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![]() Quick question ... The 'Special Thanks' in the beginning says: "Everyone who played Rise of the Runelords the first time and offered feedback and advice on the paizo.com messageboards—your suggestions helped make this book the best it could possibly be!" Now to be completely selfish :) Jason Bulmahn mentioned at various Con brainstorming sessions for the Advance Race Guide that those helping might get there names mentioned in the book (and were asked to sign releases, etc). Any chance that might still happen as this Special Thanks seems to be for another book? ![]()
![]() Slightly off topic, but has it ever been explained or inferred as to what the relationship between the sinspawn and the caulborn is? They have such strange forms, but in such similar ways, that one seems to have evolved from the other? edit: Oh, absolutely love the set ... all about RotRL this spring. ![]()
![]() I wasn't quite correct (sorry for the short tangent) ... Its the failed acrobatics roll that stops the movement, not the AoO. Core Rulebook wrote:
edit: FYI ... this is mentioned in the FAQ here:![]()
![]() @gbonehead ... I agree, and thats what I plan on doing in my home game. But, I was interested in using a version of this character in PFS, and I wasn't sure what the standard ruling would be. I suspect, going by RAW, this wouldn't be useful at all ... I was hoping to make a fun sorcerer halfling, that could enlarge and intimidate people with his sinister infernal magnetism :). ![]()
![]() This is what I assume is attended (the following round) ... Core Rulebook wrote:
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![]() I was hoping that there was some kind of FAQ or errata that I might have missed addressing the various bloodline and domain powers that don't do anything for the caster at lower levels because the effect ends before they get a turn to act. Some believe this is working as intended, others just house rule you get one round with them ... I was looking to see if the developers have address this issue as they have a number of other on going debates. ![]()
![]() I was wondering if there has been any clarifications on how long a single round spell lasts ... The standard ruling has always been "effects that last a certain number of rounds end just before the same initiative count that they began on." (page 178 of Core Rulebook) But how would something like the Bloodline Arcana from the Pit-Touched bloodline work? Ultimate Magic wrote:
This effect is never longer than 1 round (some spells last longer as you get more levels), you can't give it to someone else (its not a touch spell),and as as far as I know there is nothing you can do with Intimidation that is just a move action ... As written this would only have an effect if you cast a quickened spell? Am I missing something? ![]()
![]() Its mentioned in an FAQ somewhere, but its been explicitly stated that Traits never stack. The rational partly being that traits are meant to diversify your character not focus them. I'll see if I can find the quote and post ... Pathfinder® Character Traits Web Enhancement wrote:
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![]() Name Violation wrote:
Whatever, I've seen enough ... obviously: "You can also choose unarmed strike or grapple (or ray, if you are a spellcaster)" is not ... how did you so intelligently phrase it ... "crap." This is not fluff, hence its a rule and hence your obviously ignoring the rule. Do as you like. ![]()
![]() Name Violation wrote:
You didn't show the whole entry: Weapon Focus (Combat):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. So if your proficient with Long Swords, you can can take Weapon Focus (Long Sword) and get +1att with any long sword (as I said). There is no feat that says if your proficient with one particular unique weapon, you can gain Weapon Focus bonus for that one unique weapon. So your left with saying that proficiency with one unique weapon, is enough to gain a bonus in all weapons of that TYPE (see feat). ------------------------------------- As far as the designers, I couldn't find the quote in question ... it was part of a weapon focus thread somewhere ... so YMMV. I wouldn't allow Heirloom weapons to qualify for the feats, and in PFS definitely not, just because I don't see how its even close according to core or intention. What other trait replaces a feat as a prerequisite? ![]()
![]() To elaborate for a sec ... The current feat, Weapon Focus, requires you to be proficient in all types of weapon A to get a bonus to all types of weapon A. Being proficient in a single unique weapon A in order to gain bonus to all types of weapon A wouldn't seem correct. Now, a feat that required to be proficient in a unique singular weapon in order to get a Weapon Focus bonus in that singular unique weapon might be great, but it doesn't exist. ![]()
![]() Aelryinth wrote:
Thanks for taking the time to post ... lots of good ideas here. Much appreciated. ![]()
![]() Just a point of clarification. This is incorrect ... Red Wullf wrote:
When compared with this ... FAQ wrote:
INSTEAD: You roll an acrobatics roll once for each enemy you try to avoid an AoO from, with each additional roll/enemy getting an additional +2 to DC.![]()
![]() leo1925 wrote: I think that the problem lies with desing of vital strike and not spring attack. When the FAQ has a paragraph on just Vital Strike question, I think your probably correct. For convenience here it is: Vital Strike FAQ: Vital Strike (8/20/10) Q: Spring Attack has a rather mushy description, but I am pretty sure you can combine it at least with a Vital Strike. I'd also like to have some clarification if you can also combine it with Cleave and Deadly Strike. A: (Errata 8/20/10) The spring attack feat has been changed in the 8/20/2010 Errata to be a Full-Round action. This prevents one from using Spring Attack and vital strike together. ((Removed all of old rulings)) Q: What type of action (standard, full, move, swift, free) does Vital Strike use? A: (Jason Bulmahn) Vital Strike is an attack action, which is a type of standard action. Note: Attack Action means it is one of the types of action listed under Standard Actions List. You see that Attack is is one of the types of Standard Actions available others including: Activate Magic Item, Cast a Spell, Total Defense, and Use Special Ability. [Source] Q: Can you charge and use Vital Strike? A: (Jason Bulmahn) Charge is a special full-round action (excluding partial charge). You cannot currently combine a charge and vital strike. [Source] Q: How does Vital Strike effect weapon-like spells (ie Chill Touch, Inflict Light Wounds)? A: (James Jacobs 11/6/09) Vital Strike wasn't ever intended to give spellcasters a way to double their damage dice, and you can expect it to be reworded in an upcoming FAQ sooner or later to enforce this role. [Source] A: (James Jacobs 11/5/09) Vital Strike does not allow you to sneak out extra damage with spells unless that spell works like a weapon. You could vital strike with a flame blade. Not with a scorching ray. [Source] Q: If I critically hit with a Greataxe(1d12+6) while using Vital Strike what damage do I roll? A: 4d12+18. Which is (1d12+6)x3 plus 1d12 for vital strike. [Source] Q: Can you use Vital Strike with a bow or thrown weapon? A: Nothing in the feat suggests you can not so yes you can. [Source] Q: Can you combine Cleave and Vital Strike? A: Both of these feats now require a standard action to use and as you only get one per round you can not combine the two feats. [Source] Q: Deadly Stroke is defined as "you deal double the normal damage" with an explicit exception regarding critical hits "The additional damage and bleed is not multiplied on a critical hit. ". Does that mean that the additional dice from Vital Strike are also doubled? A: You can not combine Deadly Stroke and Vital Strike as they both are worded to use a Standard Action. As they both are standard actions and you only have one standard action a round it does not work. [Source] Q: So at 6th level and using a longsword +2 and 16 Str and power attacking (-2 to hit, +4 damage) using the Vital Strike feat would it be 2d8, +2 for the sword bonus, +4 for PA, and +3 for Str or 2d8 +4 for the sword bonus, +8 for PA and +3 for Str? And then what would the above damage be if a critical hit was rolled? A: (Jason Bulmahn) The way to think about it is this. . roll the damage dice only twice. Everything else is as per normal. If you crit, add the crit damage normally and then roll the base dice for the weapon again and add them all together. So, in your example, the character would roll 1d8+5 attacking normally, 1d8+9 if using Power Attack, and 2d8+9 if using Power Attack and Vital Strike. On a critical hit you would roll 3d8+10 if attacking normally, 3d8+18 if using Power Attack. [Source] Q: The text of this feat stipulates that the Vital Strike does not multiply Strength damage, weapon ability damage, or precision damage. Are other damage bonuses (those not mentioned, such as those from Weapon Specialization, enhancement bonuses, or the Bard's inspire courage ability) are, in fact, multiplied on a hit? I'm not sure if that's what is intended, though--the wording sounds like it could just be saying, "No damage bonuses, such as X, Y, and Z, are multiplied on a hit. " A: (Jason Bulmahn) The way to think about it is this: roll the damage dice only twice. [Source] ![]()
![]() This is pulled from another thread, but might help here too ... I realize some of this has been covered, but it might help illustrate the point. (or it might just make it more confusing :) ) -------------------------------------------
PLAYER A gets -4 Dex, -2 to attacks other than grapple/escape, and loses his dex to AC against player C, but not B. Can damage player B but cannot attack player C because of controlling grapple.
PLAYER B gets -4 Dex, -2 to attacks other than grapple/escape, and loses his dex to AC against player C, but not A. Can still attack player A or C (with the -2), but neither is open to sneak attack.
PLAYER C can attack A or B with both losing their dex to AC, both open to sneak attack. --------------------------------------------
PLAYER A same as above but loses his dex to AC to player B too. Can still damage player B, but can now add "sneak attack" to player B.
PLAYER B is flat-footed to everyone, so loses his dex to AC to player A, and also has -4 to AC, and can no longer do anything other than grapple. No attacks directed towards B or C.
PLAYER C can attack A or B with both losing their dex to AC, both open to sneak attack. Player B has an additional -4 AC. --------------------------------------------
*The big difference between being flat-footed v. losing dex to AC is that the CMD specifically says "A flat-footed creature does not add its Dexterity bonus to CMD". So players B's CMD can go down a lot once he is pinned (if he has a high dex) ... more than Player A doing the pinning. This is why they don't always say flat-footed. ** This is the one strange part, pinned condition allows for a better Escape check than grappling. This is because it is no longer -4 to dex. But remember that the Escape Skill turns a pin into a grapple (p96). A successful combat maneuver breaks the pin and the grapple at the same time (FAQ). Grapple Condition:
: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. a grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. Pinned Condition:
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack. If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details. ![]()
![]() Christopher Dudley wrote:
Some of what is written above is incorrect (grappler and grapply take a -4 to dex, not AC/ pinned condition does not say target suffers -4 to dex). I don't see any problem with the grapple rules as is. Though they are complicated. -------------------------------------------
PLAYER A gets -4 Dex, -2 to attacks other than grapple/escape, and loses his dex to AC against player C, but not B. Can still attack player B or C (with the -2), but neither is open to sneak attack.
PLAYER B gets -4 Dex, -2 to attacks other than grapple/escape, and loses his dex to AC against player C, but not A. Can still attack player A or C (with the -2), but neither is open to sneak attack.
PLAYER C can attack A or B with both losing their dex to AC, both open to sneak attack. --------------------------------------------
PLAYER A same as above but loses his dex to AC to player B too. Can still attack player B or C (with the -2), but can now "sneak attack" player B.
PLAYER B is flat-footed to everyone, so loses his dex to AC to player A, and also has -4 to AC, and can no longer do anything other than grapple. No attacks directed towards B or C.
PLAYER C can attack A or B with both losing their dex to AC, both open to sneak attack. Player B has an additional -4 AC. --------------------------------------------
*The big difference between being flat-footed v. losing dex to AC is that the CMD specifically says "A flat-footed creature does not add its Dexterity bonus to CMD". So players B's CMD can go down a lot once he is pinned (if he has a high dex) ... more than Player A doing the pinning. This is why they don't always say flat-footed. ** This is the one strange part, pinned condition allows for a better Escape check than grappling. This is because it is no longer -4 to dex. But remember that the Escape Skill turns a pin into a grapple. A successful combat maneuver breaks the pin and the grapple at the same time. Grapple Condition:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. a grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. Pinned Condition:
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack. If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details. ![]()
![]() Jadeite wrote:
Sorry, thought you where comparing the heavy flail and the chain in that they both had such and such properties ... I get you now. ![]()
![]() Jadeite wrote:
I think I'm missing something ... how can a heavy flail be used with weapon finesse? Also I find the exotic double weapons can be useful ... allowing 2-weapon fighters to specialize/focus in a weapon used in both hands ... but YMMV. ![]()
![]() As far as the city map, it really doesn't have less detail. I could run a roof top fight from one building to the next just fine. The streets are all there you just have to pay attention to when they run behind a building and out side of your site line. I suspect its comes down to the style. I don't mind the 3-d view, but the style is a little cartoony for the devilish city of Westcrown. I would have preferred something more dark/foreboding/gothic even if it was the same perspective. That being said I can use the map as is, no problem. ![]()
![]() Quandary wrote:
IMO you have a strong case but it depends on understanding the main-hand STR damage bonus of x1 as not literally meaning x1 but as "normal attack bonus from STR for weapon" and the off-hand meaning "half normal bonus from STR for weapon" and not x1/2. There is a nice simplicity to this reading ... but of course others are going to understand it differently. Maybe its clearer in the new book, but I'm not holding my breath. ![]()
![]() KaeYoss wrote:
I agree I suspect those who have their books went with normal shipping ... Their books shipped early because it can take much longer to arrive ... but its a crap shoot, and they just happened to sail through the mail. Those that spent more money on higher end shipping are much more likely to get it EXACTLY on Aug. 13th (in the USA). This is a case where it probably would have been better to save the money. ![]()
![]() Dorje Sylas wrote:
I'm catching up on the thread but to give more context, The idea was to make a Thief Catcher concept (TWF Ranger) that used strength as his main stat (taking advantage that we wont need the dex to get most of the TWF feats). I like the idea of him looking underwhelming by wielding a "simple weapon" like a the quarterstaff but getting a lot of versatility from it. Was looking at a number of feats like Overhand Chop that a normal strength PC would grab and how these would interact with TWF. What I'm finding interesting is how many people previously gave TWF double Weapons: A) Primary: dam +1 1/2 STR
vs B) Primary: dam +1 STR
I think if you use A) then it would be consistent to allow the use of Backswing otherwise not. I'm wondering if similar issues will arise with the revised Vital Strike line, but I haven't seen the text. Final Rules Spoiler ...
Spoiler: It sounds like the Overhand Chop feat line didn't make the final cut. ![]()
![]() Karui Kage wrote:
Just an FYI here is a snippet from the Iconic Preview #2 Jason Bulmahn wrote: All of this assumes that Valeros begins his turn adjacent to an enemy. If not, he can charge up and make a single attack with his longsword using both Power Attack and Improved Vital Strike. Pretty clear they mean it to be used with a charge action. ![]()
![]() King of Vrock wrote: Well if you have multiple attacks I could see you taking a big swing with it as a 2-H weapon on your fist attack, then shifting your grip and using both ends to gain an extra attack. However you would suffer the -2 penalty on that initial 2-H attack. Would you then allow the Backswing Feat on the first attack ... or not allow it because your not using it 2-handed for the full action? I'll have to clarify with any DM but I'm interested in all thoughts. Quote:
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![]() Paul Watson wrote:
Excellent ... so the main point is, it is one way or another for the full round. If you have multiple attacks (due to BAB) then one can't be 2-handed and another be 2-weapon. Thanks! ![]()
![]() I'm sure this must have been addressed somewhere, but I've had no luck finding it ... I'm looking at someone welding a quarterstaff... Using a two handed weapon (Quarterstaff) with 2 hands:
Fighting with Quarterstaff as two weapons (still using 2 hands):
How do the above interact with each other? How do they interact with feats:
Thanks for any clarification ... Gully ![]()
![]() A quick alignment questions this discussion has brought up ... (sorry for yet another thread jacking) ... I assume that alignment is always judged from the point of the campaign society or the DM's moral code. If there is a mad man that thinks he is saving children by chopping them up he is still obviously evil regardless of what he thinks right? My question comes with the idea of lawfulness ... does lawfulness mean following the given societies law or does it mean following more abstract "laws" like the idea of justice? Could a paladin be a vigilante? In the sense that he always follows the greater morale law of "Justice" even if its breaking the lesser law of that societies legal system. I assume nothing can always be completely lawful because too many laws contradict or supersede each other. ![]()
![]() I'm not sure if this is the case, but Lisa mentioned in another thread that those with quicker shipping would have their packages shipped later in order to have all packages arrive ~Aug 13th. If the PDFs come online as packages ship then those with quick shipping might have to wait more? Just a thought ... ![]()
![]() Daron Farina wrote:
I think the assumption that Arcane Armor and Arcane Strike are for fighter/magic-users is erroneous. They have already shown the wizard iconic using Arcane Strike ... and I've had non optimized wizards use Arcane Armor at low levels in order to not scream "look here I'm a wizard ... see no armor". ![]()
![]() Argothe wrote:
Sorry, I wasn't clear. I know the feat isn't required, but the text seems to imply that Ezren's arcane object would require either Craft Staff or Forge Ring, when it only requires Craft Magic Arms and Armor and thus is able to be modified at 5th level. Which it isn't, which seems strange. ![]()
![]() Quote: He can also enchant his cane as if he had the feats required, so long as he is of the minimum level to get the feat (such as 11th level for a staff using Craft Staff, or 7th level using Forge Ring). Is it safe to assume that in Ezren's case its Craft Magic Arms and Armor at 5th level since his "cane" is treated as a club? I also assume this means weapons can still be Arcane Objects ... |