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Come on, don't be so harsh on the GM. The language issue is completely legit.


fearcypher wrote:
I understand a GM keeping power creep low but he should just come out and say it.

I don't. Wizard and most the very best spells are in the CRB.


Wonderstell wrote:


You don't add your BAB. You add your Monk levels. This dip will become worse as you level up, leaving you with only the bonus feats. (which isn't that bad, actually)

Can't tell if trolling.jpg

You add your Monk levels in place of your Monk BAB.


Beriliand wrote:
My GM is about to begin Council of Thieves campain and he only allows to play with classes from the core rulebook.

Core Rulebook classes only is the dumbest rule. Wizard, Sorcerer, (core) Rogue and (core) Monk are ok, but Alchemist, Cavalier and Oracle are not?


Sure. But it only ever becomes 2 hp of damage, weapon specialization (ray) does not let you do 1d4+2 negative levels with Enervation or more ability damage with an ability damage spell.


Tripping Strike:
1) Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack.
2) If your confirmation roll exceeds your opponent’s CMD,
3) you may knock your opponent prone as if from the trip combat maneuver.
4) This does not provoke an attack of opportunity.
5) If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.

1) This is either a separate line allowing you to roll a trip attack every time you confirm a crit, in addition to the other effects of the feat, or an intruduction creating an overview of the mechanics to come. Obviously the latter.
2) It says "your confirmation roll". What you have made is a confirmation roll. Improved Trip does not apply to confirmation rolls. It then says "if [this roll which is not a trip CM but a confirmation roll] exceeds your opponent's CMD, [then]". It absolutely does not say "add your trip-specific bonuses", which you have to have in order to take the feat, nor does it say "take you die roll and add a different bonus".
3) "as if from the Trip combat maneuver". Meaning, the target has to be trippable by you, and any riders you have on a succesful trip attempt (Ki Throw, Greater Trip) apply.
4) and 5) seem uncontested.

The order of operations is:
*Make a specific roll that is not a trip attempt.
*If succesful, use the same roll (that is, die roll + bonus total) in a different comparison.
*If succesful, apply effect of combat maneuver.

You don't make a trip roll, you make a confirmation roll. At no point are you instructed to add an additional bonus, that the writer knows that you must have.


There is no number that is generated to which +2 from Improved Trip would apply. Your confirmation roll is pasted in as your final total result for the trip.


The last sentence of surprising combatant should probably be read as a reminder of normal rules, not a new effect created by the feat.


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The confirmation roll is an attack roll. Obscure fact: "attack roll" is a defined term, meaning the sum of your die roll and your attack bonus. Therefore, "use die roll, add completely different bonus" is not supported by the text.


There is no roll to trip that the bonus could apply to. There is 1) a confirmation roll, 2) a comparison to CMD, and 3) a consequence (being tripped). Improved Trip provides no bonus to critical confirmation rolls, which is the only roll being made here.


Urtar Mythstone wrote:
Is it possible for a Magus to use his Spellstrike to deliver a melee attack and spell but also use spell combat at the same time to cast another spell

A helpful tip for understanding the Magus is that Spellstrike is not an action.


The official stance is that instead of delineating sentience at Int 3, as both the CRB and the Bestiary do explicitly and repeatedly, it's set arbitrarily. Paladin mounts with Int 6 qualify, familiars qualify, but a Nature Oracle's int 6 companion may or may not qualify; it's not explicitly named, but the list as written is a "for example" list, not a "these and these only" list.


The SLAs are not derived from a specific character class, and therefore the answer can never be "class level" because "which class" is unanswered. That leaves "character level", which is equal to the sum of all class levels for all of the races in question.


Avoron wrote:
Anyone can use parts of their body as barriers to prevent their enemies from harming them. That's what blocking in unarmed combat is all about. Anyway, FAQs are about mechanics. If you don't like the flavor of an ability, that's between you and your GM.

That's nice, dear. Try that with live bladed weapons swung with intent to harm some day.


No, that's not what Martial Versatility does. It only applies your Weapon Focus and Improved Critical across the entire weapon group.

Well, at least that's what the writer, who is probably on the core dev team, intended. I mean, it's not like someone made put the exact same sloppy writing in a very, very popular 3.5 book so they had experience about what to avoid - oh wait, it's exactly like that.

If your GM approves of your reading, you deal 3d10+3*X+1d10 damage on your charge, before upgrades for weapon size shenanigans. But if your GM allows the permissive reading of Martial Versatility, you can get up to much crazier things.


Letric wrote:
Jeff Merola wrote:
No. You don't make a check, therefore you cannot beat the target number by 5 or more. Always successful is not the same as always successful by 5 or more.
IMO always successful is infinite, which is greater than dice+5

Sorry, but you're pretty much on your own with that interpretation. In most games, "always succesful" means a basic success is guaranteed, and rolling might provide a better degree of success, provided that there are degrees of success. In PF terms, compare an attack that "always hits" against the chance to roll a critical threat.


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Deadkitten wrote:


Draconic Defender does work by RAW I will concede that, but it is obviously against the intent of the feat.

Doesn't work by RAW either, because you don't count as your own ally if that wouldn't make sense in the context. That's official rules.


How smart is your horse? Depends on whether your GM enforces the ass-backwards blog post that applies* in PFS play.

If he does, your animal basically has 2 int, but with only a -2 penalty on Int checks/skills and the ability to learn far more tricks.

If he doesn't, your horse is as smart as a Fighter, except it can't speak (but it can learn languages, and probably automatically knows one), doesn't have opposable thumbs, and doesn't have a lot of proficiencies.

(Is the paladin's mount exempt from that, though? I know that other high-int companions aren't).


"Sumutherguy wrote:

One, the point was mostly an exercise in theorycrafting. Two, you always count as your own ally in Pathfinder.

Yeah, you might want to re-check that, buddy.


No. You're still wielding a two-handed weapon, you're just also getting the defensive benefit of your shield.


"Kali build bad, me fix! *changes something* hurr durr job's done!" *sigh*.

Nobody knows if an empty, non-clawed hand not currently holding a weapon counts against the maximum. I would assume not, and use the #maxattacks as an always-active cap on the number of attack by Eidolon can make by virtue of its limb configuration. Attacks of Opportunity and haste attacks still don't interact with that number, IMO.


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"Should I take levels of Core Rogue?". You already know the answer to that.


No difference between "loses" and "is denied"

Furthermore, Flat-footed target are denied dex-to-ac, but not everyone who is denied dex-to-ac is flat-footed.


Especially at level 20, you need to start by explaining how your character is meant to work.


Can you take the Demoralize and the spellcasting action at the same time? No.


Cevah wrote:


A long sword is made of iron, wood, leather, and perhaps some other stuff

Only if you apply a bit of common sense (which I am in favor of).


Inquisitor and Warpriest are both hungry for Swift actions, so they combine poorly. Besides, as a Warpriest, you should only be gaining 1 skill point per level.

Also, the Warpriest has special rules about multiclassing with classes that get domains.


Talonhawke wrote:
Actually with TWF its only .5 Str as quoted above.

Actually actually it's 0.5 when combined with manufactured weapon attacks or unamred strikes TWF doesn't enter into that.


Grumbaki wrote:

Hello one and all!

The party was pretty insistent that my actions were not lawful good, given how I did my level best to get them murdered by the elemental. They also...

Alignment policing is really douchey behaviour. Sorry you had to put up with that s@~#.

The Aspis Consortium, a classic enemy of the society, is mostly human. And FE: Human is far and away the best FE.


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The recent ill-considered ban on swift actions made Nauseated a lot more powerful.


Link doesn't work.

Shadowshooting says the weapon never needs to be reloaded. Just imagine the coalescing shadow-stuff nocking the bow as well.


I'd allow the cost of MW fullplate minus half the cost of MW half-plate.


"Standard action only" is incorrect. You get a full turn's worth of actions, except you can't make a melee full attack (or, by extension, any other full-round action that requires you to stay in place). You can do a ranged full attack, or spend a move action to draw an item, load a weapon or activate move-action abilities.


You can use Spirited Charge and then Cleaving Finish, which is 3.5 Cleave. Ish. Note that a mounted charge counts as both rider and mount taking a charge action, and that only the first attack gets the lance multiplier (there's no ruling for Spirited Charge, but I wouldn't count on it being different).

If your mount moves (more than a 5' step), you still have a full rounds worth of actions, but you can't take a full attack at the end of the mount's movement. For a melee character, the move action is usually wasted.


Yes on SLAs, no on items.


Replace dice with their average values?


Whats with all The untyped bonuses?


DC 15 at most.


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Neal Litherland wrote:

It's been a while since I sat down at a Society game, and I'm out of touch with rules changes. The ranger archetypes Skirmisher and Trophy Hunter... are they allowed? I want to say they are, but would prefer someone with more current knowledge than myself confirming it.

Thanks!

Trophy hunter, IIRC, is the gun archetype for ranger. Most gun archetypes are not allowed, for some odd reason.

The correct tool is the additional resources list, as you know. The easy tool is archives of nethys, search for X, filter society-legal only.


1337 I would eyeball at CR +1 for being gestalt martial and +1 for "all feats".

Insight could punch at her full CR by using Named Bullet and Quickened True Strike. -1 CR if she only uses one of them, CR 3 or 4 (total) she uses neither.


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To sum up, there are AFAICT three different things being discussed in this thread.

1: Can half-elves take elf AFCB? Answer: yes.

2: Can halv-elves use Multitalented to take AFCB? Also yes.

3: Can you take AFCB using your character level instead of relevant class level? Of course not. It's on the same page of the rulebook that says you can't take actions while dead.


The distaste for dex-to-damage on multiple attacks is known. Clearly, "otherwise occupied" is meant to be applied broadly.


Haha, F&#+ no.


Battlefield Presence has no duration limit. You can activate it before combat and have it active. The writer of the archetype confirms that this is intended.


"She learns, prepares, and casts spells exactly as a wizard". That means you start with a spellbook containing all 0-level spells and 3+Int 1. level spells.


Master's Mutation is a Polymorph effect, and you would normally polymorph "into" a specific kind of creature. The Poison ability would replicate the poison of the thing you're changing into. This spell doesn't polymorph you into something, though, and the stats of the poison ability is literally undefined.

Monster Summoner's Handbook is probably the worst-edited companion since Adventurer's Armory. As a Player's Companion, it will never, ever get an official FAQ answer. So your GM is going to be not just the final, but the only authority on this. Although you could of course try to contact the hack who wrote it, make him write something in complete rules. If you do, ask him to fix Alter Summoned Monster while he's at it.


You are proficient with the weapon. The penalties for a wrong-sized weapon are a completely different thing.


That's 43 damage. I don't know what level you're at, but it seems a little low to be dramatic. 1d8+1 is really low, maybe add Deadly Aim to that?

EDIT. 43 + CL.


High point buy opens up more character options. On a zero point buy, you're playing a pet caster and that's it.


Praying to gods works the same in PF and in reality.

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