Seltyiel

Manwitch's page

Organized Play Member. 17 posts (23 including aliases). 1 review. No lists. No wishlists. 11 Organized Play characters.



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a) Charge is a full-round action. Overrun is a standard action. You can't legally perform both.

b) If you could perform both, there would be no need for this feat:

Charge Through (Combat)
You can overrun enemies when charging.
Prerequisites: Str 13, Improved Overrun, Power Attack, base attack bonus +1.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target
of your charge.


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VictorCrackus wrote:
Aazen wrote:
Because fighter alone cant do it. How can I get a monk to fight like one using feats. I don't care about the Force aspect (I can multi-class for that). I'm just interested in the melee aspect. Thanks.

The best Jedi I was able to pull off was in a level 20 one shot game where we said screw originality.

So I made yoda.

Goblin. 550 years old. Lawful good. His Deity was The Force.

That was in 3.5

He was a Swordsage 7, Psion 6, Duelist 7.

Used a little bastard sword. DM decided to give me a +5 brilliant energy that affected everything. Lots of diamond mind, with some Shadow Hand.

Had Intuitive Attack.

The hilarious thing was, he actually never got in a fight. He just thought his way through the quest, got the item. Walked out without a mark.

But, he was supremely optimized too. If something was stupid enough to attack him. They'd have to get through his 54 ac. Which increased by 2 everytime they missed due to Pearl of black doubt.

Seriously ONE of the most hilarious builds I've ever gotten to actually play. XD

Well done for rping Yoda properly. Most would've turned to the Dark Side.


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catmandrake wrote:
Where does the line of effect start? The center of the square you occupy? At one of the corners of that square? Any point within that square?

dude, i just explained that.

as per my post:
To determine whether your target has cover from your ranged attack, choose a corner of your square.

catmandrake wrote:
A point of origin for an Area spell or a spread Effect must be a grid intersection. But what if you need line of effect to a target or a space? Where does the line of effect end? The center of the square the target occupies? The actual position of the target inside its square as determined by the GM? A corner of that square? Any point within that square?

If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

catmandrake wrote:


The Core Rulebook does not answer these questions. Neither of us can reach an official, rules-as-written conclusion about line of sight. We simply don't have the information we need to reach such a conclusion.

Yes it does. And we can. I just showed you.

Please give an example of how this doesn't make sense and i'll try to explain it again, cuz i'm not understanding the problem.

Tanis wrote:
Line of sight is where you have a line of effect to the target but cannot see them, fog etc.
Given the context, I believe you meant "Line of sight is where you have line of effect to the target and can see them, no fog, darkness, etc."

Too true. m'bad.


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Not necessary to FAQ.

The paladin can either:

1) As a standard action Detect Evil as per the spell; or

2) As a move action Detect Evil on one creature.

The first player's right.


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As has been noted, blink's been nerfed, you want Gtr Invis.

There are a few conditions that make opponents flat-footed:

1- Blinded: Blindness; Tiefling (Darkness 1/day + Darkvision); Blindness/Deafness (as above); Sniping etc. Included in this is Gtr Invis, this really is the most consistent means for a ranged rogue.

2- Cowering: With 3.5 you could make an Avenging Executioner/Ghost-Faced Killer build that did this mercilessly; in Core PF you're left with relying on casters to help you (Cause Fear, Necromancy spells).

3- Paralyzed: Again, get your party caster to memorize Hold Person/Monster. I'll put the lowly Sleep spell in here, Coup de Grace + Sneak Attack = XP.

4- Pinned: Obvious.

5- Stunned: Monks are your friends.

6- Off Balance: Grease; 1st lvl spell, 750 gp for a wand. This should suffice where you know your opponent is gonna move. For archers/casters don't bother, it doesn't work unless they move.

Tailor your feats/magic items to create these conditions and you're laughing.

The most effective ranged rogue hands down is the Arcane Trickster. Take the Illusion school as your specialty and when it counts you're invisible. Enemies that have See Invis. or Blindsight then need more condition based tactics.

Hope that helps :)


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I'd apply this formula: Spell level x caster level x 1,800 gp. btw, that's for a command word item. Your best bet is checking p. 550 of Core.

Cost just depends on which polx spell you want to chuck on it.