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Do you mind if I add this into a random encounter generator that I'm constructing in excel for Pathfinder? I plan to alter your percentages. Also you can remove the "condition" section and place it right into the Health part if you place your function for rolling for the condition right into the table in place of "Roll for Condition".


James Jacobs wrote:

Paizo Employee James Jacobs Creative Director Nov 25, 2009, 02:30 pm | FLAG | LIST

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James Jacobs
War trained is actually detailed in the Pathfinder RPG Core Rulebook under the description of "Handle Animal," on page 98. Of course, there it's called "Combat Training." It's one of the "general purpose" trainings you can give an animal. As detailed on page 177 of the Bestiary, horses in particular gain a special benefit once they're combat trained—their hooves are from that point treated as primary weapons, not secondary ones.

In any case, once the Cavalier goes to print, the language in the class about "war trained" will be cleaned up.

Different topic, but he clears up the question on whether the hooves are primary.


Joe1288 wrote:

Ya, I guess. But its still too flawed... I'm probably just going to use the 3.5 system. It has the same dmg cap of 20d6, & It's not as unrealistic. At least I don't think it is. For any 1 else who might think the same.

3.5 Falling Objects:

Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
Objects that fall upon characters deal damage based on their weight and the distance they have fallen.
For each 200 pounds of an object's weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
Objects smaller than 200 pounds also deal damage when dropped, but they must fall farther to deal the same damage. Use Table: Damage from Falling Objects to see how far an object of a given weight must drop to deal 1d6 points of damage.
Table: Damage from Falling Objects
Object Weight Falling Distance
200-101 lb. 20 ft.
100-51 lb. 30 ft.
50-31 lb. 40 ft.
30-11 lb. 50 ft.
10-6 lb. 60 ft.
5-1 lb. 70 ft.
For each additional increment an object falls, it deals an additional 1d6 points of damage. Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.

If that was allowed than any Druid or spellcaster polymorphed into a Large Earth Elemental at 6000 lbs would do 20d6 and take 1d6 with a successful 40 jump check. In 3.5 it looks like this can't happen til about lvl 16 or more, I didn't read too in depth. In pathfinder the polymorph is available by a level 10 druid and a level 11 wiz if you use the 3.5 falling rules. Things could get a bit "jumpy".


First of all I'd like to thank everyone for their examples on how to deal with PCs going outside of the "boundaries" of designed questing. I have some ammo for the next time I feel like putting them in a quest line when they're feeling rambunctious!

The idea of asking them their plans for the next session is huge, never thought to do that before and will definitely help with preparation as opposed to my usual on-the-spot drops. I have used old characters from other campaigns, no low level party wants to be on the bad side of the high level characters you've developed in the past.

In an open campaign with the premise being solely to spread chaos the PCs were forced into service by NPCs they could not compete with. When they tried to overthrow their shackles too early in the campaign they were tortured with the severity related to the level of opposition. One was paralyzed from the waist down, another partially blinded, another lost a hand, spellcaster a tongue, etc. They then had to continue the campaign with these disabilities and roleplaying through and questing to make up for their defects was quite fun! "You got new legs Lieutenant Dan!"


The answer is written in the description for speed:

When making a full-attack action, the wielder of a speedweapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

When a creature or a player in the form of a creature uses all available natural attacks it's a full-attack action. If only one attack is made, as in an attack of opportunity, the extra attack would not apply and a player would choose which out of it's available attacks to use, i.e. bite, claw, tail whip. The attack gained from a speed weapon adds one attack at the end of a full-attack action and the attack can be chosen as any single attack that can be made.