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I've got a brutish sort of combat-focused druid I'm playing right now, currently level 7. I'm looking ahead at a few different feat options, and I'm trying to decide which feats are likely to work out well for him. Right now, he's got the following:
(Yeah, I took *that* feat. Tossed Extend Spell and Echoing Spell onto it, and I use it for stretching out the long-term party buffing stuff I do with my somewhat limited (14 wis) spellcasting ability. It's worked out well enough for us so far. Plus, the hilarity of a supposedly-stupid nature dude breaking out a set of blueprints and critiquing the architectural soundness of some complicated structure is fun.) Also, because we're playing Hell's Rebels and we get some bonuses I've picked up Alertness and Iron Will as bonus feats, because not missing shady dealings is nice, and there are some will saves (confusion!) that would be really bad for my character to fail. Based on the info in the player's guide, I expect I'll be picking up Toughness and a floating whatever-you-want bonus feat before all too long, too. As it happens though, I've not got a real clear picture of where I want to move forward from here. There's a few neat feats I could take up, and it's not exactly like I absolutely need anything more at this point, so it's more a matter of choosing things that will help me serve my role a bit better in the party (thrashing our enemies when things inevitably turn to a fight), or give me new fun options on shenanigans I can pull. Right now, some of the top contenders I've got kicking around:
Also sort of pondering taking up a style chain (would probably sneak into it with said item above). A couple top contenders for that:
I kind of want to make whatever I pick really count, y'know?
Say I have a Lamashtu-worshipping character who's naturally small-sized, but who can polymorph (for hours a day) into forms ranging from tiny to large (soon will be diminutive to huge)... The restriction "within one size category of the wearer’s size" in the second-to-last sentence of the mask's description, is that based on the wearer's natural size category, or their current (polymorphed) size category? On most items listing a size category restriction, such as the Ring of the Grasping Grave I assume this means the wearer's current (polymorphed) size category. Given the nature of the ability on the Demon Mother's Mask though, I suppose there's some room to assume it's limited to the wearer's natural size category instead. I may need some clarity on this so I can know for certain what creatures my character might have access to raising as an army...
Rules question that may decide some of my feat choices... If I'm a mouser swashbuckler in an opponent's square and using Underfoot Assault, and have Step Up and Strike (and Combat Reflexes)... If the opponent takes a five foot step away from me, do I get two attacks of opportunity? (Once for Underfoot Assault, and once for Step Up and Strike) Or do I only get one? (Because the enemy only took a single action)
Per the wording on the Polymorph subschool: CRB wrote: While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. Is the Kitsune racial trait Agile dependent upon their kitsune form (and thus lost in their human shape or Fox Shape) or is it retained while using the kitsune's racial polymorph abilities? ARG wrote: Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks. For that matter, what about the Fast Shifter alternate racial trait? ARG wrote: Fast Shifter (Su) - You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic. Or even Chage Shape? ARG wrote: Change Shape (Su) - A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Familiar Satchel
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water. -- What's the action(s) required to climb out of one of these things, do you figure? I'm... uh... asking for a friend...'s familiar. Yeah, for a familiar.
CRB wrote: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge. CRB wrote: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can't flank an enemy. Does the interaction of these two rules mean that tiny creatures are never able to charge, since they must move into an enemy's square to make their attack?
The relevant rules text: APG wrote: An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. Unlike a wizard's starting spells text ("The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.") the alchemist class write-up doesn't strictly mention that the extra formulae from high intelligence have to be 1st-level spells. So my question: Can a hypothetical 20-int alchemist (+5 modifier) start play with 5 first-level extract formulae known (2 from base features and 3 from int mod) and 2 second-level extract formulae known (from the remainder of the int mod)? Obviously, he wouldn't be able to actually brew the second-level extracts until level 4, but could he have the two of them in his formula book from the get-go?
Since the original post in another thread is generating so much discussion, but people seem to have decided the question's not clear enough to merit being flagged as a FAQ, I figured I'd ask again here. Shields are armor. They're also listed on the weapons table. Light Shields (both wooden and steel) are listed as light weapons, assumedly allowing shield-bashes as part of a two-weapon-fighting action with the reduced attack penalties most light weapons allow. Heavy Shields (both wooden and steel) are listed as one-handed weapons, assumedly allowing shield-bashes as part of a two-weapon-fighting action, but with full attack penalties. If you have a heavy shield strapped to one arm, and your other hand is empty, are you able to adjust your grip (as a free action) to wielding the shield with both hands, to apply 1.5x strength on damage, increase power attack damage, etc. like "normal" one-handed weapons? Further points: From Weapons section: HEAVY SHIELD
From Armor section: You strap a heavy steel shield to your forearm and grip it with your hand. A heavy steel shield is so heavy that you can't use your shield hand for anything else... Shield Bash Attacks: You can bash an opponent with a heavy shield. See "heavy shield" on the Martial Weapons table for the damage dealt by a shield bash with a heavy shield. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. The rapier entry in the weapon section specifically states: "You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.", as does the Sword Cane and the Whip. The shield entry lacks such text, but could be interpreted as disallowing two-handed wielding due to its entry reading: "Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon." instead of "Used this way, a heavy shield is a martial one-handed bludgeoning weapon. For the purpose of penalties on attack rolls, modifiers to damage, and qualifying for feats such as weapon finesse, treat a heavy shield as a one-handed weapon." or similar text. Getting a clarification one way or the other would be pretty helpful. It's easy enough for GMs to house-rules whichever way they prefer if there's a disagreement about the ruling, but that sentiment doesn't work as well when things like Pathfinder Society Organised Play are involved. (P.S.: If I've missed anything important in this post, or if it's too lengthy and confusing, or anything, please feel free to suggest such and I'll fix stuff up to be better organized for requesting a FAQ)
I've got another one of those funny "how-do-rules-work" questions: Transmutation: Polymporh wrote: When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size. and Transmutation: Polymporh wrote: While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form. Two particular items of note for the character I'm planning out are the Helm of the Mammoth Lord and the Minor Cloak of Displacement. Both of these magic items "provide constant bonuses and do not need to be activated" that interest me: "The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers)" for the Helm of the Mammoth Lord, and the 20% miss chance on the cloak from "This item appears to be a normal cloak, with a pattern very similar to a major cloak of displacement’s nocturnal designs, but when worn its magical properties distort and warp light waves." --- According to exactly what the polymorph subschool rules state, it seems like these are the sorts of constant, non-activated bonuses that should be available while polymorphed, but I could see things due to the flavour text on the items being ruled as "but they rely on the physical nature of the magic items so they won't function while melded with your animal form". Am I likely best off advocating to GMs that these items continue functioning while my character's polymorphed, or am I likely better-off purchasing tiny-sized versions of both, and having my party members put them on my character after he shapeshifts?
My understanding of Attacks of Opportunity had always been that they essentially "recharge" at the beginning of a character's turn. Example: PCs are 1, 2, and 3
Initiative scores fall as:
During the first round, PCs 1 and 2 move into melee with A and B. A and B hit PC 2 really hard (let's assume he's a rogue or something), and now PC 2 wants to back off on his next turn. PC 3 wants to get into a flank, but doesn't have enough movement to go "around", so he moves through threatened space and provokes an attack from all three enemies. C can't because he's still flat-footed, but A and B take their attacks. C goes, and now all three enemies are engaged in melee (somehow) with all three players. End of round Round two: PC 1 attacks, PC 2 disengages. Because of bad positioning, even if he withdraws he provokes from Enemies A and C. Enemy A took an attack of opportunity last round (and it hasn't been his turn again yet). Does he get to take an attack, since it's a new round? --- I've been reading through the rules on AoOs again (since I've been building a character who may be both provoking and using a lot of AoOs eventually), and I'm finding the following wording: "An attack of opportunity is a single melee attack, and most characters can only make one per round." "If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round." I don't see anything about AoOs connecting to characters' turns during a round. Instead, it looks like AoOs are reset at the top of each round (essentially at initiative count 'infinity'). Does that understanding seem correct?
After having a brief discussion a few weeks back with some Pathfinder buddies regarding the Fox Shape feat, I've been quite taken with the idea of building a character (Pathfinder Society-legal) that actually makes use of the feat. Here's what I've come up with so far: Starting Stats:
Feat/Specials Progress:
The idea behind this build being to stack dex upon dex upon dex, getting an agile amulet of mighty fists the moment he's got 18 fame, voluntarily provoking attacks of opportunity since his AC and HP will both be pretty good anyway, and ripping things apart with natural attacks [bite/claw/claw while raging, +gore attack if I get a Helm of the Mammoth Lord) I figure I'll put a skill point or two into UMD so he can attempt to cast Mage Armor and Cure Light Wounds / Infernal Healing off the wands he'll carry (gotta be self-sufficient in PFS), some points into diplomacy and intimidate, and plenty of points into acrobatics. Personality-wise, he's probably going to end up being the calm, composed, refined sort... who flies into a frothing, animalistic bout of fury once battle starts. I'm a little bit worried about how he'll play in low levels (before he gets an agile amulet of mighty fists) due to having 5 str (3str while fox shaped). He's not going to be doing much damage, so I'll probably be going for trip/disarm attacks in combat. How stupid of an idea is it to try to bite an enemy's weapon? I do have a GMball of credit to bump him instantly to level 2, and 2/3 of level 3, so he won't be in that awkward spot for too long. Anything I seem to be missing, or any suggestions on other rage powers or feats I ought to be looking at?
The Rule, as clarified in a FAQ: How many animals can I have at any given time?
http://paizo.com/pathfinderSociety/faq#v5748eaic9os6 Let's say I'm fond of guard dogs, and my character purchases half a dozen of them with his starting gold. If I pick one of them as my combat animal at the beginning of a scenario, and something unfortunate happens to kill him during the first fight, can I pick a different dog to replace him in later fights, or am I out the extra helper for the rest of the session?
I've been digging through books and notes, and I haven't been able to find anything comparable to masterwork tools for Perform: Dance. Is this one of those things that could fall under the 50g generic "Masterwork Tool" option? If so, does a uh... 50g masterwork... ahm... "pole" sound alright for giving my day-job checks a little boost?
One of the characters I currently play is an inquisitor with the Redemption inquisition (Pathfinder Player Companion: Faiths & Philosophies) At level four, I'll be gaining the following ability from this inquisition: Redeemer's Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it. The way that's written, I'm not entirely certain whether this effect would apply to natural attacks my inquisitor has (since natural attacks count as weapons for the sake of things like weapon focus) or not. I've done a bit of poking around--and admittedly could be missing something--but I haven't been able to find anything clarifying this one way or another.
The group I'm GMing for has made it most of the way through the first chapter of Rise of the Runelords without much trouble: They've enjoyed Sandpoint, have fitted themselves right in, have tackled each encounter thrown at them with relative ease--and are Book 1 Spoiler!:
currently taking a break in the Catacombs of Wrath after a harrowing encounter with a feisty quasit. More Spoliery Stuff: After the party found Tsuto's journal, they caught on pretty quickly that bad things were about to go down and ran to fetch Mayor Deverin, who came along to the Glassworks and read over the journal herself. After a brief discussion, Deverin suggested that the adventurers should investigate the smuggler's tunnel below the Glassworks to neutralize the quasit threat mentioned in Tsuto's journal.
They caught onto that hook wonderfully, and should surface again soon. Now, though, they're discussing plans for helping Mayor Deverin and the town guard (Hemlock's off to Magnimar to request additional folk for the guard and all) to fortify against the impending goblin invasion. Obviously, this is a bit off-track for the campaign. My question is: What suggestions do people here have for gently nudging my players back on-track, encouraging them to take the goblins on at Thistletop itself rather than waiting for them to show up at town? I've contemplated having Deverin muse on a thought along the lines of "Now that their contact [Tsuto] in Sandpoint isn't in communication with them anymore, the group at Thistletop is likely to soon get restless and realize something is up. They're likely to make better preparations for us if they realize this. If we strike now, we might still be able to catch them off-guard." Alternatively, I suppose I could rewrite a significant portion of the rest of the chapter, and actually let the goblin hordes attack Sandpoint. It'll be tough work managing out a big fight like that, but it might be kind of fun too. |