Supreme Hunter

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Mergy wrote:
Antitoxin lasts for an hour and gives an extra +2, right?

Wrong :)

Quote:
Antitoxin Price 50 gp; Weight -- This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.


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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.


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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.


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Can the attacker see the target?
Under what light conditions 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.


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The money is for the wine you need during the hours of writing and learning :)


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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.


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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.
Hearthseeker: This ability only works for melee attacks.

Problem solved.


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Use it as a weapon with HoA -> Yes
Combat Maneuver with HoA -> No
Bull rush is a combat maneuver. It comes from 'Shield Slam', is a follow up action and it is a combat maneuver. HoA forbids combat maneuver. The rules are clear.

@Tindalen
You use this combination and the last GM said that is not possibile. Now you search the boards for someone that is your opinion. Correct?


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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.
Use-activated or continuous, Spell level × caster level × 2,000 gp x 4 (for a spell duration measured in rounds)

= 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.


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'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.


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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.


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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).


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All magic armors and weapons are masterwork. That is a general rule. For other items no such rules exists.

The answer is 'no they are not automatically masterwork'.


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FAQ CRB wrote:

Ally: Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

30 seconds for finding it in the CRB FAQ.


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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.


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Addtion: There is no way to cast a 1+ lvl spell via metamagic and feats/abilities/traits as a 0 lvl spell!


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Was LazarX said and ..

using a wand is a standard action. You can put spells with a casting time of an immediate/swift action on a wand but you are stick to the standard action for wand activation.


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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
barrister -> knowledge local, knowledge nobility, sense motive, bluff, diplomacy
clerk ->knowledge local, knowledge nobility, sense motive, bluff, diplomacy
courtesan ->knowledge local, diplomacy, bluff, perform
driver -> handle animal
engineer -> knowledge engineering
farmer -> knowledge nature, handle animal
fisherman -> knowledge nature, survival
gambler -> Sleigt of hand, bluff, diplomacy
gardener -> knowledge nature
herbalist -> knowlege nature
innkeeper -> knowledge local, knowledge nobility, sense motive, bluff, diplomacy
librarian -> knowledge local, knowledge in general
merchant ->knowledge local, knowledge nobility, sense motive, bluff, diplomacy
midwife -> heal, knowledge nature
miner -> knowledge nature, knowledge geography
porter -> high STR
sailor -> Acrobatics, Climb, knowledge geography
scribe -> knowledge local, ability to read and write, scribe scroll
shepherd -> handle animal, knowledge nature
stable master -> handle animal, knowledge nature
soldier -> be a fighter?
trapper -> survival, trap class ceature
woodcutter -> knowledge nature, 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...
.. why should a player take a profession when he can use other skills that can simulate professions and have some other usefull benefits ?


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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:
Bobson wrote:
Not only that, but you'd have to do it all over again to reactivate the Power Attack feat.
The "24 hour activation" doesn't have anything to do with qualifying for feats. If you have a Str 13, you can take Power Attack. It doesn't matter if you have it naturally, or a +2 from a belt, or even a +4 from a barbarian rage or bull's strength spell--the instant you have the required ability score, you can learn the feat, and you can use the feat as long as you're meeting all the prerequisites (which means you could have a character who can only PA when he's under the effect of a rage or bull's strength spell).


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All gunslinger archtypes can use simple weapons. With 'Guns everywhere' guns are simple weapons.

So there is no need for additional proficiencies for Musket Masters and Pistoleros.


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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 ..


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A mage can use UMD for divine magic items and some rare items that need UMD for activation.
Is its worth the skill points? In general i would say no but it can be cool for some RP reasons or special character ideas.


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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).


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Quote:
Pathfinder Design Team Official Rules Response Jul 20, 2013, 01:37 AM wrote:

FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qv3

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Edit: Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.

Sean K Reynolds wrote:

Nope. By putting two hands on your 1H or 2H weapon, you're giving up any extra attacks you'd get if you were using a 1H weapon and using two-weapon fighting. Doesn't matter if you're trying to make punches, kicks, headbutts, knees, or whatever, the game is giving you a choice:

• 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.

From here.

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.


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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 :)


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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.


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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:

Mythic Spells in Magic Items: Mythic spells can’t be crafted into magic items unless the item is an artifact (for

example, you can’t brew a potion of mythic cure light wounds).


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Paizo FAQ wrote:

Manyshot: Can I fire two arrows with my shot, then cancel the full attack and take a move?

No. Though the rules for "Deciding between an Attack or a Full Attack (Core Rulebook 187) give you the option to move after your first attack instead of making your remaining attacks, Manyshot locks you into using a full attack action as soon as you use it to shoot two arrows.

—Pathfinder Design Team, 03/22/13


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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


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You completely ignore the higher weapon damage dices and the higher natural reach.


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In general (=created by players) i would say no but for something special (=created by the DM for a story) it is a nice idea.

I would prefer classes with shapechanging or domination/compulsion abilities for such an item.


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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.


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PRD wrote:

Initiative

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

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.


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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.


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It is a class feature .. thats the answer.

My rogue hates orcs but he dont get a favored enemy bonus and he has weapon focus but cant take weapon specialization .. everybody can take ranks in perform but the never ever will get bardic performance etc. etc. Maybe there are better examples out there.


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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!"
"Mommy .. why this man has a tail? Can i have a tail too?"


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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:
Eridan wrote:


----------PF Grapple Flowcharts v0.97-------

PDF Version PF Grapple Flowcharts

----------------------------------------------------

Rehosted as images:


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I have made a item storing sheet modelled on some computer games (item slots etc.)Maybe someone wants to use it.

- House rule alert -

Item storing sheet - PDF


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Dameragon wrote:

For the document: PF Grapple Init - Defender-1.pdf

Attacker/ Grapple initiator

Add: If the AoO hits, the damage amount is used as the penalty to the CMB.

I cant find this in the RAW.

Quote:

Also for the tied up condition: Defender should get a choice to roll a CMB attack or make a strength check to break the rope. DC23 for hemp rope, DC24 for silk rope.

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:
- A lot of changes mentioned in this thread.
- Some layout changes
- I cut the grapple/pin/tie up descriptions
- i put everything in one PDF (3 JPGs)

Maybe i should delete the houserule block on the defender page?

------------------------PF Grapple Flowcharts v0.92-------
PDF Version PF Grapple Flowcharts
Zipped JPG Version PF Grapple Flowcharts
----------------------------------------------------------


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Grapple Attacker
Grapple Controller
Grapple Defender

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:
- some grammar corrections
- rework of the defender flow chart
- added pin/grapple/tie up condition descriptions
- added options for pin
- some layout improvements

Lets talk about the actions on the flowcharts .. are there and problems , errors or missing things ?

-Edit-
I used the PF SRD and THIS site for the creation of the flowcharts, collecting informations etc.


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Hi everybody,
i liked the idea of the grapple flowcharts that can be found in the Pathfinder SRD. Due to many problems that i had with grapple i created my own flowcharts with all informations that i have found on the web.

Take a look a the flowcharts and give me some feedback. I hope you like them :)

Grapple Initiator and Defender

Grapple Controller