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So, it's been asked on the discussion tab of the store page for Haunting of Harrowstone, and asked elsewhere, but never answered.

Is the Changeling's ability bonuses a typo? It looks both in the description and in the statblock for a sample changeling Witch that it should be +2 Int rather than +2 Wis. I don't have the module in specific, so I can't check if it's just a PFSRD typo.

Would be nice to get some confirmation on this, as it wasn't ever answered in the discussion.


Allia Thren wrote:

Actually Ultimate Combat introduced a couple of "Quick CM" feats for those standard action CMs, like bull rush or dirty trick that allow you to do one of them in place of a melee attack. However you need to use your highest attack for it, so you can only do it once per round, and it has alot of requirements for those feats.

Which is a shame, because I rather want to see an angry, drunken monk who flurries nothing but dirty tricks for a full round.


Remember also that you can leave slots open and prepare later. It takes less time to prepare a portion of your spells - 1 hour to prepare all spells, to as little as 15 minutes, though it doesn't say how the scaling works, I assume it's just by number of spells. Anything else is too much work to figure.

Better yet, with the Fast Study discovery, which you can take at level 5, you prepare in 15 minutes, or as little as 1 minute! So, at level 5, you'll have 10 per day as a wizard, plus another 4-5 if you have ~20 int, which would allow you to leave slots open, and prep spells for about 1 minute per spell.

(You currently have anywhere from 9 to 10 spells, so about 6 minutes per spell, minimum 15.)


Cheapy wrote:

Gloves do not work if a fighter doesn't have weapon training. Archetypes that rename it can't use it.

You are not treated as having 0 levels in classes you don't have levels in. You have -. - plus 4 is "Learn math again. It doesn't work this way."

Sash does nothing for classes that aren't fighter.

Read what I said again. Any Archetype that changes Weapon Training at all cannot use them by RAW, as it's now a different feature sharing the same name.

Agree with the second/third. Sash as is does nothing for non-fighters.

(Whether it should or not is a question for people with a mind for balance. They're much cheaper than Monk's Robes (Which improve unarmed damage and +1 AC as if a 5th level Monk if you aren't) but provide a lesser bonus. Gloves not working are a heavy blow to archetypes, though they're much easier to houserule than the Sash.)

Addendum to the Archer Grapple question: If the arrow just continues to maintain the grapple using the Archer's CMD-4, can the Archer take a further Grapple Shot to attempt to Pin?


Maxximilius wrote:


By RAW, only "Weapon Training" is increased by Gloves of Duelist. If your archetype hasn't the "Weapon Training" class feature, the bonus you get can't be improved.
Now, the problem is to see if this change was intended for balance, or just an overlooked issue = look at the Unarmed Fighter, and you'll see he gets "Weapon Training"... replacing "Weapon Training". By RAW, Unarmed archetype benefits from the gloves.

By RAW, technically, it improves the Fighter's Weapon Training feature only, not the Unarmed Fighter's Weapon Training feature, as they're different features.

And the idea of intentionally neutering an already gimped option doesn't seem logical, unless you mean the archetypes are stronger.

Unrelated, but does anyone know how the hell Archer's Grapples work by rules? Does it just apply the Grappled condition until the person escapes or breaks the arrow?


Unless he was either hit in the throat, or took enough off of one of the knives to do it in one hit, he's going to make a fair amount of noise going down.

Like Diego said, I would allow a melee sneak attack to remove the sound of him falling. As well, if they do it in melee, I would say that it automatically silences him as long as they can kill him in the surprise round.

From range, let them take a small penalty to their attack in order to target the throat, if they're worried about not killing him in one hit. I think sneak attack assumes you're already targeting vitals, so it shouldn't be more than -2, or maybe lose a die off the sneak attack.


Twigs wrote:
Dire Mongoose wrote:
How the APG items in this general mold interact with UMD is another good question I haven't seen an official answer to yet.

Hrm, has there ever been a ruling on the monks robe in this regard? Do you gain the benefits of improved unarmed strike damage despite not having monk levels in the first place?

I'd assume it would be similar.

Monk Robes actually have a specific clause to let you wear them when you're not a monk, and gain small benefits from it.

I haven't looked at Monk archetypes, but it may be a good exercise to look at them, and see if any of them change unarmed damage/AC bonus.

For a general ruling, at the very least I would like to see that fighters can benefit from the sash regardless of archetype, even if it's just receiving Bravery and Armor Training 1. Possible Errata is just changing it to only improve Bravery/Armor training by +1, rather than increasing fighter level, and make it only usable by fighters. Then make a note on whether it:


  • Adds to Armor Training/Bravery, granting either at level 1 if your archetype does not possess it.
  • As above, but one or both will add to whatever replaces the skill.

I would say, let the Bravery replacement be improved, but just grant armor training 1 if they don't have it.

Alternatively, you could leave the "Fighter Only" requirement off. +1dexlim/-1ACP, +1 will against fear doesn't seem too much for 4000gp.


Quandary wrote:

If Ability A is REPLACING Ability B, then you shouldn´t count as having Ability B anymore,

and items that improve Ability A don´t improve Ability B either.

It seems reasonable to still give the benefit. Otherwise, Archetypes are unnecessarily nerfed by it just because they have different names (technically, any archetype that replaces the standard ability at all shouldn't qualify, regardless of name...) They already downgrade their Weapon Training ability considerably, I doubt it was intended that they would further lose the ability to use gloves.

The Sash is more controversial, depending on the balance of abilities. Bravery seems generally weaker than the replacements, for example. Weapon Master gets weapon training in place of armor training, as well.

You can rule that a fighter can get a custom version that works with his variant's ability (for either item), but that's still a non-solution that relies on DM call, rather than working out of the box.

Quote:
Similarly to how some Classes have Animal Companions, but at different effective Companion Levels, it doesn´t really matter if normally the Mobile Fighter would never reach the upper levels of AT. At low level the Sash would certainly increase them from AT1 to AT2, and I don´t see why the Sash would stop working after that. I will hit the FAQ on this one though.

Right, I'm thinking that the Sash just improves the bonus to AT3 equivalent.


pylfer wrote:


+1 +3Mighty Shocking Comp Longbow (1D8+5 [+2 magical item +3 mighty] +1D6)

Dunno if this is just a typo, but quick correction: This bow would only have a +1 tohit/damage bonus. Qualities like Shocking are in lieu of further enhancement bonus.


7 people marked this as FAQ candidate.

Mostly looking for opinions, as there doesn't seem to be an official ruling...

So, it seems to be generally accepted to let Gloves of Dueling count for most archetypes that replace Weapon Training.

What about the Sash of The War Champion? For example, allowing it to enhance the Archer's Hawkeye and Trick Shot abilities, or would you grant it as Armor Training 1 and Bravery 1?

What about in an edge case, specifically Weapon Master? Would you rule/agree it grants Armor Training 1 instead of adding to Weapon Training (Which is specifically enhanced by gloves)?

Mobile Fighter is another edge case: it still gets Armor Training, but loses out on AT 3 and 4. Would you agree about just enhancing the armor training bonus, rather than letting it receive the AT3/4 bonuses early?


Hello. I've searched, and searched, and searched for some time now, looked through about twenty or thirty threads, and have yet to find a definitive answer.

You can turn up to 45 degrees by spending 5ft of movement.
What does it mean by turn, given that there aren't any facings?
Move 'diagonally' into a square in 'front' of you, 'turning' 45 from your last movement and:
1) spending 5ft for the turn, and 5ft for the move
2) spending 5/10ft for the turn and move together (depending on diagonal)
?

So, if you move North 5ft, and wanted to turn right without making a 90 degree turn would
Declare a turn, spend 5ft, spend 5ft to move NE, declare another turn, spend 5ft, spend 5ft to move E
or
Declare a turn, spend 5ft moving NE, declare another turn, spend 5ft moving E

Later was suggested in a thread, and might fit the whole "simplifying movement" thing that ascending and descending does by getting rid of diagonals.

This is easy enough to generalize the answer to the other movements from, so I won't ask for them (well, maybe why you would want to use 180 outside of GM saying an object will fall on you halfway through your turn if you don't move?).