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David knott 242 wrote:

Although I do think PFS changed those rules for PFS games -- but the answer given already in this thread is correct for non-PFS games.

PFS?


1 person marked this as FAQ candidate.

Hello, there!
This probably was already settled at some other thread, however, Dr. Google didnt guide me to it :(.

So, let me ask, does the Unchained Eidolon with the Ancestor subtype gains the ability score changes associated with its racial traits?

My instinct, as a DM and a Pathfinder player, says this was not their intention.

However, the book says "An ancestor eidolon gains only the standard racial traits of its race", which, at first glance, would include the ability scores.

For instance, does a Eidolon with orc ancestor subtype gains +4 str, -2 int, -2 cha and -2 wis?

Was there any clarification towards that?

Thank you all for reading.


So, an old core rule (since Dnd) was that you only deal half your damage when sundering objects, unless you had the Improved Sunder Feat.

So, imagine my surprise when I checked Improved Sunder (in the srd website) in the middle of a game and noticed there was not a mention to the full damage thing.

So, I go to the damaging objects section on srd and find out there is no mention what so ever of dealing half damage to objects!

Is the SRD right? Did they change the rules about sundering?

Every attack from any melee weapon deals regular damage to objects now?


They could at least create a clare rule about the Witches hexes.

I get that supernatural abilities are, actually, a very extensive number of different abilities from many different sources, but Hexes are really a different material.

They are associated with a class, and a class with a specific culture and a specific "way of performing magic". Just like any other spellcasting ability, Hexes are part of a "Witchcraft" technic that, probably, has methods and a dogmatical kind of study.

Therefore, I feel that it should have a specific way of identifying them.

In our group, we are tempting to create a new skill called "Witchcraft", meant just for that.

But thats a lame houserule creation.

I wonder if the Spellcraft skill should, actually, be used to Hexes just as for spells, in a sense that they both are actually "arcane occultisms".


I searched for a thread about this, but couldn't find one.

What are the specific rules in order to someone identify a Hex being cast?

The Spellcraft skill doesn't seen to apply, since the skill says that it can be used "to identify a spell being cast", and hexes, normally, are not spells, neither spell like abilities.

So, if I want to identify which Hex the witch has used and its effects, as someone can do with spells and spellcraft skill, what should I do?


zza ni wrote:
check 'Candy' from dragon mango online comics

Didnt know about this hahahahahaha


Ok, first of all, I dont want a ubber duber gameplay effective character. I just want to add some more gameplaying effect for my Eidolons, but maintaining the concept of the character.

So, concept: Half elf (female) Broodmaster Summoner, servant of Halani Celanil (Forgotten Realms Elven Goddess of Beauty and Love) who only summons "cute and beautiful things". I want her to be some totally optimistic, kinda childish, character. Despite the comical material of only summoning adorable creatures, I pretend to engage her in a serious vibe, as the campaign itself is set in a time of great pain and evil, where mostly people only focus on beating the enemies, winning the war and surviving. She will be the opposite force, a gentle and hard working pure soul who wants to remind people what really matters in the world, which is beauty, in all its terms, and that THIS is the reason why they (and her) should fight for.

So, gameplay now (campaign starting lvl 5).

I took half elf for the Eidolon favored class option (1/4 evolution pool points, yay!) AND because the original settlement of the campaign is at an elvish forest.

Feats: Lvl 1 (Extra evolution), lvl 3 (Scribe scroll), lvl 5 (Extra evolution again).

My Eidolons:

1 - Nero: Biped small eidolon. Evolutions --> Skilled (5 times): Stealth, Disable Device, Use Magic Device, Percepetion, Perform. Yep, he is the rogue of the team. And he is actually AMAZING WELL at it, with ridiculously high bonus on the main rogue skills AND evasion. I also took Shadow Blend evolution for him, mainly because it will let him use stealth to hide in more scenarios, hence the concealment. And because it really suits him. The Skilled on Perform is JUST for roleplay, because he is a cute little half satyr (adorable).

I have no complaints about Nero, besides being a rogue for the group, he is actually really useful in combat, using magical items with his + 16 Use Magic Device bonus, sniping while doing it (with his + 18 Stealth bonus), if possible.

2 - Wolpie, the Wolpertinger (you dont know what a Wolpertinger is? It is awesome, google it up. Upper dubber cute).

Wolpie is giving me the most trouble, actually. I took for him the quadruped base form, flight, and scent evolution. But, as he MUST BE a small eidolon (because of the broodmaster archetype), he has NO DMG what so ever. His AC is pretty good, actually, because I gave him all the natural armor bonuses. I also gave him the 2 eidolon feats (fly-by-attack and mobility).

But he is pretty much useless. I mean, he has scent, which, in my opinion, is a really underrated ability. And he can fly, what is useful in a lot of exploring situations. But thats it. In combat, he is pretty much a flying bag of "please, expend the AoO in me sir, I have 28 AC!".

I dont know to proceed from this point forward. What should I do with Wolpie? Give him a poison bite, so he can annoy some bosses, from time to time?
Try to make him large eventually and prey the gods he actually manages to do some damage?

And about the whole Broodmaster archetype "give me more eidolons" thing? How to actually efficiently gameplay it on the battlefield? I mean, I REALLY like the roleplay possibilities of this archetype, but I ain't seeing the best way to gameplay it.

Any of you, great masters and players of old wisdom, have any ideas?


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This seens like it would fit more as a monk archetype class than a new whole class.


Incidentally discussing.

Assuming the swashbuclker cannot move the 5 feet because of the difficult terrain, will he still receive the dodge bonus?


Glorf Fei-Hung wrote:

move 5 feet most definitely implies moving. however it does not restrict how much movement you can use to move 5 feet, especially when they also call out that making the movement does not subtract from your movement speed available to you during your turn.

You are looking at it as though difficult terrain reduces your movement, which I guess is kind of semantics as it still doesn't matter.

Imagine there's a 10' long Treadmill and you're standing on the back half of it while we're playing 'Simon Says'. Whether the treadmill is going at 20mph or not moving at all if I say "Simon Says move 5 feet up the treadmill" whether you have to take 2 steps and be there, or run as hard as you can for 20 seconds, you still successfully did what 'Simon said' so you keep playing! If you are on the moving treadmill and you take 2 steps, because 2 steps NORMALLY moves you 5 feet, the treadmill throws you off the back and you don't move where 'simon said' so you're out of the game!

So whether the character can 5' step, or only have a movement speed of 5' and thus can not take a 5' step, or even has less than 5' of movement speed and therefore has to take a full round action to move 5'. If he uses a feat or ability that allows him to "move 5 feet" He still moves 5 feet!

"Paizo Says Move 5 Feet" So the character moves 5 feet, even if doing so would normally be an acrobatics check in difficult terrain and cost 20 feet of movement speed. Congratulations, you still successfully did what 'Paizo said', so you keep playing!

Still not sure, although the comparation with "Simon Says" and "Paizo says" made me laugh hahahaha


Domestichauscat wrote:

So here's a thing that happened in my previous session. Our android ninja snuck up behind a necromancer and missed him with a nat 1. The necromancer's turn comes up, he casts invisibility and the ninja takes an aoo to hit him and misses. I then rule at that point that the necromancer could then move past the ninja because the ninja used his aoo to attack the necromancer instead of keeping him in the same square. My players disagreed, so at the time I compromised by having the wizard go around him through difficult terrain. Keep in mind on the other side of the necromancer was a wall of fire and the other pcs, so he wouldn't want to go backwards, but instead past the ninja.

So for future reference, if a character does an aoo on someone can they still prevent enemies from moving directly through their square in the same round?

He would still need an Acrobatics test to pass through the ninja, I think. I good quick house-ruling could be to let the necromancer make an Acrobatics check against the Ninjas CMD without his dex (because the Ninja is flatflooted against him).

In my way of thinking, there are difficulties of passing by a character without being blocked even if that character is not aware of where exaclty you are. Picture yourself passing invisible through a huge bloke, your opponent size (str and size modifier) and, in this situation, his experience with battles (representing his bab), still makes it harder for you.


Bigdaddyjug wrote:
Panchio wrote:

We have come to the same thing in my campaing (while I was roleplaying the swashbuckler), and we all agreed (quite easily) that it was not possible to move, although the AC bonus would still apply.

In difficult terrain, every kind of movement is reduced, so, if it is 1/2 (as it was at the time), my 5 foot movement became 2.5, which means I couldn't move out of the square.

The DM house-ruled althoug that if I had the Nimble Moves feet, he would allow me to make this movement (although it is not a 5 foot step).

2 house-rules, I know, not quite a precise opinion, but I really thing that is a good middle term decision.

This is incorrect thinking in my opinion.

Whether it's difficulty terrain or not, a 5 ft distance is a 5 ft distance. What changes with difficult terrain is how much movement speed you need to use to move those 5 feet.

The feets don't allow you to use 5 ft of movement speed, they allow you to move 5 feet. It doesn't matter how much movement speed that requires.

I see your point. However, I, personally, think that "move 5 feet" implies actually moving, and, therefore, receiving all the consequential restritions and penalties.

Although I agree that your view is also valid, in a certain way, hence the need for a FAQ.


Zeeky Von Vepermont wrote:
Exactly how can players knock down a creature that's flying? So far I pretty much allowed them to get knock down easily if they make a hit towards its wings, but was wondering, what's the actual rules on it?

The gunslinger has a deed (obtained by level 7) that if he shoots a winged creature as full round action aimed at the wings and hit, the creature falls down.

"Targeting: Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft."


Theconiel wrote:
I once tried to throw a grappling hook at a harpy. I thought it was pretty clever, but the GM didn't allow it to knock the harpy out of the air, just damage.

Lame, I would allow a maneuver with this, maybe taking the -4 for using a improvised weapon, but I liked it.


Btw, I am intrigued why you are taking six tricks for the familiar. It has int 6, it can understand language, so it needs no tricks.


We have come to the same thing in my campaing (while I was roleplaying the swashbuckler), and we all agreed (quite easily) that it was not possible to move, although the AC bonus would still apply.

In difficult terrain, every kind of movement is reduced, so, if it is 1/2 (as it was at the time), my 5 foot movement became 2.5, which means I couldn't move out of the square.

The DM house-ruled althoug that if I had the Nimble Moves feet, he would allow me to make this movement (although it is not a 5 foot step).

2 house-rules, I know, not quite a precise opinion, but I really thing that is a good middle term decision.


I DM in a self-made scenario where there is slavery and very low magic itens, my players have 1 carrying slave each just because of encumbrance hahaha

But I agree, get the money from the group, buy a mule, buy a light armor for her (maybe even a medium armor), and let her carry your shananingans


If you go with the paladin, I suggest trading the furious focus for some feat that gives you more flexibility or support.

I suggest the Antagonize feat. In both functions, it will help your party a lot, and you ll have a high intimidate test because of your charisma.

Also, I personally think the Antagonize really fits a paladin.


Wowa, this build has gonna way up too far hahahaha

I ll stick with the rogue / siege breaker combo.


Inlaa wrote:

Hm. Honestly, what about:

3 levels of rogue (for 2d6 SAD), or 4 levels (for a bonus feat as a talent at level 4). 2 levels of Siegebreaker Fighter (because it's awesome). Then either choose Vigilante (Avenger) OR Molthuni Arsenal Chaplain Warpriest OR a Barbarian OR Bloodrager.

Look here for inspiration.

Siegebreaker Fighter has great synergy with the Bulette Style feats. Your goal is to ram things and make them dead. Rogue's SAD will benefit you because you're using acrobatics to ram into things anyway and they'll be flat-footed, thus susceptible to SAD damage. And since you're taking 4 levels of Rogue, why not take the Bandit archetype to do better in the Surprise Round?

Thus, assuming 2 levels of Rogue and 2 levels of Siegebreaker Fighter, plus some other class afterwards (let's go with armored hulk barbarian), you have...

R1 1) SAD 1d6, Power Attack
R2 2) Evasion, Lethal Acrobatics
F1 3) Breaker Rush (aw yis), Improved Overrun
F2 4) Armored Vigor, Breaker Momentum (AW YIS)
B1 5) Indomitable Stance (very dwarfy), Rage, Bulette Charge Style
B2 6) Overbearing Advance, Armored Swiftness
B3 7) Resilience of Steel, Bulette Rampage
B4 8) Knockback

Let's assume you started with 16 STR at chargen and added 2 points to it as you leveled, so you have 22 STR in rage right now. Let's also assume Full Plate +2.

So let's see what this means:

Enter Rage as a free action. You use Acrobatics (because you're a dwarf) to charge at someone in full plate and NOT get attacked. You're badass like that.

You connect. You bullrush them, dealing 10 damage from Breaker Rush. You also get a free overrun attempt, now dealing 10 more damage from Breaker Rush,...

I really liked this build hahaha

Thank you for the ideas!


I think it clearlly depends on the groups style. I know of groups that are really story tellers, and really like to see the develop of their precious characters as if they were protagonists of a novel or something. In some of those groups I think they like it better when the DM fudge the dices in some situations so that, for instance, the lvl 1 wizard (with 15 page history) doesnt die with a critical hit from a great axe at a random encounter. If the players get the blast out of it and you all have great fun, keep it going.

I, individually, always roll my dices open and my players really like it. Every time a roll a 20, they know the confirmation will be decided by the RPG gods and I can sense their chill and frustation as their precious characters may vanish (specially since I DM in a self made scenario where reincarnation, althoug possible, is illegal in most countries). But, again, this is my group style. We dig it like that.


Gray Warden wrote:

As long as you don't pretend to be some sort of Stephen Hawking, you don't have to roleplay the specific number on your stats. Just be roughly coherent with your character. I interpret them in this way:

Int 5-7 (mod -3/-2): not the sharpest knife in the drawer
Int 8-11 (mod -1/0): average
Int 12-15 (mod +1/+2): promising
Int 16-19 (mod +3/+4): very talented
Int 20+ (mod >= +5): increasing degrees of genius

I agree, but I like when the roleplaying is builded on a two lined road way, you make your sheet based on the concept of the character you want to play, but simutaneously the sheet limitations modifies

your original roleplay into something new.


Chess Pwn wrote:

It's stated somewhere that A 3 is able to understand and communicate language, but a 2 isn't.

So it's basically correlating that to say that a 3 is the lowest int and still be considered human. Which seems like the right spot to place the mentally challenged people, they are still people and can communicate and thus function somewhat.
Then it's going up and saying that every 2 points is a "mental step" and that it follows a kind of bell curve so that as you approach 10 the difference is lessened.

I see. I wish they could made an official table about this, including all the stats

This has caused many discussions with my friends at bars hahahaha


Lorewalker wrote:
Panchio wrote:
Lausth wrote:
Lorewalker wrote:
Lausth wrote:

Hmm,If you are holding a armaed natural atack,which action you are using?Standard or atack action?Can you even make a full atack with armed unarmed strike?And wouldnt your spell discharge only once?İf so what is the point of this discussion?

There are some touch spells that offer multiple touches. And your first attack could miss.
Are those spells counted as weapons?

I think not, specially since the multiple touch spell sneak attack faq for the scorching ray, which was kinda illogical for me (if they are attacks, and the opponent is flat-flooted, it should trigger sneak attack for each one of the attacks).

Multiple touch spells clearly were not made in order to be treated as regular attacks, in many ways.

Don't confuse a Volley rule with denying multiple attacks.

Scorching ray is a spell that grants multiple attacks in one attack action(cast). Whereas something like chill touch just persists until you run out of uses. But each use is an attack action.
The point to that FAQ was to deny extra damage for each attack action an ability gives. Such as a spell like Telekinesis which can launch 15 attacks in one action.

Not discussing this here, specially since it is not the point of the thread, but that is a subjectivelly chosen point of view in order to balance the game, at least in my vision hahahaa


Chess Pwn wrote:

Int 3 is able to understand and speak human languages.

Int 3 area is your mentally handicapped people.
int 5 are your learning challenged people, a struggle and difficult to pull a non-failing grade.
int 7 are your people that need to do more work and take a little longer to understand something, but are quite capable of passing and doing well.
int 9 and 11 are your normal people.
int 13 and 15 are the honors and A+ people.
Higher are your crazy smart people.

Where did you find this? By this table, I guess I would be a 7, really.


Lausth wrote:
Lorewalker wrote:
Lausth wrote:

Hmm,If you are holding a armaed natural atack,which action you are using?Standard or atack action?Can you even make a full atack with armed unarmed strike?And wouldnt your spell discharge only once?İf so what is the point of this discussion?

There are some touch spells that offer multiple touches. And your first attack could miss.
Are those spells counted as weapons?

I think not, specially since the multiple touch spell sneak attack faq for the scorching ray, which was kinda illogical for me (if they are attacks, and the opponent is flat-flooted, it should trigger sneak attack for each one of the attacks).

Multiple touch spells clearly were not made in order to be treated as regular attacks, in many ways.


Jesus, I ve NEVER read that manufactured part on haste spell hahaha

I wonder why they put it? Seens useless and confusing for me.

Faqed it.


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Chess Pwn wrote:
Panchio wrote:

It ll trigger against adjacent foes (not the targets of the maneuver). But I agree, not that usefull, I just took a look at the rogue talents and took the related with acrobatics that seemed the most cool, and this one was it.

The 20 ft movement is a real problem, specially if I consider it ll cost me 2 squares per target I passby with Acrobatics. I can always use acrobatics as part of a charge (there for moving 40 ft instead of 20 ft), and with Charge Through I can even pass throug targets, so that ll grant me passing 4 foes in a row, probably knoking then down as I do it.

Also, I can always count with haste as a recorrent buff from my fellow casters :3

No you won't.

It only triggers when you "move through an opponent’s square". NOT when you move through a square an opponent threatens. So you need to tumble THROUGH an enemy to have the rogue talent do anything. Not just move around a target

But you are right, I read it wrong, it wont trigger against adjacent targets. Still, a funny thing to do with acrobatics, letting me hit someone once in a while without dex on AC.


No you won't.

It only triggers when you "move through an opponent’s square". NOT when you move through a square an opponent threatens. So you need to tumble THROUGH an enemy to have the rogue talent do anything.

Still, i am facing one foe, I move through him, he becomes flat flooted, I overun him without dex on CMD.


Kris Verschaeve wrote:

I Think you have stumbled upon the missing piece of an awesome TWF ruge sap adept build because of the Flat footed part in lethal acrobatics

Circling mongoose
Prerequisite(s): Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +6.

Benefit: When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can't exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.

You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate Acrobatics checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally.

Combine this lethal acrobatics which would trigger on the first attack and all of the subsequent attacks to make flat footed and Sap master and you can just walk around an enemy and b~&#~ slap him for double sneak attack damage.

I was thinking on taking two weapon fighting, actually, mainly because I picture my dwarf with a great axe OR two axes (dwarven and a light one).

That is a great idea!


Bazaku Ambrosuis wrote:


What I'm looking for is something to suggest to the barbarian when he stays behind, without wasting his actions and without being bored. The only thing that occurred to me is a wand but... without having a vision of the enemy, what spell could be that he can use over and over again without losing any usefulness?

I suggest the Antagonize feat. Even if he is really behind (30 ft away), he can still take out one foe and make him attack him, making his tanking role and swifting the tank role for the fighter.

The sweet thing about the Antagonizing from behid is that you ll make the foe spend his turn with an useless action (for instance, shooting at you with his bow against 3 creatures providing you cover) OR, even better, making the foe vulnerable for taking hits.

For instance, if the target had a meelee weapon in hand, he'd have to drawn a ranged weapon to attack you, what would provoke atks of opportunity from the fighter.


Chess Pwn wrote:
Panchio wrote:
Chess Pwn wrote:
So your build seem at odds. If you're overrunning then you aren't using acrobatics to move through their square.

I am not using acrobatics only against the overun target.

Picture tree creatures side, by side, I want to go through the one at the middle, the other two will provoke atks of opportunity if I dont pass an acrobatic test.

But the whole point of the character is the doing acrobatics with full plate (lol) thing, the overun is just a way of exploiting the fact that I ll be dancing around the grid like a fool

So if you do that then "Lethal Acrobatics" never will trigger. Which then questions why you dipped to get it.

Also, with only 20ft of movement, I'm not sure I'd call that dancing around the battlefield.

It ll trigger against adjacent foes (not the targets of the maneuver). But I agree, not that usefull, I just took a look at the rogue talents and took the related with acrobatics that seemed the most cool, and this one was it.

The 20 ft movement is a real problem, specially if I consider it ll cost me 2 squares per target I passby with Acrobatics. I can always use acrobatics as part of a charge (there for moving 40 ft instead of 20 ft), and with Charge Through I can even pass throug targets, so that ll grant me passing 4 foes in a row, probably knoking then down as I do it.

Also, I can always count with haste as a recorrent buff from my fellow casters :3


MageHunter wrote:
Just make sure you grab mithral armor, and you should be good. Certainly an entertaining sight.

I want to be really amusing, not depending on the mithral crap. I ll roleplay a really country-side dwarf, originated of a poor household, that believes "soft metals" are lame metals, and only uses true hard made metals, so that he won't use mithral (maybe adamantine in the future).


The game is starting at lvl 2, which is good, for it ll let me start alreay as a rogue/fighter, I am plaining the build like this:

Str 14
Dex 16
Con 13
Int 9
Wis 12
Cha 8

Fighter 1 Power Attack
Feat lvl 1 Skill Focus: Acrobatics.
Feat Lvl 3: Athletic
Rogue Talent Level 2: Lethal Acrobatics
Fighter 2 (4th lvl): Imp Overun
Feat lvl 5: Charge Through.
Fighter 4 (6th lvl): Doddge.
Lvl 7: Mobility.
Fighter 6: Bullete Charge
Fighter 7: Run (feat) as an advanced armor training with armor sprint.
Lvl 9: Bullete lvl 2.


Alzrius wrote:

If you can use Unchained's variant multiclassing, the option to multiclass as a fighter will get you armor training I at 7th level, letting you move at your full speed in medium armor.

The problem is I will need a lot of feats for this build (as I ll be taking feats like Skill Focus and Athletic, which means I ll probably need to be a fighter AND not take the variant multiclassing, for it ll make me loose a lot of feats.


Particle_Man wrote:
I've had this idea too. Although you still have the armour check penalty to deal with to actually make the acrobatics roll DCs, at least you can try it.

I've made a simulator with the Traven Tokens 3.75, at lvl 11, WITH THE full plate penalty, I'd have +20 on acrobatics checks (with the armor training class ability 1 and 2), which is a pretty good bonus!


If there is another way of exploring "moving around the grid with armor" line of feats, maybe while using the Acrobatic skill for battle purposes, I'd change the build maybe.


Chess Pwn wrote:
So your build seem at odds. If you're overrunning then you aren't using acrobatics to move through their square.

I am not using acrobatics only against the overun target.

Picture tree creatures side, by side, I want to go through the one at the middle, the other two will provoke atks of opportunity if I dont pass an acrobatic test.

But the whole point of the character is the doing acrobatics with full plate (lol) thing, the overun is just a way of exploiting the fact that I ll be dancing around the grid like a fool


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Ok, I have figured a really funny concept for a build that I want to try out now, and I would like you guys to help me make it real:

We all know (most of us, at least) that you can't use acrobatics to move through threatened squares if you are wearing medium or heavy armor, as written at the Acrobatics skill:

"You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor."

BUT only now, reading again this skill (always something new to discover) I found out an exception I've never heard of:

"If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes."

This actually means that Dwarfs CAN use acrobatics to move through foes, even on heavy armor, just as full plates, because they have slow and steady:

" (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance."

After all that small talk, I REALLY want to make a dwarf wearing full plate, rolling arouund the grid and astonishing everyone with his grace on metal.

I am thinking about some Fighter/Rogue build, taking only 2 levels with rogue. The 2 levels on rogue are mainly for: acrobatics as class skill, and Lethal Acrobatics:

"Lethal Acrobatics: When a rogue with this talent successfully uses Acrobatics to move through an opponent’s square without provoking an attack of opportunity, that opponent is considered flat-footed to the rogue’s next attack until the end of the rogue’s turn."

Then, with fighter, I'd go with Dodge, Mobility, Power Attack, Imp. Overun, Charge Through and the Bullet Charge Style Feat.

So, any other thoughts on the build? Lets smash da fools!


I am interested in that dilema also... Oh mighty designer, hear our calls! Haha


1 person marked this as FAQ candidate.

I was playing an Eldritch /Martial on my campaign when the DM suddenly came with that same observation. In the end, after some dialogue, I agreed with him that his interpration was reasonable.

Still, he also accepted he may be wrong.

I would really like a FAQ about thia, or at least a designer could do the blessijg of awnsering this haha.


Hmm...

I didn't realize the archetype was designated for that.

That makes sense though.

Thank you!


So, I am intending to roleplay an urban barbarian soon, and while reading his "Crowd Control" ability i got confused about the "intimidate bonus" part.

The ability says at the last part:

"(...) and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds."

However, if you read the intimidate skill you get the feeling you can only intimidate ONE target per action:

"Intimidate

Influence Attitude

You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier."

The two ability doesn't sound compatible for me. Also, hypothetically saying that you CAN influence more then one person with intimidate, how does the DM calculate the CR?

Does he apply on test for each person in the crowd? That seems the most reasonable to me .

Thank you for your attention!


2 people marked this as FAQ candidate.

One of my players is intending to do a master of maneuvers, monk archetype for a rpg game this sunday, so i was checking the archetype, and suddenly I got confused about using the flurry of maneuvers.

Would it be possible for the character to use the one of the maneuvers from the flurry of maneuvers to grapple the foe and, with the second maneuver from the flurry, pin it?

Reading the rules I am not sure if the "pin action" is considered another grapple maneuver or only an action that is inside the grapple maneuver, but is not considered a maneuver itself.

Also, when the character attempts the flurry of maneuvers he must declare which maneuvers he is attempting. But in order to pin, the foe must already be grappled, so, having in consideration that the pin action is dependent of the grapple sucess, would he able to declare it simultaneously with the grapple maneuver?

I hope I got myself understandable. . .
Thank you all for the consideration!


My friend is starting dmastering at Pathfinder, and one of the players pretend to play an ogrekin barbarian, so the DM asked for my opnion about the issue.

Reading the race, i got the impression that the +1 lvl ajustment is too low for a character that receives +6 strength (maybe +2 if he gets the large arm characteristic) and +3 on natural armor.

I understand the the idea was to balance the character with the randomly generated good and bad qualities.

Still, i understand it is an overpowered race.

I d like to know the general opnion about that, so i can give my friend the best advise.


Ok...i agree with Stynkk,
That makes the net a pretty lousy weapon
Althoug, as a DM, i'd also treat the CMD as the nets own CMD, that just makes more sense...
Thank you all for the attention, though!


So, I ll start playing on a new group next week and intend in doing a net adept chain fighter, but reading the net weapon i gog confused
It says the net has 5 hps.
In combat, in order to deal dmg to the net, should one make a sunder attempt or an ordinary attack against the net AC (in this case, wich is the correct AC?)