believe that to win a combat means that you must defeat the enemy in one round...this is not the case and is in fact no fun for myself when I play

Play your character...if anyone complains about your damage output...tell them to roleplay it out...good luck on their character explaining a difference in damage "in game" within everyone thinking they have gone mad

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Nefreet wrote:

Might I suggest taking a break from the forums for a bit? There's a difference between a legitimate debate and creating one out of nothing.

I took a break for a bit and it really does help lol

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Agreed with Chris Kenney
I don't know the rules for drawbacks but if its allowed its only because you found a loophole...I hope as a role player you will not do it and shame yourself :(

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Weapon blanches...keep them on hand my friend

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No he is being a GM...I know a lot of people that dislike the weapon enhancements bypass DR rule...he has every right to disallow it

Did you have a rules question or can we flag your thread to be moved?

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They do not need a FAQ for this...what they need is a flag option to lock the thread or something similar

When you cast the spell you get A free action touch attack to deliver it...JUST ONE

Any further touch attacks must be done as normal actions

There is no one on earth actually confused about this...even you said yourself that we all know how its suppose to work

Threads like this waste time when people FAQ it

Also please read the sticky on page tells you that IF you do wish to FAQ something that it needs to be a well worded question...not a jumble of if this and if thats

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Again for support...Zhayne is correct

My old assassin would toss daggers around if my death attack dropped someone after a 5 ft step kill

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A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.

They target is healed by the amount they would have been healed had they drank the potion/infusion....splash is the minimum

So for CL 5 cure gets 1d8+5 and splash get 2

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Most things in the game unless specified are to go with that

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A good combo, albeit resource heavy, for dealing a LOT of nonlethal damage for a rogue is

Underhanded wrote:

Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Sap Adept wrote:

You know just where to hit to knock the sense out of your foe.

Prerequisite: Sneak attack +1d6.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled.

Sap Master wrote:

You knock the sense out of foes with a well-timed surprise attack.

Prerequisite: Sneak attack +3d6, Sap Adept.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

So lets say at level 7 with 4d6 sneak attack

In one attack you deal your normal damage + 64...dex rogue with an agile sap can get an easy 1d4+5 so average 7 + 64= 71

Now I can't remember for sure but I also believe there was a feat or something that let you simply try to knockout someone but if memory serves it was a fort DC and a low one at that

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There are no rules for custom magic items...there are "guidelines"

Some magic items fall quite far out of the guidelines...this is because they are also priced on their usefulness

This is why I disagree with people when they break down certain items by ability since it doesn't work that way all the time. Yes it makes using those abilities in your own campaigns more difficult to price, but its also up to you to determine how effective that would be in your campaign

So in this case what weapon is he wanting to add the ability to? If its a one handed weapon then it's already more effective than the trident...since he can use it and another weapon, and even attempt to get the ability one both

That is just an have to think about it yourself very hard ;)

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I understand getting to the RAW, but even when you do all rules are supposed to be read using some common sense, even in PFS. I'm not against people wanting to find definitive answers. It's just that I see stuff like this argument over PA and I just see the devs (if they read it) pulling out their hair, laughing, or just feeling pain in their soul.

I honestly think that they (no specific dev in mind) let arguments like this go on without jumping in and answering to see if eventually a consensus can be reached.

People believe that even in PFS GM's have to make stupid calls, but as I posted recently I finally went to talk to a PFS GM and many of the things I heard about PFS are exaggerated 99% of the time. The ones that are completely true usually come down to it just being a bad GM who doesn't particularly like a specific player.

Isn't it written somewhere in the CRB that common sense should be used? I may have read that in a D&D book or one of the other RPG's I play but when I get mine back from the friend I lent it to I will double check.

The people I play with and myself both believe (and play) that PA gives the "one-handed" bonus/penalty if you are using the weapon in one hand, that included using a 2H weapon in one hand. If you wield a weapon in 2 hands, then you get the "two-handed" bonus/penalty.

Come Monday I will go do my new favorite thing and visit the local PFS GM's and ask how they run PA in cases where someone can wield a 2H weapon in one hand. Whether this is FAQ or not I personally do not care, but for those that just need someone to tell them I will hit the FAQ button :) and I really hope it helps.

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I don't think Scar bypasses the fact that Blight can only be used on "an animal, plant creature, or plot of land"

So YES, if the person you want to kill is one of those three, NO if not.

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So I went to my local gaming store and asked if there was a PFS group...there was. So I came in on the day they meet and asked the GM how they run sneak attack with stealth since (in the opinion of a few people) by RAW you cannot get SA from stealth...his response quoted perfectly was..

"I'm not sure what you are asking."

From here I said some of the things stated here in this thread. He actually stopped me in the middle of one of my sentences and said...

"Ok wait...of course you get sneak attack if you attack from stealth. I, as well as the other PFS GM's that GM here, I have never come across anyone that doesn't allow it and I've been role playing for 34 years."

I mentioned some more of the views from the thread, acting as if I were arguing that it shouldn't, and he followed with...

"Well then you would never be able to GM here, or probably in PFS period. We have to uphold the rules as they are written but with common sense and hopefully to the enjoyment of the players. If a player came in to play a rogue and was told he could not get sneak attack off if he successfully beat the perception roll of an enemy. Not only would he probably get up and leave but I would more than likely here about this from the VC"

I had to ask him what VC was :)

After talking with this guy I am actually going to try PFS...I had mistakenly based my opinion of it on so many people heresy of it, saying that they make stupid calls simply because "its the RAW", but I brought up a few things that I had heard and he said...

"That's usually someone that was a GM that came into GMing from being a rules lawyer and either got kicked from his groups, or had all of his players leave. They become PFS GMs because they want the power and figure that their interpretation of the rules cannot be questioned in PFS. They are very wrong and I've seen quite a few have to quit after MANY players left their games for good."

EDIT:I asked him afterwards if I could quote him in the threads and he was fine with it.

My opinion of PFS has been changed :)

I did this to find out WHY arguments like this one are even needed, now maybe my local gaming area was just lucky and got some good GMs, but after speaking with him I have no reason to ever argue this, if PFS GMs rule it that way, and by god every home game I've ever been in has as well, then I see no reason to argue the RAW when the RAI beats the RAW in this situation with a natural 20.

Oh and if anyone was reading the Barbarian not getting sneak attack thread, the PFS GM I spoke with laughed at this wholeheartedly and said he hopes they get a new GM.

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As for the stated many times in many threads...spell combat is a special full round action, not a full attack action, so you cannot add in your bite attack

Spell Combat calls out "he can make all of his attacks with his melee weapon at a -2 penalty..." so you get all your attacks with the weapon and 1 spell, thats it

However since this seems to very much be for a home game, just throw caution to the wind and allow it...a bite won't be that big of a deal. If you do then its secondary, so -5 to hit from BAB and only 1/2 str

EDIT: GRRR!! NEFREET, just had to add that and make my post useless eh

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We are gathered here today to mourn the loss of Vincent The Dark's "excitement", it was dealt a lethal blow with no provocation. It was a pointless crime, one can only hope that Vincent The Dark can still live on, and maybe once again find "excitement" for this game.

[for real though]Glad to see someone get excited on these forums over just bickering and whatnot, hope you have fun bro

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Cheapy....I am forever impressed at your library of links sir...I hope to learn to eventually save these myself lol...but then again YOU are always available :P

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@IejirIsk I believe its only 1/3 for mundane/alchemical items, pretty much anything "non-magical"

Pretty much everything works different between magic and mundane crafting, for instance


1) Find the item's price in silver pieces (1 gp = 10 sp).
2) Find the item's DC from Table: Craft Skills.
3) Pay 1/3 of the item's price for the raw material cost.
4) Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

ALL of that is for crafting mundane/alchemical items, magic items go by completely different rules

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Master Craftsman

Your superior crafting skills allow you to create simple magic items.

Prerequisites: 5 ranks in any Craft or Profession skill.

Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

you use the ranks in the skill as your CL


Creating Magic Weapons

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.

Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a 1 enhancement bonus to have any melee or ranged special weapon abilities.

If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Time Required Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price.

Feat(s) Required: Craft Magic Arms and Armor.

Skill(s) Required: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons).

You have to have craft(weapons) for magic weapons

EDITEDSo if you wanted to make a +2 Musket, that would cost 8000gp, you have to already have a masterwork musket to make it magical

it takes 8 hours of work a day per 1000g of the item, so it would take you at least 8 days to make this, at the end of this time you make a craft check DC=5+CL of the item and you have to pay 1/2 of the base price of the item, so 4000gp

The CL of an item with no abilities and only an enhancement bonus is equal to the bonus X3, so CL 6 for this weapon, your craft DC would be 11, however if you fail the check, your time AND money are wasted

If you had a certain one in mind and cannot figure out the math to it, post what you want and I'll do what I can to explain better

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He would then dissolve into a living puddle of poison, that much poison ability has some serious effects

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I wonder if the devs get a kick out of watching us struggle to explain things like this? I know I would lol

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No one has yet proven that Vital Strike is a worthless feat

1)For Furious Focus it is giving no straight damage increase (I'm asking for only that since that is what this game is all about to some people)

2)Precise Strike is assuming someone else wants to also take it and its only +1d6 per attack...we are talking about situations where you will be moving to hit so only get one is 1d6 better than an extra 2d6?

3)Deadly stroke is farther away than 6th level and that's the only level I'm dealing with in this situation, and you are also assuming that this fighter is spending 1 of his 2 skill points on Intimidate(I'm assuming that this PC was made by a min/maxer and so Int is useless for a fighter). I personally like that feat chain if it fits the character but again that doesn't add straight damage for this level 6 fighter

4)1/2 my point on this thread is people seem to only care about a feat thats going to make you ALL POWERFUL instead of someone taking a feat that works depending on the situation or that doesn't fit the character

I like Vital Strike, its something to take so when you are forced to move to hit you do some more damage without losing anything...again I'm not saying its godly and that EVERYONE should take it...but for a basic fighter character (especially 2 handers) its NOT a worthless feat either

My other point is when you break down a character for nothing but DPR and such you are Min/Maxing, which is pointless if you are trying to play this game for what it is suppose to be

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Again I will ask...if "dim light" is based on perception ability and not actual lighting, then would a shadowdancer be able to use his abilities since his darkvision would negate "dim light" not only within 10 ft of him but within 60 ft as well, you cannot say that its based off perception and then say that its only "other people's" perception...please explain how you would allow a shadowdancer to work in your game

It says "area of dim light" not "source" there is no RAW for an "area of dim light", the closest thing I could find was

Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

Based off that I think its safe to say that an "area" has to be at least a 5 ft square since everything(other than small objects of course) is basically measured by how many 5 ft squares it takes up

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So if someone makes a character and that character is a fighter...he wants a way to get more damage when he has to move, which barring him having his own personal caster-wagon he cannot do unless he goes mobile fighter and not until level 11, or takes on using a move action to put away his sword, draw bow, then only be able to fire one time before the other opponent is even up on him and that's IF he has quick draw to get the bow out as free action.

You are saying that they should just play a different class? the character doesn't matter as much as his DPR? You should only play a class and build that does the MOST DPR you can get regardless of whether its the character you wanted to play? I getting this correct?

If that point it is no longer role playing and I don't want any part of it, why even role play when all that matters is your DPR

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I would say the Errata works both ways with size, if a small "two-handed" firearm cannot be used as one category lower as a "one-handed" firearm, then a small "one-handed" firearm should not count as a "light" firearm.

The definitions for weapon size aren't defined as handedness, they are defined as a size difference:

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

So based on what the errata is for firearms and weapons size going "bigger" I would go with the same for "smaller", using a small pistol would be just as against the rules as using a large pistol, same way a medium character cannot use a large two-handed firearm or a small two-handed firearm.

In the case of weapon sizes in general I think a character would not see using a firearm not sized for him as a benefit even if the "numbers" did work out, the actual numerical penalties are not character knowledge, he should only care about the fact that using a weapon not sized for him is harder to use, even though (in case you go with a small pistol is "light") mechanically gives him a lesser penalty on his main hand shots

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Read the full thing with Vivisectionist's sneak attack


Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

This ability replaces bomb.

This is how I think it should mention ANY sneak attack stacking, since this is how my GM rules it but its up to you on other classes stacking their sneak attack like say a rogue 5/assassin 1, my GM rules its still a 6th level rogue so I get 3d6 (3d8 for me since I'm a knife master) and so on my 2nd assassin level I gained an additional dice since I would work out to be a 7th level rogue with 4 sneak attack dice.

My GM likes it (and I agree) like this so you can't try to multiclass lets say fighter 3/rogue 1/vivisectionist 1/ assassin 1 and end up with the same sneak attack dice as someone fully committed to rogue

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Yes, you can get that many attacks and yes, you will have a hard time hitting, but lets say you do hit with every single attack...thats only 7d2+35 total for average of 42 with max of 49, you are using up expensive ammo that would need to be replenished too

A fighter archer or ranger at that same level using a +1 composite longbow (+1 str rating as well) and the same stats and feats plus Manyshot and can add Deadly Aim since he doesn't take as many negatives, gets a total of 3 attacks, 4 arrows, and does 4d8+27 with an average of 43 with max of 59 his attacks being about the same for hit at +9
/+9/+4, and he can get someone to maybe cast Gravity Bow on him (or do it himself if able) to net a much larger amount on each arrow making it 8d6+27 with an average of 51 and a max of 75

The archer has you be in damage, and takes no negatives for shooting at 30 ft, while your shurikens only have a range of 10ft for no negatives, after that its another -2 per increment.

Now I'm not saying that shurikens can't be used well...but simply getting more attacks doesn't always mean more damage :)

(if my math be wrong please let me know)

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@PsychoticWarrior: OMG someone finally says it...EVERY should read that post and stop bickering over things, MOST of the time its something really simple that didn't/doesn't need FAQ's or ERRATA and could just be brought to their GM, or its someone trying to (forgive the term) MIN/MAX their way to greatness so they want rules bend to their side of the argument

Granted there are legitimate questions to actual issues with rules, most of the simple issues with players wanting to do things that aren't covered in the rules and them saying "well it doesn't say I CAN'T do it" can be solved by the GM asking (my favorite thing my GM asks players) a very simple question in response "Where does it say you CAN?"

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if you are using a one handed weapon in your off hand and not a light weapon then you take -4 to all attacks

Yes you roll a d20 for every "attack"...not just one for each weapon. You roll: d20+BAB+STR, thats your attack roll (to hit)

For damage you roll: Weapon damage+STR for main hand, Weapon damage+1/2STR for off hand attacks (unless you take double slice)

Based off your BAB only, your attacks would be (I'll be using 2 longswords for this)

Longsword +2/-3 (1d8+X(1.0xStr bonus),Longsword +2/-3 (1d8+X(0.5xStr bonus)

note again this is WITHOUT knowing your would add your full str bonus to all your attacks to hit...your full str bonus to damage on your main hand attacks and 1/2 your str bonus to damage on all off hand attacks

You also add any enhancement bonus from magic weapons to the attack (to hit) and damage rolls so if you had 2 +1 Longswords you would add +1 to all of the above numbers

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They can if they meet the requirements of sneak attack.

Lets say its a ranged touch attack spell...if the spell requires an attack roll, you're within 30 ft, and the opponent is denied their dex bonus to AC....then the attack get sneak attack

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well i can see this is no longer an argument or clarification for Pathfinder so I am stopping now...I cannot argue the rules of "The world according to Ashiel" and I won't even try...those are the rules...I will say one last thing

Nothing at all. I've already said they don't stack. That doesn't mean they cease functioning. They have different effects.

I mean this line alone is enough that I don't HAVE to say anything but I will..."they don't stack" means that one does not work...they are similar effects....which mean by all definitions of the word "similar" that they are not different

I look forward to reading the CRB of "The world according to Ashiel" btw...will it have vampires? monkey people? Will it be based of Dark Souls so that people die everyone ten minutes or so until they learn better? I'm excited to play so get to writing!!!

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And just to give some food for thought...the best GM I ever had was when I played 3rd Ed...whenever someone would bring something like this (or any argument to rules) to the table...his response is one I always remember when I'm trying to find out if something works or not...he says the following

"Don't ask me where in the rules it says you cannot do something, your job as the player is to show me in the rules where it says you CAN do it."

Following this usually makes it a lot easier when trying to figure out if your "loop hole" around rules works and is a good argument to min/maxer's that say that very thing "where does it say I can't do it?"

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