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Kuraikumo's page

Organized Play Member. 7 posts. 2 reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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That difference in phrasing makes a lot of sense. My GM was claiming that line could mean "move action", but as I pointed out to him you have to escape the grapple either way so that doesn't make sense.

I'll point him at your comment and see if he sees reason. Thanks.


"A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component."

The only FAQ I could find on pinned says: "Pin: A creature grappling an opponent typically needs to make two combat maneuver checks to pin someone (one to grapple, the next to pin). If you're pinned, do you also need to succeed at two checks to escape, one for the grab and the other for the pin?
No. When a creature is pinned, it gains this more severe version of the grappled condition, and the two conditions do not stack (as described in the pinned condition). While this means that you do not take both the penalties for both the grapple and the pin, this also means that pinned supersedes the grapple condition; it does not compound it. For this reason you only need to succeed one combat maneuver or Escape Artist check to escape either a grapple or a pin."

Ok so the way I understand this is the actions mentioned in the pinned condition are the only ones you can do while pinned ("A pinned creature is limited in the actions that it can take."). The reason I'm thinking this is that based on the FAQ above the grappled penalties are replaced by the pinned ones. So if you can still make a full attack while pinned you don't get the -2 penalty, so it's easier to attack while pinned unless pinning doesn't allow it at all which, would make no sense.

Am I missing something? Am I taking the FAQ too literally? Could I get a list of actions that are allowed while pinned if the ones mentioned in the condition are not the list?

Sorry if this question is stupid, the condition is worded vaguely enough that I need clarification for my GM. Have a nice day.


Artanthos wrote:
Kuraikumo wrote:
My DM is saying that he thinks I do not qualify for feats that require the Eidolon class feature because I actually have Fuse Eidolon. I know he will be swayed by an actual ruling so does the Synthesist qualify for feats that require the Eidolon class feature?

FAQ

The Synthesist is still summoning an eidolon, only its specific implementation is changed.

I think that portion of the FAQ answers my question sufficiently thank you very much. I apologize for my noobish neglect of the FAQs on this matter.


cnetarian wrote:
SKR somewhen said that fused eidolon class ability can be used to qualify for feats as the eidolon class ability, basing his decision on the line " in all other cases, this ability functions as the summoner’s normal eidolon ability". found this link which refers to extra evolution feat but the reasoning should apply to others.

I was thinking of taking Summoner's Call, but it and all the other ones I have considered have the same requirement: "Eidolon class feature".


My DM is saying that he thinks I do not qualify for feats that require the Eidolon class feature because I actually have Fuse Eidolon. I know he will be swayed by an actual ruling so does the Synthesist qualify for feats that require the Eidolon class feature?


Personally I'm running an E6 pathfinder game with a samurai kung fu theme. I've had to customize most of what I've done but the hardest part was sneaking in the alchemist. Because I'm running this with almost no magic.

All the healing in the game are either potions or weak class abilities. I'm also using the class defense bonus variant from 3.5's unearthed arcana in conjunction with armor as damage reduction variant from ultimate combat. So far it's been very interesting.

As for capstones I'm still working on them, I found this thread looking for ideas for exactly that. lol


I personally think that the way it is intended to work is clear and anyone who says "But they didn't say you can't!" and tries to do more damage in a munchkin...

However in the interest of giving a nod to my internal muchkin and giving a healthy alternative to GMs who do think it should work that way: You could compromise and say that the main hand does 1.5x Str and the off-hand does 1x Str.

but just letting the player ignore the weaker off-hand effect is ridiculous.

IMHO

Just a thought.

PS: If you disagree don't bother flaming me I most likely won't be back to check this lol.