Akyrak

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2 people marked this as FAQ candidate.

Other than creatures that are immune to fear or mind-effecting effects, what DOESN'T intimidate... and to a larger extent, the demoralize action... work against?

It doesn't seem to specify in the skill description, and there are only modifiers for difference in size.

However, the Unnatural Presence trait (https://sites.google.com/site/pathfinderogc/traits/faith-traits/unnatural- presence-old-cults) allows you to demoralize animals and vermin.

Then there is the Training Whip in the human section of the ARG, that seems to assume you can demoralize animals anyway.

What's the actual rule here?

I'm planning on building a Rogue that relies heavily on Intimidate, so I want to know exactly what I can and can't affect. Thanks!


Hey All,

Quick question... may be obvious, but I just wanted to clarify and make sure....

Do Spiked Gauntlets, Brass Knuckles, and Cestus' count as Unarmed Attacks for the purposes of feats like Weapon Focus, etc?
IE: If I took Weapon Focus (Unarmed), would that count if I was wearing a Cestus?

The descriptions say that they just convert your unarmed attack to lethal, so that's why I'm curious.


Hi Everyone,

So I wanted some opinions on the latest rope-based equipment trick feat from the Pathfinder Society Field Guide.

Two tricks allow you to treat a rope as both a spiked chain and whip, as long as you have those proficiencies.
My question is... would they both apply at the same time?

As long as I actually had exotic weapon proficiency in BOTH the spiked chain and whip, would I be able to use a 10-foot length of rope as a whip that did 2d4 slashing and bludgeoning damage?

I didn't see anything in the rules that said you couldn't combine different tricks if their pre-reqs both applied.

I'm honestly thinking of making a Half-Orc Lore Warden Fighter who was a former slave.
He would take the Beast Master and Chain Fighter alternate racial abilities which would give proficiency in whip and spike chain, then get Equipment Trick (Rope) and the new Whip Mastery feat line from UC.
Then he'd focus on controlling the battlefield using various maneuvers.

If my GM allowed it, I'd love for him to use an actual length of chain instead of a hemp or silk rope. The equipment trick feat says you can use "rope-like items" with a GM's discretion, and a chain is essentially a metal rope right?


I believe I might have found a possible errata, or at least something that doesn't make a lot of sense.

Pistol, double-barreled 1d8dmg ×4 20 ft. range 1–2 (5 ft.) misfire

Musket, double-barreled 1d12dmg ×4 10 ft. range 1–3 (5 ft.) misfire

Ok, so simple question... why does the double-barreled pistol keep the same exact range as a normal pistol when the double-barreled musket suddenly loses 30 feet.
This gives it half the range of the pistol (normal or double-barreled).

I thought that the drawback to using a double-barreled weapon was increased misfire chance, which both get.
Plus, they also get -4 to attack if they fire both barrels.

So why the discrepancy?
It doesn't seem to make any logical sense to me that a musket would have less range than a pistol when you added a second barrel.

Typo or is there some actual balance reason for this?

Thanks


With the introduction of the Drunken Master and the Drunken Brute archetypes I started thinking of ways to carry around copious amounts of alcohol.

Then I seemed to remember reading about a magic Wondrous Item which was basically a Beer Stein that was never empty.

Did I just imagine this, or does it actually exist somewhere?