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JLendon's page
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I posted this question amongst others last night concerning Overruns, but no one wants to tackle them yet (http://paizo.com/threads/rzs2uzfo?Overrun-Vicious-Strike-and-other-Feats#1 ). But I'm hoping that someone will chime in on at least this question.
Can I use the Vicious Stomp feat in conjunction with an overrun (assuming success +5CMD)? Someone is telling me that the AOO gained by VS won't trigger because the target is falling prone in your same square instead of an "adjacent" one, as the feat requires. However, in the Core rulebook under Combat: Melee Attack, it says, "With a normal melee weapon, you can strike any opponent WITHIN 5 feet. (Opponents within 5 feet are considered adjacent to you.)" I think that says that anything or any square from 0' to 5' of me is adjacent to me. Why wouldn't you be able to stomp on something that falls literally at your feet?
Vicious Stomp: Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Thanks. And if you get the chance look at some of my other questions and opinions on an overview of the overrun maneuver at the above-mentioned link and let me know if you agree or how I'm wrong.

On reading all the various thoughts on how overrun works (or doesn't) in conjunction with various feats like Vicious Strike, Spiked Destroyer, Charge Through, etc., I'd like to nail it down in order to present them to my GM when I bring a character in using them.
The Core Rulebook: p201 discusses the Overrun maneuver itself, and here are the feat descriptions:
Imp. Overrun: Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Greater Overrun: Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Vicious Stomp: Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Spiked Destroyer: Benefit(s): When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.
Charge Through: Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
First of all there is the movement up to a target creature I intend to overrun.
1) Can I use Acrobatics to try to avoid any AOO(s) caused by movement up to the target? Why not?
2) If I'm in an adjacent square to my target at the start of my turn, do I provoke an AOO from leaving my square (which normally provokes in any situation except a 5' move or withdraw) in order to attempt to move into the target's space (which also normally provokes)? In other words, does Imp. Overrun only stop the AOO that would normally provoke from attempting to use an untrained overrun, not the move?
3) If I'm using the charge action as part of an overrun, am I getting a +2 attack bonus (and -2AC) to any and all attacks I may make during my turn from things like: the attack roll for the overrun attempt; separate AOO's granted by both Gr. Overrun and Viscious Strike if I cause the target to go prone (CMD+5); a swift action attack using the Spiked Destroyer feat; etc.?
4) I'm pretty sure that I give up the actual melee attack I would normally get at the end of a charge in order to make the overrun attempt. But I've seen people say (mistakenly, I think) that I would still get it at the end of my overrun. But the only way to get that charge melee attack is if using the Charge Through feat in order to get to a second enemy that you continue moving in a straight line towards after overrunning the creature in between your target and where you began your turn.
Now, some questions on what can happen during the overrun itself.
1) Can I even use the Viscious Stomp feat at all in conjunction with an overrun (assuming +5CMD)? Someone is telling me that the AOO won't trigger because the target is falling prone in your same square instead of an "adjacent" one, as the feat requires. However, in the Core rulebook under Combat: Melee Attack, it says, "With a normal melee weapon, you can strike any opponent WITHIN 5 feet. (Opponents within 5 feet are considered adjacent to you.)" I think that says that your own space counts as adjacent, too. It is within 5' of me. Why wouldn't you be able to stomp on someone that falls literally at your feet?
2) Upon the successful overrun with a +5CMD, I think I would get the +4 attack bonus to hit the prone target at my feet with the AOO given with Vicious Stomp since it had to become prone to trigger the AOO. However, the AOO triggered by the +5CMD overrun with Gr. Overrun would not get the prone bonus to the attack since it was triggered by the overrun itself and interrupts before the creature goes prone. As for Spiked Destroyer, it's a swift action, so I'm not sure if it would get the +4 bonus or not. My guess is that it doesn't since it is also triggered by the overrun success, not the target becoming prone.
So, if anyone wants to tackle some or all of this, it would probably help all the others, like me, that are curious about how overrun is meant to work properly. Thanks.

Acid Spray: A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature's turn negates this additional damage).
My question is: If a spellcaster fails his Reflex save vs this spell and takes the initial damage, and then on his turn wants to cast a spell of his own, does he add 1/2 the damage he took to his concentration check as if it was continual damage? He is supposed to roll another Reflex save on his turn. If he fails that, does he take the 2nd part of the damage at that time or on the Acid Spray caster's turn?
The spell is listed as an instantaneous duration spell, but then it says it can have a duration of 1 round with a failed Reflex save as it "continues to burn". If it does count as continual damage, does he add 1/2 of the initial damage he just took to his concentration check, or half of the secondary damage, or none of it?
Thanks
I think I read that Ghost Touch weapons can crit vs incorporeal undead. If that is true, then would an incorporeal creature that fails its save vs a Ghostbane Dirge spell, which practically gives all magic weapons the Ghost Touch ability vs it, be critable with them?
Hamstring (Ex): At 7th level, as long as a mouser has at least 1 panache point when she hits a foe whose size is larger than her own with a light or one-handed piercing melee weapon, she can as a swift action attempt a dirty trick combat maneuver check. Instead of the normal conditions that can be applied with dirty trick, this deed can only stagger the target if the check is successful. This deed replaces targeted strike.
Seems to me, it doesn't say it won't, so, without the Improved feat, it does.
And you'll still need the Agile Maneuvers Feat to use Dex for the CMB. You're not actually using your weapon to do the maneuver, so you don't get to add any weapon-based bonuses, right?
Hello, Let's say I have a character that has pinned a Devourer via grappling. Can a creature with an innate touch attack ability--not a spell that needs to be cast with a concentration check--use it while being pinned? Does he even need to use his hand, or other appendage, to deliver it? Can it simply be delivered through the body contact? If it can, is there any penalty?
In this case, the Devourer has the Devour Soul ability, which is a standard action touch attack.

Hi, I've seen people trying out builds with this combo and was wondering if it is valid to use the Brawler's Close Weapon Mastery ability, which allows the shield to do unarmed strike damage, as a means to use the shield with the Pummeling Style feat. Is the ability changing the type of damage, or just the amount of damage? If it the type, then I think it would be valid. If it just a matter of which dice you use, then maybe not.
Close Weapon Mastery (Ex):
"At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made."
Pummeling Style:
"As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right)."

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Hi, the Strangler archetype has the Strangle ability, which replaces the Brawler's Unarmed Strike and Brawler's Fury abilities. But, then later, it gets the Close Weapon Mastery ability which gives it a Brawler's unarmed strike damage minus 4 levels when wielding a close weapon, the group which includes unarmed strikes. Does this give you back the Brawler's Unarmed Strike damage ability at a -4 level instead of 1d3 base damage? I think it's intended to be used with close weapons besides UAS. Are UAS's wielded? Maybe that is the important factor.
"Strangle: At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels. This ability replaces unarmed strike and brawler's flurry."
"Close Weapon Mastery: At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made."
Hi, If a character is suddenly blinded, within a Deeper Darkness area, has an invisible foe, or otherwise can't see an opponent, can they still benefit from casting defensively, say to cast Dispel Magic on the Deeper Darkness?

Hello, 1) If using a shield bash, can I add the shield's weapon enhancement, weapon focus: spiked heavy shield (or should it be shield bash) and any other feats/abilities that add to a normal shield attack to a bull rush? I'm looking at how you can do all this with a trip weapon when tripping. If not for a regular bull rush, what about when doing a shield slam?
Shield Slam: "Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn."
2) If playing a Brawler Fighter archetype, I know I can add my Close Control bonus, but can I also add the Close Combatant bonus using said shield for a bull rush or shield slam?
Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.
Close Combatant (Ex): At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.
Thanks

Shield Slam: "Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn."
Bull Rush says: "You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet)."
My questions: 1) If I knock an enemy into another enemy or even an ally, does that count as "another surface" and will it knock them prone? 2) In doing so, do I roll the 2nd CMB check to see if the character behind the initially bull rushed one is also bull rushed (knocked prone also)? 3) Does this bull rush take advantage of Imp+Gr. Bull Rush feats; such as bonuses and causing foe(s) to provoke from movement?
Rebuffing Reduction (Combat):
"Your damage reduction can turn the force of blows back on your enemies.
Prerequisites: Str 13, damage reduction, Improved Bull Rush, Power Attack, base attack bonus +1.
Benefit: Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush combat maneuver against that opponent. If you succeed, you cannot move with the opponent.
Normal: A bull rush combat maneuver is a standard action."
My question: does this mean that any time an adjacent character melee attacks me and MISSES, I can spend my immediate action to attempt a bull rush? Or only if it HITS but doesn't penetrate my DR? A failed attack doesn't penetrate my DR either.
"Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.
Skirmisher (Ex)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability."
My main question is: Is the charged or skirmished foe considered flat-footed to the attack, using it's flat-footed AC, no AOO, etc?
As a secondary question, would a Kitsune Scout using Vulpine Pounce on a Scout's Charge get to add sneak attack damage on all his attacks? And would they all get the +2 to attack from charging? I'm thinking they would.

Prd wrote:
"Covering Defense (Combat)
You are skilled at protecting yourself and your allies with your shield.
Prerequisites: Shield Focus, base attack bonus +6.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield’s shield bonus and lasts until the beginning of your next turn. your shield does not provide a cover bonus to reflex saves."
So, my questions are: 1) is the character using this feat able to provide a cover bonus to ALL adjacent allies of appropriate size? In other words, If two or more allies, adjacent to the defender, are attacked with separate attacks during the round, will they all get the cover bonus? The feat doesn't specifically limit it to ONE ally. 2) If not, then do you have to pre-select the protected character, or after you give a cover bonus to the first ally, it is used up for the round?
To partially answer my own question, I see that it would at least protect ONE ally against MULTIPLE attacks.

Does Rogue Talent: Weapon Training allow the full benefits of Gloves of Dueling?
Gloves of Dueling wrote: These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2. Even the link for Weapon Training on the webpage for the gloves points to the Rogue Talent, not that it's an official rules page. I think it is intended for use with the Weapon Training ability of fighters, which does more than the benefit of Weapon Focus from the rogue talent. But if allowed, I'll let my rogue gain an additional +2 to hit from the gloves (I'm assuming that he doesn't get +2 damage as well, like he would if he had the fighter's version of the ability). I figure the other benefits of the gloves would function even without any weapon training.
Now that I think about it, does a Rogue Talent count as a class feature? The gloves refer to the Weapon Training class feature.
Here's the link mentioned: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/glove s-of-dueling
Hello, is there anything wrong with using Greater Overrun while flying to tackle through a flying character, knocking it prone if CMB is 5 or more than CMD (or at least making it lose altitude and forcing it to make a fly check to stay aloft if it uses wings)? I think, with the successful Overrun CMB of 5 or more vs CMD, the PC would get the AOO from Greater Overrun, plus an AOO kick as it drops altitude with the Vicious Stomp feat. If the overrun creature uses Air Walk for it's flight, then it might even literally be knocked prone in the air and have to stand up from prone to move anywhere.
Keep in mind that being "knocked prone" is different than being "tripped", and trip immunity from flight doesn't apply.
What do you think?

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Hi, I recently had an issue come up where my PC was overrunning a blinded troll and I rolled a low number vs it's CMD. Now, blinded says, "It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks."
So I argued that that means the troll, with a DEX of 14 (+2 bonus), has a -4 penalty to it's CMD, and another player thought that only the "-2 penalty to AC" applied. Luckily the GM agreed with me, as it meant the difference to succeeding with the overrun or not.
Combat says, "Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD." So, it doesn't explicitly say that a "loss of Dex bonus to AC" applies to CMD. I know there is a difference between being "Denied Dex penalty" and "flat-footed". But, both are a penalty to AC and should apply to CMD.
Was I wrong?

Improved Overrun wrote: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
So my first question is: If I attempt an overrun against one character, but in doing so I move through another character's threatened zone, do I provoke an AOO from that 2nd character? Comparing this feat to Improved Trip, if I attempt a trip on one character while standing next to another, I don't provoke from either. Does performing an overrun make me immune to movement AOO's until I'm finished tackling the overrun target?
A related 2nd question is: If I continue moving after overrunning the character (not counting the movement to exit his square), is the overrun considered over and now I provoke from that character and any others? I could see that I might still not provoke from the overran character at least.
Thirdly, if I have the rage: Overbearing Onslaught, can I spin around and re-overrun that first character, assuming it's still standing?
And finally, Can you overrun a prone character?

Ok, so I'm working on the above mentioned character. A Separatist cleric does NOT gain proficiency in his God's favored weapon (UAS for Irori), but wouldn't I gain UAS proficiency with a level in monk, or even as part of the simple weapon proficiency he does gain as a cleric? I want to add the Guided Hand feat, which requires the proficiency in UAS (he has the Channel Smite feat requirement).
The CRB doesn't actually SAY that the monk gains proficiency in simple weapons or UAS (actually it says on pg 142 that it DOESN'T gain proficiency in ALL simple weapons). It gains the Improved UAS feat, but even that doesn't require the proficiency. So, do Monks automatically have the UAS proficiency, and do any characters that are proficient with simple weapons? UAS are listed under the simple weapons category.
I only noticed the problem when creating this character in an excel character generator, which isn't allowing me to add the Guided Hand feat as a Separatist cleric, but will as a regular cleric of Irori. The character is heading towards becoming a Champion of Irori.
Is this a valid issue? Even though the Separatist cleric doesn't gain proficiency in their god's favored weapon, that doesn't mean they're prohibited from it, right?
Edit: I checked the CRB about Simple weapons and UAS and found this on page 140-141: "Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons possessed by their race.
So, my guess is that my character SHOULD be proficient with UAS.
I've read the rules concerning custom magic item creation, but I have a few questions.
1) Does it cost extra to make an item using a different slot; such as an amulet of speed instead of boots?
2) If I have a belt of incredible dex+2 (4000gp) and want to combine it with the effects of a belt of tumbling (800gp), do I multiply 800 by 1.5 and add to 4000? Do both get multiplied by 1.5?
3) If I later want to increase said belt to a tumbling belt of incredible dex+4, would it only cost an additional 12000gp? Or do I have to multiply this by 1.5 too?
Chaos Hammer says, "You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save."
So, I'm guessing it doesn't affect a CN aligned PC.
Ok, I was wondering if anyone could give me a definative answer as to whether a Beastmorph Alchemist can use Enlarge Person on himself when he has used his mutagen to add abilities from Alter Self, or Beast Shape spells. I know you can not have two polymorph spells going on yourself at the same time. But some argue that Beastmorphing isn't actually casting the spell, but only adding two or three abilities listed by the particular spell. This is a harsh restriction on them, if so...not that they aren't getting a lot in return. By this token, even if they aren't a beastmorph, but have the feral mutagen to add claws and a bite, they have polymorphed their body to an extent, and would be denied access to Enlarge Person.
Any ideas?
I'm considering getting the Mummification discovery. Will he still be healable by Cure spells and potions, or positive energy chaannels?
Would there even be a way for a caster to use Lib. Comm. to help free himself? The only thing I can think of is for him to wait till it's his turn, cast the spell as a standard instead of an immediate action (is that allowed, and concentration check?) then use his immediate action to do the escape artist attempt. If not allowed, how about the other way around, immediate to cast and move or standard to escape artist?
Any ideas?
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So, a Monk gets grappled by a creature with a 20% concealment blur effect (or how about multiple mirror images). Does he have to roll that miss chance per UAS hit?
The grappled condition has the following statement: "A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit."
Also note that a grappler gains the grappled condition as well as the grapplee.
Since Lib. Command is cast as an immediate action (verbal only), can it allow an escape artist check, with +20 bonus, before getting any constriction damage?
Since it's assumed they won't want to join one with evil members, will they have the same problem with a party with CN or CG alignments? Their code of conduct says " A champion of the Enlightened (Irori) embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent; he loses all class features if he ever willingly commits an evil act."
They smite evil AND/OR chaos.
Hi, if using a weapon with x3 crit, does a spellstriked touch spell, like Shocking Grasp, do triple damage in addition to the triple weapon damage?
Hi, just curious. If a foe is blinded or flat-footed, would you still get a flanking bonus with a flanker? He can't see you to be distracted by your flanker if blinded, or he's lost his DEX from being flat-footed.
Hello,when a Beastmorph uses his mutagen with Beast Shape ability,it isn't considered polymorphing. It can pick one or more abilities from a list, depending on level. So,can he then combine that with the actual extract Beast Shape or Monsterous Physique to polymorph into a beast or humanoid with the combined abilities? For example, he could be a large animal with pounce, fly,+4 STR,-2 DEX,+4 Nat armor (stacks with +2 alchemical Nat armor).
Hello,when a Beastmorph uses his mutagen with Beast Shape ability,it isn't considered polymorphing. It can pick one or more abilities from a list, depending on level. So,can he then combine that with the actual extract Beast Shape or Monsterous Physique to polymorph into a beast or humanoid with the combined abilities? For example, he could be a large animal with pounce, fly,+4 STR,-2 DEX,+4 Nat armor (stacks with +2 alchemical Nat armor).
In that situation, would a prone character have any penalties/bonuses on his ranged touch attack spell roll?
Hello, I recently had a situation where a PC casts Black Tentacles against a creature with a Blink spell active. Would a successful grapple roll succeed, since, with the Blink spell, the creature can simply escape on the first fade to etherealness. I played it that the creature, having been grappled by the spell, took the initial damage and grappling condition from the turn it was cast, then it escaped on it's own turn automatically, left the area, and continued it's action.
What do you think should have happened?
I just realized that if my Dex-based Magus uses MP2 to become tiny, she loses her 5' reach and can't threaten anyone with her tiny scimitar, which goes down to 1d3 dmg (no big deal). Sure, she gains +2 attack & dmg from the Size bonus to Dex (w/ Wpn Finess & Dervish Dance). So it looks like MP1, going to small size, is the best I'll get out of the set of MP spells. By the time you can cast these spells, you've already bought DEX enhancements, so Cat's Grace goes out the window. At least, with MP1, I still have 5' reach and the +2 DEX bonus from size.
Am I wrong about any of this??
If you're threatened by multiple characters does it add to your casting defensive concentration DC more than just 15 + double spell level? Is there a method where you combine factors to make one concentration check if you're under different conditions at the same time...like threatened + suffering continuous damage? Or, is it going to take multiple concentration rolls?
Hi, if an ally is under a Confusion Spell and is attacking you, does he go all out, casting attack spells and all? And, does he roll a saving throw vs a beneficial spell you might cast on him, like Suppress Charms and Compulsions, as if he were a foe?
Is a character in gaseous form vulnerable to touch attack spells? I don't see anything that prevents it. They just get a DR 10/magic. So my Magus should be able to hit it with her magic scimitar and spellstrike a shocking grasp, as normal.
Hello, since this is a spellstrike attack, does the Magus get to add weapon enhancement & feat bonuses to his CL check to dispel the spell on the character hit? Otherwise, what is the benefit of this ability? He can still use spell combat to cast a Dispel Magic spell and get an attack in the same round. It should at least give you a bonus on the CL check equal to the Arcane Pool points used, if nothing else.
I just want to make sure I'm figuring this correctly. It seems the DC needed to dispel a spell is based on the highest to lowest caster level as it was cast. But for most characters, any spell cast, whether a first or 9th level spell, will have the same caster level. So if your DC20 roll + caster level doesn't beat one spell, it won't beat any. Now, if it were based on the MINIMUM caster level needed to cast the spell, then there would be a graduated scale of difficulty based on the level of the spell. But this doesn't seem to be the case. Maybe someone can clarify for me. I'd appreciate it.
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1 person marked this as FAQ candidate.
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I don't see that the Air Walk spell gives a fly speed to a creature, so it should be possible to trip them, right? Same with Water Walk?
With the spells Monstrous Physique II+, do I have to pick a humanoid monster of the size wanted or can it be a tiny or huge-sized version of a different sized creature? For example, there aren’t a lot of tiny humanoid monsters to choose from.
Can I only take the feat, Spell Perfection, once? Can it be taken again for a different spell?
If you are casting defensively and also taking continuous damage from bleed or from a hit with a Magus’ Lingering Pain arcana, how do you calculate the concentration DC target? Is it 15 + (2 x spell level) + (.5 x continous damage)?
The Magus Arcane Pool says that their weapon gains up to a +5 weapon enhancement, based on their level, which can be added to the weapon, stacking to a max of +5. Does this mean that the total enhancement of Arcane Pool + the weapon normal enhancement can only be +5 for a Magus, even though any non-Magus’ weapon enhancement limit is +10?
If you’re a magus using a weapon with Ghost Touch or are using the Ghost Blade arcana, will it allow a spellstriked touch spell to do full damage to an incorporeal creature?
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1 person marked this as FAQ candidate.
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If you’ve used a swift or immediate action during your turn, when does an immediate action become available to that character again? Is it at the start of his next turn or at the top of the initiative round?
If you crit on a ranged touch attack ray spell, like Ray of Enfeeblement, does it do double the ability damage (if no save)?

Hello, I have a few questions about AOO´s and the order and number that they can occur. Here is a scenario that describes the question. Please let me know if you have any ideas.
Party has the Outflank teamwork feat, thanks to a Holy Tactician, which allows a flanking ally an AOO if another crits. Now the flanked foe provokes an AOO from both flankers due to movement, and the first flanker crits on his AOO. Does the other flanker get two AOO’s (assuming he has combat reflexes) –one for the movement and one for the crit? And, let’s say this flanker with the two AOO’s lined up is a rogue with the opportunist rogue ability, which allows him one AOO per round if an ally hits an adjacent foe. That could possibly be a third AOO for him since the flanker’s crit is a hit. And also, how do you determine who gets to attack first when the foe provokes from both due to movement? Is it just highest initiative or Dex? Can the two flankers strategically decide between themselves? In the above scenario, if the Rogue took his AOO first, then the flanker buddy hits with a crit on his AOO for the same provoking action, then the Rogue gets an AOO from the allies crit (due to the Outflank teamwork feat), plus one from his opportunist ability.
Thanks
Hi, I see that cold iron weapons are supposed to be good versus demons, but it seems that most demon's don't list it as bypassing their DR. Is this something that is just assumed? Or is it only good vs a few weaker ones that sometimes have it specifically noted to bypass their DR?
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