Hello, I'd like to confirm something here, as my mostly caster shaman wants to throw some punches into battle with his friends. I want to use Monstrous Physique to gain a 6-armed form, like the Calikang. I glanced at some guides and threads at first for the forms, and I noticed they all said you keep your armor while on Monstrous Physique. Pretty nice... But by habit I checked the relevant rules to avoid outdated information. And something caught my eyes:
Polymorphy rules wrote: When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body.[...] Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion) It wouldn't surprise me that going from 2 arms to 6 could be something that goes against the use of my armor, for example. So, I'd like to confirm: Can I walk and punch as the mighty Calikang (or the even mightier gegenees) and still use my armor ? all the polymorph rule text: Quote:
Ho, I should have take the time to read. Thank you. I'll be a little greedy and ask what is supposed to be the last question:
To give an example, I have a monk with a +3 allying cestus and she can make 3 attacks with his FoB. At the start of her turn, as the allying property indicate, she uses the weapon to give her unarmed strikes the +3 enhancement bonus, and uses her cestus only on the second attack, while her first, and third attack are unarmed attacks. 1. She only gains the +3 bonus on her fourth attack ?
IMHO, the first answer is the right one, but I'm not sure RAW can answer.
Chess Pwn wrote: 2nd point is a yes, as long as the total amount of bonuses doesn't go over 10 you're good. Hmmm... It wouldn't surprise me you're right, but just in case, do you have any rule on that ? (I just began to be interested on that topic) Chess Pwn wrote: Also unarmed strike is all one weapon, regardless of what part of the body you attack with. here is the FAQ that says so. Great catch, thank you. I didn't remember that one.
I just saw I totally forgot to link the reveling rules. For reference: Allying weapon
APG wrote:
Oddman80 wrote: I believe that the language of when the decision must be made, is only there to ensure that the allying weapon cannot receive the bonus during the same round. [...]Additionally, there is nothing in the rules text of the allying property, that says you must use the allying weapon that round. I didn't see it like that, and I can understand your view. But I did dig up a little more, and found something that feels like an end point: The FAQ about the defending weapon, which have the same "at the start of her turn before using her weapon" in the description. We're totally on the same page about the AoMF not being a weapon and on the natural attack stuff, but I'm a bit less convinced about the "unarmed strike" being only one weapon. The unchained monk introduced the idea of kicks, head-butt and stuff, and you can two-weapon fighting with unarmed strikes (Well, that last one does not affect the monk anyway, as he can "TWF" a two-handed weapon). Sidenote: I answered myself about my point 1 (no, you can't give special abilities, they're not enhanced bonuses). I'm still interested about a confirmation for my second point.
One of my player talked to me about a way to boost his monk: Using an allying weapon to improve his unarmed strikes. RAW, it seems to work, but I don't want to overlook something. With quick calculation, it's pretty neat: To gain a +5 equivalent bonus on his unarmed strikes (the AoMF cap), you make 53k of benefits.
Now come 3 things I'm note totally sure to understand: 1. Can you give your special abilities (virtual enchantment bonus as flaming) to someone else with Allying ?
2. Can you still gain benefits from special abilities (flaming, etc...) from an amulet of mighty fists while receiving bonus from an allying weapon on your unarmed strikes ?
3. What does "at the start of her turn before using her weapon" from the allying special ability means ?
Thank you!
Joesi wrote:
I agree. It's just that you can't full attack, and even attacking is pretty darn complicated: You need to move to make your stealth check, so except if you play ranged or you have spring attack (and I'm not even sure you can use it that way), you'll have big time beginning and finishing the round in stealth. If you can't begin/finish the round in stealth, you'll probably finish clubbed.It's not even a problem of how HIPS work, it's a freakin' problem of action economy. HIPS gives nice things... But they are still pretty balanced usually (requirements, how to use it, number of counters, etc...).
People seems to forget you still need to make a stealth check that beats the perception check of your foes. Sure, a specialist in stealth will get some nice bonus who will cover them on that... But that doesn't mean he can't fail or can't be detected in any way. - Scent still exist and indicate you when someone is at 5 or 10ft from you depending on the wind, and other senses can't be fooled.
etc etc... They'll know you're here, even if you have total concealment from them (except for blindsight). I can't understand how is it even a big deal. Yes, it's a better form of "greater invisibility", but it's often a pain in the staff to get it and to employ it. To use stealth, you need to make a stealth check, which is still limited by this:
PRD, Stealth wrote:
Full attacks are over with this, and except with spring attack, your location is nearly known. Still not sure where to attack ? Just area blast the bastard with things that don't use reflex saves. Stinking cloud for example. Or simply use glitterdust/faery fire/a pack of flour and club it to death.
Cuuniyevo wrote:
I often tell my players to use the "take 10" rules, but for what you said, if they just rolled badly, they still can search for more informations, using the diplomacy skill. If you don't beat the knowledge skill, you still can "reroll" with a diplomacy check to directly find the answer, or to ask for someone who might know (you can even make a knowledge skill to try to find that person). It can take time, but it's the price for rolling badly or not investing enough points I suppose.
DM_Blake wrote: As far as I can tell, the shield was damaged by direct HP damage, not a "condition", so the only way to repair it is to actually repair the damage. If it was a sunder attempt, the shield should be at 19 HP. But here, he blocks damages with his shield using Sacrificial shield, meaning the shield takes the damages. Is the shield take any damages when using sacrificial shield:Quote: Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances. Quote: Does that mean if you cast a spell that breaks a wepon on a weapon with less then 1/2 it's hp -1, it acutally goes up? My player just read it too. I assumed the broken condition given by an effect "inflicted" 1/2 +1HP of the item to it. The "considered as" is just perturbing. IMHO, RAI is suppose to inflict damages. Potential FAQ stuff too, more likely to happen because of guns and misfire.
I'm not sure how to put it better to make a FAQ-valid question. What it's all about: One of my player wants to make a mythic paladin using the sacrificial shield mythic path, which gives the broken condition when the shield is damaged (I feel it's the RAI). We will say my player has a heavy steel shield (hardness 10, hp 20).
Quote: If a weapon gains the broken condition from an effect, that weapon is considered to have taken damage equal to half its hit points +1. So, if I'm right, if my player use sacrificial shield to block an attack that should deal 11 damages, the shield take 1 damage, gain the broken condition, and is now considered at 9HP. The main question is related to another part of the sidebar: Quote:
My player argue that he can clear the "effect" by just repairing 1 hp on the shield (the damages absorbed by the shield), and the shield will be totally fixed, while I don't think it qualify as "removing" the effect that grant the shield his broken condition. The question is rather complex, and I don't want to be unfair. Can you help me out ? the entire sidebar: Quote:
Brain in a Jar wrote:
The text is not written that way. It's not written "when you shield bash, your shield is a one-handed martial bludgeoning weapon", but "For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon." There's a difference. By my reading, a shield bash is like a "special attack" you must make with your shield (no joke!), and is calculated as a one-handed attack for feats and such. I'll repeat it: I'm not against a 2-handed shield bash, it's not game breaking and all, but I'm still not convinced it's RAW. FAQ ?
One might argue you can't two-handed a shield because a shield is not a real weapon: Heavy Shield, Ultimate Equipment wrote: Shield Bash Attacks: You can bash an opponent with a heavy shield. See "heavy shield" on the Martial Weapons table for the damage dealt by a shield bash with a heavy shield. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon The light shield has the same reference, but to be used as a light weapon. You seems to treat only like that for the purpose of penalties on attack rolls, probably for TWF. I didn't had any problem with TWFing a shield before, but I might be inclined to say it's a houserule now I checked.
The Detect Magic description needs a link to the Spellcraft skill. PRD wrote: 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
I knew Magic Lineage, not the other one, but we don't use Companion feats in our circle of friends. I'm not sure a magus can use spell perfection, it seems to me you need to be a spontaneous caster (speaking about spell slot and casting time), but it's late and I probably need to sleep. And I'm not sure about the 9th level slot limitation on a magus. But an arcanist can absolutly. The blade adept archetype with a heavy pick and the spell strike Adept Exploit became even more potent. At high level, I already see some scary stuff incoming. Huuuuu!
I was reading the ARG, and I stumbled upon the Damnation Stride's duration. Damnation Stride wrote:
I made some digging, to check if it was typo, but as this post suggest, it is in fact not. The poster's suggestion is that the spell can let you use a Dimensional Door each round in compensation to the +1 spell level and the "self only" use. Still, it lacks clarity IMHO.Furthermore, if someone manage to caught how the spell is supposed to work, I'm curious to know if that spell would work with the Dimensional Agility, and how, as the duration would be quite interesting.
They *could*, but it would require GM approval. RAW, you got the monster from the Bestiary list, no modif'. That's probably how it is handled in PFS.
Clearly, it improve greatly some familiars. Something some GM might be hesitating with. Edit: If your GM hesitate, propose him to allow it if you go on a special quest to find the creature or a special ritual, etc etc...
Thank you for your clarifications, it seems he finally made his mind. I think he was a little scared because I'm an half-orc inquisitor, so without optimizing it I got a nice +33 to demoralize at level 13. With Blistering invective and Lookout for the action economy, it's actually quite potent because it's hard to up this DC (even if in the end, I got -5 on the successive check), so I don't think there is any foe from my CR range I can't demoralize and frighten. Except of course for immunities (the recent debate on the immunity to fear is quite interesting).
boring7 wrote:
I would really be amused if someone allowed a Companion Book and not Ultimate Combat, to be honest. For the flat +1, it would be acceptable. It's one of the few archery feats I know that doesn't ask for Point Blank Shot, but you still need to invest in Deadly Aim. Plus, you need to have +3 to BBA, so all in all it's interesting if you're a fighter IMO.
I know this has come in some threads, but my GM is currently skeptical that disheartening display can let me frighten a creature I already demoralized. Advanced Class Guide wrote:
His argument is that Paizo is usually against any form of stacking from a same source, and it would be strange they accept this one. Moreover, he thinks the feat shouldn't bypass this line of the intimidate skill:
Prd wrote: Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. I think this is the point of the feat: to bypass this. He think this is to scale with some powers that don't usually scale with anything, like Horrific Visage from the Accursed sorcerer bloodline, or the Frightful Charger bloodrager bloodline power. I have some arguments as well: Number of feats involved (minimum 3), number of actions to make that works (normally 2 full-round actions), usually high DC to beat, creature types immune, and so on, but I'd like your opinion.
I feel it shouldn't be a language-based effect. Dazzling display isn't about using words, but swinging your sword (or any other weapon you took successively weapon focus and Dazzling display for). Making it apply a fear condition seems a better workaround, as BBT propose. A FAQ on applying bonus to saving throw against fear effect on demoralize DC doesn't seems to be a bad thing too, even if intimidating is kinda hard already.
Quote: Fun trivia: There's nothing in the rules that says that casting a [Good] spell is a good-aligned action, or that casting an [Evil] spell is an evil-aligned action. So actually, the alignment-spell rules are even more silly. Well, it can be extrapolated by the fact that good deities prevent good casters from using Evil spells, for example. IIRC, casting an evil spell is an evil act in PFS (and probably in Golarion, even outside of PFS), and back in 3.5, I remember books about it too. But you seems to be right. Core there is nothing on this.
Quote:
Well, it's not like you let evil power take over your flesh to heal you. :) Remember it's a spell given to his follower by Asmodeus.
For reference, my friend wants to make a Gnome Gunslinger (Experimental Gunsmith)/Alchemist (Grenadier), who shoot with a gun. He strongly consider taking a level of Master Chemist to add some fun. For the artokus fire, we don't use Companion stuff, so it seems to lower the amount of damages he can get from the ability.
I like vital strike a lot myself. I argued a lot with my friend when he made his cohort trophy hunter, and was pretty more in favor of Vital Strike.
I think both are great, just need to be addressed differently. Anyway, even when you don't build around them, I think those deeds are pretty nice. Not the best around maybe, but still. And because you have dead shot "free", you know you can take some special bullets, and use them effectively. But I'm concerned about your siege engine. Can you use deed with siege engine ? It seems silly. IIRC, you can only use them with firearms, and even gunpowder-based engine siege are not considered firearms.
Don't know the artokus's fire. Could you give me a link ?
Still, I think if it could be used all the time, I don't see why bother with the normal alchemist anymore, the trade would be totally amazing.
With the hybridizing funnel, it's even more interesting.
ElementalXX wrote: Lighting reload is quite underwhelming for a level 11 deed. Is like when samurai get ranged feats when obviously almost none of his class features work at range. Anyway most of the deeds are terrible (looking at you deadshot, how much i wish this was worth using) so this is following a pattern. for the samurai, it gives versatility. You can't always go in melee. It's nice to have some ranged viable options, especially when flying monsters become quite common. For the deadshot, it amuses me because I think it is pretty cool. It's a potential better version of a vital strike, and it costs far less money (one thing that IMO cripple the class, the price of ammunitions) than a full-attack. Enchant a couple of ammunitions with very specific enchantments, like ghost touch, bane, or else, and use that deed to beat the crap out of your target. Great way to make use of a Improved critical feat too. And it's interesting to non-gunslingers*, or to pick up a firearm you didn't specialized into to make virtual full-attack with lighting reload deeds. When your GM disarm or sunder you, it's good to have that. *We have a cohort ranger (Trophy hunter) in one of my group that rely on this dead to shoot everything at sight. It's far less likely to blow up, thing that happened too much time before.
My principal question is simple: do you need to have the alchemical weapon in hands to use the alchemical weapon (su) of the grenadier ? cnetarian wrote: nothing is said about the alchemical concoction having to be in a hand either, so presumably it could be in your backpack at home. Even if it was in your own backpack, the fact it's an Su means it doesn't provoke an attack of opportunity. So it would be simpler to retrieve + apply the alchemical weapon than to just retrieve it from your bag. That's part of what bothers me. For the archetypes, I was pretty sure they were bounds to the race they appeared in. It seems to be I was wrong. I probably should have read the "how to use this book?" again. Silly me! For the Int to damages, it was discussed a lot, and I hoped it was settled. cnetarian wrote: AA Stuff I'll recommend AA to my friend, it's a brillant idea.
It seems they kept the same writing on the double-barreled pistol, which differ from the db-musket and db-shotgun. Still, when they mention "attacks", I read it as what an attack mean for them: an attack roll. Like when they talk about sneak attacks and stuff. It seems pretty limpid to me (no offense). For the db-pistol, it's strange, because they don't mention what action they are talking about. Anyway, they completely messed up in UCombat IMO, you just have to read about the eastern weapons, or think about the piece meal armors. I was really upset when they didn't correct those strange wordings for UEquiment. Hopefully, I heard they will make an errata for UEquiment soon. For the "useless" deed, you can use it with firearms you didn't take the rapid reload feat for. Or, if you like to snipe with vital strike, you can forgo the rapid reload feat and just rely on that deed.
A friend of mine wants to make a gnome alchemist (grenadier), but I maybe found a flaw either in his build, or in the wording of the ability. Indeed, Alchemical weapon let you use a move action (then swift, then free action) to imfuse a weapon or a piece of ammunition with an alchemical weapon. Cool stuff.
It doesn't seem unreasonable to me, considering the trade. It makes me think about how poison are hard to use in fight. Alchemical Weapon: Didn't find a clear answer to this, so I'm curious.
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action.
This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance. PS: With the Grenadier archetype attributed to hobgoblins with th new Monster codex, does that mean it's a hobgoblin-only archetype now ? I'm confused. Edit/PS2: Was there any official answer on the int modifier applied to the imfused weapon ?
Because while drawing a non-weapon-like objects incur an attack of opportunity, weapon-like objects do not if they are in easy reach? Both interpretations of the text can be correct IMO, and only a dev can give a final answer.
I'm on the "restrictive" side of the debate. I remember a dev talking about quickdraw that magic items and alchemical objects were excluded because in a matter of balance, spells are far more effective for less actions. I still do need to find his post. I always ruled it so you can only draw a weapon (a true one) as a free action as part of a movement. On the item "accessibility", remember it's not meant to be unlimited and for everything, here's the most forgotten but used item of all time (except regular clothes): "Ultimate Equipment, Gear, Adventuring Gear wrote: I ruled scrolls could be tied to it, but "beware unforeseen consequences", as I like intelligent enemies, I consider scrolls are fragile against water (What would be the use of the scroll case ?) and as I did read about rolling a 1 on a saving throw. Spoiler:
Core Rulebook, Magic wrote:
It may seem a little bit of a nitpick, but I give the same options to my players: My BBEG have bandoliers or similar, not all of their magic items are accessible, etc etc... I began to be this "strict" when I asked a player to describe himself while a group of foes tried to assess his fighting skills. The discussion went then about sundering, pickpocketing, and other matters I can't even remember. If you want accessibility, to go farther than just 2 wrist sheaths, the following tricks are good too: Objects compartments:
Ultimate Equipment, Gear, Adventuring Gear wrote:
Some (as I) may argue that you still have to use a move action to "draw" your scabbard, and I have the impression that few clerics or oracles are played as pure casters with their holy symbol always in hand, but it's still pretty useful IMO.
I would require a hero point to try that kind of stuff. I'm like Rynjin, but maybe because I have some players that like rules consistency and are ready to use all the houserules to their full potential. Still, as some said, it's a creative try from the player. I don't want to see that kind of actions everytime, so hero points seems to be the go for me.
|