Savage Wolf's page

Organized Play Member. 30 posts. No reviews. No lists. No wishlists. 25 Organized Play characters.



Dark Archive

I am just trying to get a clarification on something for my own piece of mind. I got a VC ruling for local play, but I guess I am a glutton for punishment because I can't wrap my mind around the mechanics.

Situation: An invisible NPC is trying to get through a door blocked by a PC to escape. The other party members are near the door as well, and combat has already ensued. If the invisible NPC tries to acrobatics through the space of the PC blocking the door, and no one in the party succeeds the perception check to notice the NPC, do they increase the DC for the acrobatics check? I am granting the PC who is in the space in question will notice something and be a threat.

My train of thought is that the PC's are all considered flat footed to the invisible character, and if you are flat footed you don't get an AOO unless you have combat reflexes. So in that case they are not considered threatening the squares the invisible NPC is moving through, at least while the NPC is invisible.

The ruling by my VC was that the acrobatics is for moving through threatened squares, so the DC goes up for each PC the NPC was moving past. Invisibility didn't matter.

THanks for your input. Just trying to wrap my head around it. I was not very articulate, to the point of being brain dead, when discussing it with my VC.

Dark Archive

if you have natural fortification does it kick In vs a coup de grace? admittedly they could just try again if you are paralyzed, but if asleep and the crit fails to go off because your fortification blocks it it could save your life. it hasn't come up yet in a game... bit as I type this the chance of it happening is about 50/50. lol

Dark Archive

Ok, I am making a dwarven monk of the iron mountain and was wondering if the Class ability Iron Monk that grants a +1 natural armor bonus would stack with the dwarven racial feat Ironhide which also grants a +1 natural armor bonus.

I know the rule of thumb is that the same kind of bonuses don't stack, but one is a training effect while the other is a naturally thick hide. Just hoping I am missing something somewhere. Thanks in advance.

Dark Archive

Do boots of striding and springing add their bonus before or after armor speed reductions? They say they add to the base speed, so my interpretation is the armor reduction applies to them, but I have seen plenty of people using them with med and heavy armor and not reducing the speed bonus (IE having 40 move speeds with barbarians in mithril plate with the boots, instead of the 35 they should have based on the carrying capacity/armor speed reduction chart here (http://www.d20pfsrd.com/alignment-description/carrying-capacity).

I just wanted to clarify this before I finalize my character for play at my current level, and I couldn't find it buried in the forums or the FAQ Thanks in advance for the help.

Dark Archive

I was looking through trying to find some clarification on this. I know you need to select a weapon for Weapon focus, but it also states you can select Unarmed Strike as your weapon focus. It gives unarmed strike examples as Fist, knee, foot, elbow, and head. Would this allow you to select Natural weapons as a weapon focus?

My example is a Ratfolk with the feats Sharpclaw, Sharptooth, and a tailblade (Which counts as a natural weapon when used by a ratfolk). Would I have to take weapon focus: claw, weapon focus: bite, and weapon focus: tail blade? Or by the example given with unarmed strike's variant attacks be able to select Weapon Focus: Natural attacks?

I can easily see the arguments for and against it. I ask because by the actual description of unarmed strikes you could officially take an attack with each hand, each foot, and your head in a single round if you had the Base attack bonus.

I think my lack of clarity on this comes from the description of Weapon Focus.
"Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat."

Dark Archive

I have read all the posts I can find on the cloak, and find nothing saying that the cloak will not work for the Dhampir. It states half human and gives Half-elf and Half-orc as examples, but leaves open the possibility of other half races. As I agree that Asimar and Tieflings are native outsiders so this would not work for them, the Dhampir is a Humanoid with the Dhampir subtype. It doesn't fit the usual theme of Humanoid with dual subtypes including the Human subtype, but considering one of the ways they are created is being born from a human who had congress with a vampire, wouldn't they qualify due to that description?

Just looking for thoughts, I think I know how my local GMs would rule on this, but getting a stronger feel or actual ruling on this would make me feel more at ease.

Thanks all in advance for your input.

Dark Archive

I have seen several answers to this first part saying both ways, but never in comparison to just using a regular arcane caster. And yes, this is PFS.

Trying to make a ratfolk (just got the boon) caster/rogue and am not sure if I should try magus or just go with a regular caster as I am using natural attacks to deliver my touch spells. I have found plenty of evidence that I can use my natural attacks with Spell combat and Arcane Pool (even to enchant them, though that one is still questionable. I have seen posts saying final word both ways. But more on that later.)
So the first part boils down to this:
If I cast a touch spell (say shocking hands) as a regular wizard/sorcerer/whatnot then can I deal my claw damage (admittedly only a d4 damage) with the "touch" part of the attack? or must I be a magus to do this? since I won't actually be channeling it into a weapon and using my normal method of delivery (ie my hand/claw)?

Secondly: I can see the argument against Arcane Pool working for natural attacks as it adds a +1 WEAPON enhancement, BUT an Amulet of Mighty Fists can be used to grant many if not all of the same enchantments to unarmed/natural attacks, even without the base +1 enchantment required for weapon enchants. As natural attacks (and the Amulet of Mighty Fists) use Magic Fang to get the enhancements, would a legal work around be requiring the amulet of magic fists with a +1 enchantment bonus (or equivalent effect) before I could use the arcane pool to grant other bonuses?

I know, when I ask questions, I ask them in deep detail. lol

Dark Archive

I scanned through the forums, and searched every thread I could while taking care of a 4 year old and I couldn't find an answer. I know it is probably there, but RL restrictions preclude me from taking the time to find it.

I found a discrepancy in how enlarge person works in comparison to reduce person. I can understand why it might be left this way to minimize power-gaming.

Enlarge person states "Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."

This is contradictory compared to reduce person which states "Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them)."

To me by common sense the enlarged bow should deal more damage than the normal bow if the reduced bow deals less damage. It takes more force to launch an enlarged arrow, even if it shrinks after it leaves the bow.

The rule of "(projectiles deal damage based on the size of the weapon that fired them)" from reduce person SHOULD hold true both ways for consistency.

And yes, I DO understand consistency is not always consistent in PFS. I just wanted to get some clarification as I both use Enlarged Titan Fighters and Reduced small casters.

Thanks for your time and consideration in your answers.

Dark Archive

I know the list is out here, I have seen it, But I just spent 2 hours searching everything I could think of and scanning every thread that might have it and I can't find the official list of damage dice progression. If someone who knows where it is could link it for me I would truly appreciate it. The small list in the CRB doesn't quite have what I need. I understand the math, but the list I was shown didn't match quite up with what I had generally used. I know a 2d6 weapon moves up to 3d6, then to 4d6, then 6d6, but I was wondering about other dice sets like the 1d12 or 2d4 past one or two size category increases. Thanks much.

Dark Archive

Two quick questions that I can't find specific answers to despite several hours of looking around.

#1
Paladins, they are allowed to multiclass right? My brain keeps going back to 3.5 where they weren't without specific feats, but I find nothing telling me they can't specifically, so this is just a verification.

Which leads into Question 2...

#2
Do elemental resistances from different races/classes/archetypes stack if they don't say they don't? Or do they specifically have to say they stack with resistances from other sources?

Example: (links for ease of reference)
Ifrit Paladin (Empyreal Knight Archtype)/Bloodrager with the Elemental (or Celestial) Bloodlines

Ifrit gives fire resist 5;
Empyreal Knight gives Resist 5 cold/acid/electricity at L3;
Elemental Bloodline gives resist 10 for chosen element at L4
(Celestial Bloodline gives resist 5 acid and cold at L4)

Giving either a resistance of 15 fire, 5 cold/acid/electricity,
OR a 5 fire/electricity, 10 cold/acid

Because of my caution I feel that they won't stack due to the worry of exploiting, But I have erred on the side of caution wrongly before.

This is mostly a flavor build that started stacking in ways I didn't forsee when I was looking at the cross classing as I wasn't interested in the mount feature of the Empyreal Knight. For extra info on the character, I decided to make a character that is my version of Vin Diesel's "Kaulder" from "The Last Witch Hunter," which I recently watched again.

Thanks in advance for all your help. I hope to one day be

Dark Archive 1/5

As a newer player I just wanted to verify what races were available to play without boons as of the current time frame. I had heard someone say a list of races recently added and I haven't been able to find it myself. I just want to try to expand my repertoire and stop playing humans and elves all the time. ;)

Either a list posted here or a link to the list would be great. Thanks all.