I think these are the relevant rules:
Quote:
So why would Tilnar be wrong?
Quote: A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. My emphasis. And while I'm aware that the bolded part doesn't necessarily mean that you really HAVE to use the weapon (just as "look left and right before crossing the road" doesn't force me to actually cross after looking left and right) to get the defending effect I think it still gives a glimpse into what the developers intended. No "weapon shaped rosary of AC" in my games, anyway. *shrug*
Which is quite annoying at times since light levels are becoming subjective while sometimes in the rules are treated as if they were an objective measure. EDIT: I'd much prefer that dim light was dim for everyone but creatures with low-light vision saw as if it were normal for 30 feet or something - like a darkvision for dim light (but with colors).
Ok, after posting I decided to do some further experiments, since it's been some time I've actively tried to solve that. Opening a PDF in LibreOffice Draw (which can take a loooong time depending on the size of the thing, just press "OK" when it'd asking for the PDF password, it's not needed) results in some real quirky and bad pages. But the pictures can be saved just fine and seperate from the backgrounds including transparency.
Jakub Koprowski wrote:
That's one of the absurdities of "nat.20 is always a hit". Any person will hit a snail up to 1100 feet away as long as (s)he is able to perceive it 1 in 20 times ...
Extracting images without transparency is easy, as Adobe Reader X (or Adobe Reader 8, though not 9) allow you to copy an image out of a PDF. For the (often) used images with transparency (alpha channel) it becomes somewhat harder. I haven't found a cheap way (i.e. not investing heavily into Adobe products) to do that in a Windows environment. But you can always install Ubuntu (with wubi that's not a problem or risk in any way) and use Evince (the preinstalled document viewer) to "save as" or simply drag and drop the images. With multiple images/layers it can be hard (if not impossible) to target the correct image, though. That's usually only a problem for title pages. EDIT: Also, you'll get the (command line) tool "pdfimages" which (surprise) extracts images from a PDF (much like the afore mentioned product by SomePDF). It also doesn't handle transparency correctly (unless I've overlooked a parameter), but at least it extracts the alpha information as seperate pictures, so you can recombine them in an image editor like GIMP. Which btw. opens PDFs but creates a raster image of the whole page. Better than screenshots, though.
SRD wrote:
It may not be entirely clear, but I read (and play) this as everything in the area when the spell is cast is affected for its duration, even when leaving the area afterwards. But there's no glittercloud floating around to affect creatures entering the area after the spell was cast. EDIT: So I'm siding with Majuba. It's a spread effect, though, which might help to confuse people (making them think of cloud spells).
Quote:
I don't see how this excludes the caster teleporting HIMSELF into empty space.
The main question in my eyes is: do your allies have a hard time finishing off the opponents? If not, you're doing everything right. You may have kind of misunderstood the concept of the "battlefield control god". It's not about pulverizing the enemies yourself. It's about giving your party that much of an advantage that they have an easy time finishing the job. Or, to cater towards your character's superiority complex: "Well, let's help my dumb henchmen out a bit there ... *haste* *glitterdust* *stinking cloud* ... that oughta do it. *Lights pipe*" So you're doing just fine. Maybe toss in some walls to split enemies as well. But it sounds like you want more bling and mayhem caused directly by you. If that's the case, evocation it is.
Animal companions have their own actions, generally handling an animal (ordering it to do a known trick like ordering it to attack) is a move action, but for druids and rangers it's a free action when ordering their companions. So basically both a druid and its animal companion get their full rounds worth of actions.
I'd say that's an error. Don't really know where the 62 come from - that could be a Rogue 4/Barb 3 putting all his favored class (rogue) boni into skill points. So don't worry, you understand the system well enough it seems :) EDIT: Maybe the original example was a Rogue 5/ Barb 2 (also 7 levls) which got changed without changing the sum?
You missed my point, which was that you got to see the quote in context.
PRD wrote:
To me it looks like the authors didn't want to use another "in this way" in the first paragraph for aesthetic reasons. Why have three clearly distinct uses with different rules and writing something that was supposed to be used for all of them in the explanation of the first one? Also note that the jumping part again explains when an acrobat falls prone. EDIT: Of course there's some interpretation on my side going - namely the authors trying to avoid clumsy formulations and not putting rules in strange places. Considering they didn't succeed in doing so in other places (though mostly they did), this might just be one more example. EDIT: On rereading my first post I admit that I made missing my point easy with its first sentence. Sorry.
Where can the thing about the possibility "falling prone" when using acrobatics to tumble be found in the rules (besides the opponent using his AoO for a trip CM)? I remember some discussion about it, but I also remember some consensus that the acrobatics skill description was devided into three distinct parts (narrow or uneven surface, tumbling, jumping) and the "If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone." therefore only applied to the uses of acrobatics for difficult surfaces and not any acrobatics roll. So the way I see it:
EDIT: Some may complain that this makes tumbling an easy option to take (especially to move through a threatened square), but there's still a price to pay: slower moverment (unless you're REALLY good, an then you've earned it) and restrictions on load & armor.
If I remember Kingmaker correctly the players have alle the time in the world (mostly, at least). So if you as a GM want to give them the chance to get their desired upgrades, why not have them go to Restov (I think it's a journey that would probably take 2 or 3 weeks there and back again)? You can savely assume that a larger city can cover all the "usual" lower level adventurer's needs. And if the party doesn't want to do that or really doesn't have the time, why not go with the scroll? There's no reason the cheapest option should be available anytime and anywhere.
PRD wrote: Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." Good if you are a pure monk, bad if you multiclass. Some might argue that BAB from other classes are added as usual, but that's not what's written in the rules - FoB isn't really TWF.
Sylvanite wrote:
Actually I was trying to give my opinion on the RAW (that "seeking" is a property of the thing propelled at an opponent is the better solution flavorwise is another matter). I'm afraid I cannot find a bow as an example for the seeking property in my rulebook, can you give me a hint? What I find is the (fluff, I guess) discription "The weapon veers towards its target ..." which sounds weird for a bow. The distance enchantment is different, as ammunition doesn't have a given range at all, that's a property of the bow (and need not be bestowed on the arrows), and "speed" works similarily, as it isn't a property of an arrows how many of them can be shot in a round (personally I don't allow ammunition to be enchanted with "speed", but I'm not backed by the rules on this afaik). With "brilliant energy" paizo explicitely stated that it only affects melee, thrown and ammunition, with "returning" the stated that only thrown weapons may be enchanted that way, so an argument against my ppint my be: why haven't they written that "seeking" only applied to thrown weapons and ammunition? Well, at least we can agree that this is all a bit messy, I guess :)
Often times you may not want to slaughter all the opposition but take prisoners. Having every enemy die at 0hp would be a real hassle in such cases, so a corresponding houserule chnages quite a lot in the way a game is played. EDIT: Generally running around throat-slitting after a victorious combat might pose serious problems for good aligned pcs.
Doc_Outlands wrote: Per my understanding of the rules, your bow is legal - the Seeking property of the bow is not passed to the arrow, so doesn't count against its +10 limit. I'd let it play at my table. That's my opinion, too, but I'm not sure it's the same as your's concerning the statement's consequences. As I understand footnote 2, the only time a seeking enchantment for a bow is useful is when using the bow as an improvised thrown weapon. You want a seeking arrow? Enchant the ammunition.
seekerofshadowlight wrote:
That's how I thought about stacking to break +10 too, but Aelrynth sounds quite certain, so maybe he comes up with something. As I said, I'd leave the effects to cut to the players, but if a clear rule was necessary I'd rather have the ammunition's properties overrule the weapon's - after all the opponent is hit by the ammunition, and it's generally more useful to be able to use special ammunition with your primary bow to get certain effects (in doubt I tend towards the most player friendly solution).
I've never seen it explicetly stated that in PF a combination of ranged weapon and ammunition could carry magic effects of more than +10 equivalent (apparently with proper choice of enchantments up to +19 total) and would be thankful for a link. I've never seen an official word on which effects to cut (concerning other weapons as well) when you go over the +10 border. I'd leave it to the players.
0gre wrote:
Sorry for the slight off topic again, but my mistake was seeing "ready an action" as a standard action itself in addition to the action being readied. But since it was kind of weird that you could also ready a standard action (which would make two of those if ready and the readied action were treated seperately) and you being 0gre, I thought some more, asked in another thread and am now happily corrected and see readying as being a lot more useful than I had previously thought.
The rules say that "breaking a grapple" is a combat maneuver check against the opponents CMD. So it's not even a specific grapple check. Nor is there any mentioning that you'd need a free hand. Actually, being armed might be an advantage as well - smash the bow into his teeth and wriggle your way out of the opponents grip would be a possible way to picture it. Edit: Differently stated: Normally (as a humanoid) you need free hands to effectively grab someone. If you want to tear yourself loose, there's no good reason why a free hand might be needed. Remember that grappled (as opposed to pinned) is not that serious a condition in PF. Edit 2: Of course that leads to another question - are grappling boni applicable when trying to break a grapple? Apparently not, which sounds strange considering you may also turn the tables (becoming the grappler) instead of breaking loose. Maybe a grappling CM check to break a grapple is RAI after all.
Actually movements somehow figures into AC via the dex bonus. A static (usually unaware and therefore flat footed) opponent only gets to use his flat footed AC. During combat people are expected to move violently anyway. But of course, an unaware running opponent would still only be able to use his/her ff AC, so it doesn't quite work in all scenarios. But them's the rules. In practice I'm not beyond giving boni and penalties to actions. You're aiming at the stationary guard for one round? +4 to attack. Your target is moving violently? ff AC +4.
Some good points.
Are wrote:
Thanks. My mistake was counting the action being readied towards your action limit. So readying just makes you loose a bit of initiative or the action that never triggered. Way better like this. *relieved*
1: Depends on who your enemies are. Not a lot of help, I know, but against blasting casters evasions helps a lot more than AC and being immovable, against a melee opponent on the other hand... I think the archetype is pretty well balanced compared to the "original". 2: Just core races in my games, but why not have a monk with some charisma for a change? If you want to go "front line battlemonk" the +2 into strength are better, and I share your opinion about the resistance 5, otoh you get 2 times +2 without a -2 as an aasimar. 3: Abundant step IS good, but I cannot comment on the levels you are planning to reach. Stunning fist is a nice resource, but you have to remember to target those not too sturdy looking ("bad fort save" in metagaming) opponents. To me, 1d6 energy damage a few times a day look rather underwhelming, though you are quite felxible in the use of different types.
Also, I think that DGRM44's and Grick's examples from above aren't correct (of course, an equally probable possibility is me having it done wrong all the time - actually, I'm more and more afraid of that being the case, the more I think about it). So just tell me I'm wrong, I won't put up much of a fight:
PFSRD wrote:
Never used this myself, but I'm not sure how to read this correctly. To me it sounds as if you could either
I tend towards interpretations one ("does not grant additional attacks"). Under either interpretation you'd apply full the full str bonus to your "main" attacks ("does not ... incur penalties"), no matter if shield or falcata. No matter what the scenario is, TWF (including the feat) with falcata and light shield gives you -2/-2 penalties at the max (even less for the shield with shield mastery). I don't quite see how to get bashing finish as a 5th lvl fighter. But since you cannot shield bash with a falcata, you'd of course have to use your shield for the free bash.
0gre wrote:
I'm afraid that doesn't work, since readying itself is a standard action (though you're explicitely allowed to ready another standard action). Or did I always interpret this wrong? Edit:
PFSRD wrote:
I read it as the readying itself using up a standard action, not including the readied action.
Nimblegrund wrote: How well can an alchemist stand in for a rogue? The only thing the class seems to lack is a way of dealing with magical traps, and is that really a big deal? It depends in which regards you want an alchemist to stand in for a rogue. It's entirely possible to play a party without an uber-trapfinder, easier locks are handled by anyone with decent dex (even without disable device as a class skill), and there are always spells.
For a monk who works best with full attacks it can be a good option to "let them come" and use a "flurry of shuriken" instead. A barbarian not able to charge can take his move action to close in, throw his axe and than quick draw his greatsword.
I see it in the same light, it's more or less a "hide in plain sight" against flat footes opponents in the first round of combat. So primarily useful when combat starts and your character is NOT hidden.
|