Fighter

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794 posts. Alias of Rapanuii.



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I've experienced an issue concerning the Will-o'Wisp a few times, and I would appreciate it if people could weight in. There is a strong disagreement, and I'm hoping this thread can be useful to settle the matter.

Will-o'-Wisp states that it has Natural invisibility in it's Defensive Abilities.

Stat block for it's Natural invisibility wrote:
Natural Invisibility (Ex) Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.

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Universal Monster rules
Natural Invisibility (Ex or Su) wrote:

This ability is constant—the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.

Format: natural invisibility; Location: Defensive Abilities.

I know there are many creatures that have things listed in their stat block that you can refer to the rules in the Universal Monster Rules, but in their stat block they write out unique things. Do you ignore what specific things are listed in their stat block and go with the Universal rule, or do you follow their specific text in their stat block?

In this matter specifically does the Will-o'-wisp

1. stay invisible for the end of time by never shining light once it uses its ability?

2. The creature is never visible in the first place because it is always invisible, and it is the glow that turns on and off by using a move action and on the conditions of the invisibility spell (hostile actions turn it visible again etc.) the glow will return?

3. The creature is visible and glows, but as a move action can turn invisible as per the spell (hostile actions turn it visible again etc.) while extinguishing it's light?


Let's say I have a +1 Buckler, and something that will grant me a shield bonus to my AC that is of a higher value of 1, and let's say it grants a +2 shield bonus specifically. What is my end result for my total shield bonus?

I know you wouldn't stack the buckler and the other thing giving a +2 shield bonus, but what about that +1 enhancement on the buckler? Take the higher shield bonus (+2 shield bonus), and then applying the shield enhancement bonus (+1 from the +1 buckler)?

I was trying to look how armor enhancement bonuses are figured out, and maybe I am just missing some language in the rules. Are there rules that clarify if the enhancement bonuses are exclusive to the item?

I would appreciate it if people could help me with the actual rules to better understand this. Thanks!


Originally I believed stone shape could be used to go over to a stone wall, and outline a door, but awhile ago it was argued to me that the spell can only affect certain sizes of stone. So if the stone wall was too large, then the spell wouldn't work.

I am not that experienced with spell casting, so I'm hoping someone could carefully look over the spell and inform me how this works.


I'm thinking of doing a one level dip into the Spiritualist class with the fractured mind archetype, and the phantom will take dedication so I can maximize will saves. I'm wondering if anyone familiar with this class could please give me some tips.

The phantom gets one feat at level one, and I'm trying to figure out what would be best. I don't imagine there are new feats that allow the incorporeal form to hit corporeal creatures, but I feel that is what I would like to do the most. Incorporeal form I feel is my goto if I bring out the phantom, and I'm not positive, but I think in incorporeal form the phantom can give a flank. Any ideas on getting the phantom to hit corporeal creatures, or just a solid level one feat would be much appreciated.


Off-Hand Opportunity wrote:

Additional Prerequisite(s): Combat Reflexes

You can make one additional attack of opportunity each round with your off-hand weapon.

I am looking for help understanding this. I'm pretty sure this means that you may exceed your AoO limit (1 + dex bonus from combat reflexes) to do one more AoO if given the opportunity, but it needs to be from an off-hand weapon (half strength damage).

This isn't in anyway saying that when you take an AoO that you can also use your offhand attack in there too? If so, they'd spend an AoO each?


Okay, I literally found out about this today, and never knew it existed. Reading the rules for this I was at first happy, then I became confused because of the wording and lack of clarity. I want to point out what confuses me, then I want to give follow up questions to try and better understand how things work, or at least how people intepret it to work, because so far I've had no luck finding any errata or FAQ. If anyone can help me with errata or FAQ, that would be greatly appreciated.

Dares wrote:


Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her grit or panache, and become inactive until the character regains grit or panache. A dare grants the character a benefit and makes it easier to regain either grit or panache.

A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but must pick only one to be active each time she reaches 0 grit points or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit points or panache points again.

1. Okay, so I bolded the active and inactive in the rules. It seems to read to me that it activates when you have 0 grit or panache, but it says they become inactive UNTIL the character regains grit or panache. Maybe inactive was meant to be written as active to say they remain active until you gain more points?

dares to select wrote:


These dares can be used by gunslingers and swashbucklers.

Vigilant Shooter : While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit point or panache point when you succeed at two Reflex saving throws while using this dare.

Frantically Nimble : While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit point or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks don't need to come from the same enemy.

Out for Blood : While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/×4 becomes 19–20/×4, 19–20/×2 becomes 18–20/×2, and so on). This effect does not stack with similar effects that modify a weapon's critical threat range.

Run Like Hell : While this dare is active, your base speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

I notice that Vigilant shooter is the only dare that requires you to be using the dare to gain grit/panache back, while the others give no caveat about that.

2. If I get to zero points and select any other dare besides Vigilant shooter, do I gain points even if the dare isn't active (at zero)?

3. Do the dares benefits turn off when I get at least one point in my pool, or does it stay on forever until I reach zero again and choose to change it?


It's an attack roll, but it depends on beating the opposed melee attacks attack roll. The parry is an attack roll, but it would seem that a natural twenty wouldn't matter unless you exceeded the opposed roll, and if that's true then a natural one shouldn't count as an automatic failure.


I rolled a tiefling for a gestalt game (swashbuckler/fighter) who is designed on having high ac. I am investing in bluff with the class features, and the gm allowed me to roll on the d100 to replace the spell like ability.

I got minor image 3/day, and I've never used this spell, in fact I've rarely used spells in pathfinder. I would like advice for using this ability in game inside and out of combat. Creative ideas that are practical or ridiculous are all appreciated as long as they can mechanically work. I imagine using my bluff skill could be enhanced with this spell, and vice versa.


Science of the Blade (EX) wrote:
At 13th level, an Ustalavic duelist is able to apply his specialized knowledge of anatomy and physiology to his bladework. The duelist can make dirty trick (Advanced Player’s Guide 320), disarm, and trip combat maneuvers using any one-handed piercing or slashing weapon. This ability replaces weapon training 3.

You get the benefit of dirty trick, but trip and disarm seem to be completely redundant. Why was this printed? Was there a mistake and this was later fixed with errata? Anyone have insight, especially if I am just missing something here?


I'm going to be playing in a gestalt game with 2 other players (3 total) in the giant slayer adventure path. We have all paizo books open, 25 point buy (lowest can be 10 PRE-RACIAL), races are somewhat open, and we take 2 traits as normal plus a campaign trait on top of it.

The build I'm going for will be able to 10 ft step, and have very high AC as he pokes things with his rapier. I'm thinking of being a tiefling (I'd choose a different heritage to maximize the stats, but unsure what to choose) in order to get darkvision, natural armor bonus, fire resistance, and my GM is going to let me roll a d100 for an alternative to the spell like ability when we do our first session. Also, tiefling allows you do be more human to qualify for things like the human favored class bonus. Besides tiefling I was considering human or aasimar.

Here is my build according to class/archetype and feats for a few levels.

Swashbuckler (inspired blade)/ Monk (master of many styles)

1. Weapon Focus (inspired blade), Outslung Style (monk bonus feat), Fencing Grace (level 1 feat), Improved Unarmed (monk)
2. Outslung Spring (monk)
Swashbuckler (inspired blade)/ Fighter (Armor Master)
3. Dodge (feat), Crane Style (fighter)
4. Combat Reflexes (swash), Weapon Specialization (fighter)
5. Crane Wing (feat)
6. One Handed Weapon Trick (fighter)
7. Lunge (feat)

From here I'm not too solid on what I want to take..
8. Crane Reposite (swash), Greater Weapon Focus (Fighter)
9. Critical focus

My favored class bonus would be going into the human one where you get 1/4th panache points. I want to aim to have high ac primarily, but obviously my character has a purpose of being the martial damage guy too. My GM ruled that I can use Piranha Strike with a finesse weapon, so that might be a thing, but I kinda feel it's not worth it.

My stats I so far have planned as follows (not considering racial modifiers.)

Str 10
Dex 18
Con 13
Int 10
Wis 10
Cha 14

Int I would have considered to be 12, but it's minimal 1 panache for inspired blade, so the most I'd get would be a skill point. I was considering making INT the better score, and leave CHA at 10, but it is more beneficial to me with swashbuckler abilities than skills.

Suggestions on stacking more archetypes onto my Monk or Fighter, or suggestions of other classes, feats etc. to use to build my guy? Thanks


I've seen GM's in PFS do it in games and overlooked it, but always treated these combat maneuvers that they couldn't be done with a weapon. I just opened up my Advance Players Guide and don't see anything that says you can use these combat maneuvers in place of a melee attack, or use them with a weapon.

I was shown this article writing about combat maneuvers, and it is pretty weird in my opinion.

http://paizo.com/paizo/blog/v5748dyo5lcom

It writes as if trip weapons are the only weapons that you can apply your bonuses on while making a CMB with a weapon, but trip weapons don't say that at all, but rather just allow you to drop your weapon if you fail your trip. By the rules you can already use your weapons bonuses to sunder, disarm, and trip maneuvers, so what's going on in this article?

Anyways, it goes on to say that the trip special feature on the weapon lets you use your weapons bonuses on reposition and drag maneuvers, but how are you applying these bonuses if you're not even using the weapon to preform the maneuver in the first place? Is this just assuming you have a feat or some class feature to do it? Am I missing something that allows these maneuvers to normally be performed with a melee weapon?


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I'm a total noob to the mini life and I didn't know if mini's existed for the aspis agents already, or if there are plans to release them? I really enjoyed the look of the slayer and would definitely buy a mini of him for sure.

I know they have the iconics and do mini's for characters within adventure paths, so I figured I post here for an answer.


15 point buy game where only one stat can go under 10. I have most of the class figured out, but I can't really figure out all the feats.

The class is replacing what a level 7 is currently in our game of Carrion Crown, so we're going to plan it around using Full Plate, a Buckler, and a scimitar.

The favored class bonus for 1/6 combat feat is taken too.

If anyone has suggestions, please post them. Originally had Furious focus, but found out it only works if you two hand a weapon. I don't think Step up is a smart investment, and this build can't do combat maneuver feats or take things like Dodge.

Ability Scores:
Str 15
Dex 12
Con 14
Int 10
Wis 14
Cha 7

Traits:
Reactionary and Fate’s Favored

Feats:
1. Weapon Focus (Scimitar), Toughness, Improved Initiative
3. Power Attack, +1 other General Feat (maybe Shield Focus)
5. Weapon Specialization
6. Bonus Combat feat, plus favored class combat feat from 1/6
7. General Feat
9. Greater Weapon Focus, Lunge
11. Quicken Blessing
12. Greater Weapon Specialization, Improved Critical
13+ ????

Blessings would be Repose and Healing from Pharasma.


I don't have the season seven guide on me, and I forget the rules to determine high or low for particular seasons. Could someone copy paste or explain how to determine tiers for a season 3 game? I'm running a 1-5 tonight and want to make sure it's done correctly.


Please, no spoilers for what's ahead of the game, but we just finished book one of skull and shackles. I am the captain (human archer fighter) of what's left of our crew on the island of book one. We took care of business way ahead of schedule.

We're pretty much all evil, and some may be offended, but we have chosen to call ourselves the psycho rapist, which was very ironic when we all decided that before the game started that we wouldn't go that far into evil, but the name seems to give off a very intimidating feel that you'd be dealing with very unstable irrational people.

I want to have titles that make sense and aren't ridiculous, especially since we did enough of that with our pirate name. I want it structured so it's kind of like a mifa/gang where you need to prove yourself to gain better status and privileges. I was thinking of demon themed names where the bottom were dretches, and the top was baphomet, but I honestly don't know where to go with everything between.

Here's a rough idea of how it would work, but I need titles. Also, next session we're going to try and ask two ghouls to join our party.

1. Those that are around on their own accord or forced that will be treated however anyone above them feels like. Bottom of the barrel. If emergency, assuming the ghouls join, they'll be allowed to eat these people.

2. Those that have proven they could potentially be an asset by showing loyalty, and are up to be initiated at some point.

3. Initiated members that get to freely represent themselves as one of us.

4. Members that are MADE such as the mafia. They're above other members obviously, and have leeway to influence major decisions from higher ups.

4. OG members (the player characters) who were are those who were around from the start and are considered founders.

5. 2nd in command

6. The captain/god on board.

I'm looking for themed titles or even if the theme isn't consistent, things that sound cool that shows a progression from bottom scum to absolute GOD.

Thanks.


Quote:
Breaker Rush (Ex): At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

The bolded part someone interpreted it as making the damage 2 damage for 1 strength modifier, and another reads it as just getting 2 additional damage on top of the normal 1 for 1 ratio.

How much additional damage is dealt with let's say someone with 18 strength who succeeds on a bull rush attempt when they get the improved version using this ability?


I am going to play a gestalt game in the near future, and I want to build a swashbuckler primarily. Anyone have ideas for what to do for the other class(es) throughout his career to make my character pretty crazy?

I was thinking of being an Aasimar with the alternative stuff for Dex and Cha, but I would love to hear other suggestions on race and all other things too. A few levels in enlightened paladin seem good, and I was thinking maybe inspired blade swashbuckler.

The 3rd party Psionics, and Path of War materials are open, but I personally don't know much about them.


I am going to try and play the serpents skull, and I'm thinking of a half-orc paladin who'll be melee (scimitar buckler since heavy shield won't allow lay on hands). The gm for starting this game will allow ANY cl 5 item or lower to just be on the character when the game starts. I'm not familiar with spell casting or item creation, so I'm asking what would be most useful for the ap, a paladin, and in general the most broken items to select.

Thanks


Can you use detect magic to detect magic from a magic trap? Could people also provide an explanation as to why or why not, please?


With this archetype you can preform combat maneuvers with a ranged weapon (longbow) using Trick Shot and later on you have the ability to not provoke with ranged weapon attacks with a bow with Safe Shot.

My question is should Trick Shot combat manuvers like Disarm and Trip be subjected to provoking AoO's if you don't have the improved versions, and should they also be subjected to the failing by 10 or more rules? I can understand that it looks like RAW you provoke without the improved versions, but it seems ridiculous that you drop your own weapon, or fall down when you shoot someone who isn't even near you (to threaten) to attempt these CMB's.


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I am super pumped to take the opportunity to tell everyone that Tim Carleton from upstate New York is now a 5 Star GM!

This guy has supported PFS for a long time, and has been in the game ever since I started up. I first met him when he was a Venture Lieutenant and thought he was a crazy man. Now he is a Venture Captain, my buddy and I KNOW he is a crazy man.

This guy spends an insane amount of time supporting PFS, and when PFS isn't happening he is running adventure paths! Almost every day he is running pathfinder, and when he isn't, he is doing something pathfinder related like helping other games go off, managing public pfs schedules, talking to players during his personal time, and managing all the details of his many adventure paths he runs.

Tim is a machine with how he can wake up extremely early, stay up extremely late, and do it all again the next day and I don't think I've ever seen him tired. If there is anyone more dedicated to pathfinder than Tim, then I'd love to meet them, especially since I don't think it's possible. To me, Tim Carleton IS Pathfinder!

Tim is an extremely generous man, and one of his best qualities that makes him awesome as a GM is how patient he is. I don't think I have ever met anyone as patient as Tim Carleton in my life, and I've witnessed this man stay completely chill and continue the game while total chaos is happening around him.

Again, I am extremely pumped to post this announcement congratulating Tim getting his fifth star, and I wouldn't be surprised if I have made some people mad by beating them to it.

CONGRATULATIONS MY MAN!

P.S.
Paul is a jerk!


I got invited to play a core game of 3.5 d&d and wanted advice on building an archer. I really want to keep it human fighter because I don't really like spells, and the weapon specialization chain seems important if I actually want to do damage.

Anyone help me with build advice, and even suggest what dipping in other things would look like?

I have pretty much done on my own all the bow feats anyone would take, then improved initiative and blind fight due to lack of feats to invest in the bow. Thoughts?


He took strength damage and fell. I.got a cleric with breath of life restoration and stuff. How do I save my friend?


Raging Drunk wrote:

While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.

This ability replaces fast movement.

Rage Powers: The following rage powers complement the drunken brute archetype: boasting taunt, good for what ails you, internal fortitude*, liquid courage, moment of clarity*, roaring drunk, and staggering drunk.

Just had a discussion about this where it was mentioned "if I can't do this, then what's the point of taking this?" to my ruling of this power.

So, you have a character that uses this rage power, and let's say you have a bandoleer with somehow a tankard attached to it. You'd have to move action to take it, and move action to drink it, correct? Is there any method to not spend two move actions other than have it already in your hand? You'd drink an entire tankard too when doing this? Are there other things in the game that you can put on your person to take out or hold onto that you can drink that holds more than a tankard?

To me, the benefits are mainly for not provoking for drinking/move action over standard, and I imagine there are other things that exist that would make this good too. Am I correct about the action economy? You couldn't weapon cord a tankard or a potion because it's not a weapon right? Could you by RAW or RAI strap a tankard or a canteen to your person somehow that you could drink things without having to take them out? It was suggested that a canteen could have a strap around your body so you can just as one drink action have it.


Scenarios say you earn a certain amount of gold for completing things "reward the players with..." while characters find certain items. You're allowed to use consumables and stuff without affecting your chronicle sheets gold, but is there anything stopping you from using the gold you loot of bodies and not have it affect your sheet? Could I sell the magic items at a shop to get enough gold for a scroll of cure light, or spell services preformed? This would obviously not mean you keep the items until after the scenario since you didn't purchase it yourself.


I was just asked if you could use the retaining rules on a half elves skill focus, and make it into something else like power attack.is this possible by the rules? Could someone give an explanation why or why not please?


Weapon damage as far as I could find with searching has a chart with size increases the weapon damage increases, and pretty much no luck anywhere else to help define it.

A long sword with corrosive enhancement does 1d8 slashing, and 1d6 acid damage, but would they both be weapon damage?

Faq says that inspire courage affects rays giving it the bonus on weapon damage rolls, so scorching ray does fire damage that's also weapon damage?

Alchemist fire deals 1d6 fire damage, and 1 splash damage. The 1d6 portion weapon damage, and the splash is different, or they both weapon damage?


I imagine I'll have tons of questions in the future, and sadly it seems that most people who frequent the boards are interested in grapple or know too much about it judging from lack of interest in related threads I've made. I'm hoping to find someone who is down to let me private message them time to time, but to also see what thoughts are and actual rules on things that I find difficult to understand exactly what is meant.

Here are some questions, and I'm pretty sure I'll be asking plenty more.

1. when I grapple a creature, there is a lost of options it may do, one being it may attack. Let's say we have a creature with natural attacks that include claw, claw, bite, tail, wing, wing, horns. Let's say this creature chooses to do the full attack that maybe used to attack anything it threatens, which is me who has it grappled, and anyone around it normally threatens. The rules state it may do this with 'A' light or one handed weapon. So, does it choose one attack, and swings based on earned iteratives, or is it absolutely everything, or everything but one claw?

2. The rules state that standard actions are used to maintain the grapple, or to escape etc. but what about move actions, swift, immediate, free, and no actions? Are you restricted to only the listed options on each end, or what can you do beyond what's listed?

3. Rules state you take a penalty for initiating a grapple with less than two hands. I don't see anywhere that you need hands to grapple. Can you grapple and maintain grapple with no hands?

4. Less than 2 hands penalty is only when you initiate the grapple, and never at any time else?

Would a creature that has absolutely no hands that can make a grapple somehow get that penalty for less than 2 hands to grapple, such as on a grab after a bite attack?


There is a -4 to grapple checks if you funny don't have at least two hands open. Does that only apply to the initial check, or every check to maintain and stuff?

I grapple with two free hands someone with a heavy shield equipped. Are they suffering this -4 penalty to grapple checks from here on as long as they have less than two hands free?

I'm playing pfs right now :/


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We have two places where you can get the frightened rules, which are under fear, and then under conditions. When do I apply which? Does the fear one better describe the other, and they're the same?

I've tried to show other gm's the rules under fear for frightened, and they refuse to listen, and make players run away until they're over it. I try and argue that you get away from hearing and seeing your source, then you just dance it out from that point on. Someone please resolve this, and if they apply at different times, then please explain when and why.


I am new to the grapple hand, and I have a tiefling waiting at level two for a rebuild. I would like help on planning a character with this race to be a grapple machine. I heard there were some better options printed, and people tell me about monks and styles, but I'm unfamiliar with it all.

Please, help me learn and make this grapple death machine.


We have player A, and player B standing right next to one another, and B is taking a move action to move away. A decides to take an attack of opportunity, and replace their melee attack with a trip on B. B is tripped, and may continue his action.

Now this is where I need help.

1. So far did player B not make any progress in their movement? Rules state that Aoo's "interrupt", and that when moving you provoke when you move OUT of a square. Where is player B on the ground?

2. If Player B is in the original square adjacent to player A, did player B spend a move action? Player B did provoke and attempted to move to another square by moving out of a threatened square.

3. If player B didn't spend a move action, and they stand up (provokes/move action), and then moves again, does that movement provoke?

4. If the move action was spent, and the player stands up from prone (move action that provokes), can they make a 5 ft step because they never made movement?


Most of the time that I play with others in PFS, I feel like people don't really appreciate what hit points are, or just lethal damage in general. I want to know how it should be seen, or how others look at hit points in terms of taking and giving lethal/nonlethal damage.

I believe the rules are that if you're at half health you are bloodied, so should you gauge the damage given to your character is always on a % scale, or will 1 HP always be 1 HP? Any rules to describe how much damage hit point loss inflicts on someone?

I usually take into consideration that lethal damage is a big deal. It's the difference when you're in a bar fight, and people are just doing their nonlethal damage to others, then someone takes it too far, and pulls out a lethal weapon. People are so used to eating damage and getting healed that people in PFS will pull out lethal weapons on a drop of a hat when a tavern brawl happens, or someone that looks like a badguy shows up, and they go right in to slice and dice.

So please, any actual rules or thoughts on the subject? What do you think is the correct way at looking at hit points and damage?


When is it okay to cdg? I've been told it's illegal unless it's in the scenario, but others who haven't heard this say it's when you think it's appropriate.

I recently fought a gibbering mouther, and the gm informed us that it does grab upon successful attack. He said that it wasn't attempting to grab because it would be more effective to do it on the final attack and if it did so earlier then it would miss it's attacks. That okay to do? Thing has 4 int, but can a gm make a call to optimize it's attacks even if it might seem dishonest to the creature? I feel like I'm expected to aim for accuracy with the scenario.


If you can command your master aka animal companion as a free action with handle animal, then what are the consequences of failure if you can just preform another free action?

In pfs especially, who controls the animal companion between the player and the gm?

If the pc who possess the animal companion goes unconscious, or dies, what happens to the animal companion?

With my limited knowledge of tricks, should an animal companion instructed to attack always charge, use all their attacks, and never 5ft step tactically for flanks or better positioning unless instructed otherwise by other tricks?

I'm sure I'll have other questions later.


cover wrote:
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

Here are some examples of situations that I have questions of.

t=target
x=open space
-=wall that isn't a 5ft square, but separates squares
p=player

Example 1:

txxx
- --
pxxx

Example 2:

p------t
xxxxxxxx

Example 3:

xxxxxxt
-x-----
pxxxxxx

As I understand the rules, you take your corner of your square, and then base your sight or whatever to begin drawing lines. If you can get all of the enemies corners, then you don't have cover being an issue.

I need help understanding what is meant in regards to borders.

Example 2, you wouldn't be able to see the target really, but you still touch 2 of their squares.


I've never got to play an adventure path, and we have a group of four players going into this. I am by far the most experienced player, followed by my friend. We so far will be a human Wizard, and a Human Fighter (archer), and we have two others who are especially new to the game. My background I hope doesn't bias anyone to suggest anything that would be less powerful to accommodate n00bs, but rather I'm looking for some strong stuff, because these people can definitely learn fast, they just don't have all the knowledge yet.

These are some of the basic restrictions we have to deal with.

-pure core only
-can have traits using the web resources for traits
-15 point buy, and only one stat may go under 10

I think that's all that is relevant concerning the restrictions. Looking for advice on a build that goes up far in levels so we can get proper planning.

-We have one player who wants to go the route of a Paladin (human I believe). They want a sword and shield, and I suggest using a buckler instead of an actual shield. Concern with Heavy shield is that you won't have the free hand to lay on hands. Anyone suggest things that are around a Paladin with a buckler, light shield, or heavy shield (spikes on the shields possibly too?)?

-Another player wants to have a character that does a lot of damage. Suggestions on different class builds that deal damage like a barbarian, or a fighter/ranger (sword and board, twf, two hand)?

I'm trying to work on things to suggest, but it would be a great help to get a lot of other ideas. I am mainly used to playing one class (Human Fighter) so I don't have the best background for thinking of all the cool/important stuff. Thanks.

EDIT: Took out stuff about possibly being an Orc.


I'm terrible with using the additional resources, and in the newly released Giant Hunter's Handbook, there is a new fighter archetype called the Titan Fighter. I do not own this book, but the person I'm inquiring for is very interested in buying this resource for PFS play, and we would appreciate the help of knowing if this has a thumbs up or down right now.


On a dc 5 you while with a running start jump 5 feet. My question is, do I just travel 5 feet, or do I cross 5 feet and land in the 10 foot square?


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Does there exist something online I can print out and hand someone to give a quick and easy explanation and idea how this game works? I'm constantly trying to recruit for pfs, and I during my attempt to pitch the game I just realize how complicated it seems by what I'm saying.

Anyone have a step by step they can suggest, and maybe a piece of paper to introduce the game could be created through a collaborative effort?


I'm aware melee weapons receive the bonus to hit from a flank, but wording seems to conclude that as long as you are flanking an enemy your sneak attack applies.

A player mentioned this tonight in a game, and I quickly told him he was wrong with how he explained how to accomplish it. I pondered about the wording and said if the character had improved unarmed strike or something to that effect, then the character would provide a flank under those circumstances due to threatening that enemies space. Issue is, do you need the bonus to apply to the attack to be flanking with your attack to get the sneak attack damage?

I then looked up the exact wording of things, and it seems that snap shot could provide a flank too, since you just need to threaten your opponent (but the bonus of course only applies to melee attacks), because the requirement to provide a flank is just based on threatened squares.

Thoughts?


Someone has told me once that as long as an item is sold and doesn't involve magic, then a character should have access to what it is. I can't recall verbatim what they said, but that's the gist of it. Context being that a gm in pfs didn't know how to handle telling the players that they had alchemists fire or not.

I come to wonder if there are any rules for knowledge of items. Tanglefoot bags, acid flasks, etc. or even perhaps if one doesn't have martial weapon prof. Then maybe a cutlass or a longsword are just "sword"?

Anyone have insight on how to deal with making some sort of knowledge check in a situation there aren't rules spelled out about doing this sort of thing?


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I would hear that the Tetori monk archetype was how to do a grapple build, but with the new ACG are there better choices in classes, even if it's due to the new feats?

Anyone know where I could find a guide that is more recent on the subject?

I'm looking for advice on multiclassing, necessary feats, cool combos etc. Myself and a lot of people I know are not knowledgeable about grappling, so this should be a great opportunity for everyone because they'll be forced to learn along with myself.

Please, advice is appreciated for a pfs legal build.


http://paizo.com/pathfinderRPG/prd/combat.html#take-5-foot-step

So, I've been arguing with someone for awhile now on this topic, and some pretty crazy and ridiculous things have come up depending on how one reads the rules. I would like others to help me figure out as best as possible when you can use a 5ft step, and most specifically, can you initiate a standard action (attack), and during it take a 5ft step, and then finish your action (attack)?

Someone might ask why does this matter, and I say a lot of unusual situations can come up, and you can answer other people's tactics possibly with it as well. I won't go into the crazy world, but here is a relevant use of performing such a thing:
Someone readies an action for when you attack, that they'll attack, and then they'll use their unused 5ft to get out of a threatened square (this is a legal maneuver, and can be found in the readied action rules) so you'll wiff your action.

Wouldn't it be great to DURING your standard action to move forward with your unused 5ft that is available in order to not waste your attack? Sounds good to me, but is it legal?

A big part of this is that it's argued the 5ft step rules seem to be written as a general explanation of whats possible, rather than literally allowing you to use one anytime in a round.

For clarification, can I initiate a standard action, and during it take a 5ft step, then resolve the standard action?


Anyone know where I can find a full list of what's in a spell component pouch?


I've never played a paladin, nor a Nagaji, but I'm thinking of doing something like frog from Chronotrigger for role play. Anyways, the ACG came out, and origins will be here next week, so I'm wondering what build advice people have with new archetypes in consideration that guides online haven't.

I think I would like to sword and board, and either a crit weapon like a cutlass, or get an ioun stone that gives weapon proficiency to use the falcata.

Build advice appreciated please.


I know too much about the item, but it'll allow you to apparently negate deeper darkness, and I was told you needed to make it in game if you wanted it. I don't ever dabble in magic and stuff, and wanted to know the fastest way to make a character that can make these items in pfs.


I'll hopefully get enough XP to be a level 9 Archer Archetype Human Fighter, and I am trying to situate myself as best I can for the death gauntlet to come. I figure getting my saves up would be super important, as well as AC, but I'm looking for other suggestions too. Recently I've had some bad times with getting grappled, and the only thing that comes to mind for me is a potion of gaseous form to fix that problem...

What is the cheapest option to escape grapples?

How can I get a heightened Iuon stone thing that negates deeper darkness, or anything that gives me blind fight?

I might be buying an item that will provide me 10 ft of scent, and I have never really used that. Any tips on how to use it most effectively, and suggestions on how I can prep the GM before the game so they're better aware of my ability?

Suggestions to consumables to buy?


I've never had this issue until recently, but I attempted to use a spring loaded wrist sheath to swift action a potion and got some awful results. One GM informed me that it simply cannot be done, since it cannot fit. Once it was explained what other objects can fit inside, the GM gave a warning that pretty much it could be damaged if it goes through this process? Can this be a thing in PFS to make up rules to damage the potion by using the sheath in this fashion? I have heard controversy before on scrolls, but this is within the dimensions, and is a solid object, and it's ridiculous to me that even if the potion was in glass that it would be assumed it wouldn't be resilient enough to be okay under such stress.

Again, there can be table variation at times, but is this acceptable to just add the possibility to damage my item with a tool I've bought just for this purpose, because one feels it should happen? The wrist sheath doesn't give any warnings for these possibilities so...

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