Hellknight

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Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




I've got an Investigator in the party I'm running and I'm want to do my best to make sure they get benefit out of their abilities, with the Red Herring feat sticking out to me the most currently(they're only level 2 so far).

I understand the baseline part of it telling you when something like a random splotch of dirt I described slightly too well is inconsequential, but does it help you avoid being misled? Such as someone giving you a false clue to throw you off, where you might not know that they're specifically trying to mislead you, but would you know if the clue they're trying to get you to follow is a red herring?


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So these questions came up from a fellow player looking to get a bit more mileage out of his alchemist when the adventuring days run long, and they got me curious as well so I thought I'd ask people on the forums.

Does a Splash weapon count as a "weapon"?

If so does that mean you can full attack with them assuming you have them in hand, or possess an ability that would allow you to draw them?

Can you Vital Strike with splash weapons? If so would it affect the Splash damage?


I've got a character that I'm going to be playing for an upcoming campaign who a big part of what they do is all day summons that cast buffs on the party. The problem I've run into is that the spells my summons cast disappear if they are slain or dismissed. They are going to be rather fragile creatures as well with d6 HD and a Con bonus of +1 or +2, and I don't want to flood the field with creatures all the time when said creature's purpose is to say cast a version of fly on all the beat sticks in party or to give the Barbarian some long lasting Fast Healing.

My current plan is to stick them in the biggest Bag of Holding I can get my hands on with a Bottle of Air inside for them, but I was wondering is there a more elegant solution to my problem?


A player of mine brought up a question to me that left me unsure of the answer. Does the Warlord's Sweeping Gambit work with Greater Trip?

I'm leaning no as I remember a rule stating that the same trigger can't provoke multiple attacks of opportunity, in this case a successful trip attempt, but I also acknowledge that I might be looking at this the wrong way so I thought I'd ask and see what other people think.

Greater Trip:
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Sweeping Gambit:
Risk: The warlord makes a trip attempt.
Reward: The warlord can make an attack of opportunity against the tripped opponent. If he hits, he gain a morale bonus on the damage roll equal to his warlord initiation modifier.


I'm planning on potentially running this AP in the near future, and one of my players expressed interest in playing a Fire focused Kineticist(he expressed this desire before the AP was even brought up as an option).

For a fair few APs this worries me because the further they get in the more monsters he can't potentially deal with due to their immunity to fire. Having skimmed through the first few books on Reign of Winter on the other hand makes me worry for the opposite, that he'll "overperform" too often and it'll negatively effect both his and the other players enjoyment because the threats quite literally melt away, alongside the greater chance for enemies to single him out because he presents himself as the greater threat throwing fire around.

So I guess my question is this. Does a Fire Kineticist over excel to a negative degree in this AP, or does the prevalence of encounters that he can do well in bring him more up to par with other damage focused characters?

As a note the player wanting to play the Kineticist is the most experienced player at the table and has a desire not to overshadow the party to much after having unintentionally done so in the current campaign. The rest of the players have some experience in playing Pathfinder and tabletop RPGs in general, but are still rather new


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I've recently made a character that makes use of Style Feats, and one bit of text is confusing me a little so I figured I'd ask the boards.

Ultimate Combat wrote:
Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style

With this line is it intended that your Style should end when combat ends or does your Style persist even out of combat until you spend a swift action to switch it to another Style? I'm leaning towards the first option but I figured I should get other peoples interpretations.