First there is no 'reach' ability. Every creature has a natural reach and this reach increases with the creature size. Second there is a general rule:
Big And Little Creatures In Combat wrote: Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren't in adjacent squares. So first take a look at the animal in the 'Bestiary'. Is there a large version of that animal ? Yes then use the reach from the books. No than use the general rule. The differentiation between 'long' and 'tall' looks like an relict from D&D 3.5 were you can have large creatures with a size of 1x2 sqares (5ft x 10ft) or 2x2 squares (10ft x 10ft). In PF every large creature has a size of 10ft x 10ft . That some large creatures dont have a natural reach of 10ft. It looks like a relict too but creatures from the books sometimes follow their own rules. So rebuilding a rule from creatures is not a good idea.
The undead are part of the necromancers CR if he creates the undead during the fight. The necromancer starts the fight with 100% of his powers, uses 20% (example) of his power to create undead and has 80% of his power left for the rest of the fight. The undead are also part of the necromancers CR if he creates them today without chance to recover his powers. So he starts the fight with 80% of his power (20% are used to created the undead) and an army of undead. The undead increase the CR if they were created a few days before the fight. The necromancer starts the fight with 100% of his power and an undead army. Thats how i rule it without RAW support, only common sense.
Can the attacker see the target?
In your example the drow gets no penalties because he has darkvision 120ft. There is no cover/concealment for the PC because the drow sees him. The PC can shot at the Drow without penalties too because the drow is standing in a light. The PC sees his target .. no concealment.
Quote: While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. A body cut into X pieces has X wounds that are all closed by the spell. So basically during the casting the body is put together and everything is fine as long as you have 100% of the body available. If something is missing it is still missing after the completion of the spell. That can be serious if it is essential for survival.
Quote: Seeking: Only ranged weapons can have the seeking ability. Quote: Hearthseeker:This special ability can only be placed on melee weapons. Some weapons are ranged and melee weapons and that causes problems. I would read the enchantment description in another way: Seeking: This ability only works for ranged attacks.
Problem solved.
Use it as a weapon with HoA -> Yes
@Tindalen
We are talking about custom magic items so you need a GM approval and the item is not PFS legal. By the item creation rules you need a lot of gold for such a powerful item.
= 2 x 3 x 2000 x 4 = 48.000 gp Then you have a magic whip with a permanent ghoul touch spell (CL3) on it. You can add other enchantments like a weapon enchantment bonus. A wand of 'Reach ghoul touch' is cheaper and easier to obtain. It is a lvl 2 spell altered with the 'Reach' metamagic feat that changes the 'touch' range to 25ft + 5ft./2level for 11.250gp.
'Trap Sense' and 'Sixth Sense' are two different abilities. Sixth Sense replaces Trap Sense in case of the superstitious archetype. RAW has this rule for your question: Archetypes wrote: A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites. So the answer is 'No'. Additionally using common sense will let you to the conclusion that Sixth Sense is more powerful than Trap Sense. +1/2 barbarian level to initiative is a nice bonus for every fight. An AC and REF bonus against traps is very situational.
You must carry the item to activate it. Exceptions are part of the item description. magic items wrote: Slot: Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed elsewhere, it does not function. If the slot is listed as “none,” the item functions while in the character's possession. This rule forbids all your ideas.
Dont look to often into PF messageboards.They can be really helpful if you have a question but dont read threads with 20+ posts. They are full of rule lawyers, min-maxer , munchkins, fault-finder and bullheads. Your players should not got to the boards too. They will find a lot of guides, builds, min-max advices etc. that ruin your game (if not all players enjoy this kind of gaming).
A direct hit with a splash weapon or bomb requires a succesful attack roll. Sundering a splash weapon should not result in an automatic direct hit so no one gets a direct hit. Supported is this special non-RAW case by this rules for splash attacks: Quote: You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature.
A few days ago i had a discussion with one of my players. He created a new character with a good background story. As part of the background story his character learned profession shepherd but his character dont have any skill points in this skill. The player told me that he has skills in handle animal and knowledge nature. We discuessed alot and the player convices me that professions are useless (exception RP reasons) Professions have two main benefits by RAW. You have an income per week and you can answers questions and teach others in your profession. Most professions can be replaced by some other skills that are more usefull at all. architect -> knowledge engineering, craft
cook, tanner, miller, brewer, butcher, baker -> craft All my characters have a profession or a craft skill because it belongs to my characters and their job is not 'adventurer'. They learned something other in their early years until they start an adventurer life. But...
Yes it this is a valid option for a greensting slayer. In thread this about prerequisites for feats SKR wrote the following : Sean K Reynolds wrote:
Liam Warner wrote: I'm prepping for a Wrth of the Righteous (mythic) campaign and I like to have answers beforehand and this came up as something I'd be grabbing as a player and as a GM there's a lot of room for adventures in space, partiucalrly deep space where the lovecraft things are. Deep space is not used very often so there are only a few rules. Feel free to add your own stuff and rule things in your way. 4,814,370 bottles of beer ..
Its not my day. I will go to bed and stop posting for today. Majuba wrote: TWF does not give you an offhand attack, it reduces the penalties on your primary and offhand when you make an offhand attack... MWF does not give offhand attacks either, they come with the limbs... This is correct. So a multi-armed PC in PFS can attack with all his arms but he will get very high penalties (-6 with the main and -10 with the off-hands) or he uses the TWF feat and fights only with two arms (with lowered TWF penalties and fewer attacks).
Quote:
The FAQ and the statement say 'no offhand attack available if you use a two-handed weapon'. Barbazu Beard wrote: Description: A barbazu beard can be used as an off-hand weapon that requires no hands to use; thus, a warrior could combine use of a barbazu beard with a two-handed weapon. Offhand attacks are not available if you use TWF and the part 'requires no hands to use' is nonrelevant because no offhand attacks are available and SKR says: Quote: Doesn't matter if you're trying to make punches, kicks, headbutts, knees, or whatever,.. Maybe some item description must be changed to fit the FAQ but the rules are clear enough. SKR explains it again in his statement. A creature with two arms can .. • fully commit to one attack with two hands for extra damage, or• make an extra attack with TWF at the cost of not getting the extra damage from using two hands on one attack. I know all two-handed TWF user will disagree but i that is the rule of this messageboards. Mixing THF and TWF is only possible if you have more than two arms. Fine.
Quote: Is it that hard to imagine a person watching a door with a bow drawn and ready to attack a potential threat coming through? No it is a good example of a situation that is covered by RAW via the surprise round rules. The archers waits for a target and the target is unawared of the archer. The archer surprises the targets an get a free standard action. Then the normal combat begins.Readying an action outside of combat that leads to combat is called 'surprise round'. Otherwise there is no need for a surprise round because setting up a surprise situation is always bound to readied actions. Bend the rules as you like. Some play PF like a tactical board game, other more like a storytelling game. My table plays in the middle but here we are in the rules board :)
Only 'Flatfooted' is a condition defined by RAW. Denied DEX, Loosing DEX, dont get a DEX bonus ... are all part of a special situation in which you dont get your DEX bonus (if any) to your AC. It is the counterpart of 'you get a bonus to X'. There is only one 'flatfooted' condition but there are many cases in which you 'dont get a DEX bonus'. Apple != Pear A pinned creature is denied his DEX but it can make AoO with a bite (bite = verbal action, GM call). A flatfooted character is denied his DEX and cannot make AoO.
There are no mythic versions of potions, wands, scrolls, etc. so they would be custom items and for a custom items you need a GM approval. So ask your GM. By RAW it is not possible. -edit- Mythic Spells wrote:
Paizo FAQ wrote:
1. Solution A. As soon as you attack your charge end.
PRD Charge wrote: Movement During a Charge: You must move before your attack, not after. 2. Both can attack because both have a target in reach. 3. Ride-By-Attack is for the rider, Spring Attack for the mount. You need both (RBA for rider, SA for mount) if you want to move-attack-move with rider and mount. Without SA the mount loses the attack. Splitting the attacks like Move-Attack (Rider)-Move-Attack(Mount) is not legal by RAW.
PRD Ride-By-Attack wrote: Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again .. 4. You only need a ride check. Fight with a Combat-Trained Mount DC10 or Control Mount in Battle DC20
Keep it simple. With a fly spell you got a fly speed and flying is like 'walking' for you. So you got a second posibility to move your body around. Entrap wrote: The creature has an ability that restricts another creature’s movement.. Grapple condition wrote: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and .. Entangled condition wrote: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed.. Helpless wrote: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). DEX wrote: A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious). All this conditions modify your ability to move around regardless what kind of movement type (climb, fly, swim, burrow or land speed) you use.
PRD wrote:
During a fight your initiative only changes with the actions Delay and Ready (maybe there are exceptions like spells out there). you only roll once at the beginning of a fight and you use your actual DEX modifier.
Everybody is talking about PF like an video game with fixed enemies, situations etc. What is the best class, what is the best weapon, what is the best way to win the game. Most of you forget one thing: the gamemaster. A good gamemaster would do everything to make the game challenging! Fewer enemies, stronger enemies, more enemies, weaker enemies .. you never ever can win Pathfinder because you cannot beat the gamemaster. Play what you want and have fun. That is my advice.
With Racial Heritage you can choose feats relating to another race. Tail terror is a kobold feat .. On my table this would work but you will get some roleplaying disadvantages (fear, racism etc.) because your kobold heritage is always visible. "iiihhh a monster , a bastard! Guards!"
I created some grapple flowcharts a few weeks ago and you can find the forum thread here : Grapple Flowcharts Here are the files: harmor wrote:
Dameragon wrote:
I cant find this in the RAW. Quote:
Same as above. I cant find this in the RAW. You can break free by a CMB check and that represents breaking the bounds. What else have i done:
Maybe i should delete the houserule block on the defender page? ------------------------PF Grapple Flowcharts v0.92-------
Grapple Attacker
Thanks for your feedback. I tried to put the flowcharts on two sites but it is to much. So i split them up. Other things i have done:
Lets talk about the actions on the flowcharts .. are there and problems , errors or missing things ? -Edit-
Hi everybody,
Take a look a the flowcharts and give me some feedback. I hope you like them :) |