Hakotep I

Minos Judge's page

* Pathfinder Society GM. 114 posts (115 including aliases). No reviews. No lists. No wishlists. 29 Organized Play characters. 1 alias.



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They did address this in the FAQ. I am sorry that I missed it the first time I checked it out.

Page 197—In the Spell chapter, in Spell Attacks, in the second paragraph, at the beginning of the fifth sentence, add “You add your Strength or Dexterity modifier to these attacks as normal, and”

I still believe that they should use the spell casting mod. I like Vic's idea of getting rid of TAC at that time.


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The drawback to fewer weapons is if you get a glitch. If you have fewer weapons then they get wrecked easier.


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1) Bombs
2) Bombs
3) Bo...... Wait. What? we are not talking about the coolest class ever?
....
Oh....

1) Bows
2) Arrows
3) .............

I got nothing.

Have fun ;)


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LazarX wrote:


1. You can draw a weapon as part of a move action. I would consider picking up the weapon lying along side you as the same as drawing.

2. I'm not that grounded in the rules for two weapon drawing, so I went conservative.

1. Picking up provokes a AOO. It is listed as a separate action from drawing a weapon which does not provoke an AOO.

2. Nothing here


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Kobold Cleaver wrote:
Personally, I would allow a TWFer to pick up his weapons just like he draws them—in the same action—but that's just me.

The problem with this solution is that it is TOTALLY against the rules. It was a situation caused by not following RAW and then you have to change a rule to have it appear as more balanced?

That to me is the main problem with people not following RAW they have to modify the next ruling to compensate or worse they complete throw out the rules and just try to appease people at the table to overcompensate for something that should have never arisen.


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DM_Blake wrote:

Option 1: Cast a 1 round slumber on a TWF fighter. He loses one round while he stands there, nodding off, his head in a fuzzy state drifting on the edge of dreamland. After one round, he shakes it off and gets back into the fight.

Option 2: Cast a 1 round slumber on a TWF fighter. He falls to the ground and drops both swords. A round later he wakes up and loses his entire second round as he tries to pick up one sword (provoking) and then the other sword (provoking), and then he loses half of his third round as he stands up (provoking). If he survives being asleep for a round and then survives THREE AoOs, he can finally attack with just one of his weapons.

So with option 1, the target gets exactly what the spell says: 1 round of sleep.

But with option 2, the poor...

Option 2 is why people believe sleep is so OPed. I see Option 1 as supported by RAW.


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I have noticed it in certain types of players. They seem to need to control everything and everyone around them or they are just there for the maximum amount of carnage. They will also use it to justify going against the party for whatever they feel they will gain.

When this happens too much with one player I will just stop playing with them.

I am lucky in that I get about 8+ games a month with widely varied groups so I can Make this choice and not stop gaming entirely.


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Havoq wrote:

I think what is interesting is that this applies to high jumps as well.

Say you have a flying mob 15’ above you. |P|5’|X|M|
If you make a DC20, you expend 10’ of upward movement, and given your 5’ reach, you can then use your standard action to make an attack action.

{mumbles something about provoking while falling back to ground}

Wouldn't it be a DC 40 to jump 10ft straight up? 4 x hieght to get the base dc of the jump.


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Just remember the first taste is free.


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Now what is the DC to jump that? (joking)


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Are people just talking on this thread to get it to 1000 posts?


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Forseti wrote:
Nefreet wrote:
Forseti wrote:
You can't just start climbing after you slam into a wall from midair.

You're imagining a slam when there is no such thing.

Paraphrasing the giant discussion we just had, where you guys were hammering this logic into my head, and which I finally started understanding:

"You succeeded at your Acrobatics check to clear the obstacle. You can now continue your movement as normal."

In this case, that simply requires a Climb check to ascend the wall.

You are not falling, so there is no need to catch yourself.

Movement as usual would be falling down if there's no ground beneath your feet. Avoid that with a climb check to catch yourself.

It's not rocket science. It's in fact so bloody obvious that I strongly suspect you of being disingenuous out of some sort of spite over being wrong in that other thread.

Mechanically you are wrong. It is not falling, falling implies that you have gone downwards during your jump (CRB pg443). According to what was asked here you are at no time going in a downward direction. It asked how to handle a very specific situation. The only time you could be considered falling is if you failed the acrobatics check. Otherwise you arrive at your destination and commence the second part of your checks.

You may wish to make this harder, however the rules do not cover making the check harder. They go with the idea that you have successfully completed part 1 and will now commence to doing part 2.


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I have no idea what you are talking about. Nobody would just use the same avatar! Ever!;P

Tongue in cheek of course


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I am not happy with take 20 to spot traps and disable them. There is a very real penalty for failing to do either. You take damage. I feel that this is reason enough to not allow the take 20. Some players in the area feel that taking damage is not a penalty for failure. This confuses me because what is it if not result of failing your action? Which make it a penalty for failure.


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Only took 10 days to go off topic. Pretty good record. Now to figure out how to close it down before flaming commences. ;p

So it looks like Ratfolks, kobolds, blue people(?), catfolks looked like winners!

Thanks all.