Krun Thuul

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So, a recent scenario has popped up where a character fighting a medium sized creature, on the other side of a doorway, called on the rules of cover to gain a partial cover bonus.

Citing the rules for cover, which seem quite clear in this case:

when making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall).

So we all know how the line drawing works, it requires any line to pass through even a low wall and it will offer cover.

So a doorway, typically 3.5-4', centered in a 5' square, doesn't really seem to offer a lot of room to maneuver when you're talking about swinging battleaxes, swords, etc. Piercing weapons would fare must better, but there's no exceptions for weapon types so it's best to just KISS.

I ruled in favour of the player. As the map clearly showed it wasn't a 5' wide door, and the lines would clearly cross the wall encroaching on the 5 square between the doorway, both combatants benefited from Partial Cover.

Is my interpretation here correct do you think? Have you had any similar doorway incidents?


When having an RP conversation the other day I was struck with the most awkward of realizations. As I was attempting to discuss/prepare my wizard's spell list with another caster I found myself using very cliched, metagamey, terms for the levels of spells and struggled to come up with something interesting on the fly. In truth, I'd never really thought about it before and, folding, said merely "For second level spells I'm thinking of..."

How have some of you described the organisation of spells in your games? Divine or arcane. :)


Morning All!

As there's currently very little information on them I just wanted to see if there were any other fans of the Mordant Spire region of Golarion and what you have done with it in your own game.

We're about 2 books through our first PF campaign (RotRR) and I'm playing a Mordant Conjurer/Thassilonian specialist and thus far it's been a blast. Mysterious, methodical, somewhat cold but warming up to the more emotional members of the party with his own tales of daring-do in the Steaming Sea: tales of fighting off treasure hunters, symbiotic relationships with Sea-Spheres and other marine wildlife. Bits and pieces here and there ... but looking for something with a little more depth on the actual society itself.

The GM and I have agreed that clockwork inventions seem to be an apt fit for the race, considering their close ties with lost Azlant (machines fit thematically as well as emotionally). This also plays well with the suggestion that Mordant skiffs are much faster than normal ships - clockwork engines ahoy!

We've also established that the Mordant Spire has a vast spy network across Golarion - secret agents that frequently report from within various other factions and politics. So, overall, the feel we're going for is a technologically advanced, emotionally repressed, steampunk, MI5 society who (due to isolation) are incredibly paranoid about the rest of the world around them.

As a gm, or player, what have you done with the Mordant Spire people?


I've tried searching through the forums for an answer to this but haven't managed to drum anything up yet so -

what is the official ruling on Quick Drag and Quick Reposition in regards to movement?

These both allow you to exchange one of your melee attacks to Drag or Reposition. It sounds great at first, as these are normally standard actions, however I'm not sure if I'm missing something here because your movement while taking a full attack action is limited to one 5' correct?

So at most - you could move someone 5' regardless of how well your CMB roll beat your opponents CMD?

If you moved 5' to get into position to attack you then couldn't take advantage of either of these feats?


Hello folks, was wondering if anyone with a similar build could offer me any advice here. I'm a long time D&D player but new to Pathfinder (and thusly the various new combat options like Drag etc) so my opinion on the merit of certain feats is possibly a bit skewed.

We're currently playing the original Pathfinder campaign (kicks off in Sandpoint) so no spoilers please! :)

Currently at level 2 Ranger, the build as it stands.

Half-orc Ranger

Str 19 (+2 str racial and all further pts will be going here)
Dex 14
Con 16
Int 12
Wis 13
Cha 10

I have the Toothy (1d4 primary bite attack), Brute and Big Game Hunter traits.

Favoured enemy is Human.

Feats & Powers:
Power Attack
Natural Combat Style & Aspect of the Beast.

The plan at 3rd and 4th level is to dip into barbarian for Fast movement, Uncanny Dodge, Rage and Lesser Fiend Rage Totem giving me, at 4th level the following attacks
Normal : Claw +9 x 2, 1d4+5 (+7 1d4 +9 with PA)
Bite +9, 1d4+5 (+7 1d4 +9 with PA)
Raging : Claw +11 x 2, 1d4+7 (+9 1d4 +11 with PA)
Bite +11, 1d4+7 (+9 1d4 +11 with PA)
Gore +6, 1d8+3 (+4 1d8 + 7 with PA) the dm and I have both agreed the Gore attack would be too powerful at this level as a further primary attack so have houseruled it a secondary attack

Obviously, at 4th level, this is pretty powerful. It's strength will wane as our levels increase and the full-on barbarian begins to outstrip my damage however the events thus far in the campaign have really set him up for this path nicely

SANDPOINT SPOILER:
He was basically dipped, unconscious, into the pool beneath Sandpoint and was very nearly dead before the party rescued him. He also had a brief splash from the pool in a previous encounter with the quasit when he tried to throw something into the pool believing it would affect it somehow. This has been pointed to as the cause of the appearance of the claws from Aspect of the Beast

My plan for him is as follows -

3 - Improved Overrun (Barbarian 1)
4 - (Barbarian 2)
5 - (Ranger 3) Endurance and Shapeshifter Form: Jackal to combine with Improved Overrun and Charge Through

The idea at this point - a green brute whose body undergoes a swift change to allow him to basically charge through lackeys unhindered (no AoO for Jackal Form) to get a beafy raging Great Axe attack before dropping weapon to get stuck in with 4 attacks.

6 - (Ranger 4)
7 - Lunge (Ranger 5)
8 - Improved Natural Weapon Claw (Ranger fighting style) Ranger 6

My quandry, or question really, is just how good is Charge Chrough in a build like this. For anyone else who has had a similar build/idea - what are the inherit weaknesses. I'm concerned about AC, naturally, as without Dodge and Mobility my AC (breastplated)will be pretty low when charging and provoking AoO without Form of the Jackal.

An alternative feat progress I had considered was the Drag line, which would work very well with Lunge I would reckon for pulling mooks into our meleee heavy party (me, barbarian, another 2 weapon ranger, and a druid's badger). The synergy there is quite strong - as opposed to me running off through bad guys to get to the caster/charge target I would be encouraging a tighter a unit to take advantage of flanking bonuses by dragging bad guys in amongst us all. That progression goes along the lines of

3-4 same as above with Barbarian etc however instead of Improved Overrun
take Die Hard at 3 (which I've been put off of after reading how it's usefulness diminishes in later levels) and Improved Drag at 5, greater drag at 7 and finally Lunge at 9.

So I would activate jackal form, grab the guy, drag him back without provoking attacks from him or his companions while the dragged get's AoO on him from all my companions and then everyone get's stuck in. While not as glorious as personally running through a bunch of guys to take down annoying foes, it would seem to have a greater range of usefulness.

However, being new to PF 3.5, I may be overestimating the usefulness here so any advice would be greatly appreciated! :)