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I don't know if I'm just misunderstanding this, but Mobile Stronghold states:

Quote:
Also, while using this style, you can gain total cover against a single attack made against you as an immediate or swift action.

But then...

Quote:
You can't make an attack against a target that has total cover.

Does this mean that you can basically just go 'lol nope' to any one attack per round?

For that matter, the usual tower shield ability expressly states it doesn't function against spells. Is Mobile Stronghold's ability also subject to that limitation?


What I meant to ask was 'would it additionally provoke for moving out of a threatened square'?

I think I need more sleep. Or possibly more cups of tea.


Erm...yeah, I don't really know what to put in the post when the title asks the question.

I guess a generalisation of the question would be: does failing to do something that provokes still provoke?


What summoner level would you be considered to be for the purposes of Evolved Companion for the purposes of evolutions that are affected by summoner level (ie Resistance or Magic Attacks)?


Ah, I forgot about characters being proficient with bucklers only. That would be why.


Does Shield Proficiency only work with one specific shield, chosen when you take it, or does it cover all shields?

Shield Proficiency wrote:
Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

The feat itself says nothing about selecting a shield, but then (emphasis mine):

Taldan Duelist wrote:
Prerequisites: Dex 13, Exotic Weapon Proficiency (falcata), Shield Proficiency (buckler), Weapon Focus (falcata).

Apparently this feat thinks differently. My instinctive response would be that Shield Proficiency covers all shields, and therefore would be considered to include Shield Proficiency (buckler), but is there actually anything to support that? I've fallen foul of some unexpected rulings before, so I'd prefer to check.


When someone is just firing once and attacking with a melee weapon in their off-hand, everything works fine, but when you start getting iterative firearm attacks things seem to become a little bit complicated. I've thought of a few methods but I have no idea if any of them are legitimate. These first two only work if you only have 2 firearm attacks:

1) Make first firearm attack, use a swift to reload with beneficial bandolier, make second firearm attack.
2) Make first firearm attack, drop called melee weapon as a free action, reload as a free action (with alchemical cartridges; see below), use a swift to recall weapon, make second firearm attack.

The only way I've found to reload if you have 3 or more firearm attacks is:

Make first firearm attack, use glove of storing to reduce melee weapon as a free action, reload as a free action, return melee weapon to full size, make second firearm attack, shrink weapon as another free action, reload as yet another free action, un-shrink weapon as another free action, make third firearm attack...

...it gets kind of complicated. What's worse is that it nowhere states RAW that alchemical cartridges and Rapid Reload combine to allow you to full-attack in that manner, even though that exact method is used in one of Paizo's published adventure paths to allow an enemy to do just that. (That said, in that same adventure path they also do that with a musket-wielder, which isn't possible without the Musket Master's unique deed as far as I know.)

Anyway, what my question essentially boils down to is as follows: can you take swift or free actions mid-way through a full attack? (And also are there any simpler methods of reloading pistols for a picaroon?)


So a thing happened in a game I was running: the tanky drunk barbarian ended up being very low on hitpoints and pretty much surrounded by mooks. One of the other PCs decided to pull out a potion of CLW and toss it to the barbarian (who could drink it without provoking due to his archetype).

Are there any rules floating around as to what sort of roll might be required to catch something being thrown at you? And as an extension, are there any rules that would have allowed the mooks to attempt to catch the flying potion?


If you had Snake Style, for instance, could you use duelist or swashbuckler abilities with your unarmed strike?

And as a corrolary, if you are fighting something with (say) DR/Bludgeoning, what sort of action would it be to switch between dealing piercing damage (to use your class features) and bludgeoning (to bypass DR)? (Note that Snake Style says that you can deal piercing damage with your unarmed strikes, not that you always do so.)


There is this feat? Obviously she would need to metamagic all her spells silent.


For instance, if you try to Sunder someone as an AoO (which you are allowed to do) without having Improved Sunder, does your attack/sunder of opportunity provoke?


According to Spinning Throw (assuming you succeed the bull rush maneuver), an opponent is knocked prone after the bull rush has been resolved. Does that mean that the trip occurs then? Or does it occur as soon as the trip maneuver has succeeded and before the bull rush, because Spinning Throw only works when you have already succeeded at a trip maneuver?


I'm assuming that summoned creatures don't, because otherwise the experience would depend on how many times the enemy could cast their summon spell, but what about 'permanent' things like eidolons, bonded mounts, etc?


So I was trying to stat an encounter which involves some farmers having to pay 'protection money' to the corrupt town watch and I started trying to work out how much money these farmers would be making.

It's two farms with a total of 10 occupants. Three of these occupants actually work on the farm; the others are too old or young.

Assume each farmer is a 1st-level commoner with 11 Wis. Their Profession (farmer) skill would be +4. On average (taking 10), they would each be making 7gp per week. That equates to 21gp/week, or 82 gp/month.

Now assume that they are living in poor conditions, which seems reasonable. With 10 occupants, that would be 30gp/month they are paying.

That still leaves them in profit to the tune of 52gp/month, which seems rather a lot for some random farmers.

Am I missing something here?


I meant that the writing implies you can't take a swift action without this class feature.


Quote:

Ambush (Ex)

At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.

This ability replaces uncanny dodge.

The writing on that implies that you can't take a swift action.


You can't use a swift action in the surprise round.


CraziFuzzy wrote:

The surprise round doesn't even start until you get into combat.

Surely withdrawing the dagger would count as getting into combat?

Also inyour example, since both Mark the mark and Sneaky the rogue were acting in the first round combat (assuming that random people in the pub weren't immediately going to jump into the initiative) would there not have been no surprise round at all?


"The Surprise Round

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs."

The only thing I could think of is if someone took the Deft Palm talent, which itself is somewhat unclear but which could be understood to mean that the weapon concealed with Deft Palm is not concealed for the purposes of drawing it.

And drawing a weapon as part of a regular move is as part of a move action. So you can walk up and draw a weapon in a single move action.


3 people marked this as FAQ candidate.

Or rather, how is it ever usable? If you have a concealed weapon, then either a) you draw it as a standard action in the surprise round, which is the extent of what you can do in the surprise round or b) you have quick draw and draw it as a move action in the surprise round, which is still the extent of what you can do in the surprise round. (Excluding taking the bandit archetype or something similar.)

So how can you ever sneak attack with it?


I have not been able to find any gestalt rules so far. If you could link me to them that would be appreciated.


So I'm considering running a campaign where the PCs are gestalt clerics, but I don't really know what sort of adjustment I should be making to the enemies to account for the additional class features.

Any suggestions?


Sorry about deleting my post, I somehow managed to think I was on a different tab. I clearly need more sleep.


Link to the post-20th-level stuff. At least I hope it is; I'm still trying to figure out these message borads.


So if one of them wasn't called trapfinding, but was called (for the sake of an example) clever explorer instead, they would stack? That seems slightly odd considering that nothing has been changed but the name, but I suppose stranger things have happened.


One of them is from Inner Sea Magic and the other from the Dungeoneer's Handbook. I suppose it is possible that they got copied onto the PFSRD wrong, because I just looked there.

Hopefully these links work: one and two.


So I was looking through the various Alchemist archetypes and I happened to notice a rather odd combination: the Crypt Breaker gets Trapfinding in place of Brew Potion, while the Trap Breaker gets it in place of Poison Use and the first increment of poison resist.

Since these two archetypes do not interfere with each other you can theoretically take both. What would this mean for (for instance) a 3rd-level alchemist with these archetypes? Would they get +2 (because half of 3 is one, and they are then added together) or +3 (because adding two halves together makes 1?

Sorry if that isn't very clear.