Cold Rider

ImplementorBeast's page

Organized Play Member. 13 posts. No reviews. No lists. No wishlists.


RSS


TriOpticon wrote:

I am creating my first Pathfinder character. I am a first level Rogue, I have taken Two Weapon Fighting. I have a Short sword (primary) and a Rapier (offhand). I want to make sure I am calculating it correctly that I have a -2 (ignoring anything else) to my attack roll for each weapon, correct?

I think this because a Rogue has Simple Weapon Proficiency plus a few other weapons including the Rapier. Otherwise it would be -4.

Thanks.

It breaks down like this:

Starting penalties: -6 Primary -10 Off-hand
With TWF Feat: -4 Primary -4 Off-hand
Using a light weapon in off-hand: -2 Primary -2 Off-hand

Note that, if you don't have proficiency in a weapon the -4 for using it is an additional penalty.

Also note that a rapier isn't a light weapon, so you should use the shortsword in your off-hand.

And remember, without the Double Slice feat you only add half of your Str bonus to damage with the off-hand weapon.


I echo all of Evil Lincoln's sentiments.

Sorry Paizo, now he's planted the seed I've decided I NEED this book.


A 298-post wind up...

Well played sir.


Midnight_Angel wrote:

Just came across this little one...

Melee Touch attacks are resolves like about any other melee attack, only against a different AC calculation. So far, so good.

Of course this implies that, the stronger you are, the better you are at touching someone. Which is kind of strange... but not part of the question.

Now, to use your nimbleness and precision of movement, you may choose to use your Dex Modifier on light weapons (plus some other ones) instead, with natural weapons counting as 'light' for purposes of the feat.

Am I mis-reading something, or does this imply that (at last via Weapon Finesse) you cannot use your Dex modifier with Melee Touch attacks... unless you happen to have a natural weapon? After all, an unarmed attack is not considered a 'weapon' in the RAW...

Page 136 of the CRB, under TWF states: An unarmed strike is always considered light.

To me, it makes sense that Weapon Finesse can be used in this way.

Edit: A more definitive answer by John ^^


Here's one I've made for my homebrew using Campaign Cartographer 3.

Region map here

Region map with Text Labels here

Still WIP.


Characters should die.

I agree role-playing should never be about GM vs Player, but I want the possibility of death when I play. If I can't die, why bother rolling dice?

If there's no point rolling dice, why build a character?

If no character, why don't we just sit around and do storytime?

I think some of you guys are taking this to extremes - i.e. Malicious GM or Big Softy.

There should be a happy medium.


Moriquende wrote:
Last quick question - Should someone make their Reflex save, I'm assuming that they make it to the far side of the pit. Correct?

I'd give them the choice, you've already sorta tricked them in a way (not really but they'll probably feel like it!) so if they make the save and it's time to talk squares and stuff, I'd let them be whichever side they like =)


Moriquende wrote:

I was wondering if someone could give me some help with this. Imagine a long corridor with a nice big pit trap in the middle. The party is on one side and the monsters, who are aware of the trap, are on the other. To provoke the party into running across/into the trap, they range.

The question is, is it at all possible that multiple party members could fall into the trap?

During game play what I would imagine is that the first player to run an engage the monsters in melee will spring the trap and then, naturally, none of the other players will fall in. If the pit were long enough, you might imagine, however, that if multiple players 'simultaneously' charged the monsters that they might all fall in.

The only mechanism I see for potentially making this happen would be to let the players run through a full round as if the pit were not there (letting them charge across and attack the monsters) and then afterward having anyone who charged across roll a reflex to see if they fell in. For those that did you'd have to undo any damage they might have done. This seems even more complicated if the monsters get their turn in there, since they could potentially be swinging at players who are at the bottom of the pit. Thus, this doesn't seem to work.

Any suggestions?

For that scenario, I would delay initiative rolls, explain the layout to the party and ask what they intend to do. You'll likely get "I'm charging them", "Me too", "I'm going to stay here and shoot" etc.

For the guys that charged, I'd make secret perception rolls to see if anyone spotted the trap (all sorts of modifiers for being distracted etc) then go straight for the Reflex saves. Describe what's happened after the dice are rolled.

It's maybe a ham-fisted way of dealing with it, and savvy players may thow a spanner in the works, but it gets the effect you're looking for while technically staying within the rules.


If crunch ain't gonna work:

Make a deal with it, surely there's something it covets more than revenge?

Have a palaver and sell the good guys out. Or do the old switcheroo when the party's in a better position to handle it.

Sounds like you're not meant to kill this creature. Yet.


I'd be more inclined to say yes, ASF does come into effect - due to the fact the class description specifically states: A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

I'd say anything not on the Bard Spells list would incur spell failure as normal.

For me, using UMD simply means you're 'fooling' the item into activating. The spell itself still has it's own native properties, which are affected by ASF.

Interested in hearing a counterpoint though.


Thanks, Grick.

With magic items that's how I've been running it, glad to have confirmation I'm doing that part right at least!

It was more to do with non-magical properties like Cold Iron, Mithral, Adamantine etc. I just felt it was a bit incomplete simply assuming any character would be familiar with these metals for example. I know our group's Dwarven weaponsmith would expect to be the expert when it came to evaluating this kinda stuff so I was wondering if I'd missed something. Appraise seems closest to what I'm looking for.

Anyhow, not a game-breaker. I guess it's a hang up from the old Rolemaster Weapon Eval and Armour Eval skills, with Attunement a seperate entity.

Say thankya.


KaeYoss wrote:
And may you have twice the number.

Ah KaeYoss. My heart swells, dear. My heart swells.

Thanks for the replies folks. As I say, it's not too big a deal, just that my players are... competitive. A walk into the hypothetical armoury would likely result in a scramble so skills and dice rolls offer a measure of control. Yes, veteran role-players are the hardest to handle.

I'd have liked some RAW to fall back on but I'll just house rule this for now, probably with Appraise or a relevant Craft or Profession check. As you say, Howie, it's more a low-level kind of issue anyway.

Thanks again, cullys! *tips hat*


Hile and well met,

I'm relatively new to the PF scene and currently rekindling my (and my gaming group's) love for fantasy RP in general. Via Pathfinder of course. I've stumbled my way through GMing a couple of games already and my players are (rather scarily!) hungry for more. I'm having a blast too.

Hopefully a simple question and probably a non-issue but: How does a character "identify" the above properties in an item?

Do they know at a glance? Must they wield, wear or otherwise use said item? Appraise check? Craft: Weapons in-a-knowledge-kinda-way check?

If they walk into an armoury, who spots the better quality weapons first and how?

Sorry if this has been discussed before but a Messageboard and Google search avails nothing. And yes, I took 20.

Long days and pleasant nights.

Full Name

Matthew Jaluvka

Classes/Levels

kennedy conspiracy theorist 5