There is some "evidence" to support Casual Viking's point. Look at Combat Maneuvers. Combat Maneuvers.
"Combat maneuvers are attack rolls, so you must roll for concealment".... As Combat maneuvers are attack rolls, the trip + vicious stomp FAQ shows that there is a difference between hitting and doing damage/causing an effect (trip/disarm and so on) Now Combat maneuvers and normal attacks are NOT the same, they are however closely resembling each other, so making the call that they behave in equal ways seems logical, Pathfinder is a game where for various reasons there is a systematic progression to things (you hit, then do damage) then again, some of the more experienced rules guys can probably prove me wrong (I have made mistakes, as we all do from time to time)
Paladin of Baha-who? wrote:
Yeah, that was what it was supposed to link to, and as I'm somewhat of a muppet, I forgot to actually check that my link was working. And yes Paladin of Baha-who, I'd agree, Anji is a monk and sano is a brawler
"simple" attack that bypasses DR. Granted that the guy showing / teaching it would be a monk, the guy learning it isn't a monk, so maybe it's something closer to that =)
There's a Prestige Class Souldrinker that makes you count as an Evil outsider, suggesting that a outsider(Native) with an Evil alignment isn't enough.
Gilbin wrote:
Then you can not use or get the benefit from any sort of a Weapon or staff or wand, as there is no slot for it on that list =) now that makes it absurd don't it ?
Elbedor wrote:
Combat Maneuvers:
Combat Maneuvers
During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.
Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula: CMB = Base attack bonus + Strength modifier + special size modifier Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers. Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. Combat Maneuver Defense: Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula: CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD. Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Being "tripped" is NOT defined throughout the rules as knocked prone, the bolded part in the spoiler defines it as roll of the die, but let's not get into that discussion here. Trip
If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped. You are right that there is no return "trip attack" made on a failed attempt, the character simply falls flat on his face/back or however you wish to describe it. And I would say that the the first 2 AoO are against full AC, the rest at Prone AC.
Boon Companion:
Boon Companion
Your bond with your animal companion or familiar is unusually close. Prerequisites: Animal companion or familiar class feature. Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature. Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar. Boon Companion on d20pfsrd. as the feat is from the animal archive book. Darksol, Boon companion looks for a Animal companion OR an Familiar class feature. getting a familiar from some outside source(and said source does NOT state it counts as the normal familiar class feature, then strict RAW, no luck) This post shows though that it is not working as intended strictly RAW.
Darthslash wrote:
"Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). Format: pounce; Location: Special Attacks." (reposted the Pounce rules, and bolded the important part. Nothing there states You need to make a successful grab to use the Rake attacks on the Pounce/charge, You simply get them when You Pounce, that simple)
Remy Balster wrote:
AoO from the PRD.:
So AoO from Greater trip has some rule that tells you to disregard the normal rule for AoO ?
An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). Defenition of Combat Maneuvers on the PRD:
Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Would not the Immediate interrupting be after success and before having the listed effect? As that is the only place there is a "chain of events" so to speak to actually interrupt (disregarding the timetraveling interrupt before the roll, therefore it never happened, return to the CM, provoke, interrupt before the roll, never happened and so on) If AoO happen AFTER the triggering (as You seem to advocate with the Greater Trip AoO) then someone provoking for moving out of a threatened square would be out of range when you get to take the AoO. Standing up from Prone provokes, the AoO would then happen when they are standing, and can then be tripped again (yet the FAQ states that this is NOT how it happens Tripping a Prone person.) "The attack of opportunity is triggered before the action that triggered it is resolved." In other words, you interrupt your own Trip attempt when you achieve a success (beat the CMD) take the AoO granted from Greater Trip, THEN resolve the triggering event (they fall on there face/prone) Or is there something that I am missing in the rules here ? something that makes the AoO from greater trip ignore the normal rules(and FAQ) for AoO ?
@Skaldi the Tallest; Gozreh's Trident is a Cleric and Druid 2nd level spell, so it would still need a level dip into one of those classes. The big thing with the Flame Blade is the Critical rating (starting at 18-20 /X2 and reaching 15-20 /X2 with improved critical) is of a bigger benefit to a Magus IMO. @Diego Rossi; That a Flame Blade that is "as if it where a scimitar" is NOT a light or one-handed melee weapon when a normal scimitar is. Hmm, well it can't be sundered I think, if you are disarmed the spell ends (I think it does) I guess we look at the "as if it where a scimitar" part differently. Only similar "evidence" (and this would be grasping at straws) is that Spell-Like counts as spell casting for prerequisites or requirements. @LazarX; Yeah, levels in Druid would give you an Armor restriction, No metal armors, but as far as I can see, there is nothing preventing a Druid from using Heavy armor (as long as it is NOT metal, so Dragon scale or something like that. And they get Heavy armor prof unless they want to take the penalties) @The black raven; considering that the FAQ I linked in the original post states that Flame Blade (and Spiritual weapon,Mage's Sword and Ray spells) are granted the competance bonus to attack rolls and damage rolls from the Bards Su class ability Inspire Courage. And in that post Rays and Flame Blade are "equal" sort of, and this FAQ shows that Rays count as weapons for various feats. The only downside that I can think of is that Flame Blade is affected by Spell resistance, but in those cases so would Shocking Grasp.
First off, this is NOT a "look at me devs, i want a faq on this" post as this is more of a corner case or combination of rules/FAQ's, it is more of an "could you rules knowledgeable forum posters give Your opinions on this matter" 1st question: If a Magus (normal or an archtype) gets access to the Druid spell Flame Blade (from level dip into druid, UMD with scroll or Wand, or custom spell at DM's discretion) Will it work with Spell Combat and/or Spell Strike ? I think it does, based on the wording of the spell (You wield this blade-like beam as if it were a scimitar, so any feat or special ability one might have would work) AND this FAQ stating that a Bards inspire courage (Su) works on a Flame Blade. As a Magus' Spell Strike is an Su that shouldn't be a problem, Spell Combat is Ex, but if a Flame Blade counts as a Weapon (and is a scimitar, therefore it meets the "while wielding a light or one-handed melee weapon") I think it should work. 2nd Question: Is this to powerful ?
galahad2112 wrote: I just want to know how many attacks my wildshaped saurian shaman/lore warden can make. He has combat reflexes (18 dex, after mods, so 5 possible AoOs), greater trip, and is in the shape of a Stegosaurus (1 Tail attack for 4d6+12 plus trip) So, if I hit (likely, after all party buffs + charge), I attempt to trip (with a modifier in the high 20's before buffs, so again, likely). Say that I succeed. Now, I get to attack again, and if successful, that allows another trip attempt. How long can this go on? If I am successful in all my attempts (my buddy, the cleric with the law domain makes this automatic, usually), can I get 6 total attacks on the guy (1 for charging, 5 for AoOs...and maybe 2 for flinching after being hit 6 times for 4d6+12 ~150-160 damage)? Unless there is some special thing Saurian shamans / Lore warden get, a Trip attempt doesn't do damage. So sure, trip him 6 times, YOU still won't do any damage to the Target. Davick wrote: Ok I didn't catch all the ay up but I had an epiphany. If I perform a trip maneuver against a snake, would greater trip allow an AoO? If success is merely that my CMB was greater than his CMD it would. But we all know that a snake can't be tripped. Why not? I can get a roll high enough. Because you cannot apply the prone condition to a snake. It cannot be tripped. I cannot apply the listed effect. Ergo, applying the listed effect is in fact part of determining success. Which mean the AoO couldn't occur until after it is applied. Well, a Snake is NOT immune to the prone condition, it can not be tripped, so it is not a valid target for a trip attempt to start with. Snake CR2. A spell like Sirocco could still make them Prone. Seems silly I know, but there is a difference.
Aspasia de Malagant wrote:
Take my example of Snuggles the Halfling wizard with a strength score of 8 (a -1 modifier) Snuggles has just be attacked by Murgur the orc barbarian (amazingly Snuggles survived the at the time Charging barbarian)Snuggles is all out of spells (and as a inexperienced adventurer he has NOT prepared any Offensive/attacking cantrips) and he has a dagger drawn. Snuggles attacks and hits (but does not crit) and does 1d3-1 damage. Murgur the Orc has a DR of 4. So no matter how solid a hit Snuggles gets, it will not do any damage on Murgur. Aspasia de Malagant wrote: If it is successful it will have the listed consequence, if it is not it will not. Success and consequence are inseparable. By that reasoning, Snuggles never hit Murgur the Orc as he did NOT do damage on him, yet that isn't true, as Snuggles attack roll was equal or greater the Murgur's AC. AoO vs prone: It would be the same as making a Trip AoO against someone standing up, yes you can do it, success is simply beating the AC/CMD/DC. The target is still immune to the condition that would be applied (or rather he already has said condition, and they don't stack)
Or making a Trip attempt vs someone or something that is immune to the Prone condition (NOT immune to trip attempts, as that would not be a valid target to start with) success is possible, it simply will not have the expected result. A successful Trip attack with Greater Trip vs something immune to the Prone condition would still provoke AoO. BUT most GM's (myself included) would most likely not let that sort of cheese work in there game(PFS excluded ofc) This last statment is based on the assumption that "Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect." and Greater trip "looks" for a success, NOT the application of the listed effect. So the Prone immune thing provoking from Greater trip COULD be wrong, it is only based on my understanding of the "chain of events"
Attacks of Opportunity:
Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.
An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). Combat Maneuvers:
Combat Maneuvers
During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success. Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula: CMB = Base attack bonus + Strength modifier + special size modifier Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers. Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. Combat Maneuver Defense: Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula: CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD. Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. or look at it this way, snuggles the Halfling wizard with his 8 in strength is out of spells and desperate, he makes a melee attack (with a dagger) against murgur the orc barbarian. Amazingly snuggles hits the orc (but does not crit) The dagger is a plain normal dagger, no magic in it, so Snuggles does 1d3-1 damage with it. Against Murgur's DR of 4 he is out of luck. The point is, success is when your dice roll + various modifiers is equal or higher then the AC / DC / CMD. what happens next is the result of said success (dealing damage / Stealthing /tripping, bull rushing or whatnot.)
sorry Davick, but that is incorrect. FAQ regarding AoO interactions regarding prone chars.. TL;DR. The AoO is when he's still standing.
not sure tbh, sneak attack is the same damage type as the "delivery" method. a 2d6 sneak attack from a longsword is still slashing damage. so a 4d6 scorching ray with a 2d6 SA would be 6 damage die that would be affected by the Draconic / Orc bloodline. But the extra damage u'd get from the SA would not be doubled on a crit. or 4d6+4+(2d6+2) on a hit and 8d6+8+(2d6+2) on a Crit. BUT i am NOT sure if that's how it is.
Spook205 wrote:
Just one little nit picking, "* Barbarian uses AoO ensuing from Greater Trip to whallop poor little prone rogue." The rogue is NOT prone when the AoO from Greater trip hits, it happens before he's made prone, so no -4 to AC. It should be:
*Barb uses AoO to whallop *Rogue is prone
there is not a detect alignment spell in Pathfinder, only detect Law, Chaos, Good and Evil. If you cast Detect Good on someone under undetectable alignment You get the info that the person is NOT good. Same if you cast detect Evil, and so on. So IF you have all 4 detect spells ready, (either prepared or you're an inquisitor) You can come to the conclusion that the person you're detecting on is EITHER True Neutral, or under an undetectable alignment spell or effect.
Summoner: If I choose the reach evolution for my eidolon, how many of its attacks gains increased reach?
1: That works as long as u cast the spell in a normal method,NOT spell Combat, see link in #2
2: Spell Combat states the Magus needs a free hand, (consensus is during the whole full round action, confirmed by Devs i think) so NO, no 2 handing in any way during Spell Combat (baring lvl dip in alchemist for extra hand disc, or other extra hands shennanigens) Paizo FAQ on the Magus 3: as the Crit and fumble Deck is an OPTIONAL rule, there is no RAW for it, personally, I'd say, weapon crit only if the crit is with a weapon, Spell crit if it is with a touch attack. 4: a Save that negates the spell would negate the crit aswell IMO.
awp832, I am afraid you are somewhat wrong. Incorporeal creatures takes HALF (50% less) damage from magical weapons and spells (force spells and a ghost touch weapon does full dmg) non magical damage sources does NO damage at all (except holy water) Incorporeal monster trait: Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. Format: incorporeal; Location: Defensive Abilities
Darksol the Painbringer wrote:
the next time the character would gain that ability, it counts as the lower-level ability Wouldn't that make weapon training 2 simply act / behave / become Weapon Training 1 ? Here is the full text for that quote. If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.
it stacks, it functions as a +2. If you add new abilities or increase the enhancement bonus, you total up the combined "value" of the enchantment bonuses and that would be the new price, minus the old price before re enchanting. Or in other words, the price difference from the old to the new is what it would cost to get it re enchanted (note that you can not remove enhancement or abilities to use as "payment" to add better, more expensive abilities, baring GM fiat ofc.) Adding New Abilities:
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.
The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword. If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
"Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure." from the PRD(core rulebook/combat). success is beating the CMD, the 7 branched sword simply changes the listed effect.(flat footed instead of prone) HOWEVER, you would not get an AoO against a flat footed target, for the same reason you do not get an AoO against a prone target, the AoO happens (as it is from greater trip) after the success, but before the listed effect. "An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn)." from the PRD(core rulebook/combat).
blahpers wrote: A melee touch attack is a weapon, as is a ranged touch, a ray, an unarmed strike, a bite, a tail slap, and so on. If you deflect the attack, you generally prevent any effect that would have happened if the attack had landed, including poisons, touch spell discharging, energy drain, disjunction from a rod of cancellation, and so on. Crane Wing (Combat) You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease. Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th. Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you. so no deflecting ranged touch attacks, or rays. Unlike a Duelist's parry: Parry (Ex): At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. 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. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.
Gauss wrote:
I'd assume that this was a home game, pre made stats from the DM (no wonder that archer is powerful) maybe even with the High fantasy setting (double WBL i think it is, and higher CR monsters) And a DM saying NO u can't have the Celestial armor (it makes you to powerful, i don't like it, i need to "nerf" your char) is a DM's right ofc,(but should probably be explained WHY outside of the game)A DM saying sure you can have the celestial armor, but it's suddenly priced as a +9 armor, when every other item is by the book, to me smells of a panicked DM, going OH holy ********, that's an epic armor, i have to stop that. wonder what the other members of the party are, and if they break the game as much as the archer. sure he's above the WBL, BUT it's not his fault, the DM is the one handing out the cash / loot, and the stats. seems unfair to hand out overpowered items and amounts of gold, then notice the party smacking the big bad monsters around like goblins, then suddenly shut the taps with an unrealistic explanation (Celestial Armor as a +9 armor) SyrDr'NahSilverBanch wrote: hunted down a lvl 12 Green Dragon, killed it....GM got furious. Gave me 100k gold and various magic items. Does explain where the large money amount comes from. Breaking the Game: The Archer I've got at the moment breaks the game too. a 10th level Fighter with the Archer arch type. rolled for stats (4d6 remove lowest die) 24 strength, 16 dex,12 con (so he's squishy).+2 flaming comp longbow with a +7 draw. a celestial armor. +1 archaic greatsword, +1 prot ring, 12K gold in his pocket. and he's now dead from a case of bad fort saves.
He's got EVERY archery affecting feat he can get at that level. 1 full round attack, with lousy die rolling on my part, 103 piercing damage + 14 fire damage against an giant jellyfish underwater. Yeah we know his stats are broken, the stats on the other party members are broken too, we're still below the WBL i think.
Aeric Blackberry wrote:
Well for one thing, Share spell let's you do more then just Personal range spells. It lets you cast Enlarge Person upon your familiar. "Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). 2nd. Are You trying to have the familiar jump around as the "caster" of the spell, or are you trying to enter your familiar's body as part of the spell ? I think You can do either, but who and what the familiar would "posses" might be in the hands of the DM
Pendin Fust, the Greater Energy resistance rage power DOES NOT have the restriction of needing to choose an energy type, so it would apply to any and all restiances the barbarian has from the energy resistance rage power. Special: This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type. A barbarian can select the rage power 5 times, and get resistance against 5 different energy types, the wording prevents you from getting more then 1/2 barbarian level to each resistance (by say selecting fire 4 times, getting 2X the barb's level to fire resistance) @Hammerblade. yes i think it would apply to any and every resistance the barbarian has (still only once a rage though)
Damage Reduction: How does DR interact with magical effects that deal bludgeoning, piercing, or slashing damage? Although the Bestiary definition of Damage Reduction (page 299) says "The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities," that's actually just referring to damage that isn't specifically called out as being of a particular type, such as fire damage or piercing damage. In other words, DR doesn't protect against "typeless damage" from magical attacks.
—Pathfinder Design Team, 03/06/13
"Ranged Touch Attack Spells and AOOs: When you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you provoke two attacks of opportunity? Yes, you provoke two attacks of opportunity: one for casting the spell and one for making a ranged attack, since these are two separate events.
—Pathfinder Design Team, 03/01/13"
baradakas wrote:
according to the FAQ, You are wrong. The FAQ:
Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?
Yes. (See also this FAQ item for a similar question about rays and weapon feats.) For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls. The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells. —Sean K Reynolds, 07/29/11 Edit, Doh, just noticed it's a nice thread necro =)
Enlarge Person:
Enlarge Person
School transmutation; Level sorcerer/wizard 1 Casting Time 1 round Components V, S, M (powdered iron) Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 min./level (D) Saving Throw Fortitude negates; Spell Resistance yes This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. Reduce Person:
Reduce Person
School transmutation; Level sorcerer/wizard 1 Casting Time 1 round Components V, S, M (a pinch of powdered iron) Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 min./level (D) Saving Throw Fortitude negates; Spell Resistance yes This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell. Enlarge:
Reduce:
Yes it is weird, but it is magic, it won't always work in Your favor.
Polymorph rules from the Paizo PRD. "You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell." So assuming it's the druid wild shaping. wildshape and Enlarge person does not stack, improved natural attacks and greater magic fang works (might i suggest you look at the spell called Strong Jaw aswell, it would stack with the imp natural attack and GMF)
Another reason why it won't work, TWF is a Full attack action(i think, not 100% sure about that though). A Magus spell combat is a specific full-round Action. The two of them don't mix.(strictly RAW, a Magus using spell combat doesn't even get an extra attack from Haste.) @Drakkiel: Natural attacks can't be used in TWF can they, thought those where sort of outside the Manufactured weapons "system" and where done as secondary natural attacks at full BAB -5.
Armored Coat is easy =) "Armored Coat: This sturdy leather coat is reinforced with metal plates sewn into the lining. More cumbersome than light armor but less effective than most medium armors, the advantage of an armored coat is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those worn on top." The agile ones i would assume (i know assumptions is the mother of all f***-ups) would follow the normal version it's based upon. The Eastern ones, i have no idea tbh.
Massive Weapons does not work the way seems it works. yes it reduces the penalties, BUT it still can not go above the "handedness" rule. The "Handedness" rule is simply, a Medium char can use a light, one handed or 2 handed weaponn designed for a medium char. If you go down one size category for the wielder, so does the "handedness". same if You go up in size for the wielder.
the Titan mauler could use a Dagger made for a Huge creature, and it would be a 2 handed weapon for him. (it would still be a 2d6 dmg weapon i think. but with penalties for wrong size) For a better explanation, see this thread. It has the Titan Mauler archetype's designers INTENDED vision for it. Meh, to slow a poster i am.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action Yes You can replace those melee attacks with things You could normally replace them with, but by RAW, it is NOT a full attack action, it is a full round action. The functions much like two weapon fighting is fluff, just part of the description, and can not be used as groundwork for any rules argument (You could not take the TWF feats that enhance or add functions to TWF, and have it work on Spell combat.)
Well, Bashing enchant has "as if it were a weapon of two size categories larger" while Lead Blades has "as if one size category larger than they actually are." Pedantic difference i know, but Lead Blades increases size by one step from the base size, Bashing simply increases it two steps.
Edit: meh, thinking about it, i'm not sure tbh, it's two bonuses to the same thing, yet it's not a typed or untyped bonus as such.
Carlos Vives wrote: this is heavily confusing, so i just have one question, would i be able to 1st turn--> use spellstrike to cast a spell on my scimitar. 2nd turn, cast true strike and move next to an opponent, turn 3...spell combat, the first attack imbued with shocking grasp and the spell disrupt undead (my GM allowed me to learn this spell) next to it? would i be able to do an extra attack after this, or is this even allowed? NO. for several reasons. 1: Spell strike is NOt a spell cast into your scimitar, Spell Strike is any normal Touch attack spell that a Wizard (or other caster) could deliver with his "hand", A Magus simply gets the option via Spell Strike to deliver it with a weapon (at some changes)2: Any spell with a touch attack can be held for the next round (Holding the Charge.) Casting a new spell after the original touch spell, but before it has been delivered makes the touch spell fizzle/ go away / it's lost. Grick's very helpful guide to Touch attack spells. I'd advise anyone interested in a Magus (or who's gonna DM for one) to read it.
Correct me if I'm wrong, but You could use a DWA two-handed even if you're not proficient, You'd just take some heavy penalties. But yeah, as Malachi have stated many times.
imparting a –4 penalty on each shot Bolded part implies to me a seperate attack roll on each barrel, unlike Many shot that states it is 2 arrows for one attack roll. Double Crossbow:
Double Crossbow: This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Due to its size and weight, you take a –4 penalty on your attack roll if you're proficient with it, or –8 if you're not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a move action That is closer to Manyshot imo, as it says one attack roll, two bolts hits, and restricts crit and precision damage to one bolt.
You must declare that you are using this feat before you make your attack roll use it before you roll your die, that's it, Full attack, single attack, flurry, or an AoO, make no difference, You simply need to declare it before you roll (and you use a "charge" if your roll misses ofc) @Daryl MacLeod.
Edit: Doh, just noticed this was a thread Necro by Milliken Cirolle has not participated in any online campaigns. |