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Don't dip. It's bad for you. You could lose all your teeth, or get mouth cancer and have to have your jaw surgically removed. I know. My gym teacher showed us a movie about it. It was really sad and really gross.
Must...not...resurrect...dead...thread...about...scorching...ray...and...si multaneous...attacks...
Uuughuh...(gurgle)
It was my positing of time-travelling AoO's which shocked and disgusted the server so much that it refused to run httpd.
wraithstrike wrote: Combat is simultaneous. Even though we take turns in real life, the characters are not taking turns so you should be flat-footed until the beginning of your next turn if grease can make you flat-footed at all. That's not necessarily true. Say you win initiative, and move and attack your foe. On his turn, he tumbles away from you and moves to threaten the path you just took to attack him. He does not get to take an attack of opportunity. Combat is sequential in many ways, and concurrent in others.
I see a lot of people comparing the wakizashi to the rapier and scimitar. Aside from the advantages it has over both that have already been mentioned (deadly, piercing or slashing, weapon finesse), it also has one distinct advantage: it is a light weapon, and not just treated as one for weapon finesse. Sure, you can use a rapier with weapon finesse, and there are class archetypes and feats that can allow you to use a scimitar with weapon finesse, but neither are actually light weapons, and thus they give penalties if wielded in your off-hand. A twf fighter could focus on wakizashi and wield two of them, saving up to 4 feats for other purposes, and additionally have the highest weapon training bonus for both their weapons (otherwise impossible if you choose two dissimilar weapons).
If the wakizashi were a martial weapon, would any martial class ever wield a short sword, or any other light piercing or slashing weapon for that matter? Would any martial class ever wield a rapier or scimitar?
@Grick
I missed that part of the grease spell description. That pretty much clinches it for me - in my mind, that sentence implies strongly enough that you are flat-footed when moving in a greased square that I will interpret it as such.
There are things which are "against the rules" which a GM rules for you, and there are similar things which a GM rules against you. A player needs to accept these things and continue playing smoothly, because sometimes a GM wants to tell a good story more than he wants to follow "the rules." I like your GM's call, but if I were him, I would not let it work all the time, only when it enhances the story.
theheadkase wrote: I don't know about Dragon's Dogma, but I was thinking more about Shadow of the Colossus type of gameplay. Where I would jump up and climb on. Maybe that is the key where it could be colossal sized and this would make more sense.
Or think like Dune when he is riding the Sandworm. All you are doing is jumping on and holding on/climbing up, not trying to wrestle it. I agree that it should be hard to grapple something that is Huge or bigger. It doesn't quite make sense to me though that I couldn't treat its Huge body as an unstable surface and climb it or run across it with Spider Step and an acrobatics check for balance.
Dragon's Dogma has a similar combat tactic.
The Fremen used specialised equipment (maker hooks) to anchor them to the outer shell of Shai'Hulud and to pry open the leading edge of a segment to expose the more vulnerable flesh beneath to abrading sand. Shai'Hulud would roll away from the irritation, bringing the exposed segment up away from the sand, and lifting the hookman (the first Fremen up) with it. Shai'Hulud is unique in the known universe, and I doubt this would work on dragons. Although - Worm / Wyrm - hmm...
This is an interesting question, which I do not see the answer to in either the grease spell's description, or the acrobatics skill description. Forget crawling, just moving. Is the acrobatics check required by the grease spell to move at half speed a species of balancing, or is its own type of acrobatics check. Being a slippery surface adds a penalty to balancing on a narrow ledge or through uneven ground, but the skill does not mention whether moving on a slippery surface that is not narrow or uneven falls under the category of balancing, and thus causes you to lose your dexterity bonus to AC. Perhaps RAW can't answer this, and a GM needs to make his own call.
wraithstrike wrote: I would probably use the ride skill, but you would take heavy penalties.
Actually since you can't occupy the same square as another creature so the move is not legal anyway.
Mounts are an exception, but they assume cooperation.
PS:I think that if a creature is so many size categories bigger you can. I think it is 3, but if you are medium a huge creature is only two category sizes larger.
PS2: I was incorrect.
Quote: Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than itself. You can move through such squares. By the rules you can't occupy them though. Swarms seem to be the only exception due to the small size of the individual creatures that make up the swarm.
Wasn't there a rule that you can occupy the same space as a creature 2 categories larger than you? I think it is restricted to allies though. Or maybe I'm remembering something from 3.5 which has since been omitted. Or maybe I only dreamed it.
Edit: Ok, I am wrong in two ways, but I'm still proud that I remembered the gist of it. These old synapses got some life in them yet.
I know what you want. You want your Pathfinder character to be able to do what your Dragon's Dogma character can do. I love how I can track recent RPG video game releases on the Paizo boards.
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Muad'Dib wrote: bbangerter wrote: Helpless is unconscious, tied up, paralyzed, or in some other condition that completely prevents you from moving.
Prone you are on the ground but are still very much aware of your surroundings and able to react to them. Roll to the side to dodge that sword strike, attempt to get your shield in front of that incoming arrow, etc. I guess I just question how much effective dodging one can do while on the ground slipping on grease. There's nary an animal alive that can outrun a greased Scotsman.
I'd say you use your higher attack modifier. I really don't see how this would break the game in any way, it just adds an extra arrow to the damage, and if that arrow has a lower enhancement bonus, well then it does a little less damage.
You guys must really have hated the AoMF in 3.5, because it was much worse then.
Abraham spalding wrote: Mabven the OP healer wrote: lol, I was being sarcastic, but my sarcasm was directed at an imaginary person who had not yet posted, one who would go so far as to delve into middle-english usage to support his desire to be able to add all of his party-members' modifiers to his stealth roll. We all know this guy - he will twist any passage in the rules to fit his desires, and insist that his interpretation of RAW is the only possible reading, despite other, more obvious interpretations being available, interpretations which make more sense and seem to represent developer intentions much better. Ravingdork?
** spoiler omitted ** Many of us are this guy on one thread or another, myself included. See how Wraithstrike thought I was being serious? This whole thing wouldn't have made me laugh half as hard if he had not. It's not truly comedy if you don't take a little dig at yourself.
lol, I was being sarcastic, but my sarcasm was directed at an imaginary person who had not yet posted, one who would go so far as to delve into middle-english usage to support his desire to be able to add all of his party-members' modifiers to his stealth roll. We all know this guy - he will twist any passage in the rules to fit his desires, and insist that his interpretation of RAW is the only possible reading, despite other, more obvious interpretations being available, interpretations which make more sense and seem to represent developer intentions much better.
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If I were a goblin, and my friend inexplicably fell on the ground, and now I have to do his work for him, my first reaction would be to kick him and tell him to get his lazy ass up.
wraithstrike wrote: Abraham spalding wrote: Mabven the OP healer wrote: wraithstrike wrote: Each person should be adding their own modifiers to the highest D20 roll.
Quote: Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth. It is saying you(the individual character) take the highest d20 roll, and add your modifiers to it. Thou art incorrect. Forsooth, "your" is the possessive form of the second person plural pronoun "you." Thou shouldst take more heed when proclaiming on the pronunciation of the puissant tongue of the Plantagenet patriarch, may He perambulate in Paradise perpetually. For that I award you 20 points and one internets. I am taking her internets back. She did not earn it. :)
By the way Mabven James said he disagreed with you.
Quote: I haven't worked on any of the alchemist archetypes save for those that appear in Inner Sea Magic and the Pathfinder Society Field Guide.
You would indeed provoke each time you fire your bow. Each attack is its own separate trigger for an AoO.
Link to said post.
Strangely enough, I was actually supporting your position by showing how the use of "you" as the plural of "thee" is archaic.
As far as JJ disagreeing with me (about a long-dead and unrelated thread), his statement does not disagree with me at all. I never felt that a full-attack should only provoke once, although I did concede that such might be a literal reading of RAW. My objection was to obviously abusive things like trip-chaining, or getting two aoo's on a single spell-cast.
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wraithstrike wrote: Each person should be adding their own modifiers to the highest D20 roll.
Quote: Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth. It is saying you(the individual character) take the highest d20 roll, and add your modifiers to it.
Thou art incorrect. Forsooth, "your" is the possessive form of the second person plural pronoun "you." Thou shouldst take more heed when proclaiming on the pronunciation of the puissant tongue of the Plantagenet patriarch, may He perambulate in Paradise perpetually.
Quantum Steve wrote: In 3.5, jumping was counted as part of you normal movement.
With a 30' move speed you could walk 10', jump over a 10' pit, and walk 10' more as a move action. If jump couldn't be completed in a single turn, it was completed in the next.
For example if you walked 50' then jumped over a 20' pit, you would move 10', stop, in mid-air, then finish the jump with another move action next round.
I don't remember if this was in the PH or if was Sage Advice.
Wile E. Coyote would be proud.
No. True Seeing is not cast on you, but on the creature which is trying to see you. Non-detection only protects against divination spells being cast on you.
We generally allow this at our table, although the example of fly/walk is pretty moot, because you can just fly an inch off the ground, and get more movement out of it. But often we do things like walk 10 feet, then climb 5 feet (you can climb at a quarter of your ground speed, so that 5 feet is equivalent to 20 feet walking.) Or walk 10 feet and earth glide 10 feet.
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A bard can make untrained knowledge skill checks using the Bardic Knowledge ability.
until your target is dead. Paladins are awesome.
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Could a small PC have reduce person cast on him and take advantage of this?
Fighter with Heavy Pick, Armor Spikes and Tower Shield. Who says you must sacrifice AC for TWF. Plus, sometimes that Heavy Pick pushes out huge damage.
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Morgen wrote: That's just insane. Who'd want to adventure with someone so unstable that they commit suicide over and over again just because their too tall or their ears aren't pointy enough? Absolutely terrifying. Ride the Suicide Train with Sir Richard Burton.
If you have an ally or an enemy between you and your target, your target has cover, +4 to AC. This is because reach weapons calculate cover the same way ranged weapons do.
A long spear is a pike.
Garden Tool wrote: Is this spelled out in RAW anywhere? It is spelled out in the stealth skill description:
Stealth wrote: It's impossible to use Stealth while attacking, running, or charging. So, you are hidden, then you do a full attack. The first attack hits, and you are revealed. You could hide immediately using a move action at a -20 to your check, as per the sniping rules, but since you are full-attacking, you do not have a move action to expend to make the stealth check, and as the skill says "It's impossible to use Stealth while attacking." Not using stealth, dexterity bonus is not denied. Since you have no action to use between attacks to maintain your concealment, you can not continue to attack the opponent with his dexterity bonus denied.
Roshan wrote: Lune wrote: Some people disagree with that, but those who do are in direct disagreement with the developers of the game. The reasoning has been given by both a developer and by other posters. This apparently is not good enough for some people which begs the question... what would be? If Sean K Reynolds, James Jacobs, or ANY of the paizo staff came out and actually said "No, odd numbered magic items aren't allowed." that would be enough for me. Tell me exactly how it is implied that they aren't allowed? Because none exist on the loot tables? Neither do 1d8+5 cure light wounds potions. Does that mean they're not allowed either?
Sean K Reynolds wrote: There's lots of stuff we don't say in the magic item creation section, including "you can't create at an-will true strike item for 2,000 gp. That would be true right? except for that annotation at the bottom that says "If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges." An at will true strike item would be at least 40k if not more going by the magic creation guidelines.
** spoiler omitted **
Sean K Reynolds wrote: It's not explicitly forbidden by the rules, but that doesn't mean you should allow it. The game also doesn't say that dead characters can't take actions... The two things are completely unrelated. There is no basis for a dead character to take any actions, there IS a basis for odd numbered magic items.
I have asked my question three times and while others have answered to the affirmative or to the negative you have not provided an answer. You keep making allusions to what has been done in the past but have brought to light no ruling or statement that proves me wrong. I will ask for a fourth time, a question directed at you, Sean K Reynolds.
"Is it against the rules... Sean answered you in his first post, the one directly after your original post:
Sean K. Reynolds wrote: Odd-bonus ability score items are deliberately not in the game. I don't know how he could have said any more specifically "no." He said the items were deliberately not in the game. Any magic item a crafter creates which is not listed in source material, but custom made, is a house-rule item. So, unless you house-rule that the item can exist, it is illegal.
Another thing which would not be multiplied is magic weapon bonus dice, such as from flaming, frost, shocking and other enchantments. Bonus damage which is not expressed as dice (such as the +2 enhancement increase from the bane enchantment) are multiplied just as any enhancement bonus would.
Unfortunately for rogues everywhere, once you attack once, your enemy is aware of you, and is no longer denied his dexterity bonus. This is the same with invisibility (unless you have greater invisibility). First attack gets sneak attack damage, any subsequent attacks do not.
Fromper wrote: Hmm... didn't know about Spell Specialization. Even without Gifted Adept, that could be very useful on top of the Tattoo, to get +3 CL to a single spell, especially since you can change which spell it applies to every even level (I wish you could switch spells that way with Magical Lineage and Gifted Adept).
I'm thinking put Spell Specialization on Scorching Ray at level 4, which along with the tattoo boosts the CL to 7. That means already getting two rays as soon as you get the spell, which is two ranged touch attacks for 4d6 damage each at 4th level.
Now you are getting it. Increasing caster level is most useful with spells which gain a significant increase at specific levels. Scorching ray is a great example - Mirror Image, Divine Favor, Magic Missile, and Acid Arrow also come to mind.
Irontruth, that is quite a useful house-rule. I like the idea, I don't believe it should become RAW, but I would definitely use it at my table. I like characters which are not just focused on a single stat, and your house-rule is a great way to enforce that. I myself have been known to build wisdom-heavy fighters.
Just because you do not need to sleep does not mean that you can prepare an unlimited number of spells per day. Spell slots are still going to be a once-per-day resource. You are still going to be required to do nothing for 8 hours before your initial preparation, no matter how long that takes, you just don't have to sleep during those 8 hours if you don't want. There is precedent for this - in 3.5 elves did not need to sleep, instead they meditated for 4 hours per night, which gave them the benefit other races get from 8 hours sleep. However, elven wizards were still required to do nothing for 4 more hours in order to be able to prepare their spells.
Wizards need their rest, no matter their race.
Edit: Grick was kind enough to actually find the rules I was too lazy to look up, and which I was only obliquely referring to. Thank you, Grick.
OK, I see now. Normally, you would need to make a CMB check to maintain the pin. If you choose to tie up your opponent instead, that same CMB would be used to tie up your opponent instead of to maintain the pin.
I read it a little differently than tels and hogarth. To me, it seems to say that if you have the opponent pinned, tying him up is automatic, as long as you have rope. If you are merely grappling, you must make a difficult check (-10 penalty) to get him tied up, but once he is tied up, the ropes are no less secure (the -10 penalty is not applied to the dc to escape the rope, only applied to your attempt to tie up your opponent in the first place.)
That is my reading, but the wording has enough vagueness that I will not swear I am right.
The iconic barbarian character, who appears in many AP's uses a large bastard sword two-handed.(she has the exotic weapon proficiency feat)
One more vote for the Witch. Can be a quite effective healer, is an outstanding controller full caster, and if you only take party-buffing hexes, will really give you the full feel of the white mage.
Masterwork underwear. If the nightmare does come true, and you do end up speaking in front of a large crowd in your underwear, at least it will be really nice underwear.
RedDogMT wrote: blue_the_wolf wrote: 1) can you sneak attack with a spell. which to be honest i found clever and acceptable but wanted to understand the ruling on it.
2) should he deal d4 damage because its not a knife or D6 damage because its not a "weapon" at all?
1) Don't forget that Acid Splash has a Verbal component. If you follow the book's guideline that spells are cast in a bold voice. If the target hears the spell being cast, I would make the Rogue make another stealth roll.
2) Acid Splash is not a knife or dagger, so it would be 1d4 for the sneak attack dice for a Knife Master Rogue. Spell-like abilities do not have verbal, somatic, focus or material components. Link
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Please be respectful of paizo employees who post in these forums. They publish the game we are discussing, and participating in these forums to help us understand the reason why they make the rules decisions they make seems to be a generous act to me. I do not think that generosity should be rewarded with disrespect. I know that if I ran a web site with a message board, and people used that message board to disrespect me, I would have very little interest in participating on that message board, and would even feel justified in not providing the message board service at all.
Please be respectful.
Please be respectful.
I think there is one way you can mix unarmed strike and natural attack without the feat, but not FoB. You would make a single unarmed attack at your normal base attack, then use your natural weapons as secondary attacks, at a -5 to attack for all. This is similar to using a manufactured weapon and natural weapons in the same full-attack action.
Yeah, well the character I made the item for actually fights melee with daggers just as often as he uses them as thrown weapons, so an item that would only enchant them if they were immediately thrown is sub-optimal for him, even if the item was also able to be enchanted beyond +1 and give the "ammunition" other weapon special abilities.
Adamantine Dragon wrote: The "returning" property, as written in RAW, is one of the many reasons that weapon throwing concepts in Pathfinder are so difficult and costly to play.
We have houseruled in our games that "returning" weapons combined with "quickdraw" will allow the player to multi-attack with multiple returning weapons round after round, so long as they don't move.
I think the weapon property is silly, it's a magical property, it shouldn't return to where it was thrown from, it should return to the thrower no matter where the thrower is. I had one GM who house-ruled the property that way and along with quickdraw was able to play a reasonably effective dagger-throwing concept.
But by RAW, the returning property is of very limited value.
This is one reason I pursued an enchanted bandolier that would impart an enchantment to thrown weapons as a bow or crossbow does to ammunition. I think that might be a better choice anyway since you can enchant one item and pass the effect on to any number of daggers. I don't think that's "broken" because it does for thrown daggers exactly what a bow or crossbow does for ammunition. But others will (and have) disagree.
If you can get your GM to approve an enchanted bandolier, that would probably be better, cheaper and more effective in the long run than even returning daggers.
I worked up such an item and posted it on the messageboard a few months ago. It is entirely legal by the custom magic item creation rules, as far as any custom magic item is (the whole section of the CRB states that it is an alternate rule to make custom magic items.).
It is called the Bladestorm Bandoleer, it is similar to an efficient quiver (has extra-dimensional spaces for specific weapon types), but it also casts a CL 1 Magic Weapon spell on any weapon drawn from it, can also cast Light on said weapon if the owner desires, and once-per-day the wearer can choose, as a standard action, to cast a CL 4 Bless Weapon spell on one weapon drawn from it. Item price (not creation cost) worked out to around 8500 GP.
Lokie wrote: Mabven the OP healer wrote: That would be a devastating 3-feat combo for a strength-based scout, lugging around a golf-bag full of heavy-blades. Or save yourself some weight and just carry a golf-bag full of bladed heavy scabbards and only a few extra heavy blades. Yes, but for every scabbard you have without a matching blade, you would require a move action to sheathe your currently held blade into the scabbard before you could do your swift-action extra ranged attack with it.
Gnomezrule wrote: I have a switch hitter ranger and though how awesome would it be to just throw my earth breaker rather than swap my hammer and bow all the time. This would not work, even if you could throw the same weapon more than once in a round. The returning quality can only be added to a thrown weapon. So, even if you have the Trow Anything feat, and can throw your earthbreaker as if it were a thrown weapon, it does not change the actual properties of the weapon. Thus it is still not a thrown weapon, even though your character is quite able to throw it without penalty. Perhaps if the earthbreaker was first enchanted with the throwing quality you could after enchant it with the returning quality, but I would not fault a GM for ruling either way on that.
4th level sorcerer/wizard spell: Minor Creation - create turpentine, which is distilled from the resins of pine trees, and thus is "non-living plant matter."
That would be a devastating 3-feat combo for a strength-based scout, lugging around a golf-bag full of heavy-blades.
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