1. If you rolled for initiative.
There's only a surprise round when some, but not all combatants, are unaware of their opponents. It happens before the first round of combat. However "At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed." If you want to do shenanigans, there are feats:
Which is why I use Archives of Nethys.
kBro the Kitsune Trickster archetype doesn't work because it requires the replacement of Rogue class abilities that the Ninja doesn't get. Scout still works great... As for your first two feats TaliaKirana, I recommend Realistic Likeness & Weapon Finesse. The order you take them based on how you expect to earn the XP for third level.
Depending on the magnanimity of your GM Realistic Likeness with Sleeves of Many Garments ranges from look like any human to look like any Humanoid.
Pretty much everything else has been covered, so recap.
Exactly what it says on the tin. If there is a surprise round and the "Defensive Strategist" is among the people who were not aware that combat had started, they would not be considered flat-footed.
After the "Defensive Strategist" has taken an action during initiative the trait no longer applies.
Malachi Silverclaw wrote: I know that the rules for reach weapons don't allow them to attack adjacent foes, but can I use the improvised weapon rules to say that the weapon my longspear most resembles is a club and therefore use it to attack adjacent foes? I know that the improvised weapon rules say they are for objects not designed to be weapons, but the blunt end of my longspear was not designed to be a weapon, right? AND - no. OR - yes. Pick the squares you threaten. Switch as a free action on your turn. {edit}And it's closest to a Quarterstaff not a club.
Knight Magenta wrote: So by buying a spellbook, and a ring the sorcerer gains access to *all* utility spells of a given level for a partly level squared x 1500gp. A comparison for spells up to 4th lvl. Wizard : Cost of spell book + at least 15 minutes = Spell !
I still don't see how it's taking away from the wizard. By giving up an item slot and resources you can get what the wizard already has.
First give The Coin At-Will Prestidigitation.
Next give it 1/day Magic Aura.
1/week Teleportation, nuff said. For the reroll power give it the oracle revelation Misfortune. Add mind-affecting enchantment spells to taste. Suggestion being a good way for The Coin to quickly get itself to the best pawns. For an attack power I like Burning Disarm
Knight Magenta wrote: That seems really strong. Isnt this stealing the wizard's versatility? It costs a wizard spell lvl(squared)x10gp to permanently add a spell to their book. It would costs the sorcerer spell lvl(squared)x1500gp to have the ability to have (1) spell added to their list of spells known.
So no, I don't think it is unbalancing.
Actions require consequences. Death happens.
Not being able to deal with DR 10/good or cold iron is another problem entirely. Once a character passes lvl 2 Cold Iron should be their default ammunition.
The only time your plan would be combat useful is when your opponents are all undead.
If you really want to go that route scribe it on your shield/armour/clothes with a trigger of you touching it. I would say as a swift action. At harshest a move action. Out of combat wands and potions are much cheaper way to heal. Each symbol will cost you 500gp to scribe.
From the pathfinder Reference Document :
Next trick is the fake lock. When the PC's check the door it's locked, the con is that it is not. When they disable device to open it they are in fact locking it. |