Merisiel

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Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




I would like to preface the following scenario with I am currently looking for the RAW answer to the situation in question.

I was running A House on Hook Street on Saturday, and without giving away the specifics of the situation, the party got trapped on the pier with an angry mob (appearing as a Troop unit) bearing down on them. Within the first round of combat, the party used a Glitter Dust spell and the Troop failed it's save to resist the blind. When the Troop's turn arrived and they overlapped the party, I rolled damage as normal per swarm/troop rules.

My party's Swashbuckler was displeased with the fact that concealment rules did not apply from the blindness, but per RAW my understanding concealment only occurs on an "attack" (melee or ranged) which involves having to perform an attack roll prior to dealing with the concealment in the first place.

In terms of game rules, I continued to follow all other blindness rules (could not move more than half its speed, -2 AC, -2 on skill checks, flat footed for purposes of sneak attack) but did not feel that the concealment applied.

In terms of narrative, I ruled that while the glitterdust was effective to deterring the crowd, they are essentially a roving moshpit charging in the direction of their quarry, while some may be blinded/left behind, some might have fallen into the water below the pier, and some of them might have been fighting eachother, it did not translate into game rules as "concealment."

Am I off base (in terms of RAW rules) or is this correct?

I would like to note, that I am asking for RAW specifically because I have already determined how I will handle this issue when/if troops are encountered again.


I've been thinking a lot this week about the arcane trickster, and slowly began forming a character concept. My thought was that I have a young elf girl who experiences a tragedy in her life where her younger sibling is killed while playing with a magical item (wand of Spark or something like that.) From that moment, she decides that she can not allow this to happen anymore, and she will become a "liberator" of arcane goods from those she deems unworthy of their use.

Personality wise, she is very confident in her abilities, very intelligent and rather dexterous, like all elves, trained in the way of the bow.

Lore aside, my plan was to have my character be a 3Witch/3Rogue and move into arcane trickster-- it was then brought to my attention that Witches do not learn Mage Hand.

I could easily switch my choice to Sorcerer or Wizard, but I rather liked the idea of her being a witch both mechanically and back story wise...

Do you think I should switch to a different spell caster-- OR my other idea was to take a level of Oracle with the Haunted curse both to gain mage hand and to fit her back story, but I feel like I'll have way too many sub-classes at that point. If I did that I'm not sure which mystery I would choose

Any thoughts?


I'm thinking of creating a halfling Swashbuckler/Sandman/Arcane trickster, and I was going to choose to use the halfling Warsling, but I noticed that it requires a standard action to reload. Had a few questions...

1: Can you make multiple attacks with a Sling without feats or racial traits modifying it?

2: Can you use QuickDraw to reload it as a free action, or does it not work like a thrown weapon for this purpose?

I would prefer to have quick draw over using the Warslinger racial trait, but I'm looking for confirmation for if that works...


I'm contemplating creating a summoner for a future campaign. My character's eidolon was going to be a biped, and I was planningbon having it be essentially a walking suit if armor/iron golem. I was planning on giving it a great sword, but I am unclear on how exactly it factors in to it's attacks. At level one I see it would get 3 maximum attacks, so if I gave it Slam, could the great sword be a secondary? Or do they not work in the same pool?

Anyone have any clarification on how weapons play a role in an Eidolons attack sequence?

Side question: any suggestions for secondary attacks for a bipedal/humanoid eidolon?


Under "Advanced Rogue Talents" it lists "Feat" as an option. Can Rogues only take a Feat in place of an advanced Rogue talent, or any rogue talent? While it is listed under the advanced section it simply reads:

d20pfsrd.com wrote:
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Second tier of this question:

While you can only take any rogue talent once, can you take a feat instead of a rogue talent multiple times, since you are not technically taking a rogue talent?


1 person marked this as FAQ candidate.

My DM an I got into a discussion today as to whether or not you can change the "Attack" portion of charge into anything except a bull rush. For the purposes of going down the Combat Expertise/Improved Trip/Greater Trip feat tree, I proposed the possibility of trading the "attack" portion of a charge attack for a trip attack.

TLDR;
Can I charge then trip instead of attack?