Tin Golem

M_78's page

Organized Play Member. 48 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


RSS


So, I can't find an answer to this question:

Can you take an Oracle as my Squire, with the feat from Inner Sea Knights? The only requirement seems to be that the class is required to have a class feature that grants proficiency in all martial weapons.

The Battle Mystery has such a feature, and therefore so does the class.

Am I required to SELECT the feature? Or is the fact that it is part of the class sufficient?


Granted, RAW is no to 2 concurrent Polymorph effects, but nowhere in Animal Focus does it specify that it is a polymorph effect.

Now my question is this: Can a Feral Shifter Druid Wildshape into a bear and use animal focus after to gain the aspect of Owl? (Kind of Owlbear idea)


THREAD NECROMANCY!!!!!!

Similar Question: Can you maake a single Claw attack instead of attacking with both claws as a full attack action?

What if you want to attack and move with only Dragons Claws manifested? Are you limited to only making full attacks with claws?


But the issue is still weather or not a +5 Spiked Defending Shield, with a +5 to AC as well, (Heavy Steel for the sake of argument), when used as a weapon (Improved Shield Bash to retain AC) with the Defending trait active grants AC+7(+2 base +5 enhancement) or AC+12(+2 base +5 enhancement +5 untyped)


Taken from the Core Rules Equipment PRD Entry under: Shield Spikes "An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right."

This says to me that you can enchant your Shield as a weapon and as a shield. Please explain how you read.


So, basically, the only way to stack this would be to have the improved shield bash feat, a +5 Defending Spiked +5 Shield of bashing and bash with it each round for the extra +5 a.c.?


What if it is on the shield or Buckler hand?


1 person marked this as a favorite.

Ok, so I don't know if this has been covered somewhere but I can't find it so I'll ask it: Can I TWF with a longsword and Light Shield but still get the ac bonus from the Defending trait on my enchanted gauntlet?

I can not find where the weapon (gauntlet) must be being used as a weapon for this to work.

By the same token, what about a 19th lv thunderstriker weilding a Bastard Sword, Buckler and enchanted gauntlet?


So, just thinking of odd ways to mess with mechanics, but can anyone think of a good reason not to weld a Ring gate to the mouth of a cannon, or sovereign glue one to the business end of a Ballista? Have the other fixed to a shield and you have a mobile siege weapon... Probably only good for one range increment, but still a sight to behold.


If I may way in, an effective alternative to the Tower Shield (at about double the weight) is indeed a mechanical analogue of the Pavise. In the Ultimate Combat section about close-range Siege Weapons the Gallery does everything a Pavise does and fits the mechanical limitations of the game.

Simply put, reduce the size from Large to Medium (Granting cover instead of Improved Cover) and the cost from 250gp to 125gp & it becomes a Crew 1 "siege weapon". Now I realize it's lacking a given weight, but you could think of it as an oversized Tower Shield. The movement speed of 15' at full crew (1 in this case) I believe adequately replicates the trouble of moving such an unwieldy device.

Conversely, treat the Tower Shield as a small Gallery. All the pictures depicting a hero using the Tower Shield as Cover have him kneeling behind it to gain that bonus, so following the mechanical rules for cover the size approximation seems to fit.


Just threw this together for fun a few days back as a continuation of the Dragon Disciple power creep for really high levels. Shout out your thoughts. Looking for all talkers. Please just give me a reason why you think what you do. Thanks in advance.
~~~~~~~~~~~~~~~~~~~~~~~~
Half-Blood Dragon

CR: Same as the base creature + 1. (Costs 1 Level of advancement)

Type: Creature type changes to dragon. Do not recalculate HD, BAB, or saves.

Armor Class: Nat. armor improves by +1.

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon. Claws and Wings from Draconic Bloodline become permanently activated.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well.

Special Abilities: A half-dragon retains all the special attacks of the base creature.

Abilities: Increase from the base creature as follows: Str +2, Con +2, Cha +2.


Ok, so I've searched the boards for a while and have been unable to come up with an answer to a question: What is the over all purpose of horses and ponies having the endurance feat?

Granted, the feat gives a bonus to saves against nonleathal damage from forced marches. However, under PRD Additional Rules it states:

PRD wrote:
Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

Emphasis mine.

So, not only does the Feat not deal with Lethal Damage from a forced march, but the feat is also is bypassed by this specific rule by having the saves it WOULD get a bonus on auto-failing.

Any thoughts?


I'm looking for a poison, drug or other means that either numbs a target to pain or otherwise makes it indifferent to physical trauma. More specifically I'm looking for a way that a good aligned character might use a Soulbound Eye and not see it as an evil act because of the pain it causes the recipient.


An alternative to using Paladins, would be to have the group be Monks with a mandatory dip into Cleric, or some other multi-class variation combination to mimic it, OR even have it have been formed by FORMER paladins who have now turned their zeel towards this avenue, eschewing thier former dieties for the greater good they can perform this way.


To aid in that last option, you could have a cloud pass between than briefly and then when it's past teh ship will seem to have changed more. It might just give them a mechanical +5 or something to notice that it's not average.

As to the weight not being apparent, I think you're misunderstanding, Because the Giants are bigger, the ship will have to be designed differently from the PC's own. It's a simple principle of engineering. The structural properties of materials don't scale up well simply by using thicker pieces. They would have to have either some different materials or different structural supports within the vessel so that the bottom does not come off, just as an example.

The hull is likely to not look that different at long range, but as they close on the vessel it should become apparent that certain aspects are out of proportion to what they should be. Simply asking your players for the Knowledge and profesison rolls should give them and their characters a sense that something is not quite right, even if you don't have a DC they can hit, they should know that something is up.

ALSO, if the Giants are Hostile, you could have them start firing at your PC's while still WAY beyond hitting. As a boulder-sized cannon shot passes by it'll be a good indication what they're up against. :)


So, I know there's going to be some nay-sayers, but I'm willing to risk it.

Draconic Sorcerer 5 / Dragon Disciple 10 wants to leave his human blood behind, what kind of limitations or tax would you put on wanting to adapt the Half-Blood Extraction spell to complete the transformation that's been going on since LV6?

Would you say loose 1 LV advancement to have to take Half-Dragon Template until LV 20? Would you even allow it?

Yes or no, Why. I need valid reasons other than it's "OP" or "Stupid" It's really more RP than Munchkin.


Cool, that's a great example with the Ogre. I was thinking mixed breeds myself, and seeing as some of the Templates say that they are "Acquired" even thought he descriptions don't hold that as the best explanation... I was looking at the more pernicious genes and thinking about a Dragon Sorc who advances to LV5, jumps into the Dragon Disciple till 15 and then "Acquires" the Half-Dragon template as the manifestation of the Dragon Genes replacing his human/elf/gnome/whatever racial genes. Then, because the Template changes his Racial Type to Dragon, It's kind of like Multi-classing. He then advances as a Dragon for the remainder of his career, becoming less and less like his base race.

Sort of a Genetic version of District 9.

EDIT: I wasn't really thinking for a Player, but rather as a NPC that grew along with the story the PC's are in. Could be interesting for them to witness the change.


Fair enough, and a good explanation of it, thank you. I was more interested though in weather there was precedent for this type of advancement, or if RAW once you add a class to a monster you were not allowed back into that "Monster Class".


Along the same line, but going in the other direction, could you have a Creature who's half monster (Half-Dragon/Celestial/Demon/Ogre/Fey/ETC) and chose to advance in Hit Dice like a multi-class character? I wonder this because the Monster's Racial Type is treated for all intents and purposes as a class with it's own BAB, Save, Skill, HP and Ability progression.


I would also dabble a bit in low-level Thread Necomrancy and throw out there that Order of the Sword can just as easily be Lawful evil given that a villain can show "Mercy" to those who have wronged him by granting them swift deaths that a NE or CE would have dragged out for days.

Charity need not be monetary or the like. Letting pitiable people live to spread the tales of your brutality and ability would qualify... or allowing them to serve you could be a charity as well.


http://paizo.com/threads/rzs2mjt5?Constructs-soulbound-dolls-and-class-leve ls

Post 5 by Jelf(number).

That's just one I could find with reliability, there was atleast 3 more instances I found, but I can't find them right now and I'm a bit rushed for time ATM.

Thanks for the input BTW, I didn't think those assertions were accurate.


Weaponized GP, huh? I seem to remember reading a thread where they discussed the merits of using Efficient Quivers with hollowed out quarterstaves as money transport devices...

A Quarterstaff deals 1d6/1d6 at 4lbs, the "Gold" special Material from UE adds 50% to weight but -2 Damage, so with the increased Bludgeoning weight I'd go 1d8-2/1d8-2 for a stack of gold pieces welded together... for 6lbs x 50gp = 300gp.

Conversely, fill a sack with as much gold as you can lift with a fly spell and drop the sack on the target, use Falling Damage rules and BAM Death by Geld.


On an off chance, I decided to try and create a Pathfinder version of Vivi... but... I have run into a few instances where it is asserted on these boards that constructs can't gain HP through class levels because they are not organic. I have been unable to find any rule in the PRD that substantiates this.

The Soulbound Doll is a classic example of exactly what I would like to attempt to make, namely a second-gen Medium Soulbound Doll with Sorc Levels, but if there is no way to advance it's HP there seems little point to the exercise.

Any thoughts as to where the notion came form or ways around this if it is indeed Pathfinder-impossible?

Rules only please, not interested in House-rule solutions.


ok, so 4d8 x 3 three times (+3d6 Energy) in one round after moving 80' if you're large... in which case you also get 10' reach is still 36d8+3d6 or a spread of 39-308 with and average of 172.5 damage and if you wait just one more level you can easily blow through Large Stone gates and Huge Wooden ones at the head of a charging cavalry formation. Or take down a most golems reliably. Still seems a bit over the top given that the round after you can probably full attack as a followup with 6x4d8 FOB (7 @ LV16). You're a one man siege engine.


So I was looking into "New Character Options" as a failsafe against my current character dieing and I stumbled upon the MoFW. At LV12 he gets "Slow Time" which means he can spend 6 Ki Points to gain 3 Standard actions in one round. I thought back to my musings on Vital Strike and lo-and-behold it only says Attack Actions which are types of Standard Actions.

So at LV 15 with Ki to burn and Improved Vital Strike, a Mofw could move 80', spend 6 Ki and do 3 attacks at BAB +11 for 6d6+3d6(Energy); OR 6d10 if using a Monks Robe. That's a damage spread of 9-54 per attack or 27-162 per round and only deducting DR/Hardness three times.

Am I missing something here? That sounds like a whole lot of damage in one round + moving, & if you've got WIS 20 then you could do that twice per day. (as your Ki Pool would be 12).


I can see atleast one historical example of using a weapon to "Bull Rush an opponent, The Joust. You are Forbidden to strike an opponent with anything other than your lance, and so the weapon MUST be used. It is a Weapon and I should think that a magical or Masterwork Lance would be better at hitting no matter what type of attack it is used to make.

Bull Rush is simply a non-damaging Attack. The Lance has reach. Why would you require a Mounted Knight to be adjacent to his opponent in order to use a weapon to strike him, and cause a bull rush, that mechanically can not be used when adjacent to said opponent?


I have a question regarding the PRD entry for Megaloceros: Why is the animal companion's Stats listed as having 2d6 Gore AND 2d6 Powerful Charge damage? it seems to be exactly half of what it should be. is this Errata'd somewhere I missed or is it just a useless ability that is purposefully nerfed?


I can think of at least one caster type that benefits from high strength: Dragon-Blooded Sorcerer with Dragon Desciple PRC. Use free Form of Dragon and BAM you can melee brute as a caster if things get hairy.

On a related note, does Alter self remove inherent special abilities? like Darkvision if say, a merfolk sorc sued it to get legs to walk around with? Would a Magic Item (Ring just as a for instance) remove racial traits like DV?


Mynameisjake wrote:

Five Hundred years ago in a public house in Scotland

Hey! MacGregor! Ah bet ah cun drink a tankard o' whiskey und throw a big rock farther than yew cun.

Yew canna.

Ah cun.

Yew canna!

Ah cun!

Oh yeah? Wail, ah bet ah cun drink TWO tankards o' whiskey und throw a TREE farther than yew cun!

Yew canna.

Ah cun.

Yew canna!

Ah cun!

And the Highland Games were born.

BEST POST EVER!!!!


Ok, so, not sure if this question belongs in Rules or advice, so I'm putting it here. If the PC with the Animal Companion/Special or Bonded mount dies and for some reason the critter companion lives, what happens to it?

Rules wise I can see the argument about it devolving back to it's original base creature (at least for Druid & Paladin) but what about non-magic based classes with similar critters that have become Uber-Critter because of association with heroic deeds? (my definition as to why Cavaliers mounts get better)


RuyanVe, You're Awesome. Thanks for the link.


meh, Guess this old dog has learned a few thing by different names, lol. I like using the Parentheses and Brackets in an equation to help visualize the progression if it's stacked parenthetical equations:

([([4+1]x2)+5]/3) just as a quick "for instance". It really doesn't make a whole lot of difference, but it helps keep a visual track of things for me.

As an aside, I dislike the prevalent: "3d8 + Bonus x Multiplier" die layout people seem to be using when talking about Vital strike and other Add Damage die feats/abilities. It makes it read like you are rolling all three, adding the bonus then multiplying the whole thing for a charge.

I read it as VS die are added after all the multipliers given that they are not multiplied on a crit. So as a for instance a Critical with a +1 Bane Lance used in a mounted VS+DS charge with STR 12 should look like:

[(1d8+1+2+1+2)x4]+1d8+2d6

please give my math a going over, but I'm fairly sure it's more accurate when strung out rather than condensing it.


well, the best thing I learned in grade 6 was BEDMAS for math.
Brackets (what's inside first)
Exponents (Second)
Division (Third)
Multiplication (also, or perhaps alternatively, Third)
Addition (Fourth)
Subtraction (also, or perhaps alternatively, Fourth)

Also, I purposefully used an example with a default multiplier because I need to know where that +2 to +6 ends up in the equation. I'm leaning towards lumping it in with the other static bonuses but that could net an extra 36 damage on a LV20 cavalier, in addition to their already prodigious static bonuses that get multiplied. I think I saw a maxed Cav at about 1d8+100-ish on a charge without doing the multiplication and all that jaz.


given that VS states Attack action and that is one use of a standard action type (not a special action type) you should be able to use the VS attack action with the Standard action you get to use during the charge.

Thanks though for the quick response.


Ok, my question is simple, at least I think so, but the answer might not be... Devastating strike adds +2 to +6 damage (dependent on Vital Strike tree progress), but where is it added? it says the bonus is multiplied on a crit, but the base Dice that the bonus is related to are not.

Should a basic VS+DS charge Lance crit look like this: (1d8+STR+DevS)x4+1d8

or this: (1d8+STR)x4+1d8+(DevSx3)?


A bit of thread necromancy, but I have a related question:

A Medium Critical Lance Mounted Charge with vital strike is established to look like this
(1d8+STR)x4+1d8 (Charging Lance of x2 Damage + Lance Critical of x3 = x4 and basic Vital Strike of +1d8)
(or more if you have a higher LV, are a cavalier, and tons of feats, but I'll try to keep this question simple)

However, quoting from the Paizo SRD:

"Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total."

and the extra damage die are not multiplied on a crit, as per RAW... so is the bonus damage figured into the equation right after the +STR and this multiplied by all the other multipliers as well? or is it some mystical Demi-bonus that only works on non-charges?

Should it look like this
(1d8+STR+2)x4+1d8
OR this
(1d8+STR)x4+1d8+(2x3)


thanks for the prompt advice.


OK, basic premise: There are going to be 2 Dragons that our group will have to deal with... one is already dead, I was thinking of paying our Cleric to raise the silver dragon (if we stay alive long enough to be able to do it); and the other is very much alive.

Is there a way to increase the size of our potential Draconic Ally with Magic for when we go head to head with the BBEG one we will eventually be facing down?

Our GM might not be on board for this idea, but I'd like to have something to show him that makes sense to help our cause.

Would Enlarge Person work? How about Animal Growth? Polymorph?

Any Ideas would be great.

Alternately, is there a way to reduce the size of our opponent so that we'll be dealing with a "weaker" version? (Spell Resistance aside)


Additionally Feats that grant special CM's in addition to an attack with a weapon or shield, the bonuses from weapon/shield/equipment used for the initial attack apply to the bonus CM. EG: Shield Bash with Shield Slam and a Bashing shield. The bonus applied to the Bullrush attempt.


OK, so I was looking at the Greater Energy Resistance quality for Armor and the rings of resist Energy as well and lamenting the high cost when I thought back to my perusing of the Crafting Magic Items section.

The applicable parts for my question are:
Command word Spell level x caster level x 1,800 gp
Charges per day Divide by (5 divided by charges per day)
Multiple different abilities Multiply lower item cost by 1.5

So, my question is this:
Wouldn't a better/more cost effective way to get this spell be to add a command word version of Resist Energy (at the level you need it) with one or two charges per day to make it INFINITELY cheaper?

By my math it goes: (SLV 2 x CL 12 x 1800) / (5/1) x 1.5 = 12,960gp to add a 2hr 30 point Energy Resistance of any type to any Slotted Item. Two Charges would be only 25,920gp for 4hrs total.

I'd appreciate some feed back on my math for this. I seems kind of odd that you'd get such a definitive discount given how short most battles and dungeon-crawls are.

As an aside, Protection from Energy would be a similar idea at (3 x 10 x 1800) / (5 or 2.5) x 1.5 = 16,200gp or 32,400gp for 100 min or 200 min respectively.

Thanks in advance for the feedback.


It should also be noted, that unless your GM is really screwing with the DR system, the Half-Fiend Template only gives DR/5-10 Magic so quite literally ANY +1 weapon would bypass it as they are MAGIC weapons.

Instead of the climactic world sundering battle that might take place if you went head to head with him, you could always go the Chaotic Evil Assassin rout with Rogue and Ninja with an incredibly high INT and Death-strike him right after he finishes a combat encounter with a foe and is getting ready to rub all your faces in it.

"YAY! I'm the greatest and all your Characters are... ERK! My... Grrk!" *Flop* Sneak Attacked. Just make sure the GM knows before hand what your intention would be, as you don't want to be the only one at the table who thought this plan would work. That way the GM has a perfect example to show the gamer what it's like being on the other end of the poky-stick.

Go Tonberry/Pugg on him.


OK, A small sample:
Sources:
Antipaladin = http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/paladin.html
Orc Race = http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/orcs.htm l
Half-Dragon Template = http://paizo.com/pathfinderRPG/prd/monsters/halfDragon.html#_half-dragon

Assuming Red Dragon as Dragon Type

Stats @ LV 7 =
STR 30[+10 Ability](18 +4 Orc +8 half-dragon)
DEX 14[+2 Ability] (14)
CON 24[+7 Ability] (17 +6 half dragon +1 @ Level 4)
INT 15[+2 Ability] (15 -2 Orc +2 half-dragon)
WIS 14[+2 Ability] (16 -2 Orc)
CHA 18[+4 Ability] (18 -2 Orc +2 half-dragon)

Traits: Reactionary (+2 Initiative) & Adopted: (EVIL)Half-elf Failed Apprentice (+1 Save VS Arcane spells)

Feats:
LV1 EWP (Bastard Sword) or Weapon Focus (Longsword)
LV3 Shield Focus
LV5 Fly-By Attack
LV7 Vital Strike (For use in your Flyby Attacks)

Equipment:
Masterwork Adamantine Banded mail (15400gp, AC+7, ACP-5, MDEX+1, DR 3/-)
+1 Outsider-Bane Bastard Sword (or Longsowrd) (~8035gp, 1d10, One Handed, 19-20 / x2, Slashing)
Heavy Steel Shield (20gp, AC+2)

Compilation:
HP = 6+6d10+53
Saves: FORT +16; REF +8; WILL +11; +1 VS Arcane. (CHA bonus added to saves)
ATK: Bastard Sword +18, Fly-by + Vital strike, 2d10+13+2d6 VS Outsiders
AC: 10 +3 Shield +4 Natural Armor +7 Armor +1 Dex = 25
Breath Weapon: 30' Cone of Fire, 7d6 Fire Damage, Reflex 20 half (10+HD/2+CON); Usable 1/day
Special Qualities: Immune to Sleep, Paralysis & Fire Damage

+ Antipaladin Goodness


Might also try the Anti-Paladin Archtype/Alternate Class for Paladin. With the diseese ability even if he attacks you he can pick up some seoius bad ju-ju from his erant blunder. Possibly drag in 1/2 Dragon with the type that gives you immunity to his favorite damage type of spell, like Red Dragon if he favors Fire. The Half Dragon gives you wings too and a Breath weapon 1/day + a boatload of stat boosts.

I'll draw one up and post it in a bit.


Deadmanwalking wrote:
The Druid Animal Companions aren't modified versions of Bestiary creatures. They're carefully balanced creatures based on an 'animal companion' template very loosely modified based on the creatures from the Bestiary they represent.

I just noticed this reference as I was searching for guidlines and I was wondering if there has been any release with this alluded to Template?

I'd like to see one in the future if there has not been one released yet. It would open up a lot of options for Druids, Cavaliers and their ilk (possibly limiting it to only Magical Beasts and Animals if applied to other than pre-generated Companion Stat Blocks.

Any thoughts?


ok, so Armor Spikes are useless and while preditors IRL maintain their grapples PF isn't RL so they nerfed that... got it. Thanks clearing it up for me.

On a related angle:
If the Tiger has Spring Attack and Pounce, can it use Spring attack during the Charge to go: Move -> Pounce ->Move? It'd be pretty sweet, sort of a Ride-by attack for the mount... But I'm leaning towards no because spring attack doesn't mention Charges in it's text.


Reference from Grapple Entry:
"Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple)."

Reference from Grab entry:
"Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple."

ok, so Maintaining it would be a Standard Action, but it then says under grapple that I can do one of 4 things as part of the Standard Action, Damage being the one I'm interested in. Would the Tiger deal damage when maintaining the Grapple with its teeth? or by RAW does the Maintaining check preclude Damage dealing?

Rake makes it so that the tiger get 2 Claw attacks instead of one attack with a Natural Weapon when used in place of the damage option's choices.

So, basically Armor Spikes are useless for creatures with unarmed damage greater than 1d4 (medium) or 1d6 (Large), because you have to chose between Unarmed/Natural Weapons/Armor Spikes for your damage total, not adding the Spikes damage to the round?

If I had the tiger's INT to 3 and got Greater Grapple could I have it use Rake twice a round?

*Please let me know if this is the correct understanding*


Ok, so I'm trying to get ahead of the curve and looking at what I can do for my Cavalier in a Kingmaker PF game once his Horse dies (natural or combat causes).

I was looking at the Large Cat option under the Druid Animal Companion section and was wondering how Spiked Barding would factor into a 7th level Tiger's Grab action.

Relevant 7th LV Stats = STR 23(+6), BAB +4, Large(-1 ATK, +1 CMB)

Please correct em if I'm wrong, but Grab means that he/she can attack with Bite (+9 ATK Melee, 1d8+6 Damage) and start grapple as a free action (+11 CMB +4 Grab bonus = +15).

Rake states that it grants 2 free Claw attacks (1d6+STR) on a pounce and is also usable in a Grapple.

Armor Spikes says they can deal extra damage in a Grapple (1d6 for large spiked armor).

My question is this: If my tiger grabs a target with it's Bite attack, on the next round does it deal Bite damage (1d8+6 piercing) To maintain the Grapple; And then Rake (2x 1d6+6 slashing) + Armor Spike Damage (1d6 piercing) on each "Damage Opponent Check"?

OR is it Bite Damage to maintain the grapple; And then I have to chose between using the Armor Spike Damage and using the Rake Damage?


Question 1: New here, but isn't the whole point of the mounted Combat line to simulate in the environs of the game what would happen in actual medieval combat? there are COUNTLESS examples of cavalry charges breaking through walls of foes many lines deep. True, it was far from safe to do so for either the horses or riders, but it was done often enough to have it be a standard tactic... and develop more sturdy forms of barding to make the mounts last longer to boot.

Mechanically, I'd go with (in the situation of 2 lines of foes) Mounted Charge with a lance, Ride by attack and Over run (and high armor barding and personal armor too, lol).

Strike the front rank with the lance, have your mount overrun the one behind and then move out of their threatened area. Since a single action can never provoke more than one AoO from any given person (except with special abilities that grunts are unlikely to have) you still only trigger 5 AoO's.

Question 2: Your mount is large. (IE a horse) can you chose to squeeze through a single file in a rank of enemies? Can you do it in a charge? and could a cavalry charge close ranks to be one-one when they confront the line of foes? In the movies (yes, hollywood strikes again) it's quite obvious that horsemen did this, but mechanically is there concessions for this type of maneuver?