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Can Operatives snipe? Or what I'm really asking: What does"Debilitating Sniper" actually do?
Debilitating Sniper wrote: You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flatfooted, and you can use debilitating tricks. It seems to allow us to use "trick attack" with snipers (though not adding the trick attack damage). It adds snipers to the list of weapons that can be used while performing a trick attack, right next to "a melee weapon with the operative special property or with any small arm", right? Trick Attack wrote: You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. But wait... as a full action? Sniper wrote: If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do. This means that "Debilitating Sniper" makes you able to use trick attack with sniper weapons, when you are not sniping... when you are not using the sniper correctly... Am I missing something here?
My idea for a new house rule is to allow players (and DMs, of course) to trade down in spell progression in order to up BAB progression.
This could become a problem with Clerics, since they'd become full BAB with 6th level casting.
There is a lot of weirdness around the phenomenon of going up a level. One part of it is the fact that anybody, with the appropriate Intelligence to know a language, can put a rank into the Linguistics skill an instantly know a new language.
Sure, you can implement elements in the roleplaying of your character to cover studies of languages long before you level up and put the rank in the skill.
I'm going to present an idea that hopefully will make sense in both a mechanical and roleplay perspective, without going too far away from the already established rules. I'm not looking to make a new, big system to just handle languages. I'm aiming for some easy rules that can be applied to anybody's game without too much impact, while still slowing down the process a bit to leave room and time for roleplay. Linguistics: When you put a rank in this skill you start to learn a new language.
This means that the level 1 commoner with 10 Int will have to spend at least 4 days of studying and an average of 14 days before learning the new language. My 12th level Wizard could probably do it in 1 day (an Int based character with 12 ranks in Linguistics) or in a maximum of 3 days. Personally, I think that it may take a bit too long at early levels. 14 days are sometimes more than days in between levels in APs. This is something I'm going to look closer at. Feel free to steal and/or change the idea. Feel free to give feed-back. What do you think of the general idea? Is anything unclear? What would you change? Should any of the numbers (DC, amount of time or the DC decrease) be higher or lower? Anything else? Thanks in advance.
In a game that I'm playing in, we've come to a situation where I really, REALLY want to boil water. Like, about a 10ft cube of water, for at least a full day (if anybody knows what I'm talking about, keep as it spoiler free as possible).
Extra info: I can't really get under the pool of water, so can't set fire underneath it. While I doubt that the Fighter, Ranger or Slayer could help: How do I go about this? Any ideas? It seems a bit strange that a level 10 Wizard can't boil water, not even a cup sized boiling spell exists. I'm asking because I do have a few ideas but I don't really know if they'd work or if there's any better solution:
Anybody got any input or any other ideas? It doesn't really have to be serious, though it's a huge + if it's doable. A bonus question: Do you know a way to create a hole in solid rock? I'd prefer a permanent hole. Anything earlier than Disintegrate?
My question is: In what way does the Unsworn Shaman's Minor Spirit feature alter Hex? Pre-errata, Minor Spirit replaced hex, meaning that Minor Spirit dictated the number of hexes an Unsworn Shaman could gain. However, as it is now, it only "alters hex".
Minor Spirit wrote:
It does not mention that it removes any hexes gained at any levels (unlike for example some Arcanist archetypes that removes specific exploits gained at specific levels or many of the other Shaman archetypes that removes specific hexes gained at specific levels). It is not clear as to what it alters, as it went from removing the entire ability to "changing" it. For example, number of hexes gained can be vastly different as you no longer lose the hex class feat that grants a lot of hexes. As I see it, there are three ways to interpret the number of hexes an Unsworn Shaman gains:
While I do think #1 is the propper answer and #3 is a power-gamer's dream, I'd like to know for sure. As the errata could possibly intentionally give the Unsworn Shaman more hexes, as otherwise it would only gain 6 in total while a regular Shaman would get 10 (with wandering hex), almost double the amount as the Unsworn Shaman gains.
I'm thinking of refining an idea I tried before and I need more opinions and minds to help me think it over, there may be some feats or something else that could help me that I'm not aware of. Just to note: This is not PFS, all Paizo material is green, no 3PP (and it's a 20 point-buy, though I'm not really looking for advice on that as I already know that I want high DEX and WIS). Goal is: I want to make an Inquisitor who maxes out DEX and WIS and uses it well. This means DEX to hit and damage and as much more as possible, WIS to AC and as much more as possible (Inquisitor and Monk does a lot of this). However, the question is how. DEX to hit and damage comes in different forms, so does WIS to AC. To start of, one choice needs to be made: Deity.
This brings me to the decision of race. The alignment problem can however be solved with the trait Enlightened Warrior, meaning that I need to play Aasimar (Garuda-Blooded does give +2 to both DEX and WIS). But the extra feat from human is also really attractive, though it means that I'll get 2 points lower WIS or DEX. Then there's also the option of Sacred Fist instead of monk which doesn't need to be lawful, and I also get a Blessing (though it won't scale).
While Sacred Fist would get Channel Energy, 4 levels of multiclassing is too much. As of now I'm aware of four other options: Cleric or Oracle of Life multiclass or their VMC, the cleric VMC coming online at level 7 and Oracle VMC at level 3. Late levels are not necessarily a problem, as I'll need at least three other feats before (Weapon Finesse, Weapon Focus and Dervish Dancer or Fencing Grace) meaning that level 7 isn't too late. But that also eats my feats, which is why the human extra feat is so attractive.
Well, this is what was on the top of my head that I need to decide on, if there's more I'll fill out later. I would appreciate any input as to what you think I should pick or if you know of something else that could add to this build: other ways to get WIS to AC, DEX to hit/damage or way to get Channel Energy or maybe something else that you think I shouldn't miss picking up. EDIT: Or just what domain/inquisition, traits and other things you think I should pick.
Friendly reminder to keep this thread civil. I don't know the general consensus about the Hunter class and I don't want this to turn into a slam thread.
Something I'm seeing that looks fun is martial proficiency in a 6th level spell caster.
I'm about to order Pathfinder Campaign Setting: Inner Sea Gods (PFRPG) Hardcover and Pathfinder Campaign Setting: The Inner Sea World Guide (PFRPG) Hardcover and also pre-order Pathfinder Roleplaying Game: Pathfinder Unchained (OGL) Hardcover.
In my group we mostly just kill the monsters/enemies we are faced with and don't really bother cleaning after wards.
Are there any ethics or unwritten rules that says that it's rude to leave corpses everywhere to rot? How do you, other PsychoPathfinders, do? What do you do after an encounter? Besids stripping every enemy to their bones for loot. Burn the bodies? Bury them? Sacrifice?
Would love to hear what everyone have come up with! Feel free to tell a story about how you and your group handle the aftermath of a fight!
Last session I noticed that my DM wasn't aware of a few rules. It made me wonder if he uses the monster from the Bestiarys the right way. When I looked them up (it was Faceless Stalker) I noticed that he had done several things wrong. Ex. He had told me, when I rolled my knowledge check, that they are resistant to piercing and slashing damage. It's the other way around, they have DR5/piercing or slashing. There were also several other things that he hadn't taken into account and it became obvious to me that he didn't know how to interpret the Bestiary entries. He also made sneak attacks against our characters when we were grappled (which isn't "allowed" if I'm not missing something?) It doesn't make you flat-footed or denies you your Dex to AC (only lowers your Dex by 4). Now to the question: How do I tell him that he's doing it wrong? Of course this is going to make it seem like I'm trying to cheat my way around and look up his monsters to gain advantage in combat, but I only did it because I noticed him, not, doing things right. I didn't want to stop the session to ask. Everyone at the table just gets angry when I tell them what they can and can't do with and without certain feats (I'm getting really tired of being my groups rule-lawyer).
I've been looking making a Dervish Dance Bard (not the archetype, I mean using the feat with the Bard). The Dervish of Dawn archetype grants the Dervish Dance feat but also replaces Bardic Knowledge, which I do want as well. My question is: Can I take 1 level in the Dervish of Dawn archetype (to gain the Dervish Dance feat) and also have levels in a regular Bard which would grant me Bardic Knowledge like normal? (Dipping one level in Dervish of Dawn would save me 3 feats: Weapon Finesse, Weapon Proficiency (Scimitar) and Dervish Dance). Ex: (order doesn't really matter)
I'm asking this since I'm thinking that there may be restrictions on how you are allowed to multiclass within the same class. Are you limited to only one type of each class or is "archetype dipping" just like multiclassing between any other classes? Extra question: will this also grant double set of cantrips, level 1 spells known and spells per day?
I apologize in advance if I'm starting some discussion/thread you have already seen a thousand times over, I just could not find an already existing thread that answered my question. If you know a similar thread, please put a link to it here! Me and my group are somewhat new to Pathfinder, and RPGs in general, we're learning fast and are finding it to be great fun. We're playing RotR and are about to start the second book this Sunday.
Something that we haven't really done, yet, is buying new equipment, specifically magic.
I take it that the GM shouldn't just ask what items they want in and put them in an available store.
If a player wants a specific item, should that be left to the magic crafter of the party to fix?
I would love to know how you people do this. And now I'll apologize in post for my potentially bad grammar and spelling errors or if I'm formulating myself strange. |