Question 1:
It seems so to me: "Flanking
Question 2.
It doesn't seem to me like the flanking bonus could apply to the CMB.
For reference, here is the text from hold person: "The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown."
The halt undead spell says: "This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage." Would an undead get a new save each round, like the hold person spell? I would assume so, but I guess it could be interpreted that the target is immobile for the duration of the spell.. with no surther save. Thoughts?
Hi,
Thank you.
Normally a goblin warrior level 1 CMD is 12.
Am I right? Thanks References:
"CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD."
Still working on my PFS lv1 gnome swashbuckler "Cornelius". I am looking at opportune parry, and I feel like I am overly being punished by my flavor choice of being a small agile gnome. Let me give you a bit of background:
So, I look at opportune parry, and I am hit with a -4 to perform that if I parry against a medium creature's attack. I feel like saying "Come on.. I am paying the price of my small stature enough.. please don't punish me more" (I think a small agile swashbuckler, should be viable, as it fits the theme, so there should be a mechanical way to support it, without too much punishment. Otherwise, you will largely just see taldan swashbucklers) I mean, I don't see why that build should be that bad a parrying. Thanks. P.S. sorry if that was covered before. I did not read the 1,769 previous posts.
I am trying to create a gnome swashbuckler for PFS, that would fit with the gnome fighter mini #22 from Pathfinder Battles: Heroes & Monsters Base Set Expansion. I think it is thematically awesome, but find it hard to make it viable... especially at level 1. Being a gnome, I would get more panache.. but I have to wait till level 2 to get swashbuckler finesse.. so it's not worth it to invest a feat in weapon finesse yet.. so.. I guess this build will have a hard time hitting until it gets to level 2 where it gets better. Lets say I invest for a 14 in STR, getting reduced to a 12 by racial modification.. this gives me a meager 1d4+1 damage per attack. So, with STR 12. my first level is really not interesting.
I like the concept, but mechanically it is sad.. at least at first.
So a medium sized character with a prehensil tail would be able to retrieve a light weapon. That was my initial understanding as well.
Thank you. I am looking forward to hearing from other players, to concur, before bringing this to my next Pathfinder Society game.
I am currently considering a LN Human Inquisitor of Asmodeus with the deceitful and alertness feats. He would use the sub-domain of Devils, and have the Hell's Corruption domain power.
I haven't figured out the whole background, but he would be sent by Cheliax to clean up the mess a relative made. That offers some good roleplay I believe.
So, my understanding is that a 2nd level wizard spell obtained from an NPC spellcaster sharing his spellbook to a PC in a large city like Absalom would be 60gp (40gp as the copying cost, and half of that for the privilege 20gp). I would assume that a PC should have a minimum fame of 5 to do this, as his Maximum item cost is capped at 0gp until he reaches a fame of 5.
Thanks
I technically would not apply that much force in attempting to deflect it from its trajectory.
But anyways, I can understand that it is not RAW.
My guess, would be to allow a mage to try it on a readied action, but I would give it a high AC for a ranged touch attack because of the speed of the object in the air.
Hi guys,
So, normally, a torch shines NORMAL LIGHT at 20' and increase the area after that to DIM LIGHT for the next 20'. With Low Light Vision, the NORMAL LIGHT area would remain the same, and the area of DIM LIGHT would be doubled for 40'. So an elf could see up to 60' from the torch. (20 in normal, 40 in dim) My reasoning is based on this text:
I have heard interpretation that it doubles the area of NORMAL LIGHT as well, and I want to make sure. Thanks
May I reccommend the Lucerne Hammer, if you think about sundering an armor. It allows a low level character without improved sunder, to sunder with a reach, wihtout provoking attacks of opportunity. It does a nice 1d12 and as a two hand weapon, it does a lot of damage if you have a nice STR stat. Combined with Power attack, it can rip to pieces a medium armor.
On distraction rules: There is the "Creature making the check is distracted" +5 to the perception DC, that we can see in the perception skill modifiers. Although I would assume you are saying that the conditions for being distracted are pretty much left to the GM.
BigNorseWolf, are you sure that the rogue would be spotted even by a DISTRACTED shopkeeper, by RAW? Because the point of the bluff diversion to hide is to momentarily DISTRACT the shopkeeper. So, the RAW would say that that if the rogue DISTRACTS the shopkeeper withn a bluff he can move with stealth(at -10), but if he waits for the shopkeeper to be distracted by another stimulus, then he is automaticlaly spotted? I understand RAW can be tricky, but that is too much. EDIT: Hey, sorry if it looks like I pick on you. I am not at all. It just looks like you have a good understanding of the RAW and I value your input.
Fast stealth would allow the Patient rogue to move 30ft instead of 15ft with no -5 penalty, and you may or may not rule that it allows you do reduce the penalty of moving quickly after a diversion, or from between cover to cover against a distracted shopkeeper.
Although, I would appreciate your opinions on whether we should go with scenario 1 or 2, for a rogue without fast stealth.
That is how I saw it as well.
The -10 applies because the rogue had to disapaear (after a successful diversion) from being observed in front of the shopkeer basically in the bink of an eye. When initially not observed, versus the perception of a creature which is already distracted (lets say the shopkeeper dropped his pen) I would say the -10 would not apply because you are not creating the diversion and have to hide just the second after you made it. I understand this is subject to debate, so I wanted to poll the community for feedback. Guys, I encourage you to continue providing your thoughts on this.
Scenario 1
Note: The Patient rogue is not creating a diversion (bluff) to go from being observed to being unobserved and thus (in my opinion) would not
But he is moving though an area with no concealment or cover, where he could potentially be observed by the distracted shopkeeper. Would he need to take the -10 anyway, because he crosses an area of normal light with no concealment, even though he
Note:
In the case where he needs to take the -10 on that, here is the result: Scenario 2
What scenario here do you think I need to use?
So, as there is no rule (as far as I know) to search a 5'x5' area as a full round action anymore, and the distance aspect of 30ft of the spell makes a sight-based perception move-action to be more effective than the spell, the only logical use (beside ways to increase the range of the spell like Sesharan idea of imbued arrows)is use this spell to remotely touch a 10'x10' area at a range of 30ft. This brings the question, do you have any good suggestion on how this spell can be used in a typical dungeon crawl? I can think of feelings of cold and heat (like warm blood on the floor) on something you would rather not really touch or on the other side of a chasm. Lets say you have to jump on the other side of a pit trap.. you could check if the area you would land into is slippery... You could check how sticky is a spider web. Any other good uses you can think of?
Yes, I don't get this either.
You have to be able to see the area you investigate with sift, so you could just do a regular perception check for anything involving sight. I just don't get why would they get a -5.
The only different I see, is that you could perceive things that could only be felt by the sense of touch, remotely. So, the inquisitor would know that the blood on the floor on the other side of the room, is sticky, or still warm. Oh.. and this covers a cube of 10ft x 10ft x 10ft, so it is like basically remotely touching everything within that zone in a standard action (at -5 perception penalty)
To answer your question Curmudgeonly, his feats are:
Elvis is right, the "special abilities" section says he has a +5 to hit.
So the +7 to hit seen in "special attacks" is without a doubt a mistake.
Thank you.
My understanding of hand of the apprentice, is that you use INT instead of DEX to strike within 30ft. ---------------------------
So, at level one, with 18 INT, he gains a +4, and his cane is masterwork (because of arcane bond) which gives him a +1 for a total of +5. The only way to get to +7, the way I understand it.. is if you also added his DEX to get him there. Is there a chance this is a mistake? Thanks
Guys.. just to be sure.. a spell-like touch of evil (evil domain) charge can be held for as long as necessary right?
That is my understanding. I would appreciate if someone could confirm.
Yes Great Rhinaldo. It is true that the map could also be interpreted, that the roof is over the squares in some areas.
In my opinion, the enemy melee team (Barbarian, Cleric and Rogue) should try to position themselves (except for Ledford lack of tactics) so they can activate the sneak attacks of Larkin, though a front line gang up* and a dismissed obscuring mist when the time comes. This may seem trivial, but on such a limited battleground, it can make a significant difference for the characters on the ground whether they have the space to do so or not. Thanks for your input.
Yep. And noticing how the text demonstrates how the evil cleric is ready to hit anyone in her group that does not behave, I really think that a channel of negative energy against everyone (if she is dispointed by her group.. which she will) is not out of the question.
If Halli is in the mist,a dn wants to keep in up for a few rounds before dismissing it (prevent the PC from effectively range attacking) I just thought of an idea which seemed fun.
Caderyn, I like this idea of dismississing the mist at some point to allow the sorcerer to range attacks (her point-blank & precise acid rays) Also, I see what other posters meant by a choke point... I didn't realize it was that bad until I used the provided map in a simulation against the iconics.
But I will have him rush if possible, and then have Deandre the cleric shout at him to back-off or she channel him to death! (which would obviously hurt everyone.. but she doesn't care that much about others does she)
I am preparing to run this scenario in a few days. What I find odd, is that the intent seems to be that Larkin the rogue would be on the front line with the cleric and the halfling barbarian. Thus, using the gang up feat, he is considered in a flanking position and can sneak attack from this front line. But that doesnt work if they are in the mist. He cannot land a sneak attack against a target with concealment. I don't think the idea of giving Larkin (a rogue) the gang up feat, was only to have him get a flanking bonus, and no sneak attack. Unless of course, we use the cinematic idea of waiting for the fog to slowly dissipate and reveal the thugs in the alley. Adding to that that the sorcerer plan of attack is to attack from range.. that doesnt work either if they are in the mist. Ultimately, my feeling is that the scenario intent was for a cinematic battle just as the fog dissipates. Make sense? |
