Alashra

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If I play as an Ancient Elf and pick up Witch Dedication, and I pick Gunslinger as my main class, can I still pick Way of the Spellshot? And how does that interact with the requirements of taking Spellshot Dedication on level 2?


On a critical failure Weapon Storm does double damage and,

"the target takes double damage and is subject to the weapon's critical specialization effect".

For almost all weapons this makes sense. But how does this apply for Axes?

"Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled and no bonuses or other additional dice apply to this damage."


I did some light digging around on the forums and couldn't find if this has already been discussed. If it has please point me in the right direction!

The restrictions on the bonus actions for haste is they must be used for Stride or Strike.

This would leave me to believe you may only use the extra action for those two specific actions as detailed in the (I think it's Encounter) section of the CRB.

And you couldn't use the extra action for say... Power Attack (even though Power Attack is in essence a 'strike')?


You are a player on a Mount that is your Animal Companion.

You command your animal companion, giving it 2 actions. The mount uses one of it's two actions to Tumble through an enemy... while you are mounted. Mount makes an acrobatics role vs enemies Reflex...

And that's it? You, the rider / the player don't have to make any checks?

That's how I see the rules as written, coming here to get some perspective.


Does the Dangerous Sorcery feat, the 1st level Sorcerer Feat, apply to other spell casting sources?

For example, I'm a Wizard who multi classes into Sorc, and take the feat, and then cast a 3rd level Fireball from my Wizard Spell Slots. So I get the benefits of Dangerous Sorcery?

The Feat:
Dangerous Sorcery: Feat 1, Sorcerer trait.
Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level.


You, a Rogue, who Multiclasses into Monk.

You take the Crushing Grab feat and make a successful grapple against an enemy... Do you get your sneak Attack dice?

Crushing Grab wrote:
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.

Sneak Attack:

Sneak Attack wrote:
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

"Strike" Definition:

Strike wrote:
Strike is an action that has the attack trait and that allows you to attack with a weapon you’re wielding or an unarmed attack (such as a fist).

Grabbed Condition:

Grabbed wrote:
You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.


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Guns are not in Core. What do you think Guns would look like if you had to house rule them? I have a friend who very much likes Pf1 because they have the gunslinger. We're probably going to need to Homerules guns to get his buy in, so I was hoping you fine people might help me with that.

Probably a low range increment (40 ft?). Reload of 2. D12. On a critical failure the gun gains the broken condition. Deadly D12.

Then maybe a gunslinger archetype would look to reduce reload time down to 1, and a way to quickly fix the gun in combat.

Thoughts?