Matthew Downie wrote:
The first would bring it in line with the swashbuckler parry and riposte. That was my initial thought as well - only melee attacks and a consecutive penalty for larger than medium-sized opponents. Reading the reactions on my first thought - "NERF!" e.g. and the notion that in terms of power level the duelist is a poor sucker already I do agree with you Matthew, latter is better. Even though I can't get rid of the thought that with the swashbuckler ability the developers 'corrected' the earlier mistake with the duelist which in turn they don't (perhaps dare to) fix because of all the nerf flak they would eat. Taking things away from player's makes you less popular than giving things to them :p
Hi guys, thanks for your replies... I'm having the feeling that the discussion is going the wrong direction. Realistic, realism or lack there-of has NEVER had anything to do with it (for me that is)... It's a combination of flavor/theme in the description and the resulting action. As James already extended the "parry" to "parry and dodge" more extending is needed imo for covering the resulting action. There is a mismatch between the title and the description. It's the same as a spell named fireball which would result in conjuring a square of ice. (exaggeration intended) When Matthew says Matthew wrote: I'm pretty sure you can could up with a semi-plausible heroic narrative explanation of how the duellist 'parries' any given attack. "Vaulting through the air, you knock your friend out of the way of the incoming boulder, flicking it with your rapier as you pass to give yourself the extra push you need." I can't not laugh when reading the narrative explanation for having to wield a piercing weapon and that's the main problem I'm having with it. Either name or description of the class skill parry falls short - there's a discrepancy between the two and I'm having an allergic reaction to things that feel tacked on. Hence I want to fix it.
Matthew Downie wrote:
We're playing CRB only I'm afraid. I didn't know the Duelist was/is considered to be a bad class... As for the Swashbuckler I was thinking that because that class has been developed later on they got the wording on that one correct from the start and failed to follow up in the duelist one. I'd understand if the developers (James et. al.) used the "any attack" argument because the duelist would be going from bad to terrible but at least just say that straight up instead of dancing around the subject (pun intented) So a poll then let it be "any" action which can be parry on either yourself or your ally or not?
Sorry to necro up this thread but as far as I can see this is the most recent and most 'official' explanation/ruling on the duelist parry ability. If not then consider the rest of the post as not written :p James Jacobs wrote: and have the duelist avoid attacks as much as by deflecting the attacks with a well-placed blade as she is simply feinting with the blade and dancing to the side to avoid the strike. PRD Parry(Ex) wrote: ...she can attempt to parry an attack against her or an adjacent ally as an immediate action. So the 10-ton rock thrown or disintegrate ray aimed at the ally is danced to the side by the duelist.... ? If it were only the duelist herself it would be a perfect explanation for her to 'parry or dodge' ANY attack but since she can also protect her ally I have a hard time accepting it as a plausible explanation. PRD Parry(Ex) wrote: ...Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. And to add some more logic to it - if the duelist' doesn't wield a piercing weapon when the boulder is about to hit it's a no-no on the parry action... With all do respect I think the explanation on ÁNY attack just falls short ánd flat the more I think about it.... My player is probably not going to be happy about it but I am going to houserule that either he can only use his parry skill on a melee attack or can only use the parry skill on himself.
Telekinesis spell
prd wrote: Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Combat Maneuvers (Chapter 8 Combat) prd wrote:
Hypotheses when someone is using the Telekinesis spell in this way 1) CMB = caster level.And nót CMB = caster level + INT/CHR bonus. 2) CMD = 10 + caster level + INT/CHR bonus The latter instead of dex-mod. The replacement for STR is absent due to already being incorporated in the CMB.
My players are about to face a Black Pudding in our next session.
PRD wrote: Acid(Ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based. A couple of questions & assumptions: 1) Clothing is only clothing worn in the body slot, no headbands, cloaks etc. - this I assume because the Table: Items Affected by Magical Attacks in the prd clearly makes that distinction. 2) The creature gets 1 save vs all clothing and armor together - or does he get 1 for the clothing, 1 for armor and 1 for his shield? 3) If the black pudding remains in contact for 1 full round - this would be when he grapples someone but since the grappling rules no longer assume one is all over the other creature I would say with grappling only 1 'item' is affected whilst when the pudding is pinning someone its Acid would affect multiple items. 4) The 21 points of damage are only applicable to wooden or metal objects - what happened to clothing and other soft fabrics - RAW implies they are not affected by the 21 point dmg rule :S 5) So when a pudding attacks an opponent and hits he:
I'm leaning towards using the aforementioned table to determine which object is affected instead of all items being affected. Only when the pudding manages to pin a creature - all objects worn/wielded by the character would suffer damage. I'm not sure though when using this "houserule" I'd be tampering with the challenge rating of the pudding. thanks for the feedback!
Serum wrote:
I just read the line about poor visibility hampering movement. As I'm reading it, and some discussions on the subject as well, I'm starting to believe that dim light constitutes "poor visibility" and thus hampers movement. Does anyone know if there's a clear answer on the subject?
I see that the following FAQ has been updated:
Now I am wondering how I can see what exactly is updated.
When viewing a FAQ category, you can configure your settings to highlight (in red) new FAQs that have been posted in the past day, week, or month by clicking those time increments in the ”Highlight items...” links under the header name for that category. I don't see links under the header name???
I'm on the Pathfinder RPG Core Rulebook FAQ -(http://paizo.com/paizo/faq/v5748nruor1fm) then what?
I've got a question concerning the use of perception in combat. In the perception modifier table there is the following modifier:
Does being in combat constitute being distracted? I know there are other wordings stating you are faced with no threats or distractions(Take 20 description) thereby making an explicit distinction between the two. So would the absence of the word
IMO threatened should be considered more severe than distraction but that's just my common sense. If it were - then would being in initiative constitute being distracted or only whilst actually threatened (for instance when in melee) I'm very curious whether there are rulings on this subject or if it's up to the GM to decide.
Gauss wrote:
Gauss I agree with you 100%, It's exactly the way I would interpret all of this. I also see that most people agree with me here which confirms that even more. The only thing I'm trying is seeing if there is something in the rules that makes it explicit... I guess the conclusion is that it's not crystal clear but can be extracted/defined from what is reasonable or logical. Thanks to everyone for the input!!!
Gauss wrote: MoshiMaro, lets turn that around: What rule is allowing you to change your action once it is declared? There is no such rule indeed; RAW doesn't go into the declaring of an action. But that doesn't automatically change it into the line below: Gauss wrote: If you have declared an action it is declared, there is nothing in the core rules that allow you to change it. The fact that something isn't mentioned in the rules doesn't make it possible... If we delve further into the land of assumptions we can argue that: Why is it explicitly spelled out in the Full Attack action that: PRD wrote: Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks... You can argue that this is an exception on the (unwritten) rule of committing. The explicit line in the Full Attack option can imply that you are committing in normal circumstances. Another assumption: FAQ wrote:
It implies the (declared) action is then resolved; it doesn't seem to give room to let the target choose another action. (As others have suggested in this thread the target of my example can) And the third example/assumption which does not go into AoO's but the Ready action: PRD wrote: The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action This is probably the closest rules text which implies that you are committed to your action... Maybe Paizo nor Wizards with the old D&D 3.x wants to leave these things up to your playgroup and how tight or loose they want to play the game...
Artanthos wrote: ....It would be impossible to provide explicit examples of every possible event. Such a book would be larger than the CRB and still be incomplete. If only they cleared up the consequences of declaring an action (committed to it or not) they would only need 1 sentence to clear all this up ;) MTCityHunter wrote: ....Just because you end up prone in your starting square doesn't mean you didn't move at all. You provoked by moving. The fact that you haven't used any of your allotted movement is what allows you to crawl, but you don't get that move action back to do whatever you please with. The move action was declared and initiated. That's why the AoO happened. Gauss wrote:
I tend to agree with both your views but as said before I'm still looking for something which confirms either point of view. MoshiMaro wrote:
The relevant question imo still is: Are you committed to the action once you announced/declared it or are you free to choose another action once you cannot complete the one you announced...?
Artanthos wrote: If you want to disrupt the spell, the mechanism is explicitly defined. You use that mechanism, you don't create your own. I'm not trying to create my own; I think my example lies between the two rule quotes: 1 - The readied action rule2 - The distracting a spellcaster rule and I'm trying to find out how it exactly works because they contradict each other in a certain way. For example: If your statement on the Ready action would be consistent let's apply it to the distracting a spellcaster. Artanthos wrote: To blunt: A readied action occurs before the triggering action. If you want to disarm the spell component you may do so, but the spell is not lost because the caster never started casting. ... If following your reasoning why would the spell be lost when someone deals damage -> The caster didn't start to cast so how can he lose it? Now replace an attack which does damage with a disarm attack: What's the difference.... I am not convinced it works one way or the other but I strongly disagree with you that the mechanism is explicitly defined.
IejirIsk wrote: you could just try to sunder the wizard/etc spell pouch. XD wont work on sorc, or far into the campaign as they might start taking Eschew, etc... I don't think sundering a pouch will destroy the components inside (at least my DM won't go along with that): they might drop to the ground but that's about it. The ability is a lot stronger vs an Evil Cleric who channels negative energy through his Holy Symbol and/or relies on his holy symbol for high power spells which require it. By disarming a holy symbol (and snatching it because my monk character does so unarmed) you can severly cripple an Evil Cleric which makes it a valid strategy imo.
Artanthos wrote:
I don't read here that he gets to keep the spell, that's what you make of it. It also contradicts with the quote you pose below: “if she starts casting a spell.” is the exact same trigger as above. Artanthos wrote:
I don't want to force concentration on the caster -> I want to disarm his Holy Symbol when he starts casting a spell... The end result can either be: Quote:
It's about announcing and resolving actions, the line “if she starts casting a spell.” implies that casting has begun but not finished hence 2A will go in effect. I don't see the different end result between the timing of a disarm and damage dealt; they happen at the same time with the same AoO or Readied Action. The only difference would be that a concentration check isn't necessary because the caster doesn't have the necessary components to cast/finish the spell...
IejirIsk wrote:
Of course "Steal" would be better but my playgroup plays Core-only hence my questions on the disarming. The outcome is important because if the opponent doesn't lose the spell (or action) the ability to disarm in my example becomes a lot less stronger and a lot less viable to focus on with a build.
IejirIsk wrote:
In your explanation of the wording the line should read between instead of during As I already posted on the confusing 'during an action' line probably refers to a Full-round action: MoshiMaro wrote: I assume that line is only in there to make a 5-foot step possible during a full-round action, but it says "during" Anyways this post is solved imo... Thanks for the input.
Eridan wrote:
You assume that with an AoO the action of casting a spell hasn't started yet: a) This isn't written down in the rules in a proper way if you think otherwise please refer to the rules that apply.b) This does not compare with making an AoO triggered by the casting of spell where you just deal damage (regular AoO) -> the spellcaster does lose the spell which contradicts your perception of the timing in your example
The article below stems from Wizards and was released when the D&D 3.0 Rules were being used. Gamestoppers Part Three: A Disarming Trip wrote:
From this article I conclude that: 1) The spellcaster does not get a concentration check 2A) He loses the spell This is as far as I know the only good source (in either Pathfinder or D&D 3.x) which addresses the disarming of spellcasters in a proper way.
Fromper wrote: Simplest answer: an AoO is just an attack roll. No other actions can be combined as part of it, not even a 5 ft step. So if the enemy doesn't have enough reach to take advantage of you provoking the AoO, then he can't take the shot. That seems the most plausible to me as well. The 5-foot step being a miscellaneous action and the during an action made me have some doubts though... Thanks for the replies.
Viscount K wrote:
At the same time you could reason otherwise: Since you haven't actually spend any movement (not even 5 feet since you got knocked down) you didn't move...You only attempted to move (turning your back to someone to step away) The attempt provoked the AoO hence you didn't use the action. I'm also leaning towards the "lose the move action"-thought but I'm
FAQ wrote: Since the trip combat maneuver does not prevent the target's action, the target then stands up. The does not prevent line makes me believe that the peoples at Paizo actually have thoughts on the matter, I'm looking very hard to find anything written down on this subject. If any of you finds something on this I'd be pleased to know.
Betsuni wrote:
According to the definition of a 5-foot step you can PRD wrote:
Of course I assume that line is only in there to make a 5-foot step possible during a full-round action, but it says "during"
If I disarm a spellcaster of his material component or divine focus what will happen: I assume I can either disarm him with an AoO (when he doesn't cast defensively) or with a readied action. I succeed my disarm and make him drop the material component or Holy symbol. What happens? Assumptions: 1) He doesn't get a concentration check because the necessary component is gone. 2A) He loses his spell (same as described in the concentration section of the PRD) or 2B) He doesn't lose the spell because he isn't able to "start" casting it at all because the necessary component is gone Can the definition and/or timing of the Readied Action change any of the above?
Betsuni wrote: The best this character can hope for is a situation which would allow him to take an AoO on the tripper... interrupting him. The 2nd question is tied to the other post indeed. But to clear things up in the other post I'm assuming my character has improved trip in this post I'm assuming he has not. The posts follow each other up because I'm wondering whether or not I actually should take Improved Trip as a feat. redward wrote:
But it is my opponents turn so he should be able to take a 5-foot step, I am only wondering if he can make a 5-foot step in response to my AoO and then he will be able to AoO in return because he does now threaten... All this because a 5-foot step is defined as a miscellaneous action and says:
PRD wrote:
I think it can't be done but I'm not 100% sure PRD wrote:
It says indeed immediately but the exception is when an AoO triggers an AoO so I'm still wondering if there is a small chance you can also wiggle in a 5-foot step
Another question: I'm a monk with a Guisarme and do not have the improved trip feat An opponent provokes an AoO at 10 feet distance I decide to trip him but because of the lack of improved trip my trip attempt provokes an AoO from my opponent. Now I have reach and he doesn't but is he: 1) Allowed to take a 5-foot step and then make the AoO?
2) If allowed, is it any different when he provokes the AoO by wanting to move out of reach with a regular move?
Umbranus wrote:
I also made that comparison myself but again: With the concentration skill it is explicitly stated in the rules and with my example it is not, so I'm still looking for evidence which supports my assumption that the opponent loses his move action
Kazaan wrote: It's no different than if someone tried to attack you as an attack action and you used Crane Wing to parry their attack. It's as if the attack never happened, but they still committed to it so it still burned their standard on the attack action. The triggering action is moving out of a threatened square so that's the first action on the stack. Then AoO trip is the second action on the stack. Trip resolves first and the target is now prone. Now move resolves and is blocked by the Prone condition. So it'd be no different than starting your turn prone and declaring, "I'm going to spend my move action to move." and sticking with it. You can certainly do so, but while prone your effective speed is 0 so you spend the move to go 0 squares. Your reasoning is a bit flawed: 1) Crane Wing doesn't prevent the attack but prevents the damage an attack does and is therefore an akward comparison. 2) If following your reasoning: move resolves and is blocked by prone action: it doesn't because you can always crawl as a move action 3) You imply that it is no different from starting your turn prone. That is not the case because starting your turn you have 2 actions left. In my example you already spent your move action and have only 1 standard action left But at the same time you address the problem by assuming there is a stack: Your stack comparison isn't written down in rules as far as I am aware and that is exactly the thing I'm looking for
mdt wrote:
So you actually agree with me now MDT that in my example the opponent loses his move action?
ryric wrote: I'm also not sure that tripping evaporates someone's move action if used before they move at all....PF isn't a system where you declare actions and are stuck with them no matter what. That is indeed the subject I am looking for: Jason's FAQ entry makes me doubt your claim though. (See my previous post) He talks about resolving an action in his FAQ entry whilst nowhere in the whole PRD the difference between announcing and resolving is explained properly. When it comes to your example: that's easy because it's explicitly stated in the PRD.
PRD wrote: Full Attack...You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones. With my example it is not...so that's why I'm not sure about it. You have a source to back up your claim, it would help me a lot.
The examples between moving and getting tripped(1) and standing up from prone(2) aren't similar which Jason imo confirms: The FAQ line posted by mdt makes me realize when it comes to my example (moving and getting tripped) you indeed lose the move action Read careful what Jason says:
FAQ wrote:
(1) My example: The trip attack prevents the target's action (moving)(2) Whilst in the other example (standing from prone)
So what is the result from preventing the target's action? I assume the move action is lost or am I dead wrong?
mdt wrote:
The timing of the AoO is indeed executed before the move action is resolved (whether standing up from prone or moving out of a threatened square). But the action has already been announced; is the action thereby committed (and lost if it can't be completed)? In other words is there a difference between announcing and resolving?
Elamdri wrote: Knocking him prone effectively ends his move action. Once you stop moving, your move action ends. Falling is stopping your move action... Thanks for the quick reply, that's exactly what I thought as well. I had doubts because of the timing of the AoO trigger: The opponents lands prone in the square he was trying to leave. That makes me wonder whether he, although he announced a move, he actually executed it. I was looking in PRD but couldn't find anything; is there any source that confirms your reasoning?
What happens in the following situation: - An opponent moves out of a threatened square with a regular move (move action). - My monk gets an AoO and decides to trip him (monk has improved trip) - The trip attack succeeds and the opponent ends up prone. Now my question: How many actions has my opponent remaining? 1) Has my opponent already spent a move action by trying to move out of my threatened square and does he 'lose' that one (Since standing up from prone is another, separate, move action)? Or 2) Can he just stand up as a move action and then continue his move? Or 3) Hasn't he spent his move action because before he would actually move I AoO'd him So he can just stand up as a move action and then take another (standard/move) action? Or 4).....? Thanks!
Paizo Blog: Stealth Playtest, Round Two--Stealth wrote: When you make your Stealth check, those creatures that didn't succeed at the opposed roll treat you as hidden until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment. So say my rogue is hiding in some bushes and is unobserved by an opponent can he: Charge from the bushes at the opponent, attack him and use his sneak attack? I presume it can because of the second bold line...The opponent is denied it's dex bonus because he treats you as hidden until the end of your turn IRL it would make sense this way; the opponent is surprised and unable to act appropriately until its "his turn"
Paizo Blog: Stealth Playtest, Round Two--Stealth wrote: When you make your Stealth check, those creatures that didn't succeed at the opposed roll treat you as hidden until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment. So say my rogue is hiding in some bushes and is unobserved by an opponent can he: Charge from the bushes at the opponent, attack him and use his sneak attack? I presume it can because of the second bold line...The opponent is denied it's dex bonus because he treats you as hidden until the end of your turn IRL it would make sense this way; the opponent is surprised and unable to act appropriately until its "his turn" |