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This line in Cascading Ray confuses me:

"Make a spell attack roll against the new target's AC, at the same multiple attack penalty as the Strike."

What Strike does it refers to? Is it referencing to Spelstrike, Spellstrike's Attack or your "current" attack?

If I start my round by making a Spellstrike against a foe, at what MAP Cascading Ray resolves if I use it as my next action?


So when monks gets his first Ki Spell he decides to what tradition he belongs - either occult or divine.
Can anyone by observing monk decide which tradition he belongs to?

On other hand, Sorcerer does the same at lvl 1. Can you detect which tradition he belongs to if you only uses multi-traditional spells?


So if someone casts a spell before your party and noone has this exact spell memorized they don't immediately know which spell is cast.
Now someone might want to know what was that spell. Rules say that you need to use Recall Knowledge action to recognize it, but they never say which skills are supposed to be used for that action.

Example: Some NPC Bard uses Charm. Party wizard makes Recall Knowledge action to recognize it. Which skill should GM use?
1. Occultism, because Bards are Occult practitioners.
2. Either of three: Arcane, Religion or Occultism, because Charm is affiliated with arcane, divine and occult traditions.
3. Lore Bakery, because rules never specify which skill to use and GM wants to be random.


It's not clear from the rules what is relationship between Power Attack and +X weapons.

Does power attacking with +1 1d12 weapon result in 3d12 damage or 4d12 damage?

1st option seems to be suggested from the rules, but it really lackluster on higher levels, compared to, say, Double Slice.


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Ghoul Sorcerer Bloodline gives you power to grow claws which paralyse on hit. But it never states what is the paralysis DC.

Almost every other Bloodline power states how to determine it's save DC. (The only one other I know that doesn't state it is Beguiling Voice from Maestro Bloodline)

Most of such powers have 10+1/2 Sorc level + Cha mod for DC. But I found that Serpent's Fangs from Serpentine Bloodline bases it's save DC on Constitution Mod. And ghoul's original ability is Con based.

So, how do I determine DC for Ghoul Sorcerer paralysis?


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Hello!
Recently I noticed that d20pfsrd has new wording for Power Attack, which eliminates light and one-handed weapons from description and deals only with primary and off-hand/secondary attacks.
neat upgrade

But today I suddenly realized one little combo:

Power Attack states:

Spoiler:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

and if you go Dragon Style feat chain, than you can get Dragon Ferocity feat, which states:

Spoiler:
While using Dragon Style, [b]increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1–½ times your Strength bonus on other attacks.

And monk's unarmed strike is specifically states that it is counted as both natural and manufactured weapon.
Thus, Dragon Ferocity qualifies monk's unarmed strike for +50% damage increase from Power Attack.

So, if I'm reading this right, monks with dragon style should enjoy 1 to 3 exchange ratio for their Power Attacks.

Am I right? Do I miss something?


This is probably a dumb question, but I still need to ask it xD

Normal Monk's Flurry of Blows and Brawler's Flurry specifically state that you can substitute attacks for some combat maneuvers, but Unchained Monk's Flurry of blows doesn't say that.

What exactly does that mean? Can monk use combat maneuvers that substitute an attack (trip, disarm, sunder) or using combbat maneuvers with FoB is no-no for Unchained Monk?


Hi!
One of my players plays druid. But his druid is very unconventional:
he doesn't have Animal Companion
he is not using summons
and he traded his Wildshape for ability to speak with women (JK, but he is not using Wildshape).

From what I can see he has no build plan and his current build is mostly eared for survival.

I want to be able to give him some build advices (especially about what to do in combat) when the need arises (and I believe it will).

Aside from buffing and healing (which is boring) I don't see readily available options for him.

He has moderate strength (16) and low dexterity (10),so I was considering "bad touch" rote for him, but I'm not sure if it is viable for druid.

Party level is currently 4


1 person marked this as FAQ candidate.

Well, once again I'm frustrated with grapple rules and how people read them xD

First and the most interesting:
There seems to be two ways how people read Pin rules:
1. Some think that like in that other old pnprpg you need to choose Pin each round to maintain Pin on you opponent.
2. Others think that once you Pin someone he stays pinned untill he escapes. (which is, IMO, a little OP since it completely shutdowns enemy at the cost of two actions).
Which is the correct one? Is there a FAQ on this?

Second: Do Grab allows you to do free automatic damage in every situation or only if you choose to take -20 penalty and don't get grappled condition?

Third:
If you have Greater Grapple you can maintain twice per round. But! Do you need to actually maintain your grapple (i.e. wait to the round after you initiate grapple when you need to maintain grapple) or you just have option to do another grapple check every time you have someone grappled and a free move action to spare (for example when you initiate grapple or brake someone's grapple and choose to become primary grappler)?


Hi!
We are playing through Rise of the Runelords. We are 5 books deep and we have a problem:

Everything worthy to be a challenge has Dimension Door or some other means of teleportation. What should we do with this?

We have: a bard, a wizard and a slayer. Plus pet ranger and pet brawler (via Leadership). We are all level 13 and our 'pets' are lvl 11.

I am a wizard. And I know that I can get Dimensional Anchor. But:
1. Wasting an action to cast it severely damages our chances of winning.
2. I am a highly specialized Evoker and I have low Dex (12). So actually hitting with it may be a problem.

Are there any other reliable means to deal with teleporting enemies?


Hi!
We are playing RoRL AP and our party consists of Bard, hit-and-run Rogue and blaster Wizard (me). We had a melee cleric, but he bailed out.
We also have two cohorts - ranged ranger and brawler.

And now we have a problem: this AP has tons of strong melee opponents, and underleveled brawler is our toughest melee combatant. So any full attack from our enemies usually brings down anyone caught in it.

We need something to improve our melee survivability. I have blur, but it is clearly not enough. Stoneskin has costly component and actually doesn't help much.

What non-personal protective spells would you advice me to use?


Similar question were on this forums before, but those threads are confusing, hard to read and generally not helpful.

So, here's the problem:
Full-Round action says:

Quote:

A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table: Actions in Combat for a list of full-round actions.

[...]
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

If I get somehow an extra action (like extra move action or extra standard action), can I use this extra action and then also use my full-round action?

For example:
I am 6th-level fighter and I happen to have a Quick Runner's Shirt.
Quick Runner's Shirt says:

Quote:
Once per day as a swift action, the wearer can take an additional move action to move on his turn.

Can I activate my shirt, take additional move action to towards my enemy, and then make a full attack? Why?


Hi!
I was tinkering with various wizard builds when polymorph subschool suddenly got my attention. After short search I realized that I don't think I can do something good with it.

So, is there a way to make polymorph wizard viable? I am talking specifically about spells like Beast Shape, Elemental Body and so on.


Hi! I'm playing blaster master wizard (evocation(admixture) school) and I've banned enchantment and conjuration (because I can!). I chose staff as my arcane bond.
My GM has allowed me to craft my custom staff right from level 1 and gradually upgrade it as I level up.

My first obvious choice is probably Mage Armor (roleplaying is one thing, but 11 AC is a cruel and painful thing ;P). My goal is to pick overall useful spells, that either too costly for a scroll (assuming I'll use them a lot, like mage armor) or benefit from higher caster level or intelligence score (like phantom steed).

What spells would you pick for me?


There is one thing that bothers me with this archetype.
Qinggong Monk looks like really good and flexible archetype. You have a list of monk abilities you can replace and you have list of abilities you can take instead of replaced abilities.

But when you look closely on these lists you can see that you can never get Ki Power at level you supposed to have access to it with small exception (levels 4, 12 and 20). There also no point for different lists for levels 8 and 10, since you actually may take Ki Powers from them only at level 11.

Is it some kind of developer's mistake? Is it going to be fixed any time soon?

Also I have noticed that you receive improvements to ability 'slow fall' at each even level - exactly when you have access to new list of Ki Powers to choose from. Maybe this means that you can switch slow fall for any Ki Power if you wait long enough? Or maybe you can replace it each time you receive it? (This sounds too good to be true)


It seems that Stealth gives you no benefits while in combat, but I can spot some threads here about sniping or sneak attacking in combat due too stealth. And other threads, about Stealth being strictly non-combat skill and the only benefit it may grant is a surprise round for stealthed character.

The question is 'Which part is true and why?'

If first part is true (Stealth may provide some combat bonuses, like sneak attacking), what part of rules states it? Current Stealth description from PRD says you are threated as if you have concealment and concealment grants no combat benefits aside from, well, concealment (duh). There is also some part about 'not aware', but it is never explained in the rules.

If second part is true (you may only have surprise round from Stealth), than what if we have stealthed Rogue before the combat but he is not the one who starts a combat and he does nothing in the first round of combat (for whatever reason)? Did he just blew up his opportunity to make a sneak attack? Or what about 'highly optimized' halfling/goblin/gnome shadowdancer, who's Stealth is so high that no one can beat his stealth check and his class feature allows him to stealth anytime he wants (lets assume he's fighting in some shadowy [dim lighted] room and his opponents have no means to negate it's effect)? Does he never gets any bonus for being, basically, undetectable? There actually IS something about 'not aware' in Stealth description.


Hydraulic Torrent description says:

Quote:
Against immovable objects this stream instead allows you to make a Strength check to destroy the target. When attempting to break an object, the stream has an effective Strength equal to your caster level plus the ability score modifier as above. The Break DC depends on the object you're trying to break (see Damaging Objects for sample Break DCs for various objects.)

Which seems kinda underwhelming, since torrent from wizard 5 would have around 9 effective Strength and -1 penalty on break checks. Considering usual break DCs for solid objects you'll probably need caster level 10 or higher to have decent chance to break anything. Which is lame.

Am I reading this spell wrong?